760cfeaadb
shadow implementation
488 lines
16 KiB
C++
488 lines
16 KiB
C++
#include <osg/ArgumentParser>
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#include <osgGA/TrackballManipulator>
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#include <osgGA/FlightManipulator>
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#include <osgGA/DriveManipulator>
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#include <osgGA/KeySwitchMatrixManipulator>
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#include <osgGA/AnimationPathManipulator>
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#include <osgGA/TerrainManipulator>
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#include <osgGA/AnimationPathManipulator>
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#include <osgGA/StateSetManipulator>
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#include <osgViewer/Viewer>
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#include <osgViewer/StatsHandler>
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#include <osgShadow/ShadowedScene>
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#include <osgShadow/ShadowVolume>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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#include <iostream>
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class ComputeBoundingBoxVisitor : public osg::NodeVisitor
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{
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public:
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ComputeBoundingBoxVisitor():
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osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
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{
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}
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virtual void reset()
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{
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_matrixStack.clear();
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_bb.init();
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}
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osg::BoundingBox& getBoundingBox() { return _bb; }
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void getPolytope(osg::Polytope& polytope, float margin=0.1) const
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{
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float delta = _bb.radius()*margin;
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polytope.add( osg::Plane(0.0, 0.0, 1.0, -(_bb.zMin()-delta)) );
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polytope.add( osg::Plane(0.0, 0.0, -1.0, (_bb.zMax()+delta)) );
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polytope.add( osg::Plane(1.0, 0.0, 0.0, -(_bb.xMin()-delta)) );
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polytope.add( osg::Plane(-1.0, 0.0, 0.0, (_bb.xMax()+delta)) );
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polytope.add( osg::Plane(0.0, 1.0, 0.0, -(_bb.yMin()-delta)) );
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polytope.add( osg::Plane(0.0, -1.0, 0.0, (_bb.yMax()+delta)) );
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}
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void getBase(osg::Polytope& polytope, float margin=0.1) const
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{
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float delta = _bb.radius()*margin;
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polytope.add( osg::Plane(0.0, 0.0, 1.0, -(_bb.zMin()-delta)) );
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}
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void apply(osg::Node& node)
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{
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traverse(node);
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}
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void apply(osg::Transform& transform)
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{
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osg::Matrix matrix;
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if (!_matrixStack.empty()) matrix = _matrixStack.back();
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transform.computeLocalToWorldMatrix(matrix,this);
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pushMatrix(matrix);
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traverse(transform);
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popMatrix();
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}
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void apply(osg::Geode& geode)
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{
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for(unsigned int i=0; i<geode.getNumDrawables(); ++i)
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{
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apply(geode.getDrawable(i));
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}
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}
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void pushMatrix(osg::Matrix& matrix)
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{
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_matrixStack.push_back(matrix);
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}
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void popMatrix()
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{
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_matrixStack.pop_back();
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}
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void apply(osg::Drawable* drawable)
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{
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if (_matrixStack.empty()) _bb.expandBy(drawable->getBound());
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else
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{
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osg::Matrix& matrix = _matrixStack.back();
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const osg::BoundingBox& dbb = drawable->getBound();
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if (dbb.valid())
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{
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_bb.expandBy(dbb.corner(0) * matrix);
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_bb.expandBy(dbb.corner(1) * matrix);
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_bb.expandBy(dbb.corner(2) * matrix);
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_bb.expandBy(dbb.corner(3) * matrix);
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_bb.expandBy(dbb.corner(4) * matrix);
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_bb.expandBy(dbb.corner(5) * matrix);
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_bb.expandBy(dbb.corner(6) * matrix);
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_bb.expandBy(dbb.corner(7) * matrix);
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}
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}
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}
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protected:
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typedef std::vector<osg::Matrix> MatrixStack;
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MatrixStack _matrixStack;
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osg::BoundingBox _bb;
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};
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enum Faces
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{
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FRONT_FACE = 1,
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BACK_FACE = 2,
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LEFT_FACE = 4,
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RIGHT_FACE = 8,
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TOP_FACE = 16,
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BOTTOM_FACE = 32
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};
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osg::Node* createCube(unsigned int mask)
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{
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osg::Geode* geode = new osg::Geode;
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osg::Geometry* geometry = new osg::Geometry;
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geode->addDrawable(geometry);
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osg::Vec3Array* vertices = new osg::Vec3Array;
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geometry->setVertexArray(vertices);
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osg::Vec3Array* normals = new osg::Vec3Array;
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geometry->setNormalArray(normals);
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geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
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osg::Vec4Array* colours = new osg::Vec4Array;
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geometry->setColorArray(colours);
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geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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colours->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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osg::Vec3 origin(0.0f,0.0f,0.0f);
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osg::Vec3 dx(2.0f,0.0f,0.0f);
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osg::Vec3 dy(0.0f,1.0f,0.0f);
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osg::Vec3 dz(0.0f,0.0f,1.0f);
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osg::Vec3 px(1.0f,0.0,0.0f);
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osg::Vec3 nx(-1.0f,0.0,0.0f);
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osg::Vec3 py(0.0f,1.0f,0.0f);
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osg::Vec3 ny(0.0f,-1.0f,0.0f);
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osg::Vec3 pz(0.0f,0.0f,1.0f);
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osg::Vec3 nz(0.0f,0.0f,-1.0f);
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if (mask & FRONT_FACE)
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{
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// front face
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vertices->push_back(origin);
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vertices->push_back(origin+dx);
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vertices->push_back(origin+dx+dz);
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vertices->push_back(origin+dz);
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normals->push_back(ny);
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normals->push_back(ny);
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normals->push_back(ny);
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normals->push_back(ny);
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}
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if (mask & BACK_FACE)
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{
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// back face
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vertices->push_back(origin+dy);
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vertices->push_back(origin+dy+dz);
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vertices->push_back(origin+dy+dx+dz);
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vertices->push_back(origin+dy+dx);
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normals->push_back(py);
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normals->push_back(py);
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normals->push_back(py);
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normals->push_back(py);
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}
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if (mask & LEFT_FACE)
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{
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// left face
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vertices->push_back(origin+dy);
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vertices->push_back(origin);
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vertices->push_back(origin+dz);
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vertices->push_back(origin+dy+dz);
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normals->push_back(nx);
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normals->push_back(nx);
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normals->push_back(nx);
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normals->push_back(nx);
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}
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if (mask & RIGHT_FACE)
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{
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// right face
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vertices->push_back(origin+dx+dy);
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vertices->push_back(origin+dx+dy+dz);
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vertices->push_back(origin+dx+dz);
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vertices->push_back(origin+dx);
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normals->push_back(px);
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normals->push_back(px);
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normals->push_back(px);
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normals->push_back(px);
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}
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if (mask & TOP_FACE)
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{
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// top face
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vertices->push_back(origin+dz);
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vertices->push_back(origin+dz+dx);
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vertices->push_back(origin+dz+dx+dy);
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vertices->push_back(origin+dz+dy);
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normals->push_back(pz);
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normals->push_back(pz);
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normals->push_back(pz);
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normals->push_back(pz);
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}
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if (mask & BOTTOM_FACE)
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{
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// bottom face
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vertices->push_back(origin);
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vertices->push_back(origin+dy);
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vertices->push_back(origin+dx+dy);
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vertices->push_back(origin+dx);
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normals->push_back(nz);
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normals->push_back(nz);
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normals->push_back(nz);
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normals->push_back(nz);
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}
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geometry->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, vertices->size()));
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return geode;
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}
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class SwitchHandler : public osgGA::GUIEventHandler
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{
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public:
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SwitchHandler():
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_childNum(0) {}
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virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& /*aa*/, osg::Object* object, osg::NodeVisitor* /*nv*/)
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{
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osg::Switch* sw = dynamic_cast<osg::Switch*>(object);
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if (!sw) return false;
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if (ea.getHandled()) return false;
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switch(ea.getEventType())
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{
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case(osgGA::GUIEventAdapter::KEYDOWN):
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{
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if (ea.getKey()=='n')
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{
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++_childNum;
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if (_childNum >= sw->getNumChildren()) _childNum = 0;
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sw->setSingleChildOn(_childNum);
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return true;
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}
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break;
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}
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default:
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break;
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}
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return false;
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}
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protected:
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virtual ~SwitchHandler() {}
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unsigned int _childNum;
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};
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osg::Node* createTestModel()
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{
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osg::Switch* sw = new osg::Switch;
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sw->setEventCallback(new SwitchHandler);
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sw->addChild(createCube(FRONT_FACE), true);
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sw->addChild(createCube(FRONT_FACE | BACK_FACE), false);
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sw->addChild(createCube(FRONT_FACE | BACK_FACE | LEFT_FACE), false);
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sw->addChild(createCube(FRONT_FACE | BACK_FACE | LEFT_FACE | RIGHT_FACE), false);
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sw->addChild(createCube(FRONT_FACE | BACK_FACE | LEFT_FACE | RIGHT_FACE | TOP_FACE), false);
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sw->addChild(createCube(FRONT_FACE | BACK_FACE | LEFT_FACE | RIGHT_FACE | TOP_FACE | BOTTOM_FACE), false);
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return sw;
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}
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int main(int argc, char** argv)
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc, argv);
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// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName() + " is the example which demonstrates using of GL_ARB_shadow extension implemented in osg::Texture class");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName());
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help", "Display this information");
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arguments.getApplicationUsage()->addCommandLineOption("--positionalLight", "Use a positional light.");
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arguments.getApplicationUsage()->addCommandLineOption("--directionalLight", "Use a direction light.");
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arguments.getApplicationUsage()->addCommandLineOption("--addOccluderToScene", "Add the occluders geometry.");
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arguments.getApplicationUsage()->addCommandLineOption("--noUpdate", "Disable the updating the of light source.");
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arguments.getApplicationUsage()->addCommandLineOption("--base", "Add a base geometry to test shadows.");
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arguments.getApplicationUsage()->addCommandLineOption("--noShadow", "Disable the shadows.");
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arguments.getApplicationUsage()->addCommandLineOption("--two-sided", "Use two-sided stencil extension for shadow volumes.");
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arguments.getApplicationUsage()->addCommandLineOption("--two-pass", "Use two-pass stencil for shadow volumes.");
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// hint to tell viewer to request stencil buffer when setting up windows
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osg::DisplaySettings::instance()->setMinimumNumStencilBits(8);
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// construct the viewer.
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osgViewer::Viewer viewer;
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// if user request help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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{
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arguments.getApplicationUsage()->write(std::cout);
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return 1;
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}
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// default to single threaded during dev work.
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viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
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while (arguments.read("--SingleThreaded")) viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
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while (arguments.read("--CullDrawThreadPerContext")) viewer.setThreadingModel(osgViewer::Viewer::CullDrawThreadPerContext);
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while (arguments.read("--DrawThreadPerContext")) viewer.setThreadingModel(osgViewer::Viewer::DrawThreadPerContext);
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while (arguments.read("--CullThreadPerCameraDrawThreadPerContext")) viewer.setThreadingModel(osgViewer::Viewer::CullThreadPerCameraDrawThreadPerContext);
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bool postionalLight = false;
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while (arguments.read("--positionalLight")) postionalLight = true;
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while (arguments.read("--directionalLight")) postionalLight = false;
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bool updateLightPosition = true;
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while (arguments.read("--noUpdate")) updateLightPosition = false;
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bool createBase = false;
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while (arguments.read("--base")) createBase = true;
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int screenNum = -1;
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while (arguments.read("--screen", screenNum)) viewer.setUpViewOnSingleScreen(screenNum);
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osgShadow::ShadowVolumeGeometry::DrawMode drawMode = osgShadow::ShadowVolumeGeometry::STENCIL_TWO_SIDED;
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while (arguments.read("--two-sided")) drawMode = osgShadow::ShadowVolumeGeometry::STENCIL_TWO_SIDED;
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while (arguments.read("--two-pass")) drawMode = osgShadow::ShadowVolumeGeometry::STENCIL_TWO_PASS;
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// set up the camera manipulators.
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{
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osg::ref_ptr<osgGA::KeySwitchMatrixManipulator> keyswitchManipulator = new osgGA::KeySwitchMatrixManipulator;
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keyswitchManipulator->addMatrixManipulator( '1', "Trackball", new osgGA::TrackballManipulator() );
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keyswitchManipulator->addMatrixManipulator( '2', "Flight", new osgGA::FlightManipulator() );
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keyswitchManipulator->addMatrixManipulator( '3', "Drive", new osgGA::DriveManipulator() );
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keyswitchManipulator->addMatrixManipulator( '4', "Terrain", new osgGA::TerrainManipulator() );
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std::string pathfile;
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char keyForAnimationPath = '5';
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while (arguments.read("-p",pathfile))
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{
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osgGA::AnimationPathManipulator* apm = new osgGA::AnimationPathManipulator(pathfile);
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if (apm || !apm->valid())
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{
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unsigned int num = keyswitchManipulator->getNumMatrixManipulators();
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keyswitchManipulator->addMatrixManipulator( keyForAnimationPath, "Path", apm );
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keyswitchManipulator->selectMatrixManipulator(num);
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++keyForAnimationPath;
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}
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}
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viewer.setCameraManipulator( keyswitchManipulator.get() );
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}
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// add the state manipulator
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viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
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// add stats
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viewer.addEventHandler( new osgViewer::StatsHandler() );
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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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// report any errors if they have occured when parsing the program aguments.
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if (arguments.errors())
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{
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arguments.writeErrorMessages(std::cout);
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return 1;
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}
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osg::ref_ptr<osg::Node> model = osgDB::readNodeFiles(arguments);
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if (!model)
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{
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model = createTestModel();
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}
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// get the bounds of the model.
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ComputeBoundingBoxVisitor cbbv;
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model->accept(cbbv);
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osg::BoundingBox bb = cbbv.getBoundingBox();
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if (createBase)
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{
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osg::ref_ptr<osg::Group> newGroup = new osg::Group;
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newGroup->addChild(model.get());
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osg::Geode* geode = new osg::Geode;
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osg::Vec3 widthVec(bb.radius(), 0.0f, 0.0f);
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osg::Vec3 depthVec(0.0f, bb.radius(), 0.0f);
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osg::Vec3 centerBase( (bb.xMin()+bb.xMax())*0.5f, (bb.yMin()+bb.yMax())*0.5f, bb.zMin()-bb.radius()*0.1f );
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geode->addDrawable( osg::createTexturedQuadGeometry( centerBase-widthVec*1.5f-depthVec*1.5f,
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widthVec*3.0f, depthVec*3.0f) );
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newGroup->addChild(geode);
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model = newGroup.get();
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}
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osg::Vec4 lightpos;
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if (postionalLight)
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{
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lightpos.set(bb.center().x(), bb.center().y(), bb.zMax() + bb.radius() ,1.0f);
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}
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else
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{
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lightpos.set(0.5f,0.25f,0.8f,0.0f);
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}
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osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene = new osgShadow::ShadowedScene;
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osg::ref_ptr<osgShadow::ShadowVolume> shadowVolume = new osgShadow::ShadowVolume;
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shadowedScene->setShadowTechnique(shadowVolume.get());
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shadowVolume->setDynamicShadowVolumes(updateLightPosition);
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osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
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ls->getLight()->setPosition(lightpos);
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shadowedScene->addChild(model.get());
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shadowedScene->addChild(ls.get());
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viewer.setSceneData(shadowedScene.get());
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// create the windows and run the threads.
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viewer.realize();
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// osgDB::writeNodeFile(*group,"test.osg");
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while (!viewer.done())
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{
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if (updateLightPosition)
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{
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float t = viewer.getFrameStamp()->getSimulationTime();
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if (postionalLight)
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{
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lightpos.set(bb.center().x()+sinf(t)*bb.radius(), bb.center().y() + cosf(t)*bb.radius(), bb.zMax() + bb.radius() ,1.0f);
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}
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else
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{
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lightpos.set(sinf(t),cosf(t),1.0f,0.0f);
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}
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ls->getLight()->setPosition(lightpos);
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}
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viewer.frame();
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}
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return 0;
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}
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