2012-03-22 01:36:20 +08:00
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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2006-10-06 22:16:11 +08:00
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*
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2012-03-22 01:36:20 +08:00
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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2006-10-06 22:16:11 +08:00
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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2012-03-22 01:36:20 +08:00
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*
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2006-10-06 22:16:11 +08:00
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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2012-03-22 01:36:20 +08:00
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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2006-10-06 22:16:11 +08:00
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* OpenSceneGraph Public License for more details.
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*/
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2007-02-16 06:28:32 +08:00
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#ifndef OSGSHADOW_SHADOWEMAP
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#define OSGSHADOW_SHADOWEMAP 1
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2006-10-06 22:16:11 +08:00
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2006-11-27 22:52:07 +08:00
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#include <osg/Camera>
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2007-02-19 22:20:18 +08:00
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#include <osg/Material>
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From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
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#include <osg/MatrixTransform>
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#include <osg/LightSource>
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2006-10-06 22:16:11 +08:00
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#include <osgShadow/ShadowTechnique>
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namespace osgShadow {
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/** ShadowedTexture provides an implementation of shadow textures.*/
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class OSGSHADOW_EXPORT ShadowMap : public ShadowTechnique
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{
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public :
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ShadowMap();
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ShadowMap(const ShadowMap& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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2012-03-22 01:36:20 +08:00
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2006-10-06 22:16:11 +08:00
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META_Object(osgShadow, ShadowMap);
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2012-03-22 01:36:20 +08:00
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2007-02-19 22:20:18 +08:00
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/** Set the texture unit that the shadow texture will be applied on.*/
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void setTextureUnit(unsigned int unit);
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/** Get the texture unit that the shadow texture will be applied on.*/
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From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
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unsigned int getTextureUnit() const { return _shadowTextureUnit; }
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2007-06-15 20:59:22 +08:00
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2008-03-19 20:09:20 +08:00
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/** set the polygon offset used initially */
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void setPolygonOffset(const osg::Vec2& polyOffset);
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/** get the used polygon offset */
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const osg::Vec2& getPolygonOffset() const { return _polyOffset; }
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2007-06-15 20:59:22 +08:00
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/** Set the values for the ambient bias the shader will use.*/
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void setAmbientBias(const osg::Vec2& ambientBias );
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/** Get the values that are used for the ambient bias in the shader.*/
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const osg::Vec2& getAmbientBias() const { return _ambientBias; }
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From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
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/** set the size in pixels x / y for the shadow texture.*/
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void setTextureSize(const osg::Vec2s& textureSize);
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/** Get the values that are used for the ambient bias in the shader.*/
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const osg::Vec2s& getTextureSize() const { return _textureSize; }
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/** Set the Light that will cast shadows */
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void setLight(osg::Light* light);
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void setLight(osg::LightSource* ls);
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typedef std::vector< osg::ref_ptr<osg::Uniform> > UniformList;
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typedef std::vector< osg::ref_ptr<osg::Shader> > ShaderList;
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/** Add a shader to internal list, will be used instead of the default ones */
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inline void addShader(osg::Shader* shader) { _shaderList.push_back(shader); }
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2012-03-22 01:36:20 +08:00
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2017-11-27 23:40:21 +08:00
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template<class T> void addShader( const osg::ref_ptr<T>& shader ) { addShader(shader.get()); }
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From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
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/** Reset internal shader list */
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inline void clearShaderList() { _shaderList.clear(); }
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2007-02-19 22:20:18 +08:00
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/** initialize the ShadowedScene and local cached data structures.*/
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virtual void init();
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2012-03-22 01:36:20 +08:00
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2007-02-19 22:20:18 +08:00
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/** run the update traversal of the ShadowedScene and update any loca chached data structures.*/
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virtual void update(osg::NodeVisitor& nv);
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2012-03-22 01:36:20 +08:00
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2007-02-19 22:20:18 +08:00
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/** run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique.*/
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virtual void cull(osgUtil::CullVisitor& cv);
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2012-03-22 01:36:20 +08:00
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2007-02-19 22:20:18 +08:00
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/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
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virtual void cleanSceneGraph();
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2012-03-22 01:36:20 +08:00
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2016-02-05 01:52:44 +08:00
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/** Resize any per context GLObject buffers to specified size. */
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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/** If State is non-zero, this function releases any associated OpenGL objects for
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* the specified graphics context. Otherwise, releases OpenGL objects
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* for all graphics contexts. */
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virtual void releaseGLObjects(osg::State* = 0) const;
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From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
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// debug methods
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osg::ref_ptr<osg::Camera> makeDebugHUD();
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2007-02-19 22:20:18 +08:00
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From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
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protected:
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virtual ~ShadowMap(void) {};
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2006-10-06 22:16:11 +08:00
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From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
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/** Create the managed Uniforms */
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2008-09-18 22:48:28 +08:00
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virtual void createUniforms();
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From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
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2008-09-18 22:48:28 +08:00
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virtual void createShaders();
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2012-03-22 01:36:20 +08:00
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2009-01-23 23:50:05 +08:00
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// forward declare, interface and implementation provided in ShadowMap.cpp
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class DrawableDrawWithDepthShadowComparisonOffCallback;
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2007-02-19 22:20:18 +08:00
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osg::ref_ptr<osg::Camera> _camera;
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osg::ref_ptr<osg::TexGen> _texgen;
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osg::ref_ptr<osg::Texture2D> _texture;
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osg::ref_ptr<osg::StateSet> _stateset;
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From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
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osg::ref_ptr<osg::Program> _program;
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osg::ref_ptr<osg::Light> _light;
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osg::ref_ptr<osg::LightSource> _ls;
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2007-12-15 23:19:18 +08:00
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osg::ref_ptr<osg::Uniform> _ambientBiasUniform;
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From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
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UniformList _uniformList;
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ShaderList _shaderList;
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unsigned int _baseTextureUnit;
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unsigned int _shadowTextureUnit;
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2008-03-19 20:09:20 +08:00
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osg::Vec2 _polyOffset;
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2007-06-15 20:59:22 +08:00
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osg::Vec2 _ambientBias;
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From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
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osg::Vec2s _textureSize;
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};
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2006-10-06 22:16:11 +08:00
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}
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#endif
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