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https://github.com/HifiExperiments/overte.git
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Fixed shadow map case when bounds of objects in cascade is null
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e8e04673a4
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1 changed files with 75 additions and 71 deletions
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@ -78,36 +78,38 @@ static void computeNearFar(const glm::vec3 sceneBoundVertices[8], const Plane sh
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}
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static void adjustNearFar(const AABox& inShapeBounds, ViewFrustum& shadowFrustum) {
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const Transform shadowView{ shadowFrustum.getView() };
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const Transform shadowViewInverse{ shadowView.getInverseMatrix() };
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if (!inShapeBounds.isNull()) {
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const Transform shadowView{ shadowFrustum.getView() };
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const Transform shadowViewInverse{ shadowView.getInverseMatrix() };
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glm::vec3 sceneBoundVertices[8];
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// Keep only the left, right, top and bottom shadow frustum planes as we wish to determine
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// the near and far
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Plane shadowClipPlanes[4];
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int i;
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glm::vec3 sceneBoundVertices[8];
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// Keep only the left, right, top and bottom shadow frustum planes as we wish to determine
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// the near and far
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Plane shadowClipPlanes[4];
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int i;
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// The vertices of the scene bounding box are expressed in the shadow frustum's local space
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for (i = 0; i < 8; i++) {
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sceneBoundVertices[i] = shadowViewInverse.transform(inShapeBounds.getVertex(static_cast<BoxVertex>(i)));
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// The vertices of the scene bounding box are expressed in the shadow frustum's local space
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for (i = 0; i < 8; i++) {
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sceneBoundVertices[i] = shadowViewInverse.transform(inShapeBounds.getVertex(static_cast<BoxVertex>(i)));
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}
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shadowFrustum.getUniformlyTransformedSidePlanes(shadowViewInverse, shadowClipPlanes);
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float near = std::numeric_limits<float>::max();
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float far = 0.0f;
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computeNearFar(sceneBoundVertices, shadowClipPlanes, near, far);
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// Limit the far range to the one used originally.
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far = glm::min(far, shadowFrustum.getFarClip());
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const auto depthEpsilon = 0.1f;
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auto projMatrix = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f, near - depthEpsilon, far + depthEpsilon);
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auto shadowProjection = shadowFrustum.getProjection();
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shadowProjection[2][2] = projMatrix[2][2];
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shadowProjection[3][2] = projMatrix[3][2];
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shadowFrustum.setProjection(shadowProjection);
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shadowFrustum.calculate();
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}
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shadowFrustum.getUniformlyTransformedSidePlanes(shadowViewInverse, shadowClipPlanes);
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float near = std::numeric_limits<float>::max();
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float far = 0.0f;
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computeNearFar(sceneBoundVertices, shadowClipPlanes, near, far);
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// Limit the far range to the one used originally.
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far = glm::min(far, shadowFrustum.getFarClip());
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const auto depthEpsilon = 0.1f;
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auto projMatrix = glm::ortho(-1.0f, 1.0f, -1.0f, 1.0f, near - depthEpsilon, far + depthEpsilon);
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auto shadowProjection = shadowFrustum.getProjection();
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shadowProjection[2][2] = projMatrix[2][2];
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shadowProjection[3][2] = projMatrix[3][2];
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shadowFrustum.setProjection(shadowProjection);
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shadowFrustum.calculate();
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}
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void RenderShadowMap::run(const render::RenderContextPointer& renderContext, const Inputs& inputs) {
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@ -151,60 +153,62 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext, con
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batch.setFramebuffer(fbo);
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batch.clearDepthFramebuffer(1.0, false);
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glm::mat4 projMat;
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Transform viewMat;
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args->getViewFrustum().evalProjectionMatrix(projMat);
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args->getViewFrustum().evalViewTransform(viewMat);
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if (!inShapeBounds.isNull()) {
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glm::mat4 projMat;
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Transform viewMat;
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args->getViewFrustum().evalProjectionMatrix(projMat);
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args->getViewFrustum().evalViewTransform(viewMat);
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat, false);
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat, false);
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auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
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auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
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auto shadowSkinnedDQPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned().withDualQuatSkinned());
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auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder);
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auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());
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auto shadowSkinnedDQPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned().withDualQuatSkinned());
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std::vector<ShapeKey> skinnedShapeKeys{};
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std::vector<ShapeKey> skinnedDQShapeKeys{};
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std::vector<ShapeKey> ownPipelineShapeKeys{};
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std::vector<ShapeKey> skinnedShapeKeys{};
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std::vector<ShapeKey> skinnedDQShapeKeys{};
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std::vector<ShapeKey> ownPipelineShapeKeys{};
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// Iterate through all inShapes and render the unskinned
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args->_shapePipeline = shadowPipeline;
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batch.setPipeline(shadowPipeline->pipeline);
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for (auto items : inShapes) {
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if (items.first.isSkinned()) {
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if (items.first.isDualQuatSkinned()) {
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skinnedDQShapeKeys.push_back(items.first);
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// Iterate through all inShapes and render the unskinned
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args->_shapePipeline = shadowPipeline;
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batch.setPipeline(shadowPipeline->pipeline);
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for (auto items : inShapes) {
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if (items.first.isSkinned()) {
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if (items.first.isDualQuatSkinned()) {
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skinnedDQShapeKeys.push_back(items.first);
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} else {
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skinnedShapeKeys.push_back(items.first);
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}
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} else if (!items.first.hasOwnPipeline()) {
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renderItems(renderContext, items.second);
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} else {
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skinnedShapeKeys.push_back(items.first);
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ownPipelineShapeKeys.push_back(items.first);
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}
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} else if (!items.first.hasOwnPipeline()) {
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renderItems(renderContext, items.second);
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} else {
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ownPipelineShapeKeys.push_back(items.first);
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}
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}
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// Reiterate to render the skinned
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args->_shapePipeline = shadowSkinnedPipeline;
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batch.setPipeline(shadowSkinnedPipeline->pipeline);
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for (const auto& key : skinnedShapeKeys) {
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renderItems(renderContext, inShapes.at(key));
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}
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// Reiterate to render the skinned
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args->_shapePipeline = shadowSkinnedPipeline;
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batch.setPipeline(shadowSkinnedPipeline->pipeline);
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for (const auto& key : skinnedShapeKeys) {
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renderItems(renderContext, inShapes.at(key));
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}
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// Reiterate to render the DQ skinned
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args->_shapePipeline = shadowSkinnedDQPipeline;
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batch.setPipeline(shadowSkinnedDQPipeline->pipeline);
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for (const auto& key : skinnedDQShapeKeys) {
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renderItems(renderContext, inShapes.at(key));
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}
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// Reiterate to render the DQ skinned
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args->_shapePipeline = shadowSkinnedDQPipeline;
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batch.setPipeline(shadowSkinnedDQPipeline->pipeline);
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for (const auto& key : skinnedDQShapeKeys) {
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renderItems(renderContext, inShapes.at(key));
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}
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// Finally render the items with their own pipeline last to prevent them from breaking the
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// render state. This is probably a temporary code as there is probably something better
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// to do in the render call of objects that have their own pipeline.
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args->_shapePipeline = nullptr;
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for (const auto& key : ownPipelineShapeKeys) {
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args->_itemShapeKey = key._flags.to_ulong();
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renderItems(renderContext, inShapes.at(key));
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// Finally render the items with their own pipeline last to prevent them from breaking the
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// render state. This is probably a temporary code as there is probably something better
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// to do in the render call of objects that have their own pipeline.
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args->_shapePipeline = nullptr;
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for (const auto& key : ownPipelineShapeKeys) {
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args->_itemShapeKey = key._flags.to_ulong();
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renderItems(renderContext, inShapes.at(key));
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}
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}
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args->_batch = nullptr;
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