// clang-format off /* 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 #include #include #include #include #include #include #include #include #include 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.*/ void init() override; /** run the update traversal of the ShadowedScene and update any loca chached data structures.*/ void update(osg::NodeVisitor& nv) override; /** run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique.*/ void cull(osgUtil::CullVisitor& cv) override; /** Resize any per context GLObject buffers to specified size. */ void resizeGLObjectBuffers(unsigned int maxSize) override; /** 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. */ void releaseGLObjects(osg::State* = 0) const override; /** Clean scene graph from any shadow technique specific nodes, state and drawables.*/ void cleanSceneGraph() override; virtual void enableShadows(); virtual void disableShadows(bool setDummyState = false); virtual void enableDebugHUD(); virtual void disableDebugHUD(); virtual void setSplitPointUniformLogarithmicRatio(double ratio); virtual void setSplitPointDeltaBias(double bias); virtual void setPolygonOffset(float factor, float units); virtual void setShadowFadeStart(float shadowFadeStart); virtual void enableFrontFaceCulling(); virtual void disableFrontFaceCulling(); virtual void setupCastingShader(Shader::ShaderManager &shaderManager); class ComputeLightSpaceBounds : public osg::NodeVisitor, public osg::CullStack { public: ComputeLightSpaceBounds(); void apply(osg::Node& node) override final; void apply(osg::Group& node) override; void apply(osg::Drawable& drawable) override final; void apply(osg::Geometry& drawable) override; void apply(osg::Billboard&) override; void apply(osg::Projection&) override; void apply(osg::Transform& transform) override final; void apply(osg::MatrixTransform& transform) override; void apply(osg::Camera&) override; void updateBound(const osg::BoundingBox& bb); void update(const osg::Vec3& v); void reset() override; osg::BoundingBox _bb; }; struct Frustum { Frustum(osgUtil::CullVisitor* cv, double minZNear, double maxZFar); void setCustomClipSpace(const osg::BoundingBoxd& clipCornersOverride); void init(); osg::Matrixd projectionMatrix; osg::Matrixd modelViewMatrix; bool useCustomClipSpace; osg::BoundingBoxd customClipSpace; typedef std::vector Vertices; Vertices corners; typedef std::vector Indices; typedef std::vector Faces; Faces faces; typedef std::vector Edges; Edges edges; osg::Vec3d eye; osg::Vec3d centerNearPlane; osg::Vec3d centerFarPlane; osg::Vec3d center; osg::Vec3d frustumCenterLine; }; /** Custom frustum callback allowing the application to request shadow maps covering a * different furstum than the camera normally would cover, by customizing the corners of the clip space. */ struct CustomFrustumCallback : osg::Referenced { /** The callback operator. * Output the custum frustum to the boundingBox variable. * If sharedFrustumHint is set to a valid cull visitor, the shadow maps of that cull visitor will be re-used instead of recomputing new shadow maps * Note that the customClipSpace bounding box will be uninitialized when this operator is called. If it is not initalized, or a valid shared frustum hint set, * the resulting shadow map may be invalid. */ virtual void operator()(osgUtil::CullVisitor& cv, osg::BoundingBoxd& customClipSpace, osgUtil::CullVisitor*& sharedFrustumHint) = 0; }; // 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 lightMatrix; osg::ref_ptr light; osg::Vec4d lightPos; osg::Vec3d lightPos3; osg::Vec3d lightDir; bool directionalLight; typedef std::vector ActiveTextureUnits; ActiveTextureUnits textureUnits; }; typedef std::list< osg::ref_ptr > LightDataList; struct ShadowData : public osg::Referenced { ShadowData(ViewDependentData* vdd); virtual void releaseGLObjects(osg::State* = 0) const; ViewDependentData* _viewDependentData; unsigned int _textureUnit; osg::ref_ptr _texture; osg::ref_ptr _camera; }; typedef std::list< osg::ref_ptr > 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(unsigned int traversalNumber) { return _stateset[traversalNumber % 2].get(); } virtual void releaseGLObjects(osg::State* = 0) const; unsigned int numValidShadows(void) const { return _numValidShadows; } void setNumValidShadows(unsigned int numValidShadows) { _numValidShadows = numValidShadows; } protected: friend class MWShadowTechnique; virtual ~ViewDependentData() {} MWShadowTechnique* _viewDependentShadowMap; std::array, 2> _stateset; LightDataList _lightDataList; ShadowDataList _shadowDataList; unsigned int _numValidShadows; }; virtual ViewDependentData* createViewDependentData(osgUtil::CullVisitor* cv); ViewDependentData* getViewDependentData(osgUtil::CullVisitor* cv); void copyShadowMap(osgUtil::CullVisitor& cv, ViewDependentData* lhs, ViewDependentData* rhs); void setCustomFrustumCallback(CustomFrustumCallback* cfc); 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 cropShadowCameraToMainFrustum(Frustum& frustum, osg::Camera* camera, double viewNear, double viewFar, std::vector& planeList); virtual bool adjustPerspectiveShadowMapCameraSettings(osgUtil::RenderStage* renderStage, Frustum& frustum, LightData& positionedLight, osg::Camera* camera, double viewNear, double viewFar); virtual void cullShadowReceivingScene(osgUtil::CullVisitor* cv) const; virtual void cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Camera* camera) const; virtual osg::StateSet* prepareStateSetForRenderingShadow(ViewDependentData& vdd, unsigned int traversalNumber) const; void setWorldMask(unsigned int worldMask) { _worldMask = worldMask; } osg::ref_ptr getOrCreateShadowsBinStateSet(); protected: virtual ~MWShadowTechnique(); osg::ref_ptr _clsb; typedef std::map< osgUtil::CullVisitor*, osg::ref_ptr > ViewDependentDataMap; mutable std::mutex _viewDependentDataMapMutex; ViewDependentDataMap _viewDependentDataMap; osg::ref_ptr _customFrustumCallback; osg::BoundingBoxd _customClipSpace; osg::ref_ptr _shadowRecievingPlaceholderStateSet; osg::ref_ptr _shadowCastingStateSet; osg::ref_ptr _polygonOffset; osg::ref_ptr _fallbackBaseTexture; osg::ref_ptr _fallbackShadowMapTexture; typedef std::vector< osg::ref_ptr > Uniforms; std::array _uniforms; osg::ref_ptr _program; bool _enableShadows; bool mSetDummyStateWhenDisabled; double _splitPointUniformLogRatio = 0.5; double _splitPointDeltaBias = 0.0; float _polygonOffsetFactor = 1.1; float _polygonOffsetUnits = 4.0; bool _useFrontFaceCulling = true; float _shadowFadeStart = 0.0; unsigned int _worldMask = ~0u; class DebugHUD final : public osg::Referenced { public: DebugHUD(int numberOfShadowMapsPerLight); void draw(osg::ref_ptr texture, unsigned int shadowMapNumber, const osg::Matrixd &matrix, osgUtil::CullVisitor& cv); void releaseGLObjects(osg::State* state = 0) const; void setFrustumVertices(osg::ref_ptr vertices, unsigned int traversalNumber); protected: void addAnotherShadowMap(); static const int sDebugTextureUnit = 0; std::vector> mDebugCameras; osg::ref_ptr mDebugProgram; std::vector> mDebugGeometry; std::vector> mFrustumTransforms; std::array>, 2> mFrustumUniforms; std::array, 2> mFrustumGeometries; }; osg::ref_ptr _debugHud; std::array, GL_ALWAYS - GL_NEVER + 1> _castingPrograms; const std::string _shadowsBinName = "ShadowsBin_" + std::to_string(reinterpret_cast(this)); osg::ref_ptr _shadowsBin; osg::ref_ptr _shadowsBinStateSet; }; } #endif // clang-format on