From Adrian Egli, ParallelSplitShadowMap implmentation.
Changes by Robert Osfield - CMakeLists.txt and name change to ParallelSplitShadowMap.
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include/osgShadow/ParallelSplitShadowMap
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107
include/osgShadow/ParallelSplitShadowMap
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/* OpenSceneGraph example, osgshadow.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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/* ParallelSplitShadowMap written by Adrian Egli */
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#ifndef OSGSHADOW_ParallelSplitShadowMap
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#define OSGSHADOW_ParallelSplitShadowMap 1
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#include <osg/Camera>
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#include <osg/Material>
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#include <osgShadow/ShadowTechnique>
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namespace osgShadow {
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class ParallelSplitShadowMap : public ShadowTechnique
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{
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public:
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ParallelSplitShadowMap(osg::Geode** debugGroup=NULL, int icountplanes=3);
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ParallelSplitShadowMap(const ParallelSplitShadowMap& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgShadow, ParallelSplitShadowMap);
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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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protected :
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virtual ~ParallelSplitShadowMap() {}
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struct PSSMShadowSplitTexture {
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// RTT
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osg::ref_ptr<osg::Camera> _camera;
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osg::ref_ptr<osg::TexGen> _texgen;
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osg::ref_ptr<osg::Texture2D> _texture;
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osg::ref_ptr<osg::StateSet> _stateset;
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unsigned int _textureUnit;
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osg::Vec2d _ambientBias;
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osg::ref_ptr<osg::Camera> _debug_camera;
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osg::ref_ptr<osg::Texture2D> _debug_texture;
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osg::ref_ptr<osg::StateSet> _debug_stateset;
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unsigned int _debug_textureUnit;
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// Light (SUN)
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osg::Vec3d _lightCameraSource;
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osg::Vec3d _lightCameraTarget;
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osg::Vec3d _frustumSplitCenter;
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osg::Vec3d _lightDirection;
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double _lightNear;
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double _lightFar;
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osg::Matrix _cameraView;
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osg::Matrix _cameraProj;
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unsigned int _splitID;
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unsigned int _resolution;
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osg::Uniform* _farDistanceSplit;
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};
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typedef std::map<unsigned int,PSSMShadowSplitTexture> PSSMShadowSplitTextureMap;
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PSSMShadowSplitTextureMap _PSSMShadowSplitTextureMap;
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private:
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void calculateFrustumCorners(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
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void calculateLightInitalPosition(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
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void calculateLightNearFarFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
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void calculateLightViewProjectionFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
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osg::Geode** _displayTexturesGroupingNode;
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unsigned int _textureUnitOffset;
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};
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}
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#endif
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