OpenSceneGraph/include/osgShadow/ShadowSettings

125 lines
5.5 KiB
C++

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