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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* This application is open source and may be redistributed and / or modified
* freely and without restriction , both in commericial and non commericial applications ,
* as long as this copyright notice is maintained .
*
* This application 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 .
*/
# include <osg/Node>
# include <osg/Geometry>
# include <osg/Geode>
# include <osg/Notify>
# include <osg/MatrixTransform>
# include <osg/Texture2D>
# include <osg/BlendFunc>
# include <osg/Stencil>
# include <osg/ColorMask>
# include <osg/Depth>
# include <osg/ClipNode>
# include <osgUtil/TransformCallback>
# include <osgDB/ReadFile>
# include <osgUtil/Optimizer>
# include <osgProducer/Viewer>
//
// A simple demo demonstrating planar reflections using multiple renderings
// of a subgraph, overriding of state attribures and use of the stencil buffer.
//
// The multipass system implemented here is a variation if Mark Kilgard's
// paper "Improving Shadows and Reflections via the Stencil Buffer" which
// can be found on the developer parts of the NVidia web site.
//
// The variations comes from the fact that the mirrors stencil values
// are done on the first pass, rather than the second as in Mark's paper.
// The second pass is now Mark's first pass - drawing the unreflected scene,
// but also unsets the stencil buffer. This variation stops the unreflected
// world poking through the mirror to be seen in the final rendering and
// also obscures the world correctly when on the reverse side of the mirror.
// Although there is still some unresolved issue with the clip plane needing
// to be flipped when looking at the reverse side of the mirror. Niether
// of these issues are mentioned in the Mark's paper, but trip us up when
// we apply them.
osg : : StateSet * createMirrorTexturedState ( const std : : string & filename )
{
osg : : StateSet * dstate = new osg : : StateSet ;
dstate - > setMode ( GL_CULL_FACE , osg : : StateAttribute : : OFF | osg : : StateAttribute : : PROTECTED ) ;
// set up the texture.
osg : : Image * image = osgDB : : readImageFile ( filename . c_str ( ) ) ;
if ( image )
{
osg : : Texture2D * texture = new osg : : Texture2D ;
texture - > setImage ( image ) ;
dstate - > setTextureAttributeAndModes ( 0 , texture , osg : : StateAttribute : : ON | osg : : StateAttribute : : PROTECTED ) ;
}
return dstate ;
}
osg : : Drawable * createMirrorSurface ( float xMin , float xMax , float yMin , float yMax , float z )
{
// set up the drawstate.
// set up the Geometry.
osg : : Geometry * geom = new osg : : Geometry ;
osg : : Vec3Array * coords = new osg : : Vec3Array ( 4 ) ;
( * coords ) [ 0 ] . set ( xMin , yMax , z ) ;
( * coords ) [ 1 ] . set ( xMin , yMin , z ) ;
( * coords ) [ 2 ] . set ( xMax , yMin , z ) ;
( * coords ) [ 3 ] . set ( xMax , yMax , z ) ;
geom - > setVertexArray ( coords ) ;
osg : : Vec3Array * norms = new osg : : Vec3Array ( 1 ) ;
( * norms ) [ 0 ] . set ( 0.0f , 0.0f , 1.0f ) ;
geom - > setNormalArray ( norms ) ;
geom - > setNormalBinding ( osg : : Geometry : : BIND_OVERALL ) ;
osg : : Vec2Array * tcoords = new osg : : Vec2Array ( 4 ) ;
( * tcoords ) [ 0 ] . set ( 0.0f , 1.0f ) ;
( * tcoords ) [ 1 ] . set ( 0.0f , 0.0f ) ;
( * tcoords ) [ 2 ] . set ( 1.0f , 0.0f ) ;
( * tcoords ) [ 3 ] . set ( 1.0f , 1.0f ) ;
geom - > setTexCoordArray ( 0 , tcoords ) ;
osg : : Vec4Array * colours = new osg : : Vec4Array ( 1 ) ;
( * colours ) [ 0 ] . set ( 1.0f , 1.0f , 1.0 , 1.0f ) ;
geom - > setColorArray ( colours ) ;
geom - > setColorBinding ( osg : : Geometry : : BIND_OVERALL ) ;
geom - > addPrimitiveSet ( new osg : : DrawArrays ( osg : : PrimitiveSet : : QUADS , 0 , 4 ) ) ;
return geom ;
}
osg : : Node * createMirroredScene ( osg : : Node * model )
{
// calculate where to place the mirror according to the
// loaded models bounding sphere.
const osg : : BoundingSphere & bs = model - > getBound ( ) ;
float width_factor = 1.5 ;
float height_factor = 0.3 ;
float xMin = bs . center ( ) . x ( ) - bs . radius ( ) * width_factor ;
float xMax = bs . center ( ) . x ( ) + bs . radius ( ) * width_factor ;
float yMin = bs . center ( ) . y ( ) - bs . radius ( ) * width_factor ;
float yMax = bs . center ( ) . y ( ) + bs . radius ( ) * width_factor ;
float z = bs . center ( ) . z ( ) - bs . radius ( ) * height_factor ;
// create a textured, transparent node at the appropriate place.
osg : : Drawable * mirror = createMirrorSurface ( xMin , xMax , yMin , yMax , z ) ;
osg : : MatrixTransform * rootNode = new osg : : MatrixTransform ;
rootNode - > setMatrix ( osg : : Matrix : : rotate ( osg : : inDegrees ( 45.0f ) , 1.0f , 0.0f , 0.0f ) ) ;
// make sure that the global color mask exists.
osg : : ColorMask * rootColorMask = new osg : : ColorMask ;
rootColorMask - > setMask ( true , true , true , true ) ;
// set up depth to be inherited by the rest of the scene unless
// overrideen. this is overridden in bin 3.
osg : : Depth * rootDepth = new osg : : Depth ;
rootDepth - > setFunction ( osg : : Depth : : LESS ) ;
rootDepth - > setRange ( 0.0 , 1.0 ) ;
osg : : StateSet * rootStateSet = new osg : : StateSet ( ) ;
rootStateSet - > setAttribute ( rootColorMask ) ;
rootStateSet - > setAttribute ( rootDepth ) ;
rootNode - > setStateSet ( rootStateSet ) ;
// bin1 - set up the stencil values and depth for mirror.
{
// set up the stencil ops so that the stencil buffer get set at
// the mirror plane
osg : : Stencil * stencil = new osg : : Stencil ;
stencil - > setFunction ( osg : : Stencil : : ALWAYS , 1 , ~ 0 ) ;
stencil - > setOperation ( osg : : Stencil : : KEEP , osg : : Stencil : : KEEP , osg : : Stencil : : REPLACE ) ;
// switch off the writing to the color bit planes.
osg : : ColorMask * colorMask = new osg : : ColorMask ;
colorMask - > setMask ( false , false , false , false ) ;
osg : : StateSet * statesetBin1 = new osg : : StateSet ( ) ;
statesetBin1 - > setRenderBinDetails ( 1 , " RenderBin " ) ;
statesetBin1 - > setMode ( GL_CULL_FACE , osg : : StateAttribute : : OFF ) ;
statesetBin1 - > setAttributeAndModes ( stencil , osg : : StateAttribute : : ON ) ;
statesetBin1 - > setAttribute ( colorMask ) ;
// set up the mirror geode.
osg : : Geode * geode = new osg : : Geode ;
geode - > addDrawable ( mirror ) ;
geode - > setStateSet ( statesetBin1 ) ;
rootNode - > addChild ( geode ) ;
}
// bin one - draw scene without mirror or reflection, unset
// stencil values where scene is infront of mirror and hence
// occludes the mirror.
{
osg : : Stencil * stencil = new osg : : Stencil ;
stencil - > setFunction ( osg : : Stencil : : ALWAYS , 0 , ~ 0 ) ;
stencil - > setOperation ( osg : : Stencil : : KEEP , osg : : Stencil : : KEEP , osg : : Stencil : : REPLACE ) ;
osg : : StateSet * statesetBin2 = new osg : : StateSet ( ) ;
statesetBin2 - > setRenderBinDetails ( 2 , " RenderBin " ) ;
statesetBin2 - > setAttributeAndModes ( stencil , osg : : StateAttribute : : ON ) ;
osg : : Group * groupBin2 = new osg : : Group ( ) ;
groupBin2 - > setStateSet ( statesetBin2 ) ;
groupBin2 - > addChild ( model ) ;
rootNode - > addChild ( groupBin2 ) ;
}
// bin3 - set up the depth to the furthest depth value
{
// set up the stencil ops so that only operator on this mirrors stencil value.
osg : : Stencil * stencil = new osg : : Stencil ;
stencil - > setFunction ( osg : : Stencil : : EQUAL , 1 , ~ 0 ) ;
stencil - > setOperation ( osg : : Stencil : : KEEP , osg : : Stencil : : KEEP , osg : : Stencil : : KEEP ) ;
// switch off the writing to the color bit planes.
osg : : ColorMask * colorMask = new osg : : ColorMask ;
colorMask - > setMask ( false , false , false , false ) ;
// set up depth so all writing to depth goes to maximum depth.
osg : : Depth * depth = new osg : : Depth ;
depth - > setFunction ( osg : : Depth : : ALWAYS ) ;
depth - > setRange ( 1.0 , 1.0 ) ;
osg : : StateSet * statesetBin3 = new osg : : StateSet ( ) ;
statesetBin3 - > setRenderBinDetails ( 3 , " RenderBin " ) ;
statesetBin3 - > setMode ( GL_CULL_FACE , osg : : StateAttribute : : OFF ) ;
statesetBin3 - > setAttributeAndModes ( stencil , osg : : StateAttribute : : ON ) ;
statesetBin3 - > setAttribute ( colorMask ) ;
statesetBin3 - > setAttribute ( depth ) ;
// set up the mirror geode.
osg : : Geode * geode = new osg : : Geode ;
geode - > addDrawable ( mirror ) ;
geode - > setStateSet ( statesetBin3 ) ;
rootNode - > addChild ( geode ) ;
}
// bin4 - draw the reflection.
{
// now create the 'reflection' of the loaded model by applying
// create a Transform which flips the loaded model about the z axis
// relative to the mirror node, the loadedModel is added to the
// Transform so now appears twice in the scene, but is shared so there
// is negligable memory overhead. Also use an osg::StateSet
// attached to the Transform to override the face culling on the subgraph
// to prevert an 'inside' out view of the reflected model.
// set up the stencil ops so that only operator on this mirrors stencil value.
// this clip plane removes any of the scene which when mirror would
// poke through the mirror. However, this clip plane should really
// flip sides once the eye point goes to the back of the mirror...
osg : : ClipPlane * clipplane = new osg : : ClipPlane ;
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clipplane - > setClipPlane ( 0.0 , 0.0 , - 1.0 , z ) ;
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clipplane - > setClipPlaneNum ( 0 ) ;
osg : : ClipNode * clipNode = new osg : : ClipNode ;
clipNode - > addClipPlane ( clipplane ) ;
osg : : StateSet * dstate = clipNode - > getOrCreateStateSet ( ) ;
dstate - > setRenderBinDetails ( 4 , " RenderBin " ) ;
dstate - > setMode ( GL_CULL_FACE , osg : : StateAttribute : : OVERRIDE | osg : : StateAttribute : : OFF ) ;
osg : : Stencil * stencil = new osg : : Stencil ;
stencil - > setFunction ( osg : : Stencil : : EQUAL , 1 , ~ 0 ) ;
stencil - > setOperation ( osg : : Stencil : : KEEP , osg : : Stencil : : KEEP , osg : : Stencil : : KEEP ) ;
dstate - > setAttributeAndModes ( stencil , osg : : StateAttribute : : ON ) ;
osg : : MatrixTransform * reverseMatrix = new osg : : MatrixTransform ;
reverseMatrix - > setStateSet ( dstate ) ;
reverseMatrix - > preMult ( osg : : Matrix : : translate ( 0.0f , 0.0f , - z ) *
osg : : Matrix : : scale ( 1.0f , 1.0f , - 1.0f ) *
osg : : Matrix : : translate ( 0.0f , 0.0f , z ) ) ;
reverseMatrix - > addChild ( model ) ;
clipNode - > addChild ( reverseMatrix ) ;
rootNode - > addChild ( clipNode ) ;
}
// bin5 - draw the textured mirror and blend it with the reflection.
{
// set up depth so all writing to depth goes to maximum depth.
osg : : Depth * depth = new osg : : Depth ;
depth - > setFunction ( osg : : Depth : : ALWAYS ) ;
osg : : Stencil * stencil = new osg : : Stencil ;
stencil - > setFunction ( osg : : Stencil : : EQUAL , 1 , ~ 0 ) ;
stencil - > setOperation ( osg : : Stencil : : KEEP , osg : : Stencil : : KEEP , osg : : Stencil : : ZERO ) ;
// set up additive blending.
osg : : BlendFunc * trans = new osg : : BlendFunc ;
trans - > setFunction ( osg : : BlendFunc : : ONE , osg : : BlendFunc : : ONE ) ;
osg : : StateSet * statesetBin5 = createMirrorTexturedState ( " Images/tank.rgb " ) ;
statesetBin5 - > setRenderBinDetails ( 5 , " RenderBin " ) ;
statesetBin5 - > setMode ( GL_CULL_FACE , osg : : StateAttribute : : OFF ) ;
statesetBin5 - > setAttributeAndModes ( stencil , osg : : StateAttribute : : ON ) ;
statesetBin5 - > setAttributeAndModes ( trans , osg : : StateAttribute : : ON ) ;
statesetBin5 - > setAttribute ( depth ) ;
// set up the mirror geode.
osg : : Geode * geode = new osg : : Geode ;
geode - > addDrawable ( mirror ) ;
geode - > setStateSet ( statesetBin5 ) ;
rootNode - > addChild ( geode ) ;
}
return rootNode ;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// create the viewer
// load a model
// decoate the model so it renders using a multipass stencil buffer technique for planar reflections.
// release the viewer
// run main loop.
//
int main ( int argc , char * * argv )
{
// use an ArgumentParser object to manage the program arguments.
osg : : ArgumentParser arguments ( & argc , argv ) ;
// set up the usage document, in case we need to print out how to use this program.
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arguments . getApplicationUsage ( ) - > setDescription ( arguments . getApplicationName ( ) + " is the example which demonstrates the use multi-pass rendering, stencil buffer to create a planer reflection effect. " ) ;
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arguments . getApplicationUsage ( ) - > setCommandLineUsage ( arguments . getApplicationName ( ) + " [options] filename ... " ) ;
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arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -h or --help " , " Display this information " ) ;
// construct the viewer.
osgProducer : : Viewer viewer ( arguments ) ;
// set up the value with sensible default event handlers.
viewer . setUpViewer ( osgProducer : : Viewer : : STANDARD_SETTINGS ) ;
// get details on keyboard and mouse bindings used by the viewer.
viewer . getUsage ( * arguments . getApplicationUsage ( ) ) ;
// if user request help write it out to cout.
if ( arguments . read ( " -h " ) | | arguments . read ( " --help " ) )
{
arguments . getApplicationUsage ( ) - > write ( std : : cout ) ;
return 1 ;
}
// any option left unread are converted into errors to write out later.
arguments . reportRemainingOptionsAsUnrecognized ( ) ;
// report any errors if they have occured when parsing the program aguments.
if ( arguments . errors ( ) )
{
arguments . writeErrorMessages ( std : : cout ) ;
return 1 ;
}
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if ( arguments . argc ( ) < = 1 )
{
arguments . getApplicationUsage ( ) - > write ( std : : cout , osg : : ApplicationUsage : : COMMAND_LINE_OPTION ) ;
return 1 ;
}
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// read the scene from the list of file specified commandline args.
osg : : ref_ptr < osg : : Node > loadedModel = osgDB : : readNodeFiles ( arguments ) ;
// if no model has been successfully loaded report failure.
if ( ! loadedModel )
{
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std : : cout < < arguments . getApplicationName ( ) < < " : No data loaded " < < std : : endl ;
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return 1 ;
}
// optimize the scene graph, remove rendundent nodes and state etc.
osgUtil : : Optimizer optimizer ;
optimizer . optimize ( loadedModel . get ( ) ) ;
// add a transform with a callback to animate the loaded model.
osg : : ref_ptr < osg : : MatrixTransform > loadedModelTransform = new osg : : MatrixTransform ;
loadedModelTransform - > addChild ( loadedModel . get ( ) ) ;
osg : : ref_ptr < osg : : NodeCallback > nc = new osgUtil : : TransformCallback ( loadedModelTransform - > getBound ( ) . center ( ) , osg : : Vec3 ( 0.0f , 0.0f , 1.0f ) , osg : : inDegrees ( 45.0f ) ) ;
loadedModelTransform - > setUpdateCallback ( nc . get ( ) ) ;
// finally decorate the loaded model so that it has the required multipass/bin scene graph to do the reflection effect.
osg : : ref_ptr < osg : : Node > rootNode = createMirroredScene ( loadedModelTransform . get ( ) ) ;
// set the scene to render
viewer . setSceneData ( rootNode . get ( ) ) ;
// create the windows and run the threads.
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viewer . realize ( ) ;
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while ( ! viewer . done ( ) )
{
// wait for all cull and draw threads to complete.
viewer . sync ( ) ;
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer . update ( ) ;
// fire off the cull and draw traversals of the scene.
viewer . frame ( ) ;
}
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// wait for all cull and draw threads to complete before exit.
viewer . sync ( ) ;
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return 0 ;
}