Robert,
This fix moves a couple of debug callback functions that have the same
name from the global context into the local function context where they
are used. This avoids some obscure problems when they used in DLLs
generated by MS VC8.1.
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.
*
* ViewDependentShadow codes Copyright (C) 2008 Wojciech Lewandowski
* Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/
#include <osgShadow/DebugShadowMap>
#include <osgShadow/ConvexPolyhedron>
#include <osgUtil/RenderLeaf>
#include <osg/Geometry>
#include <osg/PrimitiveSet>
#include <osg/MatrixTransform>
#include <osg/Depth>
#include <iostream>
#include <iomanip>
using namespace osgShadow;
#define VECTOR_LENGTH( v ) ( sizeof(v)/sizeof(v[0]) )
#define DEFAULT_DEBUG_HUD_SIZE_X 256
#define DEFAULT_DEBUG_HUD_SIZE_Y 256
#define DEFAULT_DEBUG_HUD_ORIGIN_X 8
#define DEFAULT_DEBUG_HUD_ORIGIN_Y 8
DebugShadowMap::DebugShadowMap():
BaseClass(),
_hudSize( 2, 2 ),
_hudOrigin( -1, -1 ),
_viewportSize( DEFAULT_DEBUG_HUD_SIZE_X, DEFAULT_DEBUG_HUD_SIZE_Y ),
_viewportOrigin( DEFAULT_DEBUG_HUD_ORIGIN_X, DEFAULT_DEBUG_HUD_ORIGIN_Y ),
_orthoSize( 2, 2 ),
_orthoOrigin( -1, -1 ),
_doDebugDraw( false )
{
// Why this fancy 24 bit depth to 24 bit rainbow colors shader ?
//
// Depth values cannot be easily cast on color component because they are:
// a) 24 or 32 bit and we loose lots of precision when cast on 8 bit
// b) depth value distribution is non linear due to projection division
// when cast on componenent color there is usually very minor shade variety
// and its often difficult to notice that there is anything in the buffer
//
// Shader looks complex but it is used only for debug head-up rectangle
// so performance impact is not significant.
_depthColorFragmentShader = new osg::Shader( osg::Shader::FRAGMENT,
#if 0
"uniform sampler2D texture;
\n"
"
\n"
"void main(void)
\n"
"{
\n"
" float f = texture2D( texture, vec3( gl_TexCoord[0].xy, 1.0).xy
).r; \n"
" gl_FragColor = vec4( 0.0, 1.0 - f, 0.5 - f, 0.5 );
\n"
"}
\n"
#else
"uniform sampler2D texture;
\n"
"
\n"
"void main(void)
\n"
"{
\n"
" float f = texture2D( texture, vec3( gl_TexCoord[0].xy, 1.0).xy
).r; \n"
"
\n"
" f = 256.0 * f;
\n"
" float fC = floor( f ) / 256.0;
\n"
"
\n"
" f = 256.0 * fract( f );
\n"
" float fS = floor( f ) / 256.0;
\n"
"
\n"
" f = 256.0 * fract( f );
\n"
" float fH = floor( f ) / 256.0;
\n"
"
\n"
" fS *= 0.5;
\n"
" fH = ( fH * 0.34 + 0.66 ) * ( 1.0 - fS );
\n"
"
\n"
" vec3 rgb = vec3( ( fC > 0.5 ? ( 1.0 - fC ) : fC ),
\n"
" abs( fC - 0.333333 ),
\n"
" abs( fC - 0.666667 ) );
\n"
"
\n"
" rgb = min( vec3( 1.0, 1.0, 1.0 ), 3.0 * rgb );
\n"
"
\n"
" float fMax = max( max( rgb.r, rgb.g ), rgb.b );
\n"
" fMax = 1.0 / fMax;
\n"
"
\n"
" vec3 color = fMax * rgb;
\n"
"
\n"
" gl_FragColor = vec4( fS + fH * color, 1 ) * gl_Color;
\n"
"}
\n"
#endif
); // end _depthColorFragmentShader
}
DebugShadowMap::DebugShadowMap
(const DebugShadowMap& copy, const osg::CopyOp& copyop) :
BaseClass(copy,copyop),
_hudSize( copy._hudSize ),
_hudOrigin( copy._hudOrigin ),
_viewportSize( copy._viewportSize ),
_viewportOrigin( copy._viewportOrigin ),
_orthoSize( copy._viewportOrigin ),
_orthoOrigin( copy._viewportOrigin ),
_doDebugDraw( copy._doDebugDraw )
{
if( copy._depthColorFragmentShader.valid() )
_depthColorFragmentShader =
dynamic_cast<osg::Shader*>
( copy._depthColorFragmentShader->clone(copyop) );
}
DebugShadowMap::~DebugShadowMap()
{
}
void DebugShadowMap::ViewData::cull( void )
{
if( getDebugDraw() && !_cameraDebugHUD.valid() )
createDebugHUD();
BaseClass::ViewData::cull( );
cullDebugGeometry( );
}
bool DebugShadowMap::ViewData::DebugBoundingBox
( const osg::BoundingBox & bb, const char * name )
{
bool result = false;
#if defined( _DEBUG ) || defined( DEBUG )
if( !name ) name = "";
osg::BoundingBox & bb_prev = _boundingBoxMap[ std::string( name ) ];
result = bb.center() != bb_prev.center() || bb.radius() != bb_prev.radius();
if( result )
std::cout << "Box<" << name << "> ("
<< ( bb._max._v[0] + bb._min._v[0] ) * 0.5 << " "
<< ( bb._max._v[1] + bb._min._v[1] ) * 0.5 << " "
<< ( bb._max._v[2] + bb._min._v[2] ) * 0.5 << ") ["
<< ( bb._max._v[0] - bb._min._v[0] ) << " "
<< ( bb._max._v[1] - bb._min._v[1] ) << " "
<< ( bb._max._v[2] - bb._min._v[2] ) << "] "
<< std::endl;
bb_prev = bb;
#endif
return result;
}
bool DebugShadowMap::ViewData::DebugPolytope
( const osg::Polytope & p, const char * name )
{
bool result = false;
#if defined( _DEBUG ) || defined( DEBUG )
if( !name ) name = "";
osg::Polytope & p_prev = _polytopeMap[ std::string( name ) ];
result = ( p.getPlaneList() != p_prev.getPlaneList() );
if( result ) {
std::cout << "Polytope<" << name
<< "> size(" << p.getPlaneList().size() << ")"
<< std::endl;
if( p.getPlaneList().size() == p_prev.getPlaneList().size() ) {
for( unsigned i = 0; i < p.getPlaneList().size(); ++i )
{
if( p.getPlaneList()[i] != p_prev.getPlaneList()[i] )
{
std::cout << "Plane<" << i
<< "> ("
<< p.getPlaneList()[i].asVec4()[0] << ", "
<< p.getPlaneList()[i].asVec4()[1] << ", "
<< p.getPlaneList()[i].asVec4()[2] << ", "
<< p.getPlaneList()[i].asVec4()[3] << ")"
<< std::endl;
}
}
}
}
p_prev = p;
#endif
return result;
}
bool DebugShadowMap::ViewData::DebugMatrix
( const osg::Matrix & m, const char * name )
{
bool result = false;
#if defined( _DEBUG ) || defined( DEBUG )
if( !name ) name = "";
osg::Matrix & m_prev = _matrixMap[ std::string( name ) ];
result = ( m != m_prev );
if( result )
std::cout << "Matrix<" << name << "> " << std::endl
<<"[ " << m(0,0) << " " << m(0,1) << " " << m(0,2) << " " << m(0,3)
<< " ] " << std::endl
<<"[ " << m(1,0) << " " << m(1,1) << " " << m(1,2) << " " << m(1,3)
<< " ] " << std::endl
<<"[ " << m(2,0) << " " << m(2,1) << " " << m(2,2) << " " << m(2,3)
<< " ] " << std::endl
<<"[ " << m(3,0) << " " << m(3,1) << " " << m(3,2) << " " << m(3,3)
<< " ] " << std::endl;
m_prev = m;
#endif
return result;
}
void DebugShadowMap::ViewData::setDebugPolytope
( const char * name, const ConvexPolyhedron & polytope,
osg::Vec4 colorOutline, osg::Vec4 colorInside )
{
if( !getDebugDraw() ) return;
if( &polytope == NULL ) { // delete
PolytopeGeometry & pg = _polytopeGeometryMap[ std::string( name ) ];
for( unsigned int i = 0; i < VECTOR_LENGTH( pg._geometry ) ; i++ )
{
if( pg._geometry[i].valid() ) {
if( _geode[i].valid() &&
_geode[i]->containsDrawable( pg._geometry[i].get() ) )
_geode[i]->removeDrawable( pg._geometry[i].get() );
pg._geometry[i] = NULL;
}
}
_polytopeGeometryMap.erase( std::string( name ) );
} else { // update
PolytopeGeometry & pg = _polytopeGeometryMap[ std::string( name ) ];
pg._polytope = polytope;
if( colorOutline.a() > 0 )
pg._colorOutline = colorOutline;
if( colorInside.a() > 0 )
pg._colorInside = colorInside;
for( unsigned int i = 0; i < VECTOR_LENGTH( pg._geometry ) ; i++ )
{
if( !pg._geometry[i].valid() ) {
pg._geometry[i] = new osg::Geometry;
pg._geometry[i]->setDataVariance( osg::Object::DYNAMIC );
pg._geometry[i]->setUseDisplayList( false );
pg._geometry[i]->setSupportsDisplayList( false );
}
if( _geode[i].valid() &&
!_geode[i]->containsDrawable( pg._geometry[i].get() ) ) {
osg::Geode::DrawableList & dl =
const_cast< osg::Geode::DrawableList &>
( _geode[i]->getDrawableList() );
dl.insert( dl.begin(), pg._geometry[i].get() );
}
}
}
}
void DebugShadowMap::ViewData::updateDebugGeometry
( const osg::Camera * viewCam, const osg::Camera * shadowCam )
{
if( !getDebugDraw() ) return;
if( _polytopeGeometryMap.empty() ) return;
const int num = 2; // = VECTOR_LENGTH( PolytopeGeometry::_geometry );
osg::Matrix
transform[ num ] =
{ viewCam->getViewMatrix() *
// use near far clamped projection ( precomputed in
cullDebugGeometry )
( viewCam == _viewCamera ? _viewProjection :
viewCam->getProjectionMatrix() ),
shadowCam->getViewMatrix() * shadowCam->getProjectionMatrix() },
inverse[ num ] =
{ osg::Matrix::inverse( transform[0] ),
osg::Matrix::inverse( transform[1] ) };
#if 0
ConvexPolyhedron frustum[ num ];
for( int i = 0; i < num; i++ ) {
frustum[i].setToUnitFrustum( );
#if 1
frustum[i].transform( inverse[i], transform[i] );
#else
frustum[i].transform
( osg::Matrix::inverse( camera[i]->getProjectionMatrix() ),
camera[i]->getProjectionMatrix() );
frustum[i].transform
( osg::Matrix::inverse( camera[i]->getViewMatrix() ),
camera[i]->getViewMatrix() );
#endif
};
#else
osg::Polytope frustum[ num ];
for( int i = 0; i < num; i++ ) {
frustum[i].setToUnitFrustum( );
frustum[i].transformProvidingInverse( transform[i] );
}
#endif
transform[0] = viewCam->getViewMatrix();
inverse[0] = viewCam->getInverseViewMatrix();
for( PolytopeGeometryMap::iterator itr = _polytopeGeometryMap.begin();
itr != _polytopeGeometryMap.end();
++itr )
{
PolytopeGeometry & pg = itr->second;
for( int i = 0; i < num ; i++ )
{
ConvexPolyhedron cp( pg._polytope );
cp.cut( frustum[i] );
cp.transform( transform[i], inverse[i] );
pg._geometry[i] = cp.buildGeometry
( pg._colorOutline, pg._colorInside, pg._geometry[i].get() );
}
}
}
void DebugShadowMap::ViewData::cullDebugGeometry( )
{
if( !getDebugDraw() ) return;
if( !_camera.valid() ) return;
// View camera may use clamping projection matrix after traversal.
// Since we need to know exact matrix for drawing the frusta,
// we have to compute it here in exactly the same way as cull visitor
// will after cull traversal completes view camera subgraph.
{
_viewProjection = *_cv->getProjectionMatrix();
_viewCamera = _cv->getRenderStage()->getCamera();
if( _cv->getComputeNearFarMode() ) {
// Redo steps from CullVisitor::popProjectionMatrix()
// which clamps projection matrix when Camera & Projection
// completes traversal of their children
// We have to do this now manually
// because we did not complete camera traversal yet but
// we need to know how this clamped projection matrix will be
_cv->computeNearPlane();
osgUtil::CullVisitor::value_type n = _cv->getCalculatedNearPlane();
osgUtil::CullVisitor::value_type f = _cv->getCalculatedFarPlane();
if( n < f )
_cv->clampProjectionMatrix( _viewProjection, n, f );
}
}
updateDebugGeometry( _viewCamera, _camera.get() );
#if 1 // Add geometries of polytopes to main cam Render Stage
_transform[0]->accept( *_cv );
#else
for( PolytopeGeometryMap::iterator itr = _polytopeGeometryMap.begin();
itr != _polytopeGeometryMap.end();
++itr )
{
PolytopeGeometry & pg = itr->second;
_cv->pushStateSet( _geode[0]->getStateSet() );
_cv->addDrawableAndDepth( pg._geometry[0].get(), NULL, FLT_MAX );
_cv->popStateSet( );
}
#endif
// Add geometries of polytopes to hud cam Render Stage
_cameraDebugHUD->accept( *_cv );
}
void DebugShadowMap::ViewData::init( ThisClass *st, osgUtil::CullVisitor *cv )
{
BaseClass::ViewData::init( st, cv );
_doDebugDrawPtr = &st->_doDebugDraw;
_hudSize = st->_hudSize;
_hudOrigin = st->_hudOrigin;
_viewportSize = st->_viewportSize;
_viewportOrigin = st->_viewportOrigin;
_orthoSize = st->_orthoSize;
_orthoOrigin = st->_orthoOrigin;
_depthColorFragmentShader = st->_depthColorFragmentShader;
// create placeholder geodeds for polytope geometries
// rest of their initialization will be performed during camera hud init
_geode[0] = new osg::Geode;
_geode[1] = new osg::Geode;
_cameraDebugHUD = NULL;//Force debug HUD rebuild ( if needed )
}
void DebugShadowMap::ViewData::createDebugHUD( )
{
// Callback used by debugging hud to display Shadow Map to color buffer
// Had to do it this way because OSG does not allow to use
// the same GL Texture Id with different glTexParams.
// Callback simply turns compare mode off via GL while rendering hud
and
// restores it before rendering the scene with shadows.
class DrawableDrawWithDepthShadowComparisonOffCallback:
public osg::Drawable::DrawCallback
{
public:
DrawableDrawWithDepthShadowComparisonOffCallback(
osg::Texture2D *pTex )
: _pTexture( pTex )
{
}
virtual void drawImplementation
( osg::RenderInfo & ri,const osg::Drawable* drawable )
const
{
ri.getState()->applyTextureAttribute( 0,
_pTexture.get() );
// Turn off depth comparison mode
glTexParameteri( GL_TEXTURE_2D,
GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE );
drawable->drawImplementation(ri);
// Turn it back on
glTexParameteri( GL_TEXTURE_2D,
GL_TEXTURE_COMPARE_MODE_ARB,
GL_COMPARE_R_TO_TEXTURE_ARB );
}
osg::ref_ptr< osg::Texture2D > _pTexture;
};
_cameraDebugHUD = new osg::Camera;
{ // Make sure default HUD layout makes sense
if( _hudSize[0] <= 0 ) _hudSize[0] = DEFAULT_DEBUG_HUD_SIZE_X;
if( _hudSize[1] <= 0 ) _hudSize[1] = DEFAULT_DEBUG_HUD_SIZE_Y;
if( _viewportSize[0] <= 0 ) _viewportSize[0] = _hudSize[0];
if( _viewportSize[1] <= 0 ) _viewportSize[1] = _hudSize[1];
if( _orthoSize[0] <= 0 ) _orthoSize[0] = _viewportSize[0];
if( _orthoSize[1] <= 0 ) _orthoSize[1] = _viewportSize[1];
}
{ // Initialize hud camera
osg::Camera * camera = _cameraDebugHUD.get();
camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
camera->setViewMatrix(osg::Matrix::identity());
camera->setViewport( _viewportOrigin[0], _viewportOrigin[1],
_viewportSize[0], _viewportSize[1] );
camera->setProjectionMatrixAsOrtho(
_orthoOrigin[0], _orthoOrigin[0] + _orthoSize[0],
_orthoOrigin[1], _orthoOrigin[1] + _orthoSize[1],
-10, 10 );
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
camera->setRenderOrder(osg::Camera::POST_RENDER);
}
{ // Add geode and drawable with BaseClass display
// create geode to contain hud drawables
osg::Geode* geode = new osg::Geode;
_cameraDebugHUD->addChild(geode);
// finally create and attach hud geometry
osg::Geometry* geometry = osg::createTexturedQuadGeometry
( osg::Vec3(_hudOrigin[0],_hudOrigin[1],0),
osg::Vec3(_hudSize[0],0,0),
osg::Vec3(0,_hudSize[1],0) );
osg::StateSet* stateset = _cameraDebugHUD->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0,_texture.get(),osg::StateAttribute::ON
);
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
// stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
stateset->setAttributeAndModes
( new osg::Depth( osg::Depth::ALWAYS, 0, 1, false ) );
stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
osg::Program* program = new osg::Program;
program->addShader( _depthColorFragmentShader.get() );
stateset->setAttribute( program );
stateset->addUniform( new osg::Uniform( "texture" , 0 ) );
geometry->setDrawCallback
( new DrawableDrawWithDepthShadowComparisonOffCallback(
_texture.get() ) );
geode->addDrawable( geometry );
}
{ // Create transforms and geodes to manage polytope drawing
osg::StateSet * stateset = new osg::StateSet;
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateset->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
stateset->setTextureMode(1, GL_TEXTURE_2D, osg::StateAttribute::OFF);
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
stateset->setAttribute( new osg::Program() );
stateset->setAttributeAndModes
( new osg::Depth( osg::Depth::LEQUAL, 0, 1, false ) );
for( int i = 0; i < 2; i++ ) {
_geode[i]->setStateSet( stateset );
_transform[i] = new osg::MatrixTransform;
_transform[i]->addChild( _geode[i].get() );
_transform[i]->setMatrix( osg::Matrix::identity() );
_transform[i]->setReferenceFrame( osg::MatrixTransform::ABSOLUTE_RF
);
}
_transform[1]->setMatrix
( osg::Matrix::translate( 1, 1, 0 ) *
osg::Matrix::scale( 0.5, 0.5, 1 ) *
osg::Matrix::scale( _hudSize[0], _hudSize[1], 1 ) *
osg::Matrix::translate( _hudOrigin[0], _hudOrigin[1], 0 ) );
_cameraDebugHUD->addChild( _transform[1].get() );
}
}
osg::Vec3d DebugShadowMap::ViewData::computeShadowTexelToPixelError
( const osg::Matrix & mvpwView,
const osg::Matrix & mvpwShadow,
const osg::Vec3d & vWorld,
const osg::Vec3d & vDelta )
{
osg::Vec3d vS0 = mvpwShadow * vWorld;
osg::Vec3d vS1 = mvpwShadow * ( vWorld + vDelta );
osg::Vec3d vV0 = mvpwView * vWorld;
osg::Vec3d vV1 = mvpwView * ( vWorld + vDelta );
osg::Vec3d dV = vV1 - vV0;
osg::Vec3d dS = vS1 - vS0;
return osg::Vec3( dS[0] / dV[0], dS[1] / dV[1], dS[2] / dV[2] );
}
void DebugShadowMap::ViewData::displayShadowTexelToPixelErrors
( const osg::Camera* viewCamera,
const osg::Camera* shadowCamera,
const ConvexPolyhedron* hull )
{
osg::Matrix mvpwMain =
viewCamera->getViewMatrix() *
viewCamera->getProjectionMatrix() *
viewCamera->getViewport()->computeWindowMatrix();
osg::Matrix mvpwShadow =
shadowCamera->getViewMatrix() *
shadowCamera->getProjectionMatrix() *
shadowCamera->getViewport()->computeWindowMatrix();
osg::BoundingBox bb =
hull->computeBoundingBox( viewCamera->getViewMatrix() );
osg::Matrix m = viewCamera->getInverseViewMatrix();
osg::Vec3d vn = osg::Vec3d( 0, 0, bb._max[2] ) * m;
osg::Vec3d vf = osg::Vec3d( 0, 0, bb._min[2] ) * m;
osg::Vec3d vm = osg::Vec3d( 0, 0, ( bb._max[2] + bb._min[2] ) * 0.5 ) * m;
osg::Vec3d vne = computeShadowTexelToPixelError( mvpwMain, mvpwShadow, vn );
osg::Vec3d vfe = computeShadowTexelToPixelError( mvpwMain, mvpwShadow, vf );
osg::Vec3d vme = computeShadowTexelToPixelError( mvpwMain, mvpwShadow, vm );
std::cout << std::setprecision( 3 ) << " "
<< "ne=(" << vne[0] << "," << vne[1] << "," << vne[2] << ") "
<< "fe=(" << vfe[0] << "," << vfe[1] << "," << vfe[2] << ") "
<< "me=(" << vme[0] << "," << vme[1] << "," << vme[2] << ") "
<<
"\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b"
<<
"\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b"
<<
"\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b"
<< std::flush;
}
/* -*-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/ShadowMap>
#include <osgShadow/ShadowedScene>
#include <osg/Notify>
#include <osg/ComputeBoundsVisitor>
#include <osg/PolygonOffset>
#include <osg/CullFace>
#include <osg/io_utils>
using namespace osgShadow;
#include <iostream>
//for debug
#include <osg/LightSource>
#include <osg/PolygonMode>
#include <osg/Geometry>
#include <osgDB/ReadFile>
#include <osgText/Text>
#define IMPROVE_TEXGEN_PRECISION 1
//////////////////////////////////////////////////////////////////
// fragment shader
//
static const char fragmentShaderSource_noBaseTexture[] =
"uniform sampler2DShadow osgShadow_shadowTexture; \n"
"uniform vec2 osgShadow_ambientBias; \n"
"\n"
"void main(void) \n"
"{ \n"
" gl_FragColor = gl_Color * (osgShadow_ambientBias.x + shadow2DProj(
osgShadow_shadowTexture, gl_TexCoord[0] ) * osgShadow_ambientBias.y); \n"
"}\n";
//////////////////////////////////////////////////////////////////
// fragment shader
//
static const char fragmentShaderSource_withBaseTexture[] =
"uniform sampler2D osgShadow_baseTexture; \n"
"uniform sampler2DShadow osgShadow_shadowTexture; \n"
"uniform vec2 osgShadow_ambientBias; \n"
"\n"
"void main(void) \n"
"{ \n"
" vec4 color = gl_Color * texture2D( osgShadow_baseTexture,
gl_TexCoord[0].xy ); \n"
" gl_FragColor = color * (osgShadow_ambientBias.x + shadow2DProj(
osgShadow_shadowTexture, gl_TexCoord[1] ) * osgShadow_ambientBias.y); \n"
"}\n";
//////////////////////////////////////////////////////////////////
// fragment shader
//
static const char fragmentShaderSource_debugHUD_texcoord[] =
"uniform sampler2D osgShadow_shadowTexture; \n"
" \n"
"void main(void) \n"
"{ \n"
" vec4 texCoord = gl_TexCoord[1].xyzw; \n"
" float value = texCoord.z / texCoord.w; \n"
" gl_FragColor = vec4( value, value, value, 1.0 ); \n"
"} \n";
static const char fragmentShaderSource_debugHUD[] =
"uniform sampler2D osgShadow_shadowTexture; \n"
" \n"
"void main(void) \n"
"{ \n"
" vec4 texResult = texture2D(osgShadow_shadowTexture, gl_TexCoord[0].st
); \n"
" float value = texResult.r; \n"
" gl_FragColor = vec4( value, value, value, 0.8 ); \n"
"} \n";
ShadowMap::ShadowMap():
_baseTextureUnit(0),
_shadowTextureUnit(1),
_polyOffset(1.0,1.0),
_ambientBias(0.5f,0.5f),
_textureSize(1024,1024)
{
}
ShadowMap::ShadowMap(const ShadowMap& copy, const osg::CopyOp& copyop):
ShadowTechnique(copy,copyop),
_baseTextureUnit(copy._baseTextureUnit),
_shadowTextureUnit(copy._shadowTextureUnit),
_polyOffset(copy._polyOffset),
_ambientBias(copy._ambientBias),
_textureSize(copy._textureSize)
{
}
void ShadowMap::setTextureUnit(unsigned int unit)
{
_shadowTextureUnit = unit;
}
void ShadowMap::setPolygonOffset(const osg::Vec2& polyOffset)
{
_polyOffset = polyOffset;
}
void ShadowMap::setAmbientBias(const osg::Vec2& ambientBias)
{
_ambientBias = ambientBias;
if (_ambientBiasUniform.valid()) _ambientBiasUniform->set(_ambientBias);
}
void ShadowMap::setTextureSize(const osg::Vec2s& textureSize)
{
_textureSize = textureSize;
dirty();
}
void ShadowMap::setLight(osg::Light* light)
{
_light = light;
}
void ShadowMap::setLight(osg::LightSource* ls)
{
_ls = ls;
_light = _ls->getLight();
}
void ShadowMap::createUniforms()
{
_uniformList.clear();
osg::Uniform* baseTextureSampler = new
osg::Uniform("osgShadow_baseTexture",(int)_baseTextureUnit);
_uniformList.push_back(baseTextureSampler);
osg::Uniform* shadowTextureSampler = new
osg::Uniform("osgShadow_shadowTexture",(int)_shadowTextureUnit);
_uniformList.push_back(shadowTextureSampler);
_ambientBiasUniform = new
osg::Uniform("osgShadow_ambientBias",_ambientBias);
_uniformList.push_back(_ambientBiasUniform.get());
}
void ShadowMap::createShaders()
{
// if we are not given shaders, use the default
if( _shaderList.empty() )
{
if (_shadowTextureUnit==0)
{
osg::Shader* fragment_shader = new
osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture);
_shaderList.push_back(fragment_shader);
}
else
{
osg::Shader* fragment_shader = new
osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture);
_shaderList.push_back(fragment_shader);
}
}
}
void ShadowMap::init()
{
if (!_shadowedScene) return;
_texture = new osg::Texture2D;
_texture->setTextureSize(_textureSize.x(), _textureSize.y());
_texture->setInternalFormat(GL_DEPTH_COMPONENT);
_texture->setShadowComparison(true);
_texture->setShadowTextureMode(osg::Texture2D::LUMINANCE);
_texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
_texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
// the shadow comparison should fail if object is outside the texture
_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->setReferenceFrame(osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT);
_camera->setCullCallback(new CameraCullCallback(this));
_camera->setClearMask(GL_DEPTH_BUFFER_BIT);
//_camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
_camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
_camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
// set viewport
_camera->setViewport(0,0,_textureSize.x(),_textureSize.y());
// 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::DEPTH_BUFFER, _texture.get());
osg::StateSet* stateset = _camera->getOrCreateStateSet();
#if 1
// cull front faces so that only backfaces contribute to depth map
osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
cull_face->setMode(osg::CullFace::FRONT);
stateset->setAttribute(cull_face.get(), osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);
// negative polygonoffset - move the backface nearer to the eye point
so that backfaces
// shadow themselves
float factor = -_polyOffset[0];
float units = -_polyOffset[1];
osg::ref_ptr<osg::PolygonOffset> polygon_offset = new
osg::PolygonOffset;
polygon_offset->setFactor(factor);
polygon_offset->setUnits(units);
stateset->setAttribute(polygon_offset.get(), osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);
stateset->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);
#else
// disabling cull faces so that only front and backfaces contribute to
depth map
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF |
osg::StateAttribute::OVERRIDE);
// negative polygonoffset - move the backface nearer to the eye point
// so that front faces do not shadow themselves.
float factor = _polyOffset[0];
float units = _polyOffset[1];
osg::ref_ptr<osg::PolygonOffset> polygon_offset = new
osg::PolygonOffset;
polygon_offset->setFactor(factor);
polygon_offset->setUnits(units);
stateset->setAttribute(polygon_offset.get(), osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);
stateset->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);
#endif
}
{
_stateset = new osg::StateSet;
_stateset->setTextureAttributeAndModes(_shadowTextureUnit,_texture.get(),osg::StateAttribute::ON
| osg::StateAttribute::OVERRIDE);
_stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
_stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
_stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
_stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
_texgen = new osg::TexGen;
// add Program, when empty of Shaders then we are using fixed
functionality
_program = new osg::Program;
_stateset->setAttribute(_program.get());
// create default shaders if needed
createShaders();
// add the shader list to the program
for(ShaderList::const_iterator itr=_shaderList.begin();
itr!=_shaderList.end();
++itr)
{
_program->addShader(itr->get());
}
// create own uniforms
createUniforms();
// add the uniform list to the stateset
for(UniformList::const_iterator itr=_uniformList.begin();
itr!=_uniformList.end();
++itr)
{
_stateset->addUniform(itr->get());
}
{
// fake texture for baseTexture, add a fake texture
// we support by default at least one texture layer
// without this fake texture we can not support
// textured and not textured scene
// TODO: at the moment the PSSM supports just one texture layer in
the GLSL shader, multitexture are
// not yet supported !
osg::Image* image = new osg::Image;
// allocate the image data, noPixels x 1 x 1 with 4 rgba floats -
equivilant to a Vec4!
int noPixels = 1;
image->allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT);
image->setInternalTextureFormat(GL_RGBA);
// fill in the image data.
osg::Vec4* dataPtr = (osg::Vec4*)image->data();
osg::Vec4 color(1,1,1,1);
*dataPtr = color;
// make fake texture
osg::Texture2D* fakeTex = new osg::Texture2D;
fakeTex->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_EDGE);
fakeTex->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_EDGE);
fakeTex->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
fakeTex->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
fakeTex->setImage(image);
// add fake texture
_stateset->setTextureAttribute(_baseTextureUnit,fakeTex,osg::StateAttribute::ON);
_stateset->setTextureMode(_baseTextureUnit,GL_TEXTURE_1D,osg::StateAttribute::OFF);
_stateset->setTextureMode(_baseTextureUnit,GL_TEXTURE_2D,osg::StateAttribute::ON);
_stateset->setTextureMode(_baseTextureUnit,GL_TEXTURE_3D,osg::StateAttribute::OFF);
}
}
_dirty = false;
}
void ShadowMap::update(osg::NodeVisitor& nv)
{
_shadowedScene->osg::Group::traverse(nv);
}
void ShadowMap::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 recieving scene which does need to be decorated
by the shadow map
{
cv.pushStateSet(_stateset.get());
_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;
osg::Vec3 lightDir;
//MR testing giving a specific light
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)
{
if( _light.valid()) {
if( _light.get() == light )
selectLight = light;
else
continue;
}
else
selectLight = light;
osg::RefMatrix* matrix = itr->second.get();
if (matrix)
{
lightpos = light->getPosition() * (*matrix);
lightDir = osg::Matrix::transform3x3( light->getDirection(),
*matrix );
}
else
{
lightpos = light->getPosition();
lightDir = light->getDirection();
}
}
}
osg::Matrix eyeToWorld;
eyeToWorld.invert(*cv.getModelViewMatrix());
lightpos = lightpos * eyeToWorld;
lightDir = osg::Matrix::transform3x3( lightDir, eyeToWorld );
lightDir.normalize();
if (selectLight)
{
// set to ambient on light to black so that the ambient bias uniform
can take it's affect
const_cast<osg::Light*>(selectLight)->setAmbient(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
//std::cout<<"----- VxOSG::ShadowMap selectLight spot cutoff
"<<selectLight->getSpotCutoff()<<std::endl;
float fov = selectLight->getSpotCutoff() * 2;
if(fov < 180.0f) // spotlight, then we don't need the bounding box
{
osg::Vec3 position(lightpos.x(), lightpos.y(), lightpos.z());
_camera->setProjectionMatrixAsPerspective(fov, 1.0, 0.1, 1000.0);
_camera->setViewMatrixAsLookAt(position,position+lightDir,osg::Vec3(0.0f,1.0f,0.0f));
}
else
{
// 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) // point light
{
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->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
_camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f));
}
else // directional light
{
// 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->setProjectionMatrixAsOrtho(-right, right, -top, top,
znear, zfar);
_camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f));
}
}
cv.setTraversalMask( traversalMask &
getShadowedScene()->getCastsShadowTraversalMask() );
// do RTT camera traversal
_camera->accept(cv);
_texgen->setMode(osg::TexGen::EYE_LINEAR);
#if IMPROVE_TEXGEN_PRECISION
// compute the matrix which takes a vertex from local coords into tex
coords
// We actually use two matrices one used to define texgen
// and second that will be used as modelview when appling to OpenGL
_texgen->setPlanesFromMatrix( _camera->getProjectionMatrix() *
osg::Matrix::translate(1.0,1.0,1.0) *
osg::Matrix::scale(0.5f,0.5f,0.5f) );
// Place texgen with modelview which removes big offsets (making it
float friendly)
osg::RefMatrix * refMatrix = new osg::RefMatrix
( _camera->getInverseViewMatrix() * *cv.getModelViewMatrix() );
cv.getRenderStage()->getPositionalStateContainer()->
addPositionedTextureAttribute( _shadowTextureUnit, refMatrix,
_texgen.get() );
#else
// 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->setPlanesFromMatrix(MVPT);
orig_rs->getPositionalStateContainer()->addPositionedTextureAttribute(_shadowTextureUnit,
cv.getModelViewMatrix(), _texgen.get());
#endif
} // if(selectLight)
// reapply the original traversal mask
cv.setTraversalMask( traversalMask );
}
void ShadowMap::cleanSceneGraph()
{
}
///////////////////// Debug Methods
////////////////////////////////////////////////////////////////////////////////
osg::ref_ptr<osg::Camera> ShadowMap::makeDebugHUD()
{
////////////////////////////////////////////////////////////////////////////////
// Callback used by debugging hud to display Shadow Map in color buffer
// OSG does not allow to use the same GL Texture Id with different glTexParams.
// Callback simply turns shadow compare mode off via GL while rendering hud and
// restores it afterwards.
////////////////////////////////////////////////////////////////////////////////
class DrawableDrawWithDepthShadowComparisonOffCallback:
public osg::Drawable::DrawCallback
{
public:
//
DrawableDrawWithDepthShadowComparisonOffCallback
( osg::Texture2D * texture, unsigned stage = 0 )
: _texture( texture ), _stage( stage )
{
}
virtual void drawImplementation
( osg::RenderInfo & ri,const osg::Drawable* drawable )
const
{
if( _texture.valid() ) {
// make sure proper texture is currently applied
ri.getState()->applyTextureAttribute( _stage,
_texture.get() );
// Turn off depth comparison mode
glTexParameteri( GL_TEXTURE_2D,
GL_TEXTURE_COMPARE_MODE_ARB,
GL_NONE );
}
drawable->drawImplementation(ri);
if( _texture.valid() ) {
// Turn it back on
glTexParameteri( GL_TEXTURE_2D,
GL_TEXTURE_COMPARE_MODE_ARB,
GL_COMPARE_R_TO_TEXTURE_ARB );
}
}
osg::ref_ptr< osg::Texture2D > _texture;
unsigned _stage;
};
// Make sure we attach initialized texture to HUD
if( !_texture.valid() ) init();
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
osg::Vec2 size(1280, 1024);
// set the projection matrix
camera->setProjectionMatrix(osg::Matrix::ortho2D(0,size.x(),0,size.y()));
// set the view matrix
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(osg::Matrix::identity());
// only clear the depth buffer
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
camera->setClearColor(osg::Vec4(0.2f, 0.3f, 0.5f, 0.2f));
//camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
// draw subgraph after main camera view.
camera->setRenderOrder(osg::Camera::POST_RENDER);
// we don't want the camera to grab event focus from the viewers main
camera(s).
camera->setAllowEventFocus(false);
osg::Geode* geode = new osg::Geode;
osg::Vec3 position(10.0f,size.y()-100.0f,0.0f);
osg::Vec3 delta(0.0f,-120.0f,0.0f);
float length = 300.0f;
// turn the text off to avoid linking with osgText
#if 0
std::string timesFont("fonts/arial.ttf");
{
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
text->setFont(timesFont);
text->setPosition(position);
text->setText("Shadow Map HUD");
position += delta;
}
#endif
osg::Vec3 widthVec(length, 0.0f, 0.0f);
osg::Vec3 depthVec(0.0f,length, 0.0f);
osg::Vec3 centerBase( 10.0f + length/2, size.y()-length/2, 0.0f);
centerBase += delta;
osg::Geometry *geometry = osg::createTexturedQuadGeometry
( centerBase-widthVec*0.5f-depthVec*0.5f, widthVec, depthVec );
geode->addDrawable( geometry );
geometry->setDrawCallback
( new DrawableDrawWithDepthShadowComparisonOffCallback( _texture.get()
) );
osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
// test with regular texture
//stateset->setTextureAttributeAndModes(0, new
osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")));
stateset->setTextureAttributeAndModes(0,_texture.get(),osg::StateAttribute::ON);
//test to check the texture coordinates generated during shadow pass
#if 0
stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
// create TexGen node
osg::ref_ptr<osg::TexGenNode> texGenNode = new osg::TexGenNode;
texGenNode->setTextureUnit(_shadowTextureUnit);
texGenNode->setTexGen(_texgen.get());
camera->addChild(texGenNode.get());
#endif
//shader for correct display
osg::ref_ptr<osg::Program> program = new osg::Program;
stateset->setAttribute(program.get());
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT,
fragmentShaderSource_debugHUD);
program->addShader(fragment_shader);
camera->addChild(geode);
return camera;
}
//////////////////////// End Debug Section
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