bf15614df6
From Robert Osfield, refactored Wojciech's submission to integrated with osgShadow and use coding sytle more consistent with rest of OSG.
157 lines
6.2 KiB
C++
157 lines
6.2 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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* 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_MINIMALSHADOWMAP
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#define OSGSHADOW_MINIMALSHADOWMAP 1
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#include <osgShadow/StandardShadowMap>
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namespace osgShadow {
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class OSGSHADOW_EXPORT MinimalShadowMap : public StandardShadowMap
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{
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public :
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/** Convenient typedef used in definition of ViewData struct and methods */
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typedef MinimalShadowMap ThisClass;
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/** Convenient typedef used in definition of ViewData struct and methods */
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typedef StandardShadowMap BaseClass;
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/** Classic OSG constructor */
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MinimalShadowMap();
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/** Classic OSG cloning constructor */
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MinimalShadowMap(
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const MinimalShadowMap& msm,
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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, MinimalShadowMap );
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void setModellingSpaceToWorldTransform( const osg::Matrix & modellingSpaceToWorld )
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{ _modellingSpaceToWorld = modellingSpaceToWorld; }
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const osg::Matrix & getModellingSpaceToWorldTransform( void )
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{ return _modellingSpaceToWorld; }
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float getMaxFarPlane( )
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{ return _maxFarPlane; }
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void setMaxFarPlane( float maxFarPlane )
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{ _maxFarPlane = maxFarPlane; }
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float getMinLightMargin( )
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{ return _minLightMargin; }
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void setMinLightMargin( float minLightMargin )
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{ _minLightMargin = minLightMargin; }
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enum ShadowReceivingCoarseBoundAccuracy {
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EMPTY_BOX,
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BOUNDING_SPHERE,
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BOUNDING_BOX,
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DEFAULT_ACCURACY = BOUNDING_BOX,
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};
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void setShadowReceivingCoarseBoundAccuracy
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( ShadowReceivingCoarseBoundAccuracy accuracy )
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{ _shadowReceivingCoarseBoundAccuracy = accuracy; }
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ShadowReceivingCoarseBoundAccuracy
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getShadowReceivingCoarseBoundAccuracy()
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{ return _shadowReceivingCoarseBoundAccuracy; }
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protected:
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/** Classic protected OSG destructor */
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virtual ~MinimalShadowMap(void);
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protected:
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// Matrix modellingSpaceToWorld and its inverse
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// are used to define Modelling Space where shadowed scene drawables
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// have minimal (smallest possible extent) bounding boxes.
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// Computing visible shadow range in this space
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// allows for optimal use of ShadowMap resolution.
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// By default it is set to identity ie computations are in world space.
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// But it should be set to ElipsoidModel::localToWorld
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// when scene objects are put on earth ellipsoid surface.
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// Other scenarios are also possible for example when models are
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// built in XZY space which would require identity matrix with swapped colums
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osg::Matrix _modellingSpaceToWorld;
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float _maxFarPlane;
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float _minLightMargin;
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ShadowReceivingCoarseBoundAccuracy _shadowReceivingCoarseBoundAccuracy;
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struct ViewData: public BaseClass::ViewData
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{
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osg::Matrix *_modellingSpaceToWorldPtr;
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float *_maxFarPlanePtr;
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float *_minLightMarginPtr;
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ConvexPolyhedron _sceneReceivingShadowPolytope;
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std::vector< osg::Vec3d > _sceneReceivingShadowPolytopePoints;
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osg::Matrix _clampedProjection;
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virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
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virtual osg::BoundingBox computeShadowReceivingCoarseBounds( );
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virtual void cullShadowReceivingScene( );
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virtual void aimShadowCastingCamera( const osg::Light *light,
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const osg::Vec4 &worldLightPos,
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const osg::Vec3 &worldLightDir,
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const osg::Vec3 &worldLightUp
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= osg::Vec3(0,1,0) );
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virtual void frameShadowCastingCamera
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( const osg::Camera* cameraMain, osg::Camera* cameraShadow, int pass = 1 );
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void cutScenePolytope( const osg::Matrix & matrix,
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const osg::Matrix & inverse,
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const osg::BoundingBox &bb =
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osg::BoundingBox(-1,-1,-1,1,1,1) );
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osg::BoundingBox computeScenePolytopeBounds
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( const osg::Matrix & m = *(osg::Matrix*)(NULL) );
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// Utility methods for adjusting projection matrices
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// Modify projection matrix so that some output subrange
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// is remapped to whole clip space (-1..1,-1..1,-1..1).
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// Bit mask can be used to limit remaping to selected bounds only.
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static void trimProjection
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( osg::Matrix & projection, osg::BoundingBox subrange,
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unsigned int trimMask = (1|2|4|8|16|32)
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/*1=left|2=right|4=bottom|8=top|16=near|32=far*/);
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static void clampProjection
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( osg::Matrix & projection, float n = 0, float f = FLT_MAX );
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static void extendProjection
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( osg::Matrix & projection, osg::Viewport * viewport, const osg::Vec2& margin );
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};
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META_ViewDependentShadowTechniqueData( ThisClass, ThisClass::ViewData )
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};
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} // namespace osgShadow
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#endif
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