Hi,
I already notice this problem for my usage i fixed it (for the osg 2.6). Check in the file as attachement for USE_RECEIVER_MASK I recommand you to search in the mailing because we already talk about that before, and it could give you more informations.


Cheers,
Cedric


Jean-Sébastien Guay wrote:
Hi Roger,

I would like to render a scene that has some nodes in it that should not receive a shadow, and also some nodes that should neither cast nor receive a shadow but still be rendered.

Not that I want to curb your enthusiasm to fix a percieved problem, but there are ways to achieve what you want without changing the shadow technique code.

(Note that I will only speak from experience with osgShadow::ShadowMap and the new ViewDependentShadow techniques - the others I know less about but it might be similar)

First of all, ShadowMap and the new ViewDependentShadow classes (LightSpacePerspectiveShadowMap being the one you probably want) will honor the castsShadow traversal mask. So if you flag a node like so:

unsigned int castsShadow = shadowedScene->getCastsShadowTraversalMask();
node->setNodeMask(node->getNodeMask() & ~castsShadow);

it will not cast shadows (and its volume will not be considered when calculating the shadow casting volume, which is good for reducing shadow aliasing in the case of ShadowMap).

Second, no shadow technique right now honors the receivesShadow traversal mask. But you can work around this by putting the node you don't want to receive shadows outside the shadowedScene in your scene graph. So for example, your actual scene root would be an ordinary osg::Group, which would have as children all the nodes you don't want to receive shadows, and also the ShadowedScene under which all nodes will receive shadows.

You can also add control for receiving shadows in your shadow shader. Both ShadowMap and LightSpacePerspectiveShadowMap allow you to replace the shaders by ones you would write yourself. In my case, I have a single shader pair (vertex + fragment) for the whole scene, where I have a uniform that controls if the object is shadowed (so if this uniform is false, no shadow map lookup will be performed for the current vertex/fragment). Then I just set that uniform to the desired value on the nodes. This might slow down your rendering a bit, but it gives you better control over shadow application in your scene.

So with those suggestions I think you can get the result you want. If not, perhaps I've misunderstood what you were trying to accomplish.

Hope this helps,

J-S

--
+33 (0) 6 63 20 03 56  Cedric Pinson mailto:[EMAIL PROTECTED] 
http://www.plopbyte.net


/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
*/

#include <osgShadow/ShadowMap>
#include <osgShadow/ShadowedScene>
#include <osg/Notify>
#include <osg/ComputeBoundsVisitor>
#include <osg/PolygonOffset>
#include <osg/CullFace>
#include <osg/io_utils>

using namespace osgShadow;

#include <iostream>
//for debug
#include <osg/LightSource>
#include <osg/PolygonMode>
#include <osg/Geometry>
#include <osgDB/ReadFile>
#include <osgText/Text>

#define IMPROVE_TEXGEN_PRECISION 1

//////////////////////////////////////////////////////////////////
// fragment shader
//
static const char fragmentShaderSource_noBaseTexture[] = 
    "uniform sampler2DShadow osgShadow_shadowTexture; \n"
    "uniform vec2 osgShadow_ambientBias; \n"
    "\n"
    "void main(void) \n"
    "{ \n"
    "    gl_FragColor = gl_Color * (osgShadow_ambientBias.x + shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[0] ) * osgShadow_ambientBias.y); \n"
    "}\n";

//////////////////////////////////////////////////////////////////
// fragment shader
//
static const char fragmentShaderSource_withBaseTexture[] = 
    "uniform sampler2D osgShadow_baseTexture; \n"
    "uniform sampler2DShadow osgShadow_shadowTexture; \n"
    "uniform vec2 osgShadow_ambientBias; \n"
    "\n"
    "void main(void) \n"
    "{ \n"
    "    vec4 color = gl_Color * texture2D( osgShadow_baseTexture, gl_TexCoord[0].xy ); \n"
    "    gl_FragColor = color * (osgShadow_ambientBias.x + shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[1] ) * osgShadow_ambientBias.y); \n"
    "}\n";

//////////////////////////////////////////////////////////////////
// fragment shader
//
static const char fragmentShaderSource_debugHUD_texcoord[] =
    "uniform sampler2D osgShadow_shadowTexture; \n"
    " \n"
    "void main(void) \n"
    "{ \n"
    "   vec4 texCoord = gl_TexCoord[1].xyzw; \n"
    "   float value = texCoord.z / texCoord.w; \n"
    "   gl_FragColor = vec4( value, value, value, 1.0 ); \n"
    "} \n";

static const char fragmentShaderSource_debugHUD[] =
    "uniform sampler2D osgShadow_shadowTexture; \n"
    " \n"
    "void main(void) \n"
    "{ \n"
    "   vec4 texResult = texture2D(osgShadow_shadowTexture, gl_TexCoord[0].st ); \n"
    "   float value = texResult.r; \n"
    "   gl_FragColor = vec4( value, value, value, 0.8 ); \n"
    "} \n";

ShadowMap::ShadowMap():
    _baseTextureUnit(0),
    _shadowTextureUnit(1),
    _ambientBias(0.5f,0.5f),
    _textureSize(1024,1024),
    _polyOffset(1.0,1.0)
{
}

ShadowMap::ShadowMap(const ShadowMap& copy, const osg::CopyOp& copyop):
ShadowTechnique(copy,copyop),
    _baseTextureUnit(copy._baseTextureUnit),
    _shadowTextureUnit(copy._shadowTextureUnit),
    _ambientBias(copy._ambientBias),
    _textureSize(copy._textureSize)
{
}

void ShadowMap::setTextureUnit(unsigned int unit)
{
    _shadowTextureUnit = unit;
}

void ShadowMap::setPolygonOffset(const osg::Vec2& polyOffset)
{
    _polyOffset = polyOffset;
}

void ShadowMap::setAmbientBias(const osg::Vec2& ambientBias)
{
    _ambientBias = ambientBias;
    if (_ambientBiasUniform.valid()) _ambientBiasUniform->set(_ambientBias);
}

void ShadowMap::setTextureSize(const osg::Vec2s& textureSize)
{
    _textureSize = textureSize;
    dirty();
}

void ShadowMap::setLight(osg::Light* light)
{
    _light = light;
}


void ShadowMap::setLight(osg::LightSource* ls)
{
    _ls = ls;
    _light = _ls->getLight();
}

void ShadowMap::createUniforms()
{
    _uniformList.clear();

    osg::Uniform* baseTextureSampler = new osg::Uniform("osgShadow_baseTexture",(int)_baseTextureUnit);
    _uniformList.push_back(baseTextureSampler);

    osg::Uniform* shadowTextureSampler = new osg::Uniform("osgShadow_shadowTexture",(int)_shadowTextureUnit);
    _uniformList.push_back(shadowTextureSampler);

    _ambientBiasUniform = new osg::Uniform("osgShadow_ambientBias",_ambientBias);
    _uniformList.push_back(_ambientBiasUniform.get());

}

void ShadowMap::createShaders()
{
    // if we are not given shaders, use the default
    if( _shaderList.empty() )
    {
        if (_shadowTextureUnit==0)
        {
            osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture);
            _shaderList.push_back(fragment_shader);
        }
        else
        {
            osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture);
            _shaderList.push_back(fragment_shader);

        }
    }
}

void ShadowMap::init()
{
    if (!_shadowedScene) return;

    _texture = new osg::Texture2D;
    _texture->setTextureSize(_textureSize.x(), _textureSize.y());
    _texture->setInternalFormat(GL_DEPTH_COMPONENT);
    _texture->setShadowComparison(true);
    _texture->setShadowTextureMode(osg::Texture2D::LUMINANCE);
    _texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
    _texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);

    // the shadow comparison should fail if object is outside the texture
    _texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
    _texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
    _texture->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));

    // set up the render to texture camera.
    {
        // create the camera
        _camera = new osg::Camera;

        _camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT);

        _camera->setCullCallback(new CameraCullCallback(this));

        _camera->setClearMask(GL_DEPTH_BUFFER_BIT);
        //_camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
        _camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
        _camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);

        // set viewport
        _camera->setViewport(0,0,_textureSize.x(),_textureSize.y());

        // set the camera to render before the main camera.
        _camera->setRenderOrder(osg::Camera::PRE_RENDER);

        // tell the camera to use OpenGL frame buffer object where supported.
        _camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
        //_camera->setRenderTargetImplementation(osg::Camera::SEPERATE_WINDOW);

        // attach the texture and use it as the color buffer.
        _camera->attach(osg::Camera::DEPTH_BUFFER, _texture.get());

        osg::StateSet* stateset = _camera->getOrCreateStateSet();


#if 1
        // cull front faces so that only backfaces contribute to depth map
        

        osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
        cull_face->setMode(osg::CullFace::FRONT);
        stateset->setAttribute(cull_face.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
        stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);

        // negative polygonoffset - move the backface nearer to the eye point so that backfaces
        // shadow themselves
        float factor = -_polyOffset[0];
        float units =  -_polyOffset[1];

        osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
        polygon_offset->setFactor(factor);
        polygon_offset->setUnits(units);
        stateset->setAttribute(polygon_offset.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
        stateset->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
#else
        // disabling cull faces so that only front and backfaces contribute to depth map
        stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);

        // negative polygonoffset - move the backface nearer to the eye point
        // so that front faces do not shadow themselves.
        float factor = _polyOffset[0];
        float units =  _polyOffset[1];

        osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
        polygon_offset->setFactor(factor);
        polygon_offset->setUnits(units);
        stateset->setAttribute(polygon_offset.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
        stateset->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
#endif
    }

    {
        _stateset = new osg::StateSet;        
        _stateset->setTextureAttributeAndModes(_shadowTextureUnit,_texture.get(),osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
        _stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
        _stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
        _stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
        _stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);

        _texgen = new osg::TexGen;

        // add Program, when empty of Shaders then we are using fixed functionality
        _program = new osg::Program;
        _stateset->setAttribute(_program.get());

        // create default shaders if needed
        createShaders();

        // add the shader list to the program
        for(ShaderList::const_iterator itr=_shaderList.begin();
            itr!=_shaderList.end();
            ++itr)
        {
            _program->addShader(itr->get());
        }

        // create own uniforms
        createUniforms();

        // add the uniform list to the stateset
        for(UniformList::const_iterator itr=_uniformList.begin();
            itr!=_uniformList.end();
            ++itr)
        {
            _stateset->addUniform(itr->get());
        }

        {
            // fake texture for baseTexture, add a fake texture
            // we support by default at least one texture layer
            // without this fake texture we can not support
            // textured and not textured scene

            // TODO: at the moment the PSSM supports just one texture layer in the GLSL shader, multitexture are
            //       not yet supported !

            osg::Image* image = new osg::Image;
            // allocate the image data, noPixels x 1 x 1 with 4 rgba floats - equivilant to a Vec4!
            int noPixels = 1;
            image->allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT);
            image->setInternalTextureFormat(GL_RGBA);
            // fill in the image data.
            osg::Vec4* dataPtr = (osg::Vec4*)image->data();
            osg::Vec4 color(1,1,1,1);
            *dataPtr = color;
            // make fake texture
            osg::Texture2D* fakeTex = new osg::Texture2D;
            fakeTex->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_EDGE);
            fakeTex->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_EDGE);
            fakeTex->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
            fakeTex->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
            fakeTex->setImage(image);
            // add fake texture
            _stateset->setTextureAttribute(_baseTextureUnit,fakeTex,osg::StateAttribute::ON);
            _stateset->setTextureMode(_baseTextureUnit,GL_TEXTURE_1D,osg::StateAttribute::OFF);
            _stateset->setTextureMode(_baseTextureUnit,GL_TEXTURE_2D,osg::StateAttribute::ON);
            _stateset->setTextureMode(_baseTextureUnit,GL_TEXTURE_3D,osg::StateAttribute::OFF);
        }
    }

    _dirty = false;
}


void ShadowMap::update(osg::NodeVisitor& nv)
{
    _shadowedScene->osg::Group::traverse(nv);
}

void ShadowMap::cull(osgUtil::CullVisitor& cv)
{
    // record the traversal mask on entry so we can reapply it later.
    unsigned int traversalMask = cv.getTraversalMask();

    osgUtil::RenderStage* orig_rs = cv.getRenderStage();

    // do traversal of shadow recieving scene which does need to be decorated by the shadow map
    {
#if 0 //USE_RECEIVER_MASK Cedric Pinson
      unsigned int receiverMask = getShadowedScene()->getReceivesShadowTraversalMask();
      cv.setTraversalMask(~receiverMask);
      _shadowedScene->osg::Group::traverse(cv);
      cv.setTraversalMask(traversalMask);

        cv.pushStateSet(_stateset.get());
        cv.setTraversalMask(receiverMask);
        _shadowedScene->osg::Group::traverse(cv);
        cv.popStateSet();
        cv.setTraversalMask(traversalMask);
#else // default path
        cv.pushStateSet(_stateset.get());
        _shadowedScene->osg::Group::traverse(cv);
        cv.popStateSet();
#endif
    }

    // need to compute view frustum for RTT camera.
    // 1) get the light position
    // 2) get the center and extents of the view frustum

    const osg::Light* selectLight = 0;
    osg::Vec4 lightpos;
    osg::Vec3 lightDir;

    //MR testing giving a specific light
    osgUtil::PositionalStateContainer::AttrMatrixList& aml = orig_rs->getPositionalStateContainer()->getAttrMatrixList();
    for(osgUtil::PositionalStateContainer::AttrMatrixList::iterator itr = aml.begin();
        itr != aml.end();
        ++itr)
    {
        const osg::Light* light = dynamic_cast<const osg::Light*>(itr->first.get());
        if (light)
        {
            if( _light.valid()) {
                if( _light.get() == light )
                    selectLight = light;
                else
                    continue;
            }
            else
                selectLight = light;

            osg::RefMatrix* matrix = itr->second.get();
            if (matrix) 
            {
                lightpos = light->getPosition() * (*matrix);
                lightDir = osg::Matrix::transform3x3( light->getDirection(), *matrix );
            }
            else 
            {
                lightpos = light->getPosition();
                lightDir = light->getDirection();
            }

        }
    }

    osg::Matrix eyeToWorld;
    eyeToWorld.invert(*cv.getModelViewMatrix());

    lightpos = lightpos * eyeToWorld;     
    lightDir = osg::Matrix::transform3x3( lightDir, eyeToWorld );
    lightDir.normalize();

    if (selectLight)
    {

        // set to ambient on light to black so that the ambient bias uniform can take it's affect
        const_cast<osg::Light*>(selectLight)->setAmbient(osg::Vec4(0.0f,0.0f,0.0f,1.0f));

        //std::cout<<"----- VxOSG::ShadowMap selectLight spot cutoff "<<selectLight->getSpotCutoff()<<std::endl;

        if(selectLight->getSpotCutoff() < 180.0f)   // spotlight, then we don't need the bounding box
        {
            osg::Vec3 position(lightpos.x(), lightpos.y(), lightpos.z());
            float spotAngle = selectLight->getSpotCutoff();
            _camera->setProjectionMatrixAsPerspective(spotAngle, 1.0, 0.1, 1000.0);
            _camera->setViewMatrixAsLookAt(position,position+lightDir,osg::Vec3(0.0f,1.0f,0.0f));
        }
        else
        {
            // get the bounds of the model.    
            osg::ComputeBoundsVisitor cbbv(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
            cbbv.setTraversalMask(getShadowedScene()->getCastsShadowTraversalMask());

            _shadowedScene->osg::Group::traverse(cbbv);

            osg::BoundingBox bb = cbbv.getBoundingBox();

            if (lightpos[3]!=0.0)   // point light
            {
                osg::Vec3 position(lightpos.x(), lightpos.y(), lightpos.z());

                float centerDistance = (position-bb.center()).length();

                float znear = centerDistance-bb.radius();
                float zfar  = centerDistance+bb.radius();
                float zNearRatio = 0.001f;
                if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;

                float top   = (bb.radius()/centerDistance)*znear;
                float right = top;

                _camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
                _camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f));
            }
            else    // directional light
            {
                // make an orthographic projection
                osg::Vec3 lightDir(lightpos.x(), lightpos.y(), lightpos.z());
                lightDir.normalize();

                // set the position far away along the light direction
                osg::Vec3 position = bb.center() + lightDir * bb.radius() * 2;

                float centerDistance = (position-bb.center()).length();

                float znear = centerDistance-bb.radius();
                float zfar  = centerDistance+bb.radius();
                float zNearRatio = 0.001f;
                if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;

                float top   = bb.radius();
                float right = top;

                _camera->setProjectionMatrixAsOrtho(-right, right, -top, top, znear, zfar);
                _camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f));
            }


        }

        cv.setTraversalMask( traversalMask & 
            getShadowedScene()->getCastsShadowTraversalMask() );

        // do RTT camera traversal
        _camera->accept(cv);

        _texgen->setMode(osg::TexGen::EYE_LINEAR);

#if IMPROVE_TEXGEN_PRECISION
        // compute the matrix which takes a vertex from local coords into tex coords
        // We actually use two matrices one used to define texgen
        // and second that will be used as modelview when appling to OpenGL
        _texgen->setPlanesFromMatrix( _camera->getProjectionMatrix() *
                                      osg::Matrix::translate(1.0,1.0,1.0) *
                                      osg::Matrix::scale(0.5f,0.5f,0.5f) );

        // Place texgen with modelview which removes big offsets (making it float friendly)
        osg::RefMatrix * refMatrix = new osg::RefMatrix
            ( _camera->getInverseViewMatrix() * *cv.getModelViewMatrix() );

        cv.getRenderStage()->getPositionalStateContainer()->
             addPositionedTextureAttribute( _shadowTextureUnit, refMatrix, _texgen.get() );
#else 
        // compute the matrix which takes a vertex from local coords into tex coords
        // will use this later to specify osg::TexGen..
        osg::Matrix MVPT = _camera->getViewMatrix() * 
               _camera->getProjectionMatrix() *
               osg::Matrix::translate(1.0,1.0,1.0) *
               osg::Matrix::scale(0.5f,0.5f,0.5f);

        _texgen->setPlanesFromMatrix(MVPT);

        orig_rs->getPositionalStateContainer()->addPositionedTextureAttribute(_shadowTextureUnit, cv.getModelViewMatrix(), _texgen.get());
#endif
    } // if(selectLight)


    // reapply the original traversal mask
    cv.setTraversalMask( traversalMask );
}

void ShadowMap::cleanSceneGraph()
{
}

///////////////////// Debug Methods

////////////////////////////////////////////////////////////////////////////////
// Callback used by debugging hud to display Shadow Map in color buffer
// OSG does not allow to use the same GL Texture Id with different glTexParams. 
// Callback simply turns shadow compare mode off via GL while rendering hud and 
// restores it afterwards. 
////////////////////////////////////////////////////////////////////////////////
class DrawableDrawWithDepthShadowComparisonOffCallback: 
    public osg::Drawable::DrawCallback
{
public:
    // 
    DrawableDrawWithDepthShadowComparisonOffCallback
        ( osg::Texture2D * texture, unsigned stage = 0 )
            : _texture( texture ), _stage( stage )
    {
    }

    virtual void drawImplementation
        ( osg::RenderInfo & ri,const osg::Drawable* drawable ) const
    {
        if( _texture.valid() ) {
            // make sure proper texture is currently applied
            ri.getState()->applyTextureAttribute( _stage, _texture.get() );

            // Turn off depth comparison mode
            glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, 
                             GL_NONE );
        }

        drawable->drawImplementation(ri);

        if( _texture.valid() ) {
            // Turn it back on
            glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, 
                             GL_COMPARE_R_TO_TEXTURE_ARB );
        }
    }

    unsigned                       _stage;
    osg::ref_ptr< osg::Texture2D > _texture;
};
////////////////////////////////////////////////////////////////////////////////
osg::ref_ptr<osg::Camera> ShadowMap::makeDebugHUD()
{
    // Make sure we attach initialized texture to HUD
    if( !_texture.valid() )    init();

    osg::ref_ptr<osg::Camera> camera = new osg::Camera;

    osg::Vec2 size(1280, 1024);
    // set the projection matrix
    camera->setProjectionMatrix(osg::Matrix::ortho2D(0,size.x(),0,size.y()));

    // set the view matrix    
    camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
    camera->setViewMatrix(osg::Matrix::identity());

    // only clear the depth buffer
    camera->setClearMask(GL_DEPTH_BUFFER_BIT);
    camera->setClearColor(osg::Vec4(0.2f, 0.3f, 0.5f, 0.2f));
    //camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);

    // draw subgraph after main camera view.
    camera->setRenderOrder(osg::Camera::POST_RENDER);

    // we don't want the camera to grab event focus from the viewers main camera(s).
    camera->setAllowEventFocus(false);

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

    osg::Vec3 position(10.0f,size.y()-100.0f,0.0f);
    osg::Vec3 delta(0.0f,-120.0f,0.0f); 
    float length = 300.0f;

    // turn the text off to avoid linking with osgText
#if 0
    std::string timesFont("fonts/arial.ttf");

    {
        osgText::Text* text = new  osgText::Text;
        geode->addDrawable( text );

        text->setFont(timesFont);
        text->setPosition(position);
        text->setText("Shadow Map HUD");

        position += delta;
    }
#endif

    osg::Vec3 widthVec(length, 0.0f, 0.0f);
    osg::Vec3 depthVec(0.0f,length, 0.0f);
    osg::Vec3 centerBase( 10.0f + length/2, size.y()-length/2, 0.0f);
    centerBase += delta;

    osg::Geometry *geometry = osg::createTexturedQuadGeometry
        ( centerBase-widthVec*0.5f-depthVec*0.5f, widthVec, depthVec );

    geode->addDrawable( geometry );

    geometry->setDrawCallback
        ( new DrawableDrawWithDepthShadowComparisonOffCallback( _texture.get() ) );

    osg::StateSet* stateset = geode->getOrCreateStateSet();

    stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
    stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
    stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

    // test with regular texture
    //stateset->setTextureAttributeAndModes(0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")));

    stateset->setTextureAttributeAndModes(0,_texture.get(),osg::StateAttribute::ON);

    //test to check the texture coordinates generated during shadow pass
#if 0
    stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
    stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
    stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
    stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);

    // create TexGen node
    osg::ref_ptr<osg::TexGenNode> texGenNode = new osg::TexGenNode;
    texGenNode->setTextureUnit(_shadowTextureUnit);
    texGenNode->setTexGen(_texgen.get());
    camera->addChild(texGenNode.get());
#endif
    //shader for correct display

    osg::ref_ptr<osg::Program> program = new osg::Program;
    stateset->setAttribute(program.get());

    osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_debugHUD);
    program->addShader(fragment_shader);

    camera->addChild(geode);

    return camera;
}

//////////////////////// End Debug Section

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