OpenSceneGraph/examples/osgshadow/osgshadow.cpp
2007-01-11 12:06:24 +00:00

415 lines
14 KiB
C++

#include <osg/ArgumentParser>
#include <osg/LightModel>
#include <osg/Depth>
#include <osg/BlendFunc>
#include <osg/Camera>
#include <osg/Stencil>
#include <osg/CullFace>
#include <osg/Geometry>
#include <osgGA/TrackballManipulator>
#include <osgViewer/Viewer>
#include <osgShadow/OccluderGeometry>
#include <osgDB/ReadFile>
#include <iostream>
class ComputeBoundingBoxVisitor : public osg::NodeVisitor
{
public:
ComputeBoundingBoxVisitor():
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
{
}
virtual void reset()
{
_matrixStack.clear();
_bb.init();
}
osg::BoundingBox& getBoundingBox() { return _bb; }
void getPolytope(osg::Polytope& polytope, float margin=0.1) const
{
float delta = _bb.radius()*margin;
polytope.add( osg::Plane(0.0, 0.0, 1.0, -(_bb.zMin()-delta)) );
polytope.add( osg::Plane(0.0, 0.0, -1.0, (_bb.zMax()+delta)) );
polytope.add( osg::Plane(1.0, 0.0, 0.0, -(_bb.xMin()-delta)) );
polytope.add( osg::Plane(-1.0, 0.0, 0.0, (_bb.xMax()+delta)) );
polytope.add( osg::Plane(0.0, 1.0, 0.0, -(_bb.yMin()-delta)) );
polytope.add( osg::Plane(0.0, -1.0, 0.0, (_bb.yMax()+delta)) );
}
void apply(osg::Node& node)
{
traverse(node);
}
void apply(osg::Transform& transform)
{
osg::Matrix matrix;
if (!_matrixStack.empty()) matrix = _matrixStack.back();
transform.computeLocalToWorldMatrix(matrix,this);
pushMatrix(matrix);
traverse(transform);
popMatrix();
}
void apply(osg::Geode& geode)
{
for(unsigned int i=0; i<geode.getNumDrawables(); ++i)
{
apply(geode.getDrawable(i));
}
}
void pushMatrix(osg::Matrix& matrix)
{
_matrixStack.push_back(matrix);
}
void popMatrix()
{
_matrixStack.pop_back();
}
void apply(osg::Drawable* drawable)
{
if (_matrixStack.empty()) _bb.expandBy(drawable->getBound());
else
{
osg::Matrix& matrix = _matrixStack.back();
const osg::BoundingBox& dbb = drawable->getBound();
if (dbb.valid())
{
_bb.expandBy(dbb.corner(0) * matrix);
_bb.expandBy(dbb.corner(1) * matrix);
_bb.expandBy(dbb.corner(2) * matrix);
_bb.expandBy(dbb.corner(3) * matrix);
_bb.expandBy(dbb.corner(4) * matrix);
_bb.expandBy(dbb.corner(5) * matrix);
_bb.expandBy(dbb.corner(6) * matrix);
_bb.expandBy(dbb.corner(7) * matrix);
}
}
}
protected:
typedef std::vector<osg::Matrix> MatrixStack;
MatrixStack _matrixStack;
osg::BoundingBox _bb;
};
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()->setDescription(arguments.getApplicationName() + " is the example which demonstrates using of GL_ARB_shadow extension implemented in osg::Texture class");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName());
arguments.getApplicationUsage()->addCommandLineOption("-h or --help", "Display this information");
arguments.getApplicationUsage()->addCommandLineOption("--with-base-texture", "Adde base texture to shadowed model.");
arguments.getApplicationUsage()->addCommandLineOption("--no-base-texture", "Adde base texture to shadowed model.");
// construct the viewer.
osgViewer::Viewer viewer;
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
bool postionalLight = false;
while (arguments.read("--positionalLight")) postionalLight = true;
while (arguments.read("--directionalLight")) postionalLight = false;
bool addOccluderToScene = false;
while (arguments.read("--addOccluderToScene")) addOccluderToScene = true;
bool updateLightPosition = true;
while (arguments.read("--noUpdate")) updateLightPosition = false;
bool createBase = false;
while (arguments.read("--base")) createBase = true;
bool doShadow = true;
while (arguments.read("--noShadow")) doShadow = false;
// 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;
}
osg::ref_ptr<osg::Node> model = osgDB::readNodeFiles(arguments);
if (!model)
{
osg::notify(osg::NOTICE)<<"No model loaded, please specify a model to load."<<std::endl;
return 1;
}
// get the bounds of the model.
ComputeBoundingBoxVisitor cbbv;
model->accept(cbbv);
osg::BoundingBox bb = cbbv.getBoundingBox();
if (createBase)
{
osg::ref_ptr<osg::Group> newGroup = new osg::Group;
newGroup->addChild(model.get());
osg::Geode* geode = new osg::Geode;
osg::Vec3 widthVec(bb.radius(), 0.0f, 0.0f);
osg::Vec3 depthVec(0.0f, bb.radius(), 0.0f);
osg::Vec3 centerBase( (bb.xMin()+bb.xMax())*0.5f, (bb.yMin()+bb.yMax())*0.5f, bb.zMin()-bb.radius()*0.1f );
geode->addDrawable( osg::createTexturedQuadGeometry( centerBase-widthVec*1.5f-depthVec*1.5f,
widthVec*3.0f, depthVec*3.0f) );
newGroup->addChild(geode);
model = newGroup.get();
}
// get the bounds of the model.
cbbv.reset();
model->accept(cbbv);
bb = cbbv.getBoundingBox();
osg::ref_ptr<osg::Group> group = new osg::Group;
// set up the occluder
osg::ref_ptr<osgShadow::OccluderGeometry> occluder = new osgShadow::OccluderGeometry;
occluder->computeOccluderGeometry(model.get());
cbbv.getPolytope(occluder->getBoundingPolytope(),0.001);
if (addOccluderToScene)
{
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
geode->addDrawable(occluder.get());
group->addChild(geode.get());
}
osg::ref_ptr<osgShadow::ShadowVolumeGeometry> shadowVolume = new osgShadow::ShadowVolumeGeometry;
shadowVolume->setUseDisplayList(!updateLightPosition);
osg::Vec4 lightpos;
if (postionalLight)
{
lightpos.set(bb.center().x(), bb.center().y(), bb.zMax() + bb.radius() ,1.0f);
}
else
{
lightpos.set(0.5f,0.25f,0.8f,0.0f);
}
osg::ref_ptr<osg::Light> light = new osg::Light;
if (!doShadow)
{
group->addChild(model.get());
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
occluder->computeShadowVolumeGeometry(lightpos, *shadowVolume);
geode->addDrawable(shadowVolume.get());
group->addChild(geode.get());
osg::StateSet* ss = geode->getOrCreateStateSet();
ss->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
}
else
{
osg::Vec4 ambient(0.2,0.2,0.2,1.0);
osg::Vec4 diffuse(0.8,0.8,0.8,1.0);
osg::Vec4 zero_colour(0.0,0.0,0.0,1.0);
// first group
{
osg::Group* first_model_group = new osg::Group;
first_model_group->addChild(model.get());
group->addChild(first_model_group);
osg::StateSet* ss1 = first_model_group->getOrCreateStateSet();
osg::LightModel* lm1 = new osg::LightModel;
lm1->setAmbientIntensity(ambient);
ss1->setAttribute(lm1);
osg::Light* light1 = new osg::Light;
light1->setAmbient(ambient);
light1->setDiffuse(zero_colour);
light1->setPosition(lightpos);
ss1->setAttributeAndModes(light1, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
ss1->setMode(GL_LIGHTING, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
}
// second group
{
// use a camera here just to implement a seperate post rendering stage.
osg::Camera* camera = new osg::Camera;
camera->setRenderOrder(osg::Camera::POST_RENDER);
camera->setClearMask(GL_STENCIL_BUFFER_BIT);
group->addChild(camera);
osg::StateSet* ss_camera = camera->getOrCreateStateSet();
osg::Depth* depth = new osg::Depth;
depth->setWriteMask(false);
depth->setFunction(osg::Depth::LEQUAL);
ss_camera->setAttribute(depth);
{
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
occluder->computeShadowVolumeGeometry(lightpos, *shadowVolume);
geode->addDrawable(shadowVolume.get());
// switch off the writing to the color bit planes.
osg::ColorMask* colourMask = new osg::ColorMask;
colourMask->setMask(false,false,false,false);
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::ALWAYS,0,~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::INCR);
osg::StateSet* ss_sv1 = geode->getOrCreateStateSet();
ss_sv1->setRenderBinDetails(0, "RenderBin");
ss_sv1->setAttributeAndModes(stencil,osg::StateAttribute::ON);
ss_sv1->setAttribute(colourMask);
ss_sv1->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
camera->addChild(geode.get());
}
if (true)
{
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
occluder->computeShadowVolumeGeometry(lightpos, *shadowVolume);
geode->addDrawable(shadowVolume.get());
// switch off the writing to the color bit planes.
osg::ColorMask* colourMask = new osg::ColorMask;
colourMask->setMask(false,false,false,false);
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::ALWAYS,0,~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::DECR);
osg::StateSet* ss_sv1 = geode->getOrCreateStateSet();
ss_sv1->setRenderBinDetails(1, "RenderBin");
ss_sv1->setAttributeAndModes(stencil,osg::StateAttribute::ON);
ss_sv1->setAttribute(colourMask);
ss_sv1->setAttributeAndModes(new osg::CullFace(osg::CullFace::FRONT), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
camera->addChild(geode.get());
}
{
osg::Group* second_model_group = new osg::Group;
second_model_group->addChild(model.get());
osg::StateSet* ss1 = second_model_group->getOrCreateStateSet();
ss1->setRenderBinDetails(5, "RenderBin");
osg::LightModel* lm1 = new osg::LightModel;
lm1->setAmbientIntensity(zero_colour);
ss1->setAttribute(lm1);
osg::LightSource* lightsource = new osg::LightSource;
lightsource->setLight(light.get());
light->setAmbient(zero_colour);
light->setDiffuse(diffuse);
light->setPosition(lightpos);
second_model_group->addChild(lightsource);
ss1->setMode(GL_LIGHT0, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
// 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,0,~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
ss1->setAttributeAndModes(stencil,osg::StateAttribute::ON);
osg::BlendFunc* blend = new osg::BlendFunc;
blend->setFunction(osg::BlendFunc::ONE, osg::BlendFunc::ONE);
ss1->setAttributeAndModes(blend, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
ss1->setMode(GL_LIGHTING, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
camera->addChild(second_model_group);
}
}
}
osg::DisplaySettings::instance()->setMinimumNumStencilBits(8);
viewer.setSceneData(group.get());
viewer.setCameraManipulator(new osgGA::TrackballManipulator());
osg::notify(osg::NOTICE)<<"Warning: Stencil buffer required, but not yet switched on."<<std::endl;
// create the windows and run the threads.
viewer.realize();
while (!viewer.done())
{
if (updateLightPosition)
{
float t = viewer.getFrameStamp()->getReferenceTime();
if (postionalLight)
{
lightpos.set(bb.center().x()+sinf(t)*bb.radius(), bb.center().y() + cosf(t)*bb.radius(), bb.zMax() + bb.radius() ,1.0f);
}
else
{
lightpos.set(sinf(t),cosf(t),0.8f,0.0f);
}
light->setPosition(lightpos);
occluder->computeShadowVolumeGeometry(lightpos, *shadowVolume);
}
viewer.frame();
}
return 0;
}