Tidy up the shadow manager

pull/1547/head
AnyOldName3 7 years ago
parent 882b63cba9
commit 35eb71052e

@ -15,30 +15,30 @@ namespace SceneUtil
void ShadowManager::setupShadowSettings(int castsShadowMask)
{
if (!Settings::Manager::getBool("enable shadows", "Shadows"))
mEnableShadows = Settings::Manager::getBool("enable shadows", "Shadows");
if (!mEnableShadows)
{
mShadowTechnique->disableShadows();
return;
}
else
mShadowTechnique->enableShadows();
osg::ref_ptr<osgShadow::ShadowSettings> settings = mShadowedScene->getShadowSettings();
mShadowTechnique->enableShadows();
settings->setLightNum(0);
settings->setCastsShadowTraversalMask(castsShadowMask);
settings->setReceivesShadowTraversalMask(~0u);
mShadowSettings->setLightNum(0);
mShadowSettings->setCastsShadowTraversalMask(castsShadowMask);
mShadowSettings->setReceivesShadowTraversalMask(~0u);
int numberOfShadowMapsPerLight = Settings::Manager::getInt("number of shadow maps", "Shadows");
settings->setNumShadowMapsPerLight(numberOfShadowMapsPerLight);
settings->setBaseShadowTextureUnit(8 - numberOfShadowMapsPerLight);
mShadowSettings->setNumShadowMapsPerLight(numberOfShadowMapsPerLight);
mShadowSettings->setBaseShadowTextureUnit(8 - numberOfShadowMapsPerLight);
settings->setMinimumShadowMapNearFarRatio(Settings::Manager::getFloat("minimum lispsm near far ratio", "Shadows"));
mShadowSettings->setMinimumShadowMapNearFarRatio(Settings::Manager::getFloat("minimum lispsm near far ratio", "Shadows"));
if (Settings::Manager::getBool("compute tight scene bounds", "Shadows"))
settings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
mShadowSettings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
int mapres = Settings::Manager::getInt("shadow map resolution", "Shadows");
settings->setTextureSize(osg::Vec2s(mapres, mapres));
mShadowSettings->setTextureSize(osg::Vec2s(mapres, mapres));
mShadowTechnique->setSplitPointUniformLogarithmicRatio(Settings::Manager::getFloat("split point uniform logarithmic ratio", "Shadows"));
mShadowTechnique->setSplitPointDeltaBias(Settings::Manager::getFloat("split point bias", "Shadows"));
@ -64,25 +64,25 @@ namespace SceneUtil
stateset->setTextureAttributeAndModes(i, fakeShadowMapTexture, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED);
}
ShadowManager::ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode) : enableShadows(Settings::Manager::getBool("enable shadows", "Shadows")),
numberOfShadowMapsPerLight(Settings::Manager::getInt("number of shadow maps", "Shadows")),
baseShadowTextureUnit(8 - numberOfShadowMapsPerLight),
mShadowedScene(new osgShadow::ShadowedScene),
ShadowManager::ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode) : mShadowedScene(new osgShadow::ShadowedScene),
mShadowTechnique(new MWShadowTechnique)
{
mShadowedScene->setShadowTechnique(mShadowTechnique);
mShadowedScene->addChild(sceneRoot);
rootNode->addChild(mShadowedScene);
mShadowSettings = mShadowedScene->getShadowSettings();
}
Shader::ShaderManager::DefineMap ShadowManager::getShadowDefines()
{
if (!enableShadows)
if (!mEnableShadows)
return getShadowsDisabledDefines();
Shader::ShaderManager::DefineMap definesWithShadows;
definesWithShadows.insert(std::make_pair(std::string("shadows_enabled"), std::string("1")));
for (int i = 0; i < numberOfShadowMapsPerLight; ++i)
for (int i = 0; i < mShadowSettings->getNumShadowMapsPerLight(); ++i)
definesWithShadows["shadow_texture_unit_list"] += std::to_string(i) + ",";
// remove extra comma
definesWithShadows["shadow_texture_unit_list"] = definesWithShadows["shadow_texture_unit_list"].substr(0, definesWithShadows["shadow_texture_unit_list"].length() - 1);

@ -23,13 +23,10 @@ namespace SceneUtil
virtual Shader::ShaderManager::DefineMap getShadowsDisabledDefines();
protected:
const int numberOfShadowMapsPerLight;
const bool enableShadows;
const int baseShadowTextureUnit;
bool mEnableShadows;
osg::ref_ptr<osgShadow::ShadowedScene> mShadowedScene;
osg::ref_ptr<osgShadow::ShadowSettings> mShadowSettings;
osg::ref_ptr<MWShadowTechnique> mShadowTechnique;
};
}

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