OpenSceneGraph/examples/osgreflect/osgreflect.cpp

377 lines
14 KiB
C++

/* OpenSceneGraph example, osgreflect.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <osg/Node>
#include <osg/Geometry>
#include <osg/Geode>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/BlendFunc>
#include <osg/Stencil>
#include <osg/ColorMask>
#include <osg/Depth>
#include <osg/ClipNode>
#include <osg/AnimationPath>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgUtil/Optimizer>
#include <osgViewer/Viewer>
#include <iostream>
//
// A simple demo demonstrating planar reflections using multiple renderings
// of a subgraph, overriding of state attributes and use of the stencil buffer.
//
// The multipass system implemented here is a variation of 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. Neither
// 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::ref_ptr<osg::Image> image = osgDB::readRefImageFile(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, osg::Array::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, osg::Array::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,~0u);
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,~0u);
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,~0u);
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 negligible 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(0.0,0.0,-1.0,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,~0u);
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,~0u);
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
// decorate 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);
// construct the viewer.
osgViewer::Viewer viewer;
// read the scene from the list of file specified commandline args.
osg::ref_ptr<osg::Node> loadedModel = osgDB::readRefNodeFiles(arguments);
// if not loaded assume no arguments passed in, try use default mode instead.
if (!loadedModel) loadedModel = osgDB::readRefNodeFile("cessna.osgt");
// if no model has been successfully loaded report failure.
if (!loadedModel)
{
std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
return 1;
}
// optimize the scene graph, remove redundant nodes and state etc.
osgUtil::Optimizer optimizer;
optimizer.optimize(loadedModel);
// add a transform with a callback to animate the loaded model.
osg::ref_ptr<osg::MatrixTransform> loadedModelTransform = new osg::MatrixTransform;
loadedModelTransform->addChild(loadedModel);
osg::ref_ptr<osg::NodeCallback> nc = new osg::AnimationPathCallback(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<osg::Node> rootNode = createMirroredScene(loadedModelTransform.get());
// set the scene to render
viewer.setSceneData(rootNode);
// hint to tell viewer to request stencil buffer when setting up windows
osg::DisplaySettings::instance()->setMinimumNumStencilBits(8);
//osgDB::writeNodeFile(*rootNode, "test.osgt");
return viewer.run();
}