/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include #include #include #include #include #include #include using namespace osgShadow; #include //for debug #include #include #include #include #include ////////////////////////////////////////////////////////////////// // fragment shader // static const char fragmentShaderSource_noBaseTexture[] = "uniform sampler2DShadow osgShadow_shadowTexture; \n" "uniform vec2 osgShadow_ambientBias; \n" "\n" "void main(void) \n" "{ \n" " gl_FragColor = gl_Color * (osgShadow_ambientBias.x + shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[0] ) * osgShadow_ambientBias.y); \n" "}\n"; ////////////////////////////////////////////////////////////////// // fragment shader // static const char fragmentShaderSource_withBaseTexture[] = "uniform sampler2D osgShadow_baseTexture; \n" "uniform sampler2DShadow osgShadow_shadowTexture; \n" "uniform vec2 osgShadow_ambientBias; \n" "\n" "void main(void) \n" "{ \n" " vec4 color = gl_Color * texture2D( osgShadow_baseTexture, gl_TexCoord[0].xy ); \n" " gl_FragColor = color * (osgShadow_ambientBias.x + shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[1] ) * osgShadow_ambientBias.y); \n" "}\n"; ShadowMap::ShadowMap(): _baseTextureUnit(0), _shadowTextureUnit(1), _ambientBias(0.3f,1.2f), _textureSize(1024,1024) { } ShadowMap::ShadowMap(const ShadowMap& copy, const osg::CopyOp& copyop): ShadowTechnique(copy,copyop), _baseTextureUnit(copy._baseTextureUnit), _shadowTextureUnit(copy._shadowTextureUnit), _ambientBias(copy._ambientBias), _textureSize(copy._textureSize) { } void ShadowMap::setTextureUnit(unsigned int unit) { _shadowTextureUnit = unit; } void ShadowMap::setAmbientBias(const osg::Vec2& ambientBias) { _ambientBias = ambientBias; } void ShadowMap::setTextureSize(const osg::Vec2s& textureSize) { _textureSize = textureSize; dirty(); } void ShadowMap::setLight(osg::Light* light) { _light = light; } void ShadowMap::setLight(osg::LightSource* ls) { _ls = ls; _light = _ls->getLight(); } void ShadowMap::createUniforms() { _uniformList.clear(); osg::Uniform* baseTextureSampler = new osg::Uniform("osgShadow_baseTexture",(int)_baseTextureUnit); _uniformList.push_back(baseTextureSampler); osg::Uniform* shadowTextureSampler = new osg::Uniform("osgShadow_shadowTexture",(int)_shadowTextureUnit); _uniformList.push_back(shadowTextureSampler); osg::Uniform* ambientBias = new osg::Uniform("osgShadow_ambientBias",_ambientBias); _uniformList.push_back(ambientBias); } void ShadowMap::createShaders() { // if we are not given shaders, use the default if( _shaderList.empty() ) { if (_shadowTextureUnit==0) { osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture); _shaderList.push_back(fragment_shader); } else { osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture); _shaderList.push_back(fragment_shader); } } } void ShadowMap::init() { if (!_shadowedScene) return; _texture = new osg::Texture2D; _texture->setTextureSize(_textureSize.x(), _textureSize.y()); _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); _texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_EDGE); _texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_EDGE); // 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,_textureSize.x(),_textureSize.y()); // 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 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 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(_shadowTextureUnit,_texture.get(),osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); _stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON); _stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON); _stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON); _stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON); _texgen = new osg::TexGen; // add Program, when empty of Shaders then we are using fixed functionality _program = new osg::Program; _stateset->setAttribute(_program.get()); // create default shaders if needed createShaders(); // add the shader list to the program for(ShaderList::const_iterator itr=_shaderList.begin(); itr!=_shaderList.end(); ++itr) { _program->addShader(itr->get()); } // create own uniforms createUniforms(); // add the uniform list to the stateset for(UniformList::const_iterator itr=_uniformList.begin(); itr!=_uniformList.end(); ++itr) { _stateset->addUniform(itr->get()); } } _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; osg::Vec3 lightDir; //MR testing giving a specific light 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(itr->first.get()); if (light) { if( _light.valid()) { if( _light.get() == light ) selectLight = light; else continue; } else selectLight = light; osg::RefMatrix* matrix = itr->second.get(); if (matrix) { lightpos = light->getPosition() * (*matrix); lightDir = light->getDirection() * (*matrix); } else { lightpos = light->getPosition(); lightDir = light->getDirection(); } } } osg::Matrix eyeToWorld; eyeToWorld.invert(*cv.getModelViewMatrix()); lightpos = lightpos * eyeToWorld; //MR do we do this for the direction also ? preliminary Yes, but still no good result lightDir = lightDir * eyeToWorld; lightDir.normalize(); if (selectLight) { //std::cout<<"----- VxOSG::ShadowMap selectLight spot cutoff "<getSpotCutoff()<getSpotCutoff() < 180.0f) // spotlight, then we don't need the bounding box { osg::Vec3 position(lightpos.x(), lightpos.y(), lightpos.z()); float spotAngle = selectLight->getSpotCutoff(); _camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF); _camera->setProjectionMatrixAsPerspective(spotAngle, 1.0, 0.1, 1000.0); _camera->setViewMatrixAsLookAt(position,position+lightDir,osg::Vec3(0.0f,1.0f,0.0f)); } else { // 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) // point light { 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 (znearsetReferenceFrame(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)); } else // directional light { // make an orthographic projection osg::Vec3 lightDir(lightpos.x(), lightpos.y(), lightpos.z()); lightDir.normalize(); // set the position far away along the light direction osg::Vec3 position = lightDir * bb.radius() * 20; float centerDistance = (position-bb.center()).length(); float znear = centerDistance-bb.radius(); float zfar = centerDistance+bb.radius(); float zNearRatio = 0.001f; if (znearsetReferenceFrame(osg::Camera::ABSOLUTE_RF); _camera->setProjectionMatrixAsOrtho(-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(_shadowTextureUnit, cv.getModelViewMatrix(), _texgen.get()); } // if(selectLight) // reapply the original traversal mask cv.setTraversalMask( traversalMask ); } void ShadowMap::cleanSceneGraph() { } ///////////////////// Debug Methods osg::ref_ptr ShadowMap::makeDebugHUD() { osg::ref_ptr camera = new osg::Camera; osg::Vec2 size(1280, 1024); // set the projection matrix camera->setProjectionMatrix(osg::Matrix::ortho2D(0,size.x(),0,size.y())); // set the view matrix camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrix(osg::Matrix::identity()); // only clear the depth buffer camera->setClearMask(GL_DEPTH_BUFFER_BIT); camera->setClearColor(osg::Vec4(0.2f, 0.3f, 0.5f, 0.2f)); //camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // draw subgraph after main camera view. camera->setRenderOrder(osg::Camera::POST_RENDER); // we don't want the camera to grab event focus from the viewers main camera(s). camera->setAllowEventFocus(false); osg::Geode* geode = new osg::Geode; osg::Vec3 position(10.0f,size.y()-100.0f,0.0f); osg::Vec3 delta(0.0f,-120.0f,0.0f); float lenght = 300.0f; // turn the text off to avoid linking with osgText #if 0 std::string timesFont("fonts/arial.ttf"); { osgText::Text* text = new osgText::Text; geode->addDrawable( text ); text->setFont(timesFont); text->setPosition(position); text->setText("Shadow Map HUD"); position += delta; } #endif osg::Vec3 widthVec(lenght, 0.0f, 0.0f); osg::Vec3 depthVec(0.0f,lenght, 0.0f); osg::Vec3 centerBase( 10.0f + lenght/2, size.y()-lenght/2, 0.0f); centerBase += delta; geode->addDrawable( osg::createTexturedQuadGeometry( centerBase-widthVec*0.5f-depthVec*0.5f, widthVec, depthVec) ); osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); stateset->setMode(GL_BLEND,osg::StateAttribute::ON); //stateset->setAttribute(new osg::PolygonOffset(1.0f,1.0f),osg::StateAttribute::ON); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); //stateset->setTextureAttributeAndModes(_baseTextureUnit, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb"))); stateset->setTextureAttributeAndModes(_baseTextureUnit,_texture.get(),osg::StateAttribute::ON); //TODO might need to have a shader for correct display camera->addChild(geode); return camera; } //////////////////////// End Debug Section