17 #include <osgEarth/VirtualProgram>
19 #include <osgShadow/ShadowTechnique>
21 #include <osg/StateSet>
23 #include <osg/PolygonOffset>
24 #include <osg/FrameBufferObject>
25 #include <osg/Uniform>
26 #include <osg/LightSource>
27 #include <osg/RenderInfo>
31 #include <osg/MatrixTransform>
32 #include <osg/Program>
33 #include <osg/Texture2D>
34 #include <osg/Texture2DArray>
36 #include <osg/Geometry>
46 class DtShadowTweakables;
49 class DtShadowSettingsObject;
50 class TextureApplyAttribute;
51 class DtOsgShadowTechnique;
52 struct DtCurrentPassData;
53 struct DtPerChannelData;
80 virtual const char*
className()
const {
return "DtOsgShadowTechnique"; }
86 virtual void postConstructionInit();
89 virtual void update(osg::NodeVisitor& nv);
92 virtual void cull(osgUtil::CullVisitor& cv);
95 virtual void cleanSceneGraph();
98 void setChannelShadowState(
DtOsgChannel* osgChannel,
bool enable);
104 bool getCameraCloudShadowMap(osg::Camera* camera,
unsigned int* textureIndex, osg::Matrix* textureViewProjMatrix,
105 unsigned int* textureIndex2, osg::Matrix* textureViewProjMatrix2);
113 static const std::string& shadowCameraPrefixString(
void);
114 static const std::string& shadowSDSMCameraPrefixString(
void);
117 const osg::StateSet * mapCameraToStateSet(
const osg::Camera* camera)
const;
123 virtual void reInitialize(
unsigned int quality);
127 virtual void cleanupOldPerChannelData();
129 virtual bool configureShadowTraversalNodeMask(
bool traverseEntities,
bool traverseProps,
bool traverseTerrain);
131 virtual void slot_refresh_maps();
178 void triggerExternalModuleShaderRefresh();
191 void updateCloudShadows(osg::RenderInfo& renderInfo, osg::Camera* camera);
197 osg::Program* getProgramFromFile(
const std::string& szVertexShader,
const std::string& szFragmentShader);
201 osg::Camera* xBlurCamera, osg::Camera* yBlurCamera, osg::Texture2DArray* texture, osg::StateSet* stateSet,
unsigned int textureUnit);
205 osg::Camera* xBlurCamera, osg::Camera* yBlurCamera,
unsigned int textureLayer, osg::Texture2DArray* texture2DArray,
206 osg::Texture2DArray* preFilterTexture2DArray1, osg::Texture2DArray* preFilterTexture2DArray2);
208 void setupReverseZBuffer(osg::Camera* depthCamera, osg::Camera* xBlurCamera, osg::Camera* yBlurCamera);
212 osg::Texture2D* createTexture2D(
int width,
int height,
GLenum internalFormat,
GLenum sourceFormat,
GLenum sourceType,
bool shadowComparisonMode,
213 osg::Texture2D::FilterMode minFilter = osg::Texture2D::NEAREST, osg::Texture2D::FilterMode magFilter = osg::Texture2D::NEAREST);
216 osg::Texture2DArray* createTexture2DArray(
int width,
int height,
int depth,
GLenum internalFormat,
GLenum sourceFormat,
GLenum sourceType,
217 bool shadowComparisonMode, osg::Texture2DArray::FilterMode minFilter = osg::Texture2DArray::NEAREST, osg::Texture2DArray::FilterMode magFilter = osg::Texture2DArray::NEAREST);
220 osg::Camera* createCamera(
int width,
int height, GLbitfield clearMask);
223 osg::Geode* createFullScreenQuad(
const osg::Vec2&
size,
const osg::Vec2& uvStart,
const osg::Vec2& uvStop);
226 osg::Camera* createHudCamera(
int width,
int height, GLbitfield clearMask,
const char * name = NULL);
229 double computeUniformSplit(
double nearDistance,
double farDistance,
unsigned int splitIndex,
unsigned int numSplits);
232 double computeLogarithmicSplit(
double nearDistance,
double farDistance,
unsigned int splitIndex,
unsigned int numSplits);
245 void getSplitCameraDistances(
const DtCurrentPassData & d,
int split_index,
double &splitCamNear,
double &splitCamFar);
251 void frustumBoundingBoxLightViewSpace(
const DtCurrentPassData & d,
int split_index,
const osg::Matrix & lightViewMatrix,
252 double nearPlane,
double farPlane, osg::Vec3d& minFrustum, osg::Vec3d& maxFrustum);
static const std::string myShadowCameraPrefixString
Definition: DtOsgShadowTechnique.h:274
void setDirty(bool dirty)
Sets dirty for shadow technique's to true or false.
Definition: DtOsgShadowTechnique.h:248
void setGlobalLight(osg::LightSource *light)
Sets global light source.
Definition: DtOsgShadowTechnique.h:108
Definition: DtShadowSettingsObject.h:24
osg::ref_ptr< osg::Program > myVsmBlurTextureProgram
Definition: DtOsgShadowTechnique.h:277
Definition: DtOsgShadowTechnique.h:234
osg::ref_ptr< osg::Program > myVsmPassthroughArrayProgram
Definition: DtOsgShadowTechnique.h:280
osg::ref_ptr< osg::Program > myVsmPassthroughProgram
Definition: DtOsgShadowTechnique.h:281
Contains makVrv::DtSdsmDrawCallback class.
static const std::string mySDSMShadowCameraPrefixString
Definition: DtOsgShadowTechnique.h:275
osg::ref_ptr< osg::Program > myEsmBlurTexArrayProgram
Definition: DtOsgShadowTechnique.h:284
#define DT_DLL_VRVOSG
Definition: vrvOsg.h:23
PerChannelDataMap myPerChannelDataMap
Definition: DtOsgShadowTechnique.h:265
voidpf void uLong size
Definition: ioapi.h:39
osg::ref_ptr< osg::Program > myVsmBlurTexArrayProgram
Definition: DtOsgShadowTechnique.h:278
static const int MAX_NUM_CASCADES
Definition: DtPerChannelData.h:47
Contains the DtOsgTextureApplyAttribute class.
DtDe & myDe
Definition: DtOsgShadowTechnique.h:272
osg::ref_ptr< osg::Program > myEVsmBlurTextureProgram
Definition: DtOsgShadowTechnique.h:286
osg::Matrix myProjectionMatrix
Definition: DtOsgShadowTechnique.h:237
This class provides the OSG-specific implementation of a DtChannel.
Definition: DtOsgChannel.h:75
osg::ref_ptr< osg::Uniform > myReceiveShadowsUniform
Definition: DtOsgShadowTechnique.h:270
virtual const char * libraryName() const
Returns the namespace string.
Definition: DtOsgShadowTechnique.h:77
bool myMulticastIsSupported
Definition: DtOsgShadowTechnique.h:289
std::vector< osg::ref_ptr< DtPerChannelData > > PerChannelDataVector
Definition: DtOsgShadowTechnique.h:263
virtual osg::Object * cloneType() const
Creates a new object of Type DtOsgShadowTechnique.
Definition: DtOsgShadowTechnique.h:68
class DtShadowTweakables * myShadowUI
Definition: DtOsgShadowTechnique.h:119
Definition: DtCurrentPassData.h:29
Definition: DtPerChannelData.h:49
osg::ref_ptr< osg::Program > myEsmBlurTextureProgram
Definition: DtOsgShadowTechnique.h:283
osg::Matrix myViewMatrix
Definition: DtOsgShadowTechnique.h:236
Definition: DtShadowTweakables.h:21
PerChannelDataVector myPerChannelDataDeleteList
Definition: DtOsgShadowTechnique.h:266
The DtOsgShadowTechnique class implements a robust shadow mapping system.
Definition: DtOsgShadowTechnique.h:57
osg::ref_ptr< osg::Program > myEVsmBlurTexArrayProgram
Definition: DtOsgShadowTechnique.h:287
Definition: DtCloudShadowPreDrawCallback.h:25
unsigned int GLenum
Definition: DtGlTextureBufferObject.h:18
const osg::LightSource * getGlobalLight() const
Gets global light source.
Definition: DtOsgShadowTechnique.h:111
virtual bool isSameKindAs(const osg::Object *obj) const
Returns true if object is of the DtOsgShadowTechnique class. Otherwise, returns false.
Definition: DtOsgShadowTechnique.h:74
DT_DLL_DEBUGDRAWRENDERER void init(makVrv::DtDe &de)
Work function for the plugin initialization.
std::map< const osg::Camera *, osg::ref_ptr< DtPerChannelData > > PerChannelDataMap
Definition: DtOsgShadowTechnique.h:262
Contains DLL export macros.
The DtDe is the core component of any VR-Vantage application.
Definition: DtDe.h:69
osg::Matrix myTextureViewProjectionMatrix
Definition: DtOsgShadowTechnique.h:238
bool myShadingRateIsSupported
Definition: DtOsgShadowTechnique.h:290
osg::ref_ptr< osg::LightSource > myGlobalLight
Definition: DtOsgShadowTechnique.h:268
osg::ref_ptr< osg::Uniform > myLightDirectionUniform
Definition: DtOsgShadowTechnique.h:269
virtual osg::Object * clone(const osg::CopyOp ©op) const
Creates a new copy of DtOsgShadowTechnique object.
Definition: DtOsgShadowTechnique.h:71
virtual const char * className() const
Returns the class name string.
Definition: DtOsgShadowTechnique.h:80