From Adrian Egli, "Improvements to the PSSM implementation"
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@@ -29,6 +29,7 @@
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#include <osg/Camera>
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#include <osg/Material>
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#include <osg/Depth>
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#include <osg/ClipPlane>
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#include <osgShadow/ShadowTechnique>
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@@ -77,24 +78,45 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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/** Set min near distance for splits */
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inline void setMinNearDistanceForSplits(double nd){ _split_min_near_dist=nd; }
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/** use linear split (default: linear) */
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inline void useLinearSplit(bool flag) { _linearSplit = flag;}
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/** set a user defined light for shadow simulation (sun light, ... )
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* when this light get passed to pssm, the scene's light are no longer collected
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* and simulated. just this user passed light, it needs to be a directional light.
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*/
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inline void setUserLight(osg::Light* light) { _userLight = light; }
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/** Set the values for the ambient bias the shader will use.*/
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void setAmbientBias(const osg::Vec2& ambientBias );
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/**
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* you can overwrite the fragment shader if you like to modify it yourself, own fragment shader can be used
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*/
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class FragmentShaderGenerator : public osg::Referenced {
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public:
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/**
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* generate the GLSL fragement shader
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*/
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virtual std::string generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount,double textureRes, bool filtered, unsigned int nbrSplits,unsigned int textureOffset);
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};
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/** set fragment shader generator */
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inline void setFragmentShaderGenerator(FragmentShaderGenerator* fsw) { _FragmentShaderGenerator = fsw;}
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/** enable / disable shadow filtering */
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inline void enableShadowGLSLFiltering(bool filtering = true) { _GLSL_shadow_filtered = filtering; }
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enum SplitCalcMode {
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SPLIT_LINEAR,
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SPLIT_EXP
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};
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/** set split calculation mode */
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inline void setSplitCalculationMode(SplitCalcMode scm=SPLIT_EXP) { _SplitCalcMode = scm; }
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protected :
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virtual ~ParallelSplitShadowMap() {}
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std::string generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount);
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struct PSSMShadowSplitTexture {
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// RTT
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@@ -105,7 +127,7 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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unsigned int _textureUnit;
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osg::ref_ptr<osg::Depth> _depth;
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double _split_far;
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osg::ref_ptr<osg::Camera> _debug_camera;
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osg::ref_ptr<osg::Texture2D> _debug_texture;
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@@ -127,8 +149,8 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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unsigned int _resolution;
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osg::Uniform* _farDistanceSplit;
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};
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typedef std::map<unsigned int,PSSMShadowSplitTexture> PSSMShadowSplitTextureMap;
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PSSMShadowSplitTextureMap _PSSMShadowSplitTextureMap;
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@@ -158,11 +180,12 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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double _split_min_near_dist;
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double _move_vcam_behind_rcam_factor;
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osg::ref_ptr<osg::Light> _userLight;
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osg::ref_ptr<FragmentShaderGenerator> _FragmentShaderGenerator;
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bool _linearSplit;
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osg::Light* _userLight;
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bool _GLSL_shadow_filtered;
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SplitCalcMode _SplitCalcMode;
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osg::Uniform* _ambientBiasUniform;
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osg::Vec2d _ambientBias;
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