bf15614df6
From Robert Osfield, refactored Wojciech's submission to integrated with osgShadow and use coding sytle more consistent with rest of OSG.
179 lines
7.1 KiB
C++
179 lines
7.1 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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* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
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* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
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*/
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#ifndef OSGSHADOW_DEBUGSHADOWMAP
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#define OSGSHADOW_DEBUGSHADOWMAP 1
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#include <osgShadow/ViewDependentShadowTechnique>
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#include <osgShadow/ConvexPolyhedron>
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#include <osg/MatrixTransform>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <string>
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#include <map>
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namespace osgShadow {
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/**
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Class used as a layer for debuging resources used by derived xxxShadowMap classes.
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As designed by its base ViewDepndentShadowTechnique, DebugShadowMap serves mainly as container of
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DebugShadowMap::ViewData objects. Most of the debuging support work is done by these objects.
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DebugShadowMap technique only initializes them in initViewDependentData method.
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Debuging outputs present:
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Shadow maps (pseudo colored to improve readability)
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Shadow and related volumes (represented as convex polyhedra)
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*/
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class OSGSHADOW_EXPORT DebugShadowMap : public ViewDependentShadowTechnique
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{
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public :
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/*
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All classes stemming from ViewDependentShadowTechnique follow the same pattern.
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They are always based on some underlying level base Technique and they always
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derive their ViewData from ViewData structure defined in underlying base Technique.
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I use some typedefs to make these inheritance patterns easier to declare/define.
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*/
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/** Convenient typedef used in definition of ViewData struct and methods */
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typedef DebugShadowMap ThisClass;
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/** Convenient typedef used in definition of ViewData struct and methods */
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typedef ViewDependentShadowTechnique BaseClass;
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/** Classic OSG constructor */
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DebugShadowMap();
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/** Classic OSG cloning constructor */
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DebugShadowMap(const DebugShadowMap& dsm, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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/** Declaration of standard OSG object methods */
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META_Object( ViewDependentShadow, DebugShadowMap );
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/** Turn on/off debuging hud & rendering of debug volumes in main view */
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void setDebugDraw( bool draw ) { _doDebugDraw = draw; }
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/** Tell if debuging hud & rendering of debug volumes is active */
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bool getDebugDraw( void ) { return _doDebugDraw; }
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protected:
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/** Classic protected OSG destructor */
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virtual ~DebugShadowMap();
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osg::Vec2s _hudSize;
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osg::Vec2s _hudOrigin;
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osg::Vec2s _viewportSize;
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osg::Vec2s _viewportOrigin;
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osg::Vec2s _orthoSize;
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osg::Vec2s _orthoOrigin;
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bool _doDebugDraw;
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osg::ref_ptr< osg::Shader > _depthColorFragmentShader;
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struct ViewData: public BaseClass::ViewData
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{
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/**
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Texture used as ShadowMap - initialized by derived classes.
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But it has to be defined now since DebugShadowMap::ViewData methods use it
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*/
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osg::ref_ptr< osg::Texture2D > _texture;
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/**
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Camera used to render ShadowMap - initialized by derived classes.
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But it has to be defined now since DebugShadowMap::ViewData methods use it
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*/
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osg::ref_ptr< osg::Camera > _camera;
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osg::Matrix _viewProjection;
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osg::Camera * _viewCamera;
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// Debug hud variables
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/** Coloring Shader used to present shadow depth map contents */
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osg::ref_ptr< osg::Shader > _depthColorFragmentShader;
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struct PolytopeGeometry {
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ConvexPolyhedron _polytope;
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osg::ref_ptr< osg::Geometry > _geometry[2];
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osg::Vec4 _colorOutline;
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osg::Vec4 _colorInside;
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};
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typedef std::map< std::string, PolytopeGeometry > PolytopeGeometryMap;
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osg::Vec2s _hudSize;
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osg::Vec2s _hudOrigin;
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osg::Vec2s _viewportSize;
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osg::Vec2s _viewportOrigin;
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osg::Vec2s _orthoSize;
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osg::Vec2s _orthoOrigin;
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bool *_doDebugDrawPtr;
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PolytopeGeometryMap _polytopeGeometryMap;
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osg::ref_ptr< osg::Geode > _geode[2];
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osg::ref_ptr< osg::MatrixTransform > _transform[2];
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std::map< std::string, osg::Matrix > _matrixMap;
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std::map< std::string, osg::Polytope > _polytopeMap;
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std::map< std::string, osg::BoundingBox > _boundingBoxMap;
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osg::ref_ptr<osg::Camera> _cameraDebugHUD;
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bool getDebugDraw() { return *_doDebugDrawPtr; }
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virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
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virtual void cull( );
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virtual void createDebugHUD( void );
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virtual void cullDebugGeometry( );
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virtual void updateDebugGeometry( const osg::Camera * screenCam,
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const osg::Camera * shadowCam );
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void setDebugPolytope( const char * name,
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const ConvexPolyhedron & polytope = *(ConvexPolyhedron*)( NULL ),
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osg::Vec4 colorOutline = osg::Vec4(0,0,0,0),
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osg::Vec4 colorInside = osg::Vec4(0,0,0,0) );
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bool DebugBoundingBox( const osg::BoundingBox & bb, const char * name = "" );
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bool DebugPolytope( const osg::Polytope & p, const char * name = "" );
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bool DebugMatrix( const osg::Matrix & m, const char * name = "" );
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static osg::Vec3d computeShadowTexelToPixelError
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( const osg::Matrix & mvpwView,
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const osg::Matrix & mvpwShadow,
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const osg::Vec3d & vWorld,
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const osg::Vec3d & vDelta = osg::Vec3d( 0.01,0.01,0.01 ) );
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static void displayShadowTexelToPixelErrors
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( const osg::Camera * viewCam,
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const osg::Camera * shadowCam,
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const ConvexPolyhedron * hull );
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};
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META_ViewDependentShadowTechniqueData( ThisClass, ViewData )
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};
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} // namespace osgShadow
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#endif
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