OpenSceneGraph/examples/osgshadow/osgshadow.cpp

935 lines
35 KiB
C++

/* OpenSceneGraph example, osgshadow.
*
* 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/ArgumentParser>
#include <osg/ComputeBoundsVisitor>
#include <osg/Texture2D>
#include <osg/ShapeDrawable>
#include <osg/MatrixTransform>
#include <osg/Geometry>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgGA/KeySwitchMatrixManipulator>
#include <osgGA/AnimationPathManipulator>
#include <osgGA/TerrainManipulator>
#include <osgGA/AnimationPathManipulator>
#include <osgGA/StateSetManipulator>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgShadow/ShadowedScene>
#include <osgShadow/ShadowVolume>
#include <osgShadow/ShadowTexture>
#include <osgShadow/ShadowMap>
#include <osgShadow/SoftShadowMap>
#include <osgShadow/ParallelSplitShadowMap>
#include <osgShadow/LightSpacePerspectiveShadowMap>
#include <osgShadow/StandardShadowMap>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <iostream>
// for the grid data..
#include "terrain_coords.h"
// for the model number four - island scene
#include "IslandScene.h"
class ChangeFOVHandler : public osgGA::GUIEventHandler
{
public:
ChangeFOVHandler(osg::Camera* camera)
: _camera(camera)
{
double fovy, aspectRatio, zNear, zFar;
_camera->getProjectionMatrix().getPerspective(fovy, aspectRatio, zNear, zFar);
std::cout << "FOV is " << fovy << std::endl;
}
/** Deprecated, Handle events, return true if handled, false otherwise. */
virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa)
{
if (ea.getEventType() == osgGA::GUIEventAdapter::KEYUP)
{
if (ea.getKey() == '-' || ea.getKey() == '=' || ea.getKey() == '0')
{
double fovy, aspectRatio, zNear, zFar;
_camera->getProjectionMatrix().getPerspective(fovy, aspectRatio, zNear, zFar);
if (ea.getKey() == '-')
{
fovy -= 5.0;
}
if (ea.getKey() == '=')
{
fovy += 5.0;
}
if (ea.getKey() == '0')
{
fovy = 45.0;
}
std::cout << "Setting FOV to " << fovy << std::endl;
_camera->getProjectionMatrix().makePerspective(fovy, aspectRatio, zNear, zFar);
return true;
}
}
return false;
}
osg::ref_ptr<osg::Camera> _camera;
};
static int ReceivesShadowTraversalMask = 0x1;
static int CastsShadowTraversalMask = 0x2;
namespace ModelOne
{
enum Faces
{
FRONT_FACE = 1,
BACK_FACE = 2,
LEFT_FACE = 4,
RIGHT_FACE = 8,
TOP_FACE = 16,
BOTTOM_FACE = 32
};
osg::Node* createCube(unsigned int mask)
{
osg::Geode* geode = new osg::Geode;
osg::Geometry* geometry = new osg::Geometry;
geode->addDrawable(geometry);
osg::Vec3Array* vertices = new osg::Vec3Array;
geometry->setVertexArray(vertices);
osg::Vec3Array* normals = new osg::Vec3Array;
geometry->setNormalArray(normals);
geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
osg::Vec4Array* colours = new osg::Vec4Array;
geometry->setColorArray(colours);
geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
colours->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
osg::Vec3 origin(0.0f,0.0f,0.0f);
osg::Vec3 dx(2.0f,0.0f,0.0f);
osg::Vec3 dy(0.0f,1.0f,0.0f);
osg::Vec3 dz(0.0f,0.0f,1.0f);
osg::Vec3 px(1.0f,0.0,0.0f);
osg::Vec3 nx(-1.0f,0.0,0.0f);
osg::Vec3 py(0.0f,1.0f,0.0f);
osg::Vec3 ny(0.0f,-1.0f,0.0f);
osg::Vec3 pz(0.0f,0.0f,1.0f);
osg::Vec3 nz(0.0f,0.0f,-1.0f);
if (mask & FRONT_FACE)
{
// front face
vertices->push_back(origin);
vertices->push_back(origin+dx);
vertices->push_back(origin+dx+dz);
vertices->push_back(origin+dz);
normals->push_back(ny);
normals->push_back(ny);
normals->push_back(ny);
normals->push_back(ny);
}
if (mask & BACK_FACE)
{
// back face
vertices->push_back(origin+dy);
vertices->push_back(origin+dy+dz);
vertices->push_back(origin+dy+dx+dz);
vertices->push_back(origin+dy+dx);
normals->push_back(py);
normals->push_back(py);
normals->push_back(py);
normals->push_back(py);
}
if (mask & LEFT_FACE)
{
// left face
vertices->push_back(origin+dy);
vertices->push_back(origin);
vertices->push_back(origin+dz);
vertices->push_back(origin+dy+dz);
normals->push_back(nx);
normals->push_back(nx);
normals->push_back(nx);
normals->push_back(nx);
}
if (mask & RIGHT_FACE)
{
// right face
vertices->push_back(origin+dx+dy);
vertices->push_back(origin+dx+dy+dz);
vertices->push_back(origin+dx+dz);
vertices->push_back(origin+dx);
normals->push_back(px);
normals->push_back(px);
normals->push_back(px);
normals->push_back(px);
}
if (mask & TOP_FACE)
{
// top face
vertices->push_back(origin+dz);
vertices->push_back(origin+dz+dx);
vertices->push_back(origin+dz+dx+dy);
vertices->push_back(origin+dz+dy);
normals->push_back(pz);
normals->push_back(pz);
normals->push_back(pz);
normals->push_back(pz);
}
if (mask & BOTTOM_FACE)
{
// bottom face
vertices->push_back(origin);
vertices->push_back(origin+dy);
vertices->push_back(origin+dx+dy);
vertices->push_back(origin+dx);
normals->push_back(nz);
normals->push_back(nz);
normals->push_back(nz);
normals->push_back(nz);
}
geometry->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, vertices->size()));
return geode;
}
class SwitchHandler : public osgGA::GUIEventHandler
{
public:
SwitchHandler():
_childNum(0) {}
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& /*aa*/, osg::Object* object, osg::NodeVisitor* /*nv*/)
{
osg::Switch* sw = dynamic_cast<osg::Switch*>(object);
if (!sw) return false;
if (ea.getHandled()) return false;
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if (ea.getKey()=='n')
{
++_childNum;
if (_childNum >= sw->getNumChildren()) _childNum = 0;
sw->setSingleChildOn(_childNum);
return true;
}
break;
}
default:
break;
}
return false;
}
protected:
virtual ~SwitchHandler() {}
unsigned int _childNum;
};
osg::Node* createModel(osg::ArgumentParser& /*arguments*/)
{
osg::Switch* sw = new osg::Switch;
sw->setEventCallback(new ModelOne::SwitchHandler);
sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE), true);
sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | ModelOne::BACK_FACE), false);
sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | ModelOne::BACK_FACE | ModelOne::LEFT_FACE), false);
sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | ModelOne::BACK_FACE | ModelOne::LEFT_FACE | ModelOne::RIGHT_FACE), false);
sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | ModelOne::BACK_FACE | ModelOne::LEFT_FACE | ModelOne::RIGHT_FACE | ModelOne::TOP_FACE), false);
sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | ModelOne::BACK_FACE | ModelOne::LEFT_FACE | ModelOne::RIGHT_FACE | ModelOne::TOP_FACE | ModelOne::BOTTOM_FACE), false);
return sw;
}
}
namespace ModelTwo
{
osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
{
// set up the animation path
osg::AnimationPath* animationPath = new osg::AnimationPath;
animationPath->setLoopMode(osg::AnimationPath::LOOP);
int numSamples = 40;
float yaw = 0.0f;
float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
float roll = osg::inDegrees(30.0f);
double time=0.0f;
double time_delta = looptime/(double)numSamples;
for(int i=0;i<numSamples;++i)
{
osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
osg::Quat rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));
animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
yaw += yaw_delta;
time += time_delta;
}
return animationPath;
}
osg::Node* createBase(const osg::Vec3& center,float radius)
{
osg::Geode* geode = new osg::Geode;
// set up the texture of the base.
osg::StateSet* stateset = new osg::StateSet();
osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
if (image)
{
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
}
geode->setStateSet( stateset );
osg::HeightField* grid = new osg::HeightField;
grid->allocate(38,39);
grid->setOrigin(center+osg::Vec3(-radius,-radius,0.0f));
grid->setXInterval(radius*2.0f/(float)(38-1));
grid->setYInterval(radius*2.0f/(float)(39-1));
float minHeight = FLT_MAX;
float maxHeight = -FLT_MAX;
unsigned int r;
for(r=0;r<39;++r)
{
for(unsigned int c=0;c<38;++c)
{
float h = vertex[r+c*39][2];
if (h>maxHeight) maxHeight=h;
if (h<minHeight) minHeight=h;
}
}
float hieghtScale = radius*0.5f/(maxHeight-minHeight);
float hieghtOffset = -(minHeight+maxHeight)*0.5f;
for(r=0;r<39;++r)
{
for(unsigned int c=0;c<38;++c)
{
float h = vertex[r+c*39][2];
grid->setHeight(c,r,(h+hieghtOffset)*hieghtScale);
}
}
geode->addDrawable(new osg::ShapeDrawable(grid));
osg::Group* group = new osg::Group;
group->addChild(geode);
return group;
}
osg::Node* createMovingModel(const osg::Vec3& center, float radius)
{
float animationLength = 10.0f;
osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
osg::Group* model = new osg::Group;
osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
if (cessna)
{
const osg::BoundingSphere& bs = cessna->getBound();
float size = radius/bs.radius()*0.3f;
osg::MatrixTransform* positioned = new osg::MatrixTransform;
positioned->setDataVariance(osg::Object::STATIC);
positioned->setMatrix(osg::Matrix::translate(-bs.center())*
osg::Matrix::scale(size,size,size)*
osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,2.0f));
positioned->addChild(cessna);
osg::MatrixTransform* xform = new osg::MatrixTransform;
xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
xform->addChild(positioned);
model->addChild(xform);
}
return model;
}
osg::Node* createModel(osg::ArgumentParser& /*arguments*/)
{
osg::Vec3 center(0.0f,0.0f,0.0f);
float radius = 100.0f;
osg::Vec3 lightPosition(center+osg::Vec3(0.0f,0.0f,radius));
// the shadower model
osg::Node* shadower = createMovingModel(center,radius*0.5f);
shadower->setNodeMask(CastsShadowTraversalMask);
// the shadowed model
osg::Node* shadowed = createBase(center-osg::Vec3(0.0f,0.0f,radius*0.25),radius);
shadowed->setNodeMask(ReceivesShadowTraversalMask);
osg::Group* group = new osg::Group;
group->addChild(shadowed);
group->addChild(shadower);
return group;
}
}
namespace ModelThree
{
osg::Group* createModel(osg::ArgumentParser& arguments)
{
osg::Group* scene = new osg::Group;
osg::ref_ptr<osg::Geode> geode_1 = new osg::Geode;
scene->addChild(geode_1.get());
osg::ref_ptr<osg::Geode> geode_2 = new osg::Geode;
osg::ref_ptr<osg::MatrixTransform> transform_2 = new osg::MatrixTransform;
transform_2->addChild(geode_2.get());
transform_2->setUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(0, 0, 0), osg::Z_AXIS, osg::inDegrees(45.0f)));
scene->addChild(transform_2.get());
osg::ref_ptr<osg::Geode> geode_3 = new osg::Geode;
osg::ref_ptr<osg::MatrixTransform> transform_3 = new osg::MatrixTransform;
transform_3->addChild(geode_3.get());
transform_3->setUpdateCallback(new osg::AnimationPathCallback(osg::Vec3(0, 0, 0), osg::Z_AXIS, osg::inDegrees(-22.5f)));
scene->addChild(transform_3.get());
const float radius = 0.8f;
const float height = 1.0f;
osg::ref_ptr<osg::TessellationHints> hints = new osg::TessellationHints;
hints->setDetailRatio(2.0f);
osg::ref_ptr<osg::ShapeDrawable> shape;
shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 0.0f, -2.0f), 10, 10.0f, 0.1f), hints.get());
shape->setColor(osg::Vec4(0.5f, 0.5f, 0.7f, 1.0f));
geode_1->addDrawable(shape.get());
shape = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f, 0.0f, 0.0f), radius * 2), hints.get());
shape->setColor(osg::Vec4(0.8f, 0.8f, 0.8f, 1.0f));
geode_1->addDrawable(shape.get());
shape = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(-3.0f, 0.0f, 0.0f), radius), hints.get());
shape->setColor(osg::Vec4(0.6f, 0.8f, 0.8f, 1.0f));
geode_2->addDrawable(shape.get());
shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(3.0f, 0.0f, 0.0f), 2 * radius), hints.get());
shape->setColor(osg::Vec4(0.4f, 0.9f, 0.3f, 1.0f));
geode_2->addDrawable(shape.get());
shape = new osg::ShapeDrawable(new osg::Cone(osg::Vec3(0.0f, -3.0f, 0.0f), radius, height), hints.get());
shape->setColor(osg::Vec4(0.2f, 0.5f, 0.7f, 1.0f));
geode_2->addDrawable(shape.get());
shape = new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(0.0f, 3.0f, 0.0f), radius, height), hints.get());
shape->setColor(osg::Vec4(1.0f, 0.3f, 0.3f, 1.0f));
geode_2->addDrawable(shape.get());
shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 0.0f, 3.0f), 2.0f, 2.0f, 0.1f), hints.get());
shape->setColor(osg::Vec4(0.8f, 0.8f, 0.4f, 1.0f));
geode_3->addDrawable(shape.get());
// material
osg::ref_ptr<osg::Material> matirial = new osg::Material;
matirial->setColorMode(osg::Material::DIFFUSE);
matirial->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
matirial->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
matirial->setShininess(osg::Material::FRONT_AND_BACK, 64.0f);
scene->getOrCreateStateSet()->setAttributeAndModes(matirial.get(), osg::StateAttribute::ON);
bool withBaseTexture = true;
while(arguments.read("--with-base-texture")) { withBaseTexture = true; }
while(arguments.read("--no-base-texture")) { withBaseTexture = false; }
if (withBaseTexture)
{
scene->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")), osg::StateAttribute::ON);
}
return scene;
}
}
osg::Node* createTestModel(osg::ArgumentParser& arguments)
{
if (arguments.read("-1"))
{
return ModelOne::createModel(arguments);
}
else if (arguments.read("-2"))
{
return ModelTwo::createModel(arguments);
}
else if (arguments.read("-4"))
{
return ModelFour::createModel(arguments);
}
else /*if (arguments.read("-3"))*/
{
return ModelThree::createModel(arguments);
}
}
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("--positionalLight", "Use a positional light.");
arguments.getApplicationUsage()->addCommandLineOption("--directionalLight", "Use a direction light.");
arguments.getApplicationUsage()->addCommandLineOption("--noUpdate", "Disable the updating the of light source.");
arguments.getApplicationUsage()->addCommandLineOption("--castsShadowMask", "Override default castsShadowMask (default - 0x2)");
arguments.getApplicationUsage()->addCommandLineOption("--receivesShadowMask", "Override default receivesShadowMask (default - 0x1)");
arguments.getApplicationUsage()->addCommandLineOption("--base", "Add a base geometry to test shadows.");
arguments.getApplicationUsage()->addCommandLineOption("--sv", "Select ShadowVolume implementation.");
arguments.getApplicationUsage()->addCommandLineOption("--ssm", "Select SoftShadowMap implementation.");
arguments.getApplicationUsage()->addCommandLineOption("--sm", "Select ShadowMap implementation.");
arguments.getApplicationUsage()->addCommandLineOption("--pssm", "Select ParallelSplitShadowMap implementation.");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("--mapcount", "ParallelSplitShadowMap texture count.");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("--mapres", "ParallelSplitShadowMap texture resolution.");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("--debug-color", "ParallelSplitShadowMap display debugging color (only the first 3 maps are color r=0,g=1,b=2.");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("--minNearSplit", "ParallelSplitShadowMap shadow map near offset.");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("--maxFarDist", "ParallelSplitShadowMap max far distance to shadow.");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("--moveVCamFactor", "ParallelSplitShadowMap move the virtual frustum behind the real camera, (also back ground object can cast shadow).");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("--PolyOffset-Factor", "ParallelSplitShadowMap set PolygonOffset factor.");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("--PolyOffset-Unit", "ParallelSplitShadowMap set PolygonOffset unit.");//ADEGLI
arguments.getApplicationUsage()->addCommandLineOption("--lispsm", "Select LightSpacePerspectiveShadowMap implementation.");
arguments.getApplicationUsage()->addCommandLineOption("--ViewBounds", "LiSPSM optimize shadow for view frustum (weakest option)");
arguments.getApplicationUsage()->addCommandLineOption("--CullBounds", "LiSPSM optimize shadow for bounds of culled objects in view frustum (better option).");
arguments.getApplicationUsage()->addCommandLineOption("--DrawBounds", "LiSPSM optimize shadow for bounds of predrawn pixels in view frustum (best & default).");
arguments.getApplicationUsage()->addCommandLineOption("--mapres", "LiSPSM texture resolution.");
arguments.getApplicationUsage()->addCommandLineOption("--maxFarDist", "LiSPSM max far distance to shadow.");
arguments.getApplicationUsage()->addCommandLineOption("--moveVCamFactor", "LiSPSM move the virtual frustum behind the real camera, (also back ground object can cast shadow).");
arguments.getApplicationUsage()->addCommandLineOption("--minLightMargin", "LiSPSM the same as --moveVCamFactor.");
arguments.getApplicationUsage()->addCommandLineOption("-1", "Use test model one.");
arguments.getApplicationUsage()->addCommandLineOption("-2", "Use test model two.");
arguments.getApplicationUsage()->addCommandLineOption("-3", "Use test model three (default).");
arguments.getApplicationUsage()->addCommandLineOption("-4", "Use test model four - island scene.");
arguments.getApplicationUsage()->addCommandLineOption("--two-sided", "Use two-sided stencil extension for shadow volumes.");
arguments.getApplicationUsage()->addCommandLineOption("--two-pass", "Use two-pass stencil for shadow volumes.");
// construct the viewer.
osgViewer::Viewer viewer(arguments);
// 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 = true;
while (arguments.read("--positionalLight")) postionalLight = true;
while (arguments.read("--directionalLight")) postionalLight = false;
while (arguments.read("--castsShadowMask", CastsShadowTraversalMask ));
while (arguments.read("--receivesShadowMask", ReceivesShadowTraversalMask ));
bool updateLightPosition = true;
while (arguments.read("--noUpdate")) updateLightPosition = false;
// set up the camera manipulators.
{
osg::ref_ptr<osgGA::KeySwitchMatrixManipulator> keyswitchManipulator = new osgGA::KeySwitchMatrixManipulator;
keyswitchManipulator->addMatrixManipulator( '1', "Trackball", new osgGA::TrackballManipulator() );
keyswitchManipulator->addMatrixManipulator( '2', "Flight", new osgGA::FlightManipulator() );
keyswitchManipulator->addMatrixManipulator( '3', "Drive", new osgGA::DriveManipulator() );
keyswitchManipulator->addMatrixManipulator( '4', "Terrain", new osgGA::TerrainManipulator() );
std::string pathfile;
char keyForAnimationPath = '5';
while (arguments.read("-p",pathfile))
{
osgGA::AnimationPathManipulator* apm = new osgGA::AnimationPathManipulator(pathfile);
if (apm || !apm->valid())
{
unsigned int num = keyswitchManipulator->getNumMatrixManipulators();
keyswitchManipulator->addMatrixManipulator( keyForAnimationPath, "Path", apm );
keyswitchManipulator->selectMatrixManipulator(num);
++keyForAnimationPath;
}
}
viewer.setCameraManipulator( keyswitchManipulator.get() );
}
// add the state manipulator
viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
// add stats
viewer.addEventHandler( new osgViewer::StatsHandler() );
// add the record camera path handler
viewer.addEventHandler(new osgViewer::RecordCameraPathHandler);
// add the threading handler
viewer.addEventHandler( new osgViewer::ThreadingHandler() );
osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene = new osgShadow::ShadowedScene;
shadowedScene->setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
shadowedScene->setCastsShadowTraversalMask(CastsShadowTraversalMask);
if (arguments.read("--sv"))
{
// hint to tell viewer to request stencil buffer when setting up windows
osg::DisplaySettings::instance()->setMinimumNumStencilBits(8);
osg::ref_ptr<osgShadow::ShadowVolume> sv = new osgShadow::ShadowVolume;
sv->setDynamicShadowVolumes(updateLightPosition);
while (arguments.read("--two-sided")) sv->setDrawMode(osgShadow::ShadowVolumeGeometry::STENCIL_TWO_SIDED);
while (arguments.read("--two-pass")) sv->setDrawMode(osgShadow::ShadowVolumeGeometry::STENCIL_TWO_PASS);
shadowedScene->setShadowTechnique(sv.get());
}
else if (arguments.read("--st"))
{
osg::ref_ptr<osgShadow::ShadowTexture> st = new osgShadow::ShadowTexture;
shadowedScene->setShadowTechnique(st.get());
}
else if (arguments.read("--stsm"))
{
osg::ref_ptr<osgShadow::StandardShadowMap> st = new osgShadow::StandardShadowMap;
shadowedScene->setShadowTechnique(st.get());
}
else if (arguments.read("--pssm"))
{
int mapcount = 3;
while (arguments.read("--mapcount", mapcount));
osg::ref_ptr<osgShadow::ParallelSplitShadowMap> pssm = new osgShadow::ParallelSplitShadowMap(NULL,mapcount);
int mapres = 1024;
while (arguments.read("--mapres", mapres))
pssm->setTextureResolution(mapres);
while (arguments.read("--debug-color")) { pssm->setDebugColorOn(); }
int minNearSplit=0;
while (arguments.read("--minNearSplit", minNearSplit))
if ( minNearSplit > 0 ) {
pssm->setMinNearDistanceForSplits(minNearSplit);
std::cout << "ParallelSplitShadowMap : setMinNearDistanceForSplits(" << minNearSplit <<")" << std::endl;
}
int maxfardist = 0;
while (arguments.read("--maxFarDist", maxfardist))
if ( maxfardist > 0 ) {
pssm->setMaxFarDistance(maxfardist);
std::cout << "ParallelSplitShadowMap : setMaxFarDistance(" << maxfardist<<")" << std::endl;
}
int moveVCamFactor = 0;
while (arguments.read("--moveVCamFactor", moveVCamFactor))
if ( maxfardist > 0 ) {
pssm->setMoveVCamBehindRCamFactor(moveVCamFactor);
std::cout << "ParallelSplitShadowMap : setMoveVCamBehindRCamFactor(" << moveVCamFactor<<")" << std::endl;
}
double polyoffsetfactor = pssm->getPolygonOffset().x();
double polyoffsetunit = pssm->getPolygonOffset().y();
while (arguments.read("--PolyOffset-Factor", polyoffsetfactor));
while (arguments.read("--PolyOffset-Unit", polyoffsetunit));
pssm->setPolygonOffset(osg::Vec2(polyoffsetfactor,polyoffsetunit));
shadowedScene->setShadowTechnique(pssm.get());
}
else if (arguments.read("--ssm"))
{
osg::ref_ptr<osgShadow::SoftShadowMap> sm = new osgShadow::SoftShadowMap;
shadowedScene->setShadowTechnique(sm.get());
}
else if ( arguments.read("--lispsm") )
{
osg::ref_ptr<osgShadow::MinimalShadowMap> sm = NULL;
if( arguments.read( "--ViewBounds" ) )
sm = new osgShadow::LightSpacePerspectiveShadowMapVB;
else if( arguments.read( "--CullBounds" ) )
sm = new osgShadow::LightSpacePerspectiveShadowMapCB;
else // if( arguments.read( "--DrawBounds" ) ) // default
sm = new osgShadow::LightSpacePerspectiveShadowMapDB;
shadowedScene->setShadowTechnique( sm.get() );
if( sm.valid() )
{
while( arguments.read("--debugHUD") )
sm->setDebugDraw( true );
float minLightMargin = 10.f;
float maxFarPlane = 0;
unsigned int texSize = 1024;
unsigned int baseTexUnit = 0;
unsigned int shadowTexUnit = 1;
while ( arguments.read("--moveVCamFactor", minLightMargin ) );
while ( arguments.read("--minLightMargin", minLightMargin ) );
while ( arguments.read("--maxFarDist", maxFarPlane ) );
while ( arguments.read("--mapres", texSize ));
while ( arguments.read("--baseTextureUnit", baseTexUnit) );
while ( arguments.read("--shadowTextureUnit", shadowTexUnit) );
sm->setMinLightMargin( minLightMargin );
sm->setMaxFarPlane( maxFarPlane );
sm->setTextureSize( osg::Vec2s( texSize, texSize ) );
sm->setShadowTextureCoordIndex( shadowTexUnit );
sm->setShadowTextureUnit( shadowTexUnit );
sm->setBaseTextureCoordIndex( baseTexUnit );
sm->setBaseTextureUnit( baseTexUnit );
}
}
else /* if (arguments.read("--sm")) */
{
osg::ref_ptr<osgShadow::ShadowMap> sm = new osgShadow::ShadowMap;
shadowedScene->setShadowTechnique(sm.get());
int mapres = 1024;
while (arguments.read("--mapres", mapres))
sm->setTextureSize(osg::Vec2s(mapres,mapres));
}
osg::ref_ptr<osg::Node> model = osgDB::readNodeFiles(arguments);
if (model.valid())
{
model->setNodeMask(CastsShadowTraversalMask | ReceivesShadowTraversalMask);
}
else
{
model = createTestModel(arguments);
}
// get the bounds of the model.
osg::ComputeBoundsVisitor cbbv;
model->accept(cbbv);
osg::BoundingBox bb = cbbv.getBoundingBox();
osg::Vec4 lightpos;
if (postionalLight)
{
lightpos.set(bb.center().x(), bb.center().y(), bb.zMax() + bb.radius()*2.0f ,1.0f);
}
else
{
lightpos.set(0.5f,0.25f,0.8f,0.0f);
}
if ( arguments.read("--base"))
{
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) );
geode->setNodeMask(shadowedScene->getReceivesShadowTraversalMask());
geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")));
shadowedScene->addChild(geode);
}
osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
ls->getLight()->setPosition(lightpos);
bool spotlight = false;
if (arguments.read("--spotLight"))
{
spotlight = true;
osg::Vec3 center = bb.center();
osg::Vec3 lightdir = center - osg::Vec3(lightpos.x(), lightpos.y(), lightpos.z());
lightdir.normalize();
ls->getLight()->setDirection(lightdir);
ls->getLight()->setSpotCutoff(25.0f);
//set the LightSource, only for checking, there is only 1 light in the scene
osgShadow::ShadowMap* shadowMap = dynamic_cast<osgShadow::ShadowMap*>(shadowedScene->getShadowTechnique());
if( shadowMap ) shadowMap->setLight(ls.get());
}
if ( arguments.read("--coloured-light"))
{
ls->getLight()->setAmbient(osg::Vec4(1.0,0.0,0.0,1.0));
ls->getLight()->setDiffuse(osg::Vec4(0.0,1.0,0.0,1.0));
}
else
{
ls->getLight()->setAmbient(osg::Vec4(0.2,0.2,0.2,1.0));
ls->getLight()->setDiffuse(osg::Vec4(0.8,0.8,0.8,1.0));
}
shadowedScene->addChild(model.get());
shadowedScene->addChild(ls.get());
viewer.setSceneData(shadowedScene.get());
viewer.addEventHandler(new ChangeFOVHandler(viewer.getCamera()));
// create the windows and run the threads.
viewer.realize();
// it is done after viewer.realize() so that the windows are already initialized
if ( arguments.read("--debugHUD"))
{
osgViewer::Viewer::Windows windows;
viewer.getWindows(windows);
if (windows.empty()) return 1;
osgShadow::ShadowMap* sm = dynamic_cast<osgShadow::ShadowMap*>(shadowedScene->getShadowTechnique());
if( sm ) {
osg::ref_ptr<osg::Camera> hudCamera = sm->makeDebugHUD();
// set up cameras to rendering on the first window available.
hudCamera->setGraphicsContext(windows[0]);
hudCamera->setViewport(0,0,windows[0]->getTraits()->width, windows[0]->getTraits()->height);
viewer.addSlave(hudCamera.get(), false);
}
}
// osgDB::writeNodeFile(*group,"test.osg");
while (!viewer.done())
{
{
osgShadow::MinimalShadowMap * msm = dynamic_cast<osgShadow::MinimalShadowMap*>( shadowedScene->getShadowTechnique() );
if( msm ) {
// If scene decorated by CoordinateSystemNode try to find localToWorld
// and set modellingSpaceToWorld matrix to optimize scene bounds computation
osg::NodePath np = viewer.getCoordinateSystemNodePath();
if( !np.empty() ) {
osg::CoordinateSystemNode * csn =
dynamic_cast<osg::CoordinateSystemNode *>( np.back() );
if( csn ) {
osg::Vec3d pos =
viewer.getCameraManipulator()->getMatrix().getTrans();
msm->setModellingSpaceToWorldTransform
( csn->computeLocalCoordinateFrame( pos ) );
}
}
}
}
if (updateLightPosition)
{
float t = viewer.getFrameStamp()->getSimulationTime();
if (postionalLight)
{
lightpos.set(bb.center().x()+sinf(t)*bb.radius(), bb.center().y() + cosf(t)*bb.radius(), bb.zMax() + bb.radius()*3.0f ,1.0f);
}
else
{
lightpos.set(sinf(t),cosf(t),1.0f,0.0f);
}
ls->getLight()->setPosition(lightpos);
osg::Vec3f lightDir(-lightpos.x(),-lightpos.y(),-lightpos.z());
if(spotlight)
lightDir = osg::Vec3(bb.center().x()+sinf(t)*bb.radius()/2.0, bb.center().y() + cosf(t)*bb.radius()/2.0, bb.center().z())
- osg::Vec3(lightpos.x(), lightpos.y(), lightpos.z()) ;
lightDir.normalize();
ls->getLight()->setDirection(lightDir);
}
viewer.frame();
}
return 0;
}