Panda3D
pssmCameraRig.cxx
1 /**
2  *
3  * RenderPipeline
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26 
27 
28 #include "pssmCameraRig.h"
29 
30 #ifndef _USE_MATH_DEFINES
31 #define _USE_MATH_DEFINES
32 #endif
33 #include <math.h>
34 #include "orthographicLens.h"
35 
36 
37 PStatCollector PSSMCameraRig::_update_collector("App:Show code:RP_PSSM_update");
38 
39 /**
40  * @brief Constructs a new PSSM camera rig
41  * @details This constructs a new camera rig, with a given amount of splits.
42  * The splits can not be changed later on. Splits are also called Cascades.
43  *
44  * An assertion will be triggered if the splits are below zero.
45  *
46  * @param num_splits Amount of PSSM splits
47  */
48 PSSMCameraRig::PSSMCameraRig(size_t num_splits) {
49  nassertv(num_splits > 0);
50  _num_splits = num_splits;
51  _pssm_distance = 100.0;
52  _sun_distance = 500.0;
53  _use_fixed_film_size = false;
54  _use_stable_csm = true;
55  _logarithmic_factor = 1.0;
56  _resolution = 512;
57  _border_bias = 0.1;
58  _camera_mvps = PTA_LMatrix4::empty_array(num_splits);
59  _camera_nearfar = PTA_LVecBase2::empty_array(num_splits);
60  init_cam_nodes();
61 }
62 
63 /**
64  * @brief Destructs the camera rig
65  * @details This destructs the camera rig, cleaning up all used resources.
66  */
68  // TODO: Detach all cameras and call remove_node. Most likely this is not
69  // an issue tho, because the camera rig will never get destructed.
70 }
71 
72 /**
73  * @brief Internal method to init the cameras
74  * @details This method constructs all cameras and their required lens nodes
75  * for all splits. It also resets the film size array.
76  */
77 void PSSMCameraRig::init_cam_nodes() {
78  _cam_nodes.reserve(_num_splits);
79  _max_film_sizes.resize(_num_splits);
80  _cameras.resize(_num_splits);
81  for (size_t i = 0; i < _num_splits; ++i)
82  {
83  // Construct a new lens
84  Lens *lens = new OrthographicLens();
85  lens->set_film_size(1, 1);
86  lens->set_near_far(1, 1000);
87 
88  // Construct a new camera
89  _cameras[i] = new Camera("pssm-cam-" + format_string(i), lens);
90  _cam_nodes.push_back(NodePath(_cameras[i]));
91  _max_film_sizes[i].fill(0);
92  }
93 }
94 
95 /**
96  * @brief Reparents the camera rig
97  * @details This reparents all cameras to the given parent. Usually the parent
98  * will be ShowBase.render. The parent should be the same node where the
99  * main camera is located in, too.
100  *
101  * If an empty parrent is passed, an assertion will get triggered.
102  *
103  * @param parent Parent node path
104  */
106  nassertv(!parent.is_empty());
107  for (size_t i = 0; i < _num_splits; ++i) {
108  _cam_nodes[i].reparent_to(parent);
109  }
110  _parent = parent;
111 }
112 
113 /**
114  * @brief Internal method to compute the view-projection matrix of a camera
115  * @details This returns the view-projection matrix of the given split. No bounds
116  * checking is done. If an invalid index is passed, undefined behaviour occurs.
117  *
118  * @param split_index Index of the split
119  * @return view-projection matrix of the split
120  */
121 LMatrix4 PSSMCameraRig::compute_mvp(size_t split_index) {
122  LMatrix4 transform = _parent.get_transform(_cam_nodes[split_index])->get_mat();
123  return transform * _cameras[split_index]->get_lens()->get_projection_mat();
124 }
125 
126 /**
127  * @brief Internal method used for stable CSM
128  * @details This method is used when stable CSM is enabled. It ensures that each
129  * source only moves in texel-steps, thus preventing flickering. This works by
130  * projecting the point (0, 0, 0) to NDC space, making sure that it gets projected
131  * to a texel center, and then projecting that texel back.
132  *
133  * This only works if the camera does not rotate, change its film size, or change
134  * its angle.
135  *
136  * @param mat view-projection matrix of the camera
137  * @param resolution resolution of the split
138  *
139  * @return Offset to add to the camera position to achieve stable snapping
140  */
141 LVecBase3 PSSMCameraRig::get_snap_offset(const LMatrix4& mat, size_t resolution) {
142  // Transform origin to camera space
143  LPoint4 base_point = mat.get_row(3) * 0.5 + 0.5;
144 
145  // Compute the snap offset
146  float texel_size = 1.0 / (float)(resolution);
147  float offset_x = fmod(base_point.get_x(), texel_size);
148  float offset_y = fmod(base_point.get_y(), texel_size);
149 
150  // Reproject the offset back, for that we need the inverse MVP
151  LMatrix4 inv_mat(mat);
152  inv_mat.invert_in_place();
153  LVecBase3 new_base_point = inv_mat.xform_point(LVecBase3(
154  (base_point.get_x() - offset_x) * 2.0 - 1.0,
155  (base_point.get_y() - offset_y) * 2.0 - 1.0,
156  base_point.get_z() * 2.0 - 1.0
157  ));
158  return -new_base_point;
159 }
160 
161 /**
162  * @brief Computes the average of a list of points
163  * @details This computes the average over a given set of points in 3D space.
164  * It returns the average of those points, namely sum_of_points / num_points.
165  *
166  * It is designed to work with a frustum, which is why it takes two arrays
167  * with a dimension of 4. Usually the first array are the camera near points,
168  * and the second array are the camera far points.
169  *
170  * @param starts First array of points
171  * @param ends Second array of points
172  * @return Average of points
173  */
174 LPoint3 get_average_of_points(LVecBase3 const (&starts)[4], LVecBase3 const (&ends)[4]) {
175  LPoint3 mid_point(0, 0, 0);
176  for (size_t k = 0; k < 4; ++k) {
177  mid_point += starts[k];
178  mid_point += ends[k];
179  }
180  return mid_point / 8.0;
181 }
182 
183 /**
184  * @brief Finds the minimum and maximum extends of the given projection
185  * @details This projects each point of the given array of points using the
186  * cameras view-projection matrix, and computes the minimum and maximum
187  * of the projected points.
188  *
189  * @param min_extent Will store the minimum extent of the projected points in NDC space
190  * @param max_extent Will store the maximum extent of the projected points in NDC space
191  * @param transform The transformation matrix of the camera
192  * @param proj_points The array of points to project
193  * @param cam The camera to be used to project the points
194  */
195 void find_min_max_extents(LVecBase3 &min_extent, LVecBase3 &max_extent, const LMatrix4 &transform, LVecBase3 const (&proj_points)[8], Camera *cam) {
196 
197  min_extent.fill(1e10);
198  max_extent.fill(-1e10);
199  LPoint2 screen_points[8];
200 
201  // Now project all points to the screen space of the current camera and also
202  // find the minimum and maximum extents
203  for (size_t k = 0; k < 8; ++k) {
204  LVecBase4 point(proj_points[k], 1);
205  LPoint4 proj_point = transform.xform(point);
206  LPoint3 proj_point_3d(proj_point.get_x(), proj_point.get_y(), proj_point.get_z());
207  cam->get_lens()->project(proj_point_3d, screen_points[k]);
208 
209  // Find min / max extents
210  if (screen_points[k].get_x() > max_extent.get_x()) max_extent.set_x(screen_points[k].get_x());
211  if (screen_points[k].get_y() > max_extent.get_y()) max_extent.set_y(screen_points[k].get_y());
212 
213  if (screen_points[k].get_x() < min_extent.get_x()) min_extent.set_x(screen_points[k].get_x());
214  if (screen_points[k].get_y() < min_extent.get_y()) min_extent.set_y(screen_points[k].get_y());
215 
216  // Find min / max projected depth to adjust far plane
217  if (proj_point.get_y() > max_extent.get_z()) max_extent.set_z(proj_point.get_y());
218  if (proj_point.get_y() < min_extent.get_z()) min_extent.set_z(proj_point.get_y());
219  }
220 }
221 
222 /**
223  * @brief Computes a film size from a given minimum and maximum extend
224  * @details This takes a minimum and maximum extent in NDC space and computes
225  * the film size and film offset needed to cover that extent.
226  *
227  * @param film_size Output film size, can be used for Lens::set_film_size
228  * @param film_offset Output film offset, can be used for Lens::set_film_offset
229  * @param min_extent Minimum extent
230  * @param max_extent Maximum extent
231  */
232 inline void get_film_properties(LVecBase2 &film_size, LVecBase2 &film_offset, const LVecBase3 &min_extent, const LVecBase3 &max_extent) {
233  float x_center = (min_extent.get_x() + max_extent.get_x()) * 0.5;
234  float y_center = (min_extent.get_y() + max_extent.get_y()) * 0.5;
235  float x_size = max_extent.get_x() - x_center;
236  float y_size = max_extent.get_y() - y_center;
237  film_size.set(x_size, y_size);
238  film_offset.set(x_center * 0.5, y_center * 0.5);
239 }
240 
241 /**
242  * @brief Merges two arrays
243  * @details This takes two arrays which each 4 members and produces an array
244  * with both arrays contained.
245  *
246  * @param dest Destination array
247  * @param array1 First array
248  * @param array2 Second array
249  */
250 inline void merge_points_interleaved(LVecBase3 (&dest)[8], LVecBase3 const (&array1)[4], LVecBase3 const (&array2)[4]) {
251  for (size_t k = 0; k < 4; ++k) {
252  dest[k] = array1[k];
253  dest[k+4] = array2[k];
254  }
255 }
256 
257 
258 /**
259  * @brief Internal method to compute the splits
260  * @details This is the internal update method to update the PSSM splits.
261  * It distributes the camera splits over the frustum, and updates the
262  * MVP array aswell as the nearfar array.
263  *
264  * @param transform Main camera transform
265  * @param max_distance Maximum pssm distance, relative to the camera far plane
266  * @param light_vector Sun-Vector
267  */
268 void PSSMCameraRig::compute_pssm_splits(const LMatrix4& transform, float max_distance, const LVecBase3& light_vector) {
269  nassertv(!_parent.is_empty());
270 
271  // PSSM Distance should never be smaller than camera far plane.
272  nassertv(max_distance <= 1.0);
273 
274  float filmsize_bias = 1.0 + _border_bias;
275 
276  // Compute the positions of all cameras
277  for (size_t i = 0; i < _cam_nodes.size(); ++i) {
278  float split_start = get_split_start(i) * max_distance;
279  float split_end = get_split_start(i + 1) * max_distance;
280 
281  LVecBase3 start_points[4];
282  LVecBase3 end_points[4];
283  LVecBase3 proj_points[8];
284 
285  // Get split bounding box, and collect all points which define the frustum
286  for (size_t k = 0; k < 4; ++k) {
287  start_points[k] = get_interpolated_point((CoordinateOrigin)k, split_start);
288  end_points[k] = get_interpolated_point((CoordinateOrigin)k, split_end);
289  proj_points[k] = start_points[k];
290  proj_points[k + 4] = end_points[k];
291  }
292 
293  // Compute approximate split mid point
294  LPoint3 split_mid = get_average_of_points(start_points, end_points);
295  LPoint3 cam_start = split_mid + light_vector * _sun_distance;
296 
297  // Reset the film size, offset and far-plane
298  Camera* cam = DCAST(Camera, _cam_nodes[i].node());
299  cam->get_lens()->set_film_size(1, 1);
300  cam->get_lens()->set_film_offset(0, 0);
301  cam->get_lens()->set_near_far(1, 100);
302 
303  // Find a good initial position
304  _cam_nodes[i].set_pos(cam_start);
305  _cam_nodes[i].look_at(split_mid);
306 
307  LVecBase3 best_min_extent, best_max_extent;
308 
309  // Find minimum and maximum extents of the points
310  LMatrix4 merged_transform = _parent.get_transform(_cam_nodes[i])->get_mat();
311  find_min_max_extents(best_min_extent, best_max_extent, merged_transform, proj_points, cam);
312 
313  // Find the film size to cover all points
314  LVecBase2 film_size, film_offset;
315  get_film_properties(film_size, film_offset, best_min_extent, best_max_extent);
316 
317  if (_use_fixed_film_size) {
318  // In case we use a fixed film size, store the maximum film size, and
319  // only change the film size if a new maximum is there
320  if (_max_film_sizes[i].get_x() < film_size.get_x()) _max_film_sizes[i].set_x(film_size.get_x());
321  if (_max_film_sizes[i].get_y() < film_size.get_y()) _max_film_sizes[i].set_y(film_size.get_y());
322 
323  cam->get_lens()->set_film_size(_max_film_sizes[i] * filmsize_bias);
324  } else {
325  // If we don't use a fixed film size, we can just set the film size
326  // on the lens.
327  cam->get_lens()->set_film_size(film_size * filmsize_bias);
328  }
329 
330  // Compute new film offset
331  cam->get_lens()->set_film_offset(film_offset);
332  cam->get_lens()->set_near_far(10, best_max_extent.get_z());
333  _camera_nearfar[i] = LVecBase2(10, best_max_extent.get_z());
334 
335  // Compute the camera MVP
336  LMatrix4 mvp = compute_mvp(i);
337 
338  // Stable CSM Snapping
339  if (_use_stable_csm) {
340  LPoint3 snap_offset = get_snap_offset(mvp, _resolution);
341  _cam_nodes[i].set_pos(_cam_nodes[i].get_pos() + snap_offset);
342 
343  // Compute the new mvp, since we changed the snap offset
344  mvp = compute_mvp(i);
345  }
346 
347  _camera_mvps.set_element(i, mvp);
348  }
349 }
350 
351 
352 /**
353  * @brief Updates the PSSM camera rig
354  * @details This updates the rig with an updated camera position, and a given
355  * light vector. This should be called on a per-frame basis. It will reposition
356  * all camera sources to fit the frustum based on the pssm distribution.
357  *
358  * The light vector should be the vector from the light source, not the
359  * vector to the light source.
360  *
361  * @param cam_node Target camera node
362  * @param light_vector The vector from the light to any point
363  */
364 void PSSMCameraRig::update(NodePath cam_node, const LVecBase3 &light_vector) {
365  nassertv(!cam_node.is_empty());
366  _update_collector.start();
367 
368  // Get camera node transform
369  LMatrix4 transform = cam_node.get_transform()->get_mat();
370 
371  // Get Camera and Lens pointers
372  Camera* cam = DCAST(Camera, cam_node.get_child(0).node());
373  nassertv(cam != nullptr);
374  Lens* lens = cam->get_lens();
375 
376  // Extract near and far points:
377  lens->extrude(LPoint2(-1, 1), _curr_near_points[UpperLeft], _curr_far_points[UpperLeft]);
378  lens->extrude(LPoint2(1, 1), _curr_near_points[UpperRight], _curr_far_points[UpperRight]);
379  lens->extrude(LPoint2(-1, -1), _curr_near_points[LowerLeft], _curr_far_points[LowerLeft]);
380  lens->extrude(LPoint2(1, -1), _curr_near_points[LowerRight], _curr_far_points[LowerRight]);
381 
382  // Construct MVP to project points to world space
383  LMatrix4 mvp = transform * lens->get_view_mat();
384 
385  // Project all points to world space
386  for (size_t i = 0; i < 4; ++i) {
387  LPoint4 ws_near = mvp.xform(_curr_near_points[i]);
388  LPoint4 ws_far = mvp.xform(_curr_far_points[i]);
389  _curr_near_points[i].set(ws_near.get_x(), ws_near.get_y(), ws_near.get_z());
390  _curr_far_points[i].set(ws_far.get_x(), ws_far.get_y(), ws_far.get_z());
391  }
392 
393  // Do the actual PSSM
394  compute_pssm_splits( transform, _pssm_distance / lens->get_far(), light_vector );
395 
396  _update_collector.stop();
397 }
398 
void update(NodePath cam_node, const LVecBase3 &light_vector)
Updates the PSSM camera rig.
void reparent_to(NodePath parent)
Reparents the camera rig.
A base class for any number of different kinds of lenses, linear and otherwise.
Definition: lens.h:41
~PSSMCameraRig()
Destructs the camera rig.
bool is_empty() const
Returns true if the NodePath contains no nodes.
Definition: nodePath.I:188
PSSMCameraRig(size_t num_splits)
Constructs a new PSSM camera rig.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
get_mat
Returns the matrix that describes the transform.
Lens * get_lens(int index=0) const
Returns a pointer to the particular Lens associated with this LensNode, or NULL if there is not yet a...
Definition: lensNode.I:47
void set_near_far(PN_stdfloat near_distance, PN_stdfloat far_distance)
Simultaneously changes the near and far planes.
Definition: lens.I:419
bool project(const LPoint3 &point3d, LPoint3 &point2d) const
Given a 3-d point in space, determine the 2-d point this maps to, in the range (-1,...
Definition: lens.I:131
A lightweight class that represents a single element that may be timed and/or counted via stats.
set_film_size
Sets the horizontal size of the film without changing its shape.
Definition: lens.h:82
set_film_offset
Sets the horizontal and vertical offset amounts of this Lens.
Definition: lens.h:87
get_view_mat
Returns the direction in which the lens is facing.
Definition: lens.h:141
An orthographic lens.
PandaNode * node() const
Returns the referenced node of the path.
Definition: nodePath.I:227
bool extrude(const LPoint2 &point2d, LPoint3 &near_point, LPoint3 &far_point) const
Given a 2-d point in the range (-1,1) in both dimensions, where (0,0) is the center of the lens and (...
Definition: lens.I:24
const TransformState * get_transform(Thread *current_thread=Thread::get_current_thread()) const
Returns the complete transform object set on this node.
Definition: nodePath.cxx:758
A node that can be positioned around in the scene graph to represent a point of view for rendering a ...
Definition: camera.h:35
NodePath is the fundamental system for disambiguating instances, and also provides a higher-level int...
Definition: nodePath.h:161
NodePath get_child(int n, Thread *current_thread=Thread::get_current_thread()) const
Returns a NodePath representing the nth child of the referenced node.
Definition: nodePath.I:337
get_far
Returns the position of the far plane (or cylinder, sphere, whatever).
Definition: lens.h:114