OpenSceneGraph/include/osgShadow/ParallelSplitShadowMap

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2007-09-22 21:06:07 +08:00
/* -*-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.
*/
/* ParallelSplitShadowMap written by Adrian Egli */
#ifndef OSGSHADOW_ParallelSplitShadowMap
#define OSGSHADOW_ParallelSplitShadowMap 1
#include <osg/Camera>
#include <osg/Material>
#include <osgShadow/ShadowTechnique>
namespace osgShadow {
2007-09-22 21:06:07 +08:00
class OSGSHADOW_EXPORT 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();
/** Switch on the debug coloring in GLSL (only the first 3 texture/splits showed for visualisation */
inline void setDebugColorOn() { _debug_color_in_GLSL = true; }
/** Set the polygon offset osg::Vec2f(factor,unit) */
inline void setPolygonOffset(const osg::Vec2f& p) { _polgyonOffset = p;_user_polgyonOffset_set=true;}
/** Get the polygon offset osg::Vec2f(factor,unit) */
inline const osg::Vec2f& getPolygonOffset() { return _polgyonOffset;}
/** Set the texture resolution */
inline void setTextureResolution(unsigned int resolution) { _resolution = resolution; }
/** Set the max far distance */
inline void setMaxFarDistance(double farDist) { _setMaxFarDistance = farDist; _isSetMaxFarDistance = true; }
/** Force to add a osg::CullFace::FRONT state */
inline void forceFrontCullFace() { _useFrontCullFace = true; }
/** Set min near distance for splits */
inline void setMinNearDistanceForSplits(double nd){ _split_min_near_dist=nd; }
/** use linear split (default: linear) */
inline void useLinearSplit(bool flag) { _linearSplit = flag;}
/**
light / |
\ / |
min near dist / |
for splits / |
\ / <20> |
./ \ <20> |
| \ <20> |
| x <20> |
| <20> |
. | |
\ <20> |
\ <20> |
\ |
\ |
\ |
.<- max far dist. ->.
*/
protected :
virtual ~ParallelSplitShadowMap() {}
std::string generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount);
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;
unsigned int _number_of_splits;
bool _debug_color_in_GLSL;
osg::Vec2f _polgyonOffset;
bool _user_polgyonOffset_set;
unsigned int _resolution;
double _setMaxFarDistance;
bool _isSetMaxFarDistance;
bool _useFrontCullFace;
double _split_min_near_dist;
bool _linearSplit;
};
}
#endif