422 lines
15 KiB
C++
422 lines
15 KiB
C++
#include <osgProducer/Viewer>
|
|
|
|
#include <osg/Projection>
|
|
#include <osg/Geometry>
|
|
#include <osg/Texture>
|
|
#include <osg/TexGen>
|
|
#include <osg/Geode>
|
|
#include <osg/ShapeDrawable>
|
|
#include <osg/PolygonOffset>
|
|
#include <osg/CullFace>
|
|
#include <osg/TexEnvCombine>
|
|
#include <osg/MatrixTransform>
|
|
#include <osg/Light>
|
|
#include <osg/LightSource>
|
|
#include <osg/PolygonOffset>
|
|
#include <osg/CullFace>
|
|
#include <osg/Material>
|
|
|
|
#include <osgUtil/TransformCallback>
|
|
#include <osgUtil/RenderToTextureStage>
|
|
|
|
using namespace osg;
|
|
|
|
const int depth_texture_height = 512;
|
|
const int depth_texture_width = 512;
|
|
|
|
ref_ptr<RefMatrix> bias = new RefMatrix(0.5f, 0.0f, 0.0f, 0.0f,
|
|
0.0f, 0.5f, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 0.5f, 0.0f,
|
|
0.5f, 0.5f, 0.5f, 1.0f);
|
|
|
|
class LightTransformCallback: public osg::NodeCallback
|
|
{
|
|
|
|
public:
|
|
|
|
LightTransformCallback(float angular_velocity, float height, float radius):
|
|
_angular_velocity(angular_velocity),
|
|
_height(height),
|
|
_radius(radius),
|
|
_previous_traversal_number(-1),
|
|
_previous_time(-1.0f),
|
|
_angle(0)
|
|
{
|
|
}
|
|
|
|
void operator()(Node* node, NodeVisitor* nv);
|
|
|
|
protected:
|
|
|
|
float _angular_velocity;
|
|
float _height;
|
|
float _radius;
|
|
int _previous_traversal_number;
|
|
double _previous_time;
|
|
float _angle;
|
|
};
|
|
|
|
|
|
void
|
|
LightTransformCallback::operator()(Node* node, NodeVisitor* nv)
|
|
{
|
|
MatrixTransform* transform = dynamic_cast<MatrixTransform*>(node);
|
|
if (nv && transform)
|
|
{
|
|
const FrameStamp* fs = nv->getFrameStamp();
|
|
if (!fs) return; // not frame stamp, no handle on the time so can't move.
|
|
|
|
double new_time = fs->getReferenceTime();
|
|
if (nv->getTraversalNumber() != _previous_traversal_number)
|
|
{
|
|
_angle += _angular_velocity * (new_time - _previous_time);
|
|
|
|
Matrix matrix = Matrix::rotate(atan(_height / _radius), -X_AXIS) *
|
|
Matrix::rotate(PI_2, Y_AXIS) *
|
|
Matrix::translate(Vec3(_radius, 0, 0)) *
|
|
Matrix::rotate(_angle, Y_AXIS) *
|
|
Matrix::translate(Vec3(0, _height, 0));
|
|
|
|
// update the specified transform
|
|
transform->setMatrix(matrix);
|
|
|
|
_previous_traversal_number = nv->getTraversalNumber();
|
|
}
|
|
|
|
_previous_time = new_time;
|
|
}
|
|
|
|
// must call any nested node callbacks and continue subgraph traversal.
|
|
traverse(node,nv);
|
|
|
|
}
|
|
|
|
class RenderToTextureCallback: public NodeCallback
|
|
{
|
|
public:
|
|
RenderToTextureCallback(Node* subgraph,
|
|
Texture2D* texture,
|
|
MatrixTransform* light_transform,
|
|
TexGen* tex_gen):
|
|
_subgraph(subgraph),
|
|
_texture(texture),
|
|
_local_stateset(new StateSet),
|
|
_viewport(new Viewport),
|
|
_light_projection(new RefMatrix),
|
|
_light_transform(light_transform),
|
|
_tex_gen(tex_gen)
|
|
{
|
|
_local_stateset->setAttribute(_viewport.get());
|
|
_local_stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
|
|
|
|
ref_ptr<PolygonOffset> polygon_offset = new PolygonOffset;
|
|
polygon_offset->setFactor(1.1f);
|
|
polygon_offset->setUnits(4.0f);
|
|
_local_stateset->setAttribute(polygon_offset.get(), StateAttribute::ON | StateAttribute::OVERRIDE);
|
|
_local_stateset->setMode(GL_POLYGON_OFFSET_FILL, StateAttribute::ON | StateAttribute::OVERRIDE);
|
|
|
|
ref_ptr<CullFace> cull_face = new CullFace;
|
|
cull_face->setMode(CullFace::FRONT);
|
|
_local_stateset->setAttribute(cull_face.get(), StateAttribute::ON | StateAttribute::OVERRIDE);
|
|
_local_stateset->setMode(GL_CULL_FACE, StateAttribute::ON | StateAttribute::OVERRIDE);
|
|
|
|
_viewport->setViewport(0, 0, depth_texture_width, depth_texture_height);
|
|
|
|
float znear = 1.0f * _subgraph->getBound().radius();
|
|
float zfar = 3.0f * _subgraph->getBound().radius();
|
|
float top = 0.5f * _subgraph->getBound().radius();
|
|
float right = 0.5f * _subgraph->getBound().radius();
|
|
znear *= 0.8f;
|
|
zfar *= 1.2f;
|
|
_light_projection->makeFrustum(-right, right, -top, top, znear, zfar);
|
|
}
|
|
|
|
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
|
|
{
|
|
|
|
osgUtil::CullVisitor* cullVisitor = dynamic_cast<osgUtil::CullVisitor*>(nv);
|
|
if (cullVisitor && _texture.valid() && _subgraph.valid())
|
|
{
|
|
_request_render_to_depth_texture(*node, *cullVisitor);
|
|
}
|
|
|
|
// must traverse the subgraph
|
|
traverse(node,nv);
|
|
}
|
|
|
|
void _request_render_to_depth_texture(osg::Node& node, osgUtil::CullVisitor& cv);
|
|
|
|
ref_ptr<osg::Node> _subgraph;
|
|
ref_ptr<osg::Texture2D> _texture;
|
|
ref_ptr<osg::StateSet> _local_stateset;
|
|
ref_ptr<osg::Viewport> _viewport;
|
|
ref_ptr<RefMatrix> _light_projection;
|
|
ref_ptr<MatrixTransform> _light_transform;
|
|
ref_ptr<TexGen> _tex_gen;
|
|
};
|
|
|
|
void RenderToTextureCallback::_request_render_to_depth_texture(osg::Node&, osgUtil::CullVisitor& cv)
|
|
{
|
|
// create the render to texture stage.
|
|
osg::ref_ptr<osgUtil::RenderToTextureStage> rtts = new osgUtil::RenderToTextureStage;
|
|
|
|
// set up lighting.
|
|
// currently ignore lights in the scene graph itself..
|
|
// will do later.
|
|
osgUtil::RenderStage* previous_stage = cv.getCurrentRenderBin()->getStage();
|
|
|
|
// set up the background color and clear mask.
|
|
rtts->setClearMask(GL_DEPTH_BUFFER_BIT);
|
|
rtts->setColorMask(new ColorMask(false, false, false, false));
|
|
|
|
// set up to charge the same RenderStageLighting is the parent previous stage.
|
|
rtts->setRenderStageLighting(previous_stage->getRenderStageLighting());
|
|
|
|
|
|
// record the render bin, to be restored after creation
|
|
// of the render to text
|
|
osgUtil::RenderBin* previousRenderBin = cv.getCurrentRenderBin();
|
|
|
|
osgUtil::CullVisitor::ComputeNearFarMode saved_compute_near_far_mode = cv.getComputeNearFarMode();
|
|
cv.setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);
|
|
|
|
// set the current renderbin to be the newly created stage.
|
|
cv.setCurrentRenderBin(rtts.get());
|
|
|
|
ref_ptr<RefMatrix> light_view = new RefMatrix;
|
|
light_view->makeLookAt(_light_transform->getMatrix().getTrans(), Vec3(0, 0, 0), Z_AXIS);
|
|
Matrix texture_matrix = (*light_view.get()) * (*_light_projection.get()) * (*bias.get());
|
|
_tex_gen->setPlane(TexGen::S, Vec4(texture_matrix(0, 0),
|
|
texture_matrix(1, 0),
|
|
texture_matrix(2, 0),
|
|
texture_matrix(3, 0)));
|
|
_tex_gen->setPlane(TexGen::T, Vec4(texture_matrix(0, 1),
|
|
texture_matrix(1, 1),
|
|
texture_matrix(2, 1),
|
|
texture_matrix(3, 1)));
|
|
_tex_gen->setPlane(TexGen::R, Vec4(texture_matrix(0, 2),
|
|
texture_matrix(1, 2),
|
|
texture_matrix(2, 2),
|
|
texture_matrix(3, 2)));
|
|
_tex_gen->setPlane(TexGen::Q, Vec4(texture_matrix(0, 3),
|
|
texture_matrix(1, 3),
|
|
texture_matrix(2, 3),
|
|
texture_matrix(3, 3)));
|
|
|
|
cv.pushProjectionMatrix(_light_projection.get());
|
|
cv.pushModelViewMatrix(light_view.get());
|
|
cv.pushStateSet(_local_stateset.get());
|
|
|
|
// traverse the subgraph
|
|
_subgraph->accept(cv);
|
|
|
|
cv.popStateSet();
|
|
cv.popModelViewMatrix();
|
|
cv.popProjectionMatrix();
|
|
|
|
cv.setComputeNearFarMode(saved_compute_near_far_mode);
|
|
|
|
// restore the previous renderbin.
|
|
cv.setCurrentRenderBin(previousRenderBin);
|
|
|
|
if (rtts->getRenderGraphList().size()==0 && rtts->getRenderBinList().size()==0)
|
|
{
|
|
// getting to this point means that all the subgraph has been
|
|
// culled by small feature culling or is beyond LOD ranges.
|
|
return;
|
|
}
|
|
|
|
rtts->setViewport(_viewport.get());
|
|
|
|
// and the render to texture stage to the current stages
|
|
// dependancy list.
|
|
cv.getCurrentRenderBin()->getStage()->addToDependencyList(rtts.get());
|
|
|
|
// if one exist attach texture to the RenderToTextureStage.
|
|
rtts->setTexture(_texture.get());
|
|
}
|
|
|
|
ref_ptr<MatrixTransform> _create_lights(ref_ptr<StateSet> root_stateset)
|
|
{
|
|
ref_ptr<MatrixTransform> transform_0 = new MatrixTransform;
|
|
|
|
// create a spot light.
|
|
ref_ptr<Light> light_0 = new Light;
|
|
light_0->setLightNum(0);
|
|
light_0->setPosition(Vec4(0, 0, 0, 1.0f));
|
|
light_0->setAmbient(Vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
|
light_0->setDiffuse(Vec4(1.0f, 0.8f, 0.8f, 1.0f));
|
|
light_0->setSpotCutoff(60.0f);
|
|
light_0->setSpotExponent(2.0f);
|
|
|
|
ref_ptr<LightSource> light_source_0 = new LightSource;
|
|
light_source_0->setLight(light_0.get());
|
|
light_source_0->setLocalStateSetModes(StateAttribute::ON);
|
|
transform_0->setUpdateCallback(new LightTransformCallback(inDegrees(90.0f), 8, 5));
|
|
transform_0->addChild(light_source_0.get());
|
|
|
|
ref_ptr<Geode> geode = new Geode;
|
|
ref_ptr<ShapeDrawable> shape;
|
|
ref_ptr<TessellationHints> hints = new TessellationHints;
|
|
hints->setDetailRatio(0.3f);
|
|
shape = new ShapeDrawable(new Sphere(Vec3(0.0f, 0.0f, 0.0f), 0.15f), hints.get());
|
|
shape->setColor(Vec4(1.0f, 0.5f, 0.5f, 1.0f));
|
|
geode->addDrawable(shape.get());
|
|
shape = new ShapeDrawable(new Cylinder(Vec3(0.0f, 0.0f, -0.4f), 0.05f, 0.8f), hints.get());
|
|
shape->setColor(Vec4(1.0f, 0.5f, 0.5f, 1.0f));
|
|
geode->addDrawable(shape.get());
|
|
geode->getOrCreateStateSet()->setMode(GL_LIGHTING, StateAttribute::OFF);
|
|
transform_0->addChild(geode.get());
|
|
|
|
light_source_0->setStateSetModes(*root_stateset.get(), StateAttribute::ON);
|
|
|
|
return transform_0;
|
|
}
|
|
|
|
ref_ptr<Group> _create_scene()
|
|
{
|
|
ref_ptr<Group> scene = new Group;
|
|
ref_ptr<Geode> geode_1 = new Geode;
|
|
scene->addChild(geode_1.get());
|
|
|
|
ref_ptr<Geode> geode_2 = new Geode;
|
|
ref_ptr<MatrixTransform> transform_2 = new MatrixTransform;
|
|
transform_2->addChild(geode_2.get());
|
|
transform_2->setUpdateCallback(new osgUtil::TransformCallback(Vec3(0, 0, 0), Y_AXIS, inDegrees(45.0f)));
|
|
scene->addChild(transform_2.get());
|
|
|
|
ref_ptr<Geode> geode_3 = new Geode;
|
|
ref_ptr<MatrixTransform> transform_3 = new MatrixTransform;
|
|
transform_3->addChild(geode_3.get());
|
|
transform_3->setUpdateCallback(new osgUtil::TransformCallback(Vec3(0, 0, 0), Y_AXIS, inDegrees(-22.5f)));
|
|
scene->addChild(transform_3.get());
|
|
|
|
const float radius = 0.8f;
|
|
const float height = 1.0f;
|
|
ref_ptr<TessellationHints> hints = new TessellationHints;
|
|
hints->setDetailRatio(2.0f);
|
|
ref_ptr<ShapeDrawable> shape;
|
|
|
|
shape = new ShapeDrawable(new Box(Vec3(0.0f, -2.0f, 0.0f), 10, 0.1f, 10), hints.get());
|
|
shape->setColor(Vec4(0.5f, 0.5f, 0.7f, 1.0f));
|
|
geode_1->addDrawable(shape.get());
|
|
|
|
shape = new ShapeDrawable(new Sphere(Vec3(0.0f, 0.0f, 0.0f), radius * 2), hints.get());
|
|
shape->setColor(Vec4(0.8f, 0.8f, 0.8f, 1.0f));
|
|
geode_1->addDrawable(shape.get());
|
|
|
|
shape = new ShapeDrawable(new Sphere(Vec3(-3.0f, 0.0f, 0.0f), radius), hints.get());
|
|
shape->setColor(Vec4(0.6f, 0.8f, 0.8f, 1.0f));
|
|
geode_2->addDrawable(shape.get());
|
|
|
|
shape = new ShapeDrawable(new Box(Vec3(3.0f, 0.0f, 0.0f), 2 * radius), hints.get());
|
|
shape->setColor(Vec4(0.4f, 0.9f, 0.3f, 1.0f));
|
|
geode_2->addDrawable(shape.get());
|
|
|
|
shape = new ShapeDrawable(new Cone(Vec3(0.0f, 0.0f, -3.0f), radius, height), hints.get());
|
|
shape->setColor(Vec4(0.2f, 0.5f, 0.7f, 1.0f));
|
|
geode_2->addDrawable(shape.get());
|
|
|
|
shape = new ShapeDrawable(new Cylinder(Vec3(0.0f, 0.0f, 3.0f), radius, height), hints.get());
|
|
shape->setColor(Vec4(1.0f, 0.3f, 0.3f, 1.0f));
|
|
geode_2->addDrawable(shape.get());
|
|
|
|
shape = new ShapeDrawable(new Box(Vec3(0.0f, 3.0f, 0.0f), 2, 0.1f, 2), hints.get());
|
|
shape->setColor(Vec4(0.8f, 0.8f, 0.4f, 1.0f));
|
|
geode_3->addDrawable(shape.get());
|
|
|
|
// material
|
|
ref_ptr<Material> matirial = new Material;
|
|
matirial->setColorMode(Material::DIFFUSE);
|
|
matirial->setAmbient(Material::FRONT_AND_BACK, Vec4(0, 0, 0, 1));
|
|
matirial->setSpecular(Material::FRONT_AND_BACK, Vec4(1, 1, 1, 1));
|
|
matirial->setShininess(Material::FRONT_AND_BACK, 64.0f);
|
|
scene->getOrCreateStateSet()->setAttributeAndModes(matirial.get(), StateAttribute::ON);
|
|
|
|
return scene;
|
|
}
|
|
|
|
int main(int argc, char** argv)
|
|
{
|
|
// use an ArgumentParser object to manage the program arguments.
|
|
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");
|
|
|
|
// 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;
|
|
}
|
|
|
|
ref_ptr<MatrixTransform> scene = new MatrixTransform;
|
|
scene->setMatrix(osg::Matrix::rotate(osg::DegreesToRadians(125.0),1.0,0.0,0.0));
|
|
|
|
ref_ptr<Group> shadowed_scene = _create_scene();
|
|
if (!shadowed_scene.valid()) return 1;
|
|
scene->addChild(shadowed_scene.get());
|
|
|
|
ref_ptr<MatrixTransform> light_transform = _create_lights(scene->getOrCreateStateSet());
|
|
if (!scene.valid()) return 1;
|
|
scene->addChild(light_transform.get());
|
|
|
|
ref_ptr<Texture2D> texture = new Texture2D;
|
|
texture->setInternalFormat(GL_DEPTH_COMPONENT);
|
|
texture->setShadowComparison(true);
|
|
texture->setShadowTextureMode(Texture::LUMINANCE);
|
|
|
|
ref_ptr<TexGen> tex_gen = new TexGen;
|
|
tex_gen->setMode(TexGen::EYE_LINEAR);
|
|
shadowed_scene->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture.get(), StateAttribute::ON);
|
|
shadowed_scene->getOrCreateStateSet()->setTextureAttributeAndModes(0, tex_gen.get(), StateAttribute::ON);
|
|
|
|
scene->setCullCallback(new RenderToTextureCallback(shadowed_scene.get(), texture.get(), light_transform.get(), tex_gen.get()));
|
|
|
|
// add model to viewer.
|
|
viewer.setSceneData(scene.get());
|
|
|
|
// create the windows and run the threads.
|
|
viewer.realize();
|
|
|
|
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();
|
|
}
|
|
|
|
// wait for all cull and draw threads to complete before exit.
|
|
viewer.sync();
|
|
|
|
return 0;
|
|
}
|