Hi, I got the depth data from reflected objects. I needed to render the depth buffer to texture. Follows my update code:
C++ code: Code: // OSG includes #include <osgViewer/Viewer> #include <osg/Texture> #include <osg/TexGen> #include <osg/Geode> #include <osg/ShapeDrawable> #include <osg/TextureCubeMap> #include <osg/TexMat> #include <osg/MatrixTransform> #include <osg/PositionAttitudeTransform> #include <osg/Camera> #include <osg/TexGenNode> #include <osgDB/FileUtils> // C++ includes #include <iostream> #define SHADER_PATH_FRAG "normal_depth_map/shaders/normalDepthMap.frag" #define SHADER_PATH_VERT "normal_depth_map/shaders/normalDepthMap.vert" #define BOOST_TEST_MODULE "DynamicCubeMap_test" using namespace osg; unsigned int numTextures = 6; enum TextureUnitTypes { TEXTURE_UNIT_DIFFUSE, TEXTURE_UNIT_NORMAL, TEXTURE_UNIT_CUBEMAP }; osg::ref_ptr<osg::Group> _create_scene() { osg::ref_ptr<osg::Group> scene = new osg::Group; osg::ref_ptr<osg::Geode> geode = new osg::Geode; scene->addChild(geode.get()); const float radius = 0.8f; const float height = 1.0f; osg::ref_ptr<osg::ShapeDrawable> shape; // sphere shape = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(-3.0f, 0.0f, 0.0f), radius)); shape->setColor(osg::Vec4(0.6f, 0.8f, 0.8f, 1.0f)); geode->addDrawable(shape.get()); // box shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(3.0f, 0.0f, 0.0f), 2 * radius)); shape->setColor(osg::Vec4(0.4f, 0.9f, 0.3f, 1.0f)); geode->addDrawable(shape.get()); // cone shape = new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(0.0f, 0.0f, -3.0f), radius, height)); shape->setColor(osg::Vec4(1.0f, 0.3f, 0.3f, 1.0f)); geode->addDrawable(shape.get()); // cylinder shape = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 0.0f, 3.0f), 2* radius)); shape->setColor(osg::Vec4(0.8f, 0.8f, 0.4f, 1.0f)); geode->addDrawable(shape.get()); return scene; } osg::NodePath createReflector() { Geode* node = new Geode; const float radius = 0.8f; ref_ptr<TessellationHints> hints = new TessellationHints; hints->setDetailRatio(2.0f); ShapeDrawable* shape = new ShapeDrawable(new Sphere(Vec3(0.0f, 0.0f, 0.0f), radius * 1.5f), hints.get()); shape->setColor(Vec4(0.8f, 0.8f, 0.8f, 1.0f)); node->addDrawable(shape); osg::NodePath nodeList; nodeList.push_back(node); return nodeList; } class UpdateCameraAndTexGenCallback : public osg::NodeCallback { public: typedef std::vector< osg::ref_ptr<osg::Camera> > CameraList; UpdateCameraAndTexGenCallback(osg::NodePath& reflectorNodePath, CameraList& Cameras): _reflectorNodePath(reflectorNodePath), _Cameras(Cameras) { } virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { // first update subgraph to make sure objects are all moved into position traverse(node,nv); // compute the position of the center of the reflector subgraph osg::Matrixd worldToLocal = osg::computeWorldToLocal(_reflectorNodePath); osg::BoundingSphere bs = _reflectorNodePath.back()->getBound(); osg::Vec3 position = bs.center(); typedef std::pair<osg::Vec3, osg::Vec3> ImageData; const ImageData id[] = { ImageData( osg::Vec3( 1, 0, 0), osg::Vec3( 0, -1, 0) ), // +X ImageData( osg::Vec3(-1, 0, 0), osg::Vec3( 0, -1, 0) ), // -X ImageData( osg::Vec3( 0, 1, 0), osg::Vec3( 0, 0, 1) ), // +Y ImageData( osg::Vec3( 0, -1, 0), osg::Vec3( 0, 0, -1) ), // -Y ImageData( osg::Vec3( 0, 0, 1), osg::Vec3( 0, -1, 0) ), // +Z ImageData( osg::Vec3( 0, 0, -1), osg::Vec3( 0, -1, 0) ) // -Z }; for(unsigned int i = 0; i < 6 && i < _Cameras.size(); ++i) { osg::Matrix localOffset; localOffset.makeLookAt(position,position+id[i].first,id[i].second); osg::Matrix viewMatrix = worldToLocal*localOffset; _Cameras[i]->setReferenceFrame(osg::Camera::ABSOLUTE_RF); _Cameras[i]->setProjectionMatrixAsFrustum(-1.0,1.0,-1.0,1.0,1.0,10000.0); _Cameras[i]->setViewMatrix(viewMatrix); } } protected: virtual ~UpdateCameraAndTexGenCallback() {} osg::NodePath _reflectorNodePath; CameraList _Cameras; }; class TexMatCullCallback : public osg::NodeCallback { public: TexMatCullCallback(osg::TexMat* texmat): _texmat(texmat) { } virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { // first update subgraph to make sure objects are all moved into position traverse(node,nv); osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv); if (cv) { osg::Quat q = osg::Matrix::inverse(*cv->getModelViewMatrix()).getRotate(); float yaw2 = asin(-2.0f*(q.x()*q.z() - q.w()*q.y())); osg::Matrixd mxY; mxY.makeRotate(yaw2,osg::Vec3(0,0,1)); osg::Matrixd mx = mxY; _texmat->setMatrix(mx); } } protected: osg::ref_ptr<TexMat> _texmat; }; class UpdateCameraPosUniformCallback : public osg::Uniform::Callback { public: UpdateCameraPosUniformCallback(osg::Camera* camera) : mCamera(camera) { } virtual void operator () (osg::Uniform* u, osg::NodeVisitor*) { osg::Vec3 eye; osg::Vec3 center; osg::Vec3 up; mCamera->getViewMatrixAsLookAt(eye,center,up); u->set(eye); } protected: osg::Camera* mCamera; }; osg::Group* createShadowedScene(osg::Node* reflectedSubgraph, osg::NodePath reflectorNodePath, unsigned int unit, const osg::Vec4& clearColor, unsigned tex_width, unsigned tex_height, osg::Camera::RenderTargetImplementation renderImplementation, osg::Camera* camera = 0) { osg::Group* group = new osg::Group; osg::TextureCubeMap* texture = new osg::TextureCubeMap; texture->setTextureSize(tex_width, tex_height); texture->setInternalFormat(GL_DEPTH_COMPONENT); texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); texture->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE); texture->setFilter(osg::TextureCubeMap::MIN_FILTER,osg::TextureCubeMap::LINEAR); texture->setFilter(osg::TextureCubeMap::MAG_FILTER,osg::TextureCubeMap::LINEAR); // set up the render to texture cameras. UpdateCameraAndTexGenCallback::CameraList Cameras; for(unsigned int i = 0; i < 6; ++i) { // create the camera osg::Camera* camera = new osg::Camera; camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); camera->setClearColor(clearColor); // 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(renderImplementation); // attach the texture and use it as the color buffer. camera->attach(osg::Camera::DEPTH_BUFFER, texture, 0, i); // add subgraph to render camera->addChild(reflectedSubgraph); group->addChild(camera); Cameras.push_back(camera); } // create the texgen node to project the tex coords onto the subgraph osg::TexGenNode* texgenNode = new osg::TexGenNode; texgenNode->getTexGen()->setMode(osg::TexGen::REFLECTION_MAP); texgenNode->setTextureUnit(unit); group->addChild(texgenNode); // set the reflected subgraph so that it uses the texture and tex gen settings. osg::Node* reflectorNode = reflectorNodePath.front(); { group->addChild(reflectorNode); osg::StateSet* stateset = reflectorNode->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(unit,texture,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); stateset->setTextureMode(unit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); stateset->setTextureMode(unit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); stateset->setTextureMode(unit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); stateset->setTextureMode(unit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); osg::TexMat* texmat = new osg::TexMat; stateset->setTextureAttributeAndModes(unit,texmat,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); reflectorNode->setCullCallback(new TexMatCullCallback(texmat)); } osg::StateSet* ss = reflectorNode->getOrCreateStateSet(); ss->setTextureAttributeAndModes(unit,texture,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); osg::Program* program = new osg::Program; osg::ref_ptr<osg::Shader> shaderVertex = osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile(SHADER_PATH_VERT)); osg::ref_ptr<osg::Shader> shaderFragment = osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile(SHADER_PATH_FRAG)); program->addShader(shaderFragment); program->addShader(shaderVertex); ss->setAttributeAndModes( program, osg::StateAttribute::ON ); ss->addUniform( new osg::Uniform("cubeMap", unit) ); osg::Uniform* u = new osg::Uniform("cameraPos",osg::Vec3()); u->setUpdateCallback( new UpdateCameraPosUniformCallback( camera ) ); ss->addUniform( u ); // add the reflector scene to draw just as normal group->addChild(reflectedSubgraph); // set an update callback to keep moving the camera and tex gen in the right direction. group->setUpdateCallback(new UpdateCameraAndTexGenCallback(reflectorNodePath, Cameras)); return group; } int main() { // construct the viewer. osgViewer::Viewer viewer; unsigned tex_width = 256; unsigned tex_height = 256; osg::Camera::RenderTargetImplementation renderImplementation = osg::Camera::FRAME_BUFFER_OBJECT; osg::ref_ptr<osg::Group> scene = new osg::Group; osg::ref_ptr<osg::Group> reflectedSubgraph = _create_scene(); if (!reflectedSubgraph.valid()) exit(0); osg::ref_ptr<osg::Group> reflectedScene = createShadowedScene( reflectedSubgraph.get(), createReflector(), TEXTURE_UNIT_CUBEMAP, viewer.getCamera()->getClearColor(), tex_width, tex_height, renderImplementation, viewer.getCamera()); scene->addChild(reflectedScene.get()); viewer.setSceneData(scene.get()); viewer.setUpViewInWindow(0,0,600,600); viewer.run(); return 0; } Vertex Shader: Code: #version 130 uniform mat4 osg_ViewMatrixInverse; uniform vec3 cameraPos; void main() { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; mat4 ModelWorld4x4 = osg_ViewMatrixInverse * gl_ModelViewMatrix; mat3 ModelWorld3x3 = mat3( ModelWorld4x4 ); vec4 WorldPos = ModelWorld4x4 * gl_Vertex; vec3 N = normalize( ModelWorld3x3 * gl_Normal ); vec3 E = normalize( WorldPos.xyz - cameraPos.xyz ); gl_TexCoord[1].xyz = reflect( E, N ); } Fragment Shader: Code: #version 130 uniform samplerCube cubeMap; uniform sampler2D colorMap; const float reflect_factor = 0.5; void main (void) { vec3 base_color = texture2D(colorMap, gl_TexCoord[0].xy).rgb; vec3 cube_color = textureCube(cubeMap, gl_TexCoord[1].xyz).rgb; gl_FragColor = vec4( mix(cube_color, base_color, reflect_factor).rgb, 1.0); } ... Thank you! Cheers, Rômulo ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72613#72613 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org