Thanks Roger, change merged and submitted to SVN.
On Tue, Oct 7, 2008 at 2:10 PM, Roger James <[EMAIL PROTECTED]> wrote:
> The light position is incorrectly calculated for shadow casting scenes whose
> bounding box centre is not the origin. This is a one line fix.
>
> Roger
>
> /* -*-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 <osgShadow/ShadowTexture>
> #include <osgShadow/ShadowedScene>
> #include <osg/Notify>
> #include <osg/ComputeBoundsVisitor>
> #include <osg/io_utils>
>
> using namespace osgShadow;
>
> ShadowTexture::ShadowTexture():
> _textureUnit(1)
> {
> }
>
> ShadowTexture::ShadowTexture(const ShadowTexture& copy, const osg::CopyOp&
> copyop):
> ShadowTechnique(copy,copyop),
> _textureUnit(copy._textureUnit)
> {
> }
>
> void ShadowTexture::setTextureUnit(unsigned int unit)
> {
> _textureUnit = unit;
> }
>
> void ShadowTexture::init()
> {
> if (!_shadowedScene) return;
>
> unsigned int tex_width = 512;
> unsigned int tex_height = 512;
>
> _texture = new osg::Texture2D;
> _texture->setTextureSize(tex_width, tex_height);
> _texture->setInternalFormat(GL_RGB);
> _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_BORDER);
>
> _texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
> _texture->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
>
> // set up the render to texture camera.
> {
> // create the camera
> _camera = new osg::Camera;
>
> _camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
>
> _camera->setCullCallback(new CameraCullCallback(this));
>
> // set viewport
> _camera->setViewport(0,0,tex_width,tex_height);
>
> // 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::COLOR_BUFFER, _texture.get());
>
> _material = new osg::Material;
>
>
> _material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,1.0f));
>
>
> _material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,1.0f));
>
>
> _material->setEmission(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,1.0f));
> _material->setShininess(osg::Material::FRONT_AND_BACK,0.0f);
>
> osg::StateSet* stateset = _camera->getOrCreateStateSet();
>
> stateset->setAttribute(_material.get(),osg::StateAttribute::OVERRIDE);
>
> }
>
> {
> _stateset = new osg::StateSet;
>
>
> _stateset->setTextureAttributeAndModes(_textureUnit,_texture.get(),osg::StateAttribute::ON);
>
>
> _stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
>
>
> _stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
>
>
> _stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
>
>
> _stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
>
> _texgen = new osg::TexGen;
> }
>
> _dirty = false;
> }
>
>
> void ShadowTexture::update(osg::NodeVisitor& nv)
> {
> _shadowedScene->osg::Group::traverse(nv);
> }
>
> void ShadowTexture::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 casting scene which does not need to be
> decorated by the shadow texture
> {
> cv.setTraversalMask( traversalMask &
>
> getShadowedScene()->getCastsShadowTraversalMask() );
>
> _shadowedScene->osg::Group::traverse(cv);
> }
>
> // do traversal of shadow receiving scene which does need to be decorated
> by the shadow texture
> {
> cv.pushStateSet(_stateset.get());
>
> cv.setTraversalMask( traversalMask &
>
> getShadowedScene()->getReceivesShadowTraversalMask() );
>
> _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;
>
> 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<const
> osg::Light*>(itr->first.get());
> if (light)
> {
> osg::RefMatrix* matrix = itr->second.get();
> if (matrix) lightpos = light->getPosition() * (*matrix);
> else lightpos = light->getPosition();
>
> selectLight = light;
> }
> }
>
> osg::Matrix eyeToWorld;
> eyeToWorld.invert(*cv.getModelViewMatrix());
>
> lightpos = lightpos * eyeToWorld;
>
> if (selectLight)
> {
>
> // 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)
> {
> 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 (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
>
> float top = (bb.radius()/centerDistance)*znear;
> float right = top;
>
> _camera->setReferenceFrame(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));
>
>
> // 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);
> }
> else
> {
> // 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 = bb.center() + lightDir * bb.radius() * 2;
>
> float centerDistance = (position-bb.center()).length();
>
> float znear = centerDistance-bb.radius();
> float zfar = centerDistance+bb.radius();
> float zNearRatio = 0.001f;
> if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
>
> float top = bb.radius();
> float right = top;
>
> _camera->setReferenceFrame(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(_textureUnit,
> cv.getModelViewMatrix(), _texgen.get());
> }
>
>
>
>
>
> // reapply the original traversal mask
> cv.setTraversalMask( traversalMask );
> }
>
> void ShadowTexture::cleanSceneGraph()
> {
> }
>
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>
>
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