osgShadow例子演示了OSG实现的阴影技术的例子,有些阴影技术还未完善。
VOLUMETRIC SHADOWING
未完全实现。
SHADOW MAPPING
标准的基于深度的阴影。
SOFT SHADOW MAPS
需要Shader Model 3.0及其以上支持。
PARALLEL SPLIT SHADOW MAPS
当前正在开发。
PROGRAM ARGUMENTS
argument | description |
-h or --help | Display this information. |
--positionalLight | Use a positional light. |
--directionalLight | Use a direction light. |
--noUpdate | Disable the updating the of light source. |
--base | Add a base geometry to test shadows. |
--sv | Select ShadowVolume implementation. |
--ssm | Select SoftShadowMap implementation. |
--sm | Select ShadowMap implementation. |
--pssm | Select ParallelSplitShadowMap implementation. |
--mapcount | ParallelSplitShadowMap texture count. |
--mapres | ParallelSplitShadowMap texture resolution. |
--debug-color | ParallelSplitShadowMap display debugging color (only the first 3 maps are color r=0,g=1,b=2.") |
--minNearSplit | ParallelSplitShadowMap shadow map near offset. |
--maxFarDist | ParallelSplitShadowMap max far distance to shadow. |
--moveVCamFactor | ParallelSplitShadowMap move the virtual frustum behind the real camera, (also back ground object can cast shadow). |
--NVidea | ParallelSplitShadowMap set default PolygonOffset for NVidea. |
--PolyOffset-Factor | ParallelSplitShadowMap set PolygonOffset factor. |
--PolyOffset-Unit" | ParallelSplitShadowMap set PolygonOffset unit. |
--CullFaceFront | ParallelSplitShadowMap add a cull face: front. |
-1 | Use test model one. |
-2 | Use test model two. |
-3 | Use test model three. |
--two-sided | Use two-sided stencil extension for shadow volumes. |
--two-pass | Use two-pass stencil for shadow volumes. |
快捷键
key | description |
1 | Select trackballmanipulator |
2 | Select flightmanipulator |
3 | Select drivemanipulator |
4 | Select terrainmanipulator |
5 | Select animationpathmanipulator |
s | Cycle through statistics modes |
w | Cycle through solid, wire and point modes |
l | Toggle lighting |
t | Toggle textures |
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