1. 程式人生 > >Terrain Shadow ,整合OGRE的地形和PSSM+LiSPSM陰影演算法

Terrain Shadow ,整合OGRE的地形和PSSM+LiSPSM陰影演算法

OGRE版本1.7.1的Sample裡包含了地形的示例,且用到了PSSM+LiSPSM。

今天嘗試把Character的Sinbad模型擺到地形上,不過模型的材質本身不支援PSSM。

看了下地形示例的實現,發現它在給Shader傳PSSM分界點資料時,用了把模板材質clone一份,再設定diffusemap和pssm分界點的方法,相當讓人無語....

  1. MaterialPtr ret = MaterialManager::getSingleton().getByName(matName);   
  2. MaterialPtr baseMat = MaterialManager::getSingleton().getByName(
    "Ogre/shadow/depth/integrated/pssm");   
  3. ret = baseMat->clone(matName);   
  4. Pass* p = ret->getTechnique(0)->getPass(0);   
  5. p->getTextureUnitState("diffuse")->setTextureName(textureName);   
  6. Vector4 splitPoints;   
  7. const PSSMShadowCameraSetup::SplitPointList& splitPointList =    
  8. static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();   
  9. for (int i = 0; i < 3; ++i)   
  10. {   
  11.     splitPoints[i] = splitPointList[i];   
  12. }   
  13. p->getFragmentProgramParameters()->setNamedConstant("pssmSplitPoints", splitPoints);  
  1. MaterialPtr ret = MaterialManager::getSingleton().getByName(matName);  
  2. MaterialPtr baseMat = MaterialManager::getSingleton().getByName("Ogre/shadow/depth/integrated/pssm"
    );  
  3. ret = baseMat->clone(matName);  
  4. Pass* p = ret->getTechnique(0)->getPass(0);  
  5. p->getTextureUnitState("diffuse")->setTextureName(textureName);  
  6. Vector4 splitPoints;  
  7. const PSSMShadowCameraSetup::SplitPointList& splitPointList =   
  8.     static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();  
  9. for (int i = 0; i < 3; ++i)  
  10. {  
  11.     splitPoints[i] = splitPointList[i];  
  12. }  
  13. p->getFragmentProgramParameters()->setNamedConstant("pssmSplitPoints", splitPoints);  
 

如果有幾百種不同貼圖的物件,就得在程式碼裡手動為每一個物件設定diffusemap和pssm分界點,前者其實在材質指令碼中可以用繼承來覆蓋,後者其實整個場景用到的資料都是一樣的。好在OGRE增加了shared_params,可以多個shader共享相同的引數,在程式碼裡只設置一遍就可以了。

修改後的fp:

  1. shared_params pssm_params   
  2. {   
  3.     shared_param_named pssmSplitPoints float4   
  4. }   
  5. fragment_program Ogre/shadow/receiver/depth/pssm3/fp cg   
  6. {   
  7.     source depthshadowobject.cg   
  8.     profiles ps_2_x arbfp1   
  9.     entry_point main_fp   
  10.     compile_arguments -DSHADOWCASTER=0 -DDEPTH_SHADOWCASTER=0 -DDEPTH_SHADOWRECEIVER=1    
  11.     default_params   
  12.     {   
  13.         param_named_auto materialAmbient derived_ambient_light_colour   
  14. // shadow samplers are indexes 1/2/3
  15.         param_named_auto inverseShadowmapSize0 inverse_texture_size 1   
  16.         param_named_auto inverseShadowmapSize1 inverse_texture_size 2   
  17.         param_named_auto inverseShadowmapSize2 inverse_texture_size 3   
  18. //SET THIS MANUALLY!
  19. //param_named pssmSplitPoints 0 0 0 0
  20.         shared_params_ref pssm_params   
  21.     }   
  22. }  
  1. shared_params pssm_params  
  2. {  
  3.     shared_param_named pssmSplitPoints float4  
  4. }  
  5. fragment_program Ogre/shadow/receiver/depth/pssm3/fp cg  
  6. {  
  7.     source depthshadowobject.cg  
  8.     profiles ps_2_x arbfp1  
  9.     entry_point main_fp  
  10.     compile_arguments -DSHADOWCASTER=0 -DDEPTH_SHADOWCASTER=0 -DDEPTH_SHADOWRECEIVER=1   
  11.     default_params  
  12.     {  
  13.         param_named_auto materialAmbient derived_ambient_light_colour  
  14.         // shadow samplers are indexes 1/2/3
  15.         param_named_auto inverseShadowmapSize0 inverse_texture_size 1  
  16.         param_named_auto inverseShadowmapSize1 inverse_texture_size 2  
  17.         param_named_auto inverseShadowmapSize2 inverse_texture_size 3  
  18.         //SET THIS MANUALLY!
  19.         //param_named pssmSplitPoints 0 0 0 0
  20.         shared_params_ref pssm_params  
  21.     }  
  22. }  
 

c++:

  1. Vector4 splitPoints;   
  2. const PSSMShadowCameraSetup::SplitPointList& splitPointList =    
  3. static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();   
  4. for (int i = 0; i < 3; ++i)   
  5. {   
  6.     splitPoints[i] = splitPointList[i];   
  7. }   
  8. GpuSharedParametersPtr p = GpuProgramManager::getSingleton().getSharedParameters("pssm_params");   
  9. p->setNamedConstant("pssmSplitPoints", splitPoints);  
  1. Vector4 splitPoints;  
  2. const PSSMShadowCameraSetup::SplitPointList& splitPointList =   
  3. static_cast<PSSMShadowCameraSetup*>(mPSSMSetup.get())->getSplitPoints();  
  4. for (int i = 0; i < 3; ++i)  
  5. {  
  6.     splitPoints[i] = splitPointList[i];  
  7. }  
  8. GpuSharedParametersPtr p = GpuProgramManager::getSingleton().getSharedParameters("pssm_params");  
  9. p->setNamedConstant("pssmSplitPoints", splitPoints);