6df0110d0c
(a) some objects behind the camera can cast shadow (b) object aboive the camera can cast shadow then i fixed the shadow map orientation, now screen x coordinate alinged which improve the quality"
172 lines
6.3 KiB
C++
172 lines
6.3 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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/* ParallelSplitShadowMap written by Adrian Egli */
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#ifndef OSGSHADOW_ParallelSplitShadowMap
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#define OSGSHADOW_ParallelSplitShadowMap 1
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#include <osg/Camera>
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#include <osg/Material>
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#include <osgShadow/ShadowTechnique>
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namespace osgShadow {
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class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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{
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public:
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ParallelSplitShadowMap(osg::Geode** debugGroup=NULL, int icountplanes=3);
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ParallelSplitShadowMap(const ParallelSplitShadowMap& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgShadow, ParallelSplitShadowMap);
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/** Initialize the ShadowedScene and local cached data structures.*/
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virtual void init();
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/** Run the update traversal of the ShadowedScene and update any loca chached data structures.*/
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virtual void update(osg::NodeVisitor& nv);
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/** Run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique.*/
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virtual void cull(osgUtil::CullVisitor& cv);
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/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
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virtual void cleanSceneGraph();
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/** Switch on the debug coloring in GLSL (only the first 3 texture/splits showed for visualisation */
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inline void setDebugColorOn() { _debug_color_in_GLSL = true; }
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/** Set the polygon offset osg::Vec2f(factor,unit) */
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inline void setPolygonOffset(const osg::Vec2f& p) { _polgyonOffset = p;_user_polgyonOffset_set=true;}
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/** Get the polygon offset osg::Vec2f(factor,unit) */
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inline const osg::Vec2f& getPolygonOffset() { return _polgyonOffset;}
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/** Set the texture resolution */
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inline void setTextureResolution(unsigned int resolution) { _resolution = resolution; }
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/** Set the max far distance */
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inline void setMaxFarDistance(double farDist) { _setMaxFarDistance = farDist; _isSetMaxFarDistance = true; }
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/** Set the factor for moving the virtual camera behind the real camera*/
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inline void setMoveVCamBehindRCamFactor(double distFactor ) { _move_vcam_behind_rcam_factor = distFactor; }
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/** Force to add a cull face front */
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inline void forceFrontCullFace() { _useFrontCullFace = true; }
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/** Set min near distance for splits */
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inline void setMinNearDistanceForSplits(double nd){ _split_min_near_dist=nd; }
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/** use linear split (default: linear) */
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inline void useLinearSplit(bool flag) { _linearSplit = flag;}
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/**
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light / |
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\ / |
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min near dist / |
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for splits / |
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\ / <20> |
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./ \ <20> |
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| \ <20> |
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| x <20> |
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| <20> |
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. | |
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\ <20> |
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\ <20> |
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\ |
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\ |
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\ |
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.<- max far dist. ->.
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*/
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protected :
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virtual ~ParallelSplitShadowMap() {}
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std::string generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount);
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struct PSSMShadowSplitTexture {
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// RTT
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osg::ref_ptr<osg::Camera> _camera;
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osg::ref_ptr<osg::TexGen> _texgen;
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osg::ref_ptr<osg::Texture2D> _texture;
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osg::ref_ptr<osg::StateSet> _stateset;
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unsigned int _textureUnit;
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osg::Vec2d _ambientBias;
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osg::ref_ptr<osg::Camera> _debug_camera;
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osg::ref_ptr<osg::Texture2D> _debug_texture;
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osg::ref_ptr<osg::StateSet> _debug_stateset;
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unsigned int _debug_textureUnit;
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// Light (SUN)
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osg::Vec3d _lightCameraSource;
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osg::Vec3d _lightCameraTarget;
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osg::Vec3d _frustumSplitCenter;
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osg::Vec3d _lightDirection;
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double _lightNear;
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double _lightFar;
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osg::Matrix _cameraView;
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osg::Matrix _cameraProj;
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unsigned int _splitID;
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unsigned int _resolution;
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osg::Uniform* _farDistanceSplit;
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};
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typedef std::map<unsigned int,PSSMShadowSplitTexture> PSSMShadowSplitTextureMap;
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PSSMShadowSplitTextureMap _PSSMShadowSplitTextureMap;
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private:
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void calculateFrustumCorners(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
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void calculateLightInitalPosition(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
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void calculateLightNearFarFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
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void calculateLightViewProjectionFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
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osg::Geode** _displayTexturesGroupingNode;
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unsigned int _textureUnitOffset;
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unsigned int _number_of_splits;
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bool _debug_color_in_GLSL;
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osg::Vec2f _polgyonOffset;
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bool _user_polgyonOffset_set;
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unsigned int _resolution;
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double _setMaxFarDistance;
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bool _isSetMaxFarDistance;
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bool _useFrontCullFace;
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double _split_min_near_dist;
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double _move_vcam_behind_rcam_factor;
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bool _linearSplit;
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};
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}
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#endif
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