/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2011 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_VIEWDEPENDENTSHADOWMAP #define OSGSHADOW_VIEWDEPENDENTSHADOWMAP 1 #include #include #include #include #include #include namespace osgShadow { /** ViewDependentShadowMap provides an base implementation of view dependent shadow mapping techniques.*/ class OSGSHADOW_EXPORT ViewDependentShadowMap : public ShadowTechnique { public : ViewDependentShadowMap(); ViewDependentShadowMap(const ViewDependentShadowMap& vdsm, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); META_Object(osgShadow, ViewDependentShadowMap); /** 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); /** Resize any per context GLObject buffers to specified size. */ virtual void resizeGLObjectBuffers(unsigned int maxSize); /** If State is non-zero, this function releases any associated OpenGL objects for * the specified graphics context. Otherwise, releases OpenGL objects * for all graphics contexts. */ virtual void releaseGLObjects(osg::State* = 0) const; /** Clean scene graph from any shadow technique specific nodes, state and drawables.*/ virtual void cleanSceneGraph(); struct OSGSHADOW_EXPORT Frustum { Frustum(osgUtil::CullVisitor* cv, double minZNear, double maxZFar); osg::Matrixd projectionMatrix; osg::Matrixd modelViewMatrix; typedef std::vector Vertices; Vertices corners; typedef std::vector Indices; typedef std::vector Faces; Faces faces; typedef std::vector Edges; Edges edges; osg::Vec3d eye; osg::Vec3d centerNearPlane; osg::Vec3d centerFarPlane; osg::Vec3d center; osg::Vec3d frustumCenterLine; }; // forward declare class ViewDependentData; struct OSGSHADOW_EXPORT LightData : public osg::Referenced { LightData(ViewDependentData* vdd); virtual void setLightData(osg::RefMatrix* lm, const osg::Light* l, const osg::Matrixd& modelViewMatrix); ViewDependentData* _viewDependentData; osg::ref_ptr lightMatrix; osg::ref_ptr light; osg::Vec4d lightPos; osg::Vec3d lightPos3; osg::Vec3d lightDir; bool directionalLight; typedef std::vector ActiveTextureUnits; ActiveTextureUnits textureUnits; }; typedef std::list< osg::ref_ptr > LightDataList; struct OSGSHADOW_EXPORT ShadowData : public osg::Referenced { ShadowData(ViewDependentData* vdd); virtual void releaseGLObjects(osg::State* = 0) const; ViewDependentData* _viewDependentData; unsigned int _textureUnit; osg::ref_ptr _texture; osg::ref_ptr _texgen; osg::ref_ptr _camera; }; typedef std::list< osg::ref_ptr > ShadowDataList; class OSGSHADOW_EXPORT ViewDependentData : public osg::Referenced { public: ViewDependentData(ViewDependentShadowMap* vdsm); const ViewDependentShadowMap* getViewDependentShadowMap() const { return _viewDependentShadowMap; } LightDataList& getLightDataList() { return _lightDataList; } ShadowDataList& getShadowDataList() { return _shadowDataList; } osg::StateSet* getStateSet() { return _stateset.get(); } virtual void releaseGLObjects(osg::State* = 0) const; protected: virtual ~ViewDependentData() {} ViewDependentShadowMap* _viewDependentShadowMap; osg::ref_ptr _stateset; LightDataList _lightDataList; ShadowDataList _shadowDataList; }; virtual ViewDependentData* createViewDependentData(osgUtil::CullVisitor* cv); ViewDependentData* getViewDependentData(osgUtil::CullVisitor* cv); virtual void createShaders(); virtual bool selectActiveLights(osgUtil::CullVisitor* cv, ViewDependentData* vdd) const; virtual osg::Polytope computeLightViewFrustumPolytope(Frustum& frustum, LightData& positionedLight); virtual bool computeShadowCameraSettings(Frustum& frustum, LightData& positionedLight, osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix); virtual bool adjustPerspectiveShadowMapCameraSettings(osgUtil::RenderStage* renderStage, Frustum& frustum, LightData& positionedLight, osg::Camera* camera); virtual bool assignTexGenSettings(osgUtil::CullVisitor* cv, osg::Camera* camera, unsigned int textureUnit, osg::TexGen* texgen); virtual void cullShadowReceivingScene(osgUtil::CullVisitor* cv) const; virtual void cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Camera* camera) const; virtual osg::StateSet* selectStateSetForRenderingShadow(ViewDependentData& vdd) const; protected: virtual ~ViewDependentShadowMap(); typedef std::map< osgUtil::CullVisitor*, osg::ref_ptr > ViewDependentDataMap; mutable OpenThreads::Mutex _viewDependentDataMapMutex; ViewDependentDataMap _viewDependentDataMap; osg::ref_ptr _shadowRecievingPlaceholderStateSet; osg::ref_ptr _shadowCastingStateSet; osg::ref_ptr _polygonOffset; osg::ref_ptr _fallbackBaseTexture; osg::ref_ptr _fallbackShadowMapTexture; typedef std::vector< osg::ref_ptr > Uniforms; mutable OpenThreads::Mutex _accessUniformsAndProgramMutex; Uniforms _uniforms; osg::ref_ptr _program; }; } #endif