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openmw/components/sceneutil/mwshadowtechnique.hpp

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C++

/* This file is based on OpenSceneGraph's include/osgShadow/ViewDependentShadowMap.
* Where applicable, any changes made are covered by OpenMW's GPL 3 license, not the OSGPL.
* The original copyright notice is listed below.
*/
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2011 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 COMPONENTS_SCENEUTIL_MWSHADOWTECHNIQUE_H
#define COMPONENTS_SCENEUTIL_MWSHADOWTECHNIQUE_H 1
#include <osg/Camera>
#include <osg/Material>
#include <osg/MatrixTransform>
#include <osg/LightSource>
#include <osg/PolygonOffset>
#include <osgShadow/ShadowTechnique>
#include <components/terrain/quadtreeworld.hpp>
namespace SceneUtil {
/** ViewDependentShadowMap provides an base implementation of view dependent shadow mapping techniques.*/
class MWShadowTechnique : public osgShadow::ShadowTechnique
{
public:
MWShadowTechnique();
MWShadowTechnique(const MWShadowTechnique& vdsm, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
META_Object(SceneUtil, MWShadowTechnique);
/** 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);
/** 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;
/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
virtual void cleanSceneGraph();
virtual void enableShadows();
virtual void disableShadows();
virtual void enableDebugHUD();
virtual void disableDebugHUD();
class ComputeLightSpaceBounds : public osg::NodeVisitor, public osg::CullStack
{
public:
ComputeLightSpaceBounds(osg::Viewport* viewport, const osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix);
void apply(osg::Node& node);
void apply(osg::Drawable& drawable);
void apply(Terrain::QuadTreeWorld& quadTreeWorld);
void apply(osg::Billboard&);
void apply(osg::Projection&);
void apply(osg::Transform& transform);
void apply(osg::Camera&);
void updateBound(const osg::BoundingBox& bb);
void update(const osg::Vec3& v);
osg::BoundingBox _bb;
};
struct Frustum
{
Frustum(osgUtil::CullVisitor* cv, double minZNear, double maxZFar);
osg::Matrixd projectionMatrix;
osg::Matrixd modelViewMatrix;
typedef std::vector<osg::Vec3d> Vertices;
Vertices corners;
typedef std::vector<unsigned int> Indices;
typedef std::vector<Indices> Faces;
Faces faces;
typedef std::vector<Indices> Edges;
Edges edges;
osg::Vec3d eye;
osg::Vec3d centerNearPlane;
osg::Vec3d centerFarPlane;
osg::Vec3d center;
osg::Vec3d frustumCenterLine;
};
// forward declare
class ViewDependentData;
struct LightData : public osg::Referenced
{
LightData(ViewDependentData* vdd);
virtual void setLightData(osg::RefMatrix* lm, const osg::Light* l, const osg::Matrixd& modelViewMatrix);
ViewDependentData* _viewDependentData;
osg::ref_ptr<osg::RefMatrix> lightMatrix;
osg::ref_ptr<const osg::Light> light;
osg::Vec4d lightPos;
osg::Vec3d lightPos3;
osg::Vec3d lightDir;
bool directionalLight;
typedef std::vector<unsigned int> ActiveTextureUnits;
ActiveTextureUnits textureUnits;
};
typedef std::list< osg::ref_ptr<LightData> > LightDataList;
struct ShadowData : public osg::Referenced
{
ShadowData(ViewDependentData* vdd);
virtual void releaseGLObjects(osg::State* = 0) const;
ViewDependentData* _viewDependentData;
unsigned int _textureUnit;
osg::ref_ptr<osg::Texture2D> _texture;
osg::ref_ptr<osg::TexGen> _texgen;
osg::ref_ptr<osg::Camera> _camera;
};
typedef std::list< osg::ref_ptr<ShadowData> > ShadowDataList;
class ViewDependentData : public osg::Referenced
{
public:
ViewDependentData(MWShadowTechnique* vdsm);
const MWShadowTechnique* getViewDependentShadowMap() const { return _viewDependentShadowMap; }
LightDataList& getLightDataList() { return _lightDataList; }
ShadowDataList& getShadowDataList() { return _shadowDataList; }
osg::StateSet* getStateSet() { return _stateset.get(); }
virtual void releaseGLObjects(osg::State* = 0) const;
protected:
virtual ~ViewDependentData() {}
MWShadowTechnique* _viewDependentShadowMap;
osg::ref_ptr<osg::StateSet> _stateset;
LightDataList _lightDataList;
ShadowDataList _shadowDataList;
};
virtual ViewDependentData* createViewDependentData(osgUtil::CullVisitor* cv);
ViewDependentData* getViewDependentData(osgUtil::CullVisitor* cv);
virtual void createShaders();
virtual bool selectActiveLights(osgUtil::CullVisitor* cv, ViewDependentData* vdd) const;
virtual osg::Polytope computeLightViewFrustumPolytope(Frustum& frustum, LightData& positionedLight);
virtual bool computeShadowCameraSettings(Frustum& frustum, LightData& positionedLight, osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix);
virtual bool adjustPerspectiveShadowMapCameraSettings(osgUtil::RenderStage* renderStage, Frustum& frustum, LightData& positionedLight, osg::Camera* camera);
virtual bool assignTexGenSettings(osgUtil::CullVisitor* cv, osg::Camera* camera, unsigned int textureUnit, osg::TexGen* texgen);
virtual void cullShadowReceivingScene(osgUtil::CullVisitor* cv) const;
virtual void cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Camera* camera) const;
virtual osg::StateSet* selectStateSetForRenderingShadow(ViewDependentData& vdd) const;
protected:
virtual ~MWShadowTechnique();
typedef std::map< osgUtil::CullVisitor*, osg::ref_ptr<ViewDependentData> > ViewDependentDataMap;
mutable OpenThreads::Mutex _viewDependentDataMapMutex;
ViewDependentDataMap _viewDependentDataMap;
osg::ref_ptr<osg::StateSet> _shadowRecievingPlaceholderStateSet;
osg::ref_ptr<osg::StateSet> _shadowCastingStateSet;
osg::ref_ptr<osg::PolygonOffset> _polygonOffset;
osg::ref_ptr<osg::Texture2D> _fallbackBaseTexture;
osg::ref_ptr<osg::Texture2D> _fallbackShadowMapTexture;
typedef std::vector< osg::ref_ptr<osg::Uniform> > Uniforms;
mutable OpenThreads::Mutex _accessUniformsAndProgramMutex;
Uniforms _uniforms;
osg::ref_ptr<osg::Program> _program;
bool _enableShadows;
class DebugHUD : public osg::Referenced
{
public:
DebugHUD(int numberOfShadowMapsPerLight);
void draw();
virtual void draw(osg::ref_ptr<osg::Texture2D> texture, unsigned int shadowMapNumber, osgUtil::CullVisitor& cv);
virtual void releaseGLObjects(osg::State* state = 0) const;
protected:
virtual void addAnotherShadowMap();
static const int sDebugTextureUnit = 0;
std::vector<osg::ref_ptr<osg::Camera>> mDebugCameras;
osg::ref_ptr<osg::Program> mDebugProgram;
std::vector<osg::ref_ptr<osg::Node>> mDebugGeometry;
};
osg::ref_ptr<DebugHUD> _debugHud;
};
}
#endif