55a9ea19d7
From Robert Osfield, tweaks to the above for method parameters and indenting.
119 lines
4.6 KiB
C++
119 lines
4.6 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_SOFTSHADOWMAP
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#define OSGSHADOW_SOFTSHADOWMAP 1
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#include <osg/Camera>
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#include <osg/Material>
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#include <osgShadow/ShadowTechnique>
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namespace osgShadow {
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/** SoftShadowMap provides an implementation of soft shadows with shadow maps.*/
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class OSGSHADOW_EXPORT SoftShadowMap : public ShadowTechnique
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{
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public :
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SoftShadowMap();
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SoftShadowMap(const SoftShadowMap& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgShadow, SoftShadowMap);
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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 _textureUnit; }
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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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/** Set the resolution of the rendertarget texture used for shadow generation */
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void setTextureSize(int width, int height) { setTextureSize(osg::Vec2s(width, height)); }
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/** Set the resolution of the rendertarget texture used for shadow generation */
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void setTextureSize(const osg::Vec2s&);
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/** Get the resolution of the rendertarget texture used for shadow generation */
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const osg::Vec2s& getTextureSize() const { return _textureSize; }
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/** Add a small bias to the z-value when calculating the MVPT matrix, this can reduce
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* shadow acne problem.
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* Suitable values are 0-0.005
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* Default is 0. */
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void setBias(float bias) { _bias = bias; }
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/** Return the bias value set used when calculating the MVPT matrix */
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float getBias() const { return _bias; }
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/** Set the values for width of the soft penumbra the shader will use.
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* Zero is for hard shadow (no penumbra). 0.01 is already very soft penumbra.
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* Default is 0.005.*/
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void setSoftnessWidth(const float softnesswidth );
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/** Set the values for jittering scale the shader will use.
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* Zero is no jittering (i.e. see the banding in penumbra)
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* High values (>64) cause 'pixelization' of the penumbra.
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* Usually but not necessarily power of two number.
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* Default is 32. */
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void setJitteringScale(const float jitteringscale );
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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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/** Get the value used for width of the soft penumbra in the shader.*/
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const float getSoftnessWidth() const { return _softnesswidth; }
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/** Get the value used for jittering scale in the shader.*/
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const float getJitteringScale() const { return _jitteringscale; }
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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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protected :
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virtual ~SoftShadowMap() {}
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void initJittering(osg::StateSet *);
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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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unsigned int _textureUnit;
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osg::Vec2 _ambientBias;
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float _softnesswidth;
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float _jitteringscale;
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float _bias;
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osg::Vec2s _textureSize;
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};
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}
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#endif
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