From Wojciech Lewandowski, build fixes for handling Matrix::value_type == float
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@@ -99,7 +99,7 @@ class OSGSHADOW_EXPORT DebugShadowMap : public ViewDependentShadowTechnique
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*/
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osg::ref_ptr< osg::Camera > _camera;
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osg::Matrix _viewProjection;
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osg::Matrixd _viewProjection;
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osg::Camera * _viewCamera;
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// Debug hud variables
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@@ -103,10 +103,10 @@ class OSGSHADOW_EXPORT MinimalShadowMap : public StandardShadowMap
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float *_maxFarPlanePtr;
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float *_minLightMarginPtr;
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ConvexPolyhedron _sceneReceivingShadowPolytope;
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ConvexPolyhedron _sceneReceivingShadowPolytope;
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std::vector< osg::Vec3d > _sceneReceivingShadowPolytopePoints;
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osg::Matrix _clampedProjection;
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osg::Matrixd _clampedProjection;
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virtual void init( ThisClass * st, osgUtil::CullVisitor * cv );
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@@ -137,15 +137,15 @@ class OSGSHADOW_EXPORT MinimalShadowMap : public StandardShadowMap
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// is remapped to whole clip space (-1..1,-1..1,-1..1).
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// Bit mask can be used to limit remaping to selected bounds only.
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static void trimProjection
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( osg::Matrix & projection, osg::BoundingBox subrange,
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( osg::Matrixd & projection, osg::BoundingBox subrange,
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unsigned int trimMask = (1|2|4|8|16|32)
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/*1=left|2=right|4=bottom|8=top|16=near|32=far*/);
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static void clampProjection
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( osg::Matrix & projection, float n = 0, float f = FLT_MAX );
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( osg::Matrixd & projection, float n = 0, float f = FLT_MAX );
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static void extendProjection
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( osg::Matrix & projection, osg::Viewport * viewport, const osg::Vec2& margin );
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( osg::Matrixd & projection, osg::Viewport * viewport, const osg::Vec2& margin );
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};
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META_ViewDependentShadowTechniqueData( ThisClass, ThisClass::ViewData )
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@@ -356,11 +356,11 @@ void DebugShadowMap::ViewData::cullDebugGeometry( )
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_cv->computeNearPlane();
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double n = _cv->getCalculatedNearPlane();
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double f = _cv->getCalculatedFarPlane();
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osgUtil::CullVisitor::value_type n = _cv->getCalculatedNearPlane();
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osgUtil::CullVisitor::value_type f = _cv->getCalculatedFarPlane();
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if( n < f )
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_cv->clampProjectionMatrix(_viewProjection, n, f );
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_cv->clampProjectionMatrix( _viewProjection, n, f );
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}
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}
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@@ -58,7 +58,7 @@ void MinimalDrawBoundsShadowMap::ViewData::cullBoundAnalysisScene( )
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_boundAnalysisCamera->setViewMatrix( *_cv->getModelViewMatrix() );
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_boundAnalysisCamera->setProjectionMatrix( _clampedProjection );
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osg::Matrix::value_type l,r,b,t,n,f;
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osg::Matrixd::value_type l,r,b,t,n,f;
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_boundAnalysisCamera->getProjectionMatrixAsFrustum( l,r,b,t,n,f );
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_mainCamera = _cv->getRenderStage()->getCamera();
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@@ -248,11 +248,11 @@ void MinimalShadowMap::ViewData::cullShadowReceivingScene( )
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_cv->computeNearPlane();
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double n = _cv->getCalculatedNearPlane();
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double f = _cv->getCalculatedFarPlane();
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osgUtil::CullVisitor::value_type n = _cv->getCalculatedNearPlane();
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osgUtil::CullVisitor::value_type f = _cv->getCalculatedFarPlane();
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if( n < f )
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_cv->clampProjectionMatrix(_clampedProjection, n, f );
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_cv->clampProjectionMatrix( _clampedProjection, n, f );
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}
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// Aditionally clamp far plane if shadows are don't need to be cast as
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@@ -328,7 +328,7 @@ osg::BoundingBox
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// Utility methods for adjusting projection matrices
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void MinimalShadowMap::ViewData::trimProjection
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( osg::Matrix & projectionMatrix, osg::BoundingBox bb, unsigned int trimMask )
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( osg::Matrixd & projectionMatrix, osg::BoundingBox bb, unsigned int trimMask )
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{
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#if 1
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if( !bb.valid() || !( trimMask & (1|2|4|8|16|32) ) ) return;
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@@ -415,7 +415,7 @@ void MinimalShadowMap::ViewData::trimProjection
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}
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void MinimalShadowMap::ViewData::clampProjection
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( osg::Matrix & projection, float new_near, float new_far )
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( osg::Matrixd & projection, float new_near, float new_far )
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{
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double r, l, t, b, n, f;
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bool perspective = projection.getFrustum( l, r, b, t, n, f );
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@@ -457,7 +457,7 @@ void MinimalShadowMap::ViewData::clampProjection
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// Method computes such new projection which maintains perpective/world ratio
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void MinimalShadowMap::ViewData::extendProjection
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( osg::Matrix & projection, osg::Viewport * viewport, const osg::Vec2& margin )
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( osg::Matrixd & projection, osg::Viewport * viewport, const osg::Vec2& margin )
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{
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double l,r,b,t,n,f;
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@@ -663,8 +663,8 @@ void StandardShadowMap::ViewData::aimShadowCastingCamera(
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const osg::Vec3 &lightUpVector
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/* by default = osg::Vec3( 0, 1 0 )*/ )
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{
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osg::Matrix & view = _camera->getViewMatrix();
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osg::Matrix & projection = _camera->getProjectionMatrix();
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osg::Matrixd & view = _camera->getViewMatrix();
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osg::Matrixd & projection = _camera->getProjectionMatrix();
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osg::Vec3 up = lightUpVector;
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if( up.length2() <= 0 ) up.set( 0,1,0 );
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