From bc35d8d33b934b0cb8af8cafde8ccdd52def920b Mon Sep 17 00:00:00 2001 From: Robert Osfield Date: Mon, 10 Mar 2003 12:06:17 +0000 Subject: [PATCH] Addded new osgProducer based osgreflect demo. --- examples/osgreflect/Makefile | 19 ++ examples/osgreflect/Makefile.inst | 15 ++ examples/osgreflect/osgreflect.cpp | 408 +++++++++++++++++++++++++++++ 3 files changed, 442 insertions(+) create mode 100644 examples/osgreflect/Makefile create mode 100644 examples/osgreflect/Makefile.inst create mode 100644 examples/osgreflect/osgreflect.cpp diff --git a/examples/osgreflect/Makefile b/examples/osgreflect/Makefile new file mode 100644 index 000000000..611166908 --- /dev/null +++ b/examples/osgreflect/Makefile @@ -0,0 +1,19 @@ +TOPDIR = ../.. +include $(TOPDIR)/Make/makedefs + +CXXFILES =\ + osgreflect.cpp\ + +LIBS += -losgProducer -lProducer $(OSG_LIBS) $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS) + +INSTFILES = \ + $(CXXFILES)\ + Makefile.inst=Makefile + +EXEC = osgreflect + +CXXFLAGS += $(PRODUCER_INCLUDE_DIR) +LDFLAGS += $(PRODUCER_LIB_DIR) + +include $(TOPDIR)/Make/makerules + diff --git a/examples/osgreflect/Makefile.inst b/examples/osgreflect/Makefile.inst new file mode 100644 index 000000000..623aaac59 --- /dev/null +++ b/examples/osgreflect/Makefile.inst @@ -0,0 +1,15 @@ +TOPDIR = ../.. +include $(TOPDIR)/Make/makedefs + +CXXFILES =\ + osgviewer.cpp\ + +LIBS += -losgProducer -lProducer $(OSG_LIBS) $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS) + +EXEC = osgviewer + +CXXFLAGS += $(PRODUCER_INCLUDE_DIR) +LDFLAGS += $(PRODUCER_LIB_DIR) + + +include $(TOPDIR)/Make/makerules diff --git a/examples/osgreflect/osgreflect.cpp b/examples/osgreflect/osgreflect.cpp new file mode 100644 index 000000000..8b41c8191 --- /dev/null +++ b/examples/osgreflect/osgreflect.cpp @@ -0,0 +1,408 @@ +/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield + * + * This application is open source and may be redistributed and/or modified + * freely and without restriction, both in commericial and non commericial applications, + * as long as this copyright notice is maintained. + * + * This application is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +*/ + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include + +#include +#include +#include + +// +// A simple demo demonstrating planar reflections using multiple renderings +// of a subgraph, overriding of state attribures and use of the stencil buffer. +// +// The multipass system implemented here is a variation if Mark Kilgard's +// paper "Improving Shadows and Reflections via the Stencil Buffer" which +// can be found on the developer parts of the NVidia web site. +// +// The variations comes from the fact that the mirrors stencil values +// are done on the first pass, rather than the second as in Mark's paper. +// The second pass is now Mark's first pass - drawing the unreflected scene, +// but also unsets the stencil buffer. This variation stops the unreflected +// world poking through the mirror to be seen in the final rendering and +// also obscures the world correctly when on the reverse side of the mirror. +// Although there is still some unresolved issue with the clip plane needing +// to be flipped when looking at the reverse side of the mirror. Niether +// of these issues are mentioned in the Mark's paper, but trip us up when +// we apply them. + + +osg::StateSet* createMirrorTexturedState(const std::string& filename) +{ + osg::StateSet* dstate = new osg::StateSet; + dstate->setMode(GL_CULL_FACE,osg::StateAttribute::OFF|osg::StateAttribute::PROTECTED); + + // set up the texture. + osg::Image* image = osgDB::readImageFile(filename.c_str()); + if (image) + { + osg::Texture2D* texture = new osg::Texture2D; + texture->setImage(image); + dstate->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON|osg::StateAttribute::PROTECTED); + } + + return dstate; +} + + +osg::Drawable* createMirrorSurface(float xMin,float xMax,float yMin,float yMax,float z) +{ + + // set up the drawstate. + + // set up the Geometry. + osg::Geometry* geom = new osg::Geometry; + + osg::Vec3Array* coords = new osg::Vec3Array(4); + (*coords)[0].set(xMin,yMax,z); + (*coords)[1].set(xMin,yMin,z); + (*coords)[2].set(xMax,yMin,z); + (*coords)[3].set(xMax,yMax,z); + geom->setVertexArray(coords); + + osg::Vec3Array* norms = new osg::Vec3Array(1); + (*norms)[0].set(0.0f,0.0f,1.0f); + geom->setNormalArray(norms); + geom->setNormalBinding(osg::Geometry::BIND_OVERALL); + + osg::Vec2Array* tcoords = new osg::Vec2Array(4); + (*tcoords)[0].set(0.0f,1.0f); + (*tcoords)[1].set(0.0f,0.0f); + (*tcoords)[2].set(1.0f,0.0f); + (*tcoords)[3].set(1.0f,1.0f); + geom->setTexCoordArray(0,tcoords); + + osg::Vec4Array* colours = new osg::Vec4Array(1); + (*colours)[0].set(1.0f,1.0f,1.0,1.0f); + geom->setColorArray(colours); + geom->setColorBinding(osg::Geometry::BIND_OVERALL); + + geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4)); + + return geom; +} + +osg::Node* createMirroredScene(osg::Node* model) +{ + + // calculate where to place the mirror according to the + // loaded models bounding sphere. + const osg::BoundingSphere& bs = model->getBound(); + + float width_factor = 1.5; + float height_factor = 0.3; + + float xMin = bs.center().x()-bs.radius()*width_factor; + float xMax = bs.center().x()+bs.radius()*width_factor; + float yMin = bs.center().y()-bs.radius()*width_factor; + float yMax = bs.center().y()+bs.radius()*width_factor; + + float z = bs.center().z()-bs.radius()*height_factor; + + + // create a textured, transparent node at the appropriate place. + osg::Drawable* mirror = createMirrorSurface(xMin,xMax,yMin,yMax,z); + + + osg::MatrixTransform* rootNode = new osg::MatrixTransform; + rootNode->setMatrix(osg::Matrix::rotate(osg::inDegrees(45.0f),1.0f,0.0f,0.0f)); + + // make sure that the global color mask exists. + osg::ColorMask* rootColorMask = new osg::ColorMask; + rootColorMask->setMask(true,true,true,true); + + // set up depth to be inherited by the rest of the scene unless + // overrideen. this is overridden in bin 3. + osg::Depth* rootDepth = new osg::Depth; + rootDepth->setFunction(osg::Depth::LESS); + rootDepth->setRange(0.0,1.0); + + osg::StateSet* rootStateSet = new osg::StateSet(); + rootStateSet->setAttribute(rootColorMask); + rootStateSet->setAttribute(rootDepth); + + rootNode->setStateSet(rootStateSet); + + + // bin1 - set up the stencil values and depth for mirror. + { + + // set up the stencil ops so that the stencil buffer get set at + // the mirror plane + osg::Stencil* stencil = new osg::Stencil; + stencil->setFunction(osg::Stencil::ALWAYS,1,~0); + stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::REPLACE); + + // switch off the writing to the color bit planes. + osg::ColorMask* colorMask = new osg::ColorMask; + colorMask->setMask(false,false,false,false); + + osg::StateSet* statesetBin1 = new osg::StateSet(); + statesetBin1->setRenderBinDetails(1,"RenderBin"); + statesetBin1->setMode(GL_CULL_FACE,osg::StateAttribute::OFF); + statesetBin1->setAttributeAndModes(stencil,osg::StateAttribute::ON); + statesetBin1->setAttribute(colorMask); + + // set up the mirror geode. + osg::Geode* geode = new osg::Geode; + geode->addDrawable(mirror); + geode->setStateSet(statesetBin1); + + rootNode->addChild(geode); + + } + + // bin one - draw scene without mirror or reflection, unset + // stencil values where scene is infront of mirror and hence + // occludes the mirror. + { + osg::Stencil* stencil = new osg::Stencil; + stencil->setFunction(osg::Stencil::ALWAYS,0,~0); + stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::REPLACE); + + osg::StateSet* statesetBin2 = new osg::StateSet(); + statesetBin2->setRenderBinDetails(2,"RenderBin"); + statesetBin2->setAttributeAndModes(stencil,osg::StateAttribute::ON); + + + osg::Group* groupBin2 = new osg::Group(); + groupBin2->setStateSet(statesetBin2); + groupBin2->addChild(model); + + rootNode->addChild(groupBin2); + } + + // bin3 - set up the depth to the furthest depth value + { + + // 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,1,~0); + stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP); + + // switch off the writing to the color bit planes. + osg::ColorMask* colorMask = new osg::ColorMask; + colorMask->setMask(false,false,false,false); + + // set up depth so all writing to depth goes to maximum depth. + osg::Depth* depth = new osg::Depth; + depth->setFunction(osg::Depth::ALWAYS); + depth->setRange(1.0,1.0); + + osg::StateSet* statesetBin3 = new osg::StateSet(); + statesetBin3->setRenderBinDetails(3,"RenderBin"); + statesetBin3->setMode(GL_CULL_FACE,osg::StateAttribute::OFF); + statesetBin3->setAttributeAndModes(stencil,osg::StateAttribute::ON); + statesetBin3->setAttribute(colorMask); + statesetBin3->setAttribute(depth); + + // set up the mirror geode. + osg::Geode* geode = new osg::Geode; + geode->addDrawable(mirror); + geode->setStateSet(statesetBin3); + + rootNode->addChild(geode); + + } + + // bin4 - draw the reflection. + { + + // now create the 'reflection' of the loaded model by applying + // create a Transform which flips the loaded model about the z axis + // relative to the mirror node, the loadedModel is added to the + // Transform so now appears twice in the scene, but is shared so there + // is negligable memory overhead. Also use an osg::StateSet + // attached to the Transform to override the face culling on the subgraph + // to prevert an 'inside' out view of the reflected model. + // set up the stencil ops so that only operator on this mirrors stencil value. + + + + // this clip plane removes any of the scene which when mirror would + // poke through the mirror. However, this clip plane should really + // flip sides once the eye point goes to the back of the mirror... + osg::ClipPlane* clipplane = new osg::ClipPlane; + clipplane->setClipPlane(osg::Vec4(0.0f,0.0f,-1.0f,z)); + clipplane->setClipPlaneNum(0); + + osg::ClipNode* clipNode = new osg::ClipNode; + clipNode->addClipPlane(clipplane); + + + osg::StateSet* dstate = clipNode->getOrCreateStateSet(); + dstate->setRenderBinDetails(4,"RenderBin"); + dstate->setMode(GL_CULL_FACE,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF); + + osg::Stencil* stencil = new osg::Stencil; + stencil->setFunction(osg::Stencil::EQUAL,1,~0); + stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP); + dstate->setAttributeAndModes(stencil,osg::StateAttribute::ON); + + osg::MatrixTransform* reverseMatrix = new osg::MatrixTransform; + reverseMatrix->setStateSet(dstate); + reverseMatrix->preMult(osg::Matrix::translate(0.0f,0.0f,-z)* + osg::Matrix::scale(1.0f,1.0f,-1.0f)* + osg::Matrix::translate(0.0f,0.0f,z)); + + reverseMatrix->addChild(model); + + clipNode->addChild(reverseMatrix); + + rootNode->addChild(clipNode); + + } + + + // bin5 - draw the textured mirror and blend it with the reflection. + { + + // set up depth so all writing to depth goes to maximum depth. + osg::Depth* depth = new osg::Depth; + depth->setFunction(osg::Depth::ALWAYS); + + osg::Stencil* stencil = new osg::Stencil; + stencil->setFunction(osg::Stencil::EQUAL,1,~0); + stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::ZERO); + + // set up additive blending. + osg::BlendFunc* trans = new osg::BlendFunc; + trans->setFunction(osg::BlendFunc::ONE,osg::BlendFunc::ONE); + + osg::StateSet* statesetBin5 = createMirrorTexturedState("Images/tank.rgb"); + + statesetBin5->setRenderBinDetails(5,"RenderBin"); + statesetBin5->setMode(GL_CULL_FACE,osg::StateAttribute::OFF); + statesetBin5->setAttributeAndModes(stencil,osg::StateAttribute::ON); + statesetBin5->setAttributeAndModes(trans,osg::StateAttribute::ON); + statesetBin5->setAttribute(depth); + + // set up the mirror geode. + osg::Geode* geode = new osg::Geode; + geode->addDrawable(mirror); + geode->setStateSet(statesetBin5); + + rootNode->addChild(geode); + + } + + return rootNode; +} + + +///////////////////////////////////////////////////////////////////////////////////////////////////////// +// +// create the viewer +// load a model +// decoate the model so it renders using a multipass stencil buffer technique for planar reflections. +// release the viewer +// run main loop. +// +int main( int argc, char **argv ) +{ + + // use an ArgumentParser object to manage the program arguments. + osg::ArgumentParser arguments(&argc,argv); + + // set up the usage document, in case we need to print out how to use this program. + arguments.getApplicationUsage()->setCommandLineUsage(arguments.getProgramName()+" [options] filename ..."); + arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); + + + // construct the viewer. + osgProducer::Viewer viewer(arguments); + + // set up the value with sensible default event handlers. + viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS); + + // get details on keyboard and mouse bindings used by the viewer. + viewer.getUsage(*arguments.getApplicationUsage()); + + // if user request help write it out to cout. + if (arguments.read("-h") || arguments.read("--help")) + { + arguments.getApplicationUsage()->write(std::cout); + return 1; + } + + // any option left unread are converted into errors to write out later. + arguments.reportRemainingOptionsAsUnrecognized(); + + // report any errors if they have occured when parsing the program aguments. + if (arguments.errors()) + { + arguments.writeErrorMessages(std::cout); + return 1; + } + + + // read the scene from the list of file specified commandline args. + osg::ref_ptr loadedModel = osgDB::readNodeFiles(arguments); + + // if no model has been successfully loaded report failure. + if (!loadedModel) + { + std::cout << arguments.getProgramName() <<": No data loaded" << std::endl; + return 1; + } + + + // optimize the scene graph, remove rendundent nodes and state etc. + osgUtil::Optimizer optimizer; + optimizer.optimize(loadedModel.get()); + + // add a transform with a callback to animate the loaded model. + osg::ref_ptr loadedModelTransform = new osg::MatrixTransform; + loadedModelTransform->addChild(loadedModel.get()); + + osg::ref_ptr nc = new osgUtil::TransformCallback(loadedModelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f)); + loadedModelTransform->setUpdateCallback(nc.get()); + + + // finally decorate the loaded model so that it has the required multipass/bin scene graph to do the reflection effect. + osg::ref_ptr rootNode = createMirroredScene(loadedModelTransform.get()); + + + // set the scene to render + viewer.setSceneData(rootNode.get()); + + // create the windows and run the threads. + viewer.realize(Producer::CameraGroup::ThreadPerCamera); + + while( !viewer.done() ) + { + // wait for all cull and draw threads to complete. + viewer.sync(); + + // update the scene by traversing it with the the update visitor which will + // call all node update callbacks and animations. + viewer.update(); + + // fire off the cull and draw traversals of the scene. + viewer.frame(); + + } + + return 0; + +}