From Adrian Egli, improvements to ParallelSplitShadowMap implementation
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@@ -11,13 +11,24 @@
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* OpenSceneGraph Public License for more details.
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*/
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/* ParallelSplitShadowMap written by Adrian Egli */
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/* ParallelSplitShadowMap written by Adrian Egli
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*
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* this version has still a bug in mutli-thread application (flickering problem)
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* to avoid the flickering problem try osgShadow --pssm --SingleThreaded your_scene.ive
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*
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* The Parallel Split Shadow Map only supports directional light for simulating the shadow.
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* It's one of the most robust algorithm for huge terrain sun light's shadow simulation, if
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* you need to shadow a terrain, or another huge scene, you should use Parallel Split Shadow Map
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* or at least test it against your scene. Have fun.
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*
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*/
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#ifndef OSGSHADOW_ParallelSplitShadowMap
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#define OSGSHADOW_ParallelSplitShadowMap 1
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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 <osgShadow/ShadowTechnique>
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@@ -32,7 +43,7 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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META_Object(osgShadow, ParallelSplitShadowMap);
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/** Initialize the ShadowedScene and local cached data structures.*/
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virtual void init();
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@@ -63,41 +74,28 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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/** Set the factor for moving the virtual camera behind the real camera*/
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inline void setMoveVCamBehindRCamFactor(double distFactor ) { _move_vcam_behind_rcam_factor = distFactor; }
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/** Force to add a cull face front */
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inline void forceFrontCullFace() { _useFrontCullFace = true; }
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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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/**
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light / |
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\ / |
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min near dist / |
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for splits / |
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\ / <20> |
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./ \ <20> |
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| \ <20> |
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| x <20> |
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| <20> |
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. | |
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\ <20> |
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\ <20> |
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\ |
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\ |
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\ |
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.<- max far dist. ->.
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*/
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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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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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osg::ref_ptr<osg::Camera> _camera;
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@@ -105,16 +103,15 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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osg::ref_ptr<osg::Texture2D> _texture;
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osg::ref_ptr<osg::StateSet> _stateset;
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unsigned int _textureUnit;
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osg::Vec2d _ambientBias;
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osg::ref_ptr<osg::Depth> _depth;
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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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osg::ref_ptr<osg::StateSet> _debug_stateset;
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unsigned int _debug_textureUnit;
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// Light (SUN)
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osg::Vec3d _lightCameraSource;
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osg::Vec3d _lightCameraTarget;
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@@ -123,11 +120,11 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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double _lightNear;
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double _lightFar;
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osg::Matrix _cameraView;
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osg::Matrix _cameraProj;
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osg::Matrix _cameraView;
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osg::Matrix _cameraProj;
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unsigned int _splitID;
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unsigned int _resolution;
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unsigned int _splitID;
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unsigned int _resolution;
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osg::Uniform* _farDistanceSplit;
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@@ -158,14 +155,18 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
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double _setMaxFarDistance;
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bool _isSetMaxFarDistance;
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bool _useFrontCullFace;
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double _split_min_near_dist;
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double _move_vcam_behind_rcam_factor;
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bool _linearSplit;
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osg::Light* _userLight;
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osg::Uniform* _ambientBiasUniform;
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osg::Vec2d _ambientBias;
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};
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}
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#endif
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