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216 lines
8.7 KiB
216 lines
8.7 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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/* ParallelSplitShadowMap written by Adrian Egli |
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* |
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* this version has still a bug in mutli-thread application (flickering problem) |
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* to avoid the flickering problem try osgShadow --pssm --SingleThreaded your_scene.ive |
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* |
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* The Parallel Split Shadow Map only supports directional light for simulating the shadow. |
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* It's one of the most robust algorithm for huge terrain sun light's shadow simulation, if |
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* you need to shadow a terrain, or another huge scene, you should use Parallel Split Shadow Map |
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* or at least test it against your scene. Have fun. |
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* |
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*/ |
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#ifndef OSGSHADOW_ParallelSplitShadowMap |
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#define OSGSHADOW_ParallelSplitShadowMap 1 |
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#include <osg/Camera> |
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#include <osg/Material> |
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#include <osg/Depth> |
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#include <osg/ClipPlane> |
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#include <osgShadow/ShadowTechnique> |
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namespace osgShadow { |
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class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique |
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{ |
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public: |
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ParallelSplitShadowMap(osg::Geode** debugGroup=NULL, int icountplanes=3); |
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ParallelSplitShadowMap(const ParallelSplitShadowMap& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); |
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META_Object(osgShadow, ParallelSplitShadowMap); |
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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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/** Switch on the debug coloring in GLSL (only the first 3 texture/splits showed for visualisation */ |
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inline void setDebugColorOn() { _debug_color_in_GLSL = true; } |
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/** Set the polygon offset osg::Vec2f(factor,unit) */ |
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inline void setPolygonOffset(const osg::Vec2f& p) { _polgyonOffset = p;_user_polgyonOffset_set=true;} |
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/** Get the polygon offset osg::Vec2f(factor,unit) */ |
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inline const osg::Vec2f& getPolygonOffset() const { return _polgyonOffset;} |
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/** Set the texture resolution */ |
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inline void setTextureResolution(unsigned int resolution) { _resolution = resolution; } |
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/** Get the texture resolution */ |
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inline unsigned int getTextureResolution() const { return _resolution; } |
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/** Set the max far distance */ |
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inline void setMaxFarDistance(double farDist) { _setMaxFarDistance = farDist; _isSetMaxFarDistance = true; } |
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/** Get the max far distance */ |
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inline double getMaxFarDistance() const { return _setMaxFarDistance; } |
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/** Set the factor for moving the virtual camera behind the real camera*/ |
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inline void setMoveVCamBehindRCamFactor(double distFactor ) { _move_vcam_behind_rcam_factor = distFactor; } |
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/** Get the factor for moving the virtual camera behind the real camera*/ |
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inline double getMoveVCamBehindRCamFactor() const { return _move_vcam_behind_rcam_factor; } |
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/** Set min near distance for splits */ |
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inline void setMinNearDistanceForSplits(double nd){ _split_min_near_dist=nd; } |
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/** Get min near distance for splits */ |
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inline double getMinNearDistanceForSplits() const { return _split_min_near_dist; } |
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/** set a user defined light for shadow simulation (sun light, ... ) |
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* when this light get passed to pssm, the scene's light are no longer collected |
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* and simulated. just this user passed light, it needs to be a directional light. |
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*/ |
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inline void setUserLight(osg::Light* light) { _userLight = light; } |
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/** get the user defined light for shadow simulation */ |
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inline const osg::Light* getUserLight() const { return _userLight.get(); } |
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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 for the ambient bias the shader will use.*/ |
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const osg::Vec2& getAmbientBias() const { return _ambientBias; } |
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/** |
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* you can overwrite the fragment shader if you like to modify it yourself, own fragment shader can be used |
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*/ |
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class OSGSHADOW_EXPORT FragmentShaderGenerator : public osg::Referenced { |
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public: |
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/** |
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* generate the GLSL fragement shader |
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*/ |
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virtual std::string generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount,double textureRes, bool filtered, unsigned int nbrSplits,unsigned int textureOffset); |
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}; |
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/** set fragment shader generator */ |
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inline void setFragmentShaderGenerator(FragmentShaderGenerator* fsw) { _FragmentShaderGenerator = fsw;} |
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/** enable / disable shadow filtering */ |
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inline void enableShadowGLSLFiltering(bool filtering = true) { _GLSL_shadow_filtered = filtering; } |
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enum SplitCalcMode { |
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SPLIT_LINEAR, |
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SPLIT_EXP |
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}; |
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/** set split calculation mode */ |
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inline void setSplitCalculationMode(SplitCalcMode scm=SPLIT_EXP) { _SplitCalcMode = scm; } |
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/** get split calculation mode */ |
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inline SplitCalcMode getSplitCalculationMode() const { return _SplitCalcMode; } |
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protected : |
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virtual ~ParallelSplitShadowMap() {} |
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struct PSSMShadowSplitTexture { |
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// RTT |
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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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double _split_far; |
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osg::ref_ptr<osg::Camera> _debug_camera; |
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osg::ref_ptr<osg::Texture2D> _debug_texture; |
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osg::ref_ptr<osg::StateSet> _debug_stateset; |
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unsigned int _debug_textureUnit; |
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// Light (SUN) |
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osg::Vec3d _lightCameraSource; |
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osg::Vec3d _lightCameraTarget; |
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osg::Vec3d _frustumSplitCenter; |
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osg::Vec3d _lightDirection; |
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double _lightNear; |
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double _lightFar; |
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osg::Matrix _cameraView; |
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osg::Matrix _cameraProj; |
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unsigned int _splitID; |
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unsigned int _resolution; |
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osg::Uniform* _farDistanceSplit; |
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}; |
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typedef std::map<unsigned int,PSSMShadowSplitTexture> PSSMShadowSplitTextureMap; |
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PSSMShadowSplitTextureMap _PSSMShadowSplitTextureMap; |
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private: |
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void calculateFrustumCorners(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners); |
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void calculateLightInitialPosition(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners); |
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void calculateLightNearFarFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners); |
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void calculateLightViewProjectionFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners); |
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osg::Geode** _displayTexturesGroupingNode; |
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unsigned int _textureUnitOffset; |
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unsigned int _number_of_splits; |
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bool _debug_color_in_GLSL; |
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osg::Vec2 _polgyonOffset; |
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bool _user_polgyonOffset_set; |
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unsigned int _resolution; |
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double _setMaxFarDistance; |
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bool _isSetMaxFarDistance; |
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double _split_min_near_dist; |
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double _move_vcam_behind_rcam_factor; |
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osg::ref_ptr<osg::Light> _userLight; |
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osg::ref_ptr<FragmentShaderGenerator> _FragmentShaderGenerator; |
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bool _GLSL_shadow_filtered; |
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SplitCalcMode _SplitCalcMode; |
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osg::Uniform* _ambientBiasUniform; |
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osg::Vec2 _ambientBias; |
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}; |
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} |
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#endif
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