504 lines
18 KiB
C++
504 lines
18 KiB
C++
#include <osgViewer/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/Texture2D>
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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 <osg/TexEnvCombine>
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#include <osg/TexEnv>
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#include <osg/AnimationPath>
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#include <osg/TexGenNode>
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#include <osgDB/ReadFile>
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#include <osgShadow/ShadowedScene>
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#include <osgShadow/ShadowMap>
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#include <iostream>
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using namespace osg;
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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->getSimulationTime();
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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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ref_ptr<MatrixTransform> _create_lights()
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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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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 osg::AnimationPathCallback(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 osg::AnimationPathCallback(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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class UpdateCameraAndTexGenCallback : public osg::NodeCallback
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{
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public:
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UpdateCameraAndTexGenCallback(osg::MatrixTransform* light_transform, osg::Camera* Camera, osg::TexGenNode* texgenNode):
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_light_transform(light_transform),
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_Camera(Camera),
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_texgenNode(texgenNode)
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{
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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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// first update subgraph to make sure objects are all moved into postion
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traverse(node,nv);
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// now compute the camera's view and projection matrix to point at the shadower (the camera's children)
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osg::BoundingSphere bs;
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for(unsigned int i=0; i<_Camera->getNumChildren(); ++i)
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{
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bs.expandBy(_Camera->getChild(i)->getBound());
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}
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if (!bs.valid())
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{
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osg::notify(osg::WARN) << "bb invalid"<<_Camera.get()<<std::endl;
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return;
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}
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osg::Vec3 position = _light_transform->getMatrix().getTrans();
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float centerDistance = (position-bs.center()).length();
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float znear = centerDistance-bs.radius();
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float zfar = centerDistance+bs.radius();
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float zNearRatio = 0.001f;
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if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
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#if 0
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// hack to illustrate the precision problems of excessive gap between near far range.
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znear = 0.00001*zfar;
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#endif
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float top = (bs.radius()/centerDistance)*znear;
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float right = top;
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_Camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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_Camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
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_Camera->setViewMatrixAsLookAt(position,bs.center(),osg::Vec3(0.0f,1.0f,0.0f));
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// compute the matrix which takes a vertex from local coords into tex coords
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// will use this later to specify osg::TexGen..
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osg::Matrix MVPT = _Camera->getViewMatrix() *
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_Camera->getProjectionMatrix() *
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osg::Matrix::translate(1.0,1.0,1.0) *
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osg::Matrix::scale(0.5f,0.5f,0.5f);
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_texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
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_texgenNode->getTexGen()->setPlanesFromMatrix(MVPT);
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}
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protected:
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virtual ~UpdateCameraAndTexGenCallback() {}
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osg::ref_ptr<osg::MatrixTransform> _light_transform;
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osg::ref_ptr<osg::Camera> _Camera;
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osg::ref_ptr<osg::TexGenNode> _texgenNode;
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};
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//////////////////////////////////////////////////////////////////
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// fragment shader
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//
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char fragmentShaderSource_noBaseTexture[] =
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"uniform sampler2DShadow shadowTexture; \n"
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"uniform vec2 ambientBias; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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" gl_FragColor = gl_Color * (ambientBias.x + shadow2DProj( shadowTexture, gl_TexCoord[0] ) * ambientBias.y); \n"
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"}\n";
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//////////////////////////////////////////////////////////////////
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// fragment shader
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//
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char fragmentShaderSource_withBaseTexture[] =
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"uniform sampler2D baseTexture; \n"
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"uniform sampler2DShadow shadowTexture; \n"
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"uniform vec2 ambientBias; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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" vec4 color = gl_Color * texture2D( baseTexture, gl_TexCoord[0].xy ); \n"
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" gl_FragColor = color * (ambientBias.x + shadow2DProj( shadowTexture, gl_TexCoord[1] ) * ambientBias.y); \n"
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"}\n";
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osg::Group* createShadowedScene(osg::Node* shadowed,osg::MatrixTransform* light_transform, unsigned int unit)
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{
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osg::Group* group = new osg::Group;
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unsigned int tex_width = 1024;
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unsigned int tex_height = 1024;
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setTextureSize(tex_width, tex_height);
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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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texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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// set up the render to texture camera.
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{
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// create the camera
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osg::Camera* camera = new osg::Camera;
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camera->setClearMask(GL_DEPTH_BUFFER_BIT);
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camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
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// set viewport
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camera->setViewport(0,0,tex_width,tex_height);
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osg::StateSet* _local_stateset = camera->getOrCreateStateSet();
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_local_stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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float factor = 0.0f;
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float units = 1.0f;
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ref_ptr<PolygonOffset> polygon_offset = new PolygonOffset;
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polygon_offset->setFactor(factor);
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polygon_offset->setUnits(units);
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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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// set the camera to render before the main camera.
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camera->setRenderOrder(osg::Camera::PRE_RENDER);
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// tell the camera to use OpenGL frame buffer object where supported.
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camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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// attach the texture and use it as the color buffer.
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camera->attach(osg::Camera::DEPTH_BUFFER, texture);
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// add subgraph to render
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camera->addChild(shadowed);
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group->addChild(camera);
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// create the texgen node to project the tex coords onto the subgraph
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osg::TexGenNode* texgenNode = new osg::TexGenNode;
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texgenNode->setTextureUnit(unit);
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group->addChild(texgenNode);
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// set an update callback to keep moving the camera and tex gen in the right direction.
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group->setUpdateCallback(new UpdateCameraAndTexGenCallback(light_transform, camera, texgenNode));
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}
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// set the shadowed subgraph so that it uses the texture and tex gen settings.
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{
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osg::Group* shadowedGroup = new osg::Group;
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shadowedGroup->addChild(shadowed);
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group->addChild(shadowedGroup);
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osg::StateSet* stateset = shadowedGroup->getOrCreateStateSet();
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stateset->setTextureAttributeAndModes(unit,texture,osg::StateAttribute::ON);
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stateset->setTextureMode(unit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
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stateset->setTextureMode(unit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
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stateset->setTextureMode(unit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
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stateset->setTextureMode(unit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
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osg::Program* program = new osg::Program;
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stateset->setAttribute(program);
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if (unit==0)
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture);
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program->addShader(fragment_shader);
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osg::Uniform* shadowTextureSampler = new osg::Uniform("shadowTexture",(int)unit);
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stateset->addUniform(shadowTextureSampler);
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}
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else
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture);
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program->addShader(fragment_shader);
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osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
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stateset->addUniform(baseTextureSampler);
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osg::Uniform* shadowTextureSampler = new osg::Uniform("shadowTexture",(int)unit);
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stateset->addUniform(shadowTextureSampler);
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}
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osg::Uniform* ambientBias = new osg::Uniform("ambientBias",osg::Vec2(0.3f,1.2f));
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stateset->addUniform(ambientBias);
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}
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// add the shadower and shadowed.
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group->addChild(light_transform);
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return group;
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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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arguments.getApplicationUsage()->addCommandLineOption("--with-base-texture", "Adde base texture to shadowed model.");
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arguments.getApplicationUsage()->addCommandLineOption("--no-base-texture", "Adde base texture to shadowed model.");
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// construct the viewer.
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osgViewer::Viewer viewer;
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bool withBaseTexture = true;
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while(arguments.read("--with-base-texture")) { withBaseTexture = true; }
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while(arguments.read("--no-base-texture")) { withBaseTexture = false; }
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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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if (arguments.read("--sm"))
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{
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osgShadow::ShadowMap* sm = new osgShadow::ShadowMap;
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sm->setTextureUnit( withBaseTexture ? 1 : 0 );
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osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene = new osgShadow::ShadowedScene(sm);
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ref_ptr<Group> created_scene = _create_scene();
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if (!created_scene.valid()) return 1;
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shadowedScene->addChild(_create_scene().get());
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ref_ptr<MatrixTransform> scene = new MatrixTransform;
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scene->setMatrix(osg::Matrix::rotate(osg::DegreesToRadians(125.0),1.0,0.0,0.0));
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scene->addChild(_create_lights().get());
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|
scene->addChild(shadowedScene.get());
|
|
|
|
if (withBaseTexture)
|
|
{
|
|
scene->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")), osg::StateAttribute::ON);
|
|
}
|
|
|
|
viewer.setSceneData(scene.get());
|
|
|
|
}
|
|
else
|
|
{
|
|
ref_ptr<MatrixTransform> scene = new MatrixTransform;
|
|
scene->setMatrix(osg::Matrix::rotate(osg::DegreesToRadians(125.0),1.0,0.0,0.0));
|
|
|
|
ref_ptr<Group> created_scene = _create_scene();
|
|
if (!created_scene.valid()) return 1;
|
|
|
|
ref_ptr<MatrixTransform> light_transform = _create_lights();
|
|
if (!light_transform.valid()) return 1;
|
|
|
|
ref_ptr<Group> shadowedScene;
|
|
|
|
if (withBaseTexture)
|
|
{
|
|
scene->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")), osg::StateAttribute::ON);
|
|
shadowedScene = createShadowedScene(created_scene.get(),light_transform.get(),1);
|
|
}
|
|
else
|
|
{
|
|
shadowedScene = createShadowedScene(created_scene.get(),light_transform.get(),0);
|
|
}
|
|
|
|
scene->addChild(shadowedScene.get());
|
|
|
|
viewer.setSceneData(scene.get());
|
|
}
|
|
|
|
// viewer.setUpViewOnSingleScreen();
|
|
|
|
|
|
return viewer.run();
|
|
}
|