#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; }; enum Faces { FRONT_FACE = 1, BACK_FACE = 2, LEFT_FACE = 4, RIGHT_FACE = 8, TOP_FACE = 16, BOTTOM_FACE = 32 }; osg::Node* createCube(unsigned int mask) { osg::Geode* geode = new osg::Geode; osg::Geometry* geometry = new osg::Geometry; geode->addDrawable(geometry); osg::Vec3Array* vertices = new osg::Vec3Array; geometry->setVertexArray(vertices); osg::Vec3Array* normals = new osg::Vec3Array; geometry->setNormalArray(normals); geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX); osg::Vec4Array* colours = new osg::Vec4Array; geometry->setColorArray(colours); geometry->setColorBinding(osg::Geometry::BIND_OVERALL); colours->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); osg::Vec3 origin(0.0f,0.0f,0.0f); osg::Vec3 dx(2.0f,0.0f,0.0f); osg::Vec3 dy(0.0f,1.0f,0.0f); osg::Vec3 dz(0.0f,0.0f,1.0f); osg::Vec3 px(1.0f,0.0,0.0f); osg::Vec3 nx(-1.0f,0.0,0.0f); osg::Vec3 py(0.0f,1.0f,0.0f); osg::Vec3 ny(0.0f,-1.0f,0.0f); osg::Vec3 pz(0.0f,0.0f,1.0f); osg::Vec3 nz(0.0f,0.0f,-1.0f); if (mask & FRONT_FACE) { // front face vertices->push_back(origin); vertices->push_back(origin+dx); vertices->push_back(origin+dx+dz); vertices->push_back(origin+dz); normals->push_back(ny); normals->push_back(ny); normals->push_back(ny); normals->push_back(ny); } if (mask & BACK_FACE) { // back face vertices->push_back(origin+dy); vertices->push_back(origin+dy+dz); vertices->push_back(origin+dy+dx+dz); vertices->push_back(origin+dy+dx); normals->push_back(py); normals->push_back(py); normals->push_back(py); normals->push_back(py); } if (mask & LEFT_FACE) { // left face vertices->push_back(origin+dy); vertices->push_back(origin); vertices->push_back(origin+dz); vertices->push_back(origin+dy+dz); normals->push_back(nx); normals->push_back(nx); normals->push_back(nx); normals->push_back(nx); } if (mask & RIGHT_FACE) { // right face vertices->push_back(origin+dx+dy); vertices->push_back(origin+dx+dy+dz); vertices->push_back(origin+dx+dz); vertices->push_back(origin+dx); normals->push_back(px); normals->push_back(px); normals->push_back(px); normals->push_back(px); } if (mask & TOP_FACE) { // top face vertices->push_back(origin+dz); vertices->push_back(origin+dz+dx); vertices->push_back(origin+dz+dx+dy); vertices->push_back(origin+dz+dy); normals->push_back(pz); normals->push_back(pz); normals->push_back(pz); normals->push_back(pz); } if (mask & BOTTOM_FACE) { // bottom face vertices->push_back(origin); vertices->push_back(origin+dy); vertices->push_back(origin+dx+dy); vertices->push_back(origin+dx); normals->push_back(nz); normals->push_back(nz); normals->push_back(nz); normals->push_back(nz); } geometry->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, vertices->size())); return geode; } class SwitchHandler : public osgGA::GUIEventHandler { public: SwitchHandler(): _childNum(0) {} virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& /*aa*/, osg::Object* object, osg::NodeVisitor* /*nv*/) { osg::Switch* sw = dynamic_cast(object); if (!sw) return false; if (ea.getHandled()) return false; switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYDOWN): { if (ea.getKey()=='n') { ++_childNum; if (_childNum >= sw->getNumChildren()) _childNum = 0; sw->setSingleChildOn(_childNum); return true; } break; } default: break; } return false; } protected: virtual ~SwitchHandler() {} unsigned int _childNum; }; osg::Node* createTestModel() { osg::Switch* sw = new osg::Switch; sw->setEventCallback(new SwitchHandler); sw->addChild(createCube(FRONT_FACE), true); sw->addChild(createCube(FRONT_FACE | BACK_FACE), false); sw->addChild(createCube(FRONT_FACE | BACK_FACE | LEFT_FACE), false); sw->addChild(createCube(FRONT_FACE | BACK_FACE | LEFT_FACE | RIGHT_FACE), false); sw->addChild(createCube(FRONT_FACE | BACK_FACE | LEFT_FACE | RIGHT_FACE | TOP_FACE), false); sw->addChild(createCube(FRONT_FACE | BACK_FACE | LEFT_FACE | RIGHT_FACE | TOP_FACE | BOTTOM_FACE), false); return sw; } 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("--positionalLight", "Use a positional light."); arguments.getApplicationUsage()->addCommandLineOption("--directionalLight", "Use a direction light."); arguments.getApplicationUsage()->addCommandLineOption("--addOccluderToScene", "Add the occluders geometry."); arguments.getApplicationUsage()->addCommandLineOption("--noUpdate", "Disable the updating the of light source."); arguments.getApplicationUsage()->addCommandLineOption("--base", "Add a base geometry to test shadows."); arguments.getApplicationUsage()->addCommandLineOption("--noShadow", "Disable the shadows."); arguments.getApplicationUsage()->addCommandLineOption("--two-sided", "Use two-sided stencil extension for shadow volumes."); arguments.getApplicationUsage()->addCommandLineOption("--two-pass", "Use two-pass stencil for shadow volumes."); // hint to tell viewer to request stencil buffer when setting up windows osg::DisplaySettings::instance()->setMinimumNumStencilBits(8); // 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; } // default to single threaded during dev work. viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); while (arguments.read("--SingleThreaded")) viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); while (arguments.read("--CullDrawThreadPerContext")) viewer.setThreadingModel(osgViewer::Viewer::CullDrawThreadPerContext); while (arguments.read("--DrawThreadPerContext")) viewer.setThreadingModel(osgViewer::Viewer::DrawThreadPerContext); while (arguments.read("--CullThreadPerCameraDrawThreadPerContext")) viewer.setThreadingModel(osgViewer::Viewer::CullThreadPerCameraDrawThreadPerContext); bool postionalLight = false; while (arguments.read("--positionalLight")) postionalLight = true; while (arguments.read("--directionalLight")) postionalLight = false; bool updateLightPosition = true; while (arguments.read("--noUpdate")) updateLightPosition = false; bool createBase = false; while (arguments.read("--base")) createBase = true; int screenNum = -1; while (arguments.read("--screen", screenNum)) viewer.setUpViewOnSingleScreen(screenNum); osgShadow::ShadowVolumeGeometry::DrawMode drawMode = osgShadow::ShadowVolumeGeometry::STENCIL_TWO_SIDED; while (arguments.read("--two-sided")) drawMode = osgShadow::ShadowVolumeGeometry::STENCIL_TWO_SIDED; while (arguments.read("--two-pass")) drawMode = osgShadow::ShadowVolumeGeometry::STENCIL_TWO_PASS; // set up the camera manipulators. { osg::ref_ptr keyswitchManipulator = new osgGA::KeySwitchMatrixManipulator; keyswitchManipulator->addMatrixManipulator( '1', "Trackball", new osgGA::TrackballManipulator() ); keyswitchManipulator->addMatrixManipulator( '2', "Flight", new osgGA::FlightManipulator() ); keyswitchManipulator->addMatrixManipulator( '3', "Drive", new osgGA::DriveManipulator() ); keyswitchManipulator->addMatrixManipulator( '4', "Terrain", new osgGA::TerrainManipulator() ); std::string pathfile; char keyForAnimationPath = '5'; while (arguments.read("-p",pathfile)) { osgGA::AnimationPathManipulator* apm = new osgGA::AnimationPathManipulator(pathfile); if (apm || !apm->valid()) { unsigned int num = keyswitchManipulator->getNumMatrixManipulators(); keyswitchManipulator->addMatrixManipulator( keyForAnimationPath, "Path", apm ); keyswitchManipulator->selectMatrixManipulator(num); ++keyForAnimationPath; } } viewer.setCameraManipulator( keyswitchManipulator.get() ); } // add the state manipulator viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) ); // add stats viewer.addEventHandler( new osgViewer::StatsHandler() ); // 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) { model = createTestModel(); } // get the bounds of the model. ComputeBoundingBoxVisitor cbbv; model->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(); } 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 shadowedScene = new osgShadow::ShadowedScene; osg::ref_ptr shadowVolume = new osgShadow::ShadowVolume; shadowedScene->setShadowTechnique(shadowVolume.get()); shadowVolume->setDynamicShadowVolumes(updateLightPosition); osg::ref_ptr ls = new osg::LightSource; ls->getLight()->setPosition(lightpos); ls->getLight()->setAmbient(osg::Vec4(1.0,0.0,0.0,1.0)); ls->getLight()->setDiffuse(osg::Vec4(0.0,1.0,0.0,1.0)); shadowedScene->addChild(model.get()); shadowedScene->addChild(ls.get()); osgDB::writeNodeFile(*shadowedScene, "shadow.osg"); viewer.setSceneData(shadowedScene.get()); // create the windows and run the threads. viewer.realize(); // osgDB::writeNodeFile(*group,"test.osg"); while (!viewer.done()) { if (updateLightPosition) { float t = viewer.getFrameStamp()->getSimulationTime(); 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),1.0f,0.0f); } ls->getLight()->setPosition(lightpos); } viewer.frame(); } return 0; }