HI Raynond,
osg::Fog wraps up glFog, which is part of OpenGL's fixed function
pipeline. As soon as you enable shaders you loose fog support unless
you shaders directly include a fog shader in them.
Robert.
On Wed, Mar 19, 2008 at 2:26 PM, Raymond de Vries <[EMAIL PROTECTED]> wrote:
> 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;
> }
>
> _______________________________________________
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>
>
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