OpenSceneGraph/examples/osgdepthshadow/osgdepthshadow.cpp

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#include <osgProducer/Viewer>
#include <osg/Projection>
#include <osg/Geometry>
#include <osg/Texture>
#include <osg/TexGen>
#include <osg/Geode>
#include <osg/ShapeDrawable>
#include <osg/PolygonOffset>
#include <osg/CullFace>
#include <osg/TexEnvCombine>
#include <osg/MatrixTransform>
#include <osg/Light>
#include <osg/LightSource>
#include <osg/PolygonOffset>
#include <osg/CullFace>
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#include <osg/Material>
#include <osgUtil/TransformCallback>
#include <osgUtil/RenderToTextureStage>
using namespace osg;
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const int depth_texture_height = 512;
const int depth_texture_width = 512;
ref_ptr<RefMatrix> bias = new RefMatrix(0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f);
class LightTransformCallback: public osg::NodeCallback
{
public:
LightTransformCallback(float angular_velocity, float height, float radius):
_angular_velocity(angular_velocity),
_height(height),
_radius(radius),
_previous_traversal_number(-1),
_previous_time(-1.0f),
_angle(0)
{
}
void operator()(Node* node, NodeVisitor* nv);
protected:
float _angular_velocity;
float _height;
float _radius;
int _previous_traversal_number;
double _previous_time;
float _angle;
};
void
LightTransformCallback::operator()(Node* node, NodeVisitor* nv)
{
MatrixTransform* transform = dynamic_cast<MatrixTransform*>(node);
if (nv && transform)
{
const FrameStamp* fs = nv->getFrameStamp();
if (!fs) return; // not frame stamp, no handle on the time so can't move.
double new_time = fs->getReferenceTime();
if (nv->getTraversalNumber() != _previous_traversal_number)
{
_angle += _angular_velocity * (new_time - _previous_time);
Matrix matrix = Matrix::rotate(atan(_height / _radius), -X_AXIS) *
Matrix::rotate(PI_2, Y_AXIS) *
Matrix::translate(Vec3(_radius, 0, 0)) *
Matrix::rotate(_angle, Y_AXIS) *
Matrix::translate(Vec3(0, _height, 0));
// update the specified transform
transform->setMatrix(matrix);
_previous_traversal_number = nv->getTraversalNumber();
}
_previous_time = new_time;
}
// must call any nested node callbacks and continue subgraph traversal.
traverse(node,nv);
}
class RenderToTextureCallback: public NodeCallback
{
public:
RenderToTextureCallback(Node* subgraph,
Texture2D* texture,
MatrixTransform* light_transform,
TexGen* tex_gen):
_subgraph(subgraph),
_texture(texture),
_local_stateset(new StateSet),
_viewport(new Viewport),
_light_projection(new RefMatrix),
_light_transform(light_transform),
_tex_gen(tex_gen)
{
_local_stateset->setAttribute(_viewport.get());
_local_stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
ref_ptr<PolygonOffset> polygon_offset = new PolygonOffset;
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polygon_offset->setFactor(1.1f);
polygon_offset->setUnits(4.0f);
_local_stateset->setAttribute(polygon_offset.get(), StateAttribute::ON | StateAttribute::OVERRIDE);
_local_stateset->setMode(GL_POLYGON_OFFSET_FILL, StateAttribute::ON | StateAttribute::OVERRIDE);
ref_ptr<CullFace> cull_face = new CullFace;
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cull_face->setMode(CullFace::FRONT);
_local_stateset->setAttribute(cull_face.get(), StateAttribute::ON | StateAttribute::OVERRIDE);
_local_stateset->setMode(GL_CULL_FACE, StateAttribute::ON | StateAttribute::OVERRIDE);
_viewport->setViewport(0, 0, depth_texture_width, depth_texture_height);
float znear = 1.0f * _subgraph->getBound().radius();
float zfar = 3.0f * _subgraph->getBound().radius();
float top = 0.5f * _subgraph->getBound().radius();
float right = 0.5f * _subgraph->getBound().radius();
znear *= 0.8f;
zfar *= 1.2f;
_light_projection->makeFrustum(-right, right, -top, top, znear, zfar);
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osgUtil::CullVisitor* cullVisitor = dynamic_cast<osgUtil::CullVisitor*>(nv);
if (cullVisitor && _texture.valid() && _subgraph.valid())
{
_request_render_to_depth_texture(*node, *cullVisitor);
}
// must traverse the subgraph
traverse(node,nv);
}
void _request_render_to_depth_texture(osg::Node& node, osgUtil::CullVisitor& cv);
ref_ptr<osg::Node> _subgraph;
ref_ptr<osg::Texture2D> _texture;
ref_ptr<osg::StateSet> _local_stateset;
ref_ptr<osg::Viewport> _viewport;
ref_ptr<RefMatrix> _light_projection;
ref_ptr<MatrixTransform> _light_transform;
ref_ptr<TexGen> _tex_gen;
};
void RenderToTextureCallback::_request_render_to_depth_texture(osg::Node&, osgUtil::CullVisitor& cv)
{
// create the render to texture stage.
osg::ref_ptr<osgUtil::RenderToTextureStage> rtts = new osgUtil::RenderToTextureStage;
// set up lighting.
// currently ignore lights in the scene graph itself..
// will do later.
osgUtil::RenderStage* previous_stage = cv.getCurrentRenderBin()->getStage();
// set up the background color and clear mask.
rtts->setClearMask(GL_DEPTH_BUFFER_BIT);
rtts->setColorMask(new ColorMask(false, false, false, false));
// set up to charge the same RenderStageLighting is the parent previous stage.
rtts->setRenderStageLighting(previous_stage->getRenderStageLighting());
// record the render bin, to be restored after creation
// of the render to text
osgUtil::RenderBin* previousRenderBin = cv.getCurrentRenderBin();
osgUtil::CullVisitor::ComputeNearFarMode saved_compute_near_far_mode = cv.getComputeNearFarMode();
cv.setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);
// set the current renderbin to be the newly created stage.
cv.setCurrentRenderBin(rtts.get());
ref_ptr<RefMatrix> light_view = new RefMatrix;
light_view->makeLookAt(_light_transform->getMatrix().getTrans(), Vec3(0, 0, 0), Z_AXIS);
Matrix texture_matrix = (*light_view.get()) * (*_light_projection.get()) * (*bias.get());
_tex_gen->setPlane(TexGen::S, Vec4(texture_matrix(0, 0),
texture_matrix(1, 0),
texture_matrix(2, 0),
texture_matrix(3, 0)));
_tex_gen->setPlane(TexGen::T, Vec4(texture_matrix(0, 1),
texture_matrix(1, 1),
texture_matrix(2, 1),
texture_matrix(3, 1)));
_tex_gen->setPlane(TexGen::R, Vec4(texture_matrix(0, 2),
texture_matrix(1, 2),
texture_matrix(2, 2),
texture_matrix(3, 2)));
_tex_gen->setPlane(TexGen::Q, Vec4(texture_matrix(0, 3),
texture_matrix(1, 3),
texture_matrix(2, 3),
texture_matrix(3, 3)));
cv.pushProjectionMatrix(_light_projection.get());
cv.pushModelViewMatrix(light_view.get());
cv.pushStateSet(_local_stateset.get());
// traverse the subgraph
_subgraph->accept(cv);
cv.popStateSet();
cv.popModelViewMatrix();
cv.popProjectionMatrix();
cv.setComputeNearFarMode(saved_compute_near_far_mode);
// restore the previous renderbin.
cv.setCurrentRenderBin(previousRenderBin);
if (rtts->getRenderGraphList().size()==0 && rtts->getRenderBinList().size()==0)
{
// getting to this point means that all the subgraph has been
// culled by small feature culling or is beyond LOD ranges.
return;
}
rtts->setViewport(_viewport.get());
// and the render to texture stage to the current stages
// dependancy list.
cv.getCurrentRenderBin()->getStage()->addToDependencyList(rtts.get());
// if one exist attach texture to the RenderToTextureStage.
rtts->setTexture(_texture.get());
}
ref_ptr<MatrixTransform> _create_lights(ref_ptr<StateSet> root_stateset)
{
ref_ptr<MatrixTransform> transform_0 = new MatrixTransform;
// create a spot light.
ref_ptr<Light> light_0 = new Light;
light_0->setLightNum(0);
light_0->setPosition(Vec4(0, 0, 0, 1.0f));
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light_0->setAmbient(Vec4(0.0f, 0.0f, 0.0f, 1.0f));
light_0->setDiffuse(Vec4(1.0f, 0.8f, 0.8f, 1.0f));
light_0->setSpotCutoff(60.0f);
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light_0->setSpotExponent(2.0f);
ref_ptr<LightSource> light_source_0 = new LightSource;
light_source_0->setLight(light_0.get());
light_source_0->setLocalStateSetModes(StateAttribute::ON);
transform_0->setUpdateCallback(new LightTransformCallback(inDegrees(90.0f), 8, 5));
transform_0->addChild(light_source_0.get());
ref_ptr<Geode> geode = new Geode;
ref_ptr<ShapeDrawable> shape;
ref_ptr<TessellationHints> hints = new TessellationHints;
hints->setDetailRatio(0.3f);
shape = new ShapeDrawable(new Sphere(Vec3(0.0f, 0.0f, 0.0f), 0.15f), hints.get());
shape->setColor(Vec4(1.0f, 0.5f, 0.5f, 1.0f));
geode->addDrawable(shape.get());
shape = new ShapeDrawable(new Cylinder(Vec3(0.0f, 0.0f, -0.4f), 0.05f, 0.8f), hints.get());
shape->setColor(Vec4(1.0f, 0.5f, 0.5f, 1.0f));
geode->addDrawable(shape.get());
geode->getOrCreateStateSet()->setMode(GL_LIGHTING, StateAttribute::OFF);
transform_0->addChild(geode.get());
light_source_0->setStateSetModes(*root_stateset.get(), StateAttribute::ON);
return transform_0;
}
ref_ptr<Group> _create_scene()
{
ref_ptr<Group> scene = new Group;
ref_ptr<Geode> geode_1 = new Geode;
scene->addChild(geode_1.get());
ref_ptr<Geode> geode_2 = new Geode;
ref_ptr<MatrixTransform> transform_2 = new MatrixTransform;
transform_2->addChild(geode_2.get());
transform_2->setUpdateCallback(new osgUtil::TransformCallback(Vec3(0, 0, 0), Y_AXIS, inDegrees(45.0f)));
scene->addChild(transform_2.get());
ref_ptr<Geode> geode_3 = new Geode;
ref_ptr<MatrixTransform> transform_3 = new MatrixTransform;
transform_3->addChild(geode_3.get());
transform_3->setUpdateCallback(new osgUtil::TransformCallback(Vec3(0, 0, 0), Y_AXIS, inDegrees(-22.5f)));
scene->addChild(transform_3.get());
const float radius = 0.8f;
const float height = 1.0f;
ref_ptr<TessellationHints> hints = new TessellationHints;
hints->setDetailRatio(2.0f);
ref_ptr<ShapeDrawable> shape;
shape = new ShapeDrawable(new Box(Vec3(0.0f, -2.0f, 0.0f), 10, 0.1f, 10), hints.get());
shape->setColor(Vec4(0.5f, 0.5f, 0.7f, 1.0f));
geode_1->addDrawable(shape.get());
shape = new ShapeDrawable(new Sphere(Vec3(0.0f, 0.0f, 0.0f), radius * 2), hints.get());
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shape->setColor(Vec4(0.8f, 0.8f, 0.8f, 1.0f));
geode_1->addDrawable(shape.get());
shape = new ShapeDrawable(new Sphere(Vec3(-3.0f, 0.0f, 0.0f), radius), hints.get());
shape->setColor(Vec4(0.6f, 0.8f, 0.8f, 1.0f));
geode_2->addDrawable(shape.get());
shape = new ShapeDrawable(new Box(Vec3(3.0f, 0.0f, 0.0f), 2 * radius), hints.get());
shape->setColor(Vec4(0.4f, 0.9f, 0.3f, 1.0f));
geode_2->addDrawable(shape.get());
shape = new ShapeDrawable(new Cone(Vec3(0.0f, 0.0f, -3.0f), radius, height), hints.get());
shape->setColor(Vec4(0.2f, 0.5f, 0.7f, 1.0f));
geode_2->addDrawable(shape.get());
shape = new ShapeDrawable(new Cylinder(Vec3(0.0f, 0.0f, 3.0f), radius, height), hints.get());
shape->setColor(Vec4(1.0f, 0.3f, 0.3f, 1.0f));
geode_2->addDrawable(shape.get());
shape = new ShapeDrawable(new Box(Vec3(0.0f, 3.0f, 0.0f), 2, 0.1f, 2), hints.get());
shape->setColor(Vec4(0.8f, 0.8f, 0.4f, 1.0f));
geode_3->addDrawable(shape.get());
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// material
ref_ptr<Material> matirial = new Material;
matirial->setColorMode(Material::DIFFUSE);
matirial->setAmbient(Material::FRONT_AND_BACK, Vec4(0, 0, 0, 1));
matirial->setSpecular(Material::FRONT_AND_BACK, Vec4(1, 1, 1, 1));
matirial->setShininess(Material::FRONT_AND_BACK, 64.0f);
scene->getOrCreateStateSet()->setAttributeAndModes(matirial.get(), StateAttribute::ON);
return scene;
}
int main(int argc, char** argv)
{
// use an ArgumentParser object to manage the program arguments.
ArgumentParser arguments(&argc, argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName() + " is the example which demonstrates using of GL_ARB_shadow extension implemented in osg::Texture class");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName());
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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ref_ptr<MatrixTransform> scene = new MatrixTransform;
scene->setMatrix(osg::Matrix::rotate(osg::DegreesToRadians(125.0),1.0,0.0,0.0));
ref_ptr<Group> shadowed_scene = _create_scene();
if (!shadowed_scene.valid()) return 1;
scene->addChild(shadowed_scene.get());
ref_ptr<MatrixTransform> light_transform = _create_lights(scene->getOrCreateStateSet());
if (!scene.valid()) return 1;
scene->addChild(light_transform.get());
ref_ptr<Texture2D> texture = new Texture2D;
texture->setInternalFormat(GL_DEPTH_COMPONENT);
texture->setShadowComparison(true);
texture->setShadowTextureMode(Texture::LUMINANCE);
ref_ptr<TexGen> tex_gen = new TexGen;
tex_gen->setMode(TexGen::EYE_LINEAR);
shadowed_scene->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture.get(), StateAttribute::ON);
shadowed_scene->getOrCreateStateSet()->setTextureAttributeAndModes(0, tex_gen.get(), StateAttribute::ON);
scene->setCullCallback(new RenderToTextureCallback(shadowed_scene.get(), texture.get(), light_transform.get(), tex_gen.get()));
// add model to viewer.
viewer.setSceneData(scene.get());
// create the windows and run the threads.
viewer.realize();
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();
}
// wait for all cull and draw threads to complete before exit.
viewer.sync();
return 0;
}