From Christopher Blaesius,
"Soft shadow mapping is basically the same as hard shadow mapping beside that it uses a different fragment shader. So for me it makes sense that osgShadow::SoftShadowMap is derived from osgShadow::ShadowMap, this makes it easier to maintain the two classes. Additional SoftShadowMap also provides the same Debug methods as ShadowMap."
This commit is contained in:
@@ -91,9 +91,9 @@ class OSGSHADOW_EXPORT ShadowMap : public ShadowTechnique
|
||||
virtual ~ShadowMap(void) {};
|
||||
|
||||
/** Create the managed Uniforms */
|
||||
void createUniforms();
|
||||
virtual void createUniforms();
|
||||
|
||||
void createShaders();
|
||||
virtual void createShaders();
|
||||
|
||||
osg::ref_ptr<osg::Camera> _camera;
|
||||
osg::ref_ptr<osg::TexGen> _texgen;
|
||||
|
||||
@@ -16,13 +16,15 @@
|
||||
|
||||
#include <osg/Camera>
|
||||
#include <osg/Material>
|
||||
#include <osg/MatrixTransform>
|
||||
#include <osg/LightSource>
|
||||
|
||||
#include <osgShadow/ShadowTechnique>
|
||||
#include <osgShadow/ShadowMap>
|
||||
|
||||
namespace osgShadow {
|
||||
|
||||
/** SoftShadowMap provides an implementation of soft shadows with shadow maps.*/
|
||||
class OSGSHADOW_EXPORT SoftShadowMap : public ShadowTechnique
|
||||
class OSGSHADOW_EXPORT SoftShadowMap : public ShadowMap
|
||||
{
|
||||
public :
|
||||
SoftShadowMap();
|
||||
@@ -31,85 +33,57 @@ class OSGSHADOW_EXPORT SoftShadowMap : public ShadowTechnique
|
||||
|
||||
META_Object(osgShadow, SoftShadowMap);
|
||||
|
||||
/** Set the texture unit that the shadow texture will be applied on.*/
|
||||
void setTextureUnit(unsigned int unit);
|
||||
|
||||
/** Get the texture unit that the shadow texture will be applied on.*/
|
||||
unsigned int getTextureUnit() const { return _textureUnit; }
|
||||
|
||||
/** Set the values for the ambient bias the shader will use.*/
|
||||
void setAmbientBias(const osg::Vec2& ambientBias );
|
||||
|
||||
|
||||
/** Set the resolution of the rendertarget texture used for shadow generation */
|
||||
void setTextureSize(int width, int height) { setTextureSize(osg::Vec2s(width, height)); }
|
||||
|
||||
/** Set the resolution of the rendertarget texture used for shadow generation */
|
||||
void setTextureSize(const osg::Vec2s&);
|
||||
|
||||
/** Get the resolution of the rendertarget texture used for shadow generation */
|
||||
const osg::Vec2s& getTextureSize() const { return _textureSize; }
|
||||
|
||||
|
||||
/** Add a small bias to the z-value when calculating the MVPT matrix, this can reduce
|
||||
* shadow acne problem.
|
||||
* Suitable values are 0-0.005
|
||||
* Default is 0. */
|
||||
void setBias(float bias) { _bias = bias; }
|
||||
|
||||
/** Return the bias value set used when calculating the MVPT matrix */
|
||||
float getBias() const { return _bias; }
|
||||
|
||||
|
||||
/** Set the values for width of the soft penumbra the shader will use.
|
||||
* Zero is for hard shadow (no penumbra). 0.01 is already very soft penumbra.
|
||||
* Default is 0.005.*/
|
||||
void setSoftnessWidth(const float softnesswidth );
|
||||
void setSoftnessWidth(const float softnessWidth);
|
||||
|
||||
/** Get the value used for width of the soft penumbra in the shader.*/
|
||||
float getSoftnessWidth() const { return _softnessWidth; }
|
||||
|
||||
/** Set the values for jittering scale the shader will use.
|
||||
* Zero is no jittering (i.e. see the banding in penumbra)
|
||||
* High values (>64) cause 'pixelization' of the penumbra.
|
||||
* Usually but not necessarily power of two number.
|
||||
* Default is 32. */
|
||||
void setJitteringScale(const float jitteringscale );
|
||||
|
||||
/** Get the values that are used for the ambient bias in the shader.*/
|
||||
const osg::Vec2& getAmbientBias() const { return _ambientBias; }
|
||||
|
||||
/** Get the value used for width of the soft penumbra in the shader.*/
|
||||
const float getSoftnessWidth() const { return _softnesswidth; }
|
||||
void setJitteringScale(const float jitteringScale);
|
||||
|
||||
/** Get the value used for jittering scale in the shader.*/
|
||||
const float getJitteringScale() const { return _jitteringscale; }
|
||||
float getJitteringScale() const { return _jitteringScale; }
|
||||
|
||||
/** initialize the ShadowedScene and local cached data structures.*/
|
||||
virtual void init();
|
||||
/** Set the texture unit that the jitter texture will be applied on.*/
|
||||
void setJitterTextureUnit(unsigned int jitterTextureUnit);
|
||||
|
||||
/** run the update traversal of the ShadowedScene and update any loca chached data structures.*/
|
||||
virtual void update(osg::NodeVisitor& nv);
|
||||
|
||||
/** run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique.*/
|
||||
virtual void cull(osgUtil::CullVisitor& cv);
|
||||
|
||||
/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
|
||||
virtual void cleanSceneGraph();
|
||||
/** Get the texture unit that the jitter texture will be applied on.*/
|
||||
unsigned int getJitterTextureUnit() const { return _jitterTextureUnit; }
|
||||
|
||||
|
||||
protected :
|
||||
/** Add a small bias to the z-value, this can reduce
|
||||
* shadow acne problem.
|
||||
* This is the same as calling setPolygonOffset(osg::Vec2(bias,0));
|
||||
* Suitable values are 0-0.005
|
||||
* Default is 0. */
|
||||
void setBias(float bias) { setPolygonOffset(osg::Vec2(bias,0)); }
|
||||
|
||||
/** Return the bias value */
|
||||
float getBias() const { return getPolygonOffset().x(); }
|
||||
|
||||
virtual ~SoftShadowMap() {}
|
||||
void initJittering(osg::StateSet *);
|
||||
|
||||
osg::ref_ptr<osg::Camera> _camera;
|
||||
osg::ref_ptr<osg::TexGen> _texgen;
|
||||
osg::ref_ptr<osg::Texture2D> _texture;
|
||||
osg::ref_ptr<osg::StateSet> _stateset;
|
||||
unsigned int _textureUnit;
|
||||
osg::Vec2 _ambientBias;
|
||||
float _softnesswidth;
|
||||
float _jitteringscale;
|
||||
float _bias;
|
||||
osg::Vec2s _textureSize;
|
||||
protected:
|
||||
virtual ~SoftShadowMap(void) {};
|
||||
|
||||
/** Create the managed Uniforms */
|
||||
void createUniforms();
|
||||
void createShaders();
|
||||
void initJittering(osg::StateSet *ss);
|
||||
|
||||
osg::ref_ptr<osg::Uniform> _softnessWidthUniform;
|
||||
osg::ref_ptr<osg::Uniform> _jitteringScaleUniform;
|
||||
float _softnessWidth;
|
||||
float _jitteringScale;
|
||||
unsigned int _jitterTextureUnit;
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user