From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to re-initialize at next update - keep a list of Shader objects to use instead of the default ones, if the list is empty, the default shaders are used - explicitly create the Uniform variables, so that subsequent additions that require more Uniforms can put them in a central place - set a Light or LightSource to use explicitly for shadow casting, allows multiple lights in the scene, with one casting shadows There are two additions that do not ( yet ) function correctly, but in the present usage they do not interfere with the regular usage of the techique: - support for using spotlights, it's using Light.spotCutoff to determine if it's a spot-light and not point-light, there is an error in the setup of either the shadow camera or the texgen, most likely due to the direction of the spotlight, since the position is being used just like in point or directional lights. - creation of a debugHUD the hud is created properly, ( the example included shows it ), but it displays only white, there has been some discussion of displaying the shadow map, but I could not find it, the addition of a simple fragment shader with the appropriate color transform should get this going."
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@ -665,7 +665,11 @@ int main(int argc, char** argv)
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{
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osg::ref_ptr<osgShadow::ShadowMap> sm = new osgShadow::ShadowMap;
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shadowedScene->setShadowTechnique(sm.get());
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}
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int mapres = 1024;
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while (arguments.read("--mapres", mapres))
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sm->setTextureSize(osg::Vec2s(mapres,mapres));
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}
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osg::ref_ptr<osg::Node> model = osgDB::readNodeFiles(arguments);
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if (model.valid())
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@ -715,6 +719,22 @@ int main(int argc, char** argv)
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osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
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ls->getLight()->setPosition(lightpos);
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bool spotlight = false;
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if (arguments.read("--spotLight"))
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{
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spotlight = true;
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osg::Vec3 center = bb.center();
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osg::Vec3 lightdir = center - osg::Vec3(lightpos.x(), lightpos.y(), lightpos.z());
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lightdir.normalize();
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ls->getLight()->setDirection(lightdir);
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ls->getLight()->setSpotCutoff(30.0f);
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//set the LightSource, only for checking, there is only 1 light in the scene
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dynamic_cast<osgShadow::ShadowMap*>(shadowedScene->getShadowTechnique())->setLight(ls.get());
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}
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if ( arguments.read("--coloured-light"))
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{
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ls->getLight()->setAmbient(osg::Vec4(1.0,0.0,0.0,1.0));
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@ -730,10 +750,29 @@ int main(int argc, char** argv)
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shadowedScene->addChild(ls.get());
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viewer.setSceneData(shadowedScene.get());
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// create the windows and run the threads.
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viewer.realize();
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// it is done after viewer.realize() so that the windows are already initialized
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if ( arguments.read("--debugHUD"))
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{
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osgViewer::Viewer::Windows windows;
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viewer.getWindows(windows);
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if (windows.empty()) return 1;
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osgShadow::ShadowMap* sm = dynamic_cast<osgShadow::ShadowMap*>(shadowedScene->getShadowTechnique());
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osg::ref_ptr<osg::Camera> hudCamera = sm->makeDebugHUD();
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// set up cameras to rendering on the first window available.
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hudCamera->setGraphicsContext(windows[0]);
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hudCamera->setViewport(0,0,windows[0]->getTraits()->width, windows[0]->getTraits()->height);
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viewer.addSlave(hudCamera.get(), false);
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}
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// osgDB::writeNodeFile(*group,"test.osg");
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while (!viewer.done())
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@ -743,7 +782,7 @@ int main(int argc, char** argv)
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float t = viewer.getFrameStamp()->getSimulationTime();
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if (postionalLight)
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{
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lightpos.set(bb.center().x()+sinf(t)*bb.radius(), bb.center().y() + cosf(t)*bb.radius(), bb.zMax() + bb.radius() ,1.0f);
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lightpos.set(bb.center().x()+sinf(t)*bb.radius(), bb.center().y() + cosf(t)*bb.radius(), bb.zMax() + bb.radius()*2.0f ,1.0f);
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}
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else
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{
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@ -752,6 +791,9 @@ int main(int argc, char** argv)
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ls->getLight()->setPosition(lightpos);
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osg::Vec3f lightDir(-lightpos.x(),-lightpos.y(),-lightpos.z());
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if(spotlight)
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lightDir = osg::Vec3(bb.center().x()+sinf(t)*bb.radius()/2.0, bb.center().y() + cosf(t)*bb.radius()/2.0, bb.center().z())
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- osg::Vec3(lightpos.x(), lightpos.y(), lightpos.z()) ;
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lightDir.normalize();
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ls->getLight()->setDirection(lightDir);
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}
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@ -16,6 +16,8 @@
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#include <osg/Camera>
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#include <osg/Material>
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#include <osg/MatrixTransform>
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#include <osg/LightSource>
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#include <osgShadow/ShadowTechnique>
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@ -35,14 +37,34 @@ class OSGSHADOW_EXPORT ShadowMap : public ShadowTechnique
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void setTextureUnit(unsigned int unit);
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/** Get the texture unit that the shadow texture will be applied on.*/
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unsigned int getTextureUnit() const { return _textureUnit; }
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unsigned int getTextureUnit() const { return _shadowTextureUnit; }
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/** Set the values for the ambient bias the shader will use.*/
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void setAmbientBias(const osg::Vec2& ambientBias );
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/** Get the values that are used for the ambient bias in the shader.*/
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const osg::Vec2& getAmbientBias() const { return _ambientBias; }
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/** set the size in pixels x / y for the shadow texture.*/
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void setTextureSize(const osg::Vec2s& textureSize);
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/** Get the values that are used for the ambient bias in the shader.*/
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const osg::Vec2s& getTextureSize() const { return _textureSize; }
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/** Set the Light that will cast shadows */
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void setLight(osg::Light* light);
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void setLight(osg::LightSource* ls);
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typedef std::vector< osg::ref_ptr<osg::Uniform> > UniformList;
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typedef std::vector< osg::ref_ptr<osg::Shader> > ShaderList;
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/** Add a shader to internal list, will be used instead of the default ones */
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inline void addShader(osg::Shader* shader) { _shaderList.push_back(shader); }
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/** Reset internal shader list */
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inline void clearShaderList() { _shaderList.clear(); }
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/** initialize the ShadowedScene and local cached data structures.*/
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virtual void init();
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@ -55,19 +77,35 @@ class OSGSHADOW_EXPORT ShadowMap : public ShadowTechnique
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/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
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virtual void cleanSceneGraph();
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// debug methods
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protected :
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osg::ref_ptr<osg::Camera> makeDebugHUD();
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virtual ~ShadowMap() {}
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protected:
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virtual ~ShadowMap(void) {};
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/** Create the managed Uniforms */
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void createUniforms();
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void createShaders();
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osg::ref_ptr<osg::Camera> _camera;
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osg::ref_ptr<osg::TexGen> _texgen;
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osg::ref_ptr<osg::Texture2D> _texture;
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osg::ref_ptr<osg::StateSet> _stateset;
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unsigned int _textureUnit;
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osg::ref_ptr<osg::Program> _program;
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osg::ref_ptr<osg::Light> _light;
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osg::ref_ptr<osg::LightSource> _ls;
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UniformList _uniformList;
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ShaderList _shaderList;
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unsigned int _baseTextureUnit;
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unsigned int _shadowTextureUnit;
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osg::Vec2 _ambientBias;
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};
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osg::Vec2s _textureSize;
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};
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}
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@ -21,300 +21,455 @@
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using namespace osgShadow;
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#include <iostream>
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//for debug
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#include <osg/LightSource>
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#include <osg/PolygonMode>
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#include <osg/Geometry>
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#include <osgDB/ReadFile>
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#include <osgText/Text>
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//////////////////////////////////////////////////////////////////
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// fragment shader
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//
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static const char fragmentShaderSource_noBaseTexture[] =
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"uniform sampler2DShadow shadowTexture; \n"
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"uniform vec2 ambientBias; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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" gl_FragColor = gl_Color * (ambientBias.x + shadow2DProj( shadowTexture, gl_TexCoord[0] ) * ambientBias.y); \n"
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"}\n";
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//////////////////////////////////////////////////////////////////
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// fragment shader
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//
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static const char fragmentShaderSource_noBaseTexture[] =
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"uniform sampler2DShadow osgShadow_shadowTexture; \n"
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"uniform vec2 osgShadow_ambientBias; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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" gl_FragColor = gl_Color * (osgShadow_ambientBias.x + shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[0] ) * osgShadow_ambientBias.y); \n"
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"}\n";
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//////////////////////////////////////////////////////////////////
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// fragment shader
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//
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static const char fragmentShaderSource_withBaseTexture[] =
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"uniform sampler2D baseTexture; \n"
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"uniform sampler2DShadow shadowTexture; \n"
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"uniform vec2 ambientBias; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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" vec4 color = gl_Color * texture2D( baseTexture, gl_TexCoord[0].xy ); \n"
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" gl_FragColor = color * (ambientBias.x + shadow2DProj( shadowTexture, gl_TexCoord[1] ) * ambientBias.y); \n"
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"}\n";
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//////////////////////////////////////////////////////////////////
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// fragment shader
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//
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static const char fragmentShaderSource_withBaseTexture[] =
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"uniform sampler2D osgShadow_baseTexture; \n"
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"uniform sampler2DShadow osgShadow_shadowTexture; \n"
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"uniform vec2 osgShadow_ambientBias; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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" vec4 color = gl_Color * texture2D( osgShadow_baseTexture, gl_TexCoord[0].xy ); \n"
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" gl_FragColor = color * (osgShadow_ambientBias.x + shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[1] ) * osgShadow_ambientBias.y); \n"
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"}\n";
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ShadowMap::ShadowMap():
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_textureUnit(1),
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_ambientBias(0.3f,1.2f)
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{
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}
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ShadowMap::ShadowMap():
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_baseTextureUnit(0),
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_shadowTextureUnit(1),
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_ambientBias(0.3f,1.2f),
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_textureSize(1024,1024)
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{
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}
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ShadowMap::ShadowMap(const ShadowMap& copy, const osg::CopyOp& copyop):
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ShadowMap::ShadowMap(const ShadowMap& copy, const osg::CopyOp& copyop):
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ShadowTechnique(copy,copyop),
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_textureUnit(copy._textureUnit),
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_ambientBias(copy._ambientBias)
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{
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}
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void ShadowMap::setTextureUnit(unsigned int unit)
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{
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_textureUnit = unit;
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}
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void ShadowMap::setAmbientBias(const osg::Vec2& ambientBias)
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{
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_ambientBias = ambientBias;
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}
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void ShadowMap::init()
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{
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if (!_shadowedScene) return;
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unsigned int tex_width = 1024;
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unsigned int tex_height = 1024;
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_texture = new osg::Texture2D;
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_texture->setTextureSize(tex_width, tex_height);
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_texture->setInternalFormat(GL_DEPTH_COMPONENT);
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_texture->setShadowComparison(true);
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_texture->setShadowTextureMode(osg::Texture2D::LUMINANCE);
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_texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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_texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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_texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_EDGE);
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_texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_EDGE);
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// set up the render to texture camera.
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_baseTextureUnit(copy._baseTextureUnit),
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_shadowTextureUnit(copy._shadowTextureUnit),
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_ambientBias(copy._ambientBias),
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_textureSize(copy._textureSize)
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{
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// create the camera
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_camera = new osg::Camera;
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_camera->setCullCallback(new CameraCullCallback(this));
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_camera->setClearMask(GL_DEPTH_BUFFER_BIT);
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//_camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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_camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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_camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
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// set viewport
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_camera->setViewport(0,0,tex_width,tex_height);
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// set the camera to render before the main camera.
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_camera->setRenderOrder(osg::Camera::PRE_RENDER);
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// tell the camera to use OpenGL frame buffer object where supported.
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_camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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//_camera->setRenderTargetImplementation(osg::Camera::SEPERATE_WINDOW);
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// attach the texture and use it as the color buffer.
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_camera->attach(osg::Camera::DEPTH_BUFFER, _texture.get());
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osg::StateSet* stateset = _camera->getOrCreateStateSet();
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float factor = 0.0f;
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float units = 1.0f;
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osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
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polygon_offset->setFactor(factor);
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polygon_offset->setUnits(units);
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stateset->setAttribute(polygon_offset.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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stateset->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
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cull_face->setMode(osg::CullFace::FRONT);
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stateset->setAttribute(cull_face.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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}
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void ShadowMap::setTextureUnit(unsigned int unit)
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{
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_stateset = new osg::StateSet;
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_stateset->setTextureAttributeAndModes(_textureUnit,_texture.get(),osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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_stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
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_stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
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_stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
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_stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
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_texgen = new osg::TexGen;
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_shadowTextureUnit = unit;
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}
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#if 1
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osg::Program* program = new osg::Program;
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_stateset->setAttribute(program);
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void ShadowMap::setAmbientBias(const osg::Vec2& ambientBias)
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{
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_ambientBias = ambientBias;
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}
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if (_textureUnit==0)
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void ShadowMap::setTextureSize(const osg::Vec2s& textureSize)
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{
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_textureSize = textureSize;
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dirty();
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}
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void ShadowMap::setLight(osg::Light* light)
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{
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_light = light;
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}
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void ShadowMap::setLight(osg::LightSource* ls)
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{
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_ls = ls;
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_light = _ls->getLight();
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}
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void ShadowMap::createUniforms()
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{
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_uniformList.clear();
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osg::Uniform* baseTextureSampler = new osg::Uniform("osgShadow_baseTexture",(int)_baseTextureUnit);
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_uniformList.push_back(baseTextureSampler);
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osg::Uniform* shadowTextureSampler = new osg::Uniform("osgShadow_shadowTexture",(int)_shadowTextureUnit);
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_uniformList.push_back(shadowTextureSampler);
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osg::Uniform* ambientBias = new osg::Uniform("osgShadow_ambientBias",_ambientBias);
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_uniformList.push_back(ambientBias);
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}
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void ShadowMap::createShaders()
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{
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// if we are not given shaders, use the default
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if( _shaderList.empty() )
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture);
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program->addShader(fragment_shader);
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if (_shadowTextureUnit==0)
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture);
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_shaderList.push_back(fragment_shader);
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}
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else
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture);
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_shaderList.push_back(fragment_shader);
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osg::Uniform* shadowTextureSampler = new osg::Uniform("shadowTexture",(int)_textureUnit);
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_stateset->addUniform(shadowTextureSampler);
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}
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}
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else
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}
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void ShadowMap::init()
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{
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if (!_shadowedScene) return;
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_texture = new osg::Texture2D;
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_texture->setTextureSize(_textureSize.x(), _textureSize.y());
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_texture->setInternalFormat(GL_DEPTH_COMPONENT);
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_texture->setShadowComparison(true);
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_texture->setShadowTextureMode(osg::Texture2D::LUMINANCE);
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_texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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_texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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_texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_EDGE);
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_texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_EDGE);
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// set up the render to texture camera.
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{
|
||||
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture);
|
||||
program->addShader(fragment_shader);
|
||||
// create the camera
|
||||
_camera = new osg::Camera;
|
||||
|
||||
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
|
||||
_stateset->addUniform(baseTextureSampler);
|
||||
_camera->setCullCallback(new CameraCullCallback(this));
|
||||
|
||||
_camera->setClearMask(GL_DEPTH_BUFFER_BIT);
|
||||
//_camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
_camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
|
||||
_camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
|
||||
|
||||
// set viewport
|
||||
_camera->setViewport(0,0,_textureSize.x(),_textureSize.y());
|
||||
|
||||
// set the camera to render before the main camera.
|
||||
_camera->setRenderOrder(osg::Camera::PRE_RENDER);
|
||||
|
||||
// tell the camera to use OpenGL frame buffer object where supported.
|
||||
_camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
|
||||
//_camera->setRenderTargetImplementation(osg::Camera::SEPERATE_WINDOW);
|
||||
|
||||
// attach the texture and use it as the color buffer.
|
||||
_camera->attach(osg::Camera::DEPTH_BUFFER, _texture.get());
|
||||
|
||||
osg::StateSet* stateset = _camera->getOrCreateStateSet();
|
||||
|
||||
float factor = 0.0f;
|
||||
float units = 1.0f;
|
||||
|
||||
osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
|
||||
polygon_offset->setFactor(factor);
|
||||
polygon_offset->setUnits(units);
|
||||
stateset->setAttribute(polygon_offset.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
|
||||
stateset->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
|
||||
|
||||
osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
|
||||
cull_face->setMode(osg::CullFace::FRONT);
|
||||
stateset->setAttribute(cull_face.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
|
||||
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
|
||||
|
||||
osg::Uniform* shadowTextureSampler = new osg::Uniform("shadowTexture",(int)_textureUnit);
|
||||
_stateset->addUniform(shadowTextureSampler);
|
||||
}
|
||||
|
||||
osg::Uniform* ambientBias = new osg::Uniform("ambientBias",_ambientBias);
|
||||
_stateset->addUniform(ambientBias);
|
||||
|
||||
{
|
||||
_stateset = new osg::StateSet;
|
||||
_stateset->setTextureAttributeAndModes(_shadowTextureUnit,_texture.get(),osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
|
||||
_stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
|
||||
_stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
|
||||
_stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
|
||||
_stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
|
||||
|
||||
_texgen = new osg::TexGen;
|
||||
|
||||
// add Program, when empty of Shaders then we are using fixed functionality
|
||||
_program = new osg::Program;
|
||||
_stateset->setAttribute(_program.get());
|
||||
|
||||
// create default shaders if needed
|
||||
createShaders();
|
||||
|
||||
// add the shader list to the program
|
||||
for(ShaderList::const_iterator itr=_shaderList.begin();
|
||||
itr!=_shaderList.end();
|
||||
++itr)
|
||||
{
|
||||
_program->addShader(itr->get());
|
||||
}
|
||||
|
||||
// create own uniforms
|
||||
createUniforms();
|
||||
|
||||
// add the uniform list to the stateset
|
||||
for(UniformList::const_iterator itr=_uniformList.begin();
|
||||
itr!=_uniformList.end();
|
||||
++itr)
|
||||
{
|
||||
_stateset->addUniform(itr->get());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_dirty = false;
|
||||
}
|
||||
|
||||
|
||||
void ShadowMap::update(osg::NodeVisitor& nv)
|
||||
{
|
||||
_shadowedScene->osg::Group::traverse(nv);
|
||||
}
|
||||
|
||||
void ShadowMap::cull(osgUtil::CullVisitor& cv)
|
||||
{
|
||||
// record the traversal mask on entry so we can reapply it later.
|
||||
unsigned int traversalMask = cv.getTraversalMask();
|
||||
|
||||
osgUtil::RenderStage* orig_rs = cv.getRenderStage();
|
||||
|
||||
// do traversal of shadow recieving scene which does need to be decorated by the shadow map
|
||||
{
|
||||
cv.pushStateSet(_stateset.get());
|
||||
|
||||
_shadowedScene->osg::Group::traverse(cv);
|
||||
|
||||
cv.popStateSet();
|
||||
|
||||
}
|
||||
|
||||
// need to compute view frustum for RTT camera.
|
||||
// 1) get the light position
|
||||
// 2) get the center and extents of the view frustum
|
||||
|
||||
const osg::Light* selectLight = 0;
|
||||
osg::Vec4 lightpos;
|
||||
osg::Vec3 lightDir;
|
||||
|
||||
//MR testing giving a specific light
|
||||
osgUtil::PositionalStateContainer::AttrMatrixList& aml = orig_rs->getPositionalStateContainer()->getAttrMatrixList();
|
||||
for(osgUtil::PositionalStateContainer::AttrMatrixList::iterator itr = aml.begin();
|
||||
itr != aml.end();
|
||||
++itr)
|
||||
{
|
||||
const osg::Light* light = dynamic_cast<const osg::Light*>(itr->first.get());
|
||||
if (light)
|
||||
{
|
||||
if( _light.valid()) {
|
||||
if( _light.get() == light )
|
||||
selectLight = light;
|
||||
else
|
||||
continue;
|
||||
}
|
||||
else
|
||||
selectLight = light;
|
||||
|
||||
osg::RefMatrix* matrix = itr->second.get();
|
||||
if (matrix)
|
||||
{
|
||||
lightpos = light->getPosition() * (*matrix);
|
||||
lightDir = light->getDirection() * (*matrix);
|
||||
}
|
||||
else
|
||||
{
|
||||
lightpos = light->getPosition();
|
||||
lightDir = light->getDirection();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
osg::Matrix eyeToWorld;
|
||||
eyeToWorld.invert(*cv.getModelViewMatrix());
|
||||
|
||||
lightpos = lightpos * eyeToWorld;
|
||||
//MR do we do this for the direction also ? preliminary Yes, but still no good result
|
||||
lightDir = lightDir * eyeToWorld;
|
||||
lightDir.normalize();
|
||||
|
||||
if (selectLight)
|
||||
{
|
||||
|
||||
//std::cout<<"----- VxOSG::ShadowMap selectLight spot cutoff "<<selectLight->getSpotCutoff()<<std::endl;
|
||||
|
||||
if(selectLight->getSpotCutoff() < 180.0f) // spotlight, then we don't need the bounding box
|
||||
{
|
||||
osg::Vec3 position(lightpos.x(), lightpos.y(), lightpos.z());
|
||||
float spotAngle = selectLight->getSpotCutoff();
|
||||
_camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
|
||||
_camera->setProjectionMatrixAsPerspective(spotAngle, 1.0, 0.1, 1000.0);
|
||||
_camera->setViewMatrixAsLookAt(position,position+lightDir,osg::Vec3(0.0f,1.0f,0.0f));
|
||||
}
|
||||
else
|
||||
{
|
||||
// get the bounds of the model.
|
||||
osg::ComputeBoundsVisitor cbbv(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
|
||||
cbbv.setTraversalMask(getShadowedScene()->getCastsShadowTraversalMask());
|
||||
|
||||
_shadowedScene->osg::Group::traverse(cbbv);
|
||||
|
||||
osg::BoundingBox bb = cbbv.getBoundingBox();
|
||||
|
||||
if (lightpos[3]!=0.0) // point light
|
||||
{
|
||||
osg::Vec3 position(lightpos.x(), lightpos.y(), lightpos.z());
|
||||
|
||||
float centerDistance = (position-bb.center()).length();
|
||||
|
||||
float znear = centerDistance-bb.radius();
|
||||
float zfar = centerDistance+bb.radius();
|
||||
float zNearRatio = 0.001f;
|
||||
if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
|
||||
|
||||
float top = (bb.radius()/centerDistance)*znear;
|
||||
float right = top;
|
||||
|
||||
_camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
|
||||
_camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
|
||||
_camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f));
|
||||
}
|
||||
else // directional light
|
||||
{
|
||||
// make an orthographic projection
|
||||
osg::Vec3 lightDir(lightpos.x(), lightpos.y(), lightpos.z());
|
||||
lightDir.normalize();
|
||||
|
||||
// set the position far away along the light direction
|
||||
osg::Vec3 position = lightDir * bb.radius() * 20;
|
||||
|
||||
float centerDistance = (position-bb.center()).length();
|
||||
|
||||
float znear = centerDistance-bb.radius();
|
||||
float zfar = centerDistance+bb.radius();
|
||||
float zNearRatio = 0.001f;
|
||||
if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
|
||||
|
||||
float top = bb.radius();
|
||||
float right = top;
|
||||
|
||||
_camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
|
||||
_camera->setProjectionMatrixAsOrtho(-right, right, -top, top, znear, zfar);
|
||||
_camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f));
|
||||
}
|
||||
|
||||
// compute the matrix which takes a vertex from local coords into tex coords
|
||||
// will use this later to specify osg::TexGen..
|
||||
osg::Matrix MVPT = _camera->getViewMatrix() *
|
||||
_camera->getProjectionMatrix() *
|
||||
osg::Matrix::translate(1.0,1.0,1.0) *
|
||||
osg::Matrix::scale(0.5f,0.5f,0.5f);
|
||||
|
||||
_texgen->setMode(osg::TexGen::EYE_LINEAR);
|
||||
_texgen->setPlanesFromMatrix(MVPT);
|
||||
}
|
||||
|
||||
|
||||
cv.setTraversalMask( traversalMask &
|
||||
getShadowedScene()->getCastsShadowTraversalMask() );
|
||||
|
||||
// do RTT camera traversal
|
||||
_camera->accept(cv);
|
||||
|
||||
orig_rs->getPositionalStateContainer()->addPositionedTextureAttribute(_shadowTextureUnit, cv.getModelViewMatrix(), _texgen.get());
|
||||
} // if(selectLight)
|
||||
|
||||
|
||||
// reapply the original traversal mask
|
||||
cv.setTraversalMask( traversalMask );
|
||||
}
|
||||
|
||||
void ShadowMap::cleanSceneGraph()
|
||||
{
|
||||
}
|
||||
|
||||
///////////////////// Debug Methods
|
||||
|
||||
osg::ref_ptr<osg::Camera> ShadowMap::makeDebugHUD()
|
||||
{
|
||||
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
|
||||
|
||||
osg::Vec2 size(1280, 1024);
|
||||
// set the projection matrix
|
||||
camera->setProjectionMatrix(osg::Matrix::ortho2D(0,size.x(),0,size.y()));
|
||||
|
||||
// set the view matrix
|
||||
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
|
||||
camera->setViewMatrix(osg::Matrix::identity());
|
||||
|
||||
// only clear the depth buffer
|
||||
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
|
||||
camera->setClearColor(osg::Vec4(0.2f, 0.3f, 0.5f, 0.2f));
|
||||
//camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// draw subgraph after main camera view.
|
||||
camera->setRenderOrder(osg::Camera::POST_RENDER);
|
||||
|
||||
// we don't want the camera to grab event focus from the viewers main camera(s).
|
||||
camera->setAllowEventFocus(false);
|
||||
|
||||
osg::Geode* geode = new osg::Geode;
|
||||
|
||||
osg::Vec3 position(10.0f,size.y()-100.0f,0.0f);
|
||||
osg::Vec3 delta(0.0f,-120.0f,0.0f);
|
||||
float lenght = 300.0f;
|
||||
|
||||
// turn the text off to avoid linking with osgText
|
||||
#if 0
|
||||
std::string timesFont("fonts/arial.ttf");
|
||||
|
||||
{
|
||||
osgText::Text* text = new osgText::Text;
|
||||
geode->addDrawable( text );
|
||||
|
||||
text->setFont(timesFont);
|
||||
text->setPosition(position);
|
||||
text->setText("Shadow Map HUD");
|
||||
|
||||
position += delta;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
_dirty = false;
|
||||
}
|
||||
|
||||
|
||||
void ShadowMap::update(osg::NodeVisitor& nv)
|
||||
{
|
||||
_shadowedScene->osg::Group::traverse(nv);
|
||||
}
|
||||
|
||||
void ShadowMap::cull(osgUtil::CullVisitor& cv)
|
||||
{
|
||||
// record the traversal mask on entry so we can reapply it later.
|
||||
unsigned int traversalMask = cv.getTraversalMask();
|
||||
|
||||
osgUtil::RenderStage* orig_rs = cv.getRenderStage();
|
||||
|
||||
// do traversal of shadow recieving scene which does need to be decorated by the shadow map
|
||||
{
|
||||
cv.pushStateSet(_stateset.get());
|
||||
|
||||
_shadowedScene->osg::Group::traverse(cv);
|
||||
|
||||
cv.popStateSet();
|
||||
|
||||
}
|
||||
|
||||
// need to compute view frustum for RTT camera.
|
||||
// 1) get the light position
|
||||
// 2) get the center and extents of the view frustum
|
||||
|
||||
const osg::Light* selectLight = 0;
|
||||
osg::Vec4 lightpos;
|
||||
|
||||
osgUtil::PositionalStateContainer::AttrMatrixList& aml = orig_rs->getPositionalStateContainer()->getAttrMatrixList();
|
||||
for(osgUtil::PositionalStateContainer::AttrMatrixList::iterator itr = aml.begin();
|
||||
itr != aml.end();
|
||||
++itr)
|
||||
{
|
||||
const osg::Light* light = dynamic_cast<const osg::Light*>(itr->first.get());
|
||||
if (light)
|
||||
{
|
||||
osg::RefMatrix* matrix = itr->second.get();
|
||||
if (matrix) lightpos = light->getPosition() * (*matrix);
|
||||
else lightpos = light->getPosition();
|
||||
|
||||
selectLight = light;
|
||||
}
|
||||
}
|
||||
|
||||
osg::Matrix eyeToWorld;
|
||||
eyeToWorld.invert(*cv.getModelViewMatrix());
|
||||
|
||||
lightpos = lightpos * eyeToWorld;
|
||||
|
||||
if (selectLight)
|
||||
{
|
||||
|
||||
// get the bounds of the model.
|
||||
osg::ComputeBoundsVisitor cbbv(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
|
||||
cbbv.setTraversalMask(getShadowedScene()->getCastsShadowTraversalMask());
|
||||
osg::Vec3 widthVec(lenght, 0.0f, 0.0f);
|
||||
osg::Vec3 depthVec(0.0f,lenght, 0.0f);
|
||||
osg::Vec3 centerBase( 10.0f + lenght/2, size.y()-lenght/2, 0.0f);
|
||||
centerBase += delta;
|
||||
|
||||
_shadowedScene->osg::Group::traverse(cbbv);
|
||||
|
||||
osg::BoundingBox bb = cbbv.getBoundingBox();
|
||||
|
||||
if (lightpos[3]!=0.0)
|
||||
{
|
||||
osg::Vec3 position(lightpos.x(), lightpos.y(), lightpos.z());
|
||||
geode->addDrawable( osg::createTexturedQuadGeometry( centerBase-widthVec*0.5f-depthVec*0.5f,
|
||||
widthVec, depthVec) );
|
||||
|
||||
float centerDistance = (position-bb.center()).length();
|
||||
osg::StateSet* stateset = geode->getOrCreateStateSet();
|
||||
|
||||
float znear = centerDistance-bb.radius();
|
||||
float zfar = centerDistance+bb.radius();
|
||||
float zNearRatio = 0.001f;
|
||||
if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
|
||||
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
|
||||
stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
|
||||
//stateset->setAttribute(new osg::PolygonOffset(1.0f,1.0f),osg::StateAttribute::ON);
|
||||
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
|
||||
|
||||
float top = (bb.radius()/centerDistance)*znear;
|
||||
float right = top;
|
||||
//stateset->setTextureAttributeAndModes(_baseTextureUnit, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")));
|
||||
stateset->setTextureAttributeAndModes(_baseTextureUnit,_texture.get(),osg::StateAttribute::ON);
|
||||
|
||||
_camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
|
||||
_camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
|
||||
_camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f));
|
||||
|
||||
//TODO might need to have a shader for correct display
|
||||
|
||||
// compute the matrix which takes a vertex from local coords into tex coords
|
||||
// will use this later to specify osg::TexGen..
|
||||
osg::Matrix MVPT = _camera->getViewMatrix() *
|
||||
_camera->getProjectionMatrix() *
|
||||
osg::Matrix::translate(1.0,1.0,1.0) *
|
||||
osg::Matrix::scale(0.5f,0.5f,0.5f);
|
||||
|
||||
_texgen->setMode(osg::TexGen::EYE_LINEAR);
|
||||
_texgen->setPlanesFromMatrix(MVPT);
|
||||
}
|
||||
else
|
||||
{
|
||||
// make an orthographic projection
|
||||
osg::Vec3 lightDir(lightpos.x(), lightpos.y(), lightpos.z());
|
||||
lightDir.normalize();
|
||||
camera->addChild(geode);
|
||||
|
||||
// set the position far away along the light direction
|
||||
osg::Vec3 position = lightDir * bb.radius() * 20;
|
||||
|
||||
float centerDistance = (position-bb.center()).length();
|
||||
|
||||
float znear = centerDistance-bb.radius();
|
||||
float zfar = centerDistance+bb.radius();
|
||||
float zNearRatio = 0.001f;
|
||||
if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
|
||||
|
||||
float top = bb.radius();
|
||||
float right = top;
|
||||
|
||||
_camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
|
||||
_camera->setProjectionMatrixAsOrtho(-right, right, -top, top, znear, zfar);
|
||||
_camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f));
|
||||
|
||||
|
||||
// compute the matrix which takes a vertex from local coords into tex coords
|
||||
// will use this later to specify osg::TexGen..
|
||||
osg::Matrix MVPT = _camera->getViewMatrix() *
|
||||
_camera->getProjectionMatrix() *
|
||||
osg::Matrix::translate(1.0,1.0,1.0) *
|
||||
osg::Matrix::scale(0.5f,0.5f,0.5f);
|
||||
|
||||
_texgen->setMode(osg::TexGen::EYE_LINEAR);
|
||||
_texgen->setPlanesFromMatrix(MVPT);
|
||||
}
|
||||
|
||||
|
||||
cv.setTraversalMask( traversalMask &
|
||||
getShadowedScene()->getCastsShadowTraversalMask() );
|
||||
|
||||
// do RTT camera traversal
|
||||
_camera->accept(cv);
|
||||
|
||||
orig_rs->getPositionalStateContainer()->addPositionedTextureAttribute(_textureUnit, cv.getModelViewMatrix(), _texgen.get());
|
||||
return camera;
|
||||
}
|
||||
|
||||
//////////////////////// End Debug Section
|
||||
|
||||
// reapply the original traversal mask
|
||||
cv.setTraversalMask( traversalMask );
|
||||
}
|
||||
|
||||
void ShadowMap::cleanSceneGraph()
|
||||
{
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user