fd2ffeb310
Added beginnings of new osgViewer::Scene,View,Viewer,CompositeViewer and GraphicsWindowProxy files.
507 lines
18 KiB
C++
507 lines
18 KiB
C++
#include <osgProducer/Viewer>
|
|
|
|
#include <osg/Projection>
|
|
#include <osg/Geometry>
|
|
#include <osg/Texture>
|
|
#include <osg/TexGen>
|
|
#include <osg/Geode>
|
|
#include <osg/ShapeDrawable>
|
|
#include <osg/PolygonOffset>
|
|
#include <osg/Texture2D>
|
|
#include <osg/MatrixTransform>
|
|
#include <osg/Light>
|
|
#include <osg/LightSource>
|
|
#include <osg/PolygonOffset>
|
|
#include <osg/CullFace>
|
|
#include <osg/Material>
|
|
#include <osg/TexEnvCombine>
|
|
#include <osg/TexEnv>
|
|
|
|
#include <osg/Camera>
|
|
#include <osg/TexGenNode>
|
|
|
|
#include <osgDB/ReadFile>
|
|
|
|
using namespace osg;
|
|
|
|
class LightTransformCallback: public osg::NodeCallback
|
|
{
|
|
|
|
public:
|
|
|
|
LightTransformCallback(float angular_velocity, float height, float radius):
|
|
_angular_velocity(angular_velocity),
|
|
_height(height),
|
|
_radius(radius),
|
|
_previous_traversal_number(-1),
|
|
_previous_time(-1.0f),
|
|
_angle(0)
|
|
{
|
|
}
|
|
|
|
void operator()(Node* node, NodeVisitor* nv);
|
|
|
|
protected:
|
|
|
|
float _angular_velocity;
|
|
float _height;
|
|
float _radius;
|
|
int _previous_traversal_number;
|
|
double _previous_time;
|
|
float _angle;
|
|
};
|
|
|
|
|
|
void
|
|
LightTransformCallback::operator()(Node* node, NodeVisitor* nv)
|
|
{
|
|
MatrixTransform* transform = dynamic_cast<MatrixTransform*>(node);
|
|
if (nv && transform)
|
|
{
|
|
const FrameStamp* fs = nv->getFrameStamp();
|
|
if (!fs) return; // not frame stamp, no handle on the time so can't move.
|
|
|
|
double new_time = fs->getReferenceTime();
|
|
if (nv->getTraversalNumber() != _previous_traversal_number)
|
|
{
|
|
_angle += _angular_velocity * (new_time - _previous_time);
|
|
|
|
Matrix matrix = Matrix::rotate(atan(_height / _radius), -X_AXIS) *
|
|
Matrix::rotate(PI_2, Y_AXIS) *
|
|
Matrix::translate(Vec3(_radius, 0, 0)) *
|
|
Matrix::rotate(_angle, Y_AXIS) *
|
|
Matrix::translate(Vec3(0, _height, 0));
|
|
|
|
// update the specified transform
|
|
transform->setMatrix(matrix);
|
|
|
|
_previous_traversal_number = nv->getTraversalNumber();
|
|
}
|
|
|
|
_previous_time = new_time;
|
|
}
|
|
|
|
// must call any nested node callbacks and continue subgraph traversal.
|
|
traverse(node,nv);
|
|
|
|
}
|
|
|
|
|
|
ref_ptr<MatrixTransform> _create_lights()
|
|
{
|
|
ref_ptr<MatrixTransform> transform_0 = new MatrixTransform;
|
|
|
|
// create a spot light.
|
|
ref_ptr<Light> light_0 = new Light;
|
|
light_0->setLightNum(0);
|
|
light_0->setPosition(Vec4(0, 0, 0, 1.0f));
|
|
light_0->setAmbient(Vec4(0.0f, 0.0f, 0.0f, 1.0f));
|
|
light_0->setDiffuse(Vec4(1.0f, 0.8f, 0.8f, 1.0f));
|
|
light_0->setSpotCutoff(60.0f);
|
|
light_0->setSpotExponent(2.0f);
|
|
|
|
ref_ptr<LightSource> light_source_0 = new LightSource;
|
|
light_source_0->setLight(light_0.get());
|
|
light_source_0->setLocalStateSetModes(StateAttribute::ON);
|
|
transform_0->setUpdateCallback(new LightTransformCallback(inDegrees(90.0f), 8, 5));
|
|
transform_0->addChild(light_source_0.get());
|
|
|
|
ref_ptr<Geode> geode = new Geode;
|
|
|
|
ref_ptr<ShapeDrawable> shape;
|
|
ref_ptr<TessellationHints> hints = new TessellationHints;
|
|
hints->setDetailRatio(0.3f);
|
|
shape = new ShapeDrawable(new Sphere(Vec3(0.0f, 0.0f, 0.0f), 0.15f), hints.get());
|
|
shape->setColor(Vec4(1.0f, 0.5f, 0.5f, 1.0f));
|
|
geode->addDrawable(shape.get());
|
|
shape = new ShapeDrawable(new Cylinder(Vec3(0.0f, 0.0f, -0.4f), 0.05f, 0.8f), hints.get());
|
|
shape->setColor(Vec4(1.0f, 0.5f, 0.5f, 1.0f));
|
|
geode->addDrawable(shape.get());
|
|
|
|
|
|
geode->getOrCreateStateSet()->setMode(GL_LIGHTING, StateAttribute::OFF);
|
|
transform_0->addChild(geode.get());
|
|
|
|
return transform_0;
|
|
}
|
|
|
|
ref_ptr<Group> _create_scene()
|
|
{
|
|
ref_ptr<Group> scene = new Group;
|
|
ref_ptr<Geode> geode_1 = new Geode;
|
|
scene->addChild(geode_1.get());
|
|
|
|
ref_ptr<Geode> geode_2 = new Geode;
|
|
ref_ptr<MatrixTransform> transform_2 = new MatrixTransform;
|
|
transform_2->addChild(geode_2.get());
|
|
transform_2->setUpdateCallback(new osg::AnimationPathCallback(Vec3(0, 0, 0), Y_AXIS, inDegrees(45.0f)));
|
|
scene->addChild(transform_2.get());
|
|
|
|
ref_ptr<Geode> geode_3 = new Geode;
|
|
ref_ptr<MatrixTransform> transform_3 = new MatrixTransform;
|
|
transform_3->addChild(geode_3.get());
|
|
transform_3->setUpdateCallback(new osg::AnimationPathCallback(Vec3(0, 0, 0), Y_AXIS, inDegrees(-22.5f)));
|
|
scene->addChild(transform_3.get());
|
|
|
|
const float radius = 0.8f;
|
|
const float height = 1.0f;
|
|
ref_ptr<TessellationHints> hints = new TessellationHints;
|
|
hints->setDetailRatio(2.0f);
|
|
ref_ptr<ShapeDrawable> shape;
|
|
|
|
shape = new ShapeDrawable(new Box(Vec3(0.0f, -2.0f, 0.0f), 10, 0.1f, 10), hints.get());
|
|
shape->setColor(Vec4(0.5f, 0.5f, 0.7f, 1.0f));
|
|
geode_1->addDrawable(shape.get());
|
|
|
|
shape = new ShapeDrawable(new Sphere(Vec3(0.0f, 0.0f, 0.0f), radius * 2), hints.get());
|
|
shape->setColor(Vec4(0.8f, 0.8f, 0.8f, 1.0f));
|
|
geode_1->addDrawable(shape.get());
|
|
|
|
shape = new ShapeDrawable(new Sphere(Vec3(-3.0f, 0.0f, 0.0f), radius), hints.get());
|
|
shape->setColor(Vec4(0.6f, 0.8f, 0.8f, 1.0f));
|
|
geode_2->addDrawable(shape.get());
|
|
|
|
shape = new ShapeDrawable(new Box(Vec3(3.0f, 0.0f, 0.0f), 2 * radius), hints.get());
|
|
shape->setColor(Vec4(0.4f, 0.9f, 0.3f, 1.0f));
|
|
geode_2->addDrawable(shape.get());
|
|
|
|
shape = new ShapeDrawable(new Cone(Vec3(0.0f, 0.0f, -3.0f), radius, height), hints.get());
|
|
shape->setColor(Vec4(0.2f, 0.5f, 0.7f, 1.0f));
|
|
geode_2->addDrawable(shape.get());
|
|
|
|
shape = new ShapeDrawable(new Cylinder(Vec3(0.0f, 0.0f, 3.0f), radius, height), hints.get());
|
|
shape->setColor(Vec4(1.0f, 0.3f, 0.3f, 1.0f));
|
|
geode_2->addDrawable(shape.get());
|
|
|
|
shape = new ShapeDrawable(new Box(Vec3(0.0f, 3.0f, 0.0f), 2, 0.1f, 2), hints.get());
|
|
shape->setColor(Vec4(0.8f, 0.8f, 0.4f, 1.0f));
|
|
geode_3->addDrawable(shape.get());
|
|
|
|
// material
|
|
ref_ptr<Material> matirial = new Material;
|
|
matirial->setColorMode(Material::DIFFUSE);
|
|
matirial->setAmbient(Material::FRONT_AND_BACK, Vec4(0, 0, 0, 1));
|
|
matirial->setSpecular(Material::FRONT_AND_BACK, Vec4(1, 1, 1, 1));
|
|
matirial->setShininess(Material::FRONT_AND_BACK, 64.0f);
|
|
scene->getOrCreateStateSet()->setAttributeAndModes(matirial.get(), StateAttribute::ON);
|
|
|
|
return scene;
|
|
}
|
|
|
|
|
|
class UpdateCameraAndTexGenCallback : public osg::NodeCallback
|
|
{
|
|
public:
|
|
|
|
UpdateCameraAndTexGenCallback(osg::MatrixTransform* light_transform, osg::Camera* Camera, osg::TexGenNode* texgenNode):
|
|
_light_transform(light_transform),
|
|
_Camera(Camera),
|
|
_texgenNode(texgenNode)
|
|
{
|
|
}
|
|
|
|
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
|
|
{
|
|
// first update subgraph to make sure objects are all moved into postion
|
|
traverse(node,nv);
|
|
|
|
// now compute the camera's view and projection matrix to point at the shadower (the camera's children)
|
|
osg::BoundingSphere bs;
|
|
for(unsigned int i=0; i<_Camera->getNumChildren(); ++i)
|
|
{
|
|
bs.expandBy(_Camera->getChild(i)->getBound());
|
|
}
|
|
|
|
if (!bs.valid())
|
|
{
|
|
osg::notify(osg::WARN) << "bb invalid"<<_Camera.get()<<std::endl;
|
|
return;
|
|
}
|
|
|
|
osg::Vec3 position = _light_transform->getMatrix().getTrans();
|
|
|
|
float centerDistance = (position-bs.center()).length();
|
|
|
|
float znear = centerDistance-bs.radius();
|
|
float zfar = centerDistance+bs.radius();
|
|
float zNearRatio = 0.001f;
|
|
if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
|
|
|
|
#if 0
|
|
// hack to illustrate the precision problems of excessive gap between near far range.
|
|
znear = 0.00001*zfar;
|
|
#endif
|
|
float top = (bs.radius()/centerDistance)*znear;
|
|
float right = top;
|
|
|
|
_Camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
|
|
_Camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
|
|
_Camera->setViewMatrixAsLookAt(position,bs.center(),osg::Vec3(0.0f,1.0f,0.0f));
|
|
|
|
// compute the matrix which takes a vertex from local coords into tex coords
|
|
// will use this later to specify osg::TexGen..
|
|
osg::Matrix MVPT = _Camera->getViewMatrix() *
|
|
_Camera->getProjectionMatrix() *
|
|
osg::Matrix::translate(1.0,1.0,1.0) *
|
|
osg::Matrix::scale(0.5f,0.5f,0.5f);
|
|
|
|
_texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
|
|
_texgenNode->getTexGen()->setPlanesFromMatrix(MVPT);
|
|
|
|
}
|
|
|
|
protected:
|
|
|
|
virtual ~UpdateCameraAndTexGenCallback() {}
|
|
|
|
osg::ref_ptr<osg::MatrixTransform> _light_transform;
|
|
osg::ref_ptr<osg::Camera> _Camera;
|
|
osg::ref_ptr<osg::TexGenNode> _texgenNode;
|
|
|
|
};
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// fragment shader
|
|
//
|
|
char fragmentShaderSource_noBaseTexture[] =
|
|
"uniform sampler2DShadow shadowTexture; \n"
|
|
"uniform vec2 ambientBias; \n"
|
|
"\n"
|
|
"void main(void) \n"
|
|
"{ \n"
|
|
" gl_FragColor = gl_Color * (ambientBias.x + shadow2DProj( shadowTexture, gl_TexCoord[0] ) * ambientBias.y); \n"
|
|
"}\n";
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// fragment shader
|
|
//
|
|
char fragmentShaderSource_withBaseTexture[] =
|
|
"uniform sampler2D baseTexture; \n"
|
|
"uniform sampler2DShadow shadowTexture; \n"
|
|
"uniform vec2 ambientBias; \n"
|
|
"\n"
|
|
"void main(void) \n"
|
|
"{ \n"
|
|
" vec4 color = gl_Color * texture2D( baseTexture, gl_TexCoord[0].xy ); \n"
|
|
" gl_FragColor = color * (ambientBias.x + shadow2DProj( shadowTexture, gl_TexCoord[1] ) * ambientBias.y); \n"
|
|
"}\n";
|
|
|
|
|
|
osg::Group* createShadowedScene(osg::Node* shadowed,osg::MatrixTransform* light_transform, unsigned int unit)
|
|
{
|
|
osg::Group* group = new osg::Group;
|
|
|
|
unsigned int tex_width = 1024;
|
|
unsigned int tex_height = 1024;
|
|
|
|
osg::Texture2D* texture = new osg::Texture2D;
|
|
texture->setTextureSize(tex_width, tex_height);
|
|
|
|
texture->setInternalFormat(GL_DEPTH_COMPONENT);
|
|
texture->setShadowComparison(true);
|
|
texture->setShadowTextureMode(Texture::LUMINANCE);
|
|
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
|
|
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
|
|
|
|
// set up the render to texture camera.
|
|
{
|
|
|
|
// create the camera
|
|
osg::Camera* camera = new osg::Camera;
|
|
|
|
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
|
|
camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
|
|
camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
|
|
|
|
// set viewport
|
|
camera->setViewport(0,0,tex_width,tex_height);
|
|
|
|
osg::StateSet* _local_stateset = camera->getOrCreateStateSet();
|
|
|
|
_local_stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
|
|
|
|
|
|
float factor = 0.0f;
|
|
float units = 1.0f;
|
|
|
|
ref_ptr<PolygonOffset> polygon_offset = new PolygonOffset;
|
|
polygon_offset->setFactor(factor);
|
|
polygon_offset->setUnits(units);
|
|
_local_stateset->setAttribute(polygon_offset.get(), StateAttribute::ON | StateAttribute::OVERRIDE);
|
|
_local_stateset->setMode(GL_POLYGON_OFFSET_FILL, StateAttribute::ON | StateAttribute::OVERRIDE);
|
|
|
|
ref_ptr<CullFace> cull_face = new CullFace;
|
|
cull_face->setMode(CullFace::FRONT);
|
|
_local_stateset->setAttribute(cull_face.get(), StateAttribute::ON | StateAttribute::OVERRIDE);
|
|
_local_stateset->setMode(GL_CULL_FACE, StateAttribute::ON | StateAttribute::OVERRIDE);
|
|
|
|
|
|
// set the camera to render before the main camera.
|
|
camera->setRenderOrder(osg::Camera::PRE_RENDER);
|
|
|
|
// tell the camera to use OpenGL frame buffer object where supported.
|
|
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
|
|
|
|
// attach the texture and use it as the color buffer.
|
|
camera->attach(osg::Camera::DEPTH_BUFFER, texture);
|
|
|
|
// add subgraph to render
|
|
camera->addChild(shadowed);
|
|
|
|
group->addChild(camera);
|
|
|
|
// create the texgen node to project the tex coords onto the subgraph
|
|
osg::TexGenNode* texgenNode = new osg::TexGenNode;
|
|
texgenNode->setTextureUnit(unit);
|
|
group->addChild(texgenNode);
|
|
|
|
// set an update callback to keep moving the camera and tex gen in the right direction.
|
|
group->setUpdateCallback(new UpdateCameraAndTexGenCallback(light_transform, camera, texgenNode));
|
|
}
|
|
|
|
|
|
// set the shadowed subgraph so that it uses the texture and tex gen settings.
|
|
{
|
|
osg::Group* shadowedGroup = new osg::Group;
|
|
shadowedGroup->addChild(shadowed);
|
|
group->addChild(shadowedGroup);
|
|
|
|
osg::StateSet* stateset = shadowedGroup->getOrCreateStateSet();
|
|
stateset->setTextureAttributeAndModes(unit,texture,osg::StateAttribute::ON);
|
|
stateset->setTextureMode(unit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
|
|
stateset->setTextureMode(unit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
|
|
stateset->setTextureMode(unit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
|
|
|
|
stateset->setTextureMode(unit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
|
|
|
|
osg::Program* program = new osg::Program;
|
|
stateset->setAttribute(program);
|
|
|
|
if (unit==0)
|
|
{
|
|
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture);
|
|
program->addShader(fragment_shader);
|
|
|
|
osg::Uniform* shadowTextureSampler = new osg::Uniform("shadowTexture",(int)unit);
|
|
stateset->addUniform(shadowTextureSampler);
|
|
}
|
|
else
|
|
{
|
|
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture);
|
|
program->addShader(fragment_shader);
|
|
|
|
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
|
|
stateset->addUniform(baseTextureSampler);
|
|
|
|
osg::Uniform* shadowTextureSampler = new osg::Uniform("shadowTexture",(int)unit);
|
|
stateset->addUniform(shadowTextureSampler);
|
|
}
|
|
|
|
osg::Uniform* ambientBias = new osg::Uniform("ambientBias",osg::Vec2(0.3f,1.2f));
|
|
stateset->addUniform(ambientBias);
|
|
|
|
}
|
|
|
|
// add the shadower and shadowed.
|
|
group->addChild(light_transform);
|
|
|
|
return group;
|
|
}
|
|
|
|
|
|
int main(int argc, char** argv)
|
|
{
|
|
// use an ArgumentParser object to manage the program arguments.
|
|
ArgumentParser arguments(&argc, argv);
|
|
|
|
// set up the usage document, in case we need to print out how to use this program.
|
|
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName() + " is the example which demonstrates using of GL_ARB_shadow extension implemented in osg::Texture class");
|
|
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName());
|
|
arguments.getApplicationUsage()->addCommandLineOption("-h or --help", "Display this information");
|
|
arguments.getApplicationUsage()->addCommandLineOption("--with-base-texture", "Adde base texture to shadowed model.");
|
|
arguments.getApplicationUsage()->addCommandLineOption("--no-base-texture", "Adde base texture to shadowed model.");
|
|
|
|
// construct the viewer.
|
|
osgProducer::Viewer viewer(arguments);
|
|
|
|
// set up the value with sensible default event handlers.
|
|
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
|
|
|
|
// get details on keyboard and mouse bindings used by the viewer.
|
|
viewer.getUsage(*arguments. getApplicationUsage());
|
|
|
|
bool withBaseTexture = true;
|
|
while(arguments.read("--with-base-texture")) { withBaseTexture = true; }
|
|
while(arguments.read("--no-base-texture")) { withBaseTexture = false; }
|
|
|
|
// if user request help write it out to cout.
|
|
if (arguments.read("-h") || arguments.read("--help"))
|
|
{
|
|
arguments.getApplicationUsage()->write(std::cout);
|
|
return 1;
|
|
}
|
|
|
|
// any option left unread are converted into errors to write out later.
|
|
arguments.reportRemainingOptionsAsUnrecognized();
|
|
|
|
// report any errors if they have occured when parsing the program aguments.
|
|
if (arguments.errors())
|
|
{
|
|
arguments.writeErrorMessages(std::cout);
|
|
return 1;
|
|
}
|
|
|
|
ref_ptr<MatrixTransform> scene = new MatrixTransform;
|
|
scene->setMatrix(osg::Matrix::rotate(osg::DegreesToRadians(125.0),1.0,0.0,0.0));
|
|
|
|
ref_ptr<Group> shadowed_scene = _create_scene();
|
|
if (!shadowed_scene.valid()) return 1;
|
|
|
|
ref_ptr<MatrixTransform> light_transform = _create_lights();
|
|
if (!light_transform.valid()) return 1;
|
|
|
|
ref_ptr<Group> shadowedScene;
|
|
|
|
|
|
if (withBaseTexture)
|
|
{
|
|
shadowed_scene->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")), osg::StateAttribute::ON);
|
|
shadowedScene = createShadowedScene(shadowed_scene.get(),light_transform.get(),1);
|
|
}
|
|
else
|
|
{
|
|
shadowedScene = createShadowedScene(shadowed_scene.get(),light_transform.get(),0);
|
|
}
|
|
|
|
scene->addChild(shadowedScene.get());
|
|
|
|
viewer.setSceneData(scene.get());
|
|
|
|
// create the windows and run the threads.
|
|
viewer.realize();
|
|
|
|
while (!viewer.done())
|
|
{
|
|
// wait for all cull and draw threads to complete.
|
|
viewer.sync();
|
|
|
|
// update the scene by traversing it with the the update visitor which will
|
|
// call all node update callbacks and animations.
|
|
viewer.update();
|
|
|
|
// fire off the cull and draw traversals of the scene.
|
|
viewer.frame();
|
|
}
|
|
|
|
// wait for all cull and draw threads to complete.
|
|
viewer.sync();
|
|
|
|
// run a clean up frame to delete all OpenGL objects.
|
|
viewer.cleanup_frame();
|
|
|
|
// wait for all the clean up frame to complete.
|
|
viewer.sync();
|
|
|
|
return 0;
|
|
}
|