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* Added point light textures Signed-off-by: William Lew <WilliamMilesLew@gmail.com> * Added point light shadow camera setup Signed-off-by: William Lew <WilliamMilesLew@gmail.com> * Fixed frustum for point light shadow cube map Signed-off-by: William Lew <WilliamMilesLew@gmail.com> * Update gazebo/rendering/PointLightShadowCameraSetup.cc Co-authored-by: Alejandro Hernández Cordero <ahcorde@gmail.com> * Added code suggestions Signed-off-by: William Lew <WilliamMilesLew@gmail.com> * Added newline to end of file * Added code suggestion Signed-off-by: William Lew <WilliamMilesLew@gmail.com> * Uncommented parameter * Point lights now cast shadows, expect true for tests * Fixed OGRE errors Signed-off-by: William Lew <WilliamMilesLew@gmail.com> * Commented out unused parameter warning Signed-off-by: William Lew <WilliamMilesLew@gmail.com> * Added code suggestions Signed-off-by: William Lew <WilliamMilesLew@gmail.com> * remove unused variable Co-authored-by: Alejandro Hernández Cordero <ahcorde@gmail.com> Co-authored-by: Steve Peters <scpeters@openrobotics.org>
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/* | ||
* Copyright (C) 2021 Open Source Robotics Foundation | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
* | ||
*/ | ||
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// Code in this file has been adapted from Ogre's OgreShadowCameraSetup. | ||
// The original Ogre's licence and copyright headers are copied below: | ||
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/* | ||
----------------------------------------------------------------------------- | ||
This source file is part of OGRE | ||
(Object-oriented Graphics Rendering Engine) | ||
For the latest info, see http://www.ogre3d.org/ | ||
Copyright (c) 2000-2014 Torus Knot Software Ltd | ||
Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
The above copyright notice and this permission notice shall be included in | ||
all copies or substantial portions of the Software. | ||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
THE SOFTWARE. | ||
----------------------------------------------------------------------------- | ||
*/ | ||
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#include "gazebo/rendering/PointLightShadowCameraSetup.hh" | ||
#include "gazebo/rendering/ogre_gazebo.h" | ||
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using namespace gazebo; | ||
using namespace rendering; | ||
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////////////////////////////////////////////////// | ||
PointLightShadowCameraSetup::PointLightShadowCameraSetup() | ||
{ | ||
} | ||
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////////////////////////////////////////////////// | ||
PointLightShadowCameraSetup::~PointLightShadowCameraSetup() | ||
{ | ||
} | ||
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////////////////////////////////////////////////// | ||
void PointLightShadowCameraSetup::getShadowCamera( | ||
const Ogre::SceneManager */*_sm*/, const Ogre::Camera *_cam, | ||
const Ogre::Viewport */*_vp*/, const Ogre::Light *_light, | ||
Ogre::Camera *_texCam, size_t _iteration) const | ||
{ | ||
Ogre::Vector3 pos, dir; | ||
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// reset custom view / projection matrix in case already set | ||
_texCam->setCustomViewMatrix(false); | ||
_texCam->setCustomProjectionMatrix(false); | ||
_texCam->setNearClipDistance(_light->_deriveShadowNearClipDistance(_cam)); | ||
_texCam->setFarClipDistance(_light->_deriveShadowFarClipDistance(_cam)); | ||
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_texCam->setProjectionType(Ogre::PT_PERSPECTIVE); | ||
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// theoretically set x to +-0.25 for accuracy | ||
// decrease x for quality of shadows | ||
float x = 0.18f; | ||
_texCam->setFrustumExtents(-x, x, x, -x); | ||
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// set shadow cube map depending on the iteration | ||
switch (_iteration) { | ||
case 0: | ||
_texCam->lookAt(_texCam->getPosition() + Ogre::Vector3(1, 0, 0)); | ||
break; | ||
case 1: | ||
_texCam->lookAt(_texCam->getPosition() + Ogre::Vector3(-1, 0, 0)); | ||
break; | ||
case 2: | ||
_texCam->lookAt(_texCam->getPosition() + Ogre::Vector3(0, 1, 0)); | ||
break; | ||
case 3: | ||
_texCam->lookAt(_texCam->getPosition() + Ogre::Vector3(0, -1, 0)); | ||
break; | ||
case 4: | ||
_texCam->lookAt(_texCam->getPosition() + Ogre::Vector3(0, 0, 1)); | ||
break; | ||
case 5: | ||
_texCam->lookAt(_texCam->getPosition() + Ogre::Vector3(0, 0, -1)); | ||
break; | ||
default: | ||
break; | ||
} | ||
} |
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/* | ||
* Copyright (C) 2021 Open Source Robotics Foundation | ||
* | ||
* Licensed under the Apache License, Version 2.0 (the "License"); | ||
* you may not use this file except in compliance with the License. | ||
* You may obtain a copy of the License at | ||
* | ||
* http://www.apache.org/licenses/LICENSE-2.0 | ||
* | ||
* Unless required by applicable law or agreed to in writing, software | ||
* distributed under the License is distributed on an "AS IS" BASIS, | ||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
* See the License for the specific language governing permissions and | ||
* limitations under the License. | ||
* | ||
*/ | ||
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#ifndef GAZEBO_RENDERING_POINTLIGHTSHADOWCAMERASETUP_HH_ | ||
#define GAZEBO_RENDERING_POINTLIGHTSHADOWCAMERASETUP_HH_ | ||
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#include "gazebo/rendering/ogre_gazebo.h" | ||
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#include "gazebo/util/system.hh" | ||
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namespace gazebo | ||
{ | ||
namespace rendering | ||
{ | ||
class GAZEBO_VISIBLE PointLightShadowCameraSetup | ||
: public Ogre::DefaultShadowCameraSetup | ||
{ | ||
/// \brief Constructor | ||
public: PointLightShadowCameraSetup(); | ||
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/// \brief Destructor | ||
public: ~PointLightShadowCameraSetup(); | ||
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/// \brief Returns a shadow camera for a point light | ||
/// \sa FocusedShadowCameraSetup::getShadowCamera() | ||
public: virtual void getShadowCamera(const Ogre::SceneManager *_sm, | ||
const Ogre::Camera *_cam, const Ogre::Viewport *_vp, | ||
const Ogre::Light *_light, Ogre::Camera *_texCam, size_t _iteration) | ||
const override; | ||
}; | ||
} | ||
} | ||
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#endif |
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#version 130 | ||
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uniform sampler2DShadow shadowMap0; | ||
uniform sampler2DShadow shadowMap1; | ||
uniform sampler2DShadow shadowMap2; | ||
uniform sampler2DShadow shadowMap3; | ||
uniform sampler2DShadow shadowMap4; | ||
uniform sampler2DShadow shadowMap5; | ||
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varying vec4 lightSpacePos0; | ||
varying vec4 lightSpacePos1; | ||
varying vec4 lightSpacePos2; | ||
varying vec4 lightSpacePos3; | ||
varying vec4 lightSpacePos4; | ||
varying vec4 lightSpacePos5; | ||
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varying vec4 worldPos; | ||
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//------------------------------------------------------------------------------ | ||
float ShadowSimple(in sampler2DShadow shadowMap, in vec4 shadowMapPos) | ||
{ | ||
// perform perspective divide | ||
vec3 shadowMapUV = shadowMapPos.xyz / shadowMapPos.w; | ||
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if (shadowMapUV.z < 0.0 || shadowMapUV.z > 1.0) | ||
return 0.0; | ||
if (shadowMapUV.x < 0.0 || shadowMapUV.x > 1.0) | ||
return 0.0; | ||
if (shadowMapUV.y < 0.0 || shadowMapUV.y > 1.0) | ||
return 0.0; | ||
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// get closest depth value from light's perspective | ||
float closestDepth = texture(shadowMap, shadowMapUV); | ||
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// get depth of current fragment from light's perspective | ||
float currentDepth = shadowMapUV.z; | ||
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// check whether current frag pos is in shadow | ||
float shadow = currentDepth > closestDepth ? 1.0 : 0.0; | ||
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return shadow; | ||
} | ||
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void main() | ||
{ | ||
float f = 0.0f; | ||
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vec4 outColor = vec4(1.0, 0.0, 0.0, 1.0); | ||
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// grey shadows | ||
f += ShadowSimple(shadowMap0, lightSpacePos0); | ||
f += ShadowSimple(shadowMap1, lightSpacePos1); | ||
f += ShadowSimple(shadowMap2, lightSpacePos2); | ||
f += ShadowSimple(shadowMap3, lightSpacePos3); | ||
f += ShadowSimple(shadowMap4, lightSpacePos4); | ||
f += ShadowSimple(shadowMap5, lightSpacePos5); | ||
f = clamp(f, 0.0f, 1.0f); | ||
if (f > 0.0f) | ||
outColor = vec4(0.0, 0.0, 0.0, 1.0); | ||
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gl_FragColor = outColor; | ||
} |
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#version 120 | ||
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uniform mat4 worldMatrix; | ||
uniform mat4 worldViewMatrix; | ||
uniform mat4 viewProjMatrix; | ||
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uniform mat4 texViewProjMatrix0; | ||
uniform mat4 texViewProjMatrix1; | ||
uniform mat4 texViewProjMatrix2; | ||
uniform mat4 texViewProjMatrix3; | ||
uniform mat4 texViewProjMatrix4; | ||
uniform mat4 texViewProjMatrix5; | ||
varying vec4 lightSpacePos0; | ||
varying vec4 lightSpacePos1; | ||
varying vec4 lightSpacePos2; | ||
varying vec4 lightSpacePos3; | ||
varying vec4 lightSpacePos4; | ||
varying vec4 lightSpacePos5; | ||
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varying vec4 worldPos; | ||
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void main() | ||
{ | ||
worldPos = worldMatrix * gl_Vertex; | ||
gl_Position = viewProjMatrix * worldPos; | ||
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lightSpacePos0 = texViewProjMatrix0 * worldPos; | ||
lightSpacePos1 = texViewProjMatrix1 * worldPos; | ||
lightSpacePos2 = texViewProjMatrix2 * worldPos; | ||
lightSpacePos3 = texViewProjMatrix3 * worldPos; | ||
lightSpacePos4 = texViewProjMatrix4 * worldPos; | ||
lightSpacePos5 = texViewProjMatrix5 * worldPos; | ||
} | ||
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