213 lines
8.0 KiB
C++
213 lines
8.0 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_STANDARDSHADOWMAP
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#define OSGSHADOW_STANDARDSHADOWMAP 1
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#include <osgShadow/DebugShadowMap>
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namespace osgShadow {
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class OSGSHADOW_EXPORT StandardShadowMap : public DebugShadowMap
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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 StandardShadowMap ThisClass;
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/** Convenient typedef used in definition of ViewData struct and methods */
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typedef DebugShadowMap BaseClass;
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/** Classic OSG constructor */
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StandardShadowMap();
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/** Classic OSG cloning constructor */
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StandardShadowMap(const StandardShadowMap& ssm,
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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( osgShadow, StandardShadowMap );
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void setBaseTextureUnit( unsigned int unit )
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{ _baseTextureUnit = unit; dirty(); }
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unsigned int getBaseTextureUnit( void ) const
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{ return _baseTextureUnit; }
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void setShadowTextureUnit( unsigned int unit )
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{ _shadowTextureUnit = unit; dirty(); }
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unsigned int getShadowTextureUnit( void ) const
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{ return _shadowTextureUnit; }
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// Texture Indices are changed by search and replace on shader source
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// Carefully order these calls when changing both base and shadow indices
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// In worst case when intend to swap indices
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// one will have to call these methods more than once
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// with one extra pass to change index to unused value to avoid
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// unwanted superfluous replace:
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//
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// Example: Imagine we want to swap base(0) and shadow(1) indices:
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// We have to do an extra step to make sure both do not end up as 1
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//
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// // initially change base to something else than 1
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// setBaseTextureCoordIndex( 100 );
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// // now search and replace all gl_TexCord[1] to gl_TexCord[0]
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// setShadowTextureCoordIndex( 0 );
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// // finally change base from 100 to 0
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// setBaseTextureCoordIndex( 1 );
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void setBaseTextureCoordIndex( unsigned int index )
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{ updateTextureCoordIndices( _baseTextureCoordIndex, index );
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_baseTextureCoordIndex = index; }
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unsigned int getBaseTextureCoordIndex( void ) const
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{ return _baseTextureCoordIndex; }
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// Texture Indices are changed by search and replace on shader source
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// Look at the comment above setBaseTextureCoordIndex
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void setShadowTextureCoordIndex( unsigned int index )
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{ updateTextureCoordIndices( _shadowTextureCoordIndex, index );
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_shadowTextureCoordIndex = index; }
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unsigned int getShadowTextureCoordIndex( void ) const
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{ return _shadowTextureCoordIndex; }
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void setTextureSize( const osg::Vec2s& textureSize )
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{ _textureSize = textureSize; dirty(); }
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const osg::Vec2s& getTextureSize() const
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{ return _textureSize; }
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void setLight( osg::Light* light )
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{ _light = light; }
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osg::Light* getLight( void )
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{ return _light.get(); }
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const osg::Light* getLight( void ) const
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{ return _light.get(); }
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osg::Shader * getShadowVertexShader()
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{ return _shadowVertexShader.get(); }
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osg::Shader * getShadowFragmentShader()
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{ return _shadowFragmentShader.get(); }
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osg::Shader * getMainVertexShader( )
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{ return _mainVertexShader.get(); }
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osg::Shader * getMainFragmentShader( )
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{ return _mainFragmentShader.get(); }
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void setShadowVertexShader( osg::Shader * shader )
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{ _shadowVertexShader = shader; }
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void setShadowFragmentShader( osg::Shader * shader )
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{ _shadowFragmentShader = shader; }
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void setMainVertexShader( osg::Shader * shader )
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{ _mainVertexShader = shader; }
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void setMainFragmentShader( osg::Shader * shader )
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{ _mainFragmentShader = shader; }
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/** Resize any per context GLObject buffers to specified size. */
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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/** If State is non-zero, this function releases any associated OpenGL objects for
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* the specified graphics context. Otherwise, releases OpenGL objects
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* for all graphics contexts. */
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virtual void releaseGLObjects(osg::State* = 0) const;
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protected:
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/** Classic protected OSG destructor */
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virtual ~StandardShadowMap(void);
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virtual void updateTextureCoordIndices
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( unsigned int baseTexCoordIndex, unsigned int shadowTexCoordIndex );
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virtual void searchAndReplaceShaderSource
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( osg::Shader*, std::string fromString, std::string toString );
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osg::ref_ptr< osg::Shader > _mainVertexShader;
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osg::ref_ptr< osg::Shader > _mainFragmentShader;
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osg::ref_ptr< osg::Shader > _shadowVertexShader;
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osg::ref_ptr< osg::Shader > _shadowFragmentShader;
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osg::ref_ptr< osg::Light > _light;
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float _polygonOffsetFactor;
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float _polygonOffsetUnits;
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osg::Vec2s _textureSize;
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unsigned int _baseTextureUnit;
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unsigned int _shadowTextureUnit;
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unsigned int _baseTextureCoordIndex;
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unsigned int _shadowTextureCoordIndex;
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struct OSGSHADOW_EXPORT ViewData: public BaseClass::ViewData
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{
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osg::ref_ptr< osg::Light > * _lightPtr;
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unsigned int * _baseTextureUnitPtr;
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unsigned int * _shadowTextureUnitPtr;
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// ShadowMap texture is defined by base DebugShadowMap
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// osg::ref_ptr<osg::Texture2D> _texture;
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// ShadowMap camera is defined by base DebugShadowMap
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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::StateSet> _stateset;
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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 aimShadowCastingCamera(
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const osg::BoundingSphere &bounds,
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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 = osg::Vec3(0,1,0) );
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virtual void cullShadowReceivingScene( );
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virtual void cullShadowCastingScene( );
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virtual void addShadowReceivingTexGen( );
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virtual const osg::Light* selectLight( osg::Vec4 &viewLightPos,
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osg::Vec3 &viewLightDir );
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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 resizeGLObjectBuffers(unsigned int maxSize);
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virtual void releaseGLObjects(osg::State* = 0) const;
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};
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friend struct ViewData;
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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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