OpenSceneGraph/include/osgShadow/SoftShadowMap

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGSHADOW_SOFTSHADOWMAP
#define OSGSHADOW_SOFTSHADOWMAP 1
#include <osg/Camera>
#include <osg/Material>
#include <osgShadow/ShadowTechnique>
namespace osgShadow {
/** SoftShadowMap provides an implementation of soft shadows with shadow maps.*/
class OSGSHADOW_EXPORT SoftShadowMap : public ShadowTechnique
{
public :
SoftShadowMap();
SoftShadowMap(const SoftShadowMap& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgShadow, SoftShadowMap);
/** Set the texture unit that the shadow texture will be applied on.*/
void setTextureUnit(unsigned int unit);
/** Get the texture unit that the shadow texture will be applied on.*/
unsigned int getTextureUnit() const { return _textureUnit; }
/** Set the values for the ambient bias the shader will use.*/
void setAmbientBias(const osg::Vec2& ambientBias );
/** Set the resolution of the rendertarget texture used for shadow generation */
void setTextureSize(int width, int height) { setTextureSize(osg::Vec2s(width, height)); }
/** Set the resolution of the rendertarget texture used for shadow generation */
void setTextureSize(const osg::Vec2s&);
/** Get the resolution of the rendertarget texture used for shadow generation */
const osg::Vec2s& getTextureSize() const { return _textureSize; }
/** Add a small bias to the z-value when calculating the MVPT matrix, this can reduce
* shadow acne problem.
* Suitable values are 0-0.005
* Default is 0. */
void setBias(float bias) { _bias = bias; }
/** Return the bias value set used when calculating the MVPT matrix */
float getBias() const { return _bias; }
/** Set the values for width of the soft penumbra the shader will use.
* Zero is for hard shadow (no penumbra). 0.01 is already very soft penumbra.
* Default is 0.005.*/
void setSoftnessWidth(const float softnesswidth );
/** Set the values for jittering scale the shader will use.
* Zero is no jittering (i.e. see the banding in penumbra)
* High values (>64) cause 'pixelization' of the penumbra.
* Usually but not necessarily power of two number.
* Default is 32. */
void setJitteringScale(const float jitteringscale );
/** Get the values that are used for the ambient bias in the shader.*/
const osg::Vec2& getAmbientBias() const { return _ambientBias; }
/** Get the value used for width of the soft penumbra in the shader.*/
const float getSoftnessWidth() const { return _softnesswidth; }
/** Get the value used for jittering scale in the shader.*/
const float getJitteringScale() const { return _jitteringscale; }
/** initialize the ShadowedScene and local cached data structures.*/
virtual void init();
/** run the update traversal of the ShadowedScene and update any loca chached data structures.*/
virtual void update(osg::NodeVisitor& nv);
/** run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique.*/
virtual void cull(osgUtil::CullVisitor& cv);
/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
virtual void cleanSceneGraph();
protected :
virtual ~SoftShadowMap() {}
void initJittering(osg::StateSet *);
osg::ref_ptr<osg::Camera> _camera;
osg::ref_ptr<osg::TexGen> _texgen;
osg::ref_ptr<osg::Texture2D> _texture;
osg::ref_ptr<osg::StateSet> _stateset;
unsigned int _textureUnit;
osg::Vec2 _ambientBias;
float _softnesswidth;
float _jitteringscale;
float _bias;
osg::Vec2s _textureSize;
};
}
#endif