Added option to use osgShadow::ShadowMap technique
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37526e3bea
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@ -4,7 +4,7 @@ include $(TOPDIR)/Make/makedefs
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CXXFILES =\
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CXXFILES =\
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osgdepthshadow.cpp\
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osgdepthshadow.cpp\
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LIBS += -losgViewer -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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LIBS += -losgViewer -losgShadow -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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INSTFILES = \
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INSTFILES = \
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$(CXXFILES)\
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$(CXXFILES)\
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@ -21,6 +21,9 @@
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#include <osgDB/ReadFile>
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#include <osgDB/ReadFile>
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#include <osgShadow/ShadowedScene>
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#include <osgShadow/ShadowMap>
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#include <iostream>
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#include <iostream>
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using namespace osg;
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using namespace osg;
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@ -436,33 +439,65 @@ int main(int argc, char** argv)
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return 1;
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return 1;
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}
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}
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ref_ptr<MatrixTransform> scene = new MatrixTransform;
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scene->setMatrix(osg::Matrix::rotate(osg::DegreesToRadians(125.0),1.0,0.0,0.0));
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ref_ptr<Group> shadowed_scene = _create_scene();
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if (!shadowed_scene.valid()) return 1;
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ref_ptr<MatrixTransform> light_transform = _create_lights();
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if (!light_transform.valid()) return 1;
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ref_ptr<Group> shadowedScene;
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if (arguments.read("--sm"))
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if (withBaseTexture)
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{
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{
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shadowed_scene->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")), osg::StateAttribute::ON);
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osgShadow::ShadowMap* sm = new osgShadow::ShadowMap;
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shadowedScene = createShadowedScene(shadowed_scene.get(),light_transform.get(),1);
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sm->setTextureUnit( withBaseTexture ? 1 : 0 );
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osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene = new osgShadow::ShadowedScene(sm);
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ref_ptr<Group> created_scene = _create_scene();
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if (!created_scene.valid()) return 1;
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shadowedScene->addChild(_create_scene().get());
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ref_ptr<MatrixTransform> scene = new MatrixTransform;
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scene->setMatrix(osg::Matrix::rotate(osg::DegreesToRadians(125.0),1.0,0.0,0.0));
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scene->addChild(_create_lights().get());
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scene->addChild(shadowedScene.get());
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if (withBaseTexture)
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{
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scene->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")), osg::StateAttribute::ON);
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}
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viewer.setSceneData(scene.get());
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}
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}
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else
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else
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{
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{
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shadowedScene = createShadowedScene(shadowed_scene.get(),light_transform.get(),0);
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ref_ptr<MatrixTransform> scene = new MatrixTransform;
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scene->setMatrix(osg::Matrix::rotate(osg::DegreesToRadians(125.0),1.0,0.0,0.0));
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ref_ptr<Group> created_scene = _create_scene();
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if (!created_scene.valid()) return 1;
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ref_ptr<MatrixTransform> light_transform = _create_lights();
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if (!light_transform.valid()) return 1;
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ref_ptr<Group> shadowedScene;
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if (withBaseTexture)
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{
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scene->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")), osg::StateAttribute::ON);
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shadowedScene = createShadowedScene(created_scene.get(),light_transform.get(),1);
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}
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else
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{
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shadowedScene = createShadowedScene(created_scene.get(),light_transform.get(),0);
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}
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scene->addChild(shadowedScene.get());
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viewer.setSceneData(scene.get());
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}
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}
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// viewer.setUpViewOnSingleScreen();
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// viewer.setUpViewOnSingleScreen();
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scene->addChild(shadowedScene.get());
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viewer.setSceneData(scene.get());
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return viewer.run();
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return viewer.run();
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}
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}
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@ -16,6 +16,7 @@
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#include <osgShadow/ShadowedScene>
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#include <osgShadow/ShadowedScene>
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#include <osgShadow/ShadowVolume>
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#include <osgShadow/ShadowVolume>
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#include <osgShadow/ShadowTexture>
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#include <osgShadow/ShadowTexture>
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#include <osgShadow/ShadowMap>
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// include the call which creates the shadowed subgraph.
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// include the call which creates the shadowed subgraph.
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#include "CreateShadowedScene.h"
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#include "CreateShadowedScene.h"
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@ -204,6 +205,30 @@ osg::Node* createModel(osg::ArgumentParser& arguments)
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return shadowedScene;
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return shadowedScene;
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}
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else if (arguments.read("--sm"))
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{
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osgShadow::ShadowedScene* shadowedScene = new osgShadow::ShadowedScene;
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osg::ref_ptr<osgShadow::ShadowMap> shadowMap = new osgShadow::ShadowMap;
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shadowedScene->setShadowTechnique(shadowMap.get());
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osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
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ls->getLight()->setPosition(osg::Vec4(lightPosition,1.0));
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shadowedScene->setRecievesShadowTraversalMask(0x1);
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shadowed->setNodeMask(shadowedScene->getRecievesShadowTraversalMask());
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shadowedScene->setCastsShadowTraversalMask(0x2);
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shadower->setNodeMask(shadowedScene->getCastsShadowTraversalMask());
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shadowedScene->addChild(shadower);
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shadowedScene->addChild(shadowed);
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shadowedScene->addChild(ls.get());
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return shadowedScene;
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}
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}
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else
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else
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{
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{
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