WorldViz User Forum

WorldViz User Forum (https://forum.worldviz.com/index.php)
-   Vizard (https://forum.worldviz.com/forumdisplay.php?f=17)
-   -   shadows in mirror (https://forum.worldviz.com/showthread.php?t=3481)

chris_user 02-17-2011 03:37 AM

shadows in mirror
 
one more problem...

in the attached sample I have the problem that the shadow just appears in the mirror, but no longer on the original object; if mirroring is deactivated it looks like it should, has anybody a clue for me whats going wrong?


object loading and running the scene:

Code:

import viz
import projector
import vizspace

viz.go()

viz.MainView.move([-6,2,0])
viz.MainView.setEuler([90,20,0])


###SPACENAVIGATOR###
def spacemove(e):
    viz.MainView.move(viz.Vector(e.pos)*e.elapsed)
viz.callback(vizspace.TRANSLATE_EVENT,spacemove)

def spacerot(e):
    viz.MainView.setAxisAngle(1,0,0,e.ori[0]*e.elapsed,viz.HEAD_ORI,viz.REL_LOCAL)
    viz.MainView.setAxisAngle(0,1,0,e.ori[1]*e.elapsed,viz.HEAD_ORI,viz.REL_LOCAL)
    viz.MainView.setAxisAngle(0,0,1,e.ori[2]*e.elapsed,viz.HEAD_ORI,viz.REL_LOCAL)
viz.callback(vizspace.ROTATE_EVENT,spacerot)

def spacebuttondown(button):
    print 'Button',button,'pressed'
viz.callback(vizspace.BUTTONDOWN_EVENT,spacebuttondown)

def spacebuttonup(button):
    print 'Button',button,'released'
viz.callback(vizspace.BUTTONUP_EVENT,spacebuttonup)


###OBJECTS###
plane = viz.addTexQuad()
plane.setScale(3,3,3)
plane.setEuler(0,90,90)

ball = viz.add('white_ball.wrl')
ball.setPosition(0,1,0)

ground = viz.add('tut_ground.wrl')
ground.setPosition(0,-.1,0)

###MIRROR###
def addMirror(mirror,mat=None):

        #If mirror matrix is not specifed, get matrix of mirror object
        if mat is None:
                mat = mirror.getMatrix()
               
        #Position of mirror
        pos = viz.Vector(mat.getPosition())
       
        #Direction mirror is pointing
        dir = viz.Vector(mat.getForward())
        dir.normalize()

        #Quaternion rotation of mirrorw
        quat = mat.getQuat()
       
        #Create render texture
        tex = viz.addRenderTexture()
       
        #Create render node for rendering reflection
        lens = viz.addRenderNode(size=[1024,1024])
        lens.attachTexture(tex)
        lens.setInheritView(True,viz.POST_MULT)
        lens.disable(viz.CULL_FACE,op=viz.OP_SET_OVERRIDE)

        #Setup reflection matrix
        rot = viz.Matrix.quat(quat)
        invRot = rot.inverse()
        lens.setMatrix(viz.Matrix.translate(pos*-1.0)*invRot*viz.Matrix.scale(1,1,-1)*rot*viz.Matrix.translate(pos))
       
        #Setup reflection clip plane
        plane = vizmat.Plane(pos=pos,normal=dir)
        dist = plane.distance([0,0,0])
        lens.clipPlane([-dir[0],-dir[1],-dir[2],dist+0.001])

        #Project reflection texture onto mirror
        mirror.texture(tex)
        mirror.texGen(viz.TEXGEN_PROJECT_EYE)


#Use existing painting as mirror and specify the matrix
mirrorsurface = viz.addTexQuad()
mirrorsurface.scale(6.5,3,.1)
mirrorsurface.setPosition([3.66, 1, 0]) #Y,Z,X
#mirrorsurface.alpha(0.1)
mirrorsurface.appearance(viz.TEXMODULATE)
mirrorsurfacerotation = [90,0,0] #rotation around the Z,Y,X axes
mirrorsurface.rotate(mirrorsurfacerotation)
m = viz.Matrix()
m.setPosition(mirrorsurface.getPosition(viz.ABS_GLOBAL))
m.setEuler(mirrorsurfacerotation[0]-180,-mirrorsurfacerotation[1], mirrorsurfacerotation[2]) #Z,X,Y

#Apply mirror settings to mirror object
addMirror(mirrorsurface,m)

#Increase ambient lighting
#viz.MainView.getHeadLight().ambient(.7,.7,.7)

###SHADOW###
#Shadow resolution (power of two)
#Higher values mean sharper shadows, but take more texture memory
SHADOW_RES = 512

#Postion of shadow projector
SHADOW_POS = [0,2,0]

#Controls size of orthographic shadow projector
#Large values mean larger area is covered, but resolution will be diluted
SHADOW_AREA = [10,10]

#Create shadow projector
import Shadow
shadow = Shadow.ShadowProjector(size=SHADOW_RES,pos=SHADOW_POS,area=SHADOW_AREA)

#Add avatar as a shadow caster
shadow.addCaster(ball)

#Add ground as shadow receiver
shadow.addReceiver(plane)

Shadow.py
Code:

import viz
import projector

class ShadowProjector(object):
        def __init__(self,kernel=9,alpha=1,size=256,pos=(0,10,0),euler=(0,90,0),area=[5,5],scene=viz.MainScene):
               
                #Create render texture
                self.shadowTex = viz.addRenderTexture(wrap=viz.CLAMP_TO_BORDER,borderColor=viz.WHITE)
               
                #Create render node to render shadow caster to texture
                self.shadowPass = viz.addRenderNode(scene=scene,size=[size,size],inheritView=False,autoClip=False)
                self.shadowPass.setClearColor(viz.WHITE)
                self.shadowPass.attachTexture(self.shadowTex)
                self.shadowPass.setScene(None)
               
                #Apply shader to render node so everything is black
                code = """
                #define I        %alpha%
                void main()
                {
                        gl_FragColor = vec4(I,I,I,1.0);
                }
                """
                shader = viz.addShader(frag=code.replace('%alpha%',str(1.0-alpha)))
                self.shadowPass.apply(shader,op=viz.OP_SET_OVERRIDE)
               
                #Create projector for projecting shadow texture onto receivers
                self.texProj = projector.add(self.shadowTex,scene=scene,cubemap=False)
               
                #Save all render node passes
                self.passes = [self.shadowPass]
               
                #Setup render nodes to blur shadow texture
                if kernel:
                        blur_source = """
                        uniform sampler2D srcImage;
                        void main(void)
                        {
                                vec4 color = vec4(0,0,0,0);
                                %code%
                                color.a = 1.0;
                                gl_FragColor = color;
                        }"""
                        horz_source = 'color += texture2D( srcImage, gl_TexCoord[0].xy + vec2( %f, 0.0 ) ) * %f;'
                        vert_source = 'color += texture2D( srcImage, gl_TexCoord[0].xy + vec2( 0.0, %f ) ) * %f;'
                       
                        #Calculate weight and offsets for blur code
                        weights = []
                        offsets = []
                        mid = float(kernel - 1)
                        kernel *= 2
                        for i in xrange(0,kernel,2):
                                offsets.append( ((i-mid) / 2.0) * (1.0 / size) )
                                x = (i - mid) / mid
                                weights.append( 0.05 + ((-(x*x) + 1.0) / 4.0) )
                       
                        #Normalize weights
                        frac = 1.0 / sum(weights)
                        weights = [ frac * x for x in weights ]

                        #Create blur code for shaders
                        horz_blur_code = []
                        vert_blur_code = []
                        for w,o in zip(weights,offsets):
                                horz_blur_code.append(horz_source%(o,w))
                                vert_blur_code.append(vert_source%(o,w))
                       
                        #Create shaders
                        horzBlurShader = viz.addShader(frag=blur_source.replace('%code%','\n'.join(horz_blur_code)))
                        vertBlurShader = viz.addShader(frag=blur_source.replace('%code%','\n'.join(vert_blur_code)))
                        srcImageUniform = viz.addUniformInt('srcImage',0)
                       
                        #Render texture for ping-ponging
                        tex2 = viz.addRenderTexture()
                       
                        """
                        Pass 2 renders the shadow texture onto a quad.
                        The quad has a shader attached which blurs the texture horizontally.
                        """
                        self.blurPass1 = viz.addRenderNode(scene=scene)
                        self.blurPass1.setHUD(0,200,0,200,renderQuad=True)
                        self.blurPass1.setSize(size,size)
                        self.blurPass1.setBuffer(viz.RENDER_FBO)
                        self.blurPass1.setOrder(viz.PRE_RENDER,1)
                        self.blurPass1.attachTexture(tex2)
                        self.blurPass1.texture(self.shadowTex)
                        self.blurPass1.apply(horzBlurShader)
                        self.blurPass1.apply(srcImageUniform)
                        self.passes.append(self.blurPass1)
                       
                        """
                        Pass 3 renders the texture from pass 2 onto a quad.
                        The quad has a shader attached which blurs the texture vertically.
                        """
                        self.blurPass2 = viz.addRenderNode(scene=scene)
                        self.blurPass2.setHUD(0,200,0,200,renderQuad=True)
                        self.blurPass2.setSize(size,size)
                        self.blurPass2.setBuffer(viz.RENDER_FBO)
                        self.blurPass2.setOrder(viz.PRE_RENDER,2)
                        self.blurPass2.attachTexture(self.shadowTex)
                        self.blurPass2.texture(tex2)
                        self.blurPass2.apply(vertBlurShader)
                        self.blurPass2.apply(srcImageUniform)
                        self.passes.append(self.blurPass2)
                       
                        #Remove texture/shader/uniforms (already applied)
                        horzBlurShader.remove()
                        vertBlurShader.remove()
                        srcImageUniform.remove()
                        tex2.remove()

                #Initialize shadow area/pos/euler
                self.setArea(area)
                self.setPosition(pos)
                self.setEuler(euler)
               
        def addCaster(self,node):
                """Add a shadow caster node"""
                node.duplicate(viz.MainScene,self.shadowPass)
               
        def addReceiver(self,node,unit=1):
                """Add a shadow receiver node"""
                self.texProj.affect(node,unit)
               
        def setPosition(self,pos):
                """Set position of shadow projector"""
                self.shadowPass.setPosition(pos)
                self.texProj.setPosition(pos)
               
        def setEuler(self,euler):
                """Set euler of shadow projector"""
                self.shadowPass.setEuler(euler)
                self.texProj.setEuler(euler)

        def setArea(self,area):
                """Set [width,height] area of orthographic projection of shadow"""
                proj = viz.Matrix.ortho(-area[0]/2.0,area[0]/2.0,-area[1]/2.0,area[1]/2.0,0.1,1000)
                self.shadowPass.setProjectionMatrix(proj)
                self.texProj.ortho(area[0],area[1])
               
        def visible(self,mode):
                """Enable shadow projector"""
                for p in self.passes:
                        p.visible(mode)
                self.texProj.visible(mode)
       
        def remove(self):
                """Permanently remove all resources"""
                for p in self.passes:
                        p.remove(False)
                self.shadowTex.remove()
                self.texProj.remove()

thanks in advance


All times are GMT -7. The time now is 06:43 AM.

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Copyright 2002-2023 WorldViz LLC