From Sebastian Messerschimdt, Added polygon offset controls
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@ -39,6 +39,12 @@ class OSGSHADOW_EXPORT ShadowMap : public ShadowTechnique
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/** Get the texture unit that the shadow texture will be applied on.*/
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/** Get the texture unit that the shadow texture will be applied on.*/
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unsigned int getTextureUnit() const { return _shadowTextureUnit; }
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unsigned int getTextureUnit() const { return _shadowTextureUnit; }
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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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/** Set the values for the ambient bias the shader will use.*/
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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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void setAmbientBias(const osg::Vec2& ambientBias );
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@ -103,6 +109,7 @@ class OSGSHADOW_EXPORT ShadowMap : public ShadowTechnique
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ShaderList _shaderList;
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ShaderList _shaderList;
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unsigned int _baseTextureUnit;
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unsigned int _baseTextureUnit;
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unsigned int _shadowTextureUnit;
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unsigned int _shadowTextureUnit;
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osg::Vec2 _polyOffset;
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osg::Vec2 _ambientBias;
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osg::Vec2 _ambientBias;
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osg::Vec2s _textureSize;
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osg::Vec2s _textureSize;
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@ -81,10 +81,11 @@ static const char fragmentShaderSource_debugHUD[] =
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"} \n";
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"} \n";
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ShadowMap::ShadowMap():
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ShadowMap::ShadowMap():
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_baseTextureUnit(0),
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_baseTextureUnit(0),
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_shadowTextureUnit(1),
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_shadowTextureUnit(1),
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_ambientBias(0.5f,0.5f),
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_ambientBias(0.5f,0.5f),
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_textureSize(1024,1024)
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_textureSize(1024,1024),
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_polyOffset(1.0,1.0)
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{
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{
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}
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}
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@ -102,6 +103,11 @@ void ShadowMap::setTextureUnit(unsigned int unit)
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_shadowTextureUnit = unit;
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_shadowTextureUnit = unit;
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}
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}
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void ShadowMap::setPolygonOffset(const osg::Vec2& polyOffset)
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{
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_polyOffset = polyOffset;
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}
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void ShadowMap::setAmbientBias(const osg::Vec2& ambientBias)
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void ShadowMap::setAmbientBias(const osg::Vec2& ambientBias)
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{
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{
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_ambientBias = ambientBias;
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_ambientBias = ambientBias;
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@ -209,6 +215,7 @@ void ShadowMap::init()
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#if 1
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#if 1
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// cull front faces so that only backfaces contribute to depth map
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// cull front faces so that only backfaces contribute to depth map
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osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
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osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
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cull_face->setMode(osg::CullFace::FRONT);
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cull_face->setMode(osg::CullFace::FRONT);
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@ -217,8 +224,8 @@ void ShadowMap::init()
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// negative polygonoffset - move the backface nearer to the eye point so that backfaces
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// negative polygonoffset - move the backface nearer to the eye point so that backfaces
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// shadow themselves
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// shadow themselves
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float factor = -1.0f;
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float factor = -_polyOffset[0];
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float units = -1.0f;
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float units = -_polyOffset[1];
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osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
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osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
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polygon_offset->setFactor(factor);
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polygon_offset->setFactor(factor);
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@ -231,8 +238,8 @@ void ShadowMap::init()
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// negative polygonoffset - move the backface nearer to the eye point
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// negative polygonoffset - move the backface nearer to the eye point
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// so that front faces do not shadow themselves.
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// so that front faces do not shadow themselves.
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float factor = 1.0f;
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float factor = _polyOffset[0];
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float units = 1.0f;
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float units = _polyOffset[1];
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osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
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osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
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polygon_offset->setFactor(factor);
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polygon_offset->setFactor(factor);
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@ -327,7 +334,7 @@ void ShadowMap::cull(osgUtil::CullVisitor& cv)
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osgUtil::RenderStage* orig_rs = cv.getRenderStage();
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osgUtil::RenderStage* orig_rs = cv.getRenderStage();
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// do traversal of shadow receiving scene which does need to be decorated by the shadow map
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// do traversal of shadow recieving scene which does need to be decorated by the shadow map
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{
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{
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cv.pushStateSet(_stateset.get());
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cv.pushStateSet(_stateset.get());
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@ -607,7 +614,6 @@ osg::ref_ptr<osg::Camera> ShadowMap::makeDebugHUD()
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
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stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
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//stateset->setAttribute(new osg::PolygonOffset(1.0f,1.0f),osg::StateAttribute::ON);
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stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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// test with regular texture
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// test with regular texture
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