OpenSceneGraph/src/osg/ShadowVolumeOccluder.cpp

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#include <osg/ShadowVolumeOccluder>
#include <osg/CullStack>
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#include <osg/Group>
#include <osg/Geode>
#include <osg/GeoSet>
using namespace osg;
typedef std::pair<unsigned int,Vec3> Point; // bool=true signifies a newly created point, false indicates original point.
typedef std::vector<Point> PointList;
typedef std::vector<Vec3> VertexList;
// convert a vector for Vec3 into a vector of Point's.
void convert(const VertexList& in,PointList& out)
{
out.reserve(in.size());
for(VertexList::const_iterator itr=in.begin();
itr!=in.end();
++itr)
{
out.push_back(Point(0,*itr));
}
}
// clip the convex hull 'in' to plane to generate a clipped convex hull 'out'
// return true if points remain after clipping.
unsigned int clip(const Plane& plane,const PointList& in, PointList& out,unsigned int planeMask)
{
std::vector<float> distance;
distance.reserve(in.size());
for(PointList::const_iterator itr=in.begin();
itr!=in.end();
++itr)
{
distance.push_back(plane.distance(itr->second));
}
out.clear();
for(unsigned int i=0;i<in.size();++i)
{
unsigned int i_1 = (i+1)%in.size(); // do the mod to wrap the index round back to the start.
if (distance[i]>=0.0f)
{
out.push_back(in[i]);
if (distance[i_1]<0.0f)
{
unsigned int mask = (in[i].first & in[i_1].first) | planeMask;
float r = distance[i_1]/(distance[i_1]-distance[i]);
out.push_back(Point(mask,in[i].second*r+in[i_1].second*(1.0f-r)));
}
}
else if (distance[i_1]>0.0f)
{
unsigned int mask = (in[i].first & in[i_1].first) | planeMask;
float r = distance[i_1]/(distance[i_1]-distance[i]);
out.push_back(Point(mask,in[i].second*r+in[i_1].second*(1.0f-r)));
}
}
return out.size();
}
// clip the convex hull 'in' to planeList to generate a clipped convex hull 'out'
// return true if points remain after clipping.
unsigned int clip(const Polytope::PlaneList& planeList,const VertexList& vin,PointList& out)
{
PointList in;
convert(vin,in);
unsigned int planeMask = 0x1;
for(Polytope::PlaneList::const_iterator itr=planeList.begin();
itr!=planeList.end();
++itr)
{
if (!clip(*itr,in,out,planeMask)) return false;
in.swap(out);
planeMask <<= 1;
}
in.swap(out);
return out.size();
}
void transform(PointList& points,const osg::Matrix& matrix)
{
for(PointList::iterator itr=points.begin();
itr!=points.end();
++itr)
{
itr->second = itr->second*matrix;
}
}
void transform(const PointList& in,PointList& out,const osg::Matrix& matrix)
{
for(PointList::const_iterator itr=in.begin();
itr!=in.end();
++itr)
{
out.push_back(Point(itr->first,itr->second * matrix));
}
}
void pushToFarPlane(PointList& points)
{
for(PointList::iterator itr=points.begin();
itr!=points.end();
++itr)
{
itr->second.z() = 1.0f;
}
}
void computePlanes(const PointList& front, const PointList& back, Polytope::PlaneList& planeList)
{
for(unsigned int i=0;i<front.size();++i)
{
unsigned int i_1 = (i+1)%front.size(); // do the mod to wrap the index round back to the start.
if (!(front[i].first & front[i_1].first))
{
planeList.push_back(Plane(front[i].second,front[i_1].second,back[i].second));
}
}
}
Plane computeFrontPlane(const PointList& front)
{
return Plane(front[2].second,front[1].second,front[0].second);
}
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Drawable* createOccluderDrawable(const PointList& front, const PointList& back)
{
// create a drawable for occluder.
osg::GeoSet* geoset = osgNew osg::GeoSet;
int totalNumber = front.size()+back.size();
osg::Vec3* coords = osgNew osg::Vec3[front.size()+back.size()];
osg::Vec3* cptr = coords;
for(PointList::const_iterator fitr=front.begin();
fitr!=front.end();
++fitr)
{
*cptr = fitr->second;
++cptr;
}
for(PointList::const_iterator bitr=back.begin();
bitr!=back.end();
++bitr)
{
*cptr = bitr->second;
++cptr;
}
geoset->setCoords(coords);
osg::Vec4* color = osgNew osg::Vec4[1];
color[0].set(1.0f,1.0f,1.0f,0.5f);
geoset->setColors(color);
geoset->setColorBinding(osg::GeoSet::BIND_OVERALL);
geoset->setPrimType(osg::GeoSet::POINTS);
geoset->setNumPrims(totalNumber);
//cout << "totalNumber = "<<totalNumber<<endl;
osg::Geode* geode = osgNew osg::Geode;
geode->addDrawable(geoset);
osg::StateSet* stateset = osgNew osg::StateSet;
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
geoset->setStateSet(stateset);
return geoset;
}
bool ShadowVolumeOccluder::computeOccluder(const NodePath& nodePath,const ConvexPlanerOccluder& occluder,CullStack& cullStack,bool createDrawables)
{
// std::cout<<" Computing Occluder"<<std::endl;
CullingSet& cullingset = cullStack.getCurrentCullingSet();
const Matrix& MV = cullStack.getModelViewMatrix();
const Matrix& P = cullStack.getProjectionMatrix();
// take a reference to the NodePath to this occluder.
_nodePath = nodePath;
// take a reference to the projection matrix.
_projectionMatrix = &P;
// compute the inverse of the projection matrix.
Matrix invP;
invP.invert(P);
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// compute the transformation matrix which takes form local coords into clip space.
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Matrix MVP(MV*P);
// for the occluder polygon and each of the holes do
// first transform occluder polygon into clipspace by multiple it by c[i] = v[i]*(MV*P)
// then push to coords to far plane by setting its coord to c[i].z = -1.
// then transform far plane polygon back into projection space, by p[i]*inv(P)
// compute orientation of front plane, if normal.z()<0 then facing away from eye pont, so reverse the polygons, or simply invert planes.
// compute volume (quality) betwen front polygon in projection space and back polygon in projection space.
const VertexList& vertices_in = occluder.getOccluder().getVertexList();
PointList points;
if (clip(cullingset.getFrustum().getPlaneList(),vertices_in,points)>=3)
{
// compute the points on the far plane.
PointList farPoints;
farPoints.reserve(points.size());
transform(points,farPoints,MVP);
pushToFarPlane(farPoints);
transform(farPoints,invP);
// move the occlude points into projection space.
transform(points,MV);
// create the front face of the occluder
Plane occludePlane = computeFrontPlane(points);
_occluderVolume.add(occludePlane);
// create the sides of the occluder
computePlanes(points,farPoints,_occluderVolume.getPlaneList());
_occluderVolume.setupMask();
// if the front face is pointing away from the eye point flip the whole polytope.
if (occludePlane[3]>0.0f)
{
_occluderVolume.flip();
}
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if (createDrawables && !nodePath.empty())
{
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osg::Group* group = dynamic_cast<osg::Group*>(nodePath.back());
if (group)
{
osg::Matrix invMV;
invMV.invert(MV);
transform(points,invMV);
transform(farPoints,invMV);
osg::Geode* geode = osgNew osg::Geode;
group->addChild(geode);
geode->addDrawable(createOccluderDrawable(points,farPoints));
}
}
return true;
}
else
{
return false;
}
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}
bool ShadowVolumeOccluder::contains(const std::vector<Vec3>& vertices)
{
if (_occluderVolume.containsAllOf(vertices))
{
for(HoleList::iterator itr=_holeList.begin();
itr!=_holeList.end();
++itr)
{
if (itr->contains(vertices)) return false;
}
return true;
}
return false;
}
bool ShadowVolumeOccluder::contains(const BoundingSphere& bound)
{
if (_occluderVolume.containsAllOf(bound))
{
for(HoleList::iterator itr=_holeList.begin();
itr!=_holeList.end();
++itr)
{
if (itr->contains(bound)) return false;
}
return true;
}
return false;
}
bool ShadowVolumeOccluder::contains(const BoundingBox& bound)
{
if (_occluderVolume.containsAllOf(bound))
{
for(HoleList::iterator itr=_holeList.begin();
itr!=_holeList.end();
++itr)
{
if (itr->contains(bound)) return false;
}
return true;
}
return false;
}