Implemented basic ShadowMap technique

This commit is contained in:
Robert Osfield
2007-02-19 14:20:18 +00:00
parent d5c68cfa02
commit 37526e3bea
5 changed files with 303 additions and 8 deletions

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@@ -15,6 +15,7 @@
#define OSGSHADOW_SHADOWEMAP 1
#include <osg/Camera>
#include <osg/Material>
#include <osgShadow/ShadowTechnique>
@@ -30,9 +31,35 @@ class OSGSHADOW_EXPORT ShadowMap : public ShadowTechnique
META_Object(osgShadow, ShadowMap);
/** Set the texture unit that the shadow texture will be applied on.*/
void setTextureUnit(unsigned int unit);
/** Get the texture unit that the shadow texture will be applied on.*/
unsigned int getTextureUnit() const { return _textureUnit; }
/** initialize the ShadowedScene and local cached data structures.*/
virtual void init();
/** run the update traversal of the ShadowedScene and update any loca chached data structures.*/
virtual void update(osg::NodeVisitor& nv);
/** run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique.*/
virtual void cull(osgUtil::CullVisitor& cv);
/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
virtual void cleanSceneGraph();
protected :
virtual ~ShadowMap() {}
osg::ref_ptr<osg::Camera> _camera;
osg::ref_ptr<osg::TexGen> _texgen;
osg::ref_ptr<osg::Texture2D> _texture;
osg::ref_ptr<osg::StateSet> _stateset;
unsigned int _textureUnit;
};

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@@ -28,7 +28,7 @@ class OSGSHADOW_EXPORT ShadowedScene : public osg::Group
{
public:
ShadowedScene();
ShadowedScene(ShadowTechnique* st=0);
ShadowedScene(const ShadowedScene& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);

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@@ -12,16 +12,267 @@
*/
#include <osgShadow/ShadowMap>
#include <osgShadow/ShadowedScene>
#include <osg/Notify>
#include <osg/ComputeBoundsVisitor>
#include <osg/PolygonOffset>
#include <osg/CullFace>
#include <osg/io_utils>
using namespace osgShadow;
ShadowMap::ShadowMap()
//////////////////////////////////////////////////////////////////
// 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";
ShadowMap::ShadowMap():
_textureUnit(1)
{
osg::notify(osg::NOTICE)<<"Warning: osgShadow::ShadowMap technique not implemented yet."<<std::endl;
osg::notify(osg::NOTICE)<<"Warning: osgShadow::ShadowMap technique is in development."<<std::endl;
}
ShadowMap::ShadowMap(const ShadowMap& copy, const osg::CopyOp& copyop):
ShadowTechnique(copy,copyop)
ShadowTechnique(copy,copyop),
_textureUnit(copy._textureUnit)
{
}
void ShadowMap::setTextureUnit(unsigned int unit)
{
_textureUnit = unit;
}
void ShadowMap::init()
{
if (!_shadowedScene) return;
unsigned int tex_width = 1024;
unsigned int tex_height = 1024;
_texture = new osg::Texture2D;
_texture->setTextureSize(tex_width, tex_height);
_texture->setInternalFormat(GL_DEPTH_COMPONENT);
_texture->setShadowComparison(true);
_texture->setShadowTextureMode(osg::Texture2D::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
_camera = new osg::Camera;
_camera->setCullCallback(new CameraCullCallback(this));
_camera->setClearMask(GL_DEPTH_BUFFER_BIT);
//_camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_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);
// 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);
//_camera->setRenderTargetImplementation(osg::Camera::SEPERATE_WINDOW);
// attach the texture and use it as the color buffer.
_camera->attach(osg::Camera::DEPTH_BUFFER, _texture.get());
osg::StateSet* stateset = _camera->getOrCreateStateSet();
float factor = 0.0f;
float units = 1.0f;
osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
polygon_offset->setFactor(factor);
polygon_offset->setUnits(units);
stateset->setAttribute(polygon_offset.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
stateset->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
cull_face->setMode(osg::CullFace::FRONT);
stateset->setAttribute(cull_face.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
}
{
_stateset = new osg::StateSet;
_stateset->setTextureAttributeAndModes(_textureUnit,_texture.get(),osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
_stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
_stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
_stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
_stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
_texgen = new osg::TexGen;
#if 1
osg::Program* program = new osg::Program;
_stateset->setAttribute(program);
if (_textureUnit==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)_textureUnit);
_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)_textureUnit);
_stateset->addUniform(shadowTextureSampler);
}
osg::Uniform* ambientBias = new osg::Uniform("ambientBias",osg::Vec2(0.3f,1.2f));
_stateset->addUniform(ambientBias);
#endif
}
_dirty = false;
}
void ShadowMap::update(osg::NodeVisitor& nv)
{
_shadowedScene->osg::Group::traverse(nv);
}
void ShadowMap::cull(osgUtil::CullVisitor& cv)
{
// record the traversal mask on entry so we can reapply it later.
unsigned int traversalMask = cv.getTraversalMask();
osgUtil::RenderStage* orig_rs = cv.getRenderStage();
// do traversal of shadow recieving scene which does need to be decorated by the shadow map
{
cv.pushStateSet(_stateset.get());
_shadowedScene->osg::Group::traverse(cv);
cv.popStateSet();
}
// need to compute view frustum for RTT camera.
// 1) get the light position
// 2) get the center and extents of the view frustum
const osg::Light* selectLight = 0;
osg::Vec4 lightpos;
osgUtil::PositionalStateContainer::AttrMatrixList& aml = orig_rs->getPositionalStateContainer()->getAttrMatrixList();
for(osgUtil::PositionalStateContainer::AttrMatrixList::iterator itr = aml.begin();
itr != aml.end();
++itr)
{
const osg::Light* light = dynamic_cast<const osg::Light*>(itr->first.get());
if (light)
{
osg::RefMatrix* matrix = itr->second.get();
if (matrix) lightpos = light->getPosition() * (*matrix);
else lightpos = light->getPosition();
selectLight = light;
}
}
osg::Matrix eyeToWorld;
eyeToWorld.invert(cv.getModelViewMatrix());
lightpos = lightpos * eyeToWorld;
if (selectLight)
{
// get the bounds of the model.
osg::ComputeBoundsVisitor cbbv(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
cbbv.setTraversalMask(getShadowedScene()->getCastsShadowTraversalMask());
_shadowedScene->osg::Group::traverse(cbbv);
osg::BoundingBox bb = cbbv.getBoundingBox();
if (lightpos[3]!=0.0)
{
osg::Vec3 position(lightpos.x(), lightpos.y(), lightpos.z());
float centerDistance = (position-bb.center()).length();
float znear = centerDistance-bb.radius();
float zfar = centerDistance+bb.radius();
float zNearRatio = 0.001f;
if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
float top = (bb.radius()/centerDistance)*znear;
float right = top;
_camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
_camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
_camera->setViewMatrixAsLookAt(position,bb.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);
_texgen->setMode(osg::TexGen::EYE_LINEAR);
_texgen->setPlanesFromMatrix(MVPT);
}
cv.setTraversalMask( traversalMask &
getShadowedScene()->getCastsShadowTraversalMask() );
// do RTT camera traversal
_camera->accept(cv);
orig_rs->getPositionalStateContainer()->addPositionedTextureAttribute(_textureUnit, &cv.getModelViewMatrix(), _texgen.get());
}
// reapply the original traversal mask
cv.setTraversalMask( traversalMask );
}
void ShadowMap::cleanSceneGraph()
{
}

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@@ -31,6 +31,11 @@ ShadowTexture::ShadowTexture(const ShadowTexture& copy, const osg::CopyOp& copyo
{
}
void ShadowTexture::setTextureUnit(unsigned int unit)
{
_textureUnit = unit;
}
void ShadowTexture::init()
{
if (!_shadowedScene) return;
@@ -64,7 +69,7 @@ void ShadowTexture::init()
// tell the camera to use OpenGL frame buffer object where supported.
_camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
//_camera->setRenderTargetImplementation(osg::Camera::SEPERATE_WINDOW);
_camera->setRenderTargetImplementation(osg::Camera::SEPERATE_WINDOW);
// attach the texture and use it as the color buffer.
_camera->attach(osg::Camera::COLOR_BUFFER, _texture.get());

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@@ -21,15 +21,27 @@
using namespace osgShadow;
ShadowedScene::ShadowedScene()
ShadowedScene::ShadowedScene(ShadowTechnique* st):
_recievesShadowTraversalMask(0xffffffff),
_castsShadowTraversalMask(0xffffffff)
{
setNumChildrenRequiringUpdateTraversal(1);
if (st) setShadowTechnique(st);
}
ShadowedScene::ShadowedScene(const ShadowedScene& copy, const osg::CopyOp& copyop):
osg::Group(copy,copyop)
osg::Group(copy,copyop),
_recievesShadowTraversalMask(copy._recievesShadowTraversalMask),
_castsShadowTraversalMask(copy._castsShadowTraversalMask)
{
setNumChildrenRequiringUpdateTraversal(getNumChildrenRequiringUpdateTraversal()+1);
setNumChildrenRequiringUpdateTraversal(getNumChildrenRequiringUpdateTraversal()+1);
if (copy._shadowTechnique.valid())
{
setShadowTechnique( dynamic_cast<osgShadow::ShadowTechnique*>(copy._shadowTechnique->clone(copyop)) );
}
}
ShadowedScene::~ShadowedScene()