openscenegraph
ParallelSplitShadowMap
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1/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
2 *
3 * This library is open source and may be redistributed and/or modified under
4 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
5 * (at your option) any later version. The full license is in LICENSE file
6 * included with this distribution, and on the openscenegraph.org website.
7 *
8 * This library is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * OpenSceneGraph Public License for more details.
12*/
13
14/* ParallelSplitShadowMap written by Adrian Egli
15 *
16 * this version has still a bug in mutli-thread application (flickering problem)
17 * to avoid the flickering problem try osgShadow --pssm --SingleThreaded your_scene.ive
18 *
19 * The Parallel Split Shadow Map only supports directional light for simulating the shadow.
20 * It's one of the most robust algorithm for huge terrain sun light's shadow simulation, if
21 * you need to shadow a terrain, or another huge scene, you should use Parallel Split Shadow Map
22 * or at least test it against your scene. Have fun.
23 *
24 */
25
26#ifndef OSGSHADOW_ParallelSplitShadowMap
27#define OSGSHADOW_ParallelSplitShadowMap 1
28
29#include <osg/Camera>
30#include <osg/Material>
31#include <osg/Depth>
32#include <osg/ClipPlane>
33
35
36namespace osgShadow {
37
39{
40 public:
41 ParallelSplitShadowMap(osg::Geode** debugGroup=NULL, int icountplanes=3);
42
44
46
47
49 virtual void init();
50
52 virtual void update(osg::NodeVisitor& nv);
53
55 virtual void cull(osgUtil::CullVisitor& cv);
56
58 virtual void cleanSceneGraph();
59
61 inline void setDebugColorOn() { _debug_color_in_GLSL = true; }
62
64 inline void setPolygonOffset(const osg::Vec2f& p) { _polgyonOffset = p;_user_polgyonOffset_set=true;}
65
67 inline const osg::Vec2f& getPolygonOffset() const { return _polgyonOffset;}
68
70 inline void setTextureResolution(unsigned int resolution) { _resolution = resolution; }
71
73 inline unsigned int getTextureResolution() const { return _resolution; }
74
76 inline void setMaxFarDistance(double farDist) { _setMaxFarDistance = farDist; _isSetMaxFarDistance = true; }
77
79 inline double getMaxFarDistance() const { return _setMaxFarDistance; }
80
82 inline void setMoveVCamBehindRCamFactor(double distFactor ) { _move_vcam_behind_rcam_factor = distFactor; }
83
85 inline double getMoveVCamBehindRCamFactor() const { return _move_vcam_behind_rcam_factor; }
86
88 inline void setMinNearDistanceForSplits(double nd){ _split_min_near_dist=nd; }
89
91 inline double getMinNearDistanceForSplits() const { return _split_min_near_dist; }
92
97 inline void setUserLight(osg::Light* light) { _userLight = light; }
98
100 inline const osg::Light* getUserLight() const { return _userLight.get(); }
101
103 void setAmbientBias(const osg::Vec2& ambientBias );
104
106 const osg::Vec2& getAmbientBias() const { return _ambientBias; }
107
112 public:
116 virtual std::string generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount,double textureRes, bool filtered, unsigned int nbrSplits,unsigned int textureOffset);
117 };
118
120 inline void setFragmentShaderGenerator(FragmentShaderGenerator* fsw) { _FragmentShaderGenerator = fsw;}
121
123 inline void enableShadowGLSLFiltering(bool filtering = true) { _GLSL_shadow_filtered = filtering; }
124
127 SPLIT_EXP
128 };
129
131 inline void setSplitCalculationMode(SplitCalcMode scm=SPLIT_EXP) { _SplitCalcMode = scm; }
132
134 inline SplitCalcMode getSplitCalculationMode() const { return _SplitCalcMode; }
135
136
138 virtual void resizeGLObjectBuffers(unsigned int maxSize);
139
143 virtual void releaseGLObjects(osg::State* = 0) const;
144
145 protected :
146
148
149
186
187 typedef std::map<unsigned int,PSSMShadowSplitTexture> PSSMShadowSplitTextureMap;
189
190
191 private:
192 void calculateFrustumCorners(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
193 void calculateLightInitialPosition(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
194 void calculateLightNearFarFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
195 void calculateLightViewProjectionFormFrustum(PSSMShadowSplitTexture &pssmShadowSplitTexture,osg::Vec3d *frustumCorners);
196
197 osg::Geode** _displayTexturesGroupingNode;
198
199 unsigned int _textureUnitOffset;
200
201 unsigned int _number_of_splits;
202
203 bool _debug_color_in_GLSL;
204
205 osg::Vec2 _polgyonOffset;
206 bool _user_polgyonOffset_set;
207
208 unsigned int _resolution;
209
210 double _setMaxFarDistance;
211 bool _isSetMaxFarDistance;
212
213 double _split_min_near_dist;
214
215 double _move_vcam_behind_rcam_factor;
216
217 osg::ref_ptr<osg::Light> _userLight;
218 osg::ref_ptr<FragmentShaderGenerator> _FragmentShaderGenerator;
219
220 bool _GLSL_shadow_filtered;
221 SplitCalcMode _SplitCalcMode;
222
223 osg::Uniform* _ambientBiasUniform;
224 osg::Vec2 _ambientBias;
225
226};
227}
228#endif
virtual std::string generateGLSL_FragmentShader_BaseTex(bool debug, unsigned int splitCount, double textureRes, bool filtered, unsigned int nbrSplits, unsigned int textureOffset)
Definition ParallelSplitShadowMap:39
void setPolygonOffset(const osg::Vec2f &p)
Definition ParallelSplitShadowMap:64
virtual void cull(osgUtil::CullVisitor &cv)
ParallelSplitShadowMap(const ParallelSplitShadowMap &es, const osg::CopyOp &copyop=osg::CopyOp::SHALLOW_COPY)
void setFragmentShaderGenerator(FragmentShaderGenerator *fsw)
Definition ParallelSplitShadowMap:120
ParallelSplitShadowMap(osg::Geode **debugGroup=NULL, int icountplanes=3)
SplitCalcMode
Definition ParallelSplitShadowMap:125
@ SPLIT_LINEAR
Definition ParallelSplitShadowMap:126
PSSMShadowSplitTextureMap _PSSMShadowSplitTextureMap
Definition ParallelSplitShadowMap:188
void setMoveVCamBehindRCamFactor(double distFactor)
Definition ParallelSplitShadowMap:82
void setSplitCalculationMode(SplitCalcMode scm=SPLIT_EXP)
Definition ParallelSplitShadowMap:131
void setDebugColorOn()
Definition ParallelSplitShadowMap:61
META_Object(osgShadow, ParallelSplitShadowMap)
std::map< unsigned int, PSSMShadowSplitTexture > PSSMShadowSplitTextureMap
Definition ParallelSplitShadowMap:187
double getMaxFarDistance() const
Definition ParallelSplitShadowMap:79
virtual ~ParallelSplitShadowMap()
Definition ParallelSplitShadowMap:147
void setMaxFarDistance(double farDist)
Definition ParallelSplitShadowMap:76
double getMinNearDistanceForSplits() const
Definition ParallelSplitShadowMap:91
void setTextureResolution(unsigned int resolution)
Definition ParallelSplitShadowMap:70
void setMinNearDistanceForSplits(double nd)
Definition ParallelSplitShadowMap:88
const osg::Light * getUserLight() const
Definition ParallelSplitShadowMap:100
void enableShadowGLSLFiltering(bool filtering=true)
Definition ParallelSplitShadowMap:123
void setAmbientBias(const osg::Vec2 &ambientBias)
double getMoveVCamBehindRCamFactor() const
Definition ParallelSplitShadowMap:85
unsigned int getTextureResolution() const
Definition ParallelSplitShadowMap:73
virtual void update(osg::NodeVisitor &nv)
const osg::Vec2f & getPolygonOffset() const
Definition ParallelSplitShadowMap:67
const osg::Vec2 & getAmbientBias() const
Definition ParallelSplitShadowMap:106
virtual void resizeGLObjectBuffers(unsigned int maxSize)
virtual void releaseGLObjects(osg::State *=0) const
void setUserLight(osg::Light *light)
Definition ParallelSplitShadowMap:97
SplitCalcMode getSplitCalculationMode() const
Definition ParallelSplitShadowMap:134
Definition ShadowTechnique:32
Definition CullVisitor:49
Definition CopyOp:41
@ SHALLOW_COPY
Definition CopyOp:47
Definition Geode:29
Definition Light:40
Definition Matrixd:27
Definition NodeVisitor:82
Definition Referenced:44
Definition State:80
Definition Uniform:414
Definition Vec2f:29
Definition Vec3d:30
Definition ref_ptr:32
Definition ConvexPolyhedron:33
#define OSGSHADOW_EXPORT
Definition osgShadow/Export:39
#define NULL
Definition osg/Export:55
double _lightFar
Definition ParallelSplitShadowMap:172
double _lightNear
Definition ParallelSplitShadowMap:171
osg::Vec3d _frustumSplitCenter
Definition ParallelSplitShadowMap:169
unsigned int _splitID
Definition ParallelSplitShadowMap:177
osg::ref_ptr< osg::TexGen > _texgen
Definition ParallelSplitShadowMap:153
osg::ref_ptr< osg::Texture2D > _texture
Definition ParallelSplitShadowMap:154
osg::Vec3d _lightCameraTarget
Definition ParallelSplitShadowMap:168
osg::ref_ptr< osg::Texture2D > _debug_texture
Definition ParallelSplitShadowMap:162
double _split_far
Definition ParallelSplitShadowMap:159
osg::Vec3d _lightDirection
Definition ParallelSplitShadowMap:170
osg::ref_ptr< osg::StateSet > _debug_stateset
Definition ParallelSplitShadowMap:163
unsigned int _resolution
Definition ParallelSplitShadowMap:178
osg::Matrix _cameraView
Definition ParallelSplitShadowMap:174
osg::ref_ptr< osg::Camera > _camera
Definition ParallelSplitShadowMap:152
osg::ref_ptr< osg::StateSet > _stateset
Definition ParallelSplitShadowMap:155
osg::ref_ptr< osg::Uniform > _farDistanceSplit
Definition ParallelSplitShadowMap:180
osg::Matrix _cameraProj
Definition ParallelSplitShadowMap:175
unsigned int _textureUnit
Definition ParallelSplitShadowMap:156
osg::ref_ptr< osg::Camera > _debug_camera
Definition ParallelSplitShadowMap:161
unsigned int _debug_textureUnit
Definition ParallelSplitShadowMap:164
osg::Vec3d _lightCameraSource
Definition ParallelSplitShadowMap:167