#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include class ComputeBoundingBoxVisitor : public osg::NodeVisitor { public: ComputeBoundingBoxVisitor(): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) { } virtual void reset() { _matrixStack.clear(); _bb.init(); } osg::BoundingBox& getBoundingBox() { return _bb; } void getPolytope(osg::Polytope& polytope, float margin=0.1) const { float delta = _bb.radius()*margin; polytope.add( osg::Plane(0.0, 0.0, 1.0, -(_bb.zMin()-delta)) ); polytope.add( osg::Plane(0.0, 0.0, -1.0, (_bb.zMax()+delta)) ); polytope.add( osg::Plane(1.0, 0.0, 0.0, -(_bb.xMin()-delta)) ); polytope.add( osg::Plane(-1.0, 0.0, 0.0, (_bb.xMax()+delta)) ); polytope.add( osg::Plane(0.0, 1.0, 0.0, -(_bb.yMin()-delta)) ); polytope.add( osg::Plane(0.0, -1.0, 0.0, (_bb.yMax()+delta)) ); } void getBase(osg::Polytope& polytope, float margin=0.1) const { float delta = _bb.radius()*margin; polytope.add( osg::Plane(0.0, 0.0, 1.0, -(_bb.zMin()-delta)) ); } void apply(osg::Node& node) { traverse(node); } void apply(osg::Transform& transform) { osg::Matrix matrix; if (!_matrixStack.empty()) matrix = _matrixStack.back(); transform.computeLocalToWorldMatrix(matrix,this); pushMatrix(matrix); traverse(transform); popMatrix(); } void apply(osg::Geode& geode) { for(unsigned int i=0; igetBound()); else { osg::Matrix& matrix = _matrixStack.back(); const osg::BoundingBox& dbb = drawable->getBound(); if (dbb.valid()) { _bb.expandBy(dbb.corner(0) * matrix); _bb.expandBy(dbb.corner(1) * matrix); _bb.expandBy(dbb.corner(2) * matrix); _bb.expandBy(dbb.corner(3) * matrix); _bb.expandBy(dbb.corner(4) * matrix); _bb.expandBy(dbb.corner(5) * matrix); _bb.expandBy(dbb.corner(6) * matrix); _bb.expandBy(dbb.corner(7) * matrix); } } } protected: typedef std::vector MatrixStack; MatrixStack _matrixStack; osg::BoundingBox _bb; }; int main(int argc, char** argv) { // use an ArgumentParser object to manage the program arguments. osg::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. osgViewer::Viewer viewer; // if user request help write it out to cout. if (arguments.read("-h") || arguments.read("--help")) { arguments.getApplicationUsage()->write(std::cout); return 1; } bool postionalLight = false; while (arguments.read("--positionalLight")) postionalLight = true; while (arguments.read("--directionalLight")) postionalLight = false; bool addOccluderToScene = false; while (arguments.read("--addOccluderToScene")) addOccluderToScene = true; bool updateLightPosition = true; while (arguments.read("--noUpdate")) updateLightPosition = false; bool createBase = false; while (arguments.read("--base")) createBase = true; bool doShadow = true; while (arguments.read("--noShadow")) doShadow = false; osgShadow::ShadowVolumeGeometry::DrawMode drawMode = osgShadow::ShadowVolumeGeometry::STENCIL_TWO_PASS; while (arguments.read("--two-sided")) drawMode = osgShadow::ShadowVolumeGeometry::STENCIL_TWO_SIDED; std::string pathfile; while (arguments.read("-p",pathfile)) { osg::ref_ptr apm = new osgGA::AnimationPathManipulator(pathfile); if (apm->valid()) viewer.setCameraManipulator(apm.get()); } if (!viewer.getCameraManipulator()) viewer.setCameraManipulator( new osgGA::TrackballManipulator() ); // 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; } osg::ref_ptr model = osgDB::readNodeFiles(arguments); if (!model) { osg::notify(osg::NOTICE)<<"No model loaded, please specify a model to load."<accept(cbbv); osg::BoundingBox bb = cbbv.getBoundingBox(); if (createBase) { osg::ref_ptr newGroup = new osg::Group; newGroup->addChild(model.get()); osg::Geode* geode = new osg::Geode; osg::Vec3 widthVec(bb.radius(), 0.0f, 0.0f); osg::Vec3 depthVec(0.0f, bb.radius(), 0.0f); osg::Vec3 centerBase( (bb.xMin()+bb.xMax())*0.5f, (bb.yMin()+bb.yMax())*0.5f, bb.zMin()-bb.radius()*0.1f ); geode->addDrawable( osg::createTexturedQuadGeometry( centerBase-widthVec*1.5f-depthVec*1.5f, widthVec*3.0f, depthVec*3.0f) ); newGroup->addChild(geode); model = newGroup.get(); } // get the bounds of the model. cbbv.reset(); model->accept(cbbv); bb = cbbv.getBoundingBox(); osg::ref_ptr group = new osg::Group; // set up the occluder osg::ref_ptr occluder = new osgShadow::OccluderGeometry; occluder->computeOccluderGeometry(model.get()); // cbbv.getPolytope(occluder->getBoundingPolytope(),0.001); cbbv.getBase(occluder->getBoundingPolytope(),0.001); if (addOccluderToScene) { osg::ref_ptr geode = new osg::Geode; geode->addDrawable(occluder.get()); group->addChild(geode.get()); } osg::ref_ptr shadowVolume = new osgShadow::ShadowVolumeGeometry; // shadowVolume->setUseDisplayList(!updateLightPosition); shadowVolume->setUseDisplayList(false); osg::Vec4 lightpos; if (postionalLight) { lightpos.set(bb.center().x(), bb.center().y(), bb.zMax() + bb.radius() ,1.0f); } else { lightpos.set(0.5f,0.25f,0.8f,0.0f); } osg::ref_ptr light = new osg::Light; if (!doShadow) { group->addChild(model.get()); osg::ref_ptr geode = new osg::Geode; occluder->computeShadowVolumeGeometry(lightpos, *shadowVolume); geode->addDrawable(shadowVolume.get()); group->addChild(geode.get()); osg::StateSet* ss = geode->getOrCreateStateSet(); ss->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); } else { osg::Vec4 ambient(0.2,0.2,0.2,1.0); osg::Vec4 diffuse(0.8,0.8,0.8,1.0); osg::Vec4 zero_colour(0.0,0.0,0.0,1.0); // first group, render the depth buffer + ambient light contribution { osg::Group* first_model_group = new osg::Group; first_model_group->addChild(model.get()); group->addChild(first_model_group); osg::StateSet* ss1 = first_model_group->getOrCreateStateSet(); osg::LightModel* lm1 = new osg::LightModel; lm1->setAmbientIntensity(ambient); ss1->setAttribute(lm1); osg::Light* light1 = new osg::Light; light1->setAmbient(ambient); light1->setDiffuse(zero_colour); light1->setPosition(lightpos); ss1->setAttributeAndModes(light1, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); ss1->setMode(GL_LIGHTING, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); } // second group { // use a camera here just to implement a seperate post rendering stage. osg::Camera* camera = new osg::Camera; camera->setRenderOrder(osg::Camera::POST_RENDER); camera->setClearMask(GL_STENCIL_BUFFER_BIT); group->addChild(camera); osg::StateSet* ss_camera = camera->getOrCreateStateSet(); osg::Depth* depth = new osg::Depth; depth->setWriteMask(false); depth->setFunction(osg::Depth::LEQUAL); ss_camera->setAttribute(depth); { osg::ref_ptr geode = new osg::Geode; occluder->computeShadowVolumeGeometry(lightpos, *shadowVolume); shadowVolume->setDrawMode(drawMode); if (drawMode == osgShadow::ShadowVolumeGeometry::STENCIL_TWO_SIDED) { osg::notify(osg::NOTICE)<<"STENCIL_TWO_SIDED seleteced"<setFunction(osg::StencilTwoSided::BACK, osg::StencilTwoSided::ALWAYS,0,~0u); stencil->setOperation(osg::StencilTwoSided::BACK, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::DECR_WRAP); stencil->setFunction(osg::StencilTwoSided::FRONT, osg::StencilTwoSided::ALWAYS,0,~0u); stencil->setOperation(osg::StencilTwoSided::FRONT, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::KEEP, osg::StencilTwoSided::INCR_WRAP); osg::ColorMask* colourMask = new osg::ColorMask(false, false, false, false); osg::StateSet* ss_sv1 = geode->getOrCreateStateSet(); ss_sv1->setRenderBinDetails(0, "RenderBin"); ss_sv1->setAttributeAndModes(stencil,osg::StateAttribute::ON); ss_sv1->setAttribute(colourMask); ss_sv1->setMode(GL_CULL_FACE,osg::StateAttribute::OFF); geode->addDrawable(shadowVolume.get()); camera->addChild(geode.get()); } else { osg::notify(osg::NOTICE)<<"STENCIL_TWO_PASSES seleteced"<setFunction(osg::Stencil::ALWAYS,0,~0u); stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP); osg::ColorMask* colourMask = new osg::ColorMask(false, false, false, false); osg::StateSet* ss_sv1 = geode->getOrCreateStateSet(); ss_sv1->setRenderBinDetails(0, "RenderBin"); ss_sv1->setAttributeAndModes(stencil,osg::StateAttribute::ON); ss_sv1->setAttribute(colourMask); ss_sv1->setMode(GL_CULL_FACE,osg::StateAttribute::ON); geode->addDrawable(shadowVolume.get()); camera->addChild(geode.get()); } } // render scene graph adding contribution of light { osg::Group* second_model_group = new osg::Group; second_model_group->addChild(model.get()); osg::StateSet* ss1 = second_model_group->getOrCreateStateSet(); ss1->setRenderBinDetails(5, "RenderBin"); osg::LightModel* lm1 = new osg::LightModel; lm1->setAmbientIntensity(zero_colour); ss1->setAttribute(lm1); osg::LightSource* lightsource = new osg::LightSource; lightsource->setLight(light.get()); light->setAmbient(zero_colour); light->setDiffuse(diffuse); light->setPosition(lightpos); second_model_group->addChild(lightsource); ss1->setMode(GL_LIGHT0, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); // set up the stencil ops so that only operator on this mirrors stencil value. osg::Stencil* stencil = new osg::Stencil; stencil->setFunction(osg::Stencil::EQUAL,0,~0u); stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP); ss1->setAttributeAndModes(stencil,osg::StateAttribute::ON); osg::BlendFunc* blend = new osg::BlendFunc; blend->setFunction(osg::BlendFunc::ONE, osg::BlendFunc::ONE); ss1->setAttributeAndModes(blend, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); ss1->setMode(GL_LIGHTING, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); camera->addChild(second_model_group); } } } // hint to tell viewer to request stencil buffer when setting up windows osg::DisplaySettings::instance()->setMinimumNumStencilBits(8); viewer.setSceneData(group.get()); // create the windows and run the threads. viewer.realize(); osgDB::writeNodeFile(*group,"test.osg"); while (!viewer.done()) { if (updateLightPosition) { float t = viewer.getFrameStamp()->getReferenceTime(); if (postionalLight) { lightpos.set(bb.center().x()+sinf(t)*bb.radius(), bb.center().y() + cosf(t)*bb.radius(), bb.zMax() + bb.radius() ,1.0f); } else { lightpos.set(sinf(t),cosf(t),0.8f,0.0f); } light->setPosition(lightpos); occluder->computeShadowVolumeGeometry(lightpos, *shadowVolume); } viewer.frame(); } return 0; }