OpenSceneGraph/include/osgShadow/OccluderGeometry
Robert Osfield eac3dc1963 From Paul Melis, "Here is a list of fixes to misspelled APIs. Unfortunately, more than one
of these are public APIs and therefore will break linkage to existing
shared libraries."

Note from Robert Osfield, updated wrappers.
2007-06-27 20:36:16 +00:00

260 lines
9.0 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.
*/
#ifndef OSGSHADOW_OCCLUDERGEOMETRY
#define OSGSHADOW_OCCLUDERGEOMETRY 1
#include <osg/Drawable>
#include <osg/Array>
#include <osg/PrimitiveSet>
#include <osg/Polytope>
#include <osgShadow/Export>
namespace osgShadow {
class ShadowVolumeGeometry;
/** OccluderGeometry provides a sepecialised geometry representation of objects in scene that occlude light and therefore cast shadows.
* OccluderGeometry supports the computation of silhouette edges and shadow volume geometries, as well as use as geometry that one can rendering
* into a shadow map or end caps for the ZP+ algorithm. OccluderGeometry may be of the same resolution as an underlying geometry that it
* represents, or can be of lower resolution and combine manager seperate geometries together into a single shadow casting object.
* OccluderGeometry may be attached as UserData to Nodes or to Drawables. */
class OSGSHADOW_EXPORT OccluderGeometry : public osg::Drawable
{
public :
OccluderGeometry();
OccluderGeometry(const OccluderGeometry& oc, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
virtual Object* cloneType() const { return new OccluderGeometry(); }
virtual Object* clone(const osg::CopyOp& copyop) const { return new OccluderGeometry(*this,copyop); }
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const OccluderGeometry*>(obj)!=NULL; }
virtual const char* libraryName() const { return "osgShadow"; }
virtual const char* className() const { return "OccluderGeometry"; }
/** Compute an occluder geometry containing all the geometry in specified subgraph.*/
void computeOccluderGeometry(osg::Node* subgraph, osg::Matrix* matrix=0, float sampleRatio=1.0f);
/** Compute an occluder geometry containing the geometry in specified drawable.*/
void computeOccluderGeometry(osg::Drawable* drawable, osg::Matrix* matrix=0, float sampleRatio=1.0f);
/** Compute ShadowVolumeGeometry. */
void computeShadowVolumeGeometry(const osg::Vec4& lightpos, ShadowVolumeGeometry& svg) const;
/** Set the bounding polytope of the OccluderGeometry.*/
void setBoundingPolytope(const osg::Polytope& polytope) { _boundingPolytope = polytope; }
/** Get the bounding polytope of the OccluderGeometry.*/
osg::Polytope& getBoundingPolytope() { return _boundingPolytope; }
/** Get the const bounding polytope of the OccluderGeometry.*/
const osg::Polytope& getBoundingPolytope() const { return _boundingPolytope; }
/** Render the occluder geometry. */
virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
/** Compute the bounding box around occluder geometry.*/
virtual osg::BoundingBox computeBound() const;
typedef std::vector<osg::Vec3> Vec3List;
typedef std::vector<GLuint> UIntList;
public:
void processGeometry(osg::Drawable* drawable, osg::Matrix* matrix=0, float sampleRatio=1.0f);
protected :
virtual ~OccluderGeometry() {}
struct Edge
{
Edge():
_p1(0),
_p2(0),
_t1(-1),
_t2(-1) {}
Edge(unsigned int p1, unsigned int p2):
_p1(p1),
_p2(p2),
_t1(-1),
_t2(-1)
{
if (p1>p2)
{
// swap ordering so p1 is less than or equal to p2
_p1 = p2;
_p2 = p1;
}
}
inline bool operator < (const Edge& rhs) const
{
if (_p1 < rhs._p1) return true;
if (_p1 > rhs._p1) return false;
return (_p2 < rhs._p2);
}
bool addTriangle(unsigned int tri) const
{
if (_t1<0)
{
_t1 = tri;
return true;
}
else if (_t2<0)
{
_t2 = tri;
return true;
}
// argg more than two triangles assigned
return false;
}
bool boundaryEdge() const { return _t2<0; }
unsigned int _p1;
unsigned int _p2;
mutable int _t1;
mutable int _t2;
mutable osg::Vec3 _normal;
};
typedef std::vector<Edge> EdgeList;
inline bool isLightPointSilhouetteEdge(const osg::Vec3& lightpos, const Edge& edge) const
{
if (edge.boundaryEdge()) return true;
float offset = 0.0f;
osg::Vec3 delta(lightpos-_vertices[edge._p1]);
delta.normalize();
float n1 = delta * _triangleNormals[edge._t1] + offset;
float n2 = delta * _triangleNormals[edge._t2] + offset;
float angle_offset = 0.0f;
n1 = cos(acosf(n1) + angle_offset);
n2 = cos(acosf(n2) + angle_offset);
if (n1==0.0f && n2==0.0f) return false;
return n1*n2 <= 0.0f;
}
inline bool isLightDirectionSilhouetteEdge(const osg::Vec3& lightdirection, const Edge& edge) const
{
if (edge.boundaryEdge()) return true;
float offset = 0.0f;
float n1 = lightdirection * _triangleNormals[edge._t1] + offset;
float n2 = lightdirection * _triangleNormals[edge._t2] + offset;
float angle_offset = 0.0f;
n1 = cos(acosf(n1) + angle_offset);
n2 = cos(acosf(n2) + angle_offset);
if (n1==0.0f && n2==0.0f) return false;
return n1*n2 <= 0.0f;
}
void setUpInternalStructures();
void removeDuplicateVertices();
void removeNullTriangles();
void computeNormals();
void buildEdgeMaps();
void computeLightDirectionSilhouetteEdges(const osg::Vec3& lightdirection, UIntList& silhouetteIndices) const;
void computeLightPositionSilhouetteEdges(const osg::Vec3& lightpos, UIntList& silhouetteIndices) const;
osg::Polytope _boundingPolytope;
Vec3List _vertices;
Vec3List _normals;
Vec3List _triangleNormals;
UIntList _triangleIndices;
EdgeList _edges;
};
class OSGSHADOW_EXPORT ShadowVolumeGeometry : public osg::Drawable
{
public :
ShadowVolumeGeometry();
ShadowVolumeGeometry(const ShadowVolumeGeometry& oc, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
virtual Object* cloneType() const { return new ShadowVolumeGeometry(); }
virtual Object* clone(const osg::CopyOp& copyop) const { return new ShadowVolumeGeometry(*this,copyop); }
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const ShadowVolumeGeometry*>(obj)!=NULL; }
virtual const char* libraryName() const { return "osgShadow"; }
virtual const char* className() const { return "ShadowVolumeGeometry"; }
enum DrawMode
{
GEOMETRY,
STENCIL_TWO_PASS,
STENCIL_TWO_SIDED
};
void setDrawMode(DrawMode mode) { _drawMode = mode; }
DrawMode getDrawMode() const { return _drawMode; }
typedef std::vector<osg::Vec3> Vec3List;
typedef std::vector<GLuint> UIntList;
void setVertices(const Vec3List& vertices) { _vertices = vertices; }
Vec3List& getVertices() { return _vertices; }
const Vec3List& getVertices() const { return _vertices; }
void setNormals(const Vec3List& normals) { _normals = normals; }
Vec3List& getNormals() { return _normals; }
const Vec3List& getNormals() const { return _normals; }
/** Render the occluder geometry. */
virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
/** Compute the bounding box around occluder geometry.*/
virtual osg::BoundingBox computeBound() const;
public:
protected :
virtual ~ShadowVolumeGeometry() {}
DrawMode _drawMode;
Vec3List _vertices;
Vec3List _normals;
UIntList _indices;
};
}
#endif