root/OpenSceneGraph/trunk/src/osgShadow/ShadowMap.cpp @ 7974

Revision 7974, 23.2 kB (checked in by robert, 7 years ago)

From Sebastian Messerschimdt, Added polygon offset controls

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1/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
2 *
3 * This library is open source and may be redistributed and/or modified under 
4 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
5 * (at your option) any later version.  The full license is in LICENSE file
6 * included with this distribution, and on the openscenegraph.org website.
7 *
8 * This library is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
11 * OpenSceneGraph Public License for more details.
12*/
13
14#include <osgShadow/ShadowMap>
15#include <osgShadow/ShadowedScene>
16#include <osg/Notify>
17#include <osg/ComputeBoundsVisitor>
18#include <osg/PolygonOffset>
19#include <osg/CullFace>
20#include <osg/io_utils>
21
22using namespace osgShadow;
23
24#include <iostream>
25//for debug
26#include <osg/LightSource>
27#include <osg/PolygonMode>
28#include <osg/Geometry>
29#include <osgDB/ReadFile>
30#include <osgText/Text>
31
32#define IMPROVE_TEXGEN_PRECISION 1
33
34//////////////////////////////////////////////////////////////////
35// fragment shader
36//
37static const char fragmentShaderSource_noBaseTexture[] =
38    "uniform sampler2DShadow osgShadow_shadowTexture; \n"
39    "uniform vec2 osgShadow_ambientBias; \n"
40    "\n"
41    "void main(void) \n"
42    "{ \n"
43    "    gl_FragColor = gl_Color * (osgShadow_ambientBias.x + shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[0] ) * osgShadow_ambientBias.y); \n"
44    "}\n";
45
46//////////////////////////////////////////////////////////////////
47// fragment shader
48//
49static const char fragmentShaderSource_withBaseTexture[] =
50    "uniform sampler2D osgShadow_baseTexture; \n"
51    "uniform sampler2DShadow osgShadow_shadowTexture; \n"
52    "uniform vec2 osgShadow_ambientBias; \n"
53    "\n"
54    "void main(void) \n"
55    "{ \n"
56    "    vec4 color = gl_Color * texture2D( osgShadow_baseTexture, gl_TexCoord[0].xy ); \n"
57    "    gl_FragColor = color * (osgShadow_ambientBias.x + shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[1] ) * osgShadow_ambientBias.y); \n"
58    "}\n";
59
60//////////////////////////////////////////////////////////////////
61// fragment shader
62//
63static const char fragmentShaderSource_debugHUD_texcoord[] =
64    "uniform sampler2D osgShadow_shadowTexture; \n"
65    " \n"
66    "void main(void) \n"
67    "{ \n"
68    "   vec4 texCoord = gl_TexCoord[1].xyzw; \n"
69    "   float value = texCoord.z / texCoord.w; \n"
70    "   gl_FragColor = vec4( value, value, value, 1.0 ); \n"
71    "} \n";
72
73static const char fragmentShaderSource_debugHUD[] =
74    "uniform sampler2D osgShadow_shadowTexture; \n"
75    " \n"
76    "void main(void) \n"
77    "{ \n"
78    "   vec4 texResult = texture2D(osgShadow_shadowTexture, gl_TexCoord[0].st ); \n"
79    "   float value = texResult.r; \n"
80    "   gl_FragColor = vec4( value, value, value, 0.8 ); \n"
81    "} \n";
82
83ShadowMap::ShadowMap():
84    _baseTextureUnit(0),
85    _shadowTextureUnit(1),
86    _ambientBias(0.5f,0.5f),
87    _textureSize(1024,1024),
88    _polyOffset(1.0,1.0)
89{
90}
91
92ShadowMap::ShadowMap(const ShadowMap& copy, const osg::CopyOp& copyop):
93ShadowTechnique(copy,copyop),
94    _baseTextureUnit(copy._baseTextureUnit),
95    _shadowTextureUnit(copy._shadowTextureUnit),
96    _ambientBias(copy._ambientBias),
97    _textureSize(copy._textureSize)
98{
99}
100
101void ShadowMap::setTextureUnit(unsigned int unit)
102{
103    _shadowTextureUnit = unit;
104}
105
106void ShadowMap::setPolygonOffset(const osg::Vec2& polyOffset)
107{
108    _polyOffset = polyOffset;
109}
110
111void ShadowMap::setAmbientBias(const osg::Vec2& ambientBias)
112{
113    _ambientBias = ambientBias;
114    if (_ambientBiasUniform.valid()) _ambientBiasUniform->set(_ambientBias);
115}
116
117void ShadowMap::setTextureSize(const osg::Vec2s& textureSize)
118{
119    _textureSize = textureSize;
120    dirty();
121}
122
123void ShadowMap::setLight(osg::Light* light)
124{
125    _light = light;
126}
127
128
129void ShadowMap::setLight(osg::LightSource* ls)
130{
131    _ls = ls;
132    _light = _ls->getLight();
133}
134
135void ShadowMap::createUniforms()
136{
137    _uniformList.clear();
138
139    osg::Uniform* baseTextureSampler = new osg::Uniform("osgShadow_baseTexture",(int)_baseTextureUnit);
140    _uniformList.push_back(baseTextureSampler);
141
142    osg::Uniform* shadowTextureSampler = new osg::Uniform("osgShadow_shadowTexture",(int)_shadowTextureUnit);
143    _uniformList.push_back(shadowTextureSampler);
144
145    _ambientBiasUniform = new osg::Uniform("osgShadow_ambientBias",_ambientBias);
146    _uniformList.push_back(_ambientBiasUniform.get());
147
148}
149
150void ShadowMap::createShaders()
151{
152    // if we are not given shaders, use the default
153    if( _shaderList.empty() )
154    {
155        if (_shadowTextureUnit==0)
156        {
157            osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture);
158            _shaderList.push_back(fragment_shader);
159        }
160        else
161        {
162            osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture);
163            _shaderList.push_back(fragment_shader);
164
165        }
166    }
167}
168
169void ShadowMap::init()
170{
171    if (!_shadowedScene) return;
172
173    _texture = new osg::Texture2D;
174    _texture->setTextureSize(_textureSize.x(), _textureSize.y());
175    _texture->setInternalFormat(GL_DEPTH_COMPONENT);
176    _texture->setShadowComparison(true);
177    _texture->setShadowTextureMode(osg::Texture2D::LUMINANCE);
178    _texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
179    _texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
180
181    // the shadow comparison should fail if object is outside the texture
182    _texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
183    _texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
184    _texture->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
185
186    // set up the render to texture camera.
187    {
188        // create the camera
189        _camera = new osg::Camera;
190
191        _camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT);
192
193        _camera->setCullCallback(new CameraCullCallback(this));
194
195        _camera->setClearMask(GL_DEPTH_BUFFER_BIT);
196        //_camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
197        _camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
198        _camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
199
200        // set viewport
201        _camera->setViewport(0,0,_textureSize.x(),_textureSize.y());
202
203        // set the camera to render before the main camera.
204        _camera->setRenderOrder(osg::Camera::PRE_RENDER);
205
206        // tell the camera to use OpenGL frame buffer object where supported.
207        _camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
208        //_camera->setRenderTargetImplementation(osg::Camera::SEPERATE_WINDOW);
209
210        // attach the texture and use it as the color buffer.
211        _camera->attach(osg::Camera::DEPTH_BUFFER, _texture.get());
212
213        osg::StateSet* stateset = _camera->getOrCreateStateSet();
214
215
216#if 1
217        // cull front faces so that only backfaces contribute to depth map
218       
219
220        osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
221        cull_face->setMode(osg::CullFace::FRONT);
222        stateset->setAttribute(cull_face.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
223        stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
224
225        // negative polygonoffset - move the backface nearer to the eye point so that backfaces
226        // shadow themselves
227        float factor = -_polyOffset[0];
228        float units =  -_polyOffset[1];
229
230        osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
231        polygon_offset->setFactor(factor);
232        polygon_offset->setUnits(units);
233        stateset->setAttribute(polygon_offset.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
234        stateset->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
235#else
236        // disabling cull faces so that only front and backfaces contribute to depth map
237        stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
238
239        // negative polygonoffset - move the backface nearer to the eye point
240        // so that front faces do not shadow themselves.
241        float factor = _polyOffset[0];
242        float units =  _polyOffset[1];
243
244        osg::ref_ptr<osg::PolygonOffset> polygon_offset = new osg::PolygonOffset;
245        polygon_offset->setFactor(factor);
246        polygon_offset->setUnits(units);
247        stateset->setAttribute(polygon_offset.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
248        stateset->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
249#endif
250    }
251
252    {
253        _stateset = new osg::StateSet;       
254        _stateset->setTextureAttributeAndModes(_shadowTextureUnit,_texture.get(),osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
255        _stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
256        _stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
257        _stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
258        _stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
259
260        _texgen = new osg::TexGen;
261
262        // add Program, when empty of Shaders then we are using fixed functionality
263        _program = new osg::Program;
264        _stateset->setAttribute(_program.get());
265
266        // create default shaders if needed
267        createShaders();
268
269        // add the shader list to the program
270        for(ShaderList::const_iterator itr=_shaderList.begin();
271            itr!=_shaderList.end();
272            ++itr)
273        {
274            _program->addShader(itr->get());
275        }
276
277        // create own uniforms
278        createUniforms();
279
280        // add the uniform list to the stateset
281        for(UniformList::const_iterator itr=_uniformList.begin();
282            itr!=_uniformList.end();
283            ++itr)
284        {
285            _stateset->addUniform(itr->get());
286        }
287
288        {
289            // fake texture for baseTexture, add a fake texture
290            // we support by default at least one texture layer
291            // without this fake texture we can not support
292            // textured and not textured scene
293
294            // TODO: at the moment the PSSM supports just one texture layer in the GLSL shader, multitexture are
295            //       not yet supported !
296
297            osg::Image* image = new osg::Image;
298            // allocate the image data, noPixels x 1 x 1 with 4 rgba floats - equivilant to a Vec4!
299            int noPixels = 1;
300            image->allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT);
301            image->setInternalTextureFormat(GL_RGBA);
302            // fill in the image data.
303            osg::Vec4* dataPtr = (osg::Vec4*)image->data();
304            osg::Vec4 color(1,1,1,1);
305            *dataPtr = color;
306            // make fake texture
307            osg::Texture2D* fakeTex = new osg::Texture2D;
308            fakeTex->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_EDGE);
309            fakeTex->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_EDGE);
310            fakeTex->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
311            fakeTex->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
312            fakeTex->setImage(image);
313            // add fake texture
314            _stateset->setTextureAttribute(_baseTextureUnit,fakeTex,osg::StateAttribute::ON);
315            _stateset->setTextureMode(_baseTextureUnit,GL_TEXTURE_1D,osg::StateAttribute::OFF);
316            _stateset->setTextureMode(_baseTextureUnit,GL_TEXTURE_2D,osg::StateAttribute::ON);
317            _stateset->setTextureMode(_baseTextureUnit,GL_TEXTURE_3D,osg::StateAttribute::OFF);
318        }
319    }
320
321    _dirty = false;
322}
323
324
325void ShadowMap::update(osg::NodeVisitor& nv)
326{
327    _shadowedScene->osg::Group::traverse(nv);
328}
329
330void ShadowMap::cull(osgUtil::CullVisitor& cv)
331{
332    // record the traversal mask on entry so we can reapply it later.
333    unsigned int traversalMask = cv.getTraversalMask();
334
335    osgUtil::RenderStage* orig_rs = cv.getRenderStage();
336
337    // do traversal of shadow recieving scene which does need to be decorated by the shadow map
338    {
339        cv.pushStateSet(_stateset.get());
340
341        _shadowedScene->osg::Group::traverse(cv);
342
343        cv.popStateSet();
344
345    }
346
347    // need to compute view frustum for RTT camera.
348    // 1) get the light position
349    // 2) get the center and extents of the view frustum
350
351    const osg::Light* selectLight = 0;
352    osg::Vec4 lightpos;
353    osg::Vec3 lightDir;
354
355    //MR testing giving a specific light
356    osgUtil::PositionalStateContainer::AttrMatrixList& aml = orig_rs->getPositionalStateContainer()->getAttrMatrixList();
357    for(osgUtil::PositionalStateContainer::AttrMatrixList::iterator itr = aml.begin();
358        itr != aml.end();
359        ++itr)
360    {
361        const osg::Light* light = dynamic_cast<const osg::Light*>(itr->first.get());
362        if (light)
363        {
364            if( _light.valid()) {
365                if( _light.get() == light )
366                    selectLight = light;
367                else
368                    continue;
369            }
370            else
371                selectLight = light;
372
373            osg::RefMatrix* matrix = itr->second.get();
374            if (matrix)
375            {
376                lightpos = light->getPosition() * (*matrix);
377                lightDir = osg::Matrix::transform3x3( light->getDirection(), *matrix );
378            }
379            else 
380            {
381                lightpos = light->getPosition();
382                lightDir = light->getDirection();
383            }
384
385        }
386    }
387
388    osg::Matrix eyeToWorld;
389    eyeToWorld.invert(*cv.getModelViewMatrix());
390
391    lightpos = lightpos * eyeToWorld;     
392    lightDir = osg::Matrix::transform3x3( lightDir, eyeToWorld );
393    lightDir.normalize();
394
395    if (selectLight)
396    {
397
398        // set to ambient on light to black so that the ambient bias uniform can take it's affect
399        const_cast<osg::Light*>(selectLight)->setAmbient(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
400
401        //std::cout<<"----- VxOSG::ShadowMap selectLight spot cutoff "<<selectLight->getSpotCutoff()<<std::endl;
402
403        if(selectLight->getSpotCutoff() < 180.0f)   // spotlight, then we don't need the bounding box
404        {
405            osg::Vec3 position(lightpos.x(), lightpos.y(), lightpos.z());
406            float spotAngle = selectLight->getSpotCutoff();
407            _camera->setProjectionMatrixAsPerspective(spotAngle, 1.0, 0.1, 1000.0);
408            _camera->setViewMatrixAsLookAt(position,position+lightDir,osg::Vec3(0.0f,1.0f,0.0f));
409        }
410        else
411        {
412            // get the bounds of the model.   
413            osg::ComputeBoundsVisitor cbbv(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
414            cbbv.setTraversalMask(getShadowedScene()->getCastsShadowTraversalMask());
415
416            _shadowedScene->osg::Group::traverse(cbbv);
417
418            osg::BoundingBox bb = cbbv.getBoundingBox();
419
420            if (lightpos[3]!=0.0)   // point light
421            {
422                osg::Vec3 position(lightpos.x(), lightpos.y(), lightpos.z());
423
424                float centerDistance = (position-bb.center()).length();
425
426                float znear = centerDistance-bb.radius();
427                float zfar  = centerDistance+bb.radius();
428                float zNearRatio = 0.001f;
429                if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
430
431                float top   = (bb.radius()/centerDistance)*znear;
432                float right = top;
433
434                _camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
435                _camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f));
436            }
437            else    // directional light
438            {
439                // make an orthographic projection
440                osg::Vec3 lightDir(lightpos.x(), lightpos.y(), lightpos.z());
441                lightDir.normalize();
442
443                // set the position far away along the light direction
444                osg::Vec3 position = bb.center() + lightDir * bb.radius() * 2;
445
446                float centerDistance = (position-bb.center()).length();
447
448                float znear = centerDistance-bb.radius();
449                float zfar  = centerDistance+bb.radius();
450                float zNearRatio = 0.001f;
451                if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
452
453                float top   = bb.radius();
454                float right = top;
455
456                _camera->setProjectionMatrixAsOrtho(-right, right, -top, top, znear, zfar);
457                _camera->setViewMatrixAsLookAt(position,bb.center(),osg::Vec3(0.0f,1.0f,0.0f));
458            }
459
460
461        }
462
463        cv.setTraversalMask( traversalMask &
464            getShadowedScene()->getCastsShadowTraversalMask() );
465
466        // do RTT camera traversal
467        _camera->accept(cv);
468
469        _texgen->setMode(osg::TexGen::EYE_LINEAR);
470
471#if IMPROVE_TEXGEN_PRECISION
472        // compute the matrix which takes a vertex from local coords into tex coords
473        // We actually use two matrices one used to define texgen
474        // and second that will be used as modelview when appling to OpenGL
475        _texgen->setPlanesFromMatrix( _camera->getProjectionMatrix() *
476                                      osg::Matrix::translate(1.0,1.0,1.0) *
477                                      osg::Matrix::scale(0.5f,0.5f,0.5f) );
478
479        // Place texgen with modelview which removes big offsets (making it float friendly)
480        osg::RefMatrix * refMatrix = new osg::RefMatrix
481            ( _camera->getInverseViewMatrix() * *cv.getModelViewMatrix() );
482
483        cv.getRenderStage()->getPositionalStateContainer()->
484             addPositionedTextureAttribute( _shadowTextureUnit, refMatrix, _texgen.get() );
485#else 
486        // compute the matrix which takes a vertex from local coords into tex coords
487        // will use this later to specify osg::TexGen..
488        osg::Matrix MVPT = _camera->getViewMatrix() *
489               _camera->getProjectionMatrix() *
490               osg::Matrix::translate(1.0,1.0,1.0) *
491               osg::Matrix::scale(0.5f,0.5f,0.5f);
492
493        _texgen->setPlanesFromMatrix(MVPT);
494
495        orig_rs->getPositionalStateContainer()->addPositionedTextureAttribute(_shadowTextureUnit, cv.getModelViewMatrix(), _texgen.get());
496#endif
497    } // if(selectLight)
498
499
500    // reapply the original traversal mask
501    cv.setTraversalMask( traversalMask );
502}
503
504void ShadowMap::cleanSceneGraph()
505{
506}
507
508///////////////////// Debug Methods
509
510////////////////////////////////////////////////////////////////////////////////
511// Callback used by debugging hud to display Shadow Map in color buffer
512// OSG does not allow to use the same GL Texture Id with different glTexParams.
513// Callback simply turns shadow compare mode off via GL while rendering hud and
514// restores it afterwards.
515////////////////////////////////////////////////////////////////////////////////
516class DrawableDrawWithDepthShadowComparisonOffCallback:
517    public osg::Drawable::DrawCallback
518{
519public:
520    //
521    DrawableDrawWithDepthShadowComparisonOffCallback
522        ( osg::Texture2D * texture, unsigned stage = 0 )
523            : _texture( texture ), _stage( stage )
524    {
525    }
526
527    virtual void drawImplementation
528        ( osg::RenderInfo & ri,const osg::Drawable* drawable ) const
529    {
530        if( _texture.valid() ) {
531            // make sure proper texture is currently applied
532            ri.getState()->applyTextureAttribute( _stage, _texture.get() );
533
534            // Turn off depth comparison mode
535            glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
536                             GL_NONE );
537        }
538
539        drawable->drawImplementation(ri);
540
541        if( _texture.valid() ) {
542            // Turn it back on
543            glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
544                             GL_COMPARE_R_TO_TEXTURE_ARB );
545        }
546    }
547
548    unsigned                       _stage;
549    osg::ref_ptr< osg::Texture2D > _texture;
550};
551////////////////////////////////////////////////////////////////////////////////
552osg::ref_ptr<osg::Camera> ShadowMap::makeDebugHUD()
553{
554    // Make sure we attach initialized texture to HUD
555    if( !_texture.valid() )    init();
556
557    osg::ref_ptr<osg::Camera> camera = new osg::Camera;
558
559    osg::Vec2 size(1280, 1024);
560    // set the projection matrix
561    camera->setProjectionMatrix(osg::Matrix::ortho2D(0,size.x(),0,size.y()));
562
563    // set the view matrix   
564    camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
565    camera->setViewMatrix(osg::Matrix::identity());
566
567    // only clear the depth buffer
568    camera->setClearMask(GL_DEPTH_BUFFER_BIT);
569    camera->setClearColor(osg::Vec4(0.2f, 0.3f, 0.5f, 0.2f));
570    //camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
571
572    // draw subgraph after main camera view.
573    camera->setRenderOrder(osg::Camera::POST_RENDER);
574
575    // we don't want the camera to grab event focus from the viewers main camera(s).
576    camera->setAllowEventFocus(false);
577
578    osg::Geode* geode = new osg::Geode;
579
580    osg::Vec3 position(10.0f,size.y()-100.0f,0.0f);
581    osg::Vec3 delta(0.0f,-120.0f,0.0f);
582    float length = 300.0f;
583
584    // turn the text off to avoid linking with osgText
585#if 0
586    std::string timesFont("fonts/arial.ttf");
587
588    {
589        osgText::Text* text = new  osgText::Text;
590        geode->addDrawable( text );
591
592        text->setFont(timesFont);
593        text->setPosition(position);
594        text->setText("Shadow Map HUD");
595
596        position += delta;
597    }
598#endif
599
600    osg::Vec3 widthVec(length, 0.0f, 0.0f);
601    osg::Vec3 depthVec(0.0f,length, 0.0f);
602    osg::Vec3 centerBase( 10.0f + length/2, size.y()-length/2, 0.0f);
603    centerBase += delta;
604
605    osg::Geometry *geometry = osg::createTexturedQuadGeometry
606        ( centerBase-widthVec*0.5f-depthVec*0.5f, widthVec, depthVec );
607
608    geode->addDrawable( geometry );
609
610    geometry->setDrawCallback
611        ( new DrawableDrawWithDepthShadowComparisonOffCallback( _texture.get() ) );
612
613    osg::StateSet* stateset = geode->getOrCreateStateSet();
614
615    stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
616    stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
617    stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
618
619    // test with regular texture
620    //stateset->setTextureAttributeAndModes(0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb")));
621
622    stateset->setTextureAttributeAndModes(0,_texture.get(),osg::StateAttribute::ON);
623
624    //test to check the texture coordinates generated during shadow pass
625#if 0
626    stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
627    stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
628    stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
629    stateset->setTextureMode(_shadowTextureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
630
631    // create TexGen node
632    osg::ref_ptr<osg::TexGenNode> texGenNode = new osg::TexGenNode;
633    texGenNode->setTextureUnit(_shadowTextureUnit);
634    texGenNode->setTexGen(_texgen.get());
635    camera->addChild(texGenNode.get());
636#endif
637    //shader for correct display
638
639    osg::ref_ptr<osg::Program> program = new osg::Program;
640    stateset->setAttribute(program.get());
641
642    osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_debugHUD);
643    program->addShader(fragment_shader);
644
645    camera->addChild(geode);
646
647    return camera;
648}
649
650//////////////////////// End Debug Section
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