107 lines
4.9 KiB
C++
107 lines
4.9 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-20 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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#ifndef OSGSHADOW_SHADOWSETTINGS
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#define OSGSHADOW_SHADOWSETTINGS 1
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#include <osg/Uniform>
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#include <osgShadow/Export>
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namespace osgShadow {
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/** ShadowSettings provides the parameters that the ShadowTechnique should use as a guide for setting up shadowing.*/
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class OSGSHADOW_EXPORT ShadowSettings : public osg::Object
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{
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public:
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ShadowSettings();
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ShadowSettings(const ShadowSettings& ss, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgShadow, ShadowSettings);
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/** Set the LightNum of the light in the scene to assign a shadow for.
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* Default value is -1, which signifies that shadow technique should automatically select an active light
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* to assign a shadow, typically this will be the first active light found. */
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void setLightNum(int lightNum) { _lightNum = lightNum; }
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int getLightNum() const { return _lightNum; }
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void setBaseShadowTextureUnit(unsigned int unit) { _baseShadowTextureUnit = unit; }
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unsigned int getBaseShadowTextureUnit() const { return _baseShadowTextureUnit; }
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/** Set whether to use osg::StateAttribute::OVERRIDE for the shadow map texture.
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* Enabling override will force the shadow map texture to override any texture set on the shadow maps texture unit.*/
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void setUseOverrideForShadowMapTexture(bool useOverride) { _useShadowMapTextureOverride = useOverride; }
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/** Get whether to use osg::StateAttribute::OVERRIDE for the shadow map texture. */
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bool getUseOverrideForShadowMapTexture() const { return _useShadowMapTextureOverride; }
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/** Set the size of the shadow map textures.*/
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void setTextureSize(const osg::Vec2s& textureSize) { _textureSize = textureSize; }
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/** Get the size of the shadow map textures.*/
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const osg::Vec2s& getTextureSize() const { return _textureSize; }
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void setMinimumShadowMapNearFarRatio(double ratio) { _minimumShadowMapNearFarRatio = ratio; }
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double getMinimumShadowMapNearFarRatio() const { return _minimumShadowMapNearFarRatio; }
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enum ShadowMapProjectionHint
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{
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ORTHOGRAPHIC_SHADOW_MAP,
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PERSPECTIVE_SHADOW_MAP
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};
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void setShadowMapProjectionHint(ShadowMapProjectionHint hint) { _shadowMapProjectionHint = hint; }
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ShadowMapProjectionHint getShadowMapProjectionHint() const { return _shadowMapProjectionHint; }
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/** Set the cut off angle, in degrees, between the light direction and the view direction
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* that determines whether perspective shadow mapping is appropriate, or thar orthographic shadow
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* map should be used instead. Default is 2 degrees so that for any angle greater than 2 degrees
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* perspective shadow map will be used, and any angle less than 2 degrees orthographic shadow map
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* will be used. Note, if ShadowMapProjectionHint is set to ORTHOGRAPHIC_SHADOW_MAP then an
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* orthographic shadow map will always be used.*/
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void setPerspectiveShadowMapCutOffAngle(double angle) { _perspectiveShadowMapCutOffAngle = angle; }
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double getPerspectiveShadowMapCutOffAngle() const { return _perspectiveShadowMapCutOffAngle; }
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enum ShaderHint
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{
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NO_SHADERS,
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PROVIDE_FRAGMENT_SHADER,
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PROVIDE_VERTEX_AND_FRAGMENT_SHADER
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};
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void setShaderHint(ShaderHint shaderHint) { _shaderHint = shaderHint; }
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ShaderHint getShaderHint() const { return _shaderHint; }
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void setDebugDraw(bool debugDraw) { _debugDraw = debugDraw; }
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bool getDebugDraw() const { return _debugDraw; }
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protected:
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virtual ~ShadowSettings();
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int _lightNum;
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unsigned int _baseShadowTextureUnit;
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bool _useShadowMapTextureOverride;
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osg::Vec2s _textureSize;
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double _minimumShadowMapNearFarRatio;
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ShadowMapProjectionHint _shadowMapProjectionHint;
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double _perspectiveShadowMapCutOffAngle;
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ShaderHint _shaderHint;
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bool _debugDraw;
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};
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}
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#endif |