Merged changes to OpenSceneGraph-2.6 into trunk using :

svn merge -r 8729:8734 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.6 .
This commit is contained in:
Robert Osfield
2008-08-05 11:17:48 +00:00
parent 800ca9b8ed
commit 7f8183f64c
8 changed files with 115 additions and 114 deletions

View File

@@ -1,13 +1,13 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
/* -*-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
* 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
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
@@ -29,7 +29,7 @@ class OSG_EXPORT AutoTransform : public Transform
public :
AutoTransform();
AutoTransform(const AutoTransform& pat,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
AutoTransform(const AutoTransform& pat,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
virtual osg::Object* cloneType() const { return new AutoTransform (); }
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new AutoTransform (*this,copyop); }
@@ -48,12 +48,12 @@ class OSG_EXPORT AutoTransform : public Transform
inline void setRotation(const Quat& quat) { _rotation = quat; _matrixDirty=true; dirtyBound(); }
inline const Quat& getRotation() const { return _rotation; }
inline void setScale(float scale) { setScale(osg::Vec3(scale,scale,scale)); }
void setScale(const Vec3& scale);
inline const Vec3& getScale() const { return _scale; }
void setMinimumScale(float minimumScale) { _minimumScale = minimumScale; }
float getMinimumScale() const { return _minimumScale; }
@@ -62,7 +62,7 @@ class OSG_EXPORT AutoTransform : public Transform
inline void setPivotPoint(const Vec3& pivot) { _pivotPoint = pivot; _matrixDirty=true; dirtyBound(); }
inline const Vec3& getPivotPoint() const { return _pivotPoint; }
void setAutoUpdateEyeMovementTolerance(float tolerance) { _autoUpdateEyeMovementTolerance = tolerance; }
float getAutoUpdateEyeMovementTolerance() const { return _autoUpdateEyeMovementTolerance; }
@@ -74,7 +74,7 @@ class OSG_EXPORT AutoTransform : public Transform
ROTATE_TO_SCREEN,
ROTATE_TO_CAMERA
};
void setAutoRotateMode(AutoRotateMode mode) { _autoRotateMode = mode; _firstTimeToInitEyePoint = true; }
AutoRotateMode getAutoRotateMode() const { return _autoRotateMode; }
@@ -83,8 +83,8 @@ class OSG_EXPORT AutoTransform : public Transform
bool getAutoScaleToScreen() const { return _autoScaleToScreen; }
void setAutoScaleTransistionWidthRatio(float ratio) { _autoScaleTransitionWidthRatio = ratio; }
float getAutoScaleTransistionWidthRatio() const { return _autoScaleTransitionWidthRatio; }
void setAutoScaleTransitionWidthRatio(float ratio) { _autoScaleTransitionWidthRatio = ratio; }
float getAutoScaleTransitionWidthRatio() const { return _autoScaleTransitionWidthRatio; }
virtual bool computeLocalToWorldMatrix(Matrix& matrix,NodeVisitor* nv) const;
@@ -95,7 +95,7 @@ class OSG_EXPORT AutoTransform : public Transform
protected :
virtual ~AutoTransform() {}
Vec3 _position;
@@ -105,17 +105,17 @@ class OSG_EXPORT AutoTransform : public Transform
AutoRotateMode _autoRotateMode;
bool _autoScaleToScreen;
mutable Quat _rotation;
mutable Vec3 _scale;
mutable bool _firstTimeToInitEyePoint;
mutable osg::Vec3 _previousEyePoint;
mutable osg::Vec3 _previousLocalUp;
mutable Viewport::value_type _previousWidth;
mutable Viewport::value_type _previousHeight;
mutable Viewport::value_type _previousHeight;
mutable osg::Matrix _previousProjection;
mutable osg::Vec3 _previousPosition;
float _minimumScale;
float _maximumScale;
float _autoScaleTransitionWidthRatio;

View File

@@ -22,7 +22,7 @@ extern "C" {
#define OPENSCENEGRAPH_MAJOR_VERSION 2
#define OPENSCENEGRAPH_MINOR_VERSION 6
#define OPENSCENEGRAPH_PATCH_VERSION 0
#define OPENSCENEGRAPH_SOVERSION 43
#define OPENSCENEGRAPH_SOVERSION 44
/**
* osgGetVersion() returns the library version number.

View File

@@ -1,29 +1,29 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
/* -*-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
* 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
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
/* ParallelSplitShadowMap written by Adrian Egli
/* ParallelSplitShadowMap written by Adrian Egli
*
* this version has still a bug in mutli-thread application (flickering problem)
* to avoid the flickering problem try osgShadow --pssm --SingleThreaded your_scene.ive
*
* The Parallel Split Shadow Map only supports directional light for simulating the shadow.
* It's one of the most robust algorithm for huge terrain sun light's shadow simulation, if
* you need to shadow a terrain, or another huge scene, you should use Parallel Split Shadow Map
* or at least test it against your scene. Have fun.
* The Parallel Split Shadow Map only supports directional light for simulating the shadow.
* It's one of the most robust algorithm for huge terrain sun light's shadow simulation, if
* you need to shadow a terrain, or another huge scene, you should use Parallel Split Shadow Map
* or at least test it against your scene. Have fun.
*
*/
#ifndef OSGSHADOW_ParallelSplitShadowMap
#ifndef OSGSHADOW_ParallelSplitShadowMap
#define OSGSHADOW_ParallelSplitShadowMap 1
#include <osg/Camera>
@@ -35,16 +35,16 @@
namespace osgShadow {
class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
{
public:
ParallelSplitShadowMap(osg::Geode** debugGroup=NULL, int icountplanes=3);
ParallelSplitShadowMap(const ParallelSplitShadowMap& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgShadow, ParallelSplitShadowMap);
/** Initialize the ShadowedScene and local cached data structures.*/
virtual void init();
@@ -69,21 +69,21 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
/** Set the texture resolution */
inline void setTextureResolution(unsigned int resolution) { _resolution = resolution; }
/** Set the max far distance */
/** Set the max far distance */
inline void setMaxFarDistance(double farDist) { _setMaxFarDistance = farDist; _isSetMaxFarDistance = true; }
/** Set the factor for moving the virtual camera behind the real camera*/
inline void setMoveVCamBehindRCamFactor(double distFactor ) { _move_vcam_behind_rcam_factor = distFactor; }
/** Set min near distance for splits */
/** Set min near distance for splits */
inline void setMinNearDistanceForSplits(double nd){ _split_min_near_dist=nd; }
/** set a user defined light for shadow simulation (sun light, ... )
* when this light get passed to pssm, the scene's light are no longer collected
* and simulated. just this user passed light, it needs to be a directional light.
/** set a user defined light for shadow simulation (sun light, ... )
* when this light get passed to pssm, the scene's light are no longer collected
* and simulated. just this user passed light, it needs to be a directional light.
*/
inline void setUserLight(osg::Light* light) { _userLight = light; }
/** Set the values for the ambient bias the shader will use.*/
void setAmbientBias(const osg::Vec2& ambientBias );
@@ -92,32 +92,32 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
*/
class OSGSHADOW_EXPORT FragmentShaderGenerator : public osg::Referenced {
public:
/**
* generate the GLSL fragement shader
/**
* generate the GLSL fragement shader
*/
virtual std::string generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount,double textureRes, bool filtered, unsigned int nbrSplits,unsigned int textureOffset);
};
/** set fragment shader generator */
inline void setFragmentShaderGenerator(FragmentShaderGenerator* fsw) { _FragmentShaderGenerator = fsw;}
/** enable / disable shadow filtering */
inline void enableShadowGLSLFiltering(bool filtering = true) { _GLSL_shadow_filtered = filtering; }
enum SplitCalcMode {
SPLIT_LINEAR,
SPLIT_EXP
};
/** set split calculation mode */
inline void setSplitCalculationMode(SplitCalcMode scm=SPLIT_EXP) { _SplitCalcMode = scm; }
protected :
virtual ~ParallelSplitShadowMap() {}
struct PSSMShadowSplitTexture {
// RTT
osg::ref_ptr<osg::Camera> _camera;
@@ -157,7 +157,7 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
private:
void calculateFrustumCorners(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
void calculateLightInitalPosition(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
void calculateLightInitialPosition(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
void calculateLightNearFarFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
void calculateLightViewProjectionFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
@@ -180,13 +180,13 @@ class OSGSHADOW_EXPORT ParallelSplitShadowMap : public ShadowTechnique
double _split_min_near_dist;
double _move_vcam_behind_rcam_factor;
osg::ref_ptr<osg::Light> _userLight;
osg::ref_ptr<FragmentShaderGenerator> _FragmentShaderGenerator;
bool _GLSL_shadow_filtered;
SplitCalcMode _SplitCalcMode;
osg::Uniform* _ambientBiasUniform;
osg::Vec2d _ambientBias;