Further work on building the rendering back end from the intial traversal of the
scene graph
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0c5e9e5a2e
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8625598e00
@ -319,12 +319,16 @@ public:
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osg::Vec4 _lightpos;
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osg::ref_ptr<osg::StateSet> _ss1;
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osg::ref_ptr<osg::StateSet> _mainShadowStateSet;
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osg::ref_ptr<osg::StateSet> _shadowVolumeStateSet;
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osg::ref_ptr<osg::StateSet> _shadowedSceneStateSet;
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ShadowCallback()
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ShadowCallback(osgShadow::ShadowVolumeGeometry::DrawMode drawMode)
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{
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osg::Vec4 ambient(0.2,0.2,0.2,1.0);
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osg::Vec4 diffuse(0.8,0.8,0.8,1.0);
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osg::Vec4 zero_colour(0.0,0.0,0.0,1.0);
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_lightpos.set(0.0,0.0,1.0,0.0);
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// first group, render the depth buffer + ambient light contribution
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{
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@ -341,18 +345,115 @@ public:
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_ss1->setAttributeAndModes(light1, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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_ss1->setMode(GL_LIGHTING, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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}
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{
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_mainShadowStateSet = new osg::StateSet;
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osg::Depth* depth = new osg::Depth;
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depth->setWriteMask(false);
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depth->setFunction(osg::Depth::LEQUAL);
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_mainShadowStateSet->setAttribute(depth);
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_mainShadowStateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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}
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{
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_shadowVolumeStateSet = new osg::StateSet;
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osg::Depth* depth = new osg::Depth;
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depth->setWriteMask(false);
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depth->setFunction(osg::Depth::LEQUAL);
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_shadowVolumeStateSet->setAttribute(depth);
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_shadowVolumeStateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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_shadowVolumeStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
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if (drawMode == osgShadow::ShadowVolumeGeometry::STENCIL_TWO_SIDED)
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{
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osg::StencilTwoSided* stencil = new osg::StencilTwoSided;
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stencil->setFunction(osg::StencilTwoSided::BACK, osg::StencilTwoSided::ALWAYS,0,~0u);
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stencil->setOperation(osg::StencilTwoSided::BACK, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::DECR_WRAP);
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stencil->setFunction(osg::StencilTwoSided::FRONT, osg::StencilTwoSided::ALWAYS,0,~0u);
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stencil->setOperation(osg::StencilTwoSided::FRONT, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::INCR_WRAP);
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osg::ColorMask* colourMask = new osg::ColorMask(false, false, false, false);
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_shadowVolumeStateSet->setAttributeAndModes(stencil,osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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_shadowVolumeStateSet->setAttribute(colourMask, osg::StateAttribute::OVERRIDE);
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_shadowVolumeStateSet->setMode(GL_CULL_FACE,osg::StateAttribute::OFF);
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}
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else
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{
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osg::Stencil* stencil = new osg::Stencil;
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stencil->setFunction(osg::Stencil::ALWAYS,0,~0u);
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stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
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osg::ColorMask* colourMask = new osg::ColorMask(false, false, false, false);
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_shadowVolumeStateSet->setAttributeAndModes(stencil,osg::StateAttribute::ON);
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_shadowVolumeStateSet->setAttribute(colourMask);
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_shadowVolumeStateSet->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
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}
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}
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{
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_shadowedSceneStateSet = new osg::StateSet;
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osg::Depth* depth = new osg::Depth;
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depth->setWriteMask(false);
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depth->setFunction(osg::Depth::LEQUAL);
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_shadowedSceneStateSet->setAttribute(depth);
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_shadowedSceneStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
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_shadowedSceneStateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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osg::LightModel* lm1 = new osg::LightModel;
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lm1->setAmbientIntensity(zero_colour);
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_shadowedSceneStateSet->setAttribute(lm1);
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osg::LightSource* lightsource = new osg::LightSource;
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// lightsource->setLight(light.get());
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osg::Light* light = new osg::Light;
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light->setAmbient(zero_colour);
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light->setDiffuse(diffuse);
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light->setPosition(_lightpos);
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_shadowedSceneStateSet->setMode(GL_LIGHT0, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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_shadowedSceneStateSet->setAttribute(light);
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// set up the stencil ops so that only operator on this mirrors stencil value.
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osg::Stencil* stencil = new osg::Stencil;
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stencil->setFunction(osg::Stencil::EQUAL,0,~0u);
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stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
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_shadowedSceneStateSet->setAttributeAndModes(stencil,osg::StateAttribute::ON);
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osg::BlendFunc* blend = new osg::BlendFunc;
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blend->setFunction(osg::BlendFunc::ONE, osg::BlendFunc::ONE);
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_shadowedSceneStateSet->setAttributeAndModes(blend, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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_shadowedSceneStateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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}
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_ss1->setThreadSafeRefUnref(true);
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_mainShadowStateSet->setThreadSafeRefUnref(true);
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_shadowVolumeStateSet->setThreadSafeRefUnref(true);
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_shadowedSceneStateSet->setThreadSafeRefUnref(true);
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osg::notify(osg::NOTICE)<<"We're in callback"<<std::endl;
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (!cv)
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{
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traverse(node,nv);
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return;
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}
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// osg::notify(osg::NOTICE)<<std::endl<<std::endl<<"Cull callback"<<std::endl;
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osg::ref_ptr<osgUtil::RenderBin> original_bin = cv->getCurrentRenderBin();
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@ -364,6 +465,7 @@ public:
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cv->setCurrentRenderBin(original_bin.get());
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#if 0
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osg::notify(osg::NOTICE)<<"new_bin->getStateGraphList().size()= "<<new_bin->getStateGraphList().size()<<std::endl;
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osg::notify(osg::NOTICE)<<"new_bin->getRenderBinList().size()= "<<new_bin->getRenderBinList().size()<<std::endl;
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osg::notify(osg::NOTICE)<<"new_bin->getRenderLeafList().size()= "<<new_bin->getRenderLeafList().size()<<std::endl;
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@ -375,7 +477,7 @@ public:
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{
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osg::notify(osg::NOTICE)<<"bin num = "<<itr->first<<std::endl;
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}
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#endif
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osgUtil::RenderBin::RenderBinList::iterator itr = new_bin->getRenderBinList().find(1000);
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osg::ref_ptr<osgUtil::RenderBin> shadowVolumeBin;
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@ -385,11 +487,12 @@ public:
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if (shadowVolumeBin.valid())
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{
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osg::notify(osg::NOTICE)<<"Found shadow volume bin, now removing it"<<std::endl;
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// osg::notify(osg::NOTICE)<<"Found shadow volume bin, now removing it"<<std::endl;
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new_bin->getRenderBinList().erase(itr);
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}
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}
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#if 0
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for(osgUtil::RenderBin::RenderBinList::iterator itr = new_bin->getRenderBinList().begin();
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itr != new_bin->getRenderBinList().end();
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++itr)
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@ -400,6 +503,7 @@ public:
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osg::notify(osg::NOTICE)<<"after new_bin->getStateGraphList().size()= "<<new_bin->getStateGraphList().size()<<std::endl;
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osg::notify(osg::NOTICE)<<"after new_bin->getRenderBinList().size()= "<<new_bin->getRenderBinList().size()<<std::endl;
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osg::notify(osg::NOTICE)<<"after new_bin->getRenderLeafList().size()= "<<new_bin->getRenderLeafList().size()<<std::endl;
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#endif
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original_bin->setStateSet(_ss1.get());
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@ -411,13 +515,33 @@ public:
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new_rs->setViewport(orig_rs->getViewport());
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new_rs->setClearColor(orig_rs->getClearColor());
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new_rs->setClearMask(GL_STENCIL_BUFFER_BIT);
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new_rs->setDrawBuffer(orig_rs->getDrawBuffer());
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new_rs->setReadBuffer(orig_rs->getReadBuffer());
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new_rs->setColorMask(orig_rs->getColorMask());
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new_rs->setPositionalStateContainer(orig_rs->getPositionalStateContainer());
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#if 1
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#if 0
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osg::notify(osg::NOTICE)<<"orig_rs="<<orig_rs<<std::endl;
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osg::notify(osg::NOTICE)<<"new_rs="<<new_rs<<std::endl;
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#endif
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if (shadowVolumeBin.valid())
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{
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// new_rs->setStateSet(_mainShadowStateSet.get());
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new_rs->getRenderBinList()[0] = shadowVolumeBin;
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new_rs->getRenderBinList()[1] = new_bin;
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shadowVolumeBin->setStateSet(_shadowVolumeStateSet.get());
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osg::ref_ptr<osgUtil::RenderBin> nested_bin = new_rs->find_or_insert(1,"RenderBin");
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nested_bin->getRenderBinList()[0] = new_bin;
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nested_bin->setStateSet(_shadowedSceneStateSet.get());
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#if 0
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osg::notify(osg::NOTICE)<<"shadowVolumeBin="<<shadowVolumeBin.get()<<std::endl;
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osg::notify(osg::NOTICE)<<"nested_bin="<<nested_bin.get()<<std::endl;
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#endif
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}
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#endif
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}
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};
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@ -613,7 +737,7 @@ int main(int argc, char** argv)
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int shadowVolumeBin = 1000;
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group->setCullCallback(new ShadowCallback());
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group->setCullCallback(new ShadowCallback(drawMode));
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group->addChild(model.get());
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@ -629,39 +753,16 @@ int main(int argc, char** argv)
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{
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osg::notify(osg::NOTICE)<<"STENCIL_TWO_SIDED seleteced"<<std::endl;
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osg::StencilTwoSided* stencil = new osg::StencilTwoSided;
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stencil->setFunction(osg::StencilTwoSided::BACK, osg::StencilTwoSided::ALWAYS,0,~0u);
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stencil->setOperation(osg::StencilTwoSided::BACK, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::DECR_WRAP);
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stencil->setFunction(osg::StencilTwoSided::FRONT, osg::StencilTwoSided::ALWAYS,0,~0u);
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stencil->setOperation(osg::StencilTwoSided::FRONT, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::INCR_WRAP);
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osg::ColorMask* colourMask = new osg::ColorMask(false, false, false, false);
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osg::StateSet* ss_sv1 = geode->getOrCreateStateSet();
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ss_sv1->setRenderBinDetails(shadowVolumeBin, "RenderBin");
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ss_sv1->setAttributeAndModes(stencil,osg::StateAttribute::ON);
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ss_sv1->setAttribute(colourMask);
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ss_sv1->setMode(GL_CULL_FACE,osg::StateAttribute::OFF);
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geode->addDrawable(shadowVolume.get());
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}
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else
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{
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osg::notify(osg::NOTICE)<<"STENCIL_TWO_PASSES seleteced"<<std::endl;
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osg::Stencil* stencil = new osg::Stencil;
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stencil->setFunction(osg::Stencil::ALWAYS,0,~0u);
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stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
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osg::ColorMask* colourMask = new osg::ColorMask(false, false, false, false);
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osg::StateSet* ss_sv1 = geode->getOrCreateStateSet();
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ss_sv1->setRenderBinDetails(shadowVolumeBin, "RenderBin");
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ss_sv1->setAttributeAndModes(stencil,osg::StateAttribute::ON);
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ss_sv1->setAttribute(colourMask);
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ss_sv1->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
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geode->addDrawable(shadowVolume.get());
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}
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