Hi Robert, I'm working now on integrating the new osgViewer and osg 2.x into the simulator of our company, and as a result I am moving to using osgShadow::ShadowMap in place of the old code that I refactored to use with osg 1.2, before the first iterations of the NodeKit.
I will extend the osg class to integrate with the company's physics and viewer, and I am trying to keep to a minimum the overlap between the osg code and the derived class. Therefore there are a couple of things that seem simpler to change or add-in to osgShadow::ShadowMap, and this way the class gets some additions, if they are warranted. As an example I added functions to get/set a Vec2 for the x/y size of the depth texture used. (I attached the changed files) There are three other points that I will need to work with: 1. updating the camera & TexGen during cull() One part here is to change the way the light is selected, one option is to keep a reference to the intended osg::Light, the current code will use the last light in the list of the RenderStage. Another is to set a different ways to update, the current way is to use the bounding box of the entire scene. Another style that I found useful is to use a given reference point and radius, for example so that the shadows can follow a vehicle without losing resolution as it moves about a terrain, or use the parameters of a given SpotLight. I see that ShadowTechnique defines ShadowTechnique::CameraCullCallback, but I did not see if it is ever used, is it intended for this kind of usage ? Then what would be the best way of using it ? 2. custom GLSL shaders Need to be able to set / get custom programs for rendering the scene. I can see this done by either passing an std::string for vertex/fragment shaders, or by passing osg::Shader/Program. 3. Uniform variables for controlling rendering I suggest to have a set of standard uniforms ( a standard name like for the other ones used by osg ) to help with implementation of custom shaders. The values that are immediately needed are baseTexture, shadowTexture, ambientBias, and the texture unit used for shadowing coordinates, to access the appropriate gl_TexCoord[]. When using the nodekit on complex scenes with multiple lights, that can be enabled/disabled at run-time, I found that I needed to also use a uniform to disable shadow application when the shadow casting light is turned off, this can also be used on a per-object basis to turn off application of shadows on some parts of the scene. The GL number of the shadow-casting light is another important value when a different light is used to cast shadows. I'm eager to get your opinion on this. Cheers Mihai Radu
/* -*-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; ////////////////////////////////////////////////////////////////// // fragment shader // static const char fragmentShaderSource_noBaseTexture[] = "uniform sampler2DShadow shadowTexture; \n" "uniform vec2 ambientBias; \n" "\n" "void main(void) \n" "{ \n" " gl_FragColor = gl_Color * (ambientBias.x + shadow2DProj( shadowTexture, gl_TexCoord[0] ) * ambientBias.y); \n" "}\n"; ////////////////////////////////////////////////////////////////// // fragment shader // static const char fragmentShaderSource_withBaseTexture[] = "uniform sampler2D baseTexture; \n" "uniform sampler2DShadow shadowTexture; \n" "uniform vec2 ambientBias; \n" "\n" "void main(void) \n" "{ \n" " vec4 color = gl_Color * texture2D( baseTexture, gl_TexCoord[0].xy ); \n" " gl_FragColor = color * (ambientBias.x + shadow2DProj( shadowTexture, gl_TexCoord[1] ) * ambientBias.y); \n" "}\n"; ShadowMap::ShadowMap(): _textureUnit(1), _ambientBias(0.3f,1.2f), _textureSize(1024,1024) { } ShadowMap::ShadowMap(const ShadowMap& copy, const osg::CopyOp& copyop): ShadowTechnique(copy,copyop), _textureUnit(copy._textureUnit), _ambientBias(copy._ambientBias), _textureSize(copy._textureSize) { } void ShadowMap::setTextureUnit(unsigned int unit) { _textureUnit = unit; } void ShadowMap::setAmbientBias(const osg::Vec2& ambientBias) { _ambientBias = ambientBias; } void ShadowMap::setTextureSize(const osg::Vec2& textureSize) { if(_textureSize != textureSize) { _textureSize = textureSize; dirty(); } } void ShadowMap::init() { if (!_shadowedScene) return; unsigned int tex_width = _textureSize.x(); unsigned int tex_height = _textureSize.y(); _texture = new osg::Texture2D; _texture->setTextureSize(tex_width, tex_height); _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); // set up the render to texture camera. { // create the camera _camera = new osg::Camera; _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,tex_width,tex_height); // 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(); float factor = 0.0f; float units = 1.0f; 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); 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); } { _stateset = new osg::StateSet; _stateset->setTextureAttributeAndModes(_textureUnit,_texture.get(),osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); _stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON); _stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON); _stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON); _stateset->setTextureMode(_textureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON); _texgen = new osg::TexGen; #if 1 osg::Program* program = new osg::Program; _stateset->setAttribute(program); if (_textureUnit==0) { osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture); program->addShader(fragment_shader); osg::Uniform* shadowTextureSampler = new osg::Uniform("shadowTexture",(int)_textureUnit); _stateset->addUniform(shadowTextureSampler); } else { osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture); program->addShader(fragment_shader); osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0); _stateset->addUniform(baseTextureSampler); osg::Uniform* shadowTextureSampler = new osg::Uniform("shadowTexture",(int)_textureUnit); _stateset->addUniform(shadowTextureSampler); } osg::Uniform* ambientBias = new osg::Uniform("ambientBias",_ambientBias); _stateset->addUniform(ambientBias); #endif } _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 { cv.pushStateSet(_stateset.get()); _shadowedScene->osg::Group::traverse(cv); cv.popStateSet(); } // 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; 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) { osg::RefMatrix* matrix = itr->second.get(); if (matrix) lightpos = light->getPosition() * (*matrix); else lightpos = light->getPosition(); selectLight = light; } } osg::Matrix eyeToWorld; eyeToWorld.invert(*cv.getModelViewMatrix()); lightpos = lightpos * eyeToWorld; if (selectLight) { // 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) { 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->setReferenceFrame(osg::Camera::ABSOLUTE_RF); _camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar); _camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f)); // 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->setMode(osg::TexGen::EYE_LINEAR); _texgen->setPlanesFromMatrix(MVPT); } else { // 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 = lightDir * bb.radius() * 20; 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->setReferenceFrame(osg::Camera::ABSOLUTE_RF); _camera->setProjectionMatrixAsOrtho(-right, right, -top, top, znear, zfar); _camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f)); // 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->setMode(osg::TexGen::EYE_LINEAR); _texgen->setPlanesFromMatrix(MVPT); } cv.setTraversalMask( traversalMask & getShadowedScene()->getCastsShadowTraversalMask() ); // do RTT camera traversal _camera->accept(cv); orig_rs->getPositionalStateContainer()->addPositionedTextureAttribute(_textureUnit, cv.getModelViewMatrix(), _texgen.get()); } // reapply the original traversal mask cv.setTraversalMask( traversalMask ); } void ShadowMap::cleanSceneGraph() { }
/* -*-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. */ #ifndef OSGSHADOW_SHADOWEMAP #define OSGSHADOW_SHADOWEMAP 1 #include <osg/Camera> #include <osg/Material> #include <osgShadow/ShadowTechnique> namespace osgShadow { /** ShadowedTexture provides an implementation of shadow textures.*/ class OSGSHADOW_EXPORT ShadowMap : public ShadowTechnique { public : ShadowMap(); ShadowMap(const ShadowMap& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); META_Object(osgShadow, ShadowMap); /** Set the texture unit that the shadow texture will be applied on.*/ void setTextureUnit(unsigned int unit); /** Get the texture unit that the shadow texture will be applied on.*/ unsigned int getTextureUnit() const { return _textureUnit; } /** Set the values for the ambient bias the shader will use.*/ void setAmbientBias(const osg::Vec2& ambientBias ); /** Get the values that are used for the ambient bias in the shader.*/ const osg::Vec2& getAmbientBias() const { return _ambientBias; } /** Set the values for the texture size, default at constructions 1024x1024.*/ void setTextureSize(const osg::Vec2& textureSize ); /** Get the values that are used for the depth texture size.*/ const osg::Vec2& getTextureSize() const { return _textureSize; } /** initialize the ShadowedScene and local cached data structures.*/ virtual void init(); /** run the update traversal of the ShadowedScene and update any loca chached data structures.*/ virtual void update(osg::NodeVisitor& nv); /** run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique.*/ virtual void cull(osgUtil::CullVisitor& cv); /** Clean scene graph from any shadow technique specific nodes, state and drawables.*/ virtual void cleanSceneGraph(); protected : virtual ~ShadowMap() {} osg::ref_ptr<osg::Camera> _camera; osg::ref_ptr<osg::TexGen> _texgen; osg::ref_ptr<osg::Texture2D> _texture; osg::ref_ptr<osg::StateSet> _stateset; unsigned int _textureUnit; osg::Vec2 _ambientBias; osg::Vec2 _textureSize; }; } #endif
signature.asc
Description: OpenPGP digital signature
_______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org