Ran dos2unix on headers

This commit is contained in:
Robert Osfield
2008-10-06 08:53:54 +00:00
parent 87e8f06522
commit 236832f669
9 changed files with 1293 additions and 1293 deletions

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@@ -1,123 +1,123 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_CONVEXPOLYHEDRON
#define OSGSHADOW_CONVEXPOLYHEDRON 1
#include <osg/Geometry>
#include <osg/Polytope>
#include <osgShadow/Export>
////////////////////////////////////////////////////////////////////////////////
// Class based on CustomPolytope defined and used in osgSim::OverlayNode.cpp.
// Honors should go to Robert Osfield for writing such useful piece of code.
// First incarnations of my ConvexPolyhedron were derived from CustomPolytope.
// Later I made a number of modifications aimed at improving convex hull
// precision of intersection & extrusion operations and ended up with code
// so mixed that I decided to rewrite it as separate class.
////////////////////////////////////////////////////////////////////////////////
namespace osgShadow {
class OSGSHADOW_EXPORT ConvexPolyhedron
{
public:
typedef std::vector<osg::Vec3d> Vertices;
static const osg::Matrix & defaultMatrix;
struct Face
{
std::string name;
osg::Plane plane;
Vertices vertices;
};
typedef std::list<Face> Faces;
Faces _faces;
ConvexPolyhedron( void ) { }
ConvexPolyhedron( const osg::Matrix& matrix, const osg::Matrix& inverse,
const osg::BoundingBox& bb = osg::BoundingBox(-1,-1,-1,1,1,1));
Face& createFace() { _faces.push_back(Face()); return _faces.back(); }
void clear() { _faces.clear(); }
void setToUnitFrustum(bool withNear=true, bool withFar=true);
void setToBoundingBox(const osg::BoundingBox& bb);
void transform(const osg::Matrix& matrix, const osg::Matrix& inverse);
void transformClip(const osg::Matrix& matrix, const osg::Matrix& inverse);
bool mergeFaces
( const Face & face0, const Face & face1, Face & face );
void mergeCoplanarFaces( const double & plane_normal_dot_tolerance = 0.0,
const double & plane_distance_tolerance = 0.0 );
void removeDuplicateVertices( void );
static int pointsColinear
( const osg::Vec3d & va, const osg::Vec3d & vb, const osg::Vec3d & vc,
const double & edge_normal_dot_tolerance = 0.0,
const double & null_edge_length_tolerance = 0.0 );
static int isFacePolygonConvex( Face & face, bool ignoreCollinearVertices = true );
bool checkCoherency
( bool checkForNonConvexPolys = false, const char * errorPrefix = NULL );
void cut(const osg::Polytope& polytope);
void cut(const ConvexPolyhedron& polytope);
void cut(const osg::Plane& plane, const std::string& name=std::string());
void extrude( const osg::Vec3d & offset );
void translate( const osg::Vec3d & offset );
void getPolytope(osg::Polytope& polytope) const;
void getPoints(Vertices& vertices) const;
osg::BoundingBox computeBoundingBox( const osg::Matrix & m = osgShadow::ConvexPolyhedron::defaultMatrix ) const;
osg::Geometry* buildGeometry( const osg::Vec4d& colorOutline,
const osg::Vec4d& colorInside,
osg::Geometry* useGeometry = NULL ) const;
bool dumpGeometry( const Face * face = NULL,
const osg::Plane * plane = NULL,
ConvexPolyhedron * basehull = NULL,
const char * filename = "convexpolyhedron.osg",
const osg::Vec4d& colorOutline = osg::Vec4( 0,1,0,0.5 ),
const osg::Vec4d& colorInside = osg::Vec4( 0,1,0,0.25 ),
const osg::Vec4d& faceColorOutline = osg::Vec4( 0,0,1,0.5 ),
const osg::Vec4d& faceColorInside = osg::Vec4( 0,0,1,0.25 ),
const osg::Vec4d& planeColorOutline = osg::Vec4( 1,0,0,0.5 ),
const osg::Vec4d& planeColorInside = osg::Vec4( 1,0,0,0.25 ),
const osg::Vec4d& baseColorOutline = osg::Vec4( 0,0,0,0.5 ),
const osg::Vec4d& baseColorInside = osg::Vec4( 0,0,0,0.25 ) ) const;
};
} // namespace osgShadow
#endif
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_CONVEXPOLYHEDRON
#define OSGSHADOW_CONVEXPOLYHEDRON 1
#include <osg/Geometry>
#include <osg/Polytope>
#include <osgShadow/Export>
////////////////////////////////////////////////////////////////////////////////
// Class based on CustomPolytope defined and used in osgSim::OverlayNode.cpp.
// Honors should go to Robert Osfield for writing such useful piece of code.
// First incarnations of my ConvexPolyhedron were derived from CustomPolytope.
// Later I made a number of modifications aimed at improving convex hull
// precision of intersection & extrusion operations and ended up with code
// so mixed that I decided to rewrite it as separate class.
////////////////////////////////////////////////////////////////////////////////
namespace osgShadow {
class OSGSHADOW_EXPORT ConvexPolyhedron
{
public:
typedef std::vector<osg::Vec3d> Vertices;
static const osg::Matrix & defaultMatrix;
struct Face
{
std::string name;
osg::Plane plane;
Vertices vertices;
};
typedef std::list<Face> Faces;
Faces _faces;
ConvexPolyhedron( void ) { }
ConvexPolyhedron( const osg::Matrix& matrix, const osg::Matrix& inverse,
const osg::BoundingBox& bb = osg::BoundingBox(-1,-1,-1,1,1,1));
Face& createFace() { _faces.push_back(Face()); return _faces.back(); }
void clear() { _faces.clear(); }
void setToUnitFrustum(bool withNear=true, bool withFar=true);
void setToBoundingBox(const osg::BoundingBox& bb);
void transform(const osg::Matrix& matrix, const osg::Matrix& inverse);
void transformClip(const osg::Matrix& matrix, const osg::Matrix& inverse);
bool mergeFaces
( const Face & face0, const Face & face1, Face & face );
void mergeCoplanarFaces( const double & plane_normal_dot_tolerance = 0.0,
const double & plane_distance_tolerance = 0.0 );
void removeDuplicateVertices( void );
static int pointsColinear
( const osg::Vec3d & va, const osg::Vec3d & vb, const osg::Vec3d & vc,
const double & edge_normal_dot_tolerance = 0.0,
const double & null_edge_length_tolerance = 0.0 );
static int isFacePolygonConvex( Face & face, bool ignoreCollinearVertices = true );
bool checkCoherency
( bool checkForNonConvexPolys = false, const char * errorPrefix = NULL );
void cut(const osg::Polytope& polytope);
void cut(const ConvexPolyhedron& polytope);
void cut(const osg::Plane& plane, const std::string& name=std::string());
void extrude( const osg::Vec3d & offset );
void translate( const osg::Vec3d & offset );
void getPolytope(osg::Polytope& polytope) const;
void getPoints(Vertices& vertices) const;
osg::BoundingBox computeBoundingBox( const osg::Matrix & m = osgShadow::ConvexPolyhedron::defaultMatrix ) const;
osg::Geometry* buildGeometry( const osg::Vec4d& colorOutline,
const osg::Vec4d& colorInside,
osg::Geometry* useGeometry = NULL ) const;
bool dumpGeometry( const Face * face = NULL,
const osg::Plane * plane = NULL,
ConvexPolyhedron * basehull = NULL,
const char * filename = "convexpolyhedron.osg",
const osg::Vec4d& colorOutline = osg::Vec4( 0,1,0,0.5 ),
const osg::Vec4d& colorInside = osg::Vec4( 0,1,0,0.25 ),
const osg::Vec4d& faceColorOutline = osg::Vec4( 0,0,1,0.5 ),
const osg::Vec4d& faceColorInside = osg::Vec4( 0,0,1,0.25 ),
const osg::Vec4d& planeColorOutline = osg::Vec4( 1,0,0,0.5 ),
const osg::Vec4d& planeColorInside = osg::Vec4( 1,0,0,0.25 ),
const osg::Vec4d& baseColorOutline = osg::Vec4( 0,0,0,0.5 ),
const osg::Vec4d& baseColorInside = osg::Vec4( 0,0,0,0.25 ) ) const;
};
} // namespace osgShadow
#endif

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_DEBUGSHADOWMAP
#define OSGSHADOW_DEBUGSHADOWMAP 1
#include <osgShadow/ViewDependentShadowTechnique>
#include <osgShadow/ConvexPolyhedron>
#include <osg/MatrixTransform>
#include <osg/Geode>
#include <osg/Geometry>
#include <string>
#include <map>
namespace osgShadow {
/**
Class used as a layer for debuging resources used by derived xxxShadowMap classes.
As designed by its base ViewDepndentShadowTechnique, DebugShadowMap serves mainly as container of
DebugShadowMap::ViewData objects. Most of the debuging support work is done by these objects.
DebugShadowMap technique only initializes them in initViewDependentData method.
Debuging outputs present:
Shadow maps (pseudo colored to improve readability)
Shadow and related volumes (represented as convex polyhedra)
*/
class OSGSHADOW_EXPORT DebugShadowMap : public ViewDependentShadowTechnique
{
public :
/*
All classes stemming from ViewDependentShadowTechnique follow the same pattern.
They are always based on some underlying level base Technique and they always
derive their ViewData from ViewData structure defined in underlying base Technique.
I use some typedefs to make these inheritance patterns easier to declare/define.
*/
/** Convenient typedef used in definition of ViewData struct and methods */
typedef DebugShadowMap ThisClass;
/** Convenient typedef used in definition of ViewData struct and methods */
typedef ViewDependentShadowTechnique BaseClass;
/** Classic OSG constructor */
DebugShadowMap();
/** Classic OSG cloning constructor */
DebugShadowMap(const DebugShadowMap& dsm, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, DebugShadowMap );
/** Turn on/off debuging hud & rendering of debug volumes in main view */
void setDebugDraw( bool draw ) { _doDebugDraw = draw; }
/** Tell if debuging hud & rendering of debug volumes is active */
bool getDebugDraw( void ) { return _doDebugDraw; }
protected:
/** Classic protected OSG destructor */
virtual ~DebugShadowMap();
osg::Vec2s _hudSize;
osg::Vec2s _hudOrigin;
osg::Vec2s _viewportSize;
osg::Vec2s _viewportOrigin;
osg::Vec2s _orthoSize;
osg::Vec2s _orthoOrigin;
bool _doDebugDraw;
osg::ref_ptr< osg::Shader > _depthColorFragmentShader;
struct ViewData: public BaseClass::ViewData
{
/**
Texture used as ShadowMap - initialized by derived classes.
But it has to be defined now since DebugShadowMap::ViewData methods use it
*/
osg::ref_ptr< osg::Texture2D > _texture;
/**
Camera used to render ShadowMap - initialized by derived classes.
But it has to be defined now since DebugShadowMap::ViewData methods use it
*/
osg::ref_ptr< osg::Camera > _camera;
osg::Matrix _viewProjection;
osg::Camera * _viewCamera;
// Debug hud variables
/** Coloring Shader used to present shadow depth map contents */
osg::ref_ptr< osg::Shader > _depthColorFragmentShader;
struct PolytopeGeometry {
ConvexPolyhedron _polytope;
osg::ref_ptr< osg::Geometry > _geometry[2];
osg::Vec4 _colorOutline;
osg::Vec4 _colorInside;
};
typedef std::map< std::string, PolytopeGeometry > PolytopeGeometryMap;
osg::Vec2s _hudSize;
osg::Vec2s _hudOrigin;
osg::Vec2s _viewportSize;
osg::Vec2s _viewportOrigin;
osg::Vec2s _orthoSize;
osg::Vec2s _orthoOrigin;
bool *_doDebugDrawPtr;
PolytopeGeometryMap _polytopeGeometryMap;
osg::ref_ptr< osg::Geode > _geode[2];
osg::ref_ptr< osg::MatrixTransform > _transform[2];
std::map< std::string, osg::Matrix > _matrixMap;
std::map< std::string, osg::Polytope > _polytopeMap;
std::map< std::string, osg::BoundingBox > _boundingBoxMap;
osg::ref_ptr<osg::Camera> _cameraDebugHUD;
bool getDebugDraw() { return *_doDebugDrawPtr; }
virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
virtual void cull( );
virtual void createDebugHUD( void );
virtual void cullDebugGeometry( );
virtual void updateDebugGeometry( const osg::Camera * screenCam,
const osg::Camera * shadowCam );
void setDebugPolytope( const char * name,
const ConvexPolyhedron & polytope = *(ConvexPolyhedron*)( NULL ),
osg::Vec4 colorOutline = osg::Vec4(0,0,0,0),
osg::Vec4 colorInside = osg::Vec4(0,0,0,0) );
bool DebugBoundingBox( const osg::BoundingBox & bb, const char * name = "" );
bool DebugPolytope( const osg::Polytope & p, const char * name = "" );
bool DebugMatrix( const osg::Matrix & m, const char * name = "" );
static osg::Vec3d computeShadowTexelToPixelError
( const osg::Matrix & mvpwView,
const osg::Matrix & mvpwShadow,
const osg::Vec3d & vWorld,
const osg::Vec3d & vDelta = osg::Vec3d( 0.01,0.01,0.01 ) );
static void displayShadowTexelToPixelErrors
( const osg::Camera * viewCam,
const osg::Camera * shadowCam,
const ConvexPolyhedron * hull );
};
META_ViewDependentShadowTechniqueData( ThisClass, ViewData )
};
} // namespace osgShadow
#endif
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_DEBUGSHADOWMAP
#define OSGSHADOW_DEBUGSHADOWMAP 1
#include <osgShadow/ViewDependentShadowTechnique>
#include <osgShadow/ConvexPolyhedron>
#include <osg/MatrixTransform>
#include <osg/Geode>
#include <osg/Geometry>
#include <string>
#include <map>
namespace osgShadow {
/**
Class used as a layer for debuging resources used by derived xxxShadowMap classes.
As designed by its base ViewDepndentShadowTechnique, DebugShadowMap serves mainly as container of
DebugShadowMap::ViewData objects. Most of the debuging support work is done by these objects.
DebugShadowMap technique only initializes them in initViewDependentData method.
Debuging outputs present:
Shadow maps (pseudo colored to improve readability)
Shadow and related volumes (represented as convex polyhedra)
*/
class OSGSHADOW_EXPORT DebugShadowMap : public ViewDependentShadowTechnique
{
public :
/*
All classes stemming from ViewDependentShadowTechnique follow the same pattern.
They are always based on some underlying level base Technique and they always
derive their ViewData from ViewData structure defined in underlying base Technique.
I use some typedefs to make these inheritance patterns easier to declare/define.
*/
/** Convenient typedef used in definition of ViewData struct and methods */
typedef DebugShadowMap ThisClass;
/** Convenient typedef used in definition of ViewData struct and methods */
typedef ViewDependentShadowTechnique BaseClass;
/** Classic OSG constructor */
DebugShadowMap();
/** Classic OSG cloning constructor */
DebugShadowMap(const DebugShadowMap& dsm, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, DebugShadowMap );
/** Turn on/off debuging hud & rendering of debug volumes in main view */
void setDebugDraw( bool draw ) { _doDebugDraw = draw; }
/** Tell if debuging hud & rendering of debug volumes is active */
bool getDebugDraw( void ) { return _doDebugDraw; }
protected:
/** Classic protected OSG destructor */
virtual ~DebugShadowMap();
osg::Vec2s _hudSize;
osg::Vec2s _hudOrigin;
osg::Vec2s _viewportSize;
osg::Vec2s _viewportOrigin;
osg::Vec2s _orthoSize;
osg::Vec2s _orthoOrigin;
bool _doDebugDraw;
osg::ref_ptr< osg::Shader > _depthColorFragmentShader;
struct ViewData: public BaseClass::ViewData
{
/**
Texture used as ShadowMap - initialized by derived classes.
But it has to be defined now since DebugShadowMap::ViewData methods use it
*/
osg::ref_ptr< osg::Texture2D > _texture;
/**
Camera used to render ShadowMap - initialized by derived classes.
But it has to be defined now since DebugShadowMap::ViewData methods use it
*/
osg::ref_ptr< osg::Camera > _camera;
osg::Matrix _viewProjection;
osg::Camera * _viewCamera;
// Debug hud variables
/** Coloring Shader used to present shadow depth map contents */
osg::ref_ptr< osg::Shader > _depthColorFragmentShader;
struct PolytopeGeometry {
ConvexPolyhedron _polytope;
osg::ref_ptr< osg::Geometry > _geometry[2];
osg::Vec4 _colorOutline;
osg::Vec4 _colorInside;
};
typedef std::map< std::string, PolytopeGeometry > PolytopeGeometryMap;
osg::Vec2s _hudSize;
osg::Vec2s _hudOrigin;
osg::Vec2s _viewportSize;
osg::Vec2s _viewportOrigin;
osg::Vec2s _orthoSize;
osg::Vec2s _orthoOrigin;
bool *_doDebugDrawPtr;
PolytopeGeometryMap _polytopeGeometryMap;
osg::ref_ptr< osg::Geode > _geode[2];
osg::ref_ptr< osg::MatrixTransform > _transform[2];
std::map< std::string, osg::Matrix > _matrixMap;
std::map< std::string, osg::Polytope > _polytopeMap;
std::map< std::string, osg::BoundingBox > _boundingBoxMap;
osg::ref_ptr<osg::Camera> _cameraDebugHUD;
bool getDebugDraw() { return *_doDebugDrawPtr; }
virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
virtual void cull( );
virtual void createDebugHUD( void );
virtual void cullDebugGeometry( );
virtual void updateDebugGeometry( const osg::Camera * screenCam,
const osg::Camera * shadowCam );
void setDebugPolytope( const char * name,
const ConvexPolyhedron & polytope = *(ConvexPolyhedron*)( NULL ),
osg::Vec4 colorOutline = osg::Vec4(0,0,0,0),
osg::Vec4 colorInside = osg::Vec4(0,0,0,0) );
bool DebugBoundingBox( const osg::BoundingBox & bb, const char * name = "" );
bool DebugPolytope( const osg::Polytope & p, const char * name = "" );
bool DebugMatrix( const osg::Matrix & m, const char * name = "" );
static osg::Vec3d computeShadowTexelToPixelError
( const osg::Matrix & mvpwView,
const osg::Matrix & mvpwShadow,
const osg::Vec3d & vWorld,
const osg::Vec3d & vDelta = osg::Vec3d( 0.01,0.01,0.01 ) );
static void displayShadowTexelToPixelErrors
( const osg::Camera * viewCam,
const osg::Camera * shadowCam,
const ConvexPolyhedron * hull );
};
META_ViewDependentShadowTechniqueData( ThisClass, ViewData )
};
} // namespace osgShadow
#endif

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@@ -1,122 +1,122 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_LIGHTSPACEPERSPECTIVESHADOWMAP
#define OSGSHADOW_LIGHTSPACEPERSPECTIVESHADOWMAP 1
#include <osgShadow/MinimalCullBoundsShadowMap>
#include <osgShadow/MinimalDrawBoundsShadowMap>
#include <osgShadow/ProjectionShadowMap>
namespace osgShadow {
// Class implements
// "Light Space Perspective Shadow Maps" algorithm by
// Michael Wimmer, Daniel Scherzer, Werner Purgathofer
// http://www.cg.tuwien.ac.at/research/vr/lispsm/
class LispSM;
class OSGSHADOW_EXPORT LightSpacePerspectiveShadowMapAlgorithm
{
public:
LightSpacePerspectiveShadowMapAlgorithm();
~LightSpacePerspectiveShadowMapAlgorithm();
void operator() (
const osgShadow::ConvexPolyhedron* hullShadowedView,
const osg::Camera* cameraMain,
osg::Camera* cameraShadow ) const;
protected:
LispSM * lispsm;
};
// Optimized for draw traversal shadow bounds
class OSGSHADOW_EXPORT LightSpacePerspectiveShadowMapDB: public ProjectionShadowMap< MinimalDrawBoundsShadowMap, LightSpacePerspectiveShadowMapAlgorithm >
{
public:
/** Convenient typedef used in definition of ViewData struct and methods */
typedef ProjectionShadowMap< MinimalDrawBoundsShadowMap, LightSpacePerspectiveShadowMapAlgorithm > BaseClass;
/** Classic OSG constructor */
LightSpacePerspectiveShadowMapDB()
{
}
/** Classic OSG cloning constructor */
LightSpacePerspectiveShadowMapDB(
const LightSpacePerspectiveShadowMapDB& copy,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY) : BaseClass(copy,copyop)
{
}
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, LightSpacePerspectiveShadowMapDB );
};
// Optimized for cull traversal shadow bounds
class OSGSHADOW_EXPORT LightSpacePerspectiveShadowMapCB: public ProjectionShadowMap< MinimalCullBoundsShadowMap, LightSpacePerspectiveShadowMapAlgorithm >
{
public:
/** Convenient typedef used in definition of ViewData struct and methods */
typedef ProjectionShadowMap< MinimalCullBoundsShadowMap, LightSpacePerspectiveShadowMapAlgorithm > BaseClass;
/** Classic OSG constructor */
LightSpacePerspectiveShadowMapCB()
{
}
/** Classic OSG cloning constructor */
LightSpacePerspectiveShadowMapCB(
const LightSpacePerspectiveShadowMapCB& copy,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY) : BaseClass(copy,copyop)
{
}
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, LightSpacePerspectiveShadowMapCB );
};
// Optimized for view frustum bounds
class OSGSHADOW_EXPORT LightSpacePerspectiveShadowMapVB: public ProjectionShadowMap< MinimalShadowMap, LightSpacePerspectiveShadowMapAlgorithm >
{
public:
/** Convenient typedef used in definition of ViewData struct and methods */
typedef ProjectionShadowMap< MinimalShadowMap, LightSpacePerspectiveShadowMapAlgorithm > BaseClass;
/** Classic OSG constructor */
LightSpacePerspectiveShadowMapVB()
{
}
/** Classic OSG cloning constructor */
LightSpacePerspectiveShadowMapVB(
const LightSpacePerspectiveShadowMapVB& copy,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY) : BaseClass(copy,copyop)
{
}
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, LightSpacePerspectiveShadowMapVB );
};
typedef LightSpacePerspectiveShadowMapDB LightSpacePerspectiveShadowMap;
} // namespace osgShadow
#endif
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_LIGHTSPACEPERSPECTIVESHADOWMAP
#define OSGSHADOW_LIGHTSPACEPERSPECTIVESHADOWMAP 1
#include <osgShadow/MinimalCullBoundsShadowMap>
#include <osgShadow/MinimalDrawBoundsShadowMap>
#include <osgShadow/ProjectionShadowMap>
namespace osgShadow {
// Class implements
// "Light Space Perspective Shadow Maps" algorithm by
// Michael Wimmer, Daniel Scherzer, Werner Purgathofer
// http://www.cg.tuwien.ac.at/research/vr/lispsm/
class LispSM;
class OSGSHADOW_EXPORT LightSpacePerspectiveShadowMapAlgorithm
{
public:
LightSpacePerspectiveShadowMapAlgorithm();
~LightSpacePerspectiveShadowMapAlgorithm();
void operator() (
const osgShadow::ConvexPolyhedron* hullShadowedView,
const osg::Camera* cameraMain,
osg::Camera* cameraShadow ) const;
protected:
LispSM * lispsm;
};
// Optimized for draw traversal shadow bounds
class OSGSHADOW_EXPORT LightSpacePerspectiveShadowMapDB: public ProjectionShadowMap< MinimalDrawBoundsShadowMap, LightSpacePerspectiveShadowMapAlgorithm >
{
public:
/** Convenient typedef used in definition of ViewData struct and methods */
typedef ProjectionShadowMap< MinimalDrawBoundsShadowMap, LightSpacePerspectiveShadowMapAlgorithm > BaseClass;
/** Classic OSG constructor */
LightSpacePerspectiveShadowMapDB()
{
}
/** Classic OSG cloning constructor */
LightSpacePerspectiveShadowMapDB(
const LightSpacePerspectiveShadowMapDB& copy,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY) : BaseClass(copy,copyop)
{
}
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, LightSpacePerspectiveShadowMapDB );
};
// Optimized for cull traversal shadow bounds
class OSGSHADOW_EXPORT LightSpacePerspectiveShadowMapCB: public ProjectionShadowMap< MinimalCullBoundsShadowMap, LightSpacePerspectiveShadowMapAlgorithm >
{
public:
/** Convenient typedef used in definition of ViewData struct and methods */
typedef ProjectionShadowMap< MinimalCullBoundsShadowMap, LightSpacePerspectiveShadowMapAlgorithm > BaseClass;
/** Classic OSG constructor */
LightSpacePerspectiveShadowMapCB()
{
}
/** Classic OSG cloning constructor */
LightSpacePerspectiveShadowMapCB(
const LightSpacePerspectiveShadowMapCB& copy,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY) : BaseClass(copy,copyop)
{
}
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, LightSpacePerspectiveShadowMapCB );
};
// Optimized for view frustum bounds
class OSGSHADOW_EXPORT LightSpacePerspectiveShadowMapVB: public ProjectionShadowMap< MinimalShadowMap, LightSpacePerspectiveShadowMapAlgorithm >
{
public:
/** Convenient typedef used in definition of ViewData struct and methods */
typedef ProjectionShadowMap< MinimalShadowMap, LightSpacePerspectiveShadowMapAlgorithm > BaseClass;
/** Classic OSG constructor */
LightSpacePerspectiveShadowMapVB()
{
}
/** Classic OSG cloning constructor */
LightSpacePerspectiveShadowMapVB(
const LightSpacePerspectiveShadowMapVB& copy,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY) : BaseClass(copy,copyop)
{
}
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, LightSpacePerspectiveShadowMapVB );
};
typedef LightSpacePerspectiveShadowMapDB LightSpacePerspectiveShadowMap;
} // namespace osgShadow
#endif

View File

@@ -1,82 +1,82 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_MINIMALCULLBOUNDSSHADOWMAP
#define OSGSHADOW_MINIMALCULLBOUNDSSHADOWMAP 1
#include <osgShadow/MinimalShadowMap>
namespace osgShadow {
class OSGSHADOW_EXPORT MinimalCullBoundsShadowMap
: public MinimalShadowMap
{
public :
/** Convenient typedef used in definition of ViewData struct and methods */
typedef MinimalCullBoundsShadowMap ThisClass;
/** Convenient typedef used in definition of ViewData struct and methods */
typedef MinimalShadowMap BaseClass;
/** Classic OSG constructor */
MinimalCullBoundsShadowMap();
/** Classic OSG cloning constructor */
MinimalCullBoundsShadowMap(
const MinimalCullBoundsShadowMap& mcbsm,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, MinimalCullBoundsShadowMap );
protected:
/** Classic protected OSG destructor */
virtual ~MinimalCullBoundsShadowMap(void);
struct ViewData: public MinimalShadowMap::ViewData
{
virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
virtual void cullShadowReceivingScene( );
virtual void aimShadowCastingCamera( const osg::Light *light,
const osg::Vec4 &worldLightPos,
const osg::Vec3 &worldLightDir,
const osg::Vec3 &worldLightUp
= osg::Vec3(0,1,0) );
typedef std::vector< osgUtil::RenderLeaf* > RenderLeafList;
static unsigned RemoveOldRenderLeaves
( RenderLeafList &rllNew, RenderLeafList &rllOld );
static unsigned RemoveIgnoredRenderLeaves( RenderLeafList &rll );
static osg::BoundingBox ComputeRenderLeavesBounds
( RenderLeafList &rll, osg::Matrix & projectionToWorld );
static osg::BoundingBox ComputeRenderLeavesBounds
( RenderLeafList &rll, osg::Matrix & projectionToWorld, osg::Polytope & polytope );
static void GetRenderLeaves
( osgUtil::RenderBin *rb, RenderLeafList &rll );
};
META_ViewDependentShadowTechniqueData( ThisClass, ThisClass::ViewData )
};
} // namespace osgShadow
#endif
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_MINIMALCULLBOUNDSSHADOWMAP
#define OSGSHADOW_MINIMALCULLBOUNDSSHADOWMAP 1
#include <osgShadow/MinimalShadowMap>
namespace osgShadow {
class OSGSHADOW_EXPORT MinimalCullBoundsShadowMap
: public MinimalShadowMap
{
public :
/** Convenient typedef used in definition of ViewData struct and methods */
typedef MinimalCullBoundsShadowMap ThisClass;
/** Convenient typedef used in definition of ViewData struct and methods */
typedef MinimalShadowMap BaseClass;
/** Classic OSG constructor */
MinimalCullBoundsShadowMap();
/** Classic OSG cloning constructor */
MinimalCullBoundsShadowMap(
const MinimalCullBoundsShadowMap& mcbsm,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, MinimalCullBoundsShadowMap );
protected:
/** Classic protected OSG destructor */
virtual ~MinimalCullBoundsShadowMap(void);
struct ViewData: public MinimalShadowMap::ViewData
{
virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
virtual void cullShadowReceivingScene( );
virtual void aimShadowCastingCamera( const osg::Light *light,
const osg::Vec4 &worldLightPos,
const osg::Vec3 &worldLightDir,
const osg::Vec3 &worldLightUp
= osg::Vec3(0,1,0) );
typedef std::vector< osgUtil::RenderLeaf* > RenderLeafList;
static unsigned RemoveOldRenderLeaves
( RenderLeafList &rllNew, RenderLeafList &rllOld );
static unsigned RemoveIgnoredRenderLeaves( RenderLeafList &rll );
static osg::BoundingBox ComputeRenderLeavesBounds
( RenderLeafList &rll, osg::Matrix & projectionToWorld );
static osg::BoundingBox ComputeRenderLeavesBounds
( RenderLeafList &rll, osg::Matrix & projectionToWorld, osg::Polytope & polytope );
static void GetRenderLeaves
( osgUtil::RenderBin *rb, RenderLeafList &rll );
};
META_ViewDependentShadowTechniqueData( ThisClass, ThisClass::ViewData )
};
} // namespace osgShadow
#endif

View File

@@ -1,126 +1,126 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_MINIMALDRAWBOUNDSSHADOWMAP
#define OSGSHADOW_MINIMALDRAWBOUNDSSHADOWMAP 1
#include <osgShadow/MinimalShadowMap>
namespace osgShadow {
class OSGSHADOW_EXPORT MinimalDrawBoundsShadowMap
: public MinimalShadowMap
{
public :
/** Convenient typedef used in definition of ViewData struct and methods */
typedef MinimalDrawBoundsShadowMap ThisClass;
/** Convenient typedef used in definition of ViewData struct and methods */
typedef MinimalShadowMap BaseClass;
/** Classic OSG constructor */
MinimalDrawBoundsShadowMap();
/** Classic OSG cloning constructor */
MinimalDrawBoundsShadowMap(
const MinimalDrawBoundsShadowMap& mdbsm,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, MinimalDrawBoundsShadowMap );
protected:
/** Classic protected OSG destructor */
virtual ~MinimalDrawBoundsShadowMap(void);
struct ViewData: public BaseClass::ViewData
{
osg::ref_ptr< osg::RefMatrix > _projection;
osg::Vec2s _boundAnalysisSize;
osg::ref_ptr< osg::Image > _boundAnalysisImage;
osg::ref_ptr< osg::Texture2D > _boundAnalysisTexture;
osg::ref_ptr< osg::Camera > _boundAnalysisCamera;
osg::ref_ptr< osg::Camera > _mainCamera;
void setShadowCameraProjectionMatrixPtr( osg::RefMatrix * projection )
{ _projection = projection; }
osg::RefMatrix * getShadowCameraProjectionMatrixPtr( void )
{ return _projection.get(); }
virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
virtual void cullShadowReceivingScene( );
virtual void createDebugHUD( );
virtual void recordShadowMapParams( );
virtual void cullBoundAnalysisScene( );
static osg::BoundingBox scanImage( const osg::Image * image, osg::Matrix m );
virtual void performBoundAnalysis( const osg::Camera& camera );
ViewData( void ): _boundAnalysisSize( 64, 64 ) {}
};
META_ViewDependentShadowTechniqueData( ThisClass, ThisClass::ViewData )
struct CameraPostDrawCallback : public osg::Camera::DrawCallback {
CameraPostDrawCallback( ViewData * vd ): _vd( vd )
{
}
virtual void operator ()( const osg::Camera& camera ) const
{
if( _vd.valid() )
_vd->performBoundAnalysis( camera );
}
osg::observer_ptr< ViewData > _vd;
};
struct CameraCullCallback: public osg::NodeCallback {
CameraCullCallback(ViewData * vd, osg::NodeCallback * nc): _vd(vd), _nc(nc)
{
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osgUtil::CullVisitor *cv = dynamic_cast< osgUtil::CullVisitor *>( nv );
if( _nc.valid() )
_nc->operator()(node,nv);
else
traverse(node,nv);
if( cv )
_vd->recordShadowMapParams( );
}
protected:
osg::ref_ptr< osg::NodeCallback > _nc;
osg::observer_ptr< ViewData > _vd;
};
};
} // namespace osgShadow
#endif
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_MINIMALDRAWBOUNDSSHADOWMAP
#define OSGSHADOW_MINIMALDRAWBOUNDSSHADOWMAP 1
#include <osgShadow/MinimalShadowMap>
namespace osgShadow {
class OSGSHADOW_EXPORT MinimalDrawBoundsShadowMap
: public MinimalShadowMap
{
public :
/** Convenient typedef used in definition of ViewData struct and methods */
typedef MinimalDrawBoundsShadowMap ThisClass;
/** Convenient typedef used in definition of ViewData struct and methods */
typedef MinimalShadowMap BaseClass;
/** Classic OSG constructor */
MinimalDrawBoundsShadowMap();
/** Classic OSG cloning constructor */
MinimalDrawBoundsShadowMap(
const MinimalDrawBoundsShadowMap& mdbsm,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, MinimalDrawBoundsShadowMap );
protected:
/** Classic protected OSG destructor */
virtual ~MinimalDrawBoundsShadowMap(void);
struct ViewData: public BaseClass::ViewData
{
osg::ref_ptr< osg::RefMatrix > _projection;
osg::Vec2s _boundAnalysisSize;
osg::ref_ptr< osg::Image > _boundAnalysisImage;
osg::ref_ptr< osg::Texture2D > _boundAnalysisTexture;
osg::ref_ptr< osg::Camera > _boundAnalysisCamera;
osg::ref_ptr< osg::Camera > _mainCamera;
void setShadowCameraProjectionMatrixPtr( osg::RefMatrix * projection )
{ _projection = projection; }
osg::RefMatrix * getShadowCameraProjectionMatrixPtr( void )
{ return _projection.get(); }
virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
virtual void cullShadowReceivingScene( );
virtual void createDebugHUD( );
virtual void recordShadowMapParams( );
virtual void cullBoundAnalysisScene( );
static osg::BoundingBox scanImage( const osg::Image * image, osg::Matrix m );
virtual void performBoundAnalysis( const osg::Camera& camera );
ViewData( void ): _boundAnalysisSize( 64, 64 ) {}
};
META_ViewDependentShadowTechniqueData( ThisClass, ThisClass::ViewData )
struct CameraPostDrawCallback : public osg::Camera::DrawCallback {
CameraPostDrawCallback( ViewData * vd ): _vd( vd )
{
}
virtual void operator ()( const osg::Camera& camera ) const
{
if( _vd.valid() )
_vd->performBoundAnalysis( camera );
}
osg::observer_ptr< ViewData > _vd;
};
struct CameraCullCallback: public osg::NodeCallback {
CameraCullCallback(ViewData * vd, osg::NodeCallback * nc): _vd(vd), _nc(nc)
{
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osgUtil::CullVisitor *cv = dynamic_cast< osgUtil::CullVisitor *>( nv );
if( _nc.valid() )
_nc->operator()(node,nv);
else
traverse(node,nv);
if( cv )
_vd->recordShadowMapParams( );
}
protected:
osg::ref_ptr< osg::NodeCallback > _nc;
osg::observer_ptr< ViewData > _vd;
};
};
} // namespace osgShadow
#endif

View File

@@ -1,156 +1,156 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_MINIMALSHADOWMAP
#define OSGSHADOW_MINIMALSHADOWMAP 1
#include <osgShadow/StandardShadowMap>
namespace osgShadow {
class OSGSHADOW_EXPORT MinimalShadowMap : public StandardShadowMap
{
public :
/** Convenient typedef used in definition of ViewData struct and methods */
typedef MinimalShadowMap ThisClass;
/** Convenient typedef used in definition of ViewData struct and methods */
typedef StandardShadowMap BaseClass;
/** Classic OSG constructor */
MinimalShadowMap();
/** Classic OSG cloning constructor */
MinimalShadowMap(
const MinimalShadowMap& msm,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, MinimalShadowMap );
void setModellingSpaceToWorldTransform( const osg::Matrix & modellingSpaceToWorld )
{ _modellingSpaceToWorld = modellingSpaceToWorld; }
const osg::Matrix & getModellingSpaceToWorldTransform( void )
{ return _modellingSpaceToWorld; }
float getMaxFarPlane( )
{ return _maxFarPlane; }
void setMaxFarPlane( float maxFarPlane )
{ _maxFarPlane = maxFarPlane; }
float getMinLightMargin( )
{ return _minLightMargin; }
void setMinLightMargin( float minLightMargin )
{ _minLightMargin = minLightMargin; }
enum ShadowReceivingCoarseBoundAccuracy {
EMPTY_BOX,
BOUNDING_SPHERE,
BOUNDING_BOX,
DEFAULT_ACCURACY = BOUNDING_BOX,
};
void setShadowReceivingCoarseBoundAccuracy
( ShadowReceivingCoarseBoundAccuracy accuracy )
{ _shadowReceivingCoarseBoundAccuracy = accuracy; }
ShadowReceivingCoarseBoundAccuracy
getShadowReceivingCoarseBoundAccuracy()
{ return _shadowReceivingCoarseBoundAccuracy; }
protected:
/** Classic protected OSG destructor */
virtual ~MinimalShadowMap(void);
protected:
// Matrix modellingSpaceToWorld and its inverse
// are used to define Modelling Space where shadowed scene drawables
// have minimal (smallest possible extent) bounding boxes.
// Computing visible shadow range in this space
// allows for optimal use of ShadowMap resolution.
// By default it is set to identity ie computations are in world space.
// But it should be set to ElipsoidModel::localToWorld
// when scene objects are put on earth ellipsoid surface.
// Other scenarios are also possible for example when models are
// built in XZY space which would require identity matrix with swapped colums
osg::Matrix _modellingSpaceToWorld;
float _maxFarPlane;
float _minLightMargin;
ShadowReceivingCoarseBoundAccuracy _shadowReceivingCoarseBoundAccuracy;
struct ViewData: public BaseClass::ViewData
{
osg::Matrix *_modellingSpaceToWorldPtr;
float *_maxFarPlanePtr;
float *_minLightMarginPtr;
ConvexPolyhedron _sceneReceivingShadowPolytope;
std::vector< osg::Vec3d > _sceneReceivingShadowPolytopePoints;
osg::Matrix _clampedProjection;
virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
virtual osg::BoundingBox computeShadowReceivingCoarseBounds( );
virtual void cullShadowReceivingScene( );
virtual void aimShadowCastingCamera( const osg::Light *light,
const osg::Vec4 &worldLightPos,
const osg::Vec3 &worldLightDir,
const osg::Vec3 &worldLightUp
= osg::Vec3(0,1,0) );
virtual void frameShadowCastingCamera
( const osg::Camera* cameraMain, osg::Camera* cameraShadow, int pass = 1 );
void cutScenePolytope( const osg::Matrix & matrix,
const osg::Matrix & inverse,
const osg::BoundingBox &bb =
osg::BoundingBox(-1,-1,-1,1,1,1) );
osg::BoundingBox computeScenePolytopeBounds
( const osg::Matrix & m = *(osg::Matrix*)(NULL) );
// Utility methods for adjusting projection matrices
// Modify projection matrix so that some output subrange
// is remapped to whole clip space (-1..1,-1..1,-1..1).
// Bit mask can be used to limit remaping to selected bounds only.
static void trimProjection
( osg::Matrix & projection, osg::BoundingBox subrange,
unsigned int trimMask = (1|2|4|8|16|32)
/*1=left|2=right|4=bottom|8=top|16=near|32=far*/);
static void clampProjection
( osg::Matrix & projection, float n = 0, float f = FLT_MAX );
static void extendProjection
( osg::Matrix & projection, osg::Viewport * viewport, const osg::Vec2& margin );
};
META_ViewDependentShadowTechniqueData( ThisClass, ThisClass::ViewData )
};
} // namespace osgShadow
#endif
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_MINIMALSHADOWMAP
#define OSGSHADOW_MINIMALSHADOWMAP 1
#include <osgShadow/StandardShadowMap>
namespace osgShadow {
class OSGSHADOW_EXPORT MinimalShadowMap : public StandardShadowMap
{
public :
/** Convenient typedef used in definition of ViewData struct and methods */
typedef MinimalShadowMap ThisClass;
/** Convenient typedef used in definition of ViewData struct and methods */
typedef StandardShadowMap BaseClass;
/** Classic OSG constructor */
MinimalShadowMap();
/** Classic OSG cloning constructor */
MinimalShadowMap(
const MinimalShadowMap& msm,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, MinimalShadowMap );
void setModellingSpaceToWorldTransform( const osg::Matrix & modellingSpaceToWorld )
{ _modellingSpaceToWorld = modellingSpaceToWorld; }
const osg::Matrix & getModellingSpaceToWorldTransform( void )
{ return _modellingSpaceToWorld; }
float getMaxFarPlane( )
{ return _maxFarPlane; }
void setMaxFarPlane( float maxFarPlane )
{ _maxFarPlane = maxFarPlane; }
float getMinLightMargin( )
{ return _minLightMargin; }
void setMinLightMargin( float minLightMargin )
{ _minLightMargin = minLightMargin; }
enum ShadowReceivingCoarseBoundAccuracy {
EMPTY_BOX,
BOUNDING_SPHERE,
BOUNDING_BOX,
DEFAULT_ACCURACY = BOUNDING_BOX,
};
void setShadowReceivingCoarseBoundAccuracy
( ShadowReceivingCoarseBoundAccuracy accuracy )
{ _shadowReceivingCoarseBoundAccuracy = accuracy; }
ShadowReceivingCoarseBoundAccuracy
getShadowReceivingCoarseBoundAccuracy()
{ return _shadowReceivingCoarseBoundAccuracy; }
protected:
/** Classic protected OSG destructor */
virtual ~MinimalShadowMap(void);
protected:
// Matrix modellingSpaceToWorld and its inverse
// are used to define Modelling Space where shadowed scene drawables
// have minimal (smallest possible extent) bounding boxes.
// Computing visible shadow range in this space
// allows for optimal use of ShadowMap resolution.
// By default it is set to identity ie computations are in world space.
// But it should be set to ElipsoidModel::localToWorld
// when scene objects are put on earth ellipsoid surface.
// Other scenarios are also possible for example when models are
// built in XZY space which would require identity matrix with swapped colums
osg::Matrix _modellingSpaceToWorld;
float _maxFarPlane;
float _minLightMargin;
ShadowReceivingCoarseBoundAccuracy _shadowReceivingCoarseBoundAccuracy;
struct ViewData: public BaseClass::ViewData
{
osg::Matrix *_modellingSpaceToWorldPtr;
float *_maxFarPlanePtr;
float *_minLightMarginPtr;
ConvexPolyhedron _sceneReceivingShadowPolytope;
std::vector< osg::Vec3d > _sceneReceivingShadowPolytopePoints;
osg::Matrix _clampedProjection;
virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
virtual osg::BoundingBox computeShadowReceivingCoarseBounds( );
virtual void cullShadowReceivingScene( );
virtual void aimShadowCastingCamera( const osg::Light *light,
const osg::Vec4 &worldLightPos,
const osg::Vec3 &worldLightDir,
const osg::Vec3 &worldLightUp
= osg::Vec3(0,1,0) );
virtual void frameShadowCastingCamera
( const osg::Camera* cameraMain, osg::Camera* cameraShadow, int pass = 1 );
void cutScenePolytope( const osg::Matrix & matrix,
const osg::Matrix & inverse,
const osg::BoundingBox &bb =
osg::BoundingBox(-1,-1,-1,1,1,1) );
osg::BoundingBox computeScenePolytopeBounds
( const osg::Matrix & m = *(osg::Matrix*)(NULL) );
// Utility methods for adjusting projection matrices
// Modify projection matrix so that some output subrange
// is remapped to whole clip space (-1..1,-1..1,-1..1).
// Bit mask can be used to limit remaping to selected bounds only.
static void trimProjection
( osg::Matrix & projection, osg::BoundingBox subrange,
unsigned int trimMask = (1|2|4|8|16|32)
/*1=left|2=right|4=bottom|8=top|16=near|32=far*/);
static void clampProjection
( osg::Matrix & projection, float n = 0, float f = FLT_MAX );
static void extendProjection
( osg::Matrix & projection, osg::Viewport * viewport, const osg::Vec2& margin );
};
META_ViewDependentShadowTechniqueData( ThisClass, ThisClass::ViewData )
};
} // namespace osgShadow
#endif

View File

@@ -1,82 +1,82 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_PROJECTIONSHADOWMAP
#define OSGSHADOW_PROJECTIONSHADOWMAP 1
#include <osgShadow/MinimalShadowMap>
namespace osgShadow {
template< typename MinimalBoundsBaseClass, typename ShadowProjectionAlgorithmClass >
class OSGSHADOW_EXPORT ProjectionShadowMap : public MinimalBoundsBaseClass
{
public :
/** Convenient typedef used in definition of ViewData struct and methods */
typedef MinimalBoundsBaseClass BaseClass;
/** Convenient typedef used in definition of ViewData struct and methods */
typedef ProjectionShadowMap<MinimalBoundsBaseClass,ShadowProjectionAlgorithmClass> ThisClass;
/** Classic OSG constructor */
ProjectionShadowMap() : BaseClass()
{
}
/** Classic OSG cloning constructor */
ProjectionShadowMap(
const ProjectionShadowMap& copy,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY) : BaseClass(copy,copyop)
{
}
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, ProjectionShadowMap );
protected:
/** Classic protected OSG destructor */
virtual ~ProjectionShadowMap(void)
{
}
struct ViewData: public BaseClass::ViewData,
public ShadowProjectionAlgorithmClass
{
#if 0
virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
{
BaseClass::ViewData::init( st, cv );
}
#endif
virtual void frameShadowCastingCamera
( const osg::Camera* cameraMain, osg::Camera* cameraShadow, int pass = 1 )
{
// Force dependent name lookup
ShadowProjectionAlgorithmClass::operator()
( &this->_sceneReceivingShadowPolytope, cameraMain, cameraShadow );
// DebugBoundingBox( computeScenePolytopeBounds(), "ProjectionShadowMap" );
BaseClass::ViewData::frameShadowCastingCamera( cameraMain, cameraShadow, pass );
}
};
META_ViewDependentShadowTechniqueData( ThisClass, typename ThisClass::ViewData )
};
} // namespace osgShadow
#endif
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_PROJECTIONSHADOWMAP
#define OSGSHADOW_PROJECTIONSHADOWMAP 1
#include <osgShadow/MinimalShadowMap>
namespace osgShadow {
template< typename MinimalBoundsBaseClass, typename ShadowProjectionAlgorithmClass >
class OSGSHADOW_EXPORT ProjectionShadowMap : public MinimalBoundsBaseClass
{
public :
/** Convenient typedef used in definition of ViewData struct and methods */
typedef MinimalBoundsBaseClass BaseClass;
/** Convenient typedef used in definition of ViewData struct and methods */
typedef ProjectionShadowMap<MinimalBoundsBaseClass,ShadowProjectionAlgorithmClass> ThisClass;
/** Classic OSG constructor */
ProjectionShadowMap() : BaseClass()
{
}
/** Classic OSG cloning constructor */
ProjectionShadowMap(
const ProjectionShadowMap& copy,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY) : BaseClass(copy,copyop)
{
}
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, ProjectionShadowMap );
protected:
/** Classic protected OSG destructor */
virtual ~ProjectionShadowMap(void)
{
}
struct ViewData: public BaseClass::ViewData,
public ShadowProjectionAlgorithmClass
{
#if 0
virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
{
BaseClass::ViewData::init( st, cv );
}
#endif
virtual void frameShadowCastingCamera
( const osg::Camera* cameraMain, osg::Camera* cameraShadow, int pass = 1 )
{
// Force dependent name lookup
ShadowProjectionAlgorithmClass::operator()
( &this->_sceneReceivingShadowPolytope, cameraMain, cameraShadow );
// DebugBoundingBox( computeScenePolytopeBounds(), "ProjectionShadowMap" );
BaseClass::ViewData::frameShadowCastingCamera( cameraMain, cameraShadow, pass );
}
};
META_ViewDependentShadowTechniqueData( ThisClass, typename ThisClass::ViewData )
};
} // namespace osgShadow
#endif

View File

@@ -1,195 +1,195 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_STANDARDSHADOWMAP
#define OSGSHADOW_STANDARDSHADOWMAP 1
#include <osgShadow/DebugShadowMap>
namespace osgShadow {
class OSGSHADOW_EXPORT StandardShadowMap : public DebugShadowMap
{
public :
/** Convenient typedef used in definition of ViewData struct and methods */
typedef StandardShadowMap ThisClass;
/** Convenient typedef used in definition of ViewData struct and methods */
typedef DebugShadowMap BaseClass;
/** Classic OSG constructor */
StandardShadowMap();
/** Classic OSG cloning constructor */
StandardShadowMap(const StandardShadowMap& ssm,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, StandardShadowMap );
void setBaseTextureUnit( unsigned int unit )
{ _baseTextureUnit = unit; dirty(); }
unsigned int getBaseTextureUnit( void )
{ return _baseTextureUnit; }
void setShadowTextureUnit( unsigned int unit )
{ _shadowTextureUnit = unit; dirty(); }
unsigned int getShadowTextureUnit( void )
{ return _shadowTextureUnit; }
// Texture Indices are changed by search and replace on shader source
// Carefully order these calls when changing both base and shadow indices
// In worst case when intend to swap indices
// one will have to call these methods more than once
// with one extra pass to change index to unused value to avoid
// unwanted superfluous replace:
//
// Example: Imagine we want to swap base(0) and shadow(1) indices:
// We have to do an extra step to make sure both do not end up as 1
//
// // initialy change base to something else than 1
// setBaseTextureCoordIndex( 100 );
// // now search and replace all gl_TexCord[1] to gl_TexCord[0]
// setShadowTextureCoordIndex( 0 );
// // finally change base from 100 to 0
// setBaseTextureCoordIndex( 1 );
void setBaseTextureCoordIndex( unsigned int index )
{ updateTextureCoordIndices( _baseTextureCoordIndex, index );
_baseTextureCoordIndex = index; }
unsigned int getBaseTextureCoordIndex( void )
{ return _baseTextureCoordIndex; }
// Texture Indices are changed by search and replace on shader source
// Look at the comment above setBaseTextureCoordIndex
void setShadowTextureCoordIndex( unsigned int index )
{ updateTextureCoordIndices( _shadowTextureCoordIndex, index );
_shadowTextureCoordIndex = index; }
unsigned int getShadowTextureCoordIndex( void )
{ return _shadowTextureCoordIndex; }
void setTextureSize( const osg::Vec2s& textureSize )
{ _textureSize = textureSize; dirty(); }
osg::Vec2s getTextureSize( )
{ return _textureSize; }
void setLight( osg::Light* light )
{ _light = light; }
osg::Light* getLight( void )
{ return _light.get(); }
osg::Shader * getShadowVertexShader()
{ return _shadowVertexShader.get(); }
osg::Shader * getShadowFragmentShader()
{ return _shadowFragmentShader.get(); }
osg::Shader * getMainVertexShader( )
{ return _mainVertexShader.get(); }
osg::Shader * getMainFragmentShader( )
{ return _mainFragmentShader.get(); }
void setShadowVertexShader( osg::Shader * shader )
{ _shadowVertexShader = shader; }
void setShadowFragmentShader( osg::Shader * shader )
{ _shadowFragmentShader = shader; }
void setMainVertexShader( osg::Shader * shader )
{ _mainVertexShader = shader; }
void setMainFragmentShader( osg::Shader * shader )
{ _mainFragmentShader = shader; }
protected:
/** Classic protected OSG destructor */
virtual ~StandardShadowMap(void);
virtual void updateTextureCoordIndices
( unsigned int baseTexCoordIndex, unsigned int shadowTexCoordIndex );
virtual void searchAndReplaceShaderSource
( osg::Shader*, std::string fromString, std::string toString );
osg::ref_ptr< osg::Shader > _mainVertexShader;
osg::ref_ptr< osg::Shader > _mainFragmentShader;
osg::ref_ptr< osg::Shader > _shadowVertexShader;
osg::ref_ptr< osg::Shader > _shadowFragmentShader;
osg::ref_ptr< osg::Light > _light;
float _polygonOffsetFactor;
float _polygonOffsetUnits;
osg::Vec2s _textureSize;
unsigned int _baseTextureUnit;
unsigned int _shadowTextureUnit;
unsigned int _baseTextureCoordIndex;
unsigned int _shadowTextureCoordIndex;
struct ViewData: public BaseClass::ViewData
{
osg::ref_ptr< osg::Light > * _lightPtr;
unsigned int * _baseTextureUnitPtr;
unsigned int * _shadowTextureUnitPtr;
// ShadowMap texture is defined by base DebugShadowMap
// osg::ref_ptr<osg::Texture2D> _texture;
// ShadowMap camera is defined by base DebugShadowMap
// osg::ref_ptr<osg::Camera> _camera;
osg::ref_ptr<osg::TexGen> _texgen;
osg::ref_ptr<osg::StateSet> _stateset;
virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
virtual void cull( );
virtual void aimShadowCastingCamera(
const osg::BoundingSphere &bounds,
const osg::Light *light,
const osg::Vec4 &worldLightPos,
const osg::Vec3 &worldLightDir,
const osg::Vec3 &worldLightUp = osg::Vec3(0,1,0) );
virtual void cullShadowReceivingScene( );
virtual void cullShadowCastingScene( );
virtual void addShadowReceivingTexGen( );
virtual const osg::Light* selectLight( osg::Vec4 &viewLightPos,
osg::Vec3 &viewLightDir );
virtual void aimShadowCastingCamera( const osg::Light *light,
const osg::Vec4 &worldLightPos,
const osg::Vec3 &worldLightDir,
const osg::Vec3 &worldLightUp
= osg::Vec3(0,1,0) );
};
META_ViewDependentShadowTechniqueData( ThisClass, ThisClass::ViewData )
};
} // namespace osgShadow
#endif
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_STANDARDSHADOWMAP
#define OSGSHADOW_STANDARDSHADOWMAP 1
#include <osgShadow/DebugShadowMap>
namespace osgShadow {
class OSGSHADOW_EXPORT StandardShadowMap : public DebugShadowMap
{
public :
/** Convenient typedef used in definition of ViewData struct and methods */
typedef StandardShadowMap ThisClass;
/** Convenient typedef used in definition of ViewData struct and methods */
typedef DebugShadowMap BaseClass;
/** Classic OSG constructor */
StandardShadowMap();
/** Classic OSG cloning constructor */
StandardShadowMap(const StandardShadowMap& ssm,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, StandardShadowMap );
void setBaseTextureUnit( unsigned int unit )
{ _baseTextureUnit = unit; dirty(); }
unsigned int getBaseTextureUnit( void )
{ return _baseTextureUnit; }
void setShadowTextureUnit( unsigned int unit )
{ _shadowTextureUnit = unit; dirty(); }
unsigned int getShadowTextureUnit( void )
{ return _shadowTextureUnit; }
// Texture Indices are changed by search and replace on shader source
// Carefully order these calls when changing both base and shadow indices
// In worst case when intend to swap indices
// one will have to call these methods more than once
// with one extra pass to change index to unused value to avoid
// unwanted superfluous replace:
//
// Example: Imagine we want to swap base(0) and shadow(1) indices:
// We have to do an extra step to make sure both do not end up as 1
//
// // initialy change base to something else than 1
// setBaseTextureCoordIndex( 100 );
// // now search and replace all gl_TexCord[1] to gl_TexCord[0]
// setShadowTextureCoordIndex( 0 );
// // finally change base from 100 to 0
// setBaseTextureCoordIndex( 1 );
void setBaseTextureCoordIndex( unsigned int index )
{ updateTextureCoordIndices( _baseTextureCoordIndex, index );
_baseTextureCoordIndex = index; }
unsigned int getBaseTextureCoordIndex( void )
{ return _baseTextureCoordIndex; }
// Texture Indices are changed by search and replace on shader source
// Look at the comment above setBaseTextureCoordIndex
void setShadowTextureCoordIndex( unsigned int index )
{ updateTextureCoordIndices( _shadowTextureCoordIndex, index );
_shadowTextureCoordIndex = index; }
unsigned int getShadowTextureCoordIndex( void )
{ return _shadowTextureCoordIndex; }
void setTextureSize( const osg::Vec2s& textureSize )
{ _textureSize = textureSize; dirty(); }
osg::Vec2s getTextureSize( )
{ return _textureSize; }
void setLight( osg::Light* light )
{ _light = light; }
osg::Light* getLight( void )
{ return _light.get(); }
osg::Shader * getShadowVertexShader()
{ return _shadowVertexShader.get(); }
osg::Shader * getShadowFragmentShader()
{ return _shadowFragmentShader.get(); }
osg::Shader * getMainVertexShader( )
{ return _mainVertexShader.get(); }
osg::Shader * getMainFragmentShader( )
{ return _mainFragmentShader.get(); }
void setShadowVertexShader( osg::Shader * shader )
{ _shadowVertexShader = shader; }
void setShadowFragmentShader( osg::Shader * shader )
{ _shadowFragmentShader = shader; }
void setMainVertexShader( osg::Shader * shader )
{ _mainVertexShader = shader; }
void setMainFragmentShader( osg::Shader * shader )
{ _mainFragmentShader = shader; }
protected:
/** Classic protected OSG destructor */
virtual ~StandardShadowMap(void);
virtual void updateTextureCoordIndices
( unsigned int baseTexCoordIndex, unsigned int shadowTexCoordIndex );
virtual void searchAndReplaceShaderSource
( osg::Shader*, std::string fromString, std::string toString );
osg::ref_ptr< osg::Shader > _mainVertexShader;
osg::ref_ptr< osg::Shader > _mainFragmentShader;
osg::ref_ptr< osg::Shader > _shadowVertexShader;
osg::ref_ptr< osg::Shader > _shadowFragmentShader;
osg::ref_ptr< osg::Light > _light;
float _polygonOffsetFactor;
float _polygonOffsetUnits;
osg::Vec2s _textureSize;
unsigned int _baseTextureUnit;
unsigned int _shadowTextureUnit;
unsigned int _baseTextureCoordIndex;
unsigned int _shadowTextureCoordIndex;
struct ViewData: public BaseClass::ViewData
{
osg::ref_ptr< osg::Light > * _lightPtr;
unsigned int * _baseTextureUnitPtr;
unsigned int * _shadowTextureUnitPtr;
// ShadowMap texture is defined by base DebugShadowMap
// osg::ref_ptr<osg::Texture2D> _texture;
// ShadowMap camera is defined by base DebugShadowMap
// osg::ref_ptr<osg::Camera> _camera;
osg::ref_ptr<osg::TexGen> _texgen;
osg::ref_ptr<osg::StateSet> _stateset;
virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
virtual void cull( );
virtual void aimShadowCastingCamera(
const osg::BoundingSphere &bounds,
const osg::Light *light,
const osg::Vec4 &worldLightPos,
const osg::Vec3 &worldLightDir,
const osg::Vec3 &worldLightUp = osg::Vec3(0,1,0) );
virtual void cullShadowReceivingScene( );
virtual void cullShadowCastingScene( );
virtual void addShadowReceivingTexGen( );
virtual const osg::Light* selectLight( osg::Vec4 &viewLightPos,
osg::Vec3 &viewLightDir );
virtual void aimShadowCastingCamera( const osg::Light *light,
const osg::Vec4 &worldLightPos,
const osg::Vec3 &worldLightDir,
const osg::Vec3 &worldLightUp
= osg::Vec3(0,1,0) );
};
META_ViewDependentShadowTechniqueData( ThisClass, ThisClass::ViewData )
};
} // namespace osgShadow
#endif

View File

@@ -1,229 +1,229 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_VIEWDEPENDENTSHADOWTECHINIQUE
#define OSGSHADOW_VIEWDEPENDENTSHADOWTECHINIQUE 1
#include <osgShadow/ShadowTechnique>
#include <map>
#include <osgShadow/Export>
namespace osgShadow {
/**
META_ViewDependentShadowTechniqueData macro defines initViewDependentData
method used by derived shadow techniques to initialize their specific
ViewData objects. initViewDependentData will be called from
ViewDependentShadowTechnique base class to init derived class
*/
#define META_ViewDependentShadowTechniqueData( ShadowTechnique, TechniqueData )\
virtual ViewDependentShadowTechnique::ViewData * initViewDependentData \
( osgUtil::CullVisitor *cv, ViewDependentShadowTechnique::ViewData * vd ) \
{ \
TechniqueData* td = dynamic_cast<TechniqueData*>( vd ); \
if ( !td ) td = new TechniqueData; \
td->init( this, cv ); \
return td; \
}
/**
ViewDependentShadowTechnique is a base class for all
View Dependent Shadow techniques. It defines fundamental object structure
and methods to manage separate shadow resources for each view of the scene.
By view we understand osg::View or SceneView instance and their associated
Camera. Typical osg application has one or more such views. View Dependent
Shadow techniques manage shadow generation for them.
View Dependent Shadow techniques are used to optimize shadow algorithms for
part of the scene seen on the view. If rest of the scene is behind view
frustum, there is no sense in computing shadows for it. Since in practice we
often use 3d databases extending far beyond current camera frustum View
Dependent Shadow approach may produce much better shadows.
The other goal is to provide framework for thread safe rendering of
the shadows. It allows to use shadows with different OSG threading models.
Conceptually ViewDependentShadowTechnique is similar to osgSim::OverlayNode.
Its a container class for number of ViewData (or ViewData derived) objects
doing actual shadow work for each of the scene views.
But ViewDependentShadowTechnique is intended as foundation layer for all
derived classes so in some way it extends osgSim::OverlayNode approach a bit.
HOW IT WORKS:
ViewDependendentShadowTechnique is derived from osgShadow::ShadowTechnique
and as such overrides virtual methods of osgShadow::ShadowTechnique.
But most of the shadow dirty work is done by ViewData objects,
ViewDependendentShadowTechnique::cull is the only osgShadow::ShadowTechnique
method where ViewDependendentShadowTechnique does something significant:
What ViewDependentShadowTechnique::cull( CullVisitor & cv ) does ?
It identifies View. CullVisitor ptr is used as View identificator.
In practice we do not check and interpret what are actual Views and SceneViews
set up by application. We focus on Camera and CullVisitors as a identificators
of views. We can safely do this because each such view will have associated
unique CullVisitor used to cull the scene in every frame.
Based on CullVisitor ptr passed to cull method, associated Technique::ViewData
object is created (if neccessary) and then seleced. Then control is passed to
this ViewData object. So, each view has its associated unique ViewData
(or derived) object performing dirty work of shadow resources management and
shadow generation for the view.
To support creation of classes derived from ViewDependentShadowTechnique it
was neccessary to provide mechanism to override ViewData and allow for
initialization of new derived ViewData objects. Creation and initialization
is performed when ViewDependendentShadowTechnique::cull gets called with
CullVistor ptr which does not yet have associated ViewData object. When it
happens, virtual initViewDependentData method is called to give
derived techniques a chance to allocate and iniitalize its specific
resources as new ViewData derived instance. In practice initViewDependentData
in derived techniques should look the same as in base class so as a convenience
it was defined as META_ViewDependentShadowTechnique macro. Derived techniques
use this macro to override initViewDependentData method for their usage.
After ViewData derived object is construted and selected, control is passed
to this object by call to virtual ViewData::cull method. The rest of work
is the done by this object. ViewDependentShadowTechnique::ViewData is intended
as a base class so it does nothing. In practice the rest of dirty work will
do new ViewData classes implemented in derived techniques.
*/
class OSGSHADOW_EXPORT ViewDependentShadowTechnique
: public osgShadow::ShadowTechnique
{
public:
/**
osgShadow::ShadowTechnique equivalent methods for view dependent techniques
*/
/** Classic OSG constructor */
ViewDependentShadowTechnique( void );
/** Classic OSG cloning constructor */
ViewDependentShadowTechnique(
const ViewDependentShadowTechnique& vdst,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY );
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, ViewDependentShadowTechnique );
/** Dirty view data bits and force update of view data resources */
virtual void dirty();
/** Initialize the ShadowedScene and some data structures.*/
virtual void init();
/** Run the update traversal of the ShadowedScene and update any local cached 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();
/** Traverse shadow scene graph.*/
virtual void traverse(osg::NodeVisitor& nv);
protected:
/** Classic protected OSG destructor */
~ViewDependentShadowTechnique( void );
/**
Base container class for view dependent shadow resources.
Techniques based on ViewDependentShadowTechnique will usually define
similar struct and derive it from ViewData to contain their specufic resources.
*/
struct ViewData: public osg::Referenced
{
/**
Method called upon ViewData instance to initialize internal variables
*/
virtual void init
( ViewDependentShadowTechnique *st, osgUtil::CullVisitor *cv );
/**
Method called by ViewDependentShadowTechnique to allow ViewData
do the hard work computing shadows for its associated view
*/
virtual void cull();
/**
Dirty is called by parent ViewDependentShadowTechnique to force
update of resources after some of them were modified in parent technique
*/
virtual void dirty( bool flag );
/**
Simple constructor zeroing all variables.
*/
ViewData(): _dirty( true ), _cv( NULL ), _st( NULL ) { };
/**
Mutex used to guard _dirty flag from override in case when parent technique calls
dirty() simultaneously with ViewData while it is updating resources inside init method.
*/
OpenThreads::Mutex _mutex;
/**
View's CullVisitor associated with this ViewData instance
*/
osg::observer_ptr< osgUtil::CullVisitor > _cv;
/**
Parent ViewDependentShadowTechnique
*/
osg::observer_ptr< ViewDependentShadowTechnique > _st;
/**
Dirty flag tells this instance to update its resources
*/
bool _dirty;
};
/**
Map of view dependent data per view cull visitor (CVs are used as indices)
ViewDependentShadowTechnique uses this map to find VieData for each cull vitior
*/
typedef std::map< osg::ref_ptr< osgUtil::CullVisitor >,
osg::ref_ptr< ViewData > > ViewDataMap;
ViewDataMap _viewDataMap;
/**
Mutex used to serialize accesses to ViewDataMap
*/
OpenThreads::Mutex _viewDataMapMutex;
/** Return view dependent data for the cull visitor */
virtual ViewDependentShadowTechnique::ViewData * getViewDependentData( osgUtil::CullVisitor * cv );
/** Define view dependent data for the cull visitor */
virtual void setViewDependentData( osgUtil::CullVisitor * cv, ViewDependentShadowTechnique::ViewData * data );
/**
Declare standard initViewDependentData method.
*/
META_ViewDependentShadowTechniqueData( ViewDependentShadowTechnique, ViewData )
};
} // namespace osgShadow
#endif
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#ifndef OSGSHADOW_VIEWDEPENDENTSHADOWTECHINIQUE
#define OSGSHADOW_VIEWDEPENDENTSHADOWTECHINIQUE 1
#include <osgShadow/ShadowTechnique>
#include <map>
#include <osgShadow/Export>
namespace osgShadow {
/**
META_ViewDependentShadowTechniqueData macro defines initViewDependentData
method used by derived shadow techniques to initialize their specific
ViewData objects. initViewDependentData will be called from
ViewDependentShadowTechnique base class to init derived class
*/
#define META_ViewDependentShadowTechniqueData( ShadowTechnique, TechniqueData )\
virtual ViewDependentShadowTechnique::ViewData * initViewDependentData \
( osgUtil::CullVisitor *cv, ViewDependentShadowTechnique::ViewData * vd ) \
{ \
TechniqueData* td = dynamic_cast<TechniqueData*>( vd ); \
if ( !td ) td = new TechniqueData; \
td->init( this, cv ); \
return td; \
}
/**
ViewDependentShadowTechnique is a base class for all
View Dependent Shadow techniques. It defines fundamental object structure
and methods to manage separate shadow resources for each view of the scene.
By view we understand osg::View or SceneView instance and their associated
Camera. Typical osg application has one or more such views. View Dependent
Shadow techniques manage shadow generation for them.
View Dependent Shadow techniques are used to optimize shadow algorithms for
part of the scene seen on the view. If rest of the scene is behind view
frustum, there is no sense in computing shadows for it. Since in practice we
often use 3d databases extending far beyond current camera frustum View
Dependent Shadow approach may produce much better shadows.
The other goal is to provide framework for thread safe rendering of
the shadows. It allows to use shadows with different OSG threading models.
Conceptually ViewDependentShadowTechnique is similar to osgSim::OverlayNode.
Its a container class for number of ViewData (or ViewData derived) objects
doing actual shadow work for each of the scene views.
But ViewDependentShadowTechnique is intended as foundation layer for all
derived classes so in some way it extends osgSim::OverlayNode approach a bit.
HOW IT WORKS:
ViewDependendentShadowTechnique is derived from osgShadow::ShadowTechnique
and as such overrides virtual methods of osgShadow::ShadowTechnique.
But most of the shadow dirty work is done by ViewData objects,
ViewDependendentShadowTechnique::cull is the only osgShadow::ShadowTechnique
method where ViewDependendentShadowTechnique does something significant:
What ViewDependentShadowTechnique::cull( CullVisitor & cv ) does ?
It identifies View. CullVisitor ptr is used as View identificator.
In practice we do not check and interpret what are actual Views and SceneViews
set up by application. We focus on Camera and CullVisitors as a identificators
of views. We can safely do this because each such view will have associated
unique CullVisitor used to cull the scene in every frame.
Based on CullVisitor ptr passed to cull method, associated Technique::ViewData
object is created (if neccessary) and then seleced. Then control is passed to
this ViewData object. So, each view has its associated unique ViewData
(or derived) object performing dirty work of shadow resources management and
shadow generation for the view.
To support creation of classes derived from ViewDependentShadowTechnique it
was neccessary to provide mechanism to override ViewData and allow for
initialization of new derived ViewData objects. Creation and initialization
is performed when ViewDependendentShadowTechnique::cull gets called with
CullVistor ptr which does not yet have associated ViewData object. When it
happens, virtual initViewDependentData method is called to give
derived techniques a chance to allocate and iniitalize its specific
resources as new ViewData derived instance. In practice initViewDependentData
in derived techniques should look the same as in base class so as a convenience
it was defined as META_ViewDependentShadowTechnique macro. Derived techniques
use this macro to override initViewDependentData method for their usage.
After ViewData derived object is construted and selected, control is passed
to this object by call to virtual ViewData::cull method. The rest of work
is the done by this object. ViewDependentShadowTechnique::ViewData is intended
as a base class so it does nothing. In practice the rest of dirty work will
do new ViewData classes implemented in derived techniques.
*/
class OSGSHADOW_EXPORT ViewDependentShadowTechnique
: public osgShadow::ShadowTechnique
{
public:
/**
osgShadow::ShadowTechnique equivalent methods for view dependent techniques
*/
/** Classic OSG constructor */
ViewDependentShadowTechnique( void );
/** Classic OSG cloning constructor */
ViewDependentShadowTechnique(
const ViewDependentShadowTechnique& vdst,
const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY );
/** Declaration of standard OSG object methods */
META_Object( ViewDependentShadow, ViewDependentShadowTechnique );
/** Dirty view data bits and force update of view data resources */
virtual void dirty();
/** Initialize the ShadowedScene and some data structures.*/
virtual void init();
/** Run the update traversal of the ShadowedScene and update any local cached 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();
/** Traverse shadow scene graph.*/
virtual void traverse(osg::NodeVisitor& nv);
protected:
/** Classic protected OSG destructor */
~ViewDependentShadowTechnique( void );
/**
Base container class for view dependent shadow resources.
Techniques based on ViewDependentShadowTechnique will usually define
similar struct and derive it from ViewData to contain their specufic resources.
*/
struct ViewData: public osg::Referenced
{
/**
Method called upon ViewData instance to initialize internal variables
*/
virtual void init
( ViewDependentShadowTechnique *st, osgUtil::CullVisitor *cv );
/**
Method called by ViewDependentShadowTechnique to allow ViewData
do the hard work computing shadows for its associated view
*/
virtual void cull();
/**
Dirty is called by parent ViewDependentShadowTechnique to force
update of resources after some of them were modified in parent technique
*/
virtual void dirty( bool flag );
/**
Simple constructor zeroing all variables.
*/
ViewData(): _dirty( true ), _cv( NULL ), _st( NULL ) { };
/**
Mutex used to guard _dirty flag from override in case when parent technique calls
dirty() simultaneously with ViewData while it is updating resources inside init method.
*/
OpenThreads::Mutex _mutex;
/**
View's CullVisitor associated with this ViewData instance
*/
osg::observer_ptr< osgUtil::CullVisitor > _cv;
/**
Parent ViewDependentShadowTechnique
*/
osg::observer_ptr< ViewDependentShadowTechnique > _st;
/**
Dirty flag tells this instance to update its resources
*/
bool _dirty;
};
/**
Map of view dependent data per view cull visitor (CVs are used as indices)
ViewDependentShadowTechnique uses this map to find VieData for each cull vitior
*/
typedef std::map< osg::ref_ptr< osgUtil::CullVisitor >,
osg::ref_ptr< ViewData > > ViewDataMap;
ViewDataMap _viewDataMap;
/**
Mutex used to serialize accesses to ViewDataMap
*/
OpenThreads::Mutex _viewDataMapMutex;
/** Return view dependent data for the cull visitor */
virtual ViewDependentShadowTechnique::ViewData * getViewDependentData( osgUtil::CullVisitor * cv );
/** Define view dependent data for the cull visitor */
virtual void setViewDependentData( osgUtil::CullVisitor * cv, ViewDependentShadowTechnique::ViewData * data );
/**
Declare standard initViewDependentData method.
*/
META_ViewDependentShadowTechniqueData( ViewDependentShadowTechnique, ViewData )
};
} // namespace osgShadow
#endif