- set the resolution of the shadow map; it calls dirty() to re-initialize at next update - keep a list of Shader objects to use instead of the default ones, if the list is empty, the default shaders are used - explicitly create the Uniform variables, so that subsequent additions that require more Uniforms can put them in a central place - set a Light or LightSource to use explicitly for shadow casting, allows multiple lights in the scene, with one casting shadows There are two additions that do not ( yet ) function correctly, but in the present usage they do not interfere with the regular usage of the techique: - support for using spotlights, it's using Light.spotCutoff to determine if it's a spot-light and not point-light, there is an error in the setup of either the shadow camera or the texgen, most likely due to the direction of the spotlight, since the position is being used just like in point or directional lights. - creation of a debugHUD the hud is created properly, ( the example included shows it ), but it displays only white, there has been some discussion of displaying the shadow map, but I could not find it, the addition of a simple fragment shader with the appropriate color transform should get this going."
476 lines
17 KiB
C++
476 lines
17 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osgShadow/ShadowMap>
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#include <osgShadow/ShadowedScene>
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#include <osg/Notify>
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#include <osg/ComputeBoundsVisitor>
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#include <osg/PolygonOffset>
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#include <osg/CullFace>
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#include <osg/io_utils>
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using namespace osgShadow;
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#include <iostream>
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//for debug
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#include <osg/LightSource>
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#include <osg/PolygonMode>
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#include <osg/Geometry>
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#include <osgDB/ReadFile>
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#include <osgText/Text>
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//////////////////////////////////////////////////////////////////
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// fragment shader
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//
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static const char fragmentShaderSource_noBaseTexture[] =
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"uniform sampler2DShadow osgShadow_shadowTexture; \n"
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"uniform vec2 osgShadow_ambientBias; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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" gl_FragColor = gl_Color * (osgShadow_ambientBias.x + shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[0] ) * osgShadow_ambientBias.y); \n"
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"}\n";
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//////////////////////////////////////////////////////////////////
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// fragment shader
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//
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static const char fragmentShaderSource_withBaseTexture[] =
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"uniform sampler2D osgShadow_baseTexture; \n"
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"uniform sampler2DShadow osgShadow_shadowTexture; \n"
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"uniform vec2 osgShadow_ambientBias; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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" vec4 color = gl_Color * texture2D( osgShadow_baseTexture, gl_TexCoord[0].xy ); \n"
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" gl_FragColor = color * (osgShadow_ambientBias.x + shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[1] ) * osgShadow_ambientBias.y); \n"
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"}\n";
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ShadowMap::ShadowMap():
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_baseTextureUnit(0),
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_shadowTextureUnit(1),
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_ambientBias(0.3f,1.2f),
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_textureSize(1024,1024)
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{
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}
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ShadowMap::ShadowMap(const ShadowMap& copy, const osg::CopyOp& copyop):
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ShadowTechnique(copy,copyop),
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_baseTextureUnit(copy._baseTextureUnit),
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_shadowTextureUnit(copy._shadowTextureUnit),
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_ambientBias(copy._ambientBias),
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_textureSize(copy._textureSize)
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{
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}
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void ShadowMap::setTextureUnit(unsigned int unit)
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{
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_shadowTextureUnit = unit;
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}
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void ShadowMap::setAmbientBias(const osg::Vec2& ambientBias)
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{
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_ambientBias = ambientBias;
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}
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void ShadowMap::setTextureSize(const osg::Vec2s& textureSize)
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{
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_textureSize = textureSize;
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dirty();
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}
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void ShadowMap::setLight(osg::Light* light)
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{
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_light = light;
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}
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void ShadowMap::setLight(osg::LightSource* ls)
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{
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_ls = ls;
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_light = _ls->getLight();
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}
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void ShadowMap::createUniforms()
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{
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_uniformList.clear();
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osg::Uniform* baseTextureSampler = new osg::Uniform("osgShadow_baseTexture",(int)_baseTextureUnit);
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_uniformList.push_back(baseTextureSampler);
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osg::Uniform* shadowTextureSampler = new osg::Uniform("osgShadow_shadowTexture",(int)_shadowTextureUnit);
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_uniformList.push_back(shadowTextureSampler);
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osg::Uniform* ambientBias = new osg::Uniform("osgShadow_ambientBias",_ambientBias);
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_uniformList.push_back(ambientBias);
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}
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void ShadowMap::createShaders()
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{
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// if we are not given shaders, use the default
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if( _shaderList.empty() )
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{
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if (_shadowTextureUnit==0)
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture);
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_shaderList.push_back(fragment_shader);
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}
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else
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture);
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_shaderList.push_back(fragment_shader);
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}
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}
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}
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void ShadowMap::init()
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{
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if (!_shadowedScene) return;
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_texture = new osg::Texture2D;
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_texture->setTextureSize(_textureSize.x(), _textureSize.y());
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_texture->setInternalFormat(GL_DEPTH_COMPONENT);
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_texture->setShadowComparison(true);
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_texture->setShadowTextureMode(osg::Texture2D::LUMINANCE);
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_texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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_texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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_texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_EDGE);
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_texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_EDGE);
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// set up the render to texture camera.
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{
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// create the camera
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_camera = new osg::Camera;
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_camera->setCullCallback(new CameraCullCallback(this));
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_camera->setClearMask(GL_DEPTH_BUFFER_BIT);
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//_camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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_camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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_camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
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// set viewport
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_camera->setViewport(0,0,_textureSize.x(),_textureSize.y());
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// set the camera to render before the main camera.
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_camera->setRenderOrder(osg::Camera::PRE_RENDER);
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// tell the camera to use OpenGL frame buffer object where supported.
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_camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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//_camera->setRenderTargetImplementation(osg::Camera::SEPERATE_WINDOW);
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// attach the texture and use it as the color buffer.
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_camera->attach(osg::Camera::DEPTH_BUFFER, _texture.get());
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osg::StateSet* stateset = _camera->getOrCreateStateSet();
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float factor = 0.0f;
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float units = 1.0f;
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osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
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polygon_offset->setFactor(factor);
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polygon_offset->setUnits(units);
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stateset->setAttribute(polygon_offset.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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stateset->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
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cull_face->setMode(osg::CullFace::FRONT);
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stateset->setAttribute(cull_face.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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}
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{
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_stateset = new osg::StateSet;
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_stateset->setTextureAttributeAndModes(_shadowTextureUnit,_texture.get(),osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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_stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
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_stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
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_stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
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_stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
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_texgen = new osg::TexGen;
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// add Program, when empty of Shaders then we are using fixed functionality
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_program = new osg::Program;
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_stateset->setAttribute(_program.get());
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// create default shaders if needed
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createShaders();
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// add the shader list to the program
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for(ShaderList::const_iterator itr=_shaderList.begin();
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itr!=_shaderList.end();
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++itr)
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{
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_program->addShader(itr->get());
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}
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// create own uniforms
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createUniforms();
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// add the uniform list to the stateset
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for(UniformList::const_iterator itr=_uniformList.begin();
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itr!=_uniformList.end();
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++itr)
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{
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_stateset->addUniform(itr->get());
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}
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}
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_dirty = false;
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}
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void ShadowMap::update(osg::NodeVisitor& nv)
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{
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_shadowedScene->osg::Group::traverse(nv);
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}
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void ShadowMap::cull(osgUtil::CullVisitor& cv)
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{
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// record the traversal mask on entry so we can reapply it later.
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unsigned int traversalMask = cv.getTraversalMask();
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osgUtil::RenderStage* orig_rs = cv.getRenderStage();
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// do traversal of shadow recieving scene which does need to be decorated by the shadow map
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{
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cv.pushStateSet(_stateset.get());
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_shadowedScene->osg::Group::traverse(cv);
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cv.popStateSet();
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}
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// need to compute view frustum for RTT camera.
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// 1) get the light position
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// 2) get the center and extents of the view frustum
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const osg::Light* selectLight = 0;
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osg::Vec4 lightpos;
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osg::Vec3 lightDir;
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//MR testing giving a specific light
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osgUtil::PositionalStateContainer::AttrMatrixList& aml = orig_rs->getPositionalStateContainer()->getAttrMatrixList();
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for(osgUtil::PositionalStateContainer::AttrMatrixList::iterator itr = aml.begin();
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itr != aml.end();
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++itr)
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{
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const osg::Light* light = dynamic_cast<const osg::Light*>(itr->first.get());
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if (light)
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{
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if( _light.valid()) {
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if( _light.get() == light )
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selectLight = light;
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else
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continue;
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}
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else
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selectLight = light;
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osg::RefMatrix* matrix = itr->second.get();
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if (matrix)
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{
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lightpos = light->getPosition() * (*matrix);
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lightDir = light->getDirection() * (*matrix);
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}
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else
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{
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lightpos = light->getPosition();
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lightDir = light->getDirection();
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}
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}
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}
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osg::Matrix eyeToWorld;
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eyeToWorld.invert(*cv.getModelViewMatrix());
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lightpos = lightpos * eyeToWorld;
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//MR do we do this for the direction also ? preliminary Yes, but still no good result
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lightDir = lightDir * eyeToWorld;
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lightDir.normalize();
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if (selectLight)
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{
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//std::cout<<"----- VxOSG::ShadowMap selectLight spot cutoff "<<selectLight->getSpotCutoff()<<std::endl;
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if(selectLight->getSpotCutoff() < 180.0f) // spotlight, then we don't need the bounding box
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{
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osg::Vec3 position(lightpos.x(), lightpos.y(), lightpos.z());
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float spotAngle = selectLight->getSpotCutoff();
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_camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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_camera->setProjectionMatrixAsPerspective(spotAngle, 1.0, 0.1, 1000.0);
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_camera->setViewMatrixAsLookAt(position,position+lightDir,osg::Vec3(0.0f,1.0f,0.0f));
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}
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else
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{
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// get the bounds of the model.
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osg::ComputeBoundsVisitor cbbv(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
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cbbv.setTraversalMask(getShadowedScene()->getCastsShadowTraversalMask());
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_shadowedScene->osg::Group::traverse(cbbv);
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osg::BoundingBox bb = cbbv.getBoundingBox();
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if (lightpos[3]!=0.0) // point light
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{
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osg::Vec3 position(lightpos.x(), lightpos.y(), lightpos.z());
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float centerDistance = (position-bb.center()).length();
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float znear = centerDistance-bb.radius();
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float zfar = centerDistance+bb.radius();
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float zNearRatio = 0.001f;
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if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
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float top = (bb.radius()/centerDistance)*znear;
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float right = top;
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_camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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_camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
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_camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f));
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}
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else // directional light
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{
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// make an orthographic projection
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osg::Vec3 lightDir(lightpos.x(), lightpos.y(), lightpos.z());
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lightDir.normalize();
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// set the position far away along the light direction
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osg::Vec3 position = lightDir * bb.radius() * 20;
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float centerDistance = (position-bb.center()).length();
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float znear = centerDistance-bb.radius();
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float zfar = centerDistance+bb.radius();
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float zNearRatio = 0.001f;
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if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
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float top = bb.radius();
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float right = top;
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_camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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_camera->setProjectionMatrixAsOrtho(-right, right, -top, top, znear, zfar);
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_camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f));
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}
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// compute the matrix which takes a vertex from local coords into tex coords
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// will use this later to specify osg::TexGen..
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osg::Matrix MVPT = _camera->getViewMatrix() *
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_camera->getProjectionMatrix() *
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osg::Matrix::translate(1.0,1.0,1.0) *
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osg::Matrix::scale(0.5f,0.5f,0.5f);
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_texgen->setMode(osg::TexGen::EYE_LINEAR);
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_texgen->setPlanesFromMatrix(MVPT);
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}
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cv.setTraversalMask( traversalMask &
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getShadowedScene()->getCastsShadowTraversalMask() );
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// do RTT camera traversal
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_camera->accept(cv);
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orig_rs->getPositionalStateContainer()->addPositionedTextureAttribute(_shadowTextureUnit, cv.getModelViewMatrix(), _texgen.get());
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} // if(selectLight)
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// reapply the original traversal mask
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cv.setTraversalMask( traversalMask );
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}
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void ShadowMap::cleanSceneGraph()
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{
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}
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///////////////////// Debug Methods
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osg::ref_ptr<osg::Camera> ShadowMap::makeDebugHUD()
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{
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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osg::Vec2 size(1280, 1024);
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// set the projection matrix
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camera->setProjectionMatrix(osg::Matrix::ortho2D(0,size.x(),0,size.y()));
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// set the view matrix
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setViewMatrix(osg::Matrix::identity());
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// only clear the depth buffer
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camera->setClearMask(GL_DEPTH_BUFFER_BIT);
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camera->setClearColor(osg::Vec4(0.2f, 0.3f, 0.5f, 0.2f));
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//camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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// draw subgraph after main camera view.
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camera->setRenderOrder(osg::Camera::POST_RENDER);
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// we don't want the camera to grab event focus from the viewers main camera(s).
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camera->setAllowEventFocus(false);
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osg::Geode* geode = new osg::Geode;
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osg::Vec3 position(10.0f,size.y()-100.0f,0.0f);
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osg::Vec3 delta(0.0f,-120.0f,0.0f);
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float lenght = 300.0f;
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// turn the text off to avoid linking with osgText
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#if 0
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std::string timesFont("fonts/arial.ttf");
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{
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osgText::Text* text = new osgText::Text;
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geode->addDrawable( text );
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text->setFont(timesFont);
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text->setPosition(position);
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text->setText("Shadow Map HUD");
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position += delta;
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}
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#endif
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osg::Vec3 widthVec(lenght, 0.0f, 0.0f);
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osg::Vec3 depthVec(0.0f,lenght, 0.0f);
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osg::Vec3 centerBase( 10.0f + lenght/2, size.y()-lenght/2, 0.0f);
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centerBase += delta;
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geode->addDrawable( osg::createTexturedQuadGeometry( centerBase-widthVec*0.5f-depthVec*0.5f,
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widthVec, depthVec) );
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osg::StateSet* stateset = geode->getOrCreateStateSet();
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
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//stateset->setAttribute(new osg::PolygonOffset(1.0f,1.0f),osg::StateAttribute::ON);
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stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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//stateset->setTextureAttributeAndModes(_baseTextureUnit, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")));
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stateset->setTextureAttributeAndModes(_baseTextureUnit,_texture.get(),osg::StateAttribute::ON);
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//TODO might need to have a shader for correct display
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camera->addChild(geode);
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return camera;
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}
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//////////////////////// End Debug Section
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