121 lines
4.4 KiB
C++
121 lines
4.4 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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#ifndef OSGSHADOW_SHADOWEMAP
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#define OSGSHADOW_SHADOWEMAP 1
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#include <osg/Camera>
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#include <osg/Material>
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#include <osg/MatrixTransform>
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#include <osg/LightSource>
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#include <osgShadow/ShadowTechnique>
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namespace osgShadow {
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/** ShadowedTexture provides an implementation of shadow textures.*/
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class OSGSHADOW_EXPORT ShadowMap : public ShadowTechnique
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{
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public :
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ShadowMap();
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ShadowMap(const ShadowMap& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgShadow, ShadowMap);
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/** Set the texture unit that the shadow texture will be applied on.*/
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void setTextureUnit(unsigned int unit);
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/** Get the texture unit that the shadow texture will be applied on.*/
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unsigned int getTextureUnit() const { return _shadowTextureUnit; }
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/** set the polygon offset used initially */
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void setPolygonOffset(const osg::Vec2& polyOffset);
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/** get the used polygon offset */
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const osg::Vec2& getPolygonOffset() const { return _polyOffset; }
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/** Set the values for the ambient bias the shader will use.*/
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void setAmbientBias(const osg::Vec2& ambientBias );
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/** Get the values that are used for the ambient bias in the shader.*/
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const osg::Vec2& getAmbientBias() const { return _ambientBias; }
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/** set the size in pixels x / y for the shadow texture.*/
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void setTextureSize(const osg::Vec2s& textureSize);
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/** Get the values that are used for the ambient bias in the shader.*/
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const osg::Vec2s& getTextureSize() const { return _textureSize; }
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/** Set the Light that will cast shadows */
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void setLight(osg::Light* light);
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void setLight(osg::LightSource* ls);
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typedef std::vector< osg::ref_ptr<osg::Uniform> > UniformList;
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typedef std::vector< osg::ref_ptr<osg::Shader> > ShaderList;
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/** Add a shader to internal list, will be used instead of the default ones */
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inline void addShader(osg::Shader* shader) { _shaderList.push_back(shader); }
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/** Reset internal shader list */
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inline void clearShaderList() { _shaderList.clear(); }
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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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// debug methods
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osg::ref_ptr<osg::Camera> makeDebugHUD();
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protected:
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virtual ~ShadowMap(void) {};
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/** Create the managed Uniforms */
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void createUniforms();
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void createShaders();
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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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osg::ref_ptr<osg::Program> _program;
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osg::ref_ptr<osg::Light> _light;
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osg::ref_ptr<osg::LightSource> _ls;
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osg::ref_ptr<osg::Uniform> _ambientBiasUniform;
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UniformList _uniformList;
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ShaderList _shaderList;
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unsigned int _baseTextureUnit;
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unsigned int _shadowTextureUnit;
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osg::Vec2 _polyOffset;
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osg::Vec2 _ambientBias;
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osg::Vec2s _textureSize;
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};
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}
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#endif
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