OpenSceneGraph/include/osgShadow/StandardShadowMap
2018-04-23 11:03:37 +01:00

213 lines
8.0 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_STANDARDSHADOWMAP
#define OSGSHADOW_STANDARDSHADOWMAP 1
#include <osgShadow/DebugShadowMap>
namespace osgShadow {
class OSGSHADOW_EXPORT StandardShadowMap : public DebugShadowMap
{
public :
/** Convenient typedef used in definition of ViewData struct and methods */
typedef StandardShadowMap ThisClass;
/** Convenient typedef used in definition of ViewData struct and methods */
typedef DebugShadowMap BaseClass;
/** Classic OSG constructor */
StandardShadowMap();
/** Classic OSG cloning constructor */
StandardShadowMap(const StandardShadowMap& ssm,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
/** Declaration of standard OSG object methods */
META_Object( osgShadow, StandardShadowMap );
void setBaseTextureUnit( unsigned int unit )
{ _baseTextureUnit = unit; dirty(); }
unsigned int getBaseTextureUnit( void ) const
{ return _baseTextureUnit; }
void setShadowTextureUnit( unsigned int unit )
{ _shadowTextureUnit = unit; dirty(); }
unsigned int getShadowTextureUnit( void ) const
{ return _shadowTextureUnit; }
// Texture Indices are changed by search and replace on shader source
// Carefully order these calls when changing both base and shadow indices
// In worst case when intend to swap indices
// one will have to call these methods more than once
// with one extra pass to change index to unused value to avoid
// unwanted superfluous replace:
//
// Example: Imagine we want to swap base(0) and shadow(1) indices:
// We have to do an extra step to make sure both do not end up as 1
//
// // initially change base to something else than 1
// setBaseTextureCoordIndex( 100 );
// // now search and replace all gl_TexCord[1] to gl_TexCord[0]
// setShadowTextureCoordIndex( 0 );
// // finally change base from 100 to 0
// setBaseTextureCoordIndex( 1 );
void setBaseTextureCoordIndex( unsigned int index )
{ updateTextureCoordIndices( _baseTextureCoordIndex, index );
_baseTextureCoordIndex = index; }
unsigned int getBaseTextureCoordIndex( void ) const
{ return _baseTextureCoordIndex; }
// Texture Indices are changed by search and replace on shader source
// Look at the comment above setBaseTextureCoordIndex
void setShadowTextureCoordIndex( unsigned int index )
{ updateTextureCoordIndices( _shadowTextureCoordIndex, index );
_shadowTextureCoordIndex = index; }
unsigned int getShadowTextureCoordIndex( void ) const
{ return _shadowTextureCoordIndex; }
void setTextureSize( const osg::Vec2s& textureSize )
{ _textureSize = textureSize; dirty(); }
const osg::Vec2s& getTextureSize() const
{ return _textureSize; }
void setLight( osg::Light* light )
{ _light = light; }
osg::Light* getLight( void )
{ return _light.get(); }
const osg::Light* getLight( void ) const
{ return _light.get(); }
osg::Shader * getShadowVertexShader()
{ return _shadowVertexShader.get(); }
osg::Shader * getShadowFragmentShader()
{ return _shadowFragmentShader.get(); }
osg::Shader * getMainVertexShader( )
{ return _mainVertexShader.get(); }
osg::Shader * getMainFragmentShader( )
{ return _mainFragmentShader.get(); }
void setShadowVertexShader( osg::Shader * shader )
{ _shadowVertexShader = shader; }
void setShadowFragmentShader( osg::Shader * shader )
{ _shadowFragmentShader = shader; }
void setMainVertexShader( osg::Shader * shader )
{ _mainVertexShader = shader; }
void setMainFragmentShader( osg::Shader * shader )
{ _mainFragmentShader = shader; }
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objects
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* = 0) const;
protected:
/** Classic protected OSG destructor */
virtual ~StandardShadowMap(void);
virtual void updateTextureCoordIndices
( unsigned int baseTexCoordIndex, unsigned int shadowTexCoordIndex );
virtual void searchAndReplaceShaderSource
( osg::Shader*, std::string fromString, std::string toString );
osg::ref_ptr< osg::Shader > _mainVertexShader;
osg::ref_ptr< osg::Shader > _mainFragmentShader;
osg::ref_ptr< osg::Shader > _shadowVertexShader;
osg::ref_ptr< osg::Shader > _shadowFragmentShader;
osg::ref_ptr< osg::Light > _light;
float _polygonOffsetFactor;
float _polygonOffsetUnits;
osg::Vec2s _textureSize;
unsigned int _baseTextureUnit;
unsigned int _shadowTextureUnit;
unsigned int _baseTextureCoordIndex;
unsigned int _shadowTextureCoordIndex;
struct OSGSHADOW_EXPORT ViewData: public BaseClass::ViewData
{
osg::ref_ptr< osg::Light > * _lightPtr;
unsigned int * _baseTextureUnitPtr;
unsigned int * _shadowTextureUnitPtr;
// ShadowMap texture is defined by base DebugShadowMap
// osg::ref_ptr<osg::Texture2D> _texture;
// ShadowMap camera is defined by base DebugShadowMap
// osg::ref_ptr<osg::Camera> _camera;
osg::ref_ptr<osg::TexGen> _texgen;
osg::ref_ptr<osg::StateSet> _stateset;
virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
virtual void cull( );
virtual void aimShadowCastingCamera(
const osg::BoundingSphere &bounds,
const osg::Light *light,
const osg::Vec4 &worldLightPos,
const osg::Vec3 &worldLightDir,
const osg::Vec3 &worldLightUp = osg::Vec3(0,1,0) );
virtual void cullShadowReceivingScene( );
virtual void cullShadowCastingScene( );
virtual void addShadowReceivingTexGen( );
virtual const osg::Light* selectLight( osg::Vec4 &viewLightPos,
osg::Vec3 &viewLightDir );
virtual void aimShadowCastingCamera( const osg::Light *light,
const osg::Vec4 &worldLightPos,
const osg::Vec3 &worldLightDir,
const osg::Vec3 &worldLightUp
= osg::Vec3(0,1,0) );
virtual void resizeGLObjectBuffers(unsigned int maxSize);
virtual void releaseGLObjects(osg::State* = 0) const;
};
friend struct ViewData;
META_ViewDependentShadowTechniqueData( ThisClass, ThisClass::ViewData )
};
} // namespace osgShadow
#endif