I am hereby submitting a deferred rendering code sample, originally written by Michael Kapelko in 2013. I am submitting this code with his approval.

Deferred rendering is now the de-facto standard rendering technique in many modern game engines, hence I think it is important to have this technique demonstrated in an osg code example.

This particular sample adds soft shadows as well as bump mapping into the rendering pipeline. The image files whitemetal_diffuse.jpg and whitemetal_normal.jpg from OpenSceneGraph-Data images folder are required (The OSG_FILE_PATH environment variable must be set correctly)

Two additional osgt models are included with the demo (best to also put them into OpenSceneGraph-Data, I think.

The shaders are currently defined in separate .frag and .vert files.
This commit is contained in:
Christian Buchner 2016-05-19 17:20:29 +01:00 committed by Robert Osfield
parent 037de9bd20
commit 2ef6909d9b
5 changed files with 459 additions and 0 deletions

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@ -37,6 +37,7 @@ IF(DYNAMIC_OPENSCENEGRAPH)
ADD_SUBDIRECTORY(osgcopy)
ADD_SUBDIRECTORY(osgcubemap)
ADD_SUBDIRECTORY(osgdelaunay)
ADD_SUBDIRECTORY(osgdeferred)
ADD_SUBDIRECTORY(osgcluster)
ADD_SUBDIRECTORY(osgdatabaserevisions)
ADD_SUBDIRECTORY(osgdepthpartition)

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@ -0,0 +1,12 @@
SET(TARGET_SRC
osgdeferred.cpp
)
SET(TARGET_H
osgdeferred.h
)
SET(TARGET_ADDED_LIBRARIES osgShadow)
#### end var setup ###
SETUP_EXAMPLE(osgdeferred)

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@ -0,0 +1,377 @@
/* OpenSceneGraph example, osgdeferred.
*
* Original code by Michael Kapelko, published to osg example with permission
* OSG Deferred Shading ( https://bitbucket.org/kornerr/osg-deferred-shading )
* Shader cleanup, removal of osgFX EffectCompositor and exchange of textures
* done by Christian Buchner
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "osgdeferred.h"
#include <osg/AnimationPath>
#include <osg/PolygonMode>
#include <osgDB/ReadFile>
#include <osgShadow/SoftShadowMap>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgUtil/TangentSpaceGenerator>
#ifdef OSG_LIBRARY_STATIC
// in case of a static build...
USE_OSGPLUGIN(osg2)
USE_OSGPLUGIN(png)
USE_OSGPLUGIN(jpeg)
USE_OSGPLUGIN(glsl)
USE_SERIALIZER_WRAPPER_LIBRARY(osg)
USE_GRAPHICSWINDOW()
#endif
osg::TextureRectangle *createFloatTextureRectangle(int textureSize)
{
osg::ref_ptr<osg::TextureRectangle> tex2D = new osg::TextureRectangle;
tex2D->setTextureSize(textureSize, textureSize);
tex2D->setInternalFormat(GL_RGBA16F_ARB);
tex2D->setSourceFormat(GL_RGBA);
tex2D->setSourceType(GL_FLOAT);
return tex2D.release();
}
osg::Camera *createHUDCamera(double left,
double right,
double bottom,
double top)
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
camera->setRenderOrder(osg::Camera::POST_RENDER);
camera->setAllowEventFocus(false);
camera->setProjectionMatrix(osg::Matrix::ortho2D(left, right, bottom, top));
camera->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
return camera.release();
}
osg::ref_ptr<osg::LightSource> createLight(const osg::Vec3 &pos)
{
osg::ref_ptr<osg::LightSource> light = new osg::LightSource;
light->getLight()->setPosition(osg::Vec4(pos.x(), pos.y(), pos.z(), 1));
light->getLight()->setAmbient(osg::Vec4(0.2, 0.2, 0.2, 1));
light->getLight()->setDiffuse(osg::Vec4(0.8, 0.8, 0.8, 1));
return light;
}
class CreateTangentSpace : public osg::NodeVisitor
{
public:
CreateTangentSpace() : NodeVisitor(NodeVisitor::TRAVERSE_ALL_CHILDREN), tsg(new osgUtil::TangentSpaceGenerator) {}
virtual void apply(osg::Geode& geode)
{
for (unsigned int i = 0; i < geode.getNumDrawables(); ++i)
{
osg::Geometry *geo = dynamic_cast<osg::Geometry *>(geode.getDrawable(i));
if (geo != NULL)
{
// assume the texture coordinate for normal maps is stored in unit #0
tsg->generate(geo, 0);
// pass2.vert expects the tangent array to be stored inside gl_MultiTexCoord1
geo->setTexCoordArray(1, tsg->getTangentArray());
}
}
traverse(geode);
}
private:
osg::ref_ptr<osgUtil::TangentSpaceGenerator> tsg;
};
Pipeline createPipelinePlainOSG(
osg::ref_ptr<osg::Group> scene,
osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene,
const osg::Vec3 lightPos)
{
Pipeline p;
p.graph = new osg::Group;
p.textureSize = 1024;
// Pass 1 (shadow).
p.pass1Shadows = createFloatTextureRectangle(p.textureSize);
osg::ref_ptr<osg::Camera> pass1 =
createRTTCamera(osg::Camera::COLOR_BUFFER, p.pass1Shadows);
pass1->addChild(shadowedScene.get());
// pass2 shades expects tangent vectors to be available as texcoord array for texture #1
// we use osgUtil::TangentSpaceGenerator to generate these
CreateTangentSpace cts;
scene->accept(cts);
// Pass 2 (positions, normals, colors).
p.pass2Positions = createFloatTextureRectangle(p.textureSize);
p.pass2Normals = createFloatTextureRectangle(p.textureSize);
p.pass2Colors = createFloatTextureRectangle(p.textureSize);
osg::ref_ptr<osg::Camera> pass2 =
createRTTCamera(osg::Camera::COLOR_BUFFER0, p.pass2Positions);
pass2->attach(osg::Camera::COLOR_BUFFER1, p.pass2Normals);
pass2->attach(osg::Camera::COLOR_BUFFER2, p.pass2Colors);
pass2->addChild(scene.get());
osg::StateSet *ss = setShaderProgram(pass2, "shaders/pass2.vert", "shaders/pass2.frag");
ss->setTextureAttributeAndModes(0, createTexture("Images/whitemetal_diffuse.jpg"));
ss->setTextureAttributeAndModes(1, createTexture("Images/whitemetal_normal.jpg"));
ss->addUniform(new osg::Uniform("diffMap", 0));
ss->addUniform(new osg::Uniform("bumpMap", 1));
ss->addUniform(new osg::Uniform("useBumpMap", 1));
// Pass 3 (final).
p.pass3Final = createFloatTextureRectangle(p.textureSize);
osg::ref_ptr<osg::Camera> pass3 =
createRTTCamera(osg::Camera::COLOR_BUFFER, p.pass3Final, true);
ss = setShaderProgram(pass3, "shaders/pass3.vert", "shaders/pass3.frag");
ss->setTextureAttributeAndModes(0, p.pass2Positions);
ss->setTextureAttributeAndModes(1, p.pass2Normals);
ss->setTextureAttributeAndModes(2, p.pass2Colors);
ss->setTextureAttributeAndModes(3, p.pass1Shadows);
ss->addUniform(new osg::Uniform("posMap", 0));
ss->addUniform(new osg::Uniform("normalMap", 1));
ss->addUniform(new osg::Uniform("colorMap", 2));
ss->addUniform(new osg::Uniform("shadowMap", 3));
// Light position.
ss->addUniform(new osg::Uniform("lightPos", lightPos));
// Graph.
p.graph->addChild(pass1);
p.graph->addChild(pass2);
p.graph->addChild(pass3);
return p;
}
osg::Camera *createRTTCamera(osg::Camera::BufferComponent buffer,
osg::Texture *tex,
bool isAbsolute)
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setClearColor(osg::Vec4());
camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
camera->setRenderOrder(osg::Camera::PRE_RENDER);
if (tex)
{
tex->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
tex->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
camera->setViewport(0, 0, tex->getTextureWidth(), tex->getTextureHeight());
camera->attach(buffer, tex);
}
if (isAbsolute)
{
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setProjectionMatrix(osg::Matrix::ortho2D(0.0, 1.0, 0.0, 1.0));
camera->setViewMatrix(osg::Matrix::identity());
camera->addChild(createScreenQuad(1.0f, 1.0f));
}
return camera.release();
}
osg::ref_ptr<osg::Group> createSceneRoom()
{
// Room.
osg::ref_ptr<osg::MatrixTransform> room = new osg::MatrixTransform;
osg::ref_ptr<osg::Node> roomModel = osgDB::readNodeFile("simpleroom.osgt");
room->addChild(roomModel);
room->setMatrix(osg::Matrix::translate(0, 0, 1));
// Torus.
osg::ref_ptr<osg::MatrixTransform> torus = new osg::MatrixTransform;
osg::ref_ptr<osg::Node> torusModel = osgDB::readNodeFile("torus.osgt");
torus->addChild(torusModel);
setAnimationPath(torus, osg::Vec3(0, 0, 15), 6, 16);
// Torus2.
osg::ref_ptr<osg::MatrixTransform> torus2 = new osg::MatrixTransform;
torus2->addChild(torusModel);
setAnimationPath(torus2, osg::Vec3(-20, 0, 10), 20, 0);
// Torus3.
osg::ref_ptr<osg::MatrixTransform> torus3 = new osg::MatrixTransform;
torus3->addChild(torusModel);
setAnimationPath(torus3, osg::Vec3(0, 0, 40), 3, 25);
// Scene.
osg::ref_ptr<osg::Group> scene = new osg::Group;
scene->addChild(room);
scene->addChild(torus);
scene->addChild(torus2);
scene->addChild(torus3);
return scene;
}
osg::Geode *createScreenQuad(float width,
float height,
float scale,
osg::Vec3 corner)
{
osg::Geometry* geom = osg::createTexturedQuadGeometry(
corner,
osg::Vec3(width, 0, 0),
osg::Vec3(0, height, 0),
0,
0,
scale,
scale);
osg::ref_ptr<osg::Geode> quad = new osg::Geode;
quad->addDrawable(geom);
int values = osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED;
quad->getOrCreateStateSet()->setAttribute(
new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK,
osg::PolygonMode::FILL),
values);
quad->getOrCreateStateSet()->setMode(GL_LIGHTING, values);
return quad.release();
}
osg::Texture2D *createTexture(const std::string &fileName)
{
osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D;
texture->setImage(osgDB::readImageFile(fileName));
texture->setWrap(osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT);
texture->setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::REPEAT);
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
texture->setMaxAnisotropy(16.0f);
return texture.release();
}
osg::ref_ptr<osg::Camera> createTextureDisplayQuad(
const osg::Vec3 &pos,
osg::StateAttribute *tex,
float scale,
float width,
float height)
{
osg::ref_ptr<osg::Camera> hc = createHUDCamera();
hc->addChild(createScreenQuad(width, height, scale, pos));
hc->getOrCreateStateSet()->setTextureAttributeAndModes(0, tex);
return hc;
}
void setAnimationPath(osg::ref_ptr<osg::MatrixTransform> node,
const osg::Vec3 &center,
float time,
float radius)
{
// Create animation.
osg::ref_ptr<osg::AnimationPath> path = new osg::AnimationPath;
path->setLoopMode(osg::AnimationPath::LOOP);
unsigned int numSamples = 32;
float delta_yaw = 2.0f * osg::PI / (static_cast<float>(numSamples) - 1.0f);
float delta_time = time / static_cast<float>(numSamples);
for (unsigned int i = 0; i < numSamples; ++i)
{
float yaw = delta_yaw * static_cast<float>(i);
osg::Vec3 pos(center.x() + sinf(yaw)*radius,
center.y() + cosf(yaw)*radius,
center.z());
osg::Quat rot(-yaw, osg::Z_AXIS);
path->insert(delta_time * static_cast<float>(i),
osg::AnimationPath::ControlPoint(pos, rot));
}
// Assign it.
node->setUpdateCallback(new osg::AnimationPathCallback(path));
}
osg::ref_ptr<osg::StateSet> setShaderProgram(osg::ref_ptr<osg::Camera> pass,
const std::string& vert,
const std::string& frag)
{
osg::ref_ptr<osg::Program> program = new osg::Program;
program->addShader(osgDB::readShaderFile(vert));
program->addShader(osgDB::readShaderFile(frag));
osg::ref_ptr<osg::StateSet> ss = pass->getOrCreateStateSet();
ss->setAttributeAndModes(
program.get(),
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
return ss;
}
int main()
{
// Useful declaration.
osg::ref_ptr<osg::StateSet> ss;
// Scene.
osg::Vec3 lightPos(0, 0, 80);
osg::ref_ptr<osg::Group> scene = createSceneRoom();
osg::ref_ptr<osg::LightSource> light = createLight(lightPos);
scene->addChild(light.get());
// Shadowed scene.
osg::ref_ptr<osgShadow::SoftShadowMap> shadowMap = new osgShadow::SoftShadowMap;
shadowMap->setJitteringScale(16);
shadowMap->addShader(osgDB::readShaderFile("shaders/pass1Shadow.frag"));
shadowMap->setLight(light);
osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene = new osgShadow::ShadowedScene;
shadowedScene->setShadowTechnique(shadowMap.get());
shadowedScene->addChild(scene.get());
Pipeline p = createPipelinePlainOSG(scene, shadowedScene, lightPos);
// Quads to display 1 pass textures.
osg::ref_ptr<osg::Camera> qTexN =
createTextureDisplayQuad(osg::Vec3(0, 0.7, 0),
p.pass2Normals,
p.textureSize);
osg::ref_ptr<osg::Camera> qTexP =
createTextureDisplayQuad(osg::Vec3(0, 0.35, 0),
p.pass2Positions,
p.textureSize);
osg::ref_ptr<osg::Camera> qTexC =
createTextureDisplayQuad(osg::Vec3(0, 0, 0),
p.pass2Colors,
p.textureSize);
// Qaud to display 2 pass shadow texture.
osg::ref_ptr<osg::Camera> qTexS =
createTextureDisplayQuad(osg::Vec3(0.7, 0.7, 0),
p.pass1Shadows,
p.textureSize);
// Quad to display 3 pass final (screen) texture.
osg::ref_ptr<osg::Camera> qTexFinal =
createTextureDisplayQuad(osg::Vec3(0, 0, 0),
p.pass3Final,
p.textureSize,
1,
1);
// Must be processed before the first pass takes
// the result into pass1Shadows texture.
p.graph->insertChild(0, shadowedScene.get());
// Quads are displayed in order, so the biggest one (final) must be first,
// otherwise other quads won't be visible.
p.graph->addChild(qTexFinal.get());
p.graph->addChild(qTexN.get());
p.graph->addChild(qTexP.get());
p.graph->addChild(qTexC.get());
p.graph->addChild(qTexS.get());
// Display everything.
osgViewer::Viewer viewer;
// add the stats handler
viewer.addEventHandler(new osgViewer::StatsHandler);
// Make screenshots with 'c'.
viewer.addEventHandler(
new osgViewer::ScreenCaptureHandler(
new osgViewer::ScreenCaptureHandler::WriteToFile(
"screenshot",
"png",
osgViewer::ScreenCaptureHandler::WriteToFile::OVERWRITE)));
viewer.getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
viewer.setSceneData(p.graph.get());
return viewer.run();
}

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@ -0,0 +1,66 @@
#include <osg/Camera>
#include <osg/Group>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/TextureRectangle>
#include <osgShadow/ShadowedScene>
struct Pipeline
{
int textureSize;
osg::ref_ptr<osg::Group> graph;
osg::Texture *pass1Shadows;
osg::Texture *pass2Colors;
osg::Texture *pass2Normals;
osg::Texture *pass2Positions;
osg::Texture *pass3Final;
};
osg::TextureRectangle *createFloatTextureRectangle();
osg::Camera *createHUDCamera(double left = 0,
double right = 1,
double bottom = 0,
double top = 1);
osg::ref_ptr<osg::LightSource> createLight(const osg::Vec3 &pos);
Pipeline createPipelineEffectCompositor(
osg::ref_ptr<osg::Group> scene,
osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene,
const osg::Vec3 lightPos);
Pipeline createPipelinePlainOSG(
osg::ref_ptr<osg::Group> scene,
osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene,
const osg::Vec3 lightPos);
osg::Camera *createRTTCamera(osg::Camera::BufferComponent buffer,
osg::Texture *tex,
bool isAbsolute = false);
osg::ref_ptr<osg::Group> createSceneRoom();
osg::Geode *createScreenQuad(float width,
float height,
float scale = 1,
osg::Vec3 corner = osg::Vec3());
osg::Texture2D *createTexture(const std::string &fileName);
osg::ref_ptr<osg::Camera> createTextureDisplayQuad(const osg::Vec3 &pos,
osg::StateAttribute *tex,
float scale,
float width = 0.3,
float height = 0.2);
void setAnimationPath(osg::ref_ptr<osg::MatrixTransform> node,
const osg::Vec3 &center,
float time,
float radius);
osg::ref_ptr<osg::StateSet> setShaderProgram(osg::ref_ptr<osg::Camera> pass,
const std::string& vert,
const std::string& frag);

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@ -51,6 +51,9 @@ osgcubemap
echo osgdistortion
osgdistortion
echo osgdeferred
osgdeferred
echo osgforest
osgforest