OpenSceneGraph/examples/osgdeferred/osgdeferred.cpp

378 lines
15 KiB
C++

/* OpenSceneGraph example, osgdeferred.
*
* Original code by Michael Kapelko, published to osg example with permission
* OSG Deferred Shading ( https://bitbucket.org/kornerr/osg-deferred-shading )
* Shader cleanup, removal of osgFX EffectCompositor and exchange of textures
* done by Christian Buchner
*
* 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 "osgdeferred.h"
#include <osg/AnimationPath>
#include <osg/PolygonMode>
#include <osgDB/ReadFile>
#include <osgShadow/SoftShadowMap>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgUtil/TangentSpaceGenerator>
#ifdef OSG_LIBRARY_STATIC
// in case of a static build...
USE_OSGPLUGIN(osg2)
USE_OSGPLUGIN(png)
USE_OSGPLUGIN(jpeg)
USE_OSGPLUGIN(glsl)
USE_SERIALIZER_WRAPPER_LIBRARY(osg)
USE_GRAPHICSWINDOW()
#endif
osg::TextureRectangle *createFloatTextureRectangle(int textureSize)
{
osg::ref_ptr<osg::TextureRectangle> tex2D = new osg::TextureRectangle;
tex2D->setTextureSize(textureSize, textureSize);
tex2D->setInternalFormat(GL_RGBA16F_ARB);
tex2D->setSourceFormat(GL_RGBA);
tex2D->setSourceType(GL_FLOAT);
return tex2D.release();
}
osg::Camera *createHUDCamera(double left,
double right,
double bottom,
double top)
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
camera->setRenderOrder(osg::Camera::POST_RENDER);
camera->setAllowEventFocus(false);
camera->setProjectionMatrix(osg::Matrix::ortho2D(left, right, bottom, top));
camera->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
return camera.release();
}
osg::ref_ptr<osg::LightSource> createLight(const osg::Vec3 &pos)
{
osg::ref_ptr<osg::LightSource> light = new osg::LightSource;
light->getLight()->setPosition(osg::Vec4(pos.x(), pos.y(), pos.z(), 1));
light->getLight()->setAmbient(osg::Vec4(0.2, 0.2, 0.2, 1));
light->getLight()->setDiffuse(osg::Vec4(0.8, 0.8, 0.8, 1));
return light;
}
class CreateTangentSpace : public osg::NodeVisitor
{
public:
CreateTangentSpace() : NodeVisitor(NodeVisitor::TRAVERSE_ALL_CHILDREN), tsg(new osgUtil::TangentSpaceGenerator) {}
virtual void apply(osg::Geode& geode)
{
for (unsigned int i = 0; i < geode.getNumDrawables(); ++i)
{
osg::Geometry *geo = dynamic_cast<osg::Geometry *>(geode.getDrawable(i));
if (geo != NULL)
{
// assume the texture coordinate for normal maps is stored in unit #0
tsg->generate(geo, 0);
// pass2.vert expects the tangent array to be stored inside gl_MultiTexCoord1
geo->setTexCoordArray(1, tsg->getTangentArray());
}
}
traverse(geode);
}
private:
osg::ref_ptr<osgUtil::TangentSpaceGenerator> tsg;
};
Pipeline createPipelinePlainOSG(
osg::ref_ptr<osg::Group> scene,
osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene,
const osg::Vec3 lightPos)
{
Pipeline p;
p.graph = new osg::Group;
p.textureSize = 1024;
// Pass 1 (shadow).
p.pass1Shadows = createFloatTextureRectangle(p.textureSize);
osg::ref_ptr<osg::Camera> pass1 =
createRTTCamera(osg::Camera::COLOR_BUFFER, p.pass1Shadows);
pass1->addChild(shadowedScene.get());
// pass2 shades expects tangent vectors to be available as texcoord array for texture #1
// we use osgUtil::TangentSpaceGenerator to generate these
CreateTangentSpace cts;
scene->accept(cts);
// Pass 2 (positions, normals, colors).
p.pass2Positions = createFloatTextureRectangle(p.textureSize);
p.pass2Normals = createFloatTextureRectangle(p.textureSize);
p.pass2Colors = createFloatTextureRectangle(p.textureSize);
osg::ref_ptr<osg::Camera> pass2 =
createRTTCamera(osg::Camera::COLOR_BUFFER0, p.pass2Positions);
pass2->attach(osg::Camera::COLOR_BUFFER1, p.pass2Normals);
pass2->attach(osg::Camera::COLOR_BUFFER2, p.pass2Colors);
pass2->addChild(scene.get());
osg::ref_ptr<osg::StateSet> ss = setShaderProgram(pass2, "shaders/pass2.vert", "shaders/pass2.frag");
ss->setTextureAttributeAndModes(0, createTexture("Images/whitemetal_diffuse.jpg"));
ss->setTextureAttributeAndModes(1, createTexture("Images/whitemetal_normal.jpg"));
ss->addUniform(new osg::Uniform("diffMap", 0));
ss->addUniform(new osg::Uniform("bumpMap", 1));
ss->addUniform(new osg::Uniform("useBumpMap", 1));
// Pass 3 (final).
p.pass3Final = createFloatTextureRectangle(p.textureSize);
osg::ref_ptr<osg::Camera> pass3 =
createRTTCamera(osg::Camera::COLOR_BUFFER, p.pass3Final, true);
ss = setShaderProgram(pass3, "shaders/pass3.vert", "shaders/pass3.frag");
ss->setTextureAttributeAndModes(0, p.pass2Positions);
ss->setTextureAttributeAndModes(1, p.pass2Normals);
ss->setTextureAttributeAndModes(2, p.pass2Colors);
ss->setTextureAttributeAndModes(3, p.pass1Shadows);
ss->addUniform(new osg::Uniform("posMap", 0));
ss->addUniform(new osg::Uniform("normalMap", 1));
ss->addUniform(new osg::Uniform("colorMap", 2));
ss->addUniform(new osg::Uniform("shadowMap", 3));
// Light position.
ss->addUniform(new osg::Uniform("lightPos", lightPos));
// Graph.
p.graph->addChild(pass1);
p.graph->addChild(pass2);
p.graph->addChild(pass3);
return p;
}
osg::Camera *createRTTCamera(osg::Camera::BufferComponent buffer,
osg::Texture *tex,
bool isAbsolute)
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setClearColor(osg::Vec4());
camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
camera->setRenderOrder(osg::Camera::PRE_RENDER);
if (tex)
{
tex->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
tex->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
camera->setViewport(0, 0, tex->getTextureWidth(), tex->getTextureHeight());
camera->attach(buffer, tex);
}
if (isAbsolute)
{
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setProjectionMatrix(osg::Matrix::ortho2D(0.0, 1.0, 0.0, 1.0));
camera->setViewMatrix(osg::Matrix::identity());
camera->addChild(createScreenQuad(1.0f, 1.0f));
}
return camera.release();
}
osg::ref_ptr<osg::Group> createSceneRoom()
{
// Room.
osg::ref_ptr<osg::MatrixTransform> room = new osg::MatrixTransform;
osg::ref_ptr<osg::Node> roomModel = osgDB::readNodeFile("simpleroom.osgt");
room->addChild(roomModel);
room->setMatrix(osg::Matrix::translate(0, 0, 1));
// Torus.
osg::ref_ptr<osg::MatrixTransform> torus = new osg::MatrixTransform;
osg::ref_ptr<osg::Node> torusModel = osgDB::readNodeFile("torus.osgt");
torus->addChild(torusModel);
setAnimationPath(torus, osg::Vec3(0, 0, 15), 6, 16);
// Torus2.
osg::ref_ptr<osg::MatrixTransform> torus2 = new osg::MatrixTransform;
torus2->addChild(torusModel);
setAnimationPath(torus2, osg::Vec3(-20, 0, 10), 20, 0);
// Torus3.
osg::ref_ptr<osg::MatrixTransform> torus3 = new osg::MatrixTransform;
torus3->addChild(torusModel);
setAnimationPath(torus3, osg::Vec3(0, 0, 40), 3, 25);
// Scene.
osg::ref_ptr<osg::Group> scene = new osg::Group;
scene->addChild(room);
scene->addChild(torus);
scene->addChild(torus2);
scene->addChild(torus3);
return scene;
}
osg::Geode *createScreenQuad(float width,
float height,
float scale,
osg::Vec3 corner)
{
osg::Geometry* geom = osg::createTexturedQuadGeometry(
corner,
osg::Vec3(width, 0, 0),
osg::Vec3(0, height, 0),
0,
0,
scale,
scale);
osg::ref_ptr<osg::Geode> quad = new osg::Geode;
quad->addDrawable(geom);
int values = osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED;
quad->getOrCreateStateSet()->setAttribute(
new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK,
osg::PolygonMode::FILL),
values);
quad->getOrCreateStateSet()->setMode(GL_LIGHTING, values);
return quad.release();
}
osg::Texture2D *createTexture(const std::string &fileName)
{
osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D;
texture->setImage(osgDB::readImageFile(fileName));
texture->setWrap(osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT);
texture->setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::REPEAT);
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
texture->setMaxAnisotropy(16.0f);
return texture.release();
}
osg::ref_ptr<osg::Camera> createTextureDisplayQuad(
const osg::Vec3 &pos,
osg::StateAttribute *tex,
float scale,
float width,
float height)
{
osg::ref_ptr<osg::Camera> hc = createHUDCamera();
hc->addChild(createScreenQuad(width, height, scale, pos));
hc->getOrCreateStateSet()->setTextureAttributeAndModes(0, tex);
return hc;
}
void setAnimationPath(osg::ref_ptr<osg::MatrixTransform> node,
const osg::Vec3 &center,
float time,
float radius)
{
// Create animation.
osg::ref_ptr<osg::AnimationPath> path = new osg::AnimationPath;
path->setLoopMode(osg::AnimationPath::LOOP);
unsigned int numSamples = 32;
float delta_yaw = 2.0f * osg::PI / (static_cast<float>(numSamples) - 1.0f);
float delta_time = time / static_cast<float>(numSamples);
for (unsigned int i = 0; i < numSamples; ++i)
{
float yaw = delta_yaw * static_cast<float>(i);
osg::Vec3 pos(center.x() + sinf(yaw)*radius,
center.y() + cosf(yaw)*radius,
center.z());
osg::Quat rot(-yaw, osg::Z_AXIS);
path->insert(delta_time * static_cast<float>(i),
osg::AnimationPath::ControlPoint(pos, rot));
}
// Assign it.
node->setUpdateCallback(new osg::AnimationPathCallback(path.get()));
}
osg::ref_ptr<osg::StateSet> setShaderProgram(osg::ref_ptr<osg::Camera> pass,
const std::string& vert,
const std::string& frag)
{
osg::ref_ptr<osg::Program> program = new osg::Program;
program->addShader(osgDB::readShaderFile(vert));
program->addShader(osgDB::readShaderFile(frag));
osg::ref_ptr<osg::StateSet> ss = pass->getOrCreateStateSet();
ss->setAttributeAndModes(
program.get(),
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
return ss;
}
int main()
{
// Useful declaration.
osg::ref_ptr<osg::StateSet> ss;
// Scene.
osg::Vec3 lightPos(0, 0, 80);
osg::ref_ptr<osg::Group> scene = createSceneRoom();
osg::ref_ptr<osg::LightSource> light = createLight(lightPos);
scene->addChild(light.get());
// Shadowed scene.
osg::ref_ptr<osgShadow::SoftShadowMap> shadowMap = new osgShadow::SoftShadowMap;
shadowMap->setJitteringScale(16);
shadowMap->addShader(osgDB::readShaderFile("shaders/pass1Shadow.frag"));
shadowMap->setLight(light.get());
osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene = new osgShadow::ShadowedScene;
shadowedScene->setShadowTechnique(shadowMap.get());
shadowedScene->addChild(scene.get());
Pipeline p = createPipelinePlainOSG(scene, shadowedScene, lightPos);
// Quads to display 1 pass textures.
osg::ref_ptr<osg::Camera> qTexN =
createTextureDisplayQuad(osg::Vec3(0, 0.7, 0),
p.pass2Normals,
p.textureSize);
osg::ref_ptr<osg::Camera> qTexP =
createTextureDisplayQuad(osg::Vec3(0, 0.35, 0),
p.pass2Positions,
p.textureSize);
osg::ref_ptr<osg::Camera> qTexC =
createTextureDisplayQuad(osg::Vec3(0, 0, 0),
p.pass2Colors,
p.textureSize);
// Qaud to display 2 pass shadow texture.
osg::ref_ptr<osg::Camera> qTexS =
createTextureDisplayQuad(osg::Vec3(0.7, 0.7, 0),
p.pass1Shadows,
p.textureSize);
// Quad to display 3 pass final (screen) texture.
osg::ref_ptr<osg::Camera> qTexFinal =
createTextureDisplayQuad(osg::Vec3(0, 0, 0),
p.pass3Final,
p.textureSize,
1,
1);
// Must be processed before the first pass takes
// the result into pass1Shadows texture.
p.graph->insertChild(0, shadowedScene.get());
// Quads are displayed in order, so the biggest one (final) must be first,
// otherwise other quads won't be visible.
p.graph->addChild(qTexFinal.get());
p.graph->addChild(qTexN.get());
p.graph->addChild(qTexP.get());
p.graph->addChild(qTexC.get());
p.graph->addChild(qTexS.get());
// Display everything.
osgViewer::Viewer viewer;
// add the stats handler
viewer.addEventHandler(new osgViewer::StatsHandler);
// Make screenshots with 'c'.
viewer.addEventHandler(
new osgViewer::ScreenCaptureHandler(
new osgViewer::ScreenCaptureHandler::WriteToFile(
"screenshot",
"png",
osgViewer::ScreenCaptureHandler::WriteToFile::OVERWRITE)));
viewer.getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
viewer.setSceneData(p.graph.get());
return viewer.run();
}