From Wojciech Lewandowski, various tweaks to osgShadow shadow mapping classes to improve consistency and enable more debug info output
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@@ -29,6 +29,7 @@
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using namespace osgShadow;
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#define DISPLAY_SHADOW_TEXEL_TO_PIXEL_ERROR 0
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#define FRAGMENT_SHADERS_ONLY 1
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StandardShadowMap::StandardShadowMap():
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@@ -42,6 +43,50 @@ StandardShadowMap::StandardShadowMap():
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_shadowTextureCoordIndex( 1 )
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{
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#if FRAGMENT_SHADERS_ONLY
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_mainFragmentShader = new osg::Shader( osg::Shader::FRAGMENT,
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" // following expressions are auto modified - do not change them: \n"
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" // gl_TexCoord[0] 0 - can be subsituted with other index \n"
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" \n"
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"float DynamicShadow( ); \n"
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" \n"
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"uniform sampler2D baseTexture; \n"
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" \n"
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"void main(void) \n"
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"{ \n"
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" vec4 colorAmbientEmissive = gl_FrontLightModelProduct.sceneColor; \n"
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" // Add ambient from Light of index = 0 \n"
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" colorAmbientEmissive += gl_FrontLightProduct[0].ambient; \n"
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" vec4 color = texture2D( baseTexture, gl_TexCoord[0].xy ); \n"
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" color *= mix( colorAmbientEmissive, gl_Color, DynamicShadow() ); \n"
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#if DISPLAY_SHADOW_TEXEL_TO_PIXEL_ERROR
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" color.xy = abs( dFdy( gl_TexCoord[1].xy / gl_TexCoord[1].w ) )* 1024.0; \n"
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" color.z = color.y; \n"
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" color.x = color.z; \n"
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" color.y = color.z; \n"
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" color.a = 1.0; \n"
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#endif
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// " float fog = clamp((gl_Fog.end - gl_FogFragCoord)*gl_Fog.scale, 0.,1.);\n"
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// " color.rgb = mix( gl_Fog.color.rgb, color.rgb, fog ); \n"
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" gl_FragColor = color; \n"
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"} \n" );
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_shadowFragmentShader = new osg::Shader( osg::Shader::FRAGMENT,
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" // following expressions are auto modified - do not change them: \n"
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" // gl_TexCoord[1] 1 - can be subsituted with other index \n"
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" \n"
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"uniform sampler2DShadow shadowTexture; \n"
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" \n"
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"float DynamicShadow( ) \n"
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"{ \n"
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" return shadow2DProj( shadowTexture, gl_TexCoord[1] ).r; \n"
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"} \n" );
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_shadowVertexShader = NULL;
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_mainVertexShader = NULL;
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#else
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_mainFragmentShader = new osg::Shader( osg::Shader::FRAGMENT,
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" // following expressions are auto modified - do not change them: \n"
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" // gl_TexCoord[0] 0 - can be subsituted with other index \n"
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@@ -287,6 +332,7 @@ StandardShadowMap::StandardShadowMap():
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" \n"
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" gl_FogFragCoord = ecLen; \n"
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"} \n" );
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#endif
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}
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StandardShadowMap::StandardShadowMap(const StandardShadowMap& copy, const osg::CopyOp& copyop) :
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