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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