mirror of https://github.com/OpenMW/openmw.git
Add osgShadow ViewDependentShadowMaps as they can be found in OSG's GitHub Repository
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2011 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_VIEWDEPENDENTSHADOWMAP
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#define OSGSHADOW_VIEWDEPENDENTSHADOWMAP 1
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#include <osg/Camera>
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#include <osg/Material>
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#include <osg/MatrixTransform>
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#include <osg/LightSource>
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#include <osg/PolygonOffset>
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#include <osgShadow/ShadowTechnique>
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namespace osgShadow {
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/** ViewDependentShadowMap provides an base implementation of view dependent shadow mapping techniques.*/
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class OSGSHADOW_EXPORT ViewDependentShadowMap : public ShadowTechnique
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{
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public :
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ViewDependentShadowMap();
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ViewDependentShadowMap(const ViewDependentShadowMap& vdsm, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgShadow, ViewDependentShadowMap);
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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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/** Resize any per context GLObject buffers to specified size. */
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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/** If State is non-zero, this function releases any associated OpenGL objects for
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* the specified graphics context. Otherwise, releases OpenGL objects
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* for all graphics contexts. */
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virtual void releaseGLObjects(osg::State* = 0) const;
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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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struct OSGSHADOW_EXPORT Frustum
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{
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Frustum(osgUtil::CullVisitor* cv, double minZNear, double maxZFar);
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osg::Matrixd projectionMatrix;
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osg::Matrixd modelViewMatrix;
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typedef std::vector<osg::Vec3d> Vertices;
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Vertices corners;
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typedef std::vector<unsigned int> Indices;
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typedef std::vector<Indices> Faces;
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Faces faces;
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typedef std::vector<Indices> Edges;
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Edges edges;
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osg::Vec3d eye;
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osg::Vec3d centerNearPlane;
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osg::Vec3d centerFarPlane;
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osg::Vec3d center;
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osg::Vec3d frustumCenterLine;
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};
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// forward declare
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class ViewDependentData;
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struct OSGSHADOW_EXPORT LightData : public osg::Referenced
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{
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LightData(ViewDependentData* vdd);
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virtual void setLightData(osg::RefMatrix* lm, const osg::Light* l, const osg::Matrixd& modelViewMatrix);
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ViewDependentData* _viewDependentData;
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osg::ref_ptr<osg::RefMatrix> lightMatrix;
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osg::ref_ptr<const osg::Light> light;
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osg::Vec4d lightPos;
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osg::Vec3d lightPos3;
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osg::Vec3d lightDir;
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bool directionalLight;
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typedef std::vector<unsigned int> ActiveTextureUnits;
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ActiveTextureUnits textureUnits;
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};
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typedef std::list< osg::ref_ptr<LightData> > LightDataList;
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struct OSGSHADOW_EXPORT ShadowData : public osg::Referenced
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{
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ShadowData(ViewDependentData* vdd);
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virtual void releaseGLObjects(osg::State* = 0) const;
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ViewDependentData* _viewDependentData;
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unsigned int _textureUnit;
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osg::ref_ptr<osg::Texture2D> _texture;
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osg::ref_ptr<osg::TexGen> _texgen;
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osg::ref_ptr<osg::Camera> _camera;
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};
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typedef std::list< osg::ref_ptr<ShadowData> > ShadowDataList;
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class OSGSHADOW_EXPORT ViewDependentData : public osg::Referenced
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{
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public:
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ViewDependentData(ViewDependentShadowMap* vdsm);
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const ViewDependentShadowMap* getViewDependentShadowMap() const { return _viewDependentShadowMap; }
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LightDataList& getLightDataList() { return _lightDataList; }
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ShadowDataList& getShadowDataList() { return _shadowDataList; }
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osg::StateSet* getStateSet() { return _stateset.get(); }
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virtual void releaseGLObjects(osg::State* = 0) const;
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protected:
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virtual ~ViewDependentData() {}
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ViewDependentShadowMap* _viewDependentShadowMap;
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osg::ref_ptr<osg::StateSet> _stateset;
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LightDataList _lightDataList;
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ShadowDataList _shadowDataList;
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};
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virtual ViewDependentData* createViewDependentData(osgUtil::CullVisitor* cv);
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ViewDependentData* getViewDependentData(osgUtil::CullVisitor* cv);
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virtual void createShaders();
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virtual bool selectActiveLights(osgUtil::CullVisitor* cv, ViewDependentData* vdd) const;
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virtual osg::Polytope computeLightViewFrustumPolytope(Frustum& frustum, LightData& positionedLight);
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virtual bool computeShadowCameraSettings(Frustum& frustum, LightData& positionedLight, osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix);
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virtual bool adjustPerspectiveShadowMapCameraSettings(osgUtil::RenderStage* renderStage, Frustum& frustum, LightData& positionedLight, osg::Camera* camera);
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virtual bool assignTexGenSettings(osgUtil::CullVisitor* cv, osg::Camera* camera, unsigned int textureUnit, osg::TexGen* texgen);
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virtual void cullShadowReceivingScene(osgUtil::CullVisitor* cv) const;
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virtual void cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Camera* camera) const;
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virtual osg::StateSet* selectStateSetForRenderingShadow(ViewDependentData& vdd) const;
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protected:
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virtual ~ViewDependentShadowMap();
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typedef std::map< osgUtil::CullVisitor*, osg::ref_ptr<ViewDependentData> > ViewDependentDataMap;
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mutable OpenThreads::Mutex _viewDependentDataMapMutex;
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ViewDependentDataMap _viewDependentDataMap;
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osg::ref_ptr<osg::StateSet> _shadowRecievingPlaceholderStateSet;
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osg::ref_ptr<osg::StateSet> _shadowCastingStateSet;
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osg::ref_ptr<osg::PolygonOffset> _polygonOffset;
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osg::ref_ptr<osg::Texture2D> _fallbackBaseTexture;
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osg::ref_ptr<osg::Texture2D> _fallbackShadowMapTexture;
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typedef std::vector< osg::ref_ptr<osg::Uniform> > Uniforms;
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mutable OpenThreads::Mutex _accessUniformsAndProgramMutex;
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Uniforms _uniforms;
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osg::ref_ptr<osg::Program> _program;
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};
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}
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#endif
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