Terrain Shadow ,整合OGRE的地形和PSSM+LiSPSM陰影演算法
阿新 • • 發佈:2019-02-20
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....
- MaterialPtr ret = MaterialManager::getSingleton().getByName(matName);
- MaterialPtr baseMat = MaterialManager::getSingleton().getByName(
- 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);
- 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:
- 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
- }
- }
- 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++:
- 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);
- 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);