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/* OpenSceneGraph example, osgshadow.
*
* Permission is hereby granted , free of charge , to any person obtaining a copy
* of this software and associated documentation files ( the " Software " ) , to deal
* in the Software without restriction , including without limitation the rights
* to use , copy , modify , merge , publish , distribute , sublicense , and / or sell
* copies of the Software , and to permit persons to whom the Software is
* furnished to do so , subject to the following conditions :
*
* THE SOFTWARE IS PROVIDED " AS IS " , WITHOUT WARRANTY OF ANY KIND , EXPRESS OR
* IMPLIED , INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY ,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT . IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM , DAMAGES OR OTHER
* LIABILITY , WHETHER IN AN ACTION OF CONTRACT , TORT OR OTHERWISE , ARISING FROM ,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE .
*/
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# include <osg/ArgumentParser>
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# include <osg/ComputeBoundsVisitor>
# include <osg/Texture2D>
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# include <osg/ShapeDrawable>
# include <osg/MatrixTransform>
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# include <osg/Geometry>
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# include <osgGA/TrackballManipulator>
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# include <osgGA/FlightManipulator>
# include <osgGA/DriveManipulator>
# include <osgGA/KeySwitchMatrixManipulator>
# include <osgGA/AnimationPathManipulator>
# include <osgGA/TerrainManipulator>
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# include <osgGA/AnimationPathManipulator>
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# include <osgGA/StateSetManipulator>
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# include <osgViewer/Viewer>
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# include <osgViewer/ViewerEventHandlers>
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# include <osgShadow/ShadowedScene>
# include <osgShadow/ShadowVolume>
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# include <osgShadow/ShadowTexture>
# include <osgShadow/ShadowMap>
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# include <osgShadow/SoftShadowMap>
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# include <osgShadow/ParallelSplitShadowMap>
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# include <osgDB/ReadFile>
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# include <osgDB/WriteFile>
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# include <iostream>
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// for the grid data..
# include "../osghangglide/terrain_coords.h"
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const int ReceivesShadowTraversalMask = 0x1 ;
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const int CastsShadowTraversalMask = 0x2 ;
namespace ModelOne
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{
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enum Faces
{
FRONT_FACE = 1 ,
BACK_FACE = 2 ,
LEFT_FACE = 4 ,
RIGHT_FACE = 8 ,
TOP_FACE = 16 ,
BOTTOM_FACE = 32
} ;
osg : : Node * createCube ( unsigned int mask )
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{
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osg : : Geode * geode = new osg : : Geode ;
osg : : Geometry * geometry = new osg : : Geometry ;
geode - > addDrawable ( geometry ) ;
osg : : Vec3Array * vertices = new osg : : Vec3Array ;
geometry - > setVertexArray ( vertices ) ;
osg : : Vec3Array * normals = new osg : : Vec3Array ;
geometry - > setNormalArray ( normals ) ;
geometry - > setNormalBinding ( osg : : Geometry : : BIND_PER_VERTEX ) ;
osg : : Vec4Array * colours = new osg : : Vec4Array ;
geometry - > setColorArray ( colours ) ;
geometry - > setColorBinding ( osg : : Geometry : : BIND_OVERALL ) ;
colours - > push_back ( osg : : Vec4 ( 1.0f , 1.0f , 1.0f , 1.0f ) ) ;
osg : : Vec3 origin ( 0.0f , 0.0f , 0.0f ) ;
osg : : Vec3 dx ( 2.0f , 0.0f , 0.0f ) ;
osg : : Vec3 dy ( 0.0f , 1.0f , 0.0f ) ;
osg : : Vec3 dz ( 0.0f , 0.0f , 1.0f ) ;
osg : : Vec3 px ( 1.0f , 0.0 , 0.0f ) ;
osg : : Vec3 nx ( - 1.0f , 0.0 , 0.0f ) ;
osg : : Vec3 py ( 0.0f , 1.0f , 0.0f ) ;
osg : : Vec3 ny ( 0.0f , - 1.0f , 0.0f ) ;
osg : : Vec3 pz ( 0.0f , 0.0f , 1.0f ) ;
osg : : Vec3 nz ( 0.0f , 0.0f , - 1.0f ) ;
if ( mask & FRONT_FACE )
{
// front face
vertices - > push_back ( origin ) ;
vertices - > push_back ( origin + dx ) ;
vertices - > push_back ( origin + dx + dz ) ;
vertices - > push_back ( origin + dz ) ;
normals - > push_back ( ny ) ;
normals - > push_back ( ny ) ;
normals - > push_back ( ny ) ;
normals - > push_back ( ny ) ;
}
if ( mask & BACK_FACE )
{
// back face
vertices - > push_back ( origin + dy ) ;
vertices - > push_back ( origin + dy + dz ) ;
vertices - > push_back ( origin + dy + dx + dz ) ;
vertices - > push_back ( origin + dy + dx ) ;
normals - > push_back ( py ) ;
normals - > push_back ( py ) ;
normals - > push_back ( py ) ;
normals - > push_back ( py ) ;
}
if ( mask & LEFT_FACE )
{
// left face
vertices - > push_back ( origin + dy ) ;
vertices - > push_back ( origin ) ;
vertices - > push_back ( origin + dz ) ;
vertices - > push_back ( origin + dy + dz ) ;
normals - > push_back ( nx ) ;
normals - > push_back ( nx ) ;
normals - > push_back ( nx ) ;
normals - > push_back ( nx ) ;
}
if ( mask & RIGHT_FACE )
{
// right face
vertices - > push_back ( origin + dx + dy ) ;
vertices - > push_back ( origin + dx + dy + dz ) ;
vertices - > push_back ( origin + dx + dz ) ;
vertices - > push_back ( origin + dx ) ;
normals - > push_back ( px ) ;
normals - > push_back ( px ) ;
normals - > push_back ( px ) ;
normals - > push_back ( px ) ;
}
if ( mask & TOP_FACE )
{
// top face
vertices - > push_back ( origin + dz ) ;
vertices - > push_back ( origin + dz + dx ) ;
vertices - > push_back ( origin + dz + dx + dy ) ;
vertices - > push_back ( origin + dz + dy ) ;
normals - > push_back ( pz ) ;
normals - > push_back ( pz ) ;
normals - > push_back ( pz ) ;
normals - > push_back ( pz ) ;
}
if ( mask & BOTTOM_FACE )
{
// bottom face
vertices - > push_back ( origin ) ;
vertices - > push_back ( origin + dy ) ;
vertices - > push_back ( origin + dx + dy ) ;
vertices - > push_back ( origin + dx ) ;
normals - > push_back ( nz ) ;
normals - > push_back ( nz ) ;
normals - > push_back ( nz ) ;
normals - > push_back ( nz ) ;
}
geometry - > addPrimitiveSet ( new osg : : DrawArrays ( GL_QUADS , 0 , vertices - > size ( ) ) ) ;
return geode ;
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}
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class SwitchHandler : public osgGA : : GUIEventHandler
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{
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public :
SwitchHandler ( ) :
_childNum ( 0 ) { }
virtual bool handle ( const osgGA : : GUIEventAdapter & ea , osgGA : : GUIActionAdapter & /*aa*/ , osg : : Object * object , osg : : NodeVisitor * /*nv*/ )
{
osg : : Switch * sw = dynamic_cast < osg : : Switch * > ( object ) ;
if ( ! sw ) return false ;
if ( ea . getHandled ( ) ) return false ;
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switch ( ea . getEventType ( ) )
{
case ( osgGA : : GUIEventAdapter : : KEYDOWN ) :
{
if ( ea . getKey ( ) = = ' n ' )
{
+ + _childNum ;
if ( _childNum > = sw - > getNumChildren ( ) ) _childNum = 0 ;
sw - > setSingleChildOn ( _childNum ) ;
return true ;
}
break ;
}
default :
break ;
}
return false ;
}
protected :
virtual ~ SwitchHandler ( ) { }
unsigned int _childNum ;
} ;
osg : : Node * createModel ( osg : : ArgumentParser & /*arguments*/ )
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{
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osg : : Switch * sw = new osg : : Switch ;
sw - > setEventCallback ( new ModelOne : : SwitchHandler ) ;
sw - > addChild ( ModelOne : : createCube ( ModelOne : : FRONT_FACE ) , true ) ;
sw - > addChild ( ModelOne : : createCube ( ModelOne : : FRONT_FACE | ModelOne : : BACK_FACE ) , false ) ;
sw - > addChild ( ModelOne : : createCube ( ModelOne : : FRONT_FACE | ModelOne : : BACK_FACE | ModelOne : : LEFT_FACE ) , false ) ;
sw - > addChild ( ModelOne : : createCube ( ModelOne : : FRONT_FACE | ModelOne : : BACK_FACE | ModelOne : : LEFT_FACE | ModelOne : : RIGHT_FACE ) , false ) ;
sw - > addChild ( ModelOne : : createCube ( ModelOne : : FRONT_FACE | ModelOne : : BACK_FACE | ModelOne : : LEFT_FACE | ModelOne : : RIGHT_FACE | ModelOne : : TOP_FACE ) , false ) ;
sw - > addChild ( ModelOne : : createCube ( ModelOne : : FRONT_FACE | ModelOne : : BACK_FACE | ModelOne : : LEFT_FACE | ModelOne : : RIGHT_FACE | ModelOne : : TOP_FACE | ModelOne : : BOTTOM_FACE ) , false ) ;
return sw ;
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}
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}
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namespace ModelTwo
{
osg : : AnimationPath * createAnimationPath ( const osg : : Vec3 & center , float radius , double looptime )
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{
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// set up the animation path
osg : : AnimationPath * animationPath = new osg : : AnimationPath ;
animationPath - > setLoopMode ( osg : : AnimationPath : : LOOP ) ;
int numSamples = 40 ;
float yaw = 0.0f ;
float yaw_delta = 2.0f * osg : : PI / ( ( float ) numSamples - 1.0f ) ;
float roll = osg : : inDegrees ( 30.0f ) ;
double time = 0.0f ;
double time_delta = looptime / ( double ) numSamples ;
for ( int i = 0 ; i < numSamples ; + + i )
{
osg : : Vec3 position ( center + osg : : Vec3 ( sinf ( yaw ) * radius , cosf ( yaw ) * radius , 0.0f ) ) ;
osg : : Quat rotation ( osg : : Quat ( roll , osg : : Vec3 ( 0.0 , 1.0 , 0.0 ) ) * osg : : Quat ( - ( yaw + osg : : inDegrees ( 90.0f ) ) , osg : : Vec3 ( 0.0 , 0.0 , 1.0 ) ) ) ;
animationPath - > insert ( time , osg : : AnimationPath : : ControlPoint ( position , rotation ) ) ;
yaw + = yaw_delta ;
time + = time_delta ;
}
return animationPath ;
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}
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osg : : Node * createBase ( const osg : : Vec3 & center , float radius )
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{
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osg : : Geode * geode = new osg : : Geode ;
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// set up the texture of the base.
osg : : StateSet * stateset = new osg : : StateSet ( ) ;
osg : : Image * image = osgDB : : readImageFile ( " Images/lz.rgb " ) ;
if ( image )
{
osg : : Texture2D * texture = new osg : : Texture2D ;
texture - > setImage ( image ) ;
stateset - > setTextureAttributeAndModes ( 0 , texture , osg : : StateAttribute : : ON ) ;
}
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geode - > setStateSet ( stateset ) ;
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osg : : HeightField * grid = new osg : : HeightField ;
grid - > allocate ( 38 , 39 ) ;
grid - > setOrigin ( center + osg : : Vec3 ( - radius , - radius , 0.0f ) ) ;
grid - > setXInterval ( radius * 2.0f / ( float ) ( 38 - 1 ) ) ;
grid - > setYInterval ( radius * 2.0f / ( float ) ( 39 - 1 ) ) ;
float minHeight = FLT_MAX ;
float maxHeight = - FLT_MAX ;
unsigned int r ;
for ( r = 0 ; r < 39 ; + + r )
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{
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for ( unsigned int c = 0 ; c < 38 ; + + c )
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{
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float h = vertex [ r + c * 39 ] [ 2 ] ;
if ( h > maxHeight ) maxHeight = h ;
if ( h < minHeight ) minHeight = h ;
}
}
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float hieghtScale = radius * 0.5f / ( maxHeight - minHeight ) ;
float hieghtOffset = - ( minHeight + maxHeight ) * 0.5f ;
for ( r = 0 ; r < 39 ; + + r )
{
for ( unsigned int c = 0 ; c < 38 ; + + c )
{
float h = vertex [ r + c * 39 ] [ 2 ] ;
grid - > setHeight ( c , r , ( h + hieghtOffset ) * hieghtScale ) ;
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}
}
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geode - > addDrawable ( new osg : : ShapeDrawable ( grid ) ) ;
osg : : Group * group = new osg : : Group ;
group - > addChild ( geode ) ;
return group ;
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}
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osg : : Node * createMovingModel ( const osg : : Vec3 & center , float radius )
{
float animationLength = 10.0f ;
osg : : AnimationPath * animationPath = createAnimationPath ( center , radius , animationLength ) ;
osg : : Group * model = new osg : : Group ;
osg : : Node * cessna = osgDB : : readNodeFile ( " cessna.osg " ) ;
if ( cessna )
{
const osg : : BoundingSphere & bs = cessna - > getBound ( ) ;
float size = radius / bs . radius ( ) * 0.3f ;
osg : : MatrixTransform * positioned = new osg : : MatrixTransform ;
positioned - > setDataVariance ( osg : : Object : : STATIC ) ;
positioned - > setMatrix ( osg : : Matrix : : translate ( - bs . center ( ) ) *
osg : : Matrix : : scale ( size , size , size ) *
osg : : Matrix : : rotate ( osg : : inDegrees ( 180.0f ) , 0.0f , 0.0f , 2.0f ) ) ;
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positioned - > addChild ( cessna ) ;
osg : : MatrixTransform * xform = new osg : : MatrixTransform ;
xform - > setUpdateCallback ( new osg : : AnimationPathCallback ( animationPath , 0.0f , 2.0 ) ) ;
xform - > addChild ( positioned ) ;
model - > addChild ( xform ) ;
}
return model ;
}
osg : : Node * createModel ( osg : : ArgumentParser & /*arguments*/ )
{
osg : : Vec3 center ( 0.0f , 0.0f , 0.0f ) ;
float radius = 100.0f ;
osg : : Vec3 lightPosition ( center + osg : : Vec3 ( 0.0f , 0.0f , radius ) ) ;
// the shadower model
osg : : Node * shadower = createMovingModel ( center , radius * 0.5f ) ;
shadower - > setNodeMask ( CastsShadowTraversalMask ) ;
// the shadowed model
osg : : Node * shadowed = createBase ( center - osg : : Vec3 ( 0.0f , 0.0f , radius * 0.25 ) , radius ) ;
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shadowed - > setNodeMask ( ReceivesShadowTraversalMask ) ;
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osg : : Group * group = new osg : : Group ;
group - > addChild ( shadowed ) ;
group - > addChild ( shadower ) ;
return group ;
}
}
namespace ModelThree
{
osg : : Group * createModel ( osg : : ArgumentParser & arguments )
{
osg : : Group * scene = new osg : : Group ;
osg : : ref_ptr < osg : : Geode > geode_1 = new osg : : Geode ;
scene - > addChild ( geode_1 . get ( ) ) ;
osg : : ref_ptr < osg : : Geode > geode_2 = new osg : : Geode ;
osg : : ref_ptr < osg : : MatrixTransform > transform_2 = new osg : : MatrixTransform ;
transform_2 - > addChild ( geode_2 . get ( ) ) ;
transform_2 - > setUpdateCallback ( new osg : : AnimationPathCallback ( osg : : Vec3 ( 0 , 0 , 0 ) , osg : : Z_AXIS , osg : : inDegrees ( 45.0f ) ) ) ;
scene - > addChild ( transform_2 . get ( ) ) ;
osg : : ref_ptr < osg : : Geode > geode_3 = new osg : : Geode ;
osg : : ref_ptr < osg : : MatrixTransform > transform_3 = new osg : : MatrixTransform ;
transform_3 - > addChild ( geode_3 . get ( ) ) ;
transform_3 - > setUpdateCallback ( new osg : : AnimationPathCallback ( osg : : Vec3 ( 0 , 0 , 0 ) , osg : : Z_AXIS , osg : : inDegrees ( - 22.5f ) ) ) ;
scene - > addChild ( transform_3 . get ( ) ) ;
const float radius = 0.8f ;
const float height = 1.0f ;
osg : : ref_ptr < osg : : TessellationHints > hints = new osg : : TessellationHints ;
hints - > setDetailRatio ( 2.0f ) ;
osg : : ref_ptr < osg : : ShapeDrawable > shape ;
shape = new osg : : ShapeDrawable ( new osg : : Box ( osg : : Vec3 ( 0.0f , 0.0f , - 2.0f ) , 10 , 10.0f , 0.1f ) , hints . get ( ) ) ;
shape - > setColor ( osg : : Vec4 ( 0.5f , 0.5f , 0.7f , 1.0f ) ) ;
geode_1 - > addDrawable ( shape . get ( ) ) ;
shape = new osg : : ShapeDrawable ( new osg : : Sphere ( osg : : Vec3 ( 0.0f , 0.0f , 0.0f ) , radius * 2 ) , hints . get ( ) ) ;
shape - > setColor ( osg : : Vec4 ( 0.8f , 0.8f , 0.8f , 1.0f ) ) ;
geode_1 - > addDrawable ( shape . get ( ) ) ;
shape = new osg : : ShapeDrawable ( new osg : : Sphere ( osg : : Vec3 ( - 3.0f , 0.0f , 0.0f ) , radius ) , hints . get ( ) ) ;
shape - > setColor ( osg : : Vec4 ( 0.6f , 0.8f , 0.8f , 1.0f ) ) ;
geode_2 - > addDrawable ( shape . get ( ) ) ;
shape = new osg : : ShapeDrawable ( new osg : : Box ( osg : : Vec3 ( 3.0f , 0.0f , 0.0f ) , 2 * radius ) , hints . get ( ) ) ;
shape - > setColor ( osg : : Vec4 ( 0.4f , 0.9f , 0.3f , 1.0f ) ) ;
geode_2 - > addDrawable ( shape . get ( ) ) ;
shape = new osg : : ShapeDrawable ( new osg : : Cone ( osg : : Vec3 ( 0.0f , - 3.0f , 0.0f ) , radius , height ) , hints . get ( ) ) ;
shape - > setColor ( osg : : Vec4 ( 0.2f , 0.5f , 0.7f , 1.0f ) ) ;
geode_2 - > addDrawable ( shape . get ( ) ) ;
shape = new osg : : ShapeDrawable ( new osg : : Cylinder ( osg : : Vec3 ( 0.0f , 3.0f , 0.0f ) , radius , height ) , hints . get ( ) ) ;
shape - > setColor ( osg : : Vec4 ( 1.0f , 0.3f , 0.3f , 1.0f ) ) ;
geode_2 - > addDrawable ( shape . get ( ) ) ;
shape = new osg : : ShapeDrawable ( new osg : : Box ( osg : : Vec3 ( 0.0f , 0.0f , 3.0f ) , 2.0f , 2.0f , 0.1f ) , hints . get ( ) ) ;
shape - > setColor ( osg : : Vec4 ( 0.8f , 0.8f , 0.4f , 1.0f ) ) ;
geode_3 - > addDrawable ( shape . get ( ) ) ;
// material
osg : : ref_ptr < osg : : Material > matirial = new osg : : Material ;
matirial - > setColorMode ( osg : : Material : : DIFFUSE ) ;
matirial - > setAmbient ( osg : : Material : : FRONT_AND_BACK , osg : : Vec4 ( 0 , 0 , 0 , 1 ) ) ;
matirial - > setSpecular ( osg : : Material : : FRONT_AND_BACK , osg : : Vec4 ( 1 , 1 , 1 , 1 ) ) ;
matirial - > setShininess ( osg : : Material : : FRONT_AND_BACK , 64.0f ) ;
scene - > getOrCreateStateSet ( ) - > setAttributeAndModes ( matirial . get ( ) , osg : : StateAttribute : : ON ) ;
bool withBaseTexture = true ;
while ( arguments . read ( " --with-base-texture " ) ) { withBaseTexture = true ; }
while ( arguments . read ( " --no-base-texture " ) ) { withBaseTexture = false ; }
if ( withBaseTexture )
{
scene - > getOrCreateStateSet ( ) - > setTextureAttributeAndModes ( 0 , new osg : : Texture2D ( osgDB : : readImageFile ( " Images/lz.rgb " ) ) , osg : : StateAttribute : : ON ) ;
}
return scene ;
}
}
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osg : : Node * createTestModel ( osg : : ArgumentParser & arguments )
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{
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if ( arguments . read ( " -1 " ) )
{
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return ModelOne : : createModel ( arguments ) ;
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}
else if ( arguments . read ( " -2 " ) )
{
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return ModelTwo : : createModel ( arguments ) ;
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}
else /*if (arguments.read("-3"))*/
{
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return ModelThree : : createModel ( arguments ) ;
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}
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}
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int main ( int argc , char * * argv )
{
// use an ArgumentParser object to manage the program arguments.
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osg : : ArgumentParser arguments ( & argc , argv ) ;
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// set up the usage document, in case we need to print out how to use this program.
arguments . getApplicationUsage ( ) - > setDescription ( arguments . getApplicationName ( ) + " is the example which demonstrates using of GL_ARB_shadow extension implemented in osg::Texture class " ) ;
arguments . getApplicationUsage ( ) - > setCommandLineUsage ( arguments . getApplicationName ( ) ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -h or --help " , " Display this information " ) ;
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arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --positionalLight " , " Use a positional light. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --directionalLight " , " Use a direction light. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --noUpdate " , " Disable the updating the of light source. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --base " , " Add a base geometry to test shadows. " ) ;
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arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --sv " , " Select ShadowVolume implementation. " ) ;
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arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --ssm " , " Select SoftShadowMap implementation. " ) ;
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arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --sm " , " Select ShadowMap implementation. " ) ;
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// arguments.getApplicationUsage()->addCommandLineOption("--pssm", "Select ParallelSplitShadowMap implementation.");
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arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --pssm " , " Select ParallelSplitShadowMap implementation. " ) ; //ADEGLI
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --mapcount " , " ParallelSplitShadowMap texture count. " ) ; //ADEGLI
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arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --mapres " , " ParallelSplitShadowMap texture resolution. " ) ; //ADEGLI
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --debug-color " , " ParallelSplitShadowMap display debugging color (only the first 3 maps are color r=0,g=1,b=2. " ) ; //ADEGLI
2007-09-24 23:24:23 +08:00
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --minNearSplit " , " ParallelSplitShadowMap shadow map near offset. " ) ; //ADEGLI
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --maxFarDist " , " ParallelSplitShadowMap max far distance to shadow. " ) ; //ADEGLI
2007-09-27 20:47:34 +08:00
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --moveVCamFactor " , " ParallelSplitShadowMap move the virtual frustum behind the real camera, (also back ground object can cast shadow). " ) ; //ADEGLI
2007-09-24 23:24:23 +08:00
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --NVidea " , " ParallelSplitShadowMap set default PolygonOffset for NVidea. " ) ; //ADEGLI
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --PolyOffset-Factor " , " ParallelSplitShadowMap set PolygonOffset factor. " ) ; //ADEGLI
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --PolyOffset-Unit " , " ParallelSplitShadowMap set PolygonOffset unit. " ) ; //ADEGLI
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --CullFaceFront " , " ParallelSplitShadowMap add a cull face: front. " ) ; //ADEGLI
2007-09-19 19:56:44 +08:00
2007-09-24 23:24:23 +08:00
2007-03-04 21:04:12 +08:00
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -1 " , " Use test model one. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -2 " , " Use test model two. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -3 " , " Use test model three. " ) ;
2007-01-23 22:43:07 +08:00
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --two-sided " , " Use two-sided stencil extension for shadow volumes. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --two-pass " , " Use two-pass stencil for shadow volumes. " ) ;
2006-10-06 22:16:11 +08:00
2007-01-23 23:51:43 +08:00
2006-10-06 22:16:11 +08:00
// construct the viewer.
2007-09-28 16:52:00 +08:00
osgViewer : : Viewer viewer ( arguments ) ;
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// if user request help write it out to cout.
if ( arguments . read ( " -h " ) | | arguments . read ( " --help " ) )
{
arguments . getApplicationUsage ( ) - > write ( std : : cout ) ;
return 1 ;
}
2007-02-10 05:31:29 +08:00
// default to single threaded during dev work.
viewer . setThreadingModel ( osgViewer : : Viewer : : SingleThreaded ) ;
while ( arguments . read ( " --SingleThreaded " ) ) viewer . setThreadingModel ( osgViewer : : Viewer : : SingleThreaded ) ;
while ( arguments . read ( " --CullDrawThreadPerContext " ) ) viewer . setThreadingModel ( osgViewer : : Viewer : : CullDrawThreadPerContext ) ;
while ( arguments . read ( " --DrawThreadPerContext " ) ) viewer . setThreadingModel ( osgViewer : : Viewer : : DrawThreadPerContext ) ;
while ( arguments . read ( " --CullThreadPerCameraDrawThreadPerContext " ) ) viewer . setThreadingModel ( osgViewer : : Viewer : : CullThreadPerCameraDrawThreadPerContext ) ;
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bool postionalLight = true ;
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while ( arguments . read ( " --positionalLight " ) ) postionalLight = true ;
while ( arguments . read ( " --directionalLight " ) ) postionalLight = false ;
bool updateLightPosition = true ;
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while ( arguments . read ( " --noUpdate " ) ) updateLightPosition = false ;
2006-11-30 18:29:03 +08:00
2007-01-25 20:02:51 +08:00
2007-01-23 23:51:43 +08:00
int screenNum = - 1 ;
while ( arguments . read ( " --screen " , screenNum ) ) viewer . setUpViewOnSingleScreen ( screenNum ) ;
2007-01-23 20:10:44 +08:00
// set up the camera manipulators.
2007-01-19 06:32:18 +08:00
{
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osg : : ref_ptr < osgGA : : KeySwitchMatrixManipulator > keyswitchManipulator = new osgGA : : KeySwitchMatrixManipulator ;
keyswitchManipulator - > addMatrixManipulator ( ' 1 ' , " Trackball " , new osgGA : : TrackballManipulator ( ) ) ;
keyswitchManipulator - > addMatrixManipulator ( ' 2 ' , " Flight " , new osgGA : : FlightManipulator ( ) ) ;
keyswitchManipulator - > addMatrixManipulator ( ' 3 ' , " Drive " , new osgGA : : DriveManipulator ( ) ) ;
keyswitchManipulator - > addMatrixManipulator ( ' 4 ' , " Terrain " , new osgGA : : TerrainManipulator ( ) ) ;
std : : string pathfile ;
char keyForAnimationPath = ' 5 ' ;
while ( arguments . read ( " -p " , pathfile ) )
{
osgGA : : AnimationPathManipulator * apm = new osgGA : : AnimationPathManipulator ( pathfile ) ;
if ( apm | | ! apm - > valid ( ) )
{
unsigned int num = keyswitchManipulator - > getNumMatrixManipulators ( ) ;
keyswitchManipulator - > addMatrixManipulator ( keyForAnimationPath , " Path " , apm ) ;
keyswitchManipulator - > selectMatrixManipulator ( num ) ;
+ + keyForAnimationPath ;
}
}
viewer . setCameraManipulator ( keyswitchManipulator . get ( ) ) ;
2007-01-19 06:32:18 +08:00
}
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// add the state manipulator
viewer . addEventHandler ( new osgGA : : StateSetManipulator ( viewer . getCamera ( ) - > getOrCreateStateSet ( ) ) ) ;
2007-01-23 20:10:44 +08:00
// add stats
viewer . addEventHandler ( new osgViewer : : StatsHandler ( ) ) ;
2006-11-30 20:05:51 +08:00
2007-09-28 16:52:00 +08:00
// add the record camera path handler
viewer . addEventHandler ( new osgViewer : : RecordCameraPathHandler ) ;
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osg : : ref_ptr < osgShadow : : ShadowedScene > shadowedScene = new osgShadow : : ShadowedScene ;
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shadowedScene - > setReceivesShadowTraversalMask ( ReceivesShadowTraversalMask ) ;
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shadowedScene - > setCastsShadowTraversalMask ( CastsShadowTraversalMask ) ;
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if ( arguments . read ( " --sv " ) )
{
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// hint to tell viewer to request stencil buffer when setting up windows
osg : : DisplaySettings : : instance ( ) - > setMinimumNumStencilBits ( 8 ) ;
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osg : : ref_ptr < osgShadow : : ShadowVolume > sv = new osgShadow : : ShadowVolume ;
sv - > setDynamicShadowVolumes ( updateLightPosition ) ;
while ( arguments . read ( " --two-sided " ) ) sv - > setDrawMode ( osgShadow : : ShadowVolumeGeometry : : STENCIL_TWO_SIDED ) ;
while ( arguments . read ( " --two-pass " ) ) sv - > setDrawMode ( osgShadow : : ShadowVolumeGeometry : : STENCIL_TWO_PASS ) ;
shadowedScene - > setShadowTechnique ( sv . get ( ) ) ;
}
else if ( arguments . read ( " --st " ) )
{
osg : : ref_ptr < osgShadow : : ShadowTexture > st = new osgShadow : : ShadowTexture ;
shadowedScene - > setShadowTechnique ( st . get ( ) ) ;
}
else if ( arguments . read ( " --pssm " ) )
{
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int mapcount = 3 ;
while ( arguments . read ( " --mapcount " , mapcount ) ) ;
osg : : ref_ptr < osgShadow : : ParallelSplitShadowMap > pssm = new osgShadow : : ParallelSplitShadowMap ( NULL , mapcount ) ;
2007-09-23 00:46:38 +08:00
2007-09-24 23:24:23 +08:00
int mapres = 1024 ;
while ( arguments . read ( " --mapres " , mapres ) )
pssm - > setTextureResolution ( mapres ) ;
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while ( arguments . read ( " --debug-color " ) ) { pssm - > setDebugColorOn ( ) ; }
2007-09-24 23:24:23 +08:00
int minNearSplit = 0 ;
while ( arguments . read ( " --minNearSplit " , minNearSplit ) )
if ( minNearSplit > 0 ) {
pssm - > setMinNearDistanceForSplits ( minNearSplit ) ;
std : : cout < < " ParallelSplitShadowMap : setMinNearDistanceForSplits( " < < minNearSplit < < " ) " < < std : : endl ;
}
int maxfardist = 0 ;
while ( arguments . read ( " --maxFarDist " , maxfardist ) )
if ( maxfardist > 0 ) {
pssm - > setMaxFarDistance ( maxfardist ) ;
std : : cout < < " ParallelSplitShadowMap : setMaxFarDistance( " < < maxfardist < < " ) " < < std : : endl ;
}
2007-09-27 20:47:34 +08:00
int moveVCamFactor = 0 ;
while ( arguments . read ( " --moveVCamFactor " , moveVCamFactor ) )
if ( maxfardist > 0 ) {
pssm - > setMoveVCamBehindRCamFactor ( moveVCamFactor ) ;
std : : cout < < " ParallelSplitShadowMap : setMoveVCamBehindRCamFactor( " < < moveVCamFactor < < " ) " < < std : : endl ;
}
2007-09-24 23:24:23 +08:00
double polyoffsetfactor = - 0.02 ;
double polyoffsetunit = 1.0 ;
while ( arguments . read ( " --PolyOffset-Factor " , polyoffsetfactor ) ) ;
while ( arguments . read ( " --PolyOffset-Unit " , polyoffsetunit ) ) ;
pssm - > setPolygonOffset ( osg : : Vec2 ( polyoffsetfactor , polyoffsetunit ) ) ; //ATI Radeon
if ( arguments . read ( " --NVidea " ) ) {
//pssm->setPolygonOffset(osg::Vec2(-0.02,1.0)); //ATI Radeon
pssm - > setPolygonOffset ( osg : : Vec2 ( 10.0f , 20.0f ) ) ; //NVidea
}
if ( arguments . read ( " --CullFaceFront " ) ) {
pssm - > forceFrontCullFace ( ) ;
}
2007-02-19 23:26:14 +08:00
shadowedScene - > setShadowTechnique ( pssm . get ( ) ) ;
}
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else if ( arguments . read ( " --ssm " ) )
{
osg : : ref_ptr < osgShadow : : SoftShadowMap > sm = new osgShadow : : SoftShadowMap ;
shadowedScene - > setShadowTechnique ( sm . get ( ) ) ;
}
2007-02-19 23:26:14 +08:00
else /* if (arguments.read("--sm")) */
{
osg : : ref_ptr < osgShadow : : ShadowMap > sm = new osgShadow : : ShadowMap ;
shadowedScene - > setShadowTechnique ( sm . get ( ) ) ;
From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
int mapres = 1024 ;
while ( arguments . read ( " --mapres " , mapres ) )
sm - > setTextureSize ( osg : : Vec2s ( mapres , mapres ) ) ;
}
2007-09-27 20:47:34 +08:00
osg : : ref_ptr < osg : : Node > model = osgDB : : readNodeFiles ( arguments ) ;
if ( model . valid ( ) )
{
model - > setNodeMask ( CastsShadowTraversalMask | ReceivesShadowTraversalMask ) ;
}
else
{
model = createTestModel ( arguments ) ;
}
// get the bounds of the model.
osg : : ComputeBoundsVisitor cbbv ;
model - > accept ( cbbv ) ;
osg : : BoundingBox bb = cbbv . getBoundingBox ( ) ;
osg : : Vec4 lightpos ;
if ( postionalLight )
{
2007-10-03 20:48:23 +08:00
lightpos . set ( bb . center ( ) . x ( ) , bb . center ( ) . y ( ) , bb . zMax ( ) + bb . radius ( ) * 2.0f , 1.0f ) ;
2007-09-27 20:47:34 +08:00
}
else
{
lightpos . set ( 0.5f , 0.25f , 0.8f , 0.0f ) ;
}
2007-02-19 23:26:14 +08:00
if ( arguments . read ( " --base " ) )
{
2006-12-01 23:19:21 +08:00
osg : : Geode * geode = new osg : : Geode ;
osg : : Vec3 widthVec ( bb . radius ( ) , 0.0f , 0.0f ) ;
osg : : Vec3 depthVec ( 0.0f , bb . radius ( ) , 0.0f ) ;
osg : : Vec3 centerBase ( ( bb . xMin ( ) + bb . xMax ( ) ) * 0.5f , ( bb . yMin ( ) + bb . yMax ( ) ) * 0.5f , bb . zMin ( ) - bb . radius ( ) * 0.1f ) ;
2007-01-11 05:05:26 +08:00
geode - > addDrawable ( osg : : createTexturedQuadGeometry ( centerBase - widthVec * 1.5f - depthVec * 1.5f ,
widthVec * 3.0f , depthVec * 3.0f ) ) ;
2007-02-19 23:26:14 +08:00
2007-06-04 16:38:11 +08:00
geode - > setNodeMask ( shadowedScene - > getReceivesShadowTraversalMask ( ) ) ;
2006-12-01 23:19:21 +08:00
2007-02-19 23:26:14 +08:00
geode - > getOrCreateStateSet ( ) - > setTextureAttributeAndModes ( 0 , new osg : : Texture2D ( osgDB : : readImageFile ( " Images/lz.rgb " ) ) ) ;
shadowedScene - > addChild ( geode ) ;
2006-12-01 23:19:21 +08:00
}
2007-02-19 23:26:14 +08:00
osg : : ref_ptr < osg : : LightSource > ls = new osg : : LightSource ;
ls - > getLight ( ) - > setPosition ( lightpos ) ;
From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
bool spotlight = false ;
if ( arguments . read ( " --spotLight " ) )
{
spotlight = true ;
osg : : Vec3 center = bb . center ( ) ;
osg : : Vec3 lightdir = center - osg : : Vec3 ( lightpos . x ( ) , lightpos . y ( ) , lightpos . z ( ) ) ;
lightdir . normalize ( ) ;
ls - > getLight ( ) - > setDirection ( lightdir ) ;
2007-10-03 20:48:23 +08:00
ls - > getLight ( ) - > setSpotCutoff ( 25.0f ) ;
From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
//set the LightSource, only for checking, there is only 1 light in the scene
dynamic_cast < osgShadow : : ShadowMap * > ( shadowedScene - > getShadowTechnique ( ) ) - > setLight ( ls . get ( ) ) ;
}
2007-02-19 23:26:14 +08:00
if ( arguments . read ( " --coloured-light " ) )
2006-11-30 18:29:03 +08:00
{
2007-02-19 23:26:14 +08:00
ls - > getLight ( ) - > setAmbient ( osg : : Vec4 ( 1.0 , 0.0 , 0.0 , 1.0 ) ) ;
ls - > getLight ( ) - > setDiffuse ( osg : : Vec4 ( 0.0 , 1.0 , 0.0 , 1.0 ) ) ;
2006-11-30 18:29:03 +08:00
}
else
{
2007-02-19 23:26:14 +08:00
ls - > getLight ( ) - > setAmbient ( osg : : Vec4 ( 0.2 , 0.2 , 0.2 , 1.0 ) ) ;
ls - > getLight ( ) - > setDiffuse ( osg : : Vec4 ( 0.8 , 0.8 , 0.8 , 1.0 ) ) ;
2006-11-30 18:29:03 +08:00
}
2007-09-27 20:47:34 +08:00
2007-02-10 05:31:29 +08:00
shadowedScene - > addChild ( model . get ( ) ) ;
shadowedScene - > addChild ( ls . get ( ) ) ;
2007-02-16 06:28:32 +08:00
2007-02-10 05:31:29 +08:00
viewer . setSceneData ( shadowedScene . get ( ) ) ;
From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
2006-10-06 22:16:11 +08:00
// create the windows and run the threads.
viewer . realize ( ) ;
From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
// it is done after viewer.realize() so that the windows are already initialized
if ( arguments . read ( " --debugHUD " ) )
{
osgViewer : : Viewer : : Windows windows ;
viewer . getWindows ( windows ) ;
if ( windows . empty ( ) ) return 1 ;
osgShadow : : ShadowMap * sm = dynamic_cast < osgShadow : : ShadowMap * > ( shadowedScene - > getShadowTechnique ( ) ) ;
osg : : ref_ptr < osg : : Camera > hudCamera = sm - > makeDebugHUD ( ) ;
// set up cameras to rendering on the first window available.
hudCamera - > setGraphicsContext ( windows [ 0 ] ) ;
hudCamera - > setViewport ( 0 , 0 , windows [ 0 ] - > getTraits ( ) - > width , windows [ 0 ] - > getTraits ( ) - > height ) ;
viewer . addSlave ( hudCamera . get ( ) , false ) ;
}
2007-01-24 00:27:07 +08:00
// osgDB::writeNodeFile(*group,"test.osg");
2007-01-19 06:32:18 +08:00
2006-10-06 22:16:11 +08:00
while ( ! viewer . done ( ) )
{
2006-11-30 18:29:03 +08:00
if ( updateLightPosition )
{
2007-01-25 20:02:51 +08:00
float t = viewer . getFrameStamp ( ) - > getSimulationTime ( ) ;
2006-11-30 18:29:03 +08:00
if ( postionalLight )
{
2007-10-03 20:48:23 +08:00
lightpos . set ( bb . center ( ) . x ( ) + sinf ( t ) * bb . radius ( ) , bb . center ( ) . y ( ) + cosf ( t ) * bb . radius ( ) , bb . zMax ( ) + bb . radius ( ) * 3.0f , 1.0f ) ;
2006-11-30 18:29:03 +08:00
}
else
{
2007-02-10 05:31:29 +08:00
lightpos . set ( sinf ( t ) , cosf ( t ) , 1.0f , 0.0f ) ;
2006-11-30 18:29:03 +08:00
}
2007-02-10 05:31:29 +08:00
ls - > getLight ( ) - > setPosition ( lightpos ) ;
2007-09-19 19:56:44 +08:00
osg : : Vec3f lightDir ( - lightpos . x ( ) , - lightpos . y ( ) , - lightpos . z ( ) ) ;
From Mihair Radu, "Most of the additions are small utility methods:
- set the resolution of the shadow map; it calls dirty() to
re-initialize at next update
- keep a list of Shader objects to use instead of the default ones, if
the list is empty, the default shaders are used
- explicitly create the Uniform variables, so that subsequent additions
that require more Uniforms can put them in a central place
- set a Light or LightSource to use explicitly for shadow casting,
allows multiple lights in the scene, with one casting shadows
There are two additions that do not ( yet ) function correctly, but in
the present usage they do not interfere with the regular usage of the
techique:
- support for using spotlights, it's using Light.spotCutoff to determine
if it's a spot-light and not point-light,
there is an error in the setup of either the shadow camera or the
texgen, most likely due to the direction of the spotlight, since the
position is being used just like in point or directional lights.
- creation of a debugHUD
the hud is created properly, ( the example included shows it ), but
it displays only white, there has been some discussion of displaying the
shadow map, but I could not find it, the addition of a simple fragment
shader with the appropriate color transform should get this going."
2007-10-03 05:45:09 +08:00
if ( spotlight )
lightDir = osg : : Vec3 ( bb . center ( ) . x ( ) + sinf ( t ) * bb . radius ( ) / 2.0 , bb . center ( ) . y ( ) + cosf ( t ) * bb . radius ( ) / 2.0 , bb . center ( ) . z ( ) )
- osg : : Vec3 ( lightpos . x ( ) , lightpos . y ( ) , lightpos . z ( ) ) ;
2007-09-19 19:56:44 +08:00
lightDir . normalize ( ) ;
ls - > getLight ( ) - > setDirection ( lightDir ) ;
2007-01-11 05:05:26 +08:00
}
viewer . frame ( ) ;
2006-10-06 22:16:11 +08:00
}
return 0 ;
}