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https://gitlab.com/OpenMW/openmw.git
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Move CLSB changes to new shadow technique
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06b2ce6646
commit
4c31b38f77
@ -293,11 +293,7 @@ void VDSMCameraCullCallback::operator()(osg::Node* node, osg::NodeVisitor* nv)
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}
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}
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class ComputeLightSpaceBounds : public osg::NodeVisitor, public osg::CullStack
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{
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public:
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ComputeLightSpaceBounds(osg::Viewport* viewport, const osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix):
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MWShadowTechnique::ComputeLightSpaceBounds::ComputeLightSpaceBounds(osg::Viewport* viewport, const osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix) :
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osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN)
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{
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setCullingMode(osg::CullSettings::VIEW_FRUSTUM_CULLING);
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@ -307,7 +303,7 @@ public:
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pushModelViewMatrix(new osg::RefMatrix(viewMatrix), osg::Transform::ABSOLUTE_RF);
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}
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void apply(osg::Node& node)
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void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Node& node)
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{
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if (isCulled(node)) return;
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@ -320,7 +316,7 @@ public:
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popCurrentMask();
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}
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void apply(osg::Drawable& drawable)
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void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Drawable& drawable)
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{
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if (isCulled(drawable)) return;
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@ -333,19 +329,27 @@ public:
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popCurrentMask();
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}
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void apply(osg::Billboard&)
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void MWShadowTechnique::ComputeLightSpaceBounds::apply(Terrain::QuadTreeWorld & quadTreeWorld)
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{
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// For now, just expand the bounds fully as terrain will fill them up and possible ways to detect which terrain definitely won't cast shadows aren't implemented.
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update(osg::Vec3(-1.0, -1.0, 0.0));
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update(osg::Vec3(1.0, 1.0, 0.0));
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}
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void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Billboard&)
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{
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OSG_INFO << "Warning Billboards not yet supported" << std::endl;
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return;
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}
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void apply(osg::Projection&)
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void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Projection&)
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{
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// projection nodes won't affect a shadow map so their subgraphs should be ignored
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return;
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}
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void apply(osg::Transform& transform)
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void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Transform& transform)
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{
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if (isCulled(transform)) return;
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@ -369,13 +373,13 @@ public:
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}
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void apply(osg::Camera&)
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void MWShadowTechnique::ComputeLightSpaceBounds::apply(osg::Camera&)
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{
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// camera nodes won't affect a shadow map so their subgraphs should be ignored
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return;
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}
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void updateBound(const osg::BoundingBox& bb)
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void MWShadowTechnique::ComputeLightSpaceBounds::updateBound(const osg::BoundingBox& bb)
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{
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if (!bb.valid()) return;
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@ -391,7 +395,7 @@ public:
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update(bb.corner(7) * matrix);
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}
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void update(const osg::Vec3& v)
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void MWShadowTechnique::ComputeLightSpaceBounds::update(const osg::Vec3& v)
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{
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if (v.z()<-1.0f)
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{
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@ -407,9 +411,6 @@ public:
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_bb.expandBy(osg::Vec3(x, y, v.z()));
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}
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osg::BoundingBox _bb;
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};
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///////////////////////////////////////////////////////////////////////////////////////////////
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//
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// LightData
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@ -27,6 +27,8 @@
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#include <osgShadow/ShadowTechnique>
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#include <components/terrain/quadtreeworld.hpp>
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namespace SceneUtil {
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/** ViewDependentShadowMap provides an base implementation of view dependent shadow mapping techniques.*/
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@ -59,6 +61,31 @@ namespace SceneUtil {
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/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
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virtual void cleanSceneGraph();
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class ComputeLightSpaceBounds : public osg::NodeVisitor, public osg::CullStack
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{
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public:
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ComputeLightSpaceBounds(osg::Viewport* viewport, const osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix);
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void apply(osg::Node& node);
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void apply(osg::Drawable& drawable);
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void apply(Terrain::QuadTreeWorld& quadTreeWorld);
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void apply(osg::Billboard&);
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void apply(osg::Projection&);
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void apply(osg::Transform& transform);
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void apply(osg::Camera&);
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void updateBound(const osg::BoundingBox& bb);
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void update(const osg::Vec3& v);
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osg::BoundingBox _bb;
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};
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struct OSGSHADOW_EXPORT Frustum
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{
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