Further work on building the rendering back end from the intial traversal of the

scene graph
This commit is contained in:
Robert Osfield 2007-01-26 21:22:35 +00:00
parent 0c5e9e5a2e
commit 8625598e00

View File

@ -319,12 +319,16 @@ public:
osg::Vec4 _lightpos;
osg::ref_ptr<osg::StateSet> _ss1;
osg::ref_ptr<osg::StateSet> _mainShadowStateSet;
osg::ref_ptr<osg::StateSet> _shadowVolumeStateSet;
osg::ref_ptr<osg::StateSet> _shadowedSceneStateSet;
ShadowCallback()
ShadowCallback(osgShadow::ShadowVolumeGeometry::DrawMode drawMode)
{
osg::Vec4 ambient(0.2,0.2,0.2,1.0);
osg::Vec4 diffuse(0.8,0.8,0.8,1.0);
osg::Vec4 zero_colour(0.0,0.0,0.0,1.0);
_lightpos.set(0.0,0.0,1.0,0.0);
// first group, render the depth buffer + ambient light contribution
{
@ -341,18 +345,115 @@ public:
_ss1->setAttributeAndModes(light1, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
_ss1->setMode(GL_LIGHTING, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
}
{
_mainShadowStateSet = new osg::StateSet;
osg::Depth* depth = new osg::Depth;
depth->setWriteMask(false);
depth->setFunction(osg::Depth::LEQUAL);
_mainShadowStateSet->setAttribute(depth);
_mainShadowStateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
}
{
_shadowVolumeStateSet = new osg::StateSet;
osg::Depth* depth = new osg::Depth;
depth->setWriteMask(false);
depth->setFunction(osg::Depth::LEQUAL);
_shadowVolumeStateSet->setAttribute(depth);
_shadowVolumeStateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
_shadowVolumeStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
if (drawMode == osgShadow::ShadowVolumeGeometry::STENCIL_TWO_SIDED)
{
osg::StencilTwoSided* stencil = new osg::StencilTwoSided;
stencil->setFunction(osg::StencilTwoSided::BACK, osg::StencilTwoSided::ALWAYS,0,~0u);
stencil->setOperation(osg::StencilTwoSided::BACK, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::DECR_WRAP);
stencil->setFunction(osg::StencilTwoSided::FRONT, osg::StencilTwoSided::ALWAYS,0,~0u);
stencil->setOperation(osg::StencilTwoSided::FRONT, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::INCR_WRAP);
osg::ColorMask* colourMask = new osg::ColorMask(false, false, false, false);
_shadowVolumeStateSet->setAttributeAndModes(stencil,osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
_shadowVolumeStateSet->setAttribute(colourMask, osg::StateAttribute::OVERRIDE);
_shadowVolumeStateSet->setMode(GL_CULL_FACE,osg::StateAttribute::OFF);
}
else
{
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::ALWAYS,0,~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
osg::ColorMask* colourMask = new osg::ColorMask(false, false, false, false);
_shadowVolumeStateSet->setAttributeAndModes(stencil,osg::StateAttribute::ON);
_shadowVolumeStateSet->setAttribute(colourMask);
_shadowVolumeStateSet->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
}
}
{
_shadowedSceneStateSet = new osg::StateSet;
osg::Depth* depth = new osg::Depth;
depth->setWriteMask(false);
depth->setFunction(osg::Depth::LEQUAL);
_shadowedSceneStateSet->setAttribute(depth);
_shadowedSceneStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
_shadowedSceneStateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
osg::LightModel* lm1 = new osg::LightModel;
lm1->setAmbientIntensity(zero_colour);
_shadowedSceneStateSet->setAttribute(lm1);
osg::LightSource* lightsource = new osg::LightSource;
// lightsource->setLight(light.get());
osg::Light* light = new osg::Light;
light->setAmbient(zero_colour);
light->setDiffuse(diffuse);
light->setPosition(_lightpos);
_shadowedSceneStateSet->setMode(GL_LIGHT0, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
_shadowedSceneStateSet->setAttribute(light);
// set up the stencil ops so that only operator on this mirrors stencil value.
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::EQUAL,0,~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
_shadowedSceneStateSet->setAttributeAndModes(stencil,osg::StateAttribute::ON);
osg::BlendFunc* blend = new osg::BlendFunc;
blend->setFunction(osg::BlendFunc::ONE, osg::BlendFunc::ONE);
_shadowedSceneStateSet->setAttributeAndModes(blend, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
_shadowedSceneStateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
}
_ss1->setThreadSafeRefUnref(true);
_mainShadowStateSet->setThreadSafeRefUnref(true);
_shadowVolumeStateSet->setThreadSafeRefUnref(true);
_shadowedSceneStateSet->setThreadSafeRefUnref(true);
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::notify(osg::NOTICE)<<"We're in callback"<<std::endl;
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
if (!cv)
{
traverse(node,nv);
return;
}
// osg::notify(osg::NOTICE)<<std::endl<<std::endl<<"Cull callback"<<std::endl;
osg::ref_ptr<osgUtil::RenderBin> original_bin = cv->getCurrentRenderBin();
@ -364,6 +465,7 @@ public:
cv->setCurrentRenderBin(original_bin.get());
#if 0
osg::notify(osg::NOTICE)<<"new_bin->getStateGraphList().size()= "<<new_bin->getStateGraphList().size()<<std::endl;
osg::notify(osg::NOTICE)<<"new_bin->getRenderBinList().size()= "<<new_bin->getRenderBinList().size()<<std::endl;
osg::notify(osg::NOTICE)<<"new_bin->getRenderLeafList().size()= "<<new_bin->getRenderLeafList().size()<<std::endl;
@ -375,7 +477,7 @@ public:
{
osg::notify(osg::NOTICE)<<"bin num = "<<itr->first<<std::endl;
}
#endif
osgUtil::RenderBin::RenderBinList::iterator itr = new_bin->getRenderBinList().find(1000);
osg::ref_ptr<osgUtil::RenderBin> shadowVolumeBin;
@ -385,11 +487,12 @@ public:
if (shadowVolumeBin.valid())
{
osg::notify(osg::NOTICE)<<"Found shadow volume bin, now removing it"<<std::endl;
// osg::notify(osg::NOTICE)<<"Found shadow volume bin, now removing it"<<std::endl;
new_bin->getRenderBinList().erase(itr);
}
}
#if 0
for(osgUtil::RenderBin::RenderBinList::iterator itr = new_bin->getRenderBinList().begin();
itr != new_bin->getRenderBinList().end();
++itr)
@ -400,6 +503,7 @@ public:
osg::notify(osg::NOTICE)<<"after new_bin->getStateGraphList().size()= "<<new_bin->getStateGraphList().size()<<std::endl;
osg::notify(osg::NOTICE)<<"after new_bin->getRenderBinList().size()= "<<new_bin->getRenderBinList().size()<<std::endl;
osg::notify(osg::NOTICE)<<"after new_bin->getRenderLeafList().size()= "<<new_bin->getRenderLeafList().size()<<std::endl;
#endif
original_bin->setStateSet(_ss1.get());
@ -411,13 +515,33 @@ public:
new_rs->setViewport(orig_rs->getViewport());
new_rs->setClearColor(orig_rs->getClearColor());
new_rs->setClearMask(GL_STENCIL_BUFFER_BIT);
new_rs->setDrawBuffer(orig_rs->getDrawBuffer());
new_rs->setReadBuffer(orig_rs->getReadBuffer());
new_rs->setColorMask(orig_rs->getColorMask());
new_rs->setPositionalStateContainer(orig_rs->getPositionalStateContainer());
#if 1
#if 0
osg::notify(osg::NOTICE)<<"orig_rs="<<orig_rs<<std::endl;
osg::notify(osg::NOTICE)<<"new_rs="<<new_rs<<std::endl;
#endif
if (shadowVolumeBin.valid())
{
// new_rs->setStateSet(_mainShadowStateSet.get());
new_rs->getRenderBinList()[0] = shadowVolumeBin;
new_rs->getRenderBinList()[1] = new_bin;
shadowVolumeBin->setStateSet(_shadowVolumeStateSet.get());
osg::ref_ptr<osgUtil::RenderBin> nested_bin = new_rs->find_or_insert(1,"RenderBin");
nested_bin->getRenderBinList()[0] = new_bin;
nested_bin->setStateSet(_shadowedSceneStateSet.get());
#if 0
osg::notify(osg::NOTICE)<<"shadowVolumeBin="<<shadowVolumeBin.get()<<std::endl;
osg::notify(osg::NOTICE)<<"nested_bin="<<nested_bin.get()<<std::endl;
#endif
}
#endif
}
};
@ -613,7 +737,7 @@ int main(int argc, char** argv)
int shadowVolumeBin = 1000;
group->setCullCallback(new ShadowCallback());
group->setCullCallback(new ShadowCallback(drawMode));
group->addChild(model.get());
@ -629,39 +753,16 @@ int main(int argc, char** argv)
{
osg::notify(osg::NOTICE)<<"STENCIL_TWO_SIDED seleteced"<<std::endl;
osg::StencilTwoSided* stencil = new osg::StencilTwoSided;
stencil->setFunction(osg::StencilTwoSided::BACK, osg::StencilTwoSided::ALWAYS,0,~0u);
stencil->setOperation(osg::StencilTwoSided::BACK, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::DECR_WRAP);
stencil->setFunction(osg::StencilTwoSided::FRONT, osg::StencilTwoSided::ALWAYS,0,~0u);
stencil->setOperation(osg::StencilTwoSided::FRONT, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::INCR_WRAP);
osg::ColorMask* colourMask = new osg::ColorMask(false, false, false, false);
osg::StateSet* ss_sv1 = geode->getOrCreateStateSet();
ss_sv1->setRenderBinDetails(shadowVolumeBin, "RenderBin");
ss_sv1->setAttributeAndModes(stencil,osg::StateAttribute::ON);
ss_sv1->setAttribute(colourMask);
ss_sv1->setMode(GL_CULL_FACE,osg::StateAttribute::OFF);
geode->addDrawable(shadowVolume.get());
}
else
{
osg::notify(osg::NOTICE)<<"STENCIL_TWO_PASSES seleteced"<<std::endl;
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::ALWAYS,0,~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
osg::ColorMask* colourMask = new osg::ColorMask(false, false, false, false);
osg::StateSet* ss_sv1 = geode->getOrCreateStateSet();
ss_sv1->setRenderBinDetails(shadowVolumeBin, "RenderBin");
ss_sv1->setAttributeAndModes(stencil,osg::StateAttribute::ON);
ss_sv1->setAttribute(colourMask);
ss_sv1->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
geode->addDrawable(shadowVolume.get());
}