Hi,

I'm wondering if anyone tried the combination of SoftShadowMap shadows and osg::Fog. With 2.2.0 and svn I've tried to use it with SoftShadowMap but that's not working. I suspect that it's not working because of the shader that's being used, but that's just a guess. ShadowTexture and ShadowVolume (both fixed OpenGL) are both working ok with fog and the other shadow techniques are not, and these are all using shaders.

Is osg::Fog supposed to work with shadows based on shaders? Or more general, is osg::Fog supposed to work in combination with shaders?

thanks a lot
Raymond

Please find attached the adapted osgshadow.cpp example

/* OpenSceneGraph example, osgshadow.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the "Software"), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include <osg/ArgumentParser>
#include <osg/ComputeBoundsVisitor>
#include <osg/Texture2D>
#include <osg/ShapeDrawable>
#include <osg/MatrixTransform>
#include <osg/Fog>
#include <osg/Geometry>

#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/ViewerEventHandlers>

#include <osgShadow/ShadowedScene>
#include <osgShadow/ShadowVolume>
#include <osgShadow/ShadowTexture>
#include <osgShadow/ShadowMap>
#include <osgShadow/SoftShadowMap>
#include <osgShadow/ParallelSplitShadowMap>

#include <osgDB/ReadFile>
#include <osgDB/WriteFile>

#include <iostream>

// for the grid data..
#include "../osghangglide/terrain_coords.h"

const int ReceivesShadowTraversalMask = 0x1;
const int CastsShadowTraversalMask = 0x2;

namespace ModelOne
{

    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* createModel(osg::ArgumentParser& /*arguments*/)
    {
        osg::Switch* sw = new osg::Switch;
        sw->setEventCallback(new ModelOne::SwitchHandler);

        sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE), true);
        sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | 
ModelOne::BACK_FACE), false);
        sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | 
ModelOne::BACK_FACE | ModelOne::LEFT_FACE), false);
        sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | 
ModelOne::BACK_FACE | ModelOne::LEFT_FACE | ModelOne::RIGHT_FACE), false);
        sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | 
ModelOne::BACK_FACE | ModelOne::LEFT_FACE | ModelOne::RIGHT_FACE | 
ModelOne::TOP_FACE), false);
        sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | 
ModelOne::BACK_FACE | ModelOne::LEFT_FACE | ModelOne::RIGHT_FACE | 
ModelOne::TOP_FACE | ModelOne::BOTTOM_FACE), false);

        return sw;
    }
}

namespace ModelTwo
{
    osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float 
radius,double looptime)
    {
        // set up the animation path
        osg::AnimationPath* animationPath = new osg::AnimationPath;
        animationPath->setLoopMode(osg::AnimationPath::LOOP);

        int numSamples = 40;
        float yaw = 0.0f;
        float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
        float roll = osg::inDegrees(30.0f);

        double time=0.0f;
        double time_delta = looptime/(double)numSamples;
        for(int i=0;i<numSamples;++i)
        {
            osg::Vec3 
position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
            osg::Quat 
rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));

            
animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));

            yaw += yaw_delta;
            time += time_delta;

        }
        return animationPath;
    }

    osg::Node* createBase(const osg::Vec3& center,float radius)
    {

        osg::Geode* geode = new osg::Geode;

        // set up the texture of the base.
        osg::StateSet* stateset = new osg::StateSet();
        osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
        if (image)
        {
            osg::Texture2D* texture = new osg::Texture2D;
            texture->setImage(image);
            
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
        }

        geode->setStateSet( stateset );


        osg::HeightField* grid = new osg::HeightField;
        grid->allocate(38,39);
        grid->setOrigin(center+osg::Vec3(-radius,-radius,0.0f));
        grid->setXInterval(radius*2.0f/(float)(38-1));
        grid->setYInterval(radius*2.0f/(float)(39-1));

        float minHeight = FLT_MAX;
        float maxHeight = -FLT_MAX;


        unsigned int r;
        for(r=0;r<39;++r)
        {
            for(unsigned int c=0;c<38;++c)
            {
                float h = vertex[r+c*39][2];
                if (h>maxHeight) maxHeight=h;
                if (h<minHeight) minHeight=h;
            }
        }

        float hieghtScale = radius*0.5f/(maxHeight-minHeight);
        float hieghtOffset = -(minHeight+maxHeight)*0.5f;

        for(r=0;r<39;++r)
        {
            for(unsigned int c=0;c<38;++c)
            {
                float h = vertex[r+c*39][2];
                grid->setHeight(c,r,(h+hieghtOffset)*hieghtScale);
            }
        }

        geode->addDrawable(new osg::ShapeDrawable(grid));

        osg::Group* group = new osg::Group;
        group->addChild(geode);

        return group;

    }

    osg::Node* createMovingModel(const osg::Vec3& center, float radius)
    {
        float animationLength = 10.0f;

        osg::AnimationPath* animationPath = 
createAnimationPath(center,radius,animationLength);

        osg::Group* model = new osg::Group;

        osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
        if (cessna)
        {
            const osg::BoundingSphere& bs = cessna->getBound();

            float size = radius/bs.radius()*0.3f;
            osg::MatrixTransform* positioned = new osg::MatrixTransform;
            positioned->setDataVariance(osg::Object::STATIC);
            positioned->setMatrix(osg::Matrix::translate(-bs.center())*
                                  osg::Matrix::scale(size,size,size)*
                                  
osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,2.0f));

            positioned->addChild(cessna);

            osg::MatrixTransform* xform = new osg::MatrixTransform;
            xform->setUpdateCallback(new 
osg::AnimationPathCallback(animationPath,0.0f,2.0));
            xform->addChild(positioned);

            model->addChild(xform);
        }

        return model;
    }

    osg::Node* createModel(osg::ArgumentParser& /*arguments*/)
    {
        osg::Vec3 center(0.0f,0.0f,0.0f);
        float radius = 100.0f;
        osg::Vec3 lightPosition(center+osg::Vec3(0.0f,0.0f,radius));

        // the shadower model
        osg::Node* shadower = createMovingModel(center,radius*0.5f);
        shadower->setNodeMask(CastsShadowTraversalMask);

        // the shadowed model
        osg::Node* shadowed = 
createBase(center-osg::Vec3(0.0f,0.0f,radius*0.25),radius);
        shadowed->setNodeMask(ReceivesShadowTraversalMask);

        osg::Group* group = new osg::Group;

        group->addChild(shadowed);
        group->addChild(shadower);

        return group;
    }
}

namespace ModelThree
{
    osg::Group* createModel(osg::ArgumentParser& arguments)
    {
        osg::Group* scene = new osg::Group;

        osg::ref_ptr<osg::Geode> geode_1 = new osg::Geode;
        scene->addChild(geode_1.get());

        osg::ref_ptr<osg::Geode> geode_2 = new osg::Geode;
        osg::ref_ptr<osg::MatrixTransform> transform_2 = new 
osg::MatrixTransform;
        transform_2->addChild(geode_2.get());
        transform_2->setUpdateCallback(new 
osg::AnimationPathCallback(osg::Vec3(0, 0, 0), osg::Z_AXIS, 
osg::inDegrees(45.0f)));
        scene->addChild(transform_2.get());

        osg::ref_ptr<osg::Geode> geode_3 = new osg::Geode;
        osg::ref_ptr<osg::MatrixTransform> transform_3 = new 
osg::MatrixTransform;
        transform_3->addChild(geode_3.get());
        transform_3->setUpdateCallback(new 
osg::AnimationPathCallback(osg::Vec3(0, 0, 0), osg::Z_AXIS, 
osg::inDegrees(-22.5f)));
        scene->addChild(transform_3.get());

        const float radius = 0.8f;
        const float height = 1.0f;
        osg::ref_ptr<osg::TessellationHints> hints = new osg::TessellationHints;
        hints->setDetailRatio(2.0f);
        osg::ref_ptr<osg::ShapeDrawable> shape;

        shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 0.0f, 
-2.0f), 10, 10.0f, 0.1f), hints.get());
        shape->setColor(osg::Vec4(0.5f, 0.5f, 0.7f, 1.0f));
        geode_1->addDrawable(shape.get());

        shape = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f, 0.0f, 
0.0f), radius * 2), hints.get());
        shape->setColor(osg::Vec4(0.8f, 0.8f, 0.8f, 1.0f));
        geode_1->addDrawable(shape.get());

        shape = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(-3.0f, 0.0f, 
0.0f), radius), hints.get());
        shape->setColor(osg::Vec4(0.6f, 0.8f, 0.8f, 1.0f));
        geode_2->addDrawable(shape.get());

        shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(3.0f, 0.0f, 
0.0f), 2 * radius), hints.get());
        shape->setColor(osg::Vec4(0.4f, 0.9f, 0.3f, 1.0f));
        geode_2->addDrawable(shape.get());

        shape = new osg::ShapeDrawable(new osg::Cone(osg::Vec3(0.0f, -3.0f, 
0.0f), radius, height), hints.get());
        shape->setColor(osg::Vec4(0.2f, 0.5f, 0.7f, 1.0f));
        geode_2->addDrawable(shape.get());

        shape = new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(0.0f, 3.0f, 
0.0f), radius, height), hints.get());
        shape->setColor(osg::Vec4(1.0f, 0.3f, 0.3f, 1.0f));
        geode_2->addDrawable(shape.get());

        shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 0.0f, 
3.0f), 2.0f, 2.0f, 0.1f), hints.get());
        shape->setColor(osg::Vec4(0.8f, 0.8f, 0.4f, 1.0f));
        geode_3->addDrawable(shape.get());

        // material
        osg::ref_ptr<osg::Material> matirial = new osg::Material;
        matirial->setColorMode(osg::Material::DIFFUSE);
        matirial->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 
1));
        matirial->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 
1));
        matirial->setShininess(osg::Material::FRONT_AND_BACK, 64.0f);
        scene->getOrCreateStateSet()->setAttributeAndModes(matirial.get(), 
osg::StateAttribute::ON);

        bool withBaseTexture = true;
        while(arguments.read("--with-base-texture")) { withBaseTexture = true; }
        while(arguments.read("--no-base-texture")) { withBaseTexture = false; }

        if (withBaseTexture)
        {
            scene->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new 
osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")), osg::StateAttribute::ON);
        }

        return scene;
    }

}


osg::Node* createTestModel(osg::ArgumentParser& arguments)
{
    if (arguments.read("-1"))
    {
        return ModelOne::createModel(arguments);
    }
    else if (arguments.read("-2"))
    {
        return ModelTwo::createModel(arguments);
    }
    else /*if (arguments.read("-3"))*/
    {
        return ModelThree::createModel(arguments);
    }

}

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("--noUpdate", 
"Disable the updating the of light source.");
    arguments.getApplicationUsage()->addCommandLineOption("--base", "Add a base 
geometry to test shadows.");
    arguments.getApplicationUsage()->addCommandLineOption("--sv", "Select 
ShadowVolume implementation.");
    arguments.getApplicationUsage()->addCommandLineOption("--ssm", "Select 
SoftShadowMap implementation.");
    arguments.getApplicationUsage()->addCommandLineOption("--sm", "Select 
ShadowMap implementation.");
//    arguments.getApplicationUsage()->addCommandLineOption("--pssm", "Select 
ParallelSplitShadowMap implementation.");
    arguments.getApplicationUsage()->addCommandLineOption("--pssm", "Select 
ParallelSplitShadowMap implementation.");//ADEGLI
    arguments.getApplicationUsage()->addCommandLineOption("--mapcount", 
"ParallelSplitShadowMap texture count.");//ADEGLI
    arguments.getApplicationUsage()->addCommandLineOption("--mapres", 
"ParallelSplitShadowMap texture resolution.");//ADEGLI
    arguments.getApplicationUsage()->addCommandLineOption("--debug-color", 
"ParallelSplitShadowMap display debugging color (only the first 3 maps are 
color r=0,g=1,b=2.");//ADEGLI
    arguments.getApplicationUsage()->addCommandLineOption("--minNearSplit", 
"ParallelSplitShadowMap shadow map near offset.");//ADEGLI
    arguments.getApplicationUsage()->addCommandLineOption("--maxFarDist", 
"ParallelSplitShadowMap max far distance to shadow.");//ADEGLI
    arguments.getApplicationUsage()->addCommandLineOption("--moveVCamFactor", 
"ParallelSplitShadowMap move the virtual frustum behind the real camera, (also 
back ground object can cast shadow).");//ADEGLI
    arguments.getApplicationUsage()->addCommandLineOption("--NVidia", 
"ParallelSplitShadowMap set default PolygonOffset for NVidia.");//ADEGLI
    
arguments.getApplicationUsage()->addCommandLineOption("--PolyOffset-Factor", 
"ParallelSplitShadowMap set PolygonOffset factor.");//ADEGLI
    arguments.getApplicationUsage()->addCommandLineOption("--PolyOffset-Unit", 
"ParallelSplitShadowMap set PolygonOffset unit.");//ADEGLI
    arguments.getApplicationUsage()->addCommandLineOption("--CullFaceFront", 
"ParallelSplitShadowMap add a cull face: front.");//ADEGLI


    arguments.getApplicationUsage()->addCommandLineOption("-1", "Use test model 
one.");
    arguments.getApplicationUsage()->addCommandLineOption("-2", "Use test model 
two.");
    arguments.getApplicationUsage()->addCommandLineOption("-3", "Use test model 
three.");
    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.");


    // construct the viewer.
    osgViewer::Viewer viewer(arguments);

    // 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 = true;
    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() );

    // add the record camera path handler
    viewer.addEventHandler(new osgViewer::RecordCameraPathHandler);


    osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene = new 
osgShadow::ShadowedScene;

    shadowedScene->setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
    shadowedScene->setCastsShadowTraversalMask(CastsShadowTraversalMask);


    if (arguments.read("--sv"))
    {
        // hint to tell viewer to request stencil buffer when setting up windows
        osg::DisplaySettings::instance()->setMinimumNumStencilBits(8);

        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"))
    {
        int mapcount = 3;
        while (arguments.read("--mapcount", mapcount));
        osg::ref_ptr<osgShadow::ParallelSplitShadowMap> pssm = new 
osgShadow::ParallelSplitShadowMap(NULL,mapcount);

        int mapres = 1024;
        while (arguments.read("--mapres", mapres))
            pssm->setTextureResolution(mapres);

        while (arguments.read("--debug-color")) { pssm->setDebugColorOn(); }


        int minNearSplit=0;
        while (arguments.read("--minNearSplit", minNearSplit))
            if ( minNearSplit > 0 ) {
                pssm->setMinNearDistanceForSplits(minNearSplit);
                std::cout << "ParallelSplitShadowMap : 
setMinNearDistanceForSplits(" << minNearSplit <<")" << std::endl;
            }

        int maxfardist = 0;
        while (arguments.read("--maxFarDist", maxfardist))
            if ( maxfardist > 0 ) {
                pssm->setMaxFarDistance(maxfardist);
                std::cout << "ParallelSplitShadowMap : setMaxFarDistance(" << 
maxfardist<<")" << std::endl;
            }

        int moveVCamFactor = 0;
        while (arguments.read("--moveVCamFactor", moveVCamFactor))
            if ( maxfardist > 0 ) {
                pssm->setMoveVCamBehindRCamFactor(moveVCamFactor);
                std::cout << "ParallelSplitShadowMap : 
setMoveVCamBehindRCamFactor(" << moveVCamFactor<<")" << std::endl;
            }


        double polyoffsetfactor = -0.02;
        double polyoffsetunit = 1.0;
        while (arguments.read("--PolyOffset-Factor", polyoffsetfactor));
        while (arguments.read("--PolyOffset-Unit", polyoffsetunit));
        pssm->setPolygonOffset(osg::Vec2(polyoffsetfactor,polyoffsetunit)); 
//ATI Radeon

        if (arguments.read("--NVidia")){
            //pssm->setPolygonOffset(osg::Vec2(-0.02,1.0)); //ATI Radeon
            pssm->setPolygonOffset(osg::Vec2(10.0f,20.0f)); //NVidia
        }

        if ( arguments.read("--CullFaceFront") ) {
            pssm->forceFrontCullFace();
        }

        shadowedScene->setShadowTechnique(pssm.get());
    }
    else if (arguments.read("--ssm"))
    {
        osg::ref_ptr<osgShadow::SoftShadowMap> sm = new 
osgShadow::SoftShadowMap;
        shadowedScene->setShadowTechnique(sm.get());
    }
    else /* if (arguments.read("--sm")) */
    {
        osg::ref_ptr<osgShadow::ShadowMap> sm = new osgShadow::ShadowMap;
        shadowedScene->setShadowTechnique(sm.get());

        int mapres = 1024;
        while (arguments.read("--mapres", mapres))
            sm->setTextureSize(osg::Vec2s(mapres,mapres));
   }

    osg::ref_ptr<osg::Node> model = osgDB::readNodeFiles(arguments);
    if (model.valid())
    {
        model->setNodeMask(CastsShadowTraversalMask | 
ReceivesShadowTraversalMask);
    }
    else
    {
        model = createTestModel(arguments);
    }

    // RdV osg::Fog test
    osg::ref_ptr<osg::Fog> fog = new osg::Fog;
    fog->setStart(25.0);
    fog->setEnd(200.0);
    fog->setDensity(0.01);
    fog->setColor(osg::Vec4(0.5, 0.5, 0.5, 1.0));
    fog->setMode(osg::Fog::EXP);
    // Add fog to the model
    model->getOrCreateStateSet()->setAttributeAndModes(fog.get());
    // end RdV osg::Fog test

    // 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()*2.0f  ,1.0f);
    }
    else
    {
        lightpos.set(0.5f,0.25f,0.8f,0.0f);
    }


    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->getReceivesShadowTraversalMask());

        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);

    bool spotlight = false;
    if (arguments.read("--spotLight"))
    {
        spotlight = true;

        osg::Vec3 center = bb.center();
        osg::Vec3 lightdir = center - osg::Vec3(lightpos.x(), lightpos.y(), 
lightpos.z());
        lightdir.normalize();
        ls->getLight()->setDirection(lightdir);
        ls->getLight()->setSpotCutoff(25.0f);

        //set the LightSource, only for checking, there is only 1 light in the 
scene
        
dynamic_cast<osgShadow::ShadowMap*>(shadowedScene->getShadowTechnique())->setLight(ls.get());
    }

    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());

    viewer.setSceneData(shadowedScene.get());

    // create the windows and run the threads.
    viewer.realize();

    // it is done after viewer.realize() so that the windows are already 
initialized
    if ( arguments.read("--debugHUD"))
    {
        osgViewer::Viewer::Windows windows;
        viewer.getWindows(windows);

        if (windows.empty()) return 1;

        osgShadow::ShadowMap* sm = 
dynamic_cast<osgShadow::ShadowMap*>(shadowedScene->getShadowTechnique());
        osg::ref_ptr<osg::Camera> hudCamera = sm->makeDebugHUD();

        // set up cameras to rendering on the first window available.
        hudCamera->setGraphicsContext(windows[0]);
        hudCamera->setViewport(0,0,windows[0]->getTraits()->width, 
windows[0]->getTraits()->height);

        viewer.addSlave(hudCamera.get(), false);
    }


    // 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()*3.0f  ,1.0f);
            }
            else
            {
                lightpos.set(sinf(t),cosf(t),1.0f,0.0f);
            }
            ls->getLight()->setPosition(lightpos);

            osg::Vec3f lightDir(-lightpos.x(),-lightpos.y(),-lightpos.z());
            if(spotlight)
                lightDir =  osg::Vec3(bb.center().x()+sinf(t)*bb.radius()/2.0, 
bb.center().y() + cosf(t)*bb.radius()/2.0, bb.center().z())
                - osg::Vec3(lightpos.x(), lightpos.y(), lightpos.z()) ;
            lightDir.normalize();
            ls->getLight()->setDirection(lightDir);
        }

        viewer.frame();
    }

    return 0;
}
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to