/usr/include/osgShadow/ViewDependentShadowMap is in libopenscenegraph-3.4-dev 3.4.0+dfsg1-4+b3.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2011 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.
*/
#ifndef OSGSHADOW_VIEWDEPENDENTSHADOWMAP
#define OSGSHADOW_VIEWDEPENDENTSHADOWMAP 1
#include <osg/Camera>
#include <osg/Material>
#include <osg/MatrixTransform>
#include <osg/LightSource>
#include <osg/PolygonOffset>
#include <osgShadow/ShadowTechnique>
namespace osgShadow {
/** ViewDependentShadowMap provides an base implementation of view dependent shadow mapping techniques.*/
class OSGSHADOW_EXPORT ViewDependentShadowMap : public ShadowTechnique
{
public :
ViewDependentShadowMap();
ViewDependentShadowMap(const ViewDependentShadowMap& vdsm, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgShadow, ViewDependentShadowMap);
/** 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);
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objects
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* = 0) const;
/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
virtual void cleanSceneGraph();
struct OSGSHADOW_EXPORT Frustum
{
Frustum(osgUtil::CullVisitor* cv, double minZNear, double maxZFar);
osg::Matrixd projectionMatrix;
osg::Matrixd modelViewMatrix;
typedef std::vector<osg::Vec3d> Vertices;
Vertices corners;
typedef std::vector<unsigned int> Indices;
typedef std::vector<Indices> Faces;
Faces faces;
typedef std::vector<Indices> Edges;
Edges edges;
osg::Vec3d eye;
osg::Vec3d centerNearPlane;
osg::Vec3d centerFarPlane;
osg::Vec3d center;
osg::Vec3d frustumCenterLine;
};
// forward declare
class ViewDependentData;
struct OSGSHADOW_EXPORT LightData : public osg::Referenced
{
LightData(ViewDependentData* vdd);
virtual void setLightData(osg::RefMatrix* lm, const osg::Light* l, const osg::Matrixd& modelViewMatrix);
ViewDependentData* _viewDependentData;
osg::ref_ptr<osg::RefMatrix> lightMatrix;
osg::ref_ptr<const osg::Light> light;
osg::Vec4d lightPos;
osg::Vec3d lightPos3;
osg::Vec3d lightDir;
bool directionalLight;
typedef std::vector<unsigned int> ActiveTextureUnits;
ActiveTextureUnits textureUnits;
};
typedef std::list< osg::ref_ptr<LightData> > LightDataList;
struct OSGSHADOW_EXPORT ShadowData : public osg::Referenced
{
ShadowData(ViewDependentData* vdd);
virtual void releaseGLObjects(osg::State* = 0) const;
ViewDependentData* _viewDependentData;
unsigned int _textureUnit;
osg::ref_ptr<osg::Texture2D> _texture;
osg::ref_ptr<osg::TexGen> _texgen;
osg::ref_ptr<osg::Camera> _camera;
};
typedef std::list< osg::ref_ptr<ShadowData> > ShadowDataList;
class OSGSHADOW_EXPORT ViewDependentData : public osg::Referenced
{
public:
ViewDependentData(ViewDependentShadowMap* vdsm);
const ViewDependentShadowMap* getViewDependentShadowMap() const { return _viewDependentShadowMap; }
LightDataList& getLightDataList() { return _lightDataList; }
ShadowDataList& getShadowDataList() { return _shadowDataList; }
osg::StateSet* getStateSet() { return _stateset.get(); }
virtual void releaseGLObjects(osg::State* = 0) const;
protected:
virtual ~ViewDependentData() {}
ViewDependentShadowMap* _viewDependentShadowMap;
osg::ref_ptr<osg::StateSet> _stateset;
LightDataList _lightDataList;
ShadowDataList _shadowDataList;
};
virtual ViewDependentData* createViewDependentData(osgUtil::CullVisitor* cv);
ViewDependentData* getViewDependentData(osgUtil::CullVisitor* cv);
virtual void createShaders();
virtual bool selectActiveLights(osgUtil::CullVisitor* cv, ViewDependentData* vdd) const;
virtual osg::Polytope computeLightViewFrustumPolytope(Frustum& frustum, LightData& positionedLight);
virtual bool computeShadowCameraSettings(Frustum& frustum, LightData& positionedLight, osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix);
virtual bool adjustPerspectiveShadowMapCameraSettings(osgUtil::RenderStage* renderStage, Frustum& frustum, LightData& positionedLight, osg::Camera* camera);
virtual bool assignTexGenSettings(osgUtil::CullVisitor* cv, osg::Camera* camera, unsigned int textureUnit, osg::TexGen* texgen);
virtual void cullShadowReceivingScene(osgUtil::CullVisitor* cv) const;
virtual void cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Camera* camera) const;
virtual osg::StateSet* selectStateSetForRenderingShadow(ViewDependentData& vdd) const;
protected:
virtual ~ViewDependentShadowMap();
typedef std::map< osgUtil::CullVisitor*, osg::ref_ptr<ViewDependentData> > ViewDependentDataMap;
mutable OpenThreads::Mutex _viewDependentDataMapMutex;
ViewDependentDataMap _viewDependentDataMap;
osg::ref_ptr<osg::StateSet> _shadowRecievingPlaceholderStateSet;
osg::ref_ptr<osg::StateSet> _shadowCastingStateSet;
osg::ref_ptr<osg::PolygonOffset> _polygonOffset;
osg::ref_ptr<osg::Texture2D> _fallbackBaseTexture;
osg::ref_ptr<osg::Texture2D> _fallbackShadowMapTexture;
typedef std::vector< osg::ref_ptr<osg::Uniform> > Uniforms;
mutable OpenThreads::Mutex _accessUniformsAndProgramMutex;
Uniforms _uniforms;
osg::ref_ptr<osg::Program> _program;
};
}
#endif
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