OpenSceneGraph/include/osgShadow/ViewDependentShadowMap

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9.4 KiB
C++

/* -*-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_VIEWDEPENDENTSHADOWMAP
#define OSGSHADOW_VIEWDEPENDENTSHADOWMAP 1
#include <osg/Camera>
#include <osg/Material>
#include <osg/MatrixTransform>
#include <osg/LightSource>
#include <osg/PolygonOffset>
#include <osgShadow/ShadowTechnique>
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<osg::Vec3d> Vertices;
Vertices corners;
typedef std::vector<unsigned int> Indices;
typedef std::vector<Indices> Faces;
Faces faces;
typedef std::vector<Indices> 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<osg::RefMatrix> lightMatrix;
osg::ref_ptr<const osg::Light> light;
osg::Vec4d lightPos;
osg::Vec3d lightPos3;
osg::Vec3d lightDir;
bool directionalLight;
typedef std::vector<unsigned int> ActiveTextureUnits;
ActiveTextureUnits textureUnits;
};
typedef std::list< osg::ref_ptr<LightData> > 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<osg::Texture2D> _texture;
osg::ref_ptr<osg::TexGen> _texgen;
osg::ref_ptr<osg::Camera> _camera;
};
typedef std::list< osg::ref_ptr<ShadowData> > 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<osg::StateSet> _stateset;
LightDataList _lightDataList;
ShadowDataList _shadowDataList;
};
virtual ViewDependentData* createViewDependentData(osgUtil::CullVisitor* cv);
ViewDependentData* getViewDependentData(osgUtil::CullVisitor* cv);
/** Set the texture unit that the first shadow map will be placed on, if mulitple shadow maps are
* required then each shadow map will use a allocated a unit relative to this base texture unit.*/
void setBaseShadowTextureUnit(unsigned int unit) { _baseShadowTextureUnit = unit; }
/** Get the texture unit that the first shadow map will be placed on.*/
unsigned int getBaseShadowTextureUnit() const { return _baseShadowTextureUnit; }
/** Set the size of the shadow map textures.*/
void setTextureSize(const osg::Vec2s& textureSize) { _textureSize = textureSize; }
/** Get the size of the shadow map textures.*/
const osg::Vec2s& getTextureSize() const { return _textureSize; }
void setMinimumShadowMapNearFarRatio(double ratio) { _minimumShadowMapNearFarRatio = ratio; }
double getMinimumShadowMapNearFarRatio() const { return _minimumShadowMapNearFarRatio; }
enum ShadowMapProjectionHint
{
ORTHOGRAPHIC_SHADOW_MAP,
PERSPECTIVE_SHADOW_MAP
};
void setShadowMapProjectionHint(ShadowMapProjectionHint hint) { _shadowMapProjectionHint = hint; }
ShadowMapProjectionHint getShadowMapProjectionHint() const { return _shadowMapProjectionHint; }
enum ShaderHint
{
NO_SHADERS,
PROVIDE_FRAGMENT_SHADER,
PROVIDE_VERTEX_AND_FRAGMENT_SHADER
};
void setShaderHint(ShaderHint shaderHint) { _shaderHint = shaderHint; }
ShaderHint getShaderHint() const { return _shaderHint; }
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::Camera* camera);
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;
void setDebugDraw(bool debugDraw) { _debugDraw = debugDraw; }
bool getDebugDraw() const { return _debugDraw; }
protected:
virtual ~ViewDependentShadowMap();
typedef std::map< osgUtil::CullVisitor*, osg::ref_ptr<ViewDependentData> > ViewDependentDataMap;
mutable OpenThreads::Mutex _viewDependentDataMapMutex;
ViewDependentDataMap _viewDependentDataMap;
unsigned int _baseShadowTextureUnit;
osg::Vec2s _textureSize;
osg::ref_ptr<osg::StateSet> _shadowRecievingPlaceholderStateSet;
osg::ref_ptr<osg::StateSet> _shadowCastingStateSet;
osg::ref_ptr<osg::PolygonOffset> _polygonOffset;
osg::ref_ptr<osg::Texture2D> _fallbackBaseTexture;
osg::ref_ptr<osg::Texture2D> _fallbackShadowMapTexture;
typedef std::vector< osg::ref_ptr<osg::Uniform> > Uniforms;
Uniforms _uniforms;
osg::ref_ptr<osg::Program> _program;
double _minimumShadowMapNearFarRatio;
ShadowMapProjectionHint _shadowMapProjectionHint;
ShaderHint _shaderHint;
bool _debugDraw;
};
}
#endif