Merged changes to OpenSceneGraph-2.6 into trunk using :
svn merge -r 8729:8734 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.6 .
This commit is contained in:
parent
800ca9b8ed
commit
7f8183f64c
@ -26,7 +26,7 @@ PROJECT(OpenSceneGraph)
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SET(OPENSCENEGRAPH_MAJOR_VERSION 2)
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SET(OPENSCENEGRAPH_MINOR_VERSION 6)
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SET(OPENSCENEGRAPH_PATCH_VERSION 0)
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SET(OPENSCENEGRAPH_SOVERSION 43)
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SET(OPENSCENEGRAPH_SOVERSION 44)
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SET(OPENSCENEGRAPH_VERSION ${OPENSCENEGRAPH_MAJOR_VERSION}.${OPENSCENEGRAPH_MINOR_VERSION}.${OPENSCENEGRAPH_PATCH_VERSION})
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@ -1,13 +1,13 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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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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* 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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* (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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*
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*
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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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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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@ -29,7 +29,7 @@ class OSG_EXPORT AutoTransform : public Transform
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public :
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AutoTransform();
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AutoTransform(const AutoTransform& pat,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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AutoTransform(const AutoTransform& pat,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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virtual osg::Object* cloneType() const { return new AutoTransform (); }
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virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new AutoTransform (*this,copyop); }
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@ -48,12 +48,12 @@ class OSG_EXPORT AutoTransform : public Transform
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inline void setRotation(const Quat& quat) { _rotation = quat; _matrixDirty=true; dirtyBound(); }
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inline const Quat& getRotation() const { return _rotation; }
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inline void setScale(float scale) { setScale(osg::Vec3(scale,scale,scale)); }
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void setScale(const Vec3& scale);
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inline const Vec3& getScale() const { return _scale; }
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void setMinimumScale(float minimumScale) { _minimumScale = minimumScale; }
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float getMinimumScale() const { return _minimumScale; }
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@ -62,7 +62,7 @@ class OSG_EXPORT AutoTransform : public Transform
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inline void setPivotPoint(const Vec3& pivot) { _pivotPoint = pivot; _matrixDirty=true; dirtyBound(); }
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inline const Vec3& getPivotPoint() const { return _pivotPoint; }
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void setAutoUpdateEyeMovementTolerance(float tolerance) { _autoUpdateEyeMovementTolerance = tolerance; }
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float getAutoUpdateEyeMovementTolerance() const { return _autoUpdateEyeMovementTolerance; }
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@ -74,7 +74,7 @@ class OSG_EXPORT AutoTransform : public Transform
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ROTATE_TO_SCREEN,
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ROTATE_TO_CAMERA
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};
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void setAutoRotateMode(AutoRotateMode mode) { _autoRotateMode = mode; _firstTimeToInitEyePoint = true; }
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AutoRotateMode getAutoRotateMode() const { return _autoRotateMode; }
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@ -83,8 +83,8 @@ class OSG_EXPORT AutoTransform : public Transform
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bool getAutoScaleToScreen() const { return _autoScaleToScreen; }
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void setAutoScaleTransistionWidthRatio(float ratio) { _autoScaleTransitionWidthRatio = ratio; }
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float getAutoScaleTransistionWidthRatio() const { return _autoScaleTransitionWidthRatio; }
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void setAutoScaleTransitionWidthRatio(float ratio) { _autoScaleTransitionWidthRatio = ratio; }
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float getAutoScaleTransitionWidthRatio() const { return _autoScaleTransitionWidthRatio; }
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virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const;
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@ -95,7 +95,7 @@ class OSG_EXPORT AutoTransform : public Transform
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protected :
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virtual ~AutoTransform() {}
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Vec3 _position;
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@ -105,17 +105,17 @@ class OSG_EXPORT AutoTransform : public Transform
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AutoRotateMode _autoRotateMode;
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bool _autoScaleToScreen;
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mutable Quat _rotation;
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mutable Vec3 _scale;
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mutable bool _firstTimeToInitEyePoint;
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mutable osg::Vec3 _previousEyePoint;
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mutable osg::Vec3 _previousLocalUp;
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mutable Viewport::value_type _previousWidth;
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mutable Viewport::value_type _previousHeight;
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mutable Viewport::value_type _previousHeight;
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mutable osg::Matrix _previousProjection;
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mutable osg::Vec3 _previousPosition;
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float _minimumScale;
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float _maximumScale;
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float _autoScaleTransitionWidthRatio;
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@ -22,7 +22,7 @@ extern "C" {
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#define OPENSCENEGRAPH_MAJOR_VERSION 2
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#define OPENSCENEGRAPH_MINOR_VERSION 6
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#define OPENSCENEGRAPH_PATCH_VERSION 0
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#define OPENSCENEGRAPH_SOVERSION 43
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#define OPENSCENEGRAPH_SOVERSION 44
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/**
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* osgGetVersion() returns the library version number.
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@ -1,29 +1,29 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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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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* 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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* (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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*
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*
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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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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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/* ParallelSplitShadowMap written by Adrian Egli
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/* ParallelSplitShadowMap written by Adrian Egli
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*
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* this version has still a bug in mutli-thread application (flickering problem)
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* to avoid the flickering problem try osgShadow --pssm --SingleThreaded your_scene.ive
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*
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* The Parallel Split Shadow Map only supports directional light for simulating the shadow.
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* It's one of the most robust algorithm for huge terrain sun light's shadow simulation, if
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* you need to shadow a terrain, or another huge scene, you should use Parallel Split Shadow Map
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* or at least test it against your scene. Have fun.
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* The Parallel Split Shadow Map only supports directional light for simulating the shadow.
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* It's one of the most robust algorithm for huge terrain sun light's shadow simulation, if
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* you need to shadow a terrain, or another huge scene, you should use Parallel Split Shadow Map
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* or at least test it against your scene. Have fun.
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*
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*/
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#ifndef OSGSHADOW_ParallelSplitShadowMap
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#ifndef OSGSHADOW_ParallelSplitShadowMap
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#define OSGSHADOW_ParallelSplitShadowMap 1
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#include <osg/Camera>
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@ -35,16 +35,16 @@
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namespace osgShadow {
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class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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{
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public:
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ParallelSplitShadowMap(osg::Geode** debugGroup=NULL, int icountplanes=3);
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ParallelSplitShadowMap(const ParallelSplitShadowMap& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgShadow, ParallelSplitShadowMap);
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/** Initialize the ShadowedScene and local cached data structures.*/
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virtual void init();
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@ -69,21 +69,21 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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/** Set the texture resolution */
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inline void setTextureResolution(unsigned int resolution) { _resolution = resolution; }
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/** Set the max far distance */
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/** Set the max far distance */
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inline void setMaxFarDistance(double farDist) { _setMaxFarDistance = farDist; _isSetMaxFarDistance = true; }
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/** Set the factor for moving the virtual camera behind the real camera*/
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inline void setMoveVCamBehindRCamFactor(double distFactor ) { _move_vcam_behind_rcam_factor = distFactor; }
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/** Set min near distance for splits */
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/** Set min near distance for splits */
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inline void setMinNearDistanceForSplits(double nd){ _split_min_near_dist=nd; }
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/** set a user defined light for shadow simulation (sun light, ... )
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* when this light get passed to pssm, the scene's light are no longer collected
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* and simulated. just this user passed light, it needs to be a directional light.
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/** set a user defined light for shadow simulation (sun light, ... )
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* when this light get passed to pssm, the scene's light are no longer collected
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* and simulated. just this user passed light, it needs to be a directional light.
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*/
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inline void setUserLight(osg::Light* light) { _userLight = light; }
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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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@ -92,32 +92,32 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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*/
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class OSGSHADOW_EXPORT FragmentShaderGenerator : public osg::Referenced {
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public:
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/**
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* generate the GLSL fragement shader
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/**
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* generate the GLSL fragement shader
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*/
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virtual std::string generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount,double textureRes, bool filtered, unsigned int nbrSplits,unsigned int textureOffset);
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};
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/** set fragment shader generator */
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inline void setFragmentShaderGenerator(FragmentShaderGenerator* fsw) { _FragmentShaderGenerator = fsw;}
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/** enable / disable shadow filtering */
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inline void enableShadowGLSLFiltering(bool filtering = true) { _GLSL_shadow_filtered = filtering; }
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enum SplitCalcMode {
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SPLIT_LINEAR,
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SPLIT_EXP
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};
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/** set split calculation mode */
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inline void setSplitCalculationMode(SplitCalcMode scm=SPLIT_EXP) { _SplitCalcMode = scm; }
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protected :
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virtual ~ParallelSplitShadowMap() {}
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struct PSSMShadowSplitTexture {
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// RTT
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osg::ref_ptr<osg::Camera> _camera;
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@ -157,7 +157,7 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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private:
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void calculateFrustumCorners(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
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void calculateLightInitalPosition(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
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void calculateLightInitialPosition(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
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void calculateLightNearFarFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
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void calculateLightViewProjectionFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
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@ -180,13 +180,13 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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double _split_min_near_dist;
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double _move_vcam_behind_rcam_factor;
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osg::ref_ptr<osg::Light> _userLight;
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osg::ref_ptr<FragmentShaderGenerator> _FragmentShaderGenerator;
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bool _GLSL_shadow_filtered;
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SplitCalcMode _SplitCalcMode;
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osg::Uniform* _ambientBiasUniform;
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osg::Vec2d _ambientBias;
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@ -41,7 +41,7 @@ void AutoTransform::write(DataOutputStream* out){
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{
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out->writeFloat(getMinimumScale());
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out->writeFloat(getMaximumScale());
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out->writeFloat(getAutoScaleTransistionWidthRatio());
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out->writeFloat(getAutoScaleTransitionWidthRatio());
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}
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out->writeQuat(getRotation());
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@ -76,7 +76,7 @@ void AutoTransform::read(DataInputStream* in){
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{
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setMinimumScale(in->readFloat());
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setMaximumScale(in->readFloat());
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setAutoScaleTransistionWidthRatio(in->readFloat());
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setAutoScaleTransitionWidthRatio(in->readFloat());
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}
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setRotation(in->readQuat());
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@ -140,12 +140,13 @@ bool AutoTransform_readLocalData(Object& obj, Input& fr)
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iteratorAdvanced = true;
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}
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if (fr.matchSequence("autoScaleTransistionWidthRatio %f"))
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if (fr.matchSequence("autoScaleTransistionWidthRatio %f") ||
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fr.matchSequence("autoScaleTransitionWidthRatio %f"))
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{
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float ratio;
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fr[1].getFloat(ratio);
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transform.setAutoScaleTransistionWidthRatio(ratio);
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transform.setAutoScaleTransitionWidthRatio(ratio);
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fr += 2;
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iteratorAdvanced = true;
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@ -181,9 +182,9 @@ bool AutoTransform_writeLocalData(const Object& obj, Output& fw)
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fw.indent()<<"autoScaleToScreen "<<(transform.getAutoScaleToScreen()?"TRUE":"FALSE")<<std::endl;
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if (transform.getAutoScaleTransistionWidthRatio()!=0.25)
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if (transform.getAutoScaleTransitionWidthRatio()!=0.25)
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{
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fw.indent()<<"autoScaleTransistionWidthRatio "<<transform.getAutoScaleTransistionWidthRatio()<<std::endl;
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fw.indent()<<"autoScaleTransitionWidthRatio "<<transform.getAutoScaleTransitionWidthRatio()<<std::endl;
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}
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return true;
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@ -53,9 +53,9 @@ using namespace osgShadow;
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#define TEXTURE_RESOLUTION 1024
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#define ZNEAR_MIN_FROM_LIGHT_SOURCE 5.0
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#define ZNEAR_MIN_FROM_LIGHT_SOURCE 5.0
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#define MOVE_VIRTUAL_CAMERA_BEHIND_REAL_CAMERA_FACTOR 0.0
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//#define SHOW_SHADOW_TEXTURE_DEBUG // DEPTH instead of color for debug information texture display in a rectangle
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@ -64,19 +64,19 @@ using namespace osgShadow;
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#ifndef SHADOW_TEXTURE_DEBUG
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#define SHADOW_TEXTURE_GLSL
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#endif
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//////////////////////////////////////////////////////////////////////////
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// FragmentShaderGenerator
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std::string ParallelSplitShadowMap::FragmentShaderGenerator::generateGLSL_FragmentShader_BaseTex(
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bool debug,
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bool debug,
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unsigned int splitCount,
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double textureRes,
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bool filtered,
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bool filtered,
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unsigned int nbrSplits,
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unsigned int textureOffset
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) {
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std::stringstream sstr;
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/// base texture
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sstr << "uniform sampler2D baseTexture; " << std::endl;
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sstr << "uniform float enableBaseTexture; " << std::endl;
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@ -88,7 +88,7 @@ std::string ParallelSplitShadowMap::FragmentShaderGenerator::generateGLSL_Fragme
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}
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sstr << "void main(void)" << std::endl;
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sstr << "{" << std::endl;
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@ -101,15 +101,15 @@ std::string ParallelSplitShadowMap::FragmentShaderGenerator::generateGLSL_Fragme
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sstr << "float map" << i << " = step(zShadow"<<i-1<<",testZ)*step(testZ, zShadow"<<i<<");"<< std::endl;//DEBUG
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}
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if (filtered) {
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if (filtered) {
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sstr << " float fTexelSize="<< (sqrt(2.0) / textureRes ) <<";" << std::endl;
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}
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for (unsigned int i=0;i<nbrSplits;i++) {
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if (!filtered) {
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if (!filtered) {
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sstr << " float shadow" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+textureOffset) <<"]).r;" << std::endl;
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} else {
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// filter the shadow (look up)
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sstr << " float shadowOrg" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+textureOffset) <<"]).r;" << std::endl;
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sstr << " float shadow0" << i <<" = shadow2DProj( shadowTexture" << i <<",gl_TexCoord[" << (i+textureOffset) <<"]+vec4(-fTexelSize,-fTexelSize,0,0) ).r;" << std::endl;
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@ -125,11 +125,11 @@ std::string ParallelSplitShadowMap::FragmentShaderGenerator::generateGLSL_Fragme
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}
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sstr << " shadow" << i <<" = step(0.25,shadow" << i <<");" << std::endl; // reduce shadow artefacts
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}
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sstr << " float term0 = (1.0-shadow0)*map0; " << std::endl;
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for (unsigned int i=1;i<nbrSplits;i++) {
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sstr << " float term" << i << " = map"<< i << "*(1.0-shadow"<<i<<");"<< std::endl;
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sstr << " float term" << i << " = map"<< i << "*(1.0-shadow"<<i<<");"<< std::endl;
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}
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@ -163,7 +163,7 @@ std::string ParallelSplitShadowMap::FragmentShaderGenerator::generateGLSL_Fragme
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sstr << " vec4 color = gl_Color*( 1.0 - sumTerm ) + (sumTerm)* gl_Color*vec4(c0,(1.0-c0)*c1,(1.0-c0)*(1.0-c1)*c2,1.0); " << std::endl;
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switch(nbrSplits){
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case 1: sstr << " color = color*0.75 + vec4(map0,0,0,1.0)*0.25; " << std::endl;break;
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case 2: sstr << " color = color*0.75 + vec4(map0,map1,0,1.0)*0.25; " << std::endl;break;
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@ -173,13 +173,13 @@ std::string ParallelSplitShadowMap::FragmentShaderGenerator::generateGLSL_Fragme
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case 6: sstr << " color = color*0.75 + vec4(map0+map3+map5,map1+map3+map4,map2+map4+map5,1.0)*0.25; " << std::endl; break;
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default: break;
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}
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} else {
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sstr << " vec4 color = gl_Color; "<< std::endl;
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}
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@ -194,7 +194,7 @@ std::string ParallelSplitShadowMap::FragmentShaderGenerator::generateGLSL_Fragme
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sstr << " gl_FragColor.a = (color*(1.0-enableBaseTextureFilter) + colorTex*enableBaseTextureFilter).a; "<< std::endl;
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|
||||
|
||||
sstr << "}"<< std::endl;
|
||||
|
||||
//std::cout << sstr.str() << std::endl;
|
||||
@ -344,7 +344,7 @@ void ParallelSplitShadowMap::init(){
|
||||
osg::StateSet* stateset = pssmShadowSplitTexture._camera->getOrCreateStateSet();
|
||||
|
||||
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
float factor = _polgyonOffset.x();
|
||||
float units = _polgyonOffset.y();
|
||||
@ -356,7 +356,7 @@ void ParallelSplitShadowMap::init(){
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
if ( ! _GLSL_shadow_filtered ) {
|
||||
if ( ! _GLSL_shadow_filtered ) {
|
||||
// if not glsl filtering enabled then we should force front face culling to reduce the number of shadow artefacts.
|
||||
osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
|
||||
cull_face->setMode(osg::CullFace::FRONT);
|
||||
@ -396,7 +396,7 @@ void ParallelSplitShadowMap::init(){
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// GLSL PROGRAMS
|
||||
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT,
|
||||
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT,
|
||||
_FragmentShaderGenerator->generateGLSL_FragmentShader_BaseTex(
|
||||
_debug_color_in_GLSL,
|
||||
iCameras,
|
||||
@ -407,7 +407,7 @@ void ParallelSplitShadowMap::init(){
|
||||
).c_str());
|
||||
program->addShader(fragment_shader);
|
||||
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// UNIFORMS
|
||||
std::stringstream strST; strST << "shadowTexture" << (pssmShadowSplitTexture._textureUnit-_textureUnitOffset);
|
||||
@ -419,7 +419,7 @@ void ParallelSplitShadowMap::init(){
|
||||
_ambientBiasUniform = new osg::Uniform("ambientBias",_ambientBias);
|
||||
pssmShadowSplitTexture._stateset->addUniform(_ambientBiasUniform);
|
||||
}
|
||||
|
||||
|
||||
|
||||
std::stringstream strzShadow; strzShadow << "zShadow" << (pssmShadowSplitTexture._textureUnit-_textureUnitOffset);
|
||||
pssmShadowSplitTexture._farDistanceSplit = new osg::Uniform(strzShadow.str().c_str(),1.0f);
|
||||
@ -571,7 +571,7 @@ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
const osg::Light* selectLight = 0;
|
||||
|
||||
/// light pos and light direction
|
||||
/// light pos and light direction
|
||||
osg::Vec4 lightpos;
|
||||
osg::Vec3 lightDirection;
|
||||
|
||||
@ -605,7 +605,7 @@ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
|
||||
lightpos = _userLight->getPosition();
|
||||
lightDirection = _userLight->getDirection();
|
||||
selectLight = _userLight.get();
|
||||
}
|
||||
}
|
||||
|
||||
if (selectLight)
|
||||
{
|
||||
@ -617,7 +617,7 @@ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
|
||||
{
|
||||
PSSMShadowSplitTexture pssmShadowSplitTexture = it->second;
|
||||
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// SETUP pssmShadowSplitTexture for rendering
|
||||
//
|
||||
@ -641,7 +641,7 @@ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
|
||||
|
||||
// Init Light (Directional Light)
|
||||
//
|
||||
calculateLightInitalPosition(pssmShadowSplitTexture,pCorners);
|
||||
calculateLightInitialPosition(pssmShadowSplitTexture,pCorners);
|
||||
|
||||
// Calculate near and far for light view
|
||||
//
|
||||
@ -682,7 +682,7 @@ void ParallelSplitShadowMap::cull(osgUtil::CullVisitor& cv){
|
||||
|
||||
// do RTT camera traversal
|
||||
pssmShadowSplitTexture._camera->accept(cv);
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// DEBUG
|
||||
if ( _displayTexturesGroupingNode ) {
|
||||
@ -781,11 +781,11 @@ void ParallelSplitShadowMap::calculateFrustumCorners(
|
||||
|
||||
delete[] pSplitDistances;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
pssmShadowSplitTexture._split_far = camFar;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
/// TRANSFORM frustum corners (Optimized for Orthogonal)
|
||||
@ -805,7 +805,7 @@ void ParallelSplitShadowMap::calculateFrustumCorners(
|
||||
frustumCorners[4] = const_pointFarTL * invProjViewMat;
|
||||
frustumCorners[5] = const_pointFarBL * invProjViewMat;
|
||||
frustumCorners[6] = const_pointNearBL* invProjViewMat;
|
||||
frustumCorners[7] = const_pointNearTL* invProjViewMat;
|
||||
frustumCorners[7] = const_pointNearTL* invProjViewMat;
|
||||
|
||||
//std::cout << "camFar : "<<pssmShadowSplitTexture._splitID << " / " << camNear << "," << camFar << std::endl;
|
||||
}
|
||||
@ -813,14 +813,14 @@ void ParallelSplitShadowMap::calculateFrustumCorners(
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// compute directional light initial position;
|
||||
void ParallelSplitShadowMap::calculateLightInitalPosition(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners){
|
||||
void ParallelSplitShadowMap::calculateLightInitialPosition(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners){
|
||||
pssmShadowSplitTexture._frustumSplitCenter = frustumCorners[0];
|
||||
for(int i=1;i<8;i++) {
|
||||
pssmShadowSplitTexture._frustumSplitCenter +=frustumCorners[i];
|
||||
}
|
||||
pssmShadowSplitTexture._frustumSplitCenter /= 8.0;
|
||||
|
||||
|
||||
|
||||
|
||||
//
|
||||
// To avoid edge problems, scale the frustum so
|
||||
// that it's at least a few pixels larger
|
||||
@ -830,7 +830,7 @@ void ParallelSplitShadowMap::calculateLightInitalPosition(PSSMShadowSplitTexture
|
||||
// scale by adding offset from center
|
||||
frustumCorners[i]+=(frustumCorners[i]-pssmShadowSplitTexture._frustumSplitCenter)*(0.75);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void ParallelSplitShadowMap::calculateLightNearFarFormFrustum(
|
||||
@ -845,20 +845,20 @@ void ParallelSplitShadowMap::calculateLightNearFarFormFrustum(
|
||||
for(int i=0;i<8;i++) {
|
||||
double dist_z_from_light = fabs(pssmShadowSplitTexture._lightDirection*(frustumCorners[i] - pssmShadowSplitTexture._frustumSplitCenter));
|
||||
if ( zFar < dist_z_from_light ) zFar = dist_z_from_light;
|
||||
}
|
||||
}
|
||||
|
||||
// update camera position and look at center
|
||||
pssmShadowSplitTexture._lightCameraSource = pssmShadowSplitTexture._frustumSplitCenter - pssmShadowSplitTexture._lightDirection*(zFar+_split_min_near_dist);
|
||||
pssmShadowSplitTexture._lightCameraTarget = pssmShadowSplitTexture._frustumSplitCenter + pssmShadowSplitTexture._lightDirection*(zFar);
|
||||
|
||||
// calculate [zNear,zFar]
|
||||
|
||||
// calculate [zNear,zFar]
|
||||
zFar = (-DBL_MAX);
|
||||
double zNear(DBL_MAX);
|
||||
for(int i=0;i<8;i++) {
|
||||
double dist_z_from_light = fabs(pssmShadowSplitTexture._lightDirection*(frustumCorners[i] - pssmShadowSplitTexture._lightCameraSource));
|
||||
if ( zFar < dist_z_from_light ) zFar = dist_z_from_light;
|
||||
if ( zNear > dist_z_from_light ) zNear = dist_z_from_light;
|
||||
}
|
||||
}
|
||||
// update near - far plane
|
||||
pssmShadowSplitTexture._lightNear = max(zNear - _split_min_near_dist - 0.01,0.01);
|
||||
pssmShadowSplitTexture._lightFar = zFar;
|
||||
@ -874,37 +874,37 @@ void ParallelSplitShadowMap::calculateLightViewProjectionFormFrustum(PSSMShadowS
|
||||
// calculate the camera's coordinate system
|
||||
osg::Vec3d camEye,camCenter,camUp;
|
||||
pssmShadowSplitTexture._cameraView.getLookAt(camEye,camCenter,camUp);
|
||||
osg::Vec3d viewDir(camCenter-camEye);
|
||||
osg::Vec3d viewDir(camCenter-camEye);
|
||||
osg::Vec3d camRight(camUp^viewDir);
|
||||
|
||||
// we force to have normalized vectors (camera's view)
|
||||
camUp.normalize();
|
||||
viewDir.normalize();
|
||||
camRight.normalize();
|
||||
|
||||
|
||||
// use quaternion -> numerical more robust
|
||||
osg::Quat qRot;
|
||||
qRot.makeRotate(viewDir,pssmShadowSplitTexture._lightDirection);
|
||||
osg::Vec3d top = qRot * camUp;
|
||||
osg::Vec3d right = qRot * camRight;
|
||||
|
||||
|
||||
// calculate the camera's frustum right,right,bottom,top parameters
|
||||
double maxRight(-DBL_MAX),maxTop(-DBL_MAX);
|
||||
double minRight(DBL_MAX),minTop(DBL_MAX);
|
||||
|
||||
for(int i(0); i < 8; i++)
|
||||
{
|
||||
|
||||
{
|
||||
|
||||
osg::Vec3d diffCorner(pssmShadowSplitTexture._lightCameraSource - frustumCorners[i]);
|
||||
double lright(diffCorner*right);
|
||||
double lTop(diffCorner*top);
|
||||
double lright(diffCorner*right);
|
||||
double lTop(diffCorner*top);
|
||||
|
||||
if ( lright > maxRight ) maxRight = lright;
|
||||
if ( lTop > maxTop ) maxTop = lTop;
|
||||
|
||||
if ( lright < minRight ) minRight = lright;
|
||||
if ( lTop < minTop ) minTop = lTop;
|
||||
}
|
||||
}
|
||||
|
||||
// make the camera view matrix
|
||||
pssmShadowSplitTexture._camera->setViewMatrixAsLookAt(pssmShadowSplitTexture._lightCameraSource,pssmShadowSplitTexture._lightCameraTarget,top);
|
||||
@ -918,7 +918,7 @@ void ParallelSplitShadowMap::calculateLightViewProjectionFormFrustum(PSSMShadowS
|
||||
osg::Vec3d vProjCamFraValue = (camEye + viewDir * pssmShadowSplitTexture._split_far) * (pssmShadowSplitTexture._cameraView * pssmShadowSplitTexture._cameraProj);
|
||||
pssmShadowSplitTexture._farDistanceSplit->set((float)vProjCamFraValue.z());
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
@ -179,14 +179,14 @@ BEGIN_OBJECT_REFLECTOR(osg::AutoTransform)
|
||||
__bool__getAutoScaleToScreen,
|
||||
"",
|
||||
"");
|
||||
I_Method1(void, setAutoScaleTransistionWidthRatio, IN, float, ratio,
|
||||
I_Method1(void, setAutoScaleTransitionWidthRatio, IN, float, ratio,
|
||||
Properties::NON_VIRTUAL,
|
||||
__void__setAutoScaleTransistionWidthRatio__float,
|
||||
__void__setAutoScaleTransitionWidthRatio__float,
|
||||
"",
|
||||
"");
|
||||
I_Method0(float, getAutoScaleTransistionWidthRatio,
|
||||
I_Method0(float, getAutoScaleTransitionWidthRatio,
|
||||
Properties::NON_VIRTUAL,
|
||||
__float__getAutoScaleTransistionWidthRatio,
|
||||
__float__getAutoScaleTransitionWidthRatio,
|
||||
"",
|
||||
"");
|
||||
I_Method2(bool, computeLocalToWorldMatrix, IN, osg::Matrix &, matrix, IN, osg::NodeVisitor *, nv,
|
||||
@ -216,9 +216,9 @@ BEGIN_OBJECT_REFLECTOR(osg::AutoTransform)
|
||||
I_SimpleProperty(bool, AutoScaleToScreen,
|
||||
__bool__getAutoScaleToScreen,
|
||||
__void__setAutoScaleToScreen__bool);
|
||||
I_SimpleProperty(float, AutoScaleTransistionWidthRatio,
|
||||
__float__getAutoScaleTransistionWidthRatio,
|
||||
__void__setAutoScaleTransistionWidthRatio__float);
|
||||
I_SimpleProperty(float, AutoScaleTransitionWidthRatio,
|
||||
__float__getAutoScaleTransitionWidthRatio,
|
||||
__void__setAutoScaleTransitionWidthRatio__float);
|
||||
I_SimpleProperty(float, AutoUpdateEyeMovementTolerance,
|
||||
__float__getAutoUpdateEyeMovementTolerance,
|
||||
__void__setAutoUpdateEyeMovementTolerance__float);
|
||||
|
Loading…
Reference in New Issue
Block a user