/* -*-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 * (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 * OpenSceneGraph Public License for more details. */ /* 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. * */ #ifndef OSGSHADOW_ParallelSplitShadowMap #define OSGSHADOW_ParallelSplitShadowMap 1 #include #include #include #include #include namespace osgShadow { 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(); /** Run the update traversal of the ShadowedScene and update any loca chached data structures.*/ virtual void update(osg::NodeVisitor& nv); /** Run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique.*/ virtual void cull(osgUtil::CullVisitor& cv); /** Clean scene graph from any shadow technique specific nodes, state and drawables.*/ virtual void cleanSceneGraph(); /** Switch on the debug coloring in GLSL (only the first 3 texture/splits showed for visualisation */ inline void setDebugColorOn() { _debug_color_in_GLSL = true; } /** Set the polygon offset osg::Vec2f(factor,unit) */ inline void setPolygonOffset(const osg::Vec2f& p) { _polgyonOffset = p;_user_polgyonOffset_set=true;} /** Get the polygon offset osg::Vec2f(factor,unit) */ inline const osg::Vec2f& getPolygonOffset() const { return _polgyonOffset;} /** Set the texture resolution */ inline void setTextureResolution(unsigned int resolution) { _resolution = resolution; } /** Get the texture resolution */ inline unsigned int getTextureResolution() const { return _resolution; } /** Set the max far distance */ inline void setMaxFarDistance(double farDist) { _setMaxFarDistance = farDist; _isSetMaxFarDistance = true; } /** Get the max far distance */ inline double getMaxFarDistance() const { return _setMaxFarDistance; } /** Set the factor for moving the virtual camera behind the real camera*/ inline void setMoveVCamBehindRCamFactor(double distFactor ) { _move_vcam_behind_rcam_factor = distFactor; } /** Get the factor for moving the virtual camera behind the real camera*/ inline double getMoveVCamBehindRCamFactor() const { return _move_vcam_behind_rcam_factor; } /** Set min near distance for splits */ inline void setMinNearDistanceForSplits(double nd){ _split_min_near_dist=nd; } /** Get min near distance for splits */ inline double getMinNearDistanceForSplits() const { return _split_min_near_dist; } /** 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; } /** get the user defined light for shadow simulation */ inline const osg::Light* getUserLight() const { return _userLight.get(); } /** Set the values for the ambient bias the shader will use.*/ void setAmbientBias(const osg::Vec2& ambientBias ); /** Get the values for the ambient bias the shader will use.*/ const osg::Vec2& getAmbientBias() const { return _ambientBias; } /** * you can overwrite the fragment shader if you like to modify it yourself, own fragment shader can be used */ class OSGSHADOW_EXPORT FragmentShaderGenerator : public osg::Referenced { public: /** * 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; } /** get split calculation mode */ inline SplitCalcMode getSplitCalculationMode() const { return _SplitCalcMode; } protected : virtual ~ParallelSplitShadowMap() {} struct PSSMShadowSplitTexture { // RTT osg::ref_ptr _camera; osg::ref_ptr _texgen; osg::ref_ptr _texture; osg::ref_ptr _stateset; unsigned int _textureUnit; double _split_far; osg::ref_ptr _debug_camera; osg::ref_ptr _debug_texture; osg::ref_ptr _debug_stateset; unsigned int _debug_textureUnit; // Light (SUN) osg::Vec3d _lightCameraSource; osg::Vec3d _lightCameraTarget; osg::Vec3d _frustumSplitCenter; osg::Vec3d _lightDirection; double _lightNear; double _lightFar; osg::Matrix _cameraView; osg::Matrix _cameraProj; unsigned int _splitID; unsigned int _resolution; osg::Uniform* _farDistanceSplit; }; typedef std::map PSSMShadowSplitTextureMap; PSSMShadowSplitTextureMap _PSSMShadowSplitTextureMap; private: void calculateFrustumCorners(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); osg::Geode** _displayTexturesGroupingNode; unsigned int _textureUnitOffset; unsigned int _number_of_splits; bool _debug_color_in_GLSL; osg::Vec2 _polgyonOffset; bool _user_polgyonOffset_set; unsigned int _resolution; double _setMaxFarDistance; bool _isSetMaxFarDistance; double _split_min_near_dist; double _move_vcam_behind_rcam_factor; osg::ref_ptr _userLight; osg::ref_ptr _FragmentShaderGenerator; bool _GLSL_shadow_filtered; SplitCalcMode _SplitCalcMode; osg::Uniform* _ambientBiasUniform; osg::Vec2 _ambientBias; }; } #endif