Files
OpenSceneGraph/examples/osgshadow/osgshadow.cpp

425 lines
14 KiB
C++

#include <osg/ArgumentParser>
#include <osg/ComputeBoundsVisitor>
#include <osg/Texture2D>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgGA/KeySwitchMatrixManipulator>
#include <osgGA/AnimationPathManipulator>
#include <osgGA/TerrainManipulator>
#include <osgGA/AnimationPathManipulator>
#include <osgGA/StateSetManipulator>
#include <osgViewer/Viewer>
#include <osgViewer/StatsHandler>
#include <osgShadow/ShadowedScene>
#include <osgShadow/ShadowVolume>
#include <osgShadow/ShadowTexture>
#include <osgShadow/ShadowMap>
#include <osgShadow/ParallelSplitShadowMap>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <iostream>
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<osg::Switch*>(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::ArgumentParser& arguments)
{
if (arguments.read("-1"))
{
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;
}
else if (arguments.read("-2"))
{
return 0;
}
else /*if (arguments.read("-3"))*/
{
return 0;
}
}
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;
int screenNum = -1;
while (arguments.read("--screen", screenNum)) viewer.setUpViewOnSingleScreen(screenNum);
// set up the camera manipulators.
{
osg::ref_ptr<osgGA::KeySwitchMatrixManipulator> 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() );
osg::ref_ptr<osg::Node> model = osgDB::readNodeFiles(arguments);
if (!model)
{
model = createTestModel(arguments);
}
// get the bounds of the model.
osg::ComputeBoundsVisitor cbbv;
model->accept(cbbv);
osg::BoundingBox bb = cbbv.getBoundingBox();
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<osgShadow::ShadowedScene> shadowedScene = new osgShadow::ShadowedScene;
shadowedScene->setRecievesShadowTraversalMask(0x1);
shadowedScene->setCastsShadowTraversalMask(0x2);
model->setNodeMask(shadowedScene->getCastsShadowTraversalMask());
if (arguments.read("--sv"))
{
osg::ref_ptr<osgShadow::ShadowVolume> sv = new osgShadow::ShadowVolume;
sv->setDynamicShadowVolumes(updateLightPosition);
while (arguments.read("--two-sided")) sv->setDrawMode(osgShadow::ShadowVolumeGeometry::STENCIL_TWO_SIDED);
while (arguments.read("--two-pass")) sv->setDrawMode(osgShadow::ShadowVolumeGeometry::STENCIL_TWO_PASS);
shadowedScene->setShadowTechnique(sv.get());
}
else if (arguments.read("--st"))
{
osg::ref_ptr<osgShadow::ShadowTexture> st = new osgShadow::ShadowTexture;
shadowedScene->setShadowTechnique(st.get());
}
else if (arguments.read("--pssm"))
{
osg::ref_ptr<osgShadow::ParallelSplitShadowMap> pssm = new osgShadow::ParallelSplitShadowMap;
shadowedScene->setShadowTechnique(pssm.get());
}
else /* if (arguments.read("--sm")) */
{
osg::ref_ptr<osgShadow::ShadowMap> sm = new osgShadow::ShadowMap;
shadowedScene->setShadowTechnique(sm.get());
}
if ( arguments.read("--base"))
{
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) );
geode->setNodeMask(shadowedScene->getRecievesShadowTraversalMask());
geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")));
shadowedScene->addChild(geode);
}
osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
ls->getLight()->setPosition(lightpos);
if ( arguments.read("--coloured-light"))
{
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));
}
else
{
ls->getLight()->setAmbient(osg::Vec4(0.2,0.2,0.2,1.0));
ls->getLight()->setDiffuse(osg::Vec4(0.8,0.8,0.8,1.0));
}
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;
}