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