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- /* -*-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.
- */
- /* ParallelSplitShadowMap written by Adrian Egli
- *
- * this version has still a bug in mutli-thread application (flickering problem)
- * to avoid the flickering problem try osgShadow --pssm --SingleThreaded your_scene.ive
- *
- * The Parallel Split Shadow Map only supports directional light for simulating the shadow.
- * It's one of the most robust algorithm for huge terrain sun light's shadow simulation, if
- * you need to shadow a terrain, or another huge scene, you should use Parallel Split Shadow Map
- * or at least test it against your scene. Have fun.
- *
- */
- #ifndef OSGSHADOW_ParallelSplitShadowMap
- #define OSGSHADOW_ParallelSplitShadowMap 1
- #include <osg/Camera>
- #include <osg/Material>
- #include <osg/Depth>
- #include <osg/ClipPlane>
- #include <osgShadow/ShadowTechnique>
- namespace osgShadow {
- class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
- {
- public:
- ParallelSplitShadowMap(osg::Geode** debugGroup=NULL, int icountplanes=3);
- ParallelSplitShadowMap(const ParallelSplitShadowMap& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
- META_Object(osgShadow, ParallelSplitShadowMap);
- /** Initialize the ShadowedScene and local cached data structures.*/
- virtual void init();
- /** Run the update traversal of the ShadowedScene and update any loca chached data structures.*/
- virtual void update(osg::NodeVisitor& nv);
- /** Run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique.*/
- virtual void cull(osgUtil::CullVisitor& cv);
- /** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
- virtual void cleanSceneGraph();
- /** Switch on the debug coloring in GLSL (only the first 3 texture/splits showed for visualisation */
- inline void setDebugColorOn() { _debug_color_in_GLSL = true; }
- /** Set the polygon offset osg::Vec2f(factor,unit) */
- inline void setPolygonOffset(const osg::Vec2f& p) { _polgyonOffset = p;_user_polgyonOffset_set=true;}
- /** Get the polygon offset osg::Vec2f(factor,unit) */
- inline const osg::Vec2f& getPolygonOffset() const { return _polgyonOffset;}
- /** Set the texture resolution */
- inline void setTextureResolution(unsigned int resolution) { _resolution = resolution; }
- /** Get the texture resolution */
- inline unsigned int getTextureResolution() const { return _resolution; }
- /** Set the max far distance */
- inline void setMaxFarDistance(double farDist) { _setMaxFarDistance = farDist; _isSetMaxFarDistance = true; }
- /** Get the max far distance */
- inline double getMaxFarDistance() const { return _setMaxFarDistance; }
- /** Set the factor for moving the virtual camera behind the real camera*/
- inline void setMoveVCamBehindRCamFactor(double distFactor ) { _move_vcam_behind_rcam_factor = distFactor; }
- /** Get the factor for moving the virtual camera behind the real camera*/
- inline double getMoveVCamBehindRCamFactor() const { return _move_vcam_behind_rcam_factor; }
- /** Set min near distance for splits */
- inline void setMinNearDistanceForSplits(double nd){ _split_min_near_dist=nd; }
- /** Get min near distance for splits */
- inline double getMinNearDistanceForSplits() const { return _split_min_near_dist; }
- /** set a user defined light for shadow simulation (sun light, ... )
- * when this light get passed to pssm, the scene's light are no longer collected
- * and simulated. just this user passed light, it needs to be a directional light.
- */
- inline void setUserLight(osg::Light* light) { _userLight = light; }
- /** get the user defined light for shadow simulation */
- inline const osg::Light* getUserLight() const { return _userLight.get(); }
- /** Set the values for the ambient bias the shader will use.*/
- void setAmbientBias(const osg::Vec2& ambientBias );
- /** Get the values for the ambient bias the shader will use.*/
- const osg::Vec2& getAmbientBias() const { return _ambientBias; }
- /**
- * you can overwrite the fragment shader if you like to modify it yourself, own fragment shader can be used
- */
- class OSGSHADOW_EXPORT FragmentShaderGenerator : public osg::Referenced {
- public:
- /**
- * generate the GLSL fragment shader
- */
- virtual std::string generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount,double textureRes, bool filtered, unsigned int nbrSplits,unsigned int textureOffset);
- };
- /** set fragment shader generator */
- inline void setFragmentShaderGenerator(FragmentShaderGenerator* fsw) { _FragmentShaderGenerator = fsw;}
- /** enable / disable shadow filtering */
- inline void enableShadowGLSLFiltering(bool filtering = true) { _GLSL_shadow_filtered = filtering; }
- enum SplitCalcMode {
- SPLIT_LINEAR,
- SPLIT_EXP
- };
- /** set split calculation mode */
- inline void setSplitCalculationMode(SplitCalcMode scm=SPLIT_EXP) { _SplitCalcMode = scm; }
- /** get split calculation mode */
- inline SplitCalcMode getSplitCalculationMode() const { return _SplitCalcMode; }
- /** Resize any per context GLObject buffers to specified size. */
- virtual void resizeGLObjectBuffers(unsigned int maxSize);
- /** If State is non-zero, this function releases any associated OpenGL objects for
- * the specified graphics context. Otherwise, releases OpenGL objects
- * for all graphics contexts. */
- virtual void releaseGLObjects(osg::State* = 0) const;
- protected :
- virtual ~ParallelSplitShadowMap() {}
- struct PSSMShadowSplitTexture {
- // RTT
- osg::ref_ptr<osg::Camera> _camera;
- osg::ref_ptr<osg::TexGen> _texgen;
- osg::ref_ptr<osg::Texture2D> _texture;
- osg::ref_ptr<osg::StateSet> _stateset;
- unsigned int _textureUnit;
- double _split_far;
- osg::ref_ptr<osg::Camera> _debug_camera;
- osg::ref_ptr<osg::Texture2D> _debug_texture;
- osg::ref_ptr<osg::StateSet> _debug_stateset;
- unsigned int _debug_textureUnit;
- // Light (SUN)
- osg::Vec3d _lightCameraSource;
- osg::Vec3d _lightCameraTarget;
- osg::Vec3d _frustumSplitCenter;
- osg::Vec3d _lightDirection;
- double _lightNear;
- double _lightFar;
- osg::Matrix _cameraView;
- osg::Matrix _cameraProj;
- unsigned int _splitID;
- unsigned int _resolution;
- osg::ref_ptr<osg::Uniform> _farDistanceSplit;
- void resizeGLObjectBuffers(unsigned int maxSize);
- void releaseGLObjects(osg::State* = 0) const;
- };
- typedef std::map<unsigned int,PSSMShadowSplitTexture> PSSMShadowSplitTextureMap;
- PSSMShadowSplitTextureMap _PSSMShadowSplitTextureMap;
- private:
- void calculateFrustumCorners(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
- void calculateLightInitialPosition(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
- void calculateLightNearFarFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
- void calculateLightViewProjectionFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
- osg::Geode** _displayTexturesGroupingNode;
- unsigned int _textureUnitOffset;
- unsigned int _number_of_splits;
- bool _debug_color_in_GLSL;
- osg::Vec2 _polgyonOffset;
- bool _user_polgyonOffset_set;
- unsigned int _resolution;
- double _setMaxFarDistance;
- bool _isSetMaxFarDistance;
- double _split_min_near_dist;
- double _move_vcam_behind_rcam_factor;
- osg::ref_ptr<osg::Light> _userLight;
- osg::ref_ptr<FragmentShaderGenerator> _FragmentShaderGenerator;
- bool _GLSL_shadow_filtered;
- SplitCalcMode _SplitCalcMode;
- osg::Uniform* _ambientBiasUniform;
- osg::Vec2 _ambientBias;
- };
- }
- #endif
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