Fleshed out a bit more of the ShadowTexture implementation

This commit is contained in:
Robert Osfield
2007-02-16 10:20:10 +00:00
parent 9119f4d3c3
commit fd3a0c25ba
3 changed files with 165 additions and 8 deletions

View File

@@ -12,16 +12,147 @@
*/
#include <osgShadow/ShadowTexture>
#include <osgShadow/ShadowedScene>
#include <osg/Notify>
#include <osgDB/ReadFile>
using namespace osgShadow;
ShadowTexture::ShadowTexture()
class CameraCullCallback : public osg::NodeCallback
{
osg::notify(osg::NOTICE)<<"Warning: osgShadow::ShadowTexture technique not implemented yet."<<std::endl;
public:
CameraCullCallback(ShadowTexture* st):
_shadowTexture(st)
{
}
virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
{
unsigned int traversalMask = nv->getTraversalMask();
nv->setTraversalMask( traversalMask &
_shadowTexture->getShadowedScene()->getCastsShadowTraversalMask() );
_shadowTexture->getShadowedScene()->osg::Group::traverse(*nv);
nv->setTraversalMask( traversalMask );
}
protected:
ShadowTexture* _shadowTexture;
};
ShadowTexture::ShadowTexture():
_textureUnit(1)
{
osg::notify(osg::NOTICE)<<"Warning: osgShadow::ShadowTexture technique is in development."<<std::endl;
}
ShadowTexture::ShadowTexture(const ShadowTexture& copy, const osg::CopyOp& copyop):
ShadowTechnique(copy,copyop)
ShadowTechnique(copy,copyop),
_textureUnit(copy._textureUnit)
{
}
void ShadowTexture::init()
{
unsigned int tex_width = 512;
unsigned int tex_height = 512;
_texture = new osg::Texture2D;
_texture->setTextureSize(tex_width, tex_height);
_texture->setInternalFormat(GL_RGB);
_texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
_texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
_texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
_texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
_texture->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
_texture->setImage(osgDB::readImageFile("Images/road.png"));
// set up the render to texture camera.
{
// create the camera
_camera = new osg::Camera;
_camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
_camera->setCullCallback(new CameraCullCallback(this));
// 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);
// attach the texture and use it as the color buffer.
_camera->attach(osg::Camera::COLOR_BUFFER, _texture.get());
_material = new osg::Material;
_material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,1.0f));
_material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,1.0f));
_material->setEmission(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,1.0f));
_material->setShininess(osg::Material::FRONT_AND_BACK,0.0f);
osg::StateSet* stateset = _camera->getOrCreateStateSet();
stateset->setAttribute(_material.get(),osg::StateAttribute::OVERRIDE);
}
{
_stateset = new osg::StateSet;
_stateset->setTextureAttributeAndModes(_textureUnit,_texture.get(),osg::StateAttribute::ON);
_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);
}
}
void ShadowTexture::update(osg::NodeVisitor&)
{
}
void ShadowTexture::cull(osgUtil::CullVisitor& cv)
{
// record the traversal mask on entry so we can reapply it later.
unsigned int traversalMask = cv.getTraversalMask();
// do RTT camera traversal
// _camera->accept(cv);
// do traversal of shadow casting scene which does not need to be decorated by the shadow texture
{
cv.setTraversalMask( traversalMask &
getShadowedScene()->getCastsShadowTraversalMask() );
_shadowedScene->osg::Group::traverse(cv);
}
// do traversal of shadow recieving scene which does need to be decorated by the shadow texture
{
cv.pushStateSet(_stateset.get());
cv.setTraversalMask( traversalMask &
getShadowedScene()->getRecievesShadowTraversalMask() );
_shadowedScene->osg::Group::traverse(cv);
cv.popStateSet();
}
// reapply the original traversal mask
cv.setTraversalMask( traversalMask );
}
void ShadowTexture::cleanSceneGraph()
{
}

View File

@@ -205,7 +205,7 @@ void ShadowVolume::init()
if (_drawMode == osgShadow::ShadowVolumeGeometry::STENCIL_TWO_SIDED)
{
osg::notify(osg::NOTICE)<<"STENCIL_TWO_SIDED seleteced"<<std::endl;
osg::notify(osg::NOTICE)<<"STENCIL_TWO_SIDED selected"<<std::endl;
osg::StateSet* ss_sv1 = geode->getOrCreateStateSet();
ss_sv1->setRenderBinDetails(shadowVolumeBin, "RenderBin");
@@ -213,7 +213,7 @@ void ShadowVolume::init()
}
else
{
osg::notify(osg::NOTICE)<<"STENCIL_TWO_PASSES seleteced"<<std::endl;
osg::notify(osg::NOTICE)<<"STENCIL_TWO_PASSES selectetd"<<std::endl;
osg::StateSet* ss_sv1 = geode->getOrCreateStateSet();
ss_sv1->setRenderBinDetails(shadowVolumeBin, "RenderBin");
@@ -407,7 +407,7 @@ void ShadowVolume::cull(osgUtil::CullVisitor& cv)
}
_ambientLight->setPosition(lightpos);
if (selectLight)
orig_rs->addPositionedAttribute(0,_ambientLight.get());
_diffuseLight->setPosition(lightpos);
@@ -417,7 +417,6 @@ void ShadowVolume::cull(osgUtil::CullVisitor& cv)
_diffuseLight->setDiffuse(selectLight->getDiffuse());
_diffuseLight->setSpecular(selectLight->getSpecular());
_diffuseLight->setSpecular(selectLight->getSpecular());
_diffuseLight->setDirection(selectLight->getDirection());
_diffuseLight->setConstantAttenuation(selectLight->getConstantAttenuation());
_diffuseLight->setLinearAttenuation(selectLight->getLinearAttenuation());