OpenSceneGraph/include/osgShadow/ParallelSplitShadowMap

108 lines
4.2 KiB
Plaintext
Raw Normal View History

/* OpenSceneGraph example, osgshadow.
*
* 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 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.
*/
/* ParallelSplitShadowMap written by Adrian Egli */
#ifndef OSGSHADOW_ParallelSplitShadowMap
#define OSGSHADOW_ParallelSplitShadowMap 1
#include <osg/Camera>
#include <osg/Material>
#include <osgShadow/ShadowTechnique>
namespace osgShadow {
class ParallelSplitShadowMap : public ShadowTechnique
{
public:
ParallelSplitShadowMap(osg::Geode** debugGroup=NULL, int icountplanes=3);
ParallelSplitShadowMap(const ParallelSplitShadowMap& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgShadow, ParallelSplitShadowMap);
/** 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 ~ParallelSplitShadowMap() {}
struct PSSMShadowSplitTexture {
// RTT
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::Vec2d _ambientBias;
osg::ref_ptr<osg::Camera> _debug_camera;
osg::ref_ptr<osg::Texture2D> _debug_texture;
osg::ref_ptr<osg::StateSet> _debug_stateset;
unsigned int _debug_textureUnit;
// Light (SUN)
osg::Vec3d _lightCameraSource;
osg::Vec3d _lightCameraTarget;
osg::Vec3d _frustumSplitCenter;
osg::Vec3d _lightDirection;
double _lightNear;
double _lightFar;
osg::Matrix _cameraView;
osg::Matrix _cameraProj;
unsigned int _splitID;
unsigned int _resolution;
osg::Uniform* _farDistanceSplit;
};
typedef std::map<unsigned int,PSSMShadowSplitTexture> PSSMShadowSplitTextureMap;
PSSMShadowSplitTextureMap _PSSMShadowSplitTextureMap;
private:
void calculateFrustumCorners(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
void calculateLightInitalPosition(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
void calculateLightNearFarFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
void calculateLightViewProjectionFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
osg::Geode** _displayTexturesGroupingNode;
unsigned int _textureUnitOffset;
};
}
#endif