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