[osg-users] Normal Mapping using Dynamic Cubemap
Rômulo Cerqueira
romulogcerqueira at gmail.com
Tue Dec 26 09:17:21 PST 2017
Hi Roberto and Sebastian,
sorry for my duplicated post. I need to render the depth/normal surface to texture of reflected objects by cube maps.
Until this moment, I got the depth data. Could you help me to get the normal data too (as single channel data). My current code follows below:
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=72639#72639
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