OpenSceneGraph/include/osgShadow/ShadowMap

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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_SHADOWEMAP
#define OSGSHADOW_SHADOWEMAP 1
#include <osg/Camera>
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#include <osg/Material>
#include <osg/MatrixTransform>
#include <osg/LightSource>
#include <osgShadow/ShadowTechnique>
namespace osgShadow {
/** ShadowedTexture provides an implementation of shadow textures.*/
class OSGSHADOW_EXPORT ShadowMap : public ShadowTechnique
{
public :
ShadowMap();
ShadowMap(const ShadowMap& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgShadow, ShadowMap);
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/** 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 _shadowTextureUnit; }
/** set the polygon offset used initially */
void setPolygonOffset(const osg::Vec2& polyOffset);
/** get the used polygon offset */
const osg::Vec2& getPolygonOffset() const { return _polyOffset; }
/** Set the values for the ambient bias the shader will use.*/
void setAmbientBias(const osg::Vec2& ambientBias );
/** Get the values that are used for the ambient bias in the shader.*/
const osg::Vec2& getAmbientBias() const { return _ambientBias; }
/** set the size in pixels x / y for the shadow texture.*/
void setTextureSize(const osg::Vec2s& textureSize);
/** Get the values that are used for the ambient bias in the shader.*/
const osg::Vec2s& getTextureSize() const { return _textureSize; }
/** Set the Light that will cast shadows */
void setLight(osg::Light* light);
void setLight(osg::LightSource* ls);
typedef std::vector< osg::ref_ptr<osg::Uniform> > UniformList;
typedef std::vector< osg::ref_ptr<osg::Shader> > ShaderList;
/** Add a shader to internal list, will be used instead of the default ones */
inline void addShader(osg::Shader* shader) { _shaderList.push_back(shader); }
/** Reset internal shader list */
inline void clearShaderList() { _shaderList.clear(); }
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/** 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();
// debug methods
osg::ref_ptr<osg::Camera> makeDebugHUD();
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protected:
virtual ~ShadowMap(void) {};
/** Create the managed Uniforms */
void createUniforms();
void createShaders();
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osg::ref_ptr<osg::Camera> _camera;
osg::ref_ptr<osg::TexGen> _texgen;
osg::ref_ptr<osg::Texture2D> _texture;
osg::ref_ptr<osg::StateSet> _stateset;
osg::ref_ptr<osg::Program> _program;
osg::ref_ptr<osg::Light> _light;
osg::ref_ptr<osg::LightSource> _ls;
osg::ref_ptr<osg::Uniform> _ambientBiasUniform;
UniformList _uniformList;
ShaderList _shaderList;
unsigned int _baseTextureUnit;
unsigned int _shadowTextureUnit;
osg::Vec2 _polyOffset;
osg::Vec2 _ambientBias;
osg::Vec2s _textureSize;
};
}
#endif