OGRE - Terrain Shadow ,整合OGRE的地形和PSSM+LiSPSM阴影算法
2011-08-31 17:43
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OGRE版本1.7.1的Sample里包含了地形的示例,且用到了PSSM+LiSPSM。
今天尝试把Character的Sinbad模型摆到地形上,不过模型的材质本身不支持PSSM。
看了下地形示例的实现,发现它在给Shader传PSSM分界点数据时,用了把模板材质clone一份,再设置diffusemap和pssm分界点的方法,相当让人无语....
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MaterialPtr ret = MaterialManager::getSingleton().getByName(matName);
MaterialPtr baseMat = MaterialManager::getSingleton().getByName("Ogre/shadow/depth/integrated/pssm");
ret = baseMat->clone(matName);
Pass* p = ret->getTechnique(0)->getPass(0);
p->getTextureUnitState("diffuse")->setTextureName(textureName);
Vector4 splitPoints;
const PSSMShadowCameraSetup::SplitPointList& splitPointList =
static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();
for (int i = 0; i < 3; ++i)
{
splitPoints[i] = splitPointList[i];
}
p->getFragmentProgramParameters()->setNamedConstant("pssmSplitPoints", splitPoints);
view plain
MaterialPtr ret = MaterialManager::getSingleton().getByName(matName);
MaterialPtr baseMat = MaterialManager::getSingleton().getByName("Ogre/shadow/depth/integrated/pssm");
ret = baseMat->clone(matName);
Pass* p = ret->getTechnique(0)->getPass(0);
p->getTextureUnitState("diffuse")->setTextureName(textureName);
Vector4 splitPoints;
const PSSMShadowCameraSetup::SplitPointList& splitPointList =
static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();
for (int i = 0; i < 3; ++i)
{
splitPoints[i] = splitPointList[i];
}
p->getFragmentProgramParameters()->setNamedConstant("pssmSplitPoints", splitPoints);
如果有几百种不同贴图的物件,就得在代码里手动为每一个物件设置diffusemap和pssm分界点,前者其实在材质脚本中可以用继承来覆盖,后者其实整个场景用到的数据都是一样的。好在OGRE增加了shared_params,可以多个shader共享相同的参数,在代码里只设置一遍就可以了。
修改后的fp:
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shared_params pssm_params
{
shared_param_named pssmSplitPoints float4
}
fragment_program Ogre/shadow/receiver/depth/pssm3/fp cg
{
source depthshadowobject.cg
profiles ps_2_x arbfp1
entry_point main_fp
compile_arguments -DSHADOWCASTER=0 -DDEPTH_SHADOWCASTER=0 -DDEPTH_SHADOWRECEIVER=1
default_params
{
param_named_auto materialAmbient derived_ambient_light_colour
// shadow samplers are indexes 1/2/3
param_named_auto inverseShadowmapSize0 inverse_texture_size 1
param_named_auto inverseShadowmapSize1 inverse_texture_size 2
param_named_auto inverseShadowmapSize2 inverse_texture_size 3
//SET THIS MANUALLY!
//param_named pssmSplitPoints 0 0 0 0
shared_params_ref pssm_params
}
}
view plain
shared_params pssm_params
{
shared_param_named pssmSplitPoints float4
}
fragment_program Ogre/shadow/receiver/depth/pssm3/fp cg
{
source depthshadowobject.cg
profiles ps_2_x arbfp1
entry_point main_fp
compile_arguments -DSHADOWCASTER=0 -DDEPTH_SHADOWCASTER=0 -DDEPTH_SHADOWRECEIVER=1
default_params
{
param_named_auto materialAmbient derived_ambient_light_colour
// shadow samplers are indexes 1/2/3
param_named_auto inverseShadowmapSize0 inverse_texture_size 1
param_named_auto inverseShadowmapSize1 inverse_texture_size 2
param_named_auto inverseShadowmapSize2 inverse_texture_size 3
//SET THIS MANUALLY!
//param_named pssmSplitPoints 0 0 0 0
shared_params_ref pssm_params
}
}
c++:
view plaincopy to clipboardprint?
Vector4 splitPoints;
const PSSMShadowCameraSetup::SplitPointList& splitPointList =
static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();
for (int i = 0; i < 3; ++i)
{
splitPoints[i] = splitPointList[i];
}
GpuSharedParametersPtr p = GpuProgramManager::getSingleton().getSharedParameters("pssm_params");
p->setNamedConstant("pssmSplitPoints", splitPoints);
view plain
Vector4 splitPoints;
const PSSMShadowCameraSetup::SplitPointList& splitPointList =
static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();
for (int i = 0; i < 3; ++i)
{
splitPoints[i] = splitPointList[i];
}
GpuSharedParametersPtr p = GpuProgramManager::getSingleton().getSharedParameters("pssm_params");
p->setNamedConstant("pssmSplitPoints", splitPoints);
http://blog.csdn.net/cometeor/archive/2010/06/09/5657168.aspx
今天尝试把Character的Sinbad模型摆到地形上,不过模型的材质本身不支持PSSM。
看了下地形示例的实现,发现它在给Shader传PSSM分界点数据时,用了把模板材质clone一份,再设置diffusemap和pssm分界点的方法,相当让人无语....
view plaincopy to clipboardprint?
MaterialPtr ret = MaterialManager::getSingleton().getByName(matName);
MaterialPtr baseMat = MaterialManager::getSingleton().getByName("Ogre/shadow/depth/integrated/pssm");
ret = baseMat->clone(matName);
Pass* p = ret->getTechnique(0)->getPass(0);
p->getTextureUnitState("diffuse")->setTextureName(textureName);
Vector4 splitPoints;
const PSSMShadowCameraSetup::SplitPointList& splitPointList =
static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();
for (int i = 0; i < 3; ++i)
{
splitPoints[i] = splitPointList[i];
}
p->getFragmentProgramParameters()->setNamedConstant("pssmSplitPoints", splitPoints);
view plain
MaterialPtr ret = MaterialManager::getSingleton().getByName(matName);
MaterialPtr baseMat = MaterialManager::getSingleton().getByName("Ogre/shadow/depth/integrated/pssm");
ret = baseMat->clone(matName);
Pass* p = ret->getTechnique(0)->getPass(0);
p->getTextureUnitState("diffuse")->setTextureName(textureName);
Vector4 splitPoints;
const PSSMShadowCameraSetup::SplitPointList& splitPointList =
static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();
for (int i = 0; i < 3; ++i)
{
splitPoints[i] = splitPointList[i];
}
p->getFragmentProgramParameters()->setNamedConstant("pssmSplitPoints", splitPoints);
如果有几百种不同贴图的物件,就得在代码里手动为每一个物件设置diffusemap和pssm分界点,前者其实在材质脚本中可以用继承来覆盖,后者其实整个场景用到的数据都是一样的。好在OGRE增加了shared_params,可以多个shader共享相同的参数,在代码里只设置一遍就可以了。
修改后的fp:
view plaincopy to clipboardprint?
shared_params pssm_params
{
shared_param_named pssmSplitPoints float4
}
fragment_program Ogre/shadow/receiver/depth/pssm3/fp cg
{
source depthshadowobject.cg
profiles ps_2_x arbfp1
entry_point main_fp
compile_arguments -DSHADOWCASTER=0 -DDEPTH_SHADOWCASTER=0 -DDEPTH_SHADOWRECEIVER=1
default_params
{
param_named_auto materialAmbient derived_ambient_light_colour
// shadow samplers are indexes 1/2/3
param_named_auto inverseShadowmapSize0 inverse_texture_size 1
param_named_auto inverseShadowmapSize1 inverse_texture_size 2
param_named_auto inverseShadowmapSize2 inverse_texture_size 3
//SET THIS MANUALLY!
//param_named pssmSplitPoints 0 0 0 0
shared_params_ref pssm_params
}
}
view plain
shared_params pssm_params
{
shared_param_named pssmSplitPoints float4
}
fragment_program Ogre/shadow/receiver/depth/pssm3/fp cg
{
source depthshadowobject.cg
profiles ps_2_x arbfp1
entry_point main_fp
compile_arguments -DSHADOWCASTER=0 -DDEPTH_SHADOWCASTER=0 -DDEPTH_SHADOWRECEIVER=1
default_params
{
param_named_auto materialAmbient derived_ambient_light_colour
// shadow samplers are indexes 1/2/3
param_named_auto inverseShadowmapSize0 inverse_texture_size 1
param_named_auto inverseShadowmapSize1 inverse_texture_size 2
param_named_auto inverseShadowmapSize2 inverse_texture_size 3
//SET THIS MANUALLY!
//param_named pssmSplitPoints 0 0 0 0
shared_params_ref pssm_params
}
}
c++:
view plaincopy to clipboardprint?
Vector4 splitPoints;
const PSSMShadowCameraSetup::SplitPointList& splitPointList =
static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();
for (int i = 0; i < 3; ++i)
{
splitPoints[i] = splitPointList[i];
}
GpuSharedParametersPtr p = GpuProgramManager::getSingleton().getSharedParameters("pssm_params");
p->setNamedConstant("pssmSplitPoints", splitPoints);
view plain
Vector4 splitPoints;
const PSSMShadowCameraSetup::SplitPointList& splitPointList =
static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();
for (int i = 0; i < 3; ++i)
{
splitPoints[i] = splitPointList[i];
}
GpuSharedParametersPtr p = GpuProgramManager::getSingleton().getSharedParameters("pssm_params");
p->setNamedConstant("pssmSplitPoints", splitPoints);
http://blog.csdn.net/cometeor/archive/2010/06/09/5657168.aspx
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