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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