93 lines
3.2 KiB
C++
93 lines
3.2 KiB
C++
/* -*-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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* (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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* 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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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGSHADOW_SOFTSHADOWMAP
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#define OSGSHADOW_SOFTSHADOWMAP 1
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#include <osg/Camera>
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#include <osg/Material>
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#include <osg/MatrixTransform>
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#include <osg/LightSource>
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#include <osgShadow/ShadowMap>
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namespace osgShadow {
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/** SoftShadowMap provides an implementation of soft shadows with shadow maps.*/
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class OSGSHADOW_EXPORT SoftShadowMap : public ShadowMap
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{
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public :
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SoftShadowMap();
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SoftShadowMap(const SoftShadowMap& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgShadow, SoftShadowMap);
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/** Set the values for width of the soft penumbra the shader will use.
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* Zero is for hard shadow (no penumbra). 0.01 is already very soft penumbra.
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* Default is 0.005.*/
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void setSoftnessWidth(float softnessWidth);
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/** Get the value used for width of the soft penumbra in the shader.*/
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float getSoftnessWidth() const { return _softnessWidth; }
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/** Set the values for jittering scale the shader will use.
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* Zero is no jittering (i.e. see the banding in penumbra)
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* High values (>64) cause 'pixelization' of the penumbra.
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* Usually but not necessarily power of two number.
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* Default is 32. */
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void setJitteringScale(float jitteringScale);
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/** Get the value used for jittering scale in the shader.*/
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float getJitteringScale() const { return _jitteringScale; }
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/** Set the texture unit that the jitter texture will be applied on.*/
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void setJitterTextureUnit(unsigned int jitterTextureUnit);
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/** Get the texture unit that the jitter texture will be applied on.*/
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unsigned int getJitterTextureUnit() const { return _jitterTextureUnit; }
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/** Add a small bias to the z-value, this can reduce
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* shadow acne problem.
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* This is the same as calling setPolygonOffset(osg::Vec2(bias,0));
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* Suitable values are 0-0.005
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* Default is 0. */
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void setBias(float bias) { setPolygonOffset(osg::Vec2(bias,0)); }
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/** Return the bias value */
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float getBias() const { return getPolygonOffset().x(); }
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protected:
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virtual ~SoftShadowMap(void) {};
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/** Create the managed Uniforms */
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void createUniforms();
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void createShaders();
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void initJittering(osg::StateSet *ss);
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osg::ref_ptr<osg::Uniform> _softnessWidthUniform;
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osg::ref_ptr<osg::Uniform> _jitteringScaleUniform;
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float _softnessWidth;
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float _jitteringScale;
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unsigned int _jitterTextureUnit;
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};
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}
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#endif
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