protected void ComputeProjections( List<SSObject> objects, Matrix4 cameraView, Matrix4 cameraProj, float fov, float aspect, float cameraNearZ, float cameraFarZ) { if (m_light.GetType() != typeof(SSDirectionalLight)) { throw new NotSupportedException(); } SSDirectionalLight dirLight = (SSDirectionalLight)m_light; // light-aligned unit vectors Vector3 lightZ = dirLight.Direction.Normalized(); Vector3 lightX, lightY; OpenTKHelper.TwoPerpAxes(lightZ, out lightX, out lightY); // transform matrix from regular space into light aligned space Matrix4 lightTransform = new Matrix4 ( lightX.X, lightX.Y, lightX.Z, 0f, lightY.X, lightY.Y, lightY.Z, 0f, lightZ.X, lightZ.Y, lightZ.Z, 0f, 0f, 0f, 0f, 0f ); // Step 0: camera projection matrix (nearZ and farZ modified) for each frustum split float prevFarZ = cameraNearZ; for (int i = 0; i < c_numberOfSplits; ++i) { // generate frustum splits using Practical Split Scheme (GPU Gems 3, 10.2.1) float iRatio = (float)(i+1) / (float)c_numberOfSplits; float cLog = cameraNearZ * (float)Math.Pow(cameraFarZ / cameraNearZ, iRatio); float cUni = cameraNearZ + (cameraFarZ - cameraNearZ) * iRatio; float nextFarZ = LogVsLinearSplitFactor * cLog + (1f - LogVsLinearSplitFactor) * cUni; float nextNearZ = prevFarZ; // exported to the shader m_viewSplits [i] = nextFarZ; // create a view proj matrix with the nearZ, farZ values for the current split m_frustumViewProjMatrices[i] = cameraView * Matrix4.CreatePerspectiveFieldOfView(fov, aspect, nextNearZ, nextFarZ); // create light-aligned AABBs of frustums m_frustumLightBB [i] = SSAABB.FromFrustum(ref lightTransform, ref m_frustumViewProjMatrices [i]); prevFarZ = nextFarZ; } #if true // Optional scene-dependent optimization for (int i = 0; i < c_numberOfSplits; ++i) { m_objsLightBB[i] = new SSAABB(float.PositiveInfinity, float.NegativeInfinity); m_splitFrustums[i] = new FrustumCuller(ref m_frustumViewProjMatrices[i]); m_shrink[i] = false; } foreach (var obj in objects) { // pass through all shadow casters and receivers if (obj.renderState.toBeDeleted || obj.localBoundingSphereRadius <= 0f || !obj.renderState.visible || !obj.renderState.receivesShadows) { continue; } else { for (int i = 0; i < c_numberOfSplits; ++i) { if (m_splitFrustums[i].isSphereInsideFrustum(obj.worldBoundingSphere)) { // determine AABB in light coordinates of the objects so far m_shrink[i] = true; Vector3 lightAlignedPos = Vector3.Transform(obj.worldBoundingSphereCenter, lightTransform); Vector3 rad = new Vector3(obj.worldBoundingSphereRadius); Vector3 localMin = lightAlignedPos - rad; Vector3 localMax = lightAlignedPos + rad; m_objsLightBB[i].UpdateMin(localMin); m_objsLightBB[i].UpdateMax(localMax); } } } } #endif for (int i = 0; i < c_numberOfSplits; ++i) { if (m_shrink [i]) { m_resultLightBB[i].Min = Vector3.ComponentMax(m_frustumLightBB [i].Min, m_objsLightBB [i].Min); m_resultLightBB [i].Max = Vector3.ComponentMin(m_frustumLightBB [i].Max, m_objsLightBB [i].Max); } else { m_resultLightBB [i] = m_frustumLightBB [i]; } } for (int i = 0; i < c_numberOfSplits; ++i) { // Obtain view + projection + crop matrix, need it later Matrix4 shadowView, shadowProj; viewProjFromLightAlignedBB(ref m_resultLightBB [i], ref lightTransform, ref lightY, out shadowView, out shadowProj); m_shadowViewProjMatrices[i] = shadowView * shadowProj * c_cropMatrices[i]; // obtain view + projection + clio + bias m_shadowViewProjBiasMatrices[i] = m_shadowViewProjMatrices[i] * c_biasMatrix; // There is, currently, no mathematically derived solution to how much Poisson spread scaling // you need for each split. Current improvisation combines 1) increasing spread for the near // splits; reducing spread for the far splits and 2) reducing spread for splits with larger // light-aligned areas; increasing spread for splits with smaller light-aligned areas m_poissonScaling [i] = m_resultLightBB [i].Diff().Xy / (100f * (float)Math.Pow(3.0, i - 1)); } // Combine all splits' BB into one and extend it to include shadow casters closer to light SSAABB castersLightBB = new SSAABB (float.PositiveInfinity, float.NegativeInfinity); for (int i = 0; i < c_numberOfSplits; ++i) { castersLightBB.Combine(ref m_resultLightBB [i]); } // extend Z of the AABB to cover shadow-casters closer to the light foreach (var obj in objects) { if (obj.renderState.toBeDeleted || obj.localBoundingSphereRadius <= 0f || !obj.renderState.visible || !obj.renderState.castsShadow) { continue; } else { Vector3 lightAlignedPos = Vector3.Transform(obj.worldBoundingSphereCenter, lightTransform); Vector3 rad = new Vector3(obj.worldBoundingSphereRadius); Vector3 localMin = lightAlignedPos - rad; Vector3 localMax = lightAlignedPos + rad; if (localMin.Z < castersLightBB.Min.Z) { if (OpenTKHelper.RectsOverlap(castersLightBB.Min.Xy, castersLightBB.Max.Xy, localMin.Xy, localMax.Xy)) { castersLightBB.Min.Z = localMin.Z; } } } } // Generate frustum culler from the BB extended towards light to include shadow casters Matrix4 frustumView, frustumProj; viewProjFromLightAlignedBB(ref castersLightBB, ref lightTransform, ref lightY, out frustumView, out frustumProj); Matrix4 frustumMatrix = frustumView * frustumProj; FrustumCuller = new FrustumCuller (ref frustumMatrix); }
public static void SimpleShadowmapProjection( List <SSObject> objects, SSLight light, FrustumCuller frustum, // can be null (disabled) SSCamera camera, out float width, out float height, out float nearZ, out float farZ, out Vector3 viewEye, out Vector3 viewTarget, out Vector3 viewUp) { if (light.Type != SSLight.LightType.Directional) { throw new NotSupportedException(); } // light-aligned unit vectors Vector3 lightZ = light.Direction.Normalized(); Vector3 lightX, lightY; OpenTKHelper.TwoPerpAxes(lightZ, out lightX, out lightY); // Step 1: light-direction aligned AABB of the visible objects Vector3 projBBMin = new Vector3(float.PositiveInfinity); Vector3 projBBMax = new Vector3(float.NegativeInfinity); foreach (var obj in objects) { if (obj.renderState.toBeDeleted || !obj.renderState.visible || !obj.renderState.castsShadow) { continue; } else if (frustum == null || (obj.boundingSphere != null && frustum.isSphereInsideFrustum(obj.Pos, obj.ScaledRadius))) { // determine AABB in light coordinates of the objects so far Vector3 lightAlignedPos = OpenTKHelper.ProjectCoord(obj.Pos, lightX, lightY, lightZ); Vector3 rad = new Vector3(obj.ScaledRadius); Vector3 localMin = lightAlignedPos - rad; Vector3 localMax = lightAlignedPos + rad; projBBMin = Vector3.ComponentMin(projBBMin, localMin); projBBMax = Vector3.ComponentMax(projBBMax, localMax); } } if (frustum != null) { // then we need to do a second pass, including shadow-casters that // are between the camera-frusum and the light // compute the camera's position in lightspace, because we need to // include everything "closer" that the midline of the camera frustum Vector3 lightAlignedCameraPos = OpenTKHelper.ProjectCoord(camera.Pos, lightX, lightY, lightZ); float minZTest = lightAlignedCameraPos.Z; // TODO what happens if all objects are exluded? // Step 2: Extend Z of AABB to cover objects "between" current AABB and the light foreach (var obj in objects) { if (obj.renderState.toBeDeleted || !obj.renderState.visible || !obj.renderState.castsShadow) { continue; } Vector3 lightAlignedPos = OpenTKHelper.ProjectCoord(obj.Pos, lightX, lightY, lightZ); Vector3 rad = new Vector3(obj.ScaledRadius); Vector3 localMin = lightAlignedPos - rad; Vector3 localMax = lightAlignedPos + rad; if (OpenTKHelper.RectsOverlap(projBBMin.Xy, projBBMax.Xy, localMin.Xy, localMax.Xy) && localMin.Z < minZTest) { projBBMin = Vector3.ComponentMin(projBBMin, localMin); projBBMax = Vector3.ComponentMax(projBBMax, localMax); } } } // Finish the projection matrix // Use center of AABB in regular coordinates to get the view matrix Vector3 centerAligned = (projBBMin + projBBMax) / 2f; viewTarget = centerAligned.X * lightX + centerAligned.Y * lightY + centerAligned.Z * lightZ; float farEnough = (centerAligned.Z - projBBMin.Z) + 1f; viewEye = viewTarget - farEnough * lightZ; viewUp = lightY; width = projBBMax.X - projBBMin.X; height = projBBMax.Y - projBBMin.Y; nearZ = 1f; farZ = 1f + (projBBMax.Z - projBBMin.Z); }
private void ComputeProjections(List<SSObject> objects, SSLightBase light, Matrix4 cameraView, Matrix4 cameraProj) { if (light.GetType() != typeof(SSDirectionalLight)) { throw new NotSupportedException(); } SSDirectionalLight dirLight = (SSDirectionalLight)light; // light-aligned unit vectors Vector3 lightZ = dirLight.Direction.Normalized(); Vector3 lightX, lightY; OpenTKHelper.TwoPerpAxes(lightZ, out lightX, out lightY); // transform matrix from regular space into light aligned space Matrix4 lightTransform = new Matrix4 ( lightX.X, lightX.Y, lightX.Z, 0f, lightY.X, lightY.Y, lightY.Z, 0f, lightZ.X, lightZ.Y, lightZ.Z, 0f, 0f, 0f, 0f, 0f ); // Find AABB of frustum corners in light coordinates Matrix4 cameraViewProj = cameraView * cameraProj; SSAABB frustumLightBB = SSAABB.FromFrustum(ref lightTransform, ref cameraViewProj); bool shrink = false; SSAABB objsLightBB = new SSAABB (float.PositiveInfinity, float.NegativeInfinity); #if true // (optional) scene dependent optimization // Trim the light-bounding box by the shadow receivers (only in light-space x,y,maxz) FrustumCuller cameraFrustum = new FrustumCuller (ref cameraViewProj); foreach (var obj in objects) { // pass through all shadow casters and receivers if (obj.renderState.toBeDeleted || obj.localBoundingSphereRadius <= 0f || !obj.renderState.visible || !obj.renderState.receivesShadows) { continue; } else if (cameraFrustum.isSphereInsideFrustum(obj.worldBoundingSphere)) { // determine AABB in light coordinates of the objects so far shrink = true; Vector3 lightAlignedPos = Vector3.Transform(obj.worldBoundingSphereCenter, lightTransform); Vector3 rad = new Vector3(obj.worldBoundingSphereRadius); Vector3 localMin = lightAlignedPos - rad; Vector3 localMax = lightAlignedPos + rad; objsLightBB.UpdateMin(localMin); objsLightBB.UpdateMax(localMax); } } #endif // Optimize the light-frustum-projection bounding box by the object-bounding-box SSAABB resultLightBB = new SSAABB(float.PositiveInfinity, float.NegativeInfinity); if (shrink) { // shrink the XY & far-Z coordinates.. resultLightBB.Min.Xy = Vector2.ComponentMax(frustumLightBB.Min.Xy, objsLightBB.Min.Xy); resultLightBB.Min.Z = objsLightBB.Min.Z; resultLightBB.Max = Vector3.ComponentMin(frustumLightBB.Max, objsLightBB.Max); } else { resultLightBB = frustumLightBB; } // View and projection matrices, used by the scene later viewProjFromLightAlignedBB(ref resultLightBB, ref lightTransform, ref lightY, out m_shadowViewMatrix, out m_shadowProjMatrix); // Now extend Z of the result AABB to cover shadow-casters closer to the light inside the // original box foreach (var obj in objects) { if (obj.renderState.toBeDeleted || obj.localBoundingSphereRadius <= 0f || !obj.renderState.visible || !obj.renderState.castsShadow) { continue; } Vector3 lightAlignedPos = Vector3.Transform(obj.worldBoundingSphereCenter, lightTransform); Vector3 rad = new Vector3(obj.worldBoundingSphereRadius); Vector3 localMin = lightAlignedPos - rad; if (localMin.Z < resultLightBB.Min.Z) { Vector3 localMax = lightAlignedPos + rad; if (OpenTKHelper.RectsOverlap(resultLightBB.Min.Xy, resultLightBB.Max.Xy, localMin.Xy, localMax.Xy)) { resultLightBB.Min.Z = localMin.Z; } } } // Generate frustum culler from the BB extended towards light to include shadow casters Matrix4 frustumView, frustumProj; viewProjFromLightAlignedBB(ref resultLightBB, ref lightTransform, ref lightY, out frustumView, out frustumProj); Matrix4 frustumMatrix = frustumView * frustumProj; FrustumCuller = new FrustumCuller (ref frustumMatrix); }