Removed osgShadow::ShadowVolume as it functionality isn't functional
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@@ -1,259 +0,0 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGSHADOW_OCCLUDERGEOMETRY
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#define OSGSHADOW_OCCLUDERGEOMETRY 1
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#include <osg/Drawable>
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#include <osg/Array>
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#include <osg/PrimitiveSet>
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#include <osg/Polytope>
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#include <osgShadow/Export>
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namespace osgShadow {
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class ShadowVolumeGeometry;
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/** OccluderGeometry provides a sepecialised geometry representation of objects in scene that occlude light and therefore cast shadows.
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* OccluderGeometry supports the computation of silhouette edges and shadow volume geometries, as well as use as geometry that one can rendering
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* into a shadow map or end caps for the ZP+ algorithm. OccluderGeometry may be of the same resolution as an underlying geometry that it
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* represents, or can be of lower resolution and combine manager separate geometries together into a single shadow casting object.
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* OccluderGeometry may be attached as UserData to Nodes or to Drawables. */
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class OSGSHADOW_EXPORT OccluderGeometry : public osg::Drawable
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{
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public :
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OccluderGeometry();
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OccluderGeometry(const OccluderGeometry& oc, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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virtual Object* cloneType() const { return new OccluderGeometry(); }
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virtual Object* clone(const osg::CopyOp& copyop) const { return new OccluderGeometry(*this,copyop); }
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virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const OccluderGeometry*>(obj)!=NULL; }
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virtual const char* libraryName() const { return "osgShadow"; }
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virtual const char* className() const { return "OccluderGeometry"; }
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/** Compute an occluder geometry containing all the geometry in specified subgraph.*/
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void computeOccluderGeometry(osg::Node* subgraph, osg::Matrix* matrix=0, float sampleRatio=1.0f);
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/** Compute an occluder geometry containing the geometry in specified drawable.*/
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void computeOccluderGeometry(osg::Drawable* drawable, osg::Matrix* matrix=0, float sampleRatio=1.0f);
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/** Compute ShadowVolumeGeometry. */
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void computeShadowVolumeGeometry(const osg::Vec4& lightpos, ShadowVolumeGeometry& svg) const;
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/** Set the bounding polytope of the OccluderGeometry.*/
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void setBoundingPolytope(const osg::Polytope& polytope) { _boundingPolytope = polytope; }
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/** Get the bounding polytope of the OccluderGeometry.*/
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osg::Polytope& getBoundingPolytope() { return _boundingPolytope; }
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/** Get the const bounding polytope of the OccluderGeometry.*/
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const osg::Polytope& getBoundingPolytope() const { return _boundingPolytope; }
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/** Render the occluder geometry. */
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virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
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/** Compute the bounding box around occluder geometry.*/
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virtual osg::BoundingBox computeBoundingBox() const;
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typedef std::vector<osg::Vec3> Vec3List;
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typedef std::vector<GLuint> UIntList;
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public:
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void processGeometry(osg::Drawable* drawable, osg::Matrix* matrix=0, float sampleRatio=1.0f);
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protected :
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virtual ~OccluderGeometry() {}
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struct Edge
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{
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Edge():
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_p1(0),
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_p2(0),
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_t1(-1),
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_t2(-1) {}
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Edge(unsigned int p1, unsigned int p2):
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_p1(p1),
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_p2(p2),
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_t1(-1),
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_t2(-1)
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{
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if (p1>p2)
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{
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// swap ordering so p1 is less than or equal to p2
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_p1 = p2;
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_p2 = p1;
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}
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}
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inline bool operator < (const Edge& rhs) const
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{
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if (_p1 < rhs._p1) return true;
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if (_p1 > rhs._p1) return false;
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return (_p2 < rhs._p2);
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}
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bool addTriangle(unsigned int tri) const
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{
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if (_t1<0)
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{
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_t1 = tri;
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return true;
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}
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else if (_t2<0)
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{
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_t2 = tri;
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return true;
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}
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// argg more than two triangles assigned
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return false;
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}
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bool boundaryEdge() const { return _t2<0; }
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unsigned int _p1;
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unsigned int _p2;
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mutable int _t1;
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mutable int _t2;
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mutable osg::Vec3 _normal;
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};
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typedef std::vector<Edge> EdgeList;
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inline bool isLightPointSilhouetteEdge(const osg::Vec3& lightpos, const Edge& edge) const
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{
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if (edge.boundaryEdge()) return true;
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float offset = 0.0f;
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osg::Vec3 delta(lightpos-_vertices[edge._p1]);
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delta.normalize();
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float n1 = delta * _triangleNormals[edge._t1] + offset;
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float n2 = delta * _triangleNormals[edge._t2] + offset;
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float angle_offset = 0.0f;
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n1 = cos(acosf(n1) + angle_offset);
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n2 = cos(acosf(n2) + angle_offset);
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if (n1==0.0f && n2==0.0f) return false;
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return n1*n2 <= 0.0f;
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}
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inline bool isLightDirectionSilhouetteEdge(const osg::Vec3& lightdirection, const Edge& edge) const
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{
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if (edge.boundaryEdge()) return true;
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float offset = 0.0f;
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float n1 = lightdirection * _triangleNormals[edge._t1] + offset;
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float n2 = lightdirection * _triangleNormals[edge._t2] + offset;
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float angle_offset = 0.0f;
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n1 = cos(acosf(n1) + angle_offset);
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n2 = cos(acosf(n2) + angle_offset);
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if (n1==0.0f && n2==0.0f) return false;
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return n1*n2 <= 0.0f;
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}
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void setUpInternalStructures();
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void removeDuplicateVertices();
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void removeNullTriangles();
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void computeNormals();
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void buildEdgeMaps();
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void computeLightDirectionSilhouetteEdges(const osg::Vec3& lightdirection, UIntList& silhouetteIndices) const;
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void computeLightPositionSilhouetteEdges(const osg::Vec3& lightpos, UIntList& silhouetteIndices) const;
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osg::Polytope _boundingPolytope;
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Vec3List _vertices;
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Vec3List _normals;
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Vec3List _triangleNormals;
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UIntList _triangleIndices;
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EdgeList _edges;
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};
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class OSGSHADOW_EXPORT ShadowVolumeGeometry : public osg::Drawable
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{
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public :
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ShadowVolumeGeometry();
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ShadowVolumeGeometry(const ShadowVolumeGeometry& oc, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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virtual Object* cloneType() const { return new ShadowVolumeGeometry(); }
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virtual Object* clone(const osg::CopyOp& copyop) const { return new ShadowVolumeGeometry(*this,copyop); }
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virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const ShadowVolumeGeometry*>(obj)!=NULL; }
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virtual const char* libraryName() const { return "osgShadow"; }
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virtual const char* className() const { return "ShadowVolumeGeometry"; }
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enum DrawMode
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{
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GEOMETRY,
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STENCIL_TWO_PASS,
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STENCIL_TWO_SIDED
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};
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void setDrawMode(DrawMode mode) { _drawMode = mode; }
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DrawMode getDrawMode() const { return _drawMode; }
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typedef std::vector<osg::Vec3> Vec3List;
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typedef std::vector<GLuint> UIntList;
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void setVertices(const Vec3List& vertices) { _vertices = vertices; }
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Vec3List& getVertices() { return _vertices; }
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const Vec3List& getVertices() const { return _vertices; }
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void setNormals(const Vec3List& normals) { _normals = normals; }
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Vec3List& getNormals() { return _normals; }
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const Vec3List& getNormals() const { return _normals; }
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/** Render the occluder geometry. */
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virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
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/** Compute the bounding box around occluder geometry.*/
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virtual osg::BoundingBox computeBoundingBox() const;
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public:
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protected :
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virtual ~ShadowVolumeGeometry() {}
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DrawMode _drawMode;
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Vec3List _vertices;
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Vec3List _normals;
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UIntList _indices;
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};
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}
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#endif
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@@ -1,91 +0,0 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGSHADOW_SHADOWVOLUME
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#define OSGSHADOW_SHADOWVOLUME 1
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#include <osg/Camera>
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#include <osg/Light>
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#include <osg/Geode>
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#include <osgShadow/ShadowTechnique>
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#include <osgShadow/OccluderGeometry>
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namespace osgShadow {
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/** ShadowedTexture provides an implementation of shadow textures.*/
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class OSGSHADOW_EXPORT ShadowVolume : public ShadowTechnique
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{
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public :
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ShadowVolume();
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ShadowVolume(const ShadowVolume& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgShadow, ShadowVolume);
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void setDrawMode(osgShadow::ShadowVolumeGeometry::DrawMode drawMode);
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osgShadow::ShadowVolumeGeometry::DrawMode getDrawMode() const { return _drawMode; }
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void setDynamicShadowVolumes(bool dynamicShadowVolumes);
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bool getDynamicShadowVolumes() const { return _dynamicShadowVolumes; }
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/** initialize the ShadowedScene and local cached data structures.*/
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virtual void init();
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/** run the update traversal of the ShadowedScene and update any loca chached data structures.*/
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virtual void update(osg::NodeVisitor& nv);
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/** run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique.*/
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virtual void cull(osgUtil::CullVisitor& cv);
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/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
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virtual void cleanSceneGraph();
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/** Resize any per context GLObject buffers to specified size. */
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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/** If State is non-zero, this function releases any associated OpenGL objects for
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* the specified graphics context. Otherwise, releases OpenGL objects
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* for all graphics contexts. */
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virtual void releaseGLObjects(osg::State* = 0) const;
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protected :
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virtual ~ShadowVolume();
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osgShadow::ShadowVolumeGeometry::DrawMode _drawMode;
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bool _dynamicShadowVolumes;
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osg::ref_ptr<osgShadow::OccluderGeometry> _occluder;
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OpenThreads::Mutex _shadowVolumeMutex;
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osg::ref_ptr<osgShadow::ShadowVolumeGeometry> _shadowVolume;
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osg::Vec4 _lightpos;
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osg::ref_ptr<osg::Light> _ambientLight;
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osg::ref_ptr<osg::Light> _diffuseLight;
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osg::ref_ptr<osg::StateSet> _ss1;
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osg::ref_ptr<osg::StateSet> _mainShadowStateSet;
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osg::ref_ptr<osg::StateSet> _shadowVolumeStateSet;
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osg::ref_ptr<osg::StateSet> _shadowedSceneStateSet;
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};
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}
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#endif
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