First pass at shadow textures.

This commit is contained in:
Robert Osfield 2002-11-20 15:51:18 +00:00
parent de85272032
commit 7ca90a3b44

View File

@ -1,8 +1,11 @@
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/ShapeDrawable>
#include <osg/PositionAttitudeTransform>
#include <osg/Geometry>
#include <osg/Texture2D>
#include <osg/TexGen>
#include <osg/Material>
#include <osgUtil/Optimizer>
#include <osgUtil/RenderToTextureStage>
@ -19,29 +22,27 @@
#include <osgGLUT/Viewer>
// for the grid data..
#include "../osghangglide/terrain_coords.h"
class MyCullCallback : public osg::NodeCallback
{
public:
MyCullCallback(osg::Node* subgraph,osg::Texture2D* texture):
MyCullCallback(osg::Node* subgraph,osg::Texture2D* texture,const osg::Vec3& position):
_subgraph(subgraph),
_texture(texture) {}
MyCullCallback(osg::Node* subgraph,osg::Image* image):
_subgraph(subgraph),
_image(image) {}
_texture(texture),
_position(position) {}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osgUtil::CullVisitor* cullVisitor = dynamic_cast<osgUtil::CullVisitor*>(nv);
if (cullVisitor && (_texture.valid()|| _image.valid()) && _subgraph.valid())
if (cullVisitor && (_texture.valid() && _subgraph.valid()))
{
doPreRender(*node,*cullVisitor);
// must traverse the subgraph
traverse(node,nv);
}
else
{
@ -54,12 +55,12 @@ class MyCullCallback : public osg::NodeCallback
osg::ref_ptr<osg::Node> _subgraph;
osg::ref_ptr<osg::Texture2D> _texture;
osg::ref_ptr<osg::Image> _image;
osg::Vec3 _position;
};
void MyCullCallback::doPreRender(osg::Node&, osgUtil::CullVisitor& cv)
void MyCullCallback::doPreRender(osg::Node& node, osgUtil::CullVisitor& cv)
{
const osg::BoundingSphere& bs = _subgraph->getBound();
@ -79,7 +80,7 @@ void MyCullCallback::doPreRender(osg::Node&, osgUtil::CullVisitor& cv)
osgUtil::RenderStage* previous_stage = cv.getCurrentRenderBin()->_stage;
// set up the background color and clear mask.
rtts->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,0.0f));
rtts->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,0.0f));
rtts->setClearMask(previous_stage->getClearMask());
// set up to charge the same RenderStageLighting is the parent previous stage.
@ -94,15 +95,17 @@ void MyCullCallback::doPreRender(osg::Node&, osgUtil::CullVisitor& cv)
cv.setCurrentRenderBin(rtts.get());
float znear = 1.0f*bs.radius();
float zfar = 3.0f*bs.radius();
float centerDistance = (_position-bs.center()).length();
float znear = centerDistance+bs.radius();
float zfar = centerDistance-bs.radius();
float zNearRatio = 0.001f;
if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
// 2:1 aspect ratio as per flag geomtry below.
float top = 0.25f*znear;
float right = 0.5f*znear;
znear *= 0.9f;
zfar *= 1.1f;
float top = (bs.radius()/centerDistance)*znear;
float right = top;
// set up projection.
osg::Matrix* projection = osgNew osg::Matrix;
@ -111,13 +114,33 @@ void MyCullCallback::doPreRender(osg::Node&, osgUtil::CullVisitor& cv)
cv.pushProjectionMatrix(projection);
osg::Matrix* matrix = new osg::Matrix;
matrix->makeLookAt(bs.center()+osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
matrix->makeLookAt(_position,bs.center(),osg::Vec3(0.0f,1.0f,0.0f));
osg::Matrix inverseMV;
inverseMV.invert(cv.getModelViewMatrix());
// compute the matrix which takes a vertex from local coords into tex coords
// will use this later to specify osg::TexGen..
osg::Matrix MVPT =
*matrix *
*projection *
osg::Matrix::translate(1.0,1.0,1.0) *
osg::Matrix::scale(0.5f,0.5f,0.5f);
cv.pushModelViewMatrix(matrix);
osg::ref_ptr<osg::StateSet> dummyState = osgNew osg::StateSet;
osg::ref_ptr<osg::StateSet> shadowState = osgNew osg::StateSet;
cv.pushStateSet(dummyState.get());
// make the material black for a shadow.
osg::Material* material = new osg::Material;
material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,1.0f));
material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,1.0f));
material->setEmission(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,1.0f));
material->setShininess(osg::Material::FRONT_AND_BACK,0.0f);
shadowState->setAttribute(material,osg::StateAttribute::OVERRIDE);
cv.pushStateSet(shadowState.get());
{
@ -131,6 +154,7 @@ void MyCullCallback::doPreRender(osg::Node&, osgUtil::CullVisitor& cv)
// restore the previous model view matrix.
cv.popModelViewMatrix();
// restore the previous model view matrix.
cv.popProjectionMatrix();
@ -147,7 +171,7 @@ void MyCullCallback::doPreRender(osg::Node&, osgUtil::CullVisitor& cv)
int height = 256;
int width = 512;
int width = 256;
const osg::Viewport& viewport = *cv.getViewport();
@ -162,7 +186,7 @@ void MyCullCallback::doPreRender(osg::Node&, osgUtil::CullVisitor& cv)
new_viewport->setViewport(center_x-width/2,center_y-height/2,width,height);
rtts->setViewport(new_viewport);
dummyState->setAttribute(new_viewport);
shadowState->setAttribute(new_viewport);
// and the render to texture stage to the current stages
// dependancy list.
@ -171,8 +195,33 @@ void MyCullCallback::doPreRender(osg::Node&, osgUtil::CullVisitor& cv)
// if one exist attach texture to the RenderToTextureStage.
if (_texture.valid()) rtts->setTexture(_texture.get());
// if one exist attach image to the RenderToTextureStage.
if (_image.valid()) rtts->setImage(_image.get());
// set up the stateset to decorate the subgraph with the shadow texture
// with the appropriate tex gen coords.
osg::StateSet* stateset = new osg::StateSet;
osg::TexGen* texgen = new osg::TexGen;
texgen->setMode(osg::TexGen::OBJECT_LINEAR);
texgen->setPlane(osg::TexGen::S,osg::Vec4(MVPT(0,0),MVPT(1,0),MVPT(2,0),MVPT(3,0)));
texgen->setPlane(osg::TexGen::T,osg::Vec4(MVPT(0,1),MVPT(1,1),MVPT(2,1),MVPT(3,1)));
texgen->setPlane(osg::TexGen::R,osg::Vec4(MVPT(0,2),MVPT(1,2),MVPT(2,2),MVPT(3,2)));
texgen->setPlane(osg::TexGen::Q,osg::Vec4(MVPT(0,3),MVPT(1,3),MVPT(2,3),MVPT(3,3)));
int _unit = 1;
stateset->setTextureAttributeAndModes(_unit,_texture.get(),osg::StateAttribute::ON);
stateset->setTextureAttribute(_unit,texgen);
stateset->setTextureMode(_unit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
stateset->setTextureMode(_unit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
stateset->setTextureMode(_unit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
stateset->setTextureMode(_unit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
cv.pushStateSet(stateset);
// must traverse the subgraph
traverse(&node,&cv);
cv.popStateSet();
}
@ -210,8 +259,63 @@ osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,dou
osg::Node* createBase(const osg::Vec3& center,float radius)
{
//
// osg::Geode* geode = osgNew osg::Geode;
//
// // set up the texture of the base.
// osg::StateSet* stateset = osgNew osg::StateSet();
// osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
// if (image)
// {
// osg::Texture2D* texture = osgNew osg::Texture2D;
// texture->setImage(image);
// stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
// }
//
// geode->setStateSet( stateset );
//
//
// osg::Grid* grid = new osg::Grid;
// grid->allocateGrid(38,39);
// grid->setOrigin(center+osg::Vec3(-radius,-radius,0.0f));
// grid->setXInterval(radius*2.0f/(float)(38-1));
// grid->setYInterval(radius*2.0f/(float)(39-1));
//
// float minHeight = FLT_MAX;
// float maxHeight = -FLT_MAX;
//
//
// unsigned int r;
// for(r=0;r<39;++r)
// {
// for(unsigned int c=0;c<38;++c)
// {
// float h = vertex[r+c*39][2];
// if (h>maxHeight) maxHeight=h;
// if (h<minHeight) minHeight=h;
// }
// }
//
// float hieghtScale = radius*0.5f/(maxHeight-minHeight);
// float hieghtOffset = -(minHeight+maxHeight)*0.5f;
//
// for(r=0;r<39;++r)
// {
// for(unsigned int c=0;c<38;++c)
// {
// float h = vertex[r+c*39][2];
// grid->setHeight(c,r,(h+hieghtOffset)*hieghtScale);
// }
// }
//
//
// geode->addDrawable(new osg::ShapeDrawable(grid));
//
// osg::Group* group = osgNew osg::Group;
// group->addChild(geode);
//
// return group;
//
int numTilesX = 10;
int numTilesY = 10;
@ -237,7 +341,7 @@ osg::Node* createBase(const osg::Vec3& center,float radius)
//Just two colours - black and white.
osg::Vec4Array* colors = osgNew osg::Vec4Array;
colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); // white
colors->push_back(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); // black
colors->push_back(osg::Vec4(0.0f,1.0f,1.0f,1.0f)); // black
int numColors=colors->size();
@ -295,27 +399,27 @@ osg::Node* createMovingModel(const osg::Vec3& center, float radius)
osg::Group* model = new osg::Group;
osg::Node* glider = osgDB::readNodeFile("glider.osg");
if (glider)
{
const osg::BoundingSphere& bs = glider->getBound();
float size = radius/bs.radius()*0.3f;
osg::MatrixTransform* positioned = osgNew osg::MatrixTransform;
positioned->setDataVariance(osg::Object::STATIC);
positioned->setMatrix(osg::Matrix::translate(-bs.center())*
osg::Matrix::scale(size,size,size)*
osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f));
positioned->addChild(glider);
osg::PositionAttitudeTransform* xform = osgNew osg::PositionAttitudeTransform;
xform->setAppCallback(new osg::PositionAttitudeTransform::AnimationPathCallback(animationPath,0.0,1.0));
xform->addChild(positioned);
model->addChild(xform);
}
// osg::Node* glider = osgDB::readNodeFile("glider.osg");
// if (glider)
// {
// const osg::BoundingSphere& bs = glider->getBound();
//
// float size = radius/bs.radius()*0.3f;
// osg::MatrixTransform* positioned = osgNew osg::MatrixTransform;
// positioned->setDataVariance(osg::Object::STATIC);
// positioned->setMatrix(osg::Matrix::translate(-bs.center())*
// osg::Matrix::scale(size,size,size)*
// osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f));
//
// positioned->addChild(glider);
//
// osg::PositionAttitudeTransform* xform = osgNew osg::PositionAttitudeTransform;
// xform->setAppCallback(new osg::PositionAttitudeTransform::AnimationPathCallback(animationPath,0.0,1.0));
// xform->addChild(positioned);
//
// model->addChild(xform);
// }
//
osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
if (cessna)
{
@ -325,8 +429,8 @@ osg::Node* createMovingModel(const osg::Vec3& center, float radius)
osg::MatrixTransform* positioned = osgNew osg::MatrixTransform;
positioned->setDataVariance(osg::Object::STATIC);
positioned->setMatrix(osg::Matrix::translate(-bs.center())*
osg::Matrix::scale(size,size,size)*
osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,1.0f));
osg::Matrix::scale(size,size,size)*
osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,1.0f));
positioned->addChild(cessna);
@ -348,20 +452,24 @@ osg::Node* createModel()
osg::Group* root = osgNew osg::Group;
// the occluder subgraph
osg::Node* occluder = createMovingModel(center,radius*0.8f);
osg::Node* occluder = createMovingModel(center,radius*0.5f);
// the occludee subgraph
osg::Node* occludee = createBase(center-osg::Vec3(0.0f,0.0f,radius*0.5),radius);
osg::Node* occludee = createBase(center-osg::Vec3(0.0f,0.0f,radius*0.25),radius);
// now add a state with a texture for the shadow
osg::Texture2D* texture = new osg::Texture2D;
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
osg::StateSet* stateset = occludee->getOrCreateStateSet();
// stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
occludee->setCullCallback(new MyCullCallback(occluder,texture));
osg::Vec3 lightPosition(center+osg::Vec3(0.0f,0.0f,radius));
osg::Geode* lightgeode = new osg::Geode;
lightgeode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(lightPosition,radius/100.0f)));
occludee->setCullCallback(new MyCullCallback(occluder,texture,lightPosition));
root->addChild(lightgeode);
root->addChild(occluder);
root->addChild(occludee);
@ -402,12 +510,12 @@ int main( int argc, char **argv )
// tilt the scene so the default eye position is looking down on the model.
osg::MatrixTransform* rootnode = new osg::MatrixTransform;
rootnode->setMatrix(osg::Matrix::rotate(osg::inDegrees(30.0f),1.0f,0.0f,0.0f));
// rootnode->setMatrix(osg::Matrix::rotate(osg::inDegrees(30.0f),1.0f,0.0f,0.0f));
rootnode->addChild(model);
// run optimization over the scene graph
osgUtil::Optimizer optimzer;
optimzer.optimize(rootnode);
//optimzer.optimize(rootnode);
// add a viewport to the viewer and attach the scene graph.
viewer.addViewport( rootnode );