#include "DepthPeeling.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include const char *DepthPeeling::PeelingShader = { "#version 120\n" #ifdef USE_TEXTURE_RECTANGLE "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRectShadow depthtex;\n" #else "uniform sampler2DShadow depthtex;\n" #endif "uniform bool depthtest;\n" // depth test enable flag "uniform float invWidth;\n" // 1.0/width (shadow texture size) "uniform float invHeight;\n" // 1.0/height (shadow texture size) "uniform float offsetX;\n" // viewport lower left corner (int) "uniform float offsetY;\n" // viewport lower left corner (int) "\n" "bool depthpeeling()\n" "{\n" " if( depthtest ) {\n" " vec3 r0 = vec3((gl_FragCoord.x-offsetX)*invWidth,\n" " (gl_FragCoord.y-offsetY)*invHeight,\n" " gl_FragCoord.z);\n" #ifdef USE_TEXTURE_RECTANGLE " return shadow2DRect(depthtex, r0).r < 0.5;\n" #else " return shadow2D(depthtex, r0).r < 0.5;\n" #endif " }\n" " return false;\n" "}\n" }; class PreDrawFBOCallback : public osg::Camera::DrawCallback { public: PreDrawFBOCallback( osg::FrameBufferObject* fbo, osg::FrameBufferObject* source_fbo, unsigned int width, unsigned int height, osg::Texture *dt, osg::Texture *ct ) : _fbo(fbo), _source_fbo(source_fbo), _depthTexture(dt), _colorTexture(ct), _width(width), _height(height) {} virtual void operator () (osg::RenderInfo& renderInfo) const { // switching only the frame buffer attachments is actually faster than switching the framebuffer #ifdef USE_PACKED_DEPTH_STENCIL #ifdef USE_TEXTURE_RECTANGLE _fbo->setAttachment(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, osg::FrameBufferAttachment((osg::TextureRectangle*)(_depthTexture.get()))); #else _fbo->setAttachment(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, osg::FrameBufferAttachment((osg::Texture2D*)(_depthTexture.get()))); #endif #else #ifdef USE_TEXTURE_RECTANGLE _fbo->setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment((osg::TextureRectangle*)(_depthTexture.get()))); #else _fbo->setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment((osg::Texture2D*)(_depthTexture.get()))); #endif #endif #ifdef USE_TEXTURE_RECTANGLE _fbo->setAttachment(osg::Camera::COLOR_BUFFER0, osg::FrameBufferAttachment((osg::TextureRectangle*)(_colorTexture.get()))); #else _fbo->setAttachment(osg::Camera::COLOR_BUFFER0, osg::FrameBufferAttachment((osg::Texture2D*)(_colorTexture.get()))); #endif // check if we need to do some depth buffer copying from a source FBO into the current FBO if (_source_fbo.get() != NULL) { osg::GLExtensions* ext = renderInfo.getState()->get(); bool fbo_supported = ext && ext->isFrameBufferObjectSupported; if (fbo_supported && ext->glBlitFramebuffer) { // blit the depth buffer from the solid geometry fbo into the current transparency fbo (_fbo.get())->apply(*renderInfo.getState(), osg::FrameBufferObject::DRAW_FRAMEBUFFER); (_source_fbo.get())->apply(*renderInfo.getState(), osg::FrameBufferObject::READ_FRAMEBUFFER); // glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); // only needed to blit the color buffer // glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); // only needed to blit the color buffer ext->glBlitFramebuffer( 0, 0, static_cast(_width), static_cast(_height), 0, 0, static_cast(_width), static_cast(_height), #ifdef USE_PACKED_DEPTH_STENCIL GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); #else GL_DEPTH_BUFFER_BIT, GL_NEAREST); #endif (_fbo.get())->apply(*renderInfo.getState(), osg::FrameBufferObject::READ_FRAMEBUFFER); (_fbo.get())->apply(*renderInfo.getState(), osg::FrameBufferObject::DRAW_FRAMEBUFFER); } } // switch to this fbo, if it isn't already bound (_fbo.get())->apply( *renderInfo.getState() ); } protected: osg::ref_ptr _fbo; osg::ref_ptr _source_fbo; osg::ref_ptr _depthTexture; osg::ref_ptr _colorTexture; unsigned int _width; unsigned int _height; }; class PostDrawFBOCallback : public osg::Camera::DrawCallback { public: PostDrawFBOCallback(bool restore) : _restore(restore) {} virtual void operator () (osg::RenderInfo& renderInfo) const { // only unbind the fbo if this is the last transparency pass if (_restore) { renderInfo.getState()->get()->glBindFramebuffer( GL_FRAMEBUFFER_EXT, 0 ); } } protected: bool _restore; }; DepthPeeling::CullCallback::CullCallback(unsigned int texUnit, unsigned int texWidth, unsigned int texHeight, unsigned int offsetValue) : _texUnit(texUnit), _texWidth(texWidth), _texHeight(texHeight), _offsetValue(offsetValue) { } void DepthPeeling::CullCallback::operator()(osg::Node* node, osg::NodeVisitor* nv) { osgUtil::CullVisitor* cullVisitor = static_cast(nv); osgUtil::RenderStage* renderStage = cullVisitor->getCurrentRenderStage(); const osg::Viewport* viewport = renderStage->getViewport(); osg::Matrixd m(*cullVisitor->getProjectionMatrix()); m.postMultTranslate(osg::Vec3d(1, 1, 1)); m.postMultScale(osg::Vec3d(0.5, 0.5, 0.5)); // scale the texture coordinates to the viewport #ifdef USE_TEXTURE_RECTANGLE m.postMultScale(osg::Vec3d(viewport->width(), viewport->height(), 1)); #else #ifndef USE_NON_POWER_OF_TWO_TEXTURE m.postMultScale(osg::Vec3d(viewport->width()/double(_texWidth), viewport->height()/double(_texHeight), 1)); #endif #endif if (_texUnit != 0 && _offsetValue) { // Kind of polygon offset: note this way, we can also offset lines and points. // Whereas with the polygon offset we could only handle surface primitives. m.postMultTranslate(osg::Vec3d(0, 0, -ldexp(double(_offsetValue), -24))); } osg::TexMat* texMat = new osg::TexMat(m); osg::StateSet* stateSet = new osg::StateSet; stateSet->setTextureAttribute(_texUnit, texMat); if (_texUnit != 0) { // // GLSL pipeline support // #ifdef USE_TEXTURE_RECTANGLE // osg::Uniform::SAMPLER_2D_RECT_SHADOW not yet available in OSG 3.0.1 // osg::Uniform* depthUniform = new osg::Uniform(osg::Uniform::SAMPLER_2D_RECT_SHADOW, "depthtex"); // depthUniform->set((int)_texUnit); osg::Uniform* depthUniform = new osg::Uniform("depthtex", (int)_texUnit); osg::Uniform *invWidthUniform = new osg::Uniform("invWidth", (float)1.0f); osg::Uniform *invHeightUniform = new osg::Uniform("invHeight", (float)1.0f); #else osg::Uniform* depthUniform = new osg::Uniform(osg::Uniform::SAMPLER_2D_SHADOW, "depthtex"); depthUniform->set((int)_texUnit); osg::Uniform *invWidthUniform = new osg::Uniform("invWidth", (float)1.0f / _texWidth); osg::Uniform *invHeightUniform = new osg::Uniform("invHeight", (float)1.0f / _texHeight); #endif osg::Uniform *offsetXUniform = new osg::Uniform("offsetX", (float)viewport->x()); osg::Uniform *offsetYUniform = new osg::Uniform("offsetY", (float)viewport->y()); // uniforms required for any any GLSL implementation in the rendered geometry stateSet->addUniform(depthUniform); stateSet->addUniform(invWidthUniform); stateSet->addUniform(invHeightUniform); stateSet->addUniform(offsetXUniform); stateSet->addUniform(offsetYUniform); } cullVisitor->pushStateSet(stateSet); traverse(node, nv); cullVisitor->popStateSet(); } osg::Node* DepthPeeling::createQuad(unsigned int layerNumber, unsigned int numTiles) { float tileSpan = 1; float tileOffsetX = 0; float tileOffsetY = 0; if (_showAllLayers) { tileSpan /= numTiles; tileOffsetX = tileSpan * (layerNumber%numTiles); tileOffsetY = 1 - tileSpan * (1 + layerNumber/numTiles); } osg::Vec3Array* vertices = new osg::Vec3Array; vertices->push_back(osg::Vec3f(tileOffsetX , tileOffsetY , 0)); vertices->push_back(osg::Vec3f(tileOffsetX , tileOffsetY + tileSpan, 0)); vertices->push_back(osg::Vec3f(tileOffsetX + tileSpan, tileOffsetY + tileSpan, 0)); vertices->push_back(osg::Vec3f(tileOffsetX + tileSpan, tileOffsetY , 0)); osg::Vec3Array* colors = new osg::Vec3Array; colors->push_back(osg::Vec3(1, 1, 1)); osg::Vec2Array* texcoords = new osg::Vec2Array; texcoords->push_back(osg::Vec2f(0, 0)); texcoords->push_back(osg::Vec2f(0, 1)); texcoords->push_back(osg::Vec2f(1, 1)); texcoords->push_back(osg::Vec2f(1, 0)); osg::Geometry* geometry = new osg::Geometry; geometry->setVertexArray(vertices); geometry->setTexCoordArray(0, texcoords); geometry->setColorArray(colors, osg::Array::BIND_OVERALL); geometry->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4)); osg::Geode* geode = new osg::Geode; geode->addDrawable(geometry); return geode; } #include void DepthPeeling::createPeeling() { int numTiles = ceil(sqrt(double(_numPasses))); // cleanup any previous scene data _root->removeChildren(0, _root->getNumChildren()); // create depth textures _depthTextures.clear(); _depthTextures.resize(3); for (unsigned int i = 0; i < 3; ++i) { #ifdef USE_TEXTURE_RECTANGLE _depthTextures[i] = new osg::TextureRectangle; #else _depthTextures[i] = new osg::Texture2D; #endif _depthTextures[i]->setTextureSize(_texWidth, _texHeight); _depthTextures[i]->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST); _depthTextures[i]->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST); _depthTextures[i]->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_BORDER); _depthTextures[i]->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_BORDER); #ifdef USE_PACKED_DEPTH_STENCIL _depthTextures[i]->setInternalFormat(GL_DEPTH24_STENCIL8_EXT); _depthTextures[i]->setSourceFormat(GL_DEPTH_STENCIL_EXT); _depthTextures[i]->setSourceType(GL_UNSIGNED_INT_24_8_EXT); #else _depthTextures[i]->setInternalFormat(GL_DEPTH_COMPONENT); #endif _depthTextures[i]->setShadowComparison(true); _depthTextures[i]->setShadowAmbient(0.0); // The r value if the test fails _depthTextures[i]->setShadowCompareFunc(osg::Texture::GREATER); _depthTextures[i]->setShadowTextureMode(osg::Texture::INTENSITY); } // create the cameras for the individual depth peel layers _colorTextures.clear(); _colorTextures.resize(_numPasses); for (unsigned int i = 0; i < _numPasses; ++i) { // create textures for the color buffers #ifdef USE_TEXTURE_RECTANGLE osg::ref_ptr colorTexture = new osg::TextureRectangle; #else osg::ref_ptr colorTexture = new osg::Texture2D; #endif colorTexture->setTextureSize(_texWidth, _texHeight); colorTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST); colorTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST); colorTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_BORDER); colorTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_BORDER); colorTexture->setInternalFormat(GL_RGBA); _colorTextures[i] = colorTexture; } // create some uniform and cull callback objects osg::Uniform *depthOff = new osg::Uniform("depthtest", (bool)false); osg::Uniform *depthOn = new osg::Uniform("depthtest", (bool)true); CullCallback *ccb = new CullCallback(_texUnit, _texWidth, _texHeight, _offsetValue); // create a node for solid model rendering osg::Group *pre_solidNode = new osg::Group; pre_solidNode->addChild(_solidscene.get()); // create a node for non depth peeled transparent rendering (topmost layer) osg::Group *transparentNodeNoPeel = new osg::Group; transparentNodeNoPeel->addChild(_transparentscene.get()); transparentNodeNoPeel->getOrCreateStateSet()->addUniform(depthOff); transparentNodeNoPeel->getOrCreateStateSet()->setRenderBinDetails(99, "RenderBin", osg::StateSet::OVERRIDE_RENDERBIN_DETAILS); // create a node for depth peeled transparent rendering (any layers below). osg::TexGenNode* transparentNodePeel = new osg::TexGenNode; transparentNodePeel->setReferenceFrame(osg::TexGenNode::ABSOLUTE_RF); transparentNodePeel->setTextureUnit(_texUnit); transparentNodePeel->getTexGen()->setMode(osg::TexGen::EYE_LINEAR); transparentNodePeel->addChild(_transparentscene.get()); transparentNodePeel->getOrCreateStateSet()->addUniform(depthOn); transparentNodePeel->getOrCreateStateSet()->setRenderBinDetails(99, "RenderBin", osg::StateSet::OVERRIDE_RENDERBIN_DETAILS); // only render fragments that are not completely transparent transparentNodePeel->getOrCreateStateSet()->setAttributeAndModes(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); // generate texcoords for the depth texture, supporting the fixed function pipeline transparentNodePeel->getOrCreateStateSet()->setTextureMode(_texUnit, GL_TEXTURE_GEN_S, osg::StateAttribute::ON); transparentNodePeel->getOrCreateStateSet()->setTextureMode(_texUnit, GL_TEXTURE_GEN_T, osg::StateAttribute::ON); transparentNodePeel->getOrCreateStateSet()->setTextureMode(_texUnit, GL_TEXTURE_GEN_R, osg::StateAttribute::ON); transparentNodePeel->getOrCreateStateSet()->setTextureMode(_texUnit, GL_TEXTURE_GEN_Q, osg::StateAttribute::ON); // use two FBOs, one for solid geometry - the other one for the transparency passes // depth and color attachments will be switched as needed. osg::ref_ptr fbos[2] = {new osg::FrameBufferObject(), new osg::FrameBufferObject()}; // create the cameras for the individual depth peel layers for (unsigned int i = 0; i < _numPasses; ++i) { // get the pointers to the required fbo, color and depth textures for each camera instance // we perform ping ponging between two depth textures osg::FrameBufferObject *fbo0 = (i >= 1) ? fbos[0].get() : NULL; osg::FrameBufferObject *fbo = (i >= 1) ? fbos[1].get() : fbos[0].get(); osg::Texture *colorTexture = _colorTextures[i].get(); osg::Texture *depthTexture = (i >= 1) ? _depthTextures[1+(i-1)%2].get() : _depthTextures[i].get(); osg::Texture *prevDepthTexture = (i >= 2) ? _depthTextures[1+(i-2)%2].get() : NULL; // all our peeling layer cameras are post render osg::Camera* camera = new osg::Camera; camera->setDataVariance(osg::Object::DYNAMIC); camera->setInheritanceMask(osg::Camera::ALL_VARIABLES); camera->setRenderOrder(osg::Camera::POST_RENDER, i); camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); camera->setClearColor(osg::Vec4f(0, 0, 0, 0)); camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR); camera->setPreDrawCallback(new PreDrawFBOCallback(fbo, fbo0, _texWidth, _texHeight, depthTexture, colorTexture)); camera->setPostDrawCallback(new PostDrawFBOCallback(i == _numPasses - 1)); camera->setDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); camera->setReadBuffer(GL_COLOR_ATTACHMENT0_EXT); camera->setAllowEventFocus(false); // the peeled layers are rendered with blending forced off // and the depth buffer is directly taken from camera 0 via framebuffer blit if (i > 0) { camera->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE); camera->setClearMask(GL_COLOR_BUFFER_BIT); } else { // camera 0 has to clear both the depth and color buffers camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); } // add the correct geometry for each pass. // the peeling passes also need read access to prevDepthTexture and a cull callback if (0 == i) { // solid geometry camera->addChild(pre_solidNode); } else if (1 == i) { // topmost layer peeling pass camera->addChild(transparentNodeNoPeel); } else { // behind layers peeling passes camera->addChild(transparentNodePeel); // set depth (shadow) texture for depth peeling and add a cull callback camera->getOrCreateStateSet()->setTextureAttributeAndModes(_texUnit, prevDepthTexture); camera->addCullCallback(ccb); } _root->addChild(camera); } // create the composite camera that blends the peeled layers into the final scene _compositeCamera = new osg::Camera; _compositeCamera->setDataVariance(osg::Object::DYNAMIC); _compositeCamera->setInheritanceMask(osg::Camera::READ_BUFFER | osg::Camera::DRAW_BUFFER); _compositeCamera->setRenderOrder(osg::Camera::POST_RENDER, _numPasses); _compositeCamera->setComputeNearFarMode(osg::Camera::COMPUTE_NEAR_FAR_USING_PRIMITIVES); _compositeCamera->setClearMask(0); _compositeCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); _compositeCamera->setViewMatrix(osg::Matrix()); _compositeCamera->setProjectionMatrix(osg::Matrix::ortho2D(0, 1, 0, 1)); _compositeCamera->setCullCallback(new CullCallback(0, _texWidth, _texHeight, 0)); osg::StateSet* stateSet = _compositeCamera->getOrCreateStateSet(); stateSet->setRenderBinDetails(100, "TraversalOrderBin", osg::StateSet::OVERRIDE_RENDERBIN_DETAILS); _root->addChild(_compositeCamera.get()); // solid geometry is blended first, transparency layers are blended in back to front order. // this order is achieved by rendering using a TraversalOrderBin (see camera stateset). for (unsigned int i = _numPasses; i > 0; --i) { osg::Node* geode = createQuad(i%_numPasses, numTiles); osg::StateSet *stateSet = geode->getOrCreateStateSet(); stateSet->setTextureAttributeAndModes(0, _colorTextures[i%_numPasses].get(), osg::StateAttribute::ON); stateSet->setAttribute(new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA), osg::StateAttribute::ON); stateSet->setMode(GL_BLEND, osg::StateAttribute::ON); stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF); osg::Depth* depth = new osg::Depth; depth->setWriteMask( false ); stateSet->setAttributeAndModes( depth, osg::StateAttribute::ON ); stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); _compositeCamera->addChild(geode); } } DepthPeeling::DepthPeeling(unsigned int width, unsigned int height) : _numPasses(9), _texUnit(2), _texWidth(width), _texHeight(height), _showAllLayers(false), _offsetValue(8), _root(new osg::Group), _solidscene(new osg::Group), _transparentscene(new osg::Group) { createPeeling(); } void DepthPeeling::setSolidScene(osg::Node* scene) { _solidscene->removeChildren(0, _solidscene->getNumChildren()); _solidscene->addChild(scene); } void DepthPeeling::setTransparentScene(osg::Node* scene) { _transparentscene->removeChildren(0, _transparentscene->getNumChildren()); _transparentscene->addChild(scene); } osg::Node* DepthPeeling::getRoot() { return _root.get(); } void DepthPeeling::resize(int width, int height) { #ifdef USE_TEXTURE_RECTANGLE for (unsigned int i = 0; i < 3; ++i) _depthTextures[i]->setTextureSize(width, height); for (unsigned int i = 0; i < _colorTextures.size(); ++i) _colorTextures[i]->setTextureSize(width, height); _texWidth = width; _texHeight = height; #else #ifndef USE_NON_POWER_OF_TWO_TEXTURE width = nextPowerOfTwo(width); height = nextPowerOfTwo(height); #endif _depthTextures[0]->setTextureSize(width, height); _depthTextures[1]->setTextureSize(width, height); for (unsigned int i = 0; i < _colorTextures.size(); ++i) _colorTextures[i]->setTextureSize(width, height); _texWidth = width; _texHeight = height; #endif createPeeling(); } void DepthPeeling::setNumPasses(unsigned int numPasses) { if (numPasses == _numPasses) return; if (numPasses == unsigned(-1)) return; _numPasses = numPasses; createPeeling(); } unsigned int DepthPeeling::getNumPasses() const { return _numPasses; } void DepthPeeling::setTexUnit(unsigned int texUnit) { if (texUnit == _texUnit) return; _texUnit = texUnit; createPeeling(); } void DepthPeeling::setShowAllLayers(bool showAllLayers) { if (showAllLayers == _showAllLayers) return; _showAllLayers = showAllLayers; createPeeling(); } bool DepthPeeling::getShowAllLayers() const { return _showAllLayers; } void DepthPeeling::setOffsetValue(unsigned int offsetValue) { if (offsetValue == _offsetValue) return; _offsetValue = offsetValue; createPeeling(); } unsigned int DepthPeeling::getOffsetValue() const { return _offsetValue; } DepthPeeling::EventHandler::EventHandler(DepthPeeling* depthPeeling) : _depthPeeling(depthPeeling) { } /** Handle events, return true if handled, false otherwise. */ bool DepthPeeling::EventHandler::handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter&, osg::Object*, osg::NodeVisitor*) { if (ea.getEventType() == osgGA::GUIEventAdapter::RESIZE) { _depthPeeling->resize(ea.getWindowWidth(), ea.getWindowHeight()); return true; } if (ea.getEventType() == osgGA::GUIEventAdapter::KEYDOWN) { switch (ea.getKey()) { case 'm': _depthPeeling->setNumPasses(_depthPeeling->getNumPasses() + 1); return true; case 'n': _depthPeeling->setNumPasses(_depthPeeling->getNumPasses() - 1); return true; case 'p': _depthPeeling->setOffsetValue(_depthPeeling->getOffsetValue() + 1); return true; case 'o': _depthPeeling->setOffsetValue(_depthPeeling->getOffsetValue() - 1); return true; case 'l': _depthPeeling->setShowAllLayers(!_depthPeeling->getShowAllLayers()); return true; default: return false; }; } return false; }