/usr/include/osgShadow/ShadowSettings is in libopenscenegraph-dev 3.2.3+dfsg1-2+b4.
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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 | /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-20 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_SHADOWSETTINGS
#define OSGSHADOW_SHADOWSETTINGS 1
#include <osg/Uniform>
#include <osg/CullSettings>
#include <osgShadow/Export>
namespace osgShadow {
/** ShadowSettings provides the parameters that the ShadowTechnique should use as a guide for setting up shadowing.*/
class OSGSHADOW_EXPORT ShadowSettings : public osg::Object
{
public:
ShadowSettings();
ShadowSettings(const ShadowSettings& ss, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgShadow, ShadowSettings);
void setReceivesShadowTraversalMask(unsigned int mask) { _receivesShadowTraversalMask = mask; }
unsigned int getReceivesShadowTraversalMask() const { return _receivesShadowTraversalMask; }
void setCastsShadowTraversalMask(unsigned int mask) { _castsShadowTraversalMask = mask; }
unsigned int getCastsShadowTraversalMask() const { return _castsShadowTraversalMask; }
void setComputeNearFarModeOverride(osg::CullSettings::ComputeNearFarMode cnfn) { _computeNearFearModeOverride = cnfn; }
osg::CullSettings::ComputeNearFarMode getComputeNearFarModeOverride() const { return _computeNearFearModeOverride; }
/** Set the LightNum of the light in the scene to assign a shadow for.
* Default value is -1, which signifies that shadow technique should automatically select an active light
* to assign a shadow, typically this will be the first active light found. */
void setLightNum(int lightNum) { _lightNum = lightNum; }
int getLightNum() const { return _lightNum; }
void setBaseShadowTextureUnit(unsigned int unit) { _baseShadowTextureUnit = unit; }
unsigned int getBaseShadowTextureUnit() const { return _baseShadowTextureUnit; }
/** Set whether to use osg::StateAttribute::OVERRIDE for the shadow map texture.
* Enabling override will force the shadow map texture to override any texture set on the shadow maps texture unit.*/
void setUseOverrideForShadowMapTexture(bool useOverride) { _useShadowMapTextureOverride = useOverride; }
/** Get whether to use osg::StateAttribute::OVERRIDE for the shadow map texture. */
bool getUseOverrideForShadowMapTexture() const { return _useShadowMapTextureOverride; }
/** Set the size of the shadow map textures.*/
void setTextureSize(const osg::Vec2s& textureSize) { _textureSize = textureSize; }
/** Get the size of the shadow map textures.*/
const osg::Vec2s& getTextureSize() const { return _textureSize; }
void setMinimumShadowMapNearFarRatio(double ratio) { _minimumShadowMapNearFarRatio = ratio; }
double getMinimumShadowMapNearFarRatio() const { return _minimumShadowMapNearFarRatio; }
void setMaximumShadowMapDistance(double distance) { _maximumShadowMapDistance = distance; }
double getMaximumShadowMapDistance() const { return _maximumShadowMapDistance; }
enum ShadowMapProjectionHint
{
ORTHOGRAPHIC_SHADOW_MAP,
PERSPECTIVE_SHADOW_MAP
};
void setShadowMapProjectionHint(ShadowMapProjectionHint hint) { _shadowMapProjectionHint = hint; }
ShadowMapProjectionHint getShadowMapProjectionHint() const { return _shadowMapProjectionHint; }
/** Set the cut off angle, in degrees, between the light direction and the view direction
* that determines whether perspective shadow mapping is appropriate, or thar orthographic shadow
* map should be used instead. Default is 2 degrees so that for any angle greater than 2 degrees
* perspective shadow map will be used, and any angle less than 2 degrees orthographic shadow map
* will be used. Note, if ShadowMapProjectionHint is set to ORTHOGRAPHIC_SHADOW_MAP then an
* orthographic shadow map will always be used.*/
void setPerspectiveShadowMapCutOffAngle(double angle) { _perspectiveShadowMapCutOffAngle = angle; }
double getPerspectiveShadowMapCutOffAngle() const { return _perspectiveShadowMapCutOffAngle; }
void setNumShadowMapsPerLight(unsigned int numShadowMaps) { _numShadowMapsPerLight = numShadowMaps; }
unsigned int getNumShadowMapsPerLight() const { return _numShadowMapsPerLight; }
enum MultipleShadowMapHint
{
PARALLEL_SPLIT,
CASCADED
};
void setMultipleShadowMapHint(MultipleShadowMapHint hint) { _multipleShadowMapHint = hint; }
MultipleShadowMapHint getMultipleShadowMapHint() const { return _multipleShadowMapHint; }
enum ShaderHint
{
NO_SHADERS,
PROVIDE_FRAGMENT_SHADER,
PROVIDE_VERTEX_AND_FRAGMENT_SHADER
};
void setShaderHint(ShaderHint shaderHint) { _shaderHint = shaderHint; }
ShaderHint getShaderHint() const { return _shaderHint; }
void setDebugDraw(bool debugDraw) { _debugDraw = debugDraw; }
bool getDebugDraw() const { return _debugDraw; }
protected:
virtual ~ShadowSettings();
unsigned int _receivesShadowTraversalMask;
unsigned int _castsShadowTraversalMask;
osg::CullSettings::ComputeNearFarMode _computeNearFearModeOverride;
int _lightNum;
unsigned int _baseShadowTextureUnit;
bool _useShadowMapTextureOverride;
osg::Vec2s _textureSize;
double _minimumShadowMapNearFarRatio;
double _maximumShadowMapDistance;
ShadowMapProjectionHint _shadowMapProjectionHint;
double _perspectiveShadowMapCutOffAngle;
unsigned int _numShadowMapsPerLight;
MultipleShadowMapHint _multipleShadowMapHint;
ShaderHint _shaderHint;
bool _debugDraw;
};
}
#endif
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