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# include <osg/GL>
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# include <osgViewer/Viewer>
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# include <osg/MatrixTransform>
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# include <osg/Billboard>
# include <osg/Geode>
# include <osg/Group>
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# include <osg/ShapeDrawable>
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# include <osg/Notify>
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# include <osg/PointSprite>
# include <osg/Texture2D>
# include <osg/BlendFunc>
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# include <osgDB/Registry>
# include <osgDB/ReadFile>
# include <osgUtil/Optimizer>
# include <osgSim/LightPointNode>
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# include <iostream>
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# define INTERPOLATE(member) lp.member = start.member*rstart + end.member*rend;
void addToLightPointNode ( osgSim : : LightPointNode & lpn , osgSim : : LightPoint & start , osgSim : : LightPoint & end , unsigned int noSteps )
{
if ( noSteps < = 1 )
{
lpn . addLightPoint ( start ) ;
return ;
}
float rend = 0.0f ;
float rdelta = 1.0f / ( ( float ) noSteps - 1.0f ) ;
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lpn . getLightPointList ( ) . reserve ( noSteps ) ;
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for ( unsigned int i = 0 ; i < noSteps ; + + i , rend + = rdelta )
{
float rstart = 1.0f - rend ;
osgSim : : LightPoint lp ( start ) ;
INTERPOLATE ( _position )
INTERPOLATE ( _intensity ) ;
INTERPOLATE ( _color ) ;
INTERPOLATE ( _radius ) ;
lpn . addLightPoint ( lp ) ;
}
}
# undef INTERPOLATE
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bool usePointSprites ;
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osg : : Node * createLightPointsDatabase ( )
{
osgSim : : LightPoint start ;
osgSim : : LightPoint end ;
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start . _position . set ( - 500.0f , - 500.0f , 0.0f ) ;
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start . _color . set ( 1.0f , 0.0f , 0.0f , 1.0f ) ;
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end . _position . set ( 500.0f , - 500.0f , 0.0f ) ;
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end . _color . set ( 1.0f , 1.0f , 1.0f , 1.0f ) ;
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osg : : MatrixTransform * transform = new osg : : MatrixTransform ;
transform - > setDataVariance ( osg : : Object : : STATIC ) ;
transform - > setMatrix ( osg : : Matrix : : scale ( 0.1 , 0.1 , 0.1 ) ) ;
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osg : : Vec3 start_delta ( 0.0f , 10.0f , 0.0f ) ;
osg : : Vec3 end_delta ( 0.0f , 10.0f , 1.0f ) ;
int noStepsX = 100 ;
int noStepsY = 100 ;
// osgSim::BlinkSequence* bs = new osgSim::BlinkSequence;
// bs->addPulse(1.0,osg::Vec4(1.0f,0.0f,0.0f,1.0f));
// bs->addPulse(0.5,osg::Vec4(0.0f,0.0f,0.0f,0.0f)); // off
// bs->addPulse(1.5,osg::Vec4(1.0f,1.0f,0.0f,1.0f));
// bs->addPulse(0.5,osg::Vec4(0.0f,0.0f,0.0f,0.0f)); // off
// bs->addPulse(1.0,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
// bs->addPulse(0.5,osg::Vec4(0.0f,0.0f,0.0f,0.0f)); // off
// osgSim::Sector* sector = new osgSim::ConeSector(osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0),osg::inDegrees(45.0));
// osgSim::Sector* sector = new osgSim::ElevationSector(-osg::inDegrees(45.0),osg::inDegrees(45.0),osg::inDegrees(45.0));
// osgSim::Sector* sector = new osgSim::AzimSector(-osg::inDegrees(45.0),osg::inDegrees(45.0),osg::inDegrees(90.0));
// osgSim::Sector* sector = new osgSim::AzimElevationSector(osg::inDegrees(180),osg::inDegrees(90), // azim range
// osg::inDegrees(0.0),osg::inDegrees(90.0), // elevation range
// osg::inDegrees(5.0));
for ( int i = 0 ; i < noStepsY ; + + i )
{
// osgSim::BlinkSequence* local_bs = new osgSim::BlinkSequence(*bs);
// local_bs->setSequenceGroup(new osgSim::BlinkSequence::SequenceGroup((double)i*0.1));
// start._blinkSequence = local_bs;
// start._sector = sector;
osgSim : : LightPointNode * lpn = new osgSim : : LightPointNode ;
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//
osg : : StateSet * set = lpn - > getOrCreateStateSet ( ) ;
if ( usePointSprites )
{
lpn - > setPointSprite ( ) ;
// Set point sprite texture in LightPointNode StateSet.
osg : : Texture2D * tex = new osg : : Texture2D ( ) ;
tex - > setImage ( osgDB : : readImageFile ( " Images/particle.rgb " ) ) ;
set - > setTextureAttributeAndModes ( 0 , tex , osg : : StateAttribute : : ON ) ;
}
//set->setMode(GL_BLEND, osg::StateAttribute::ON);
//osg::BlendFunc *fn = new osg::BlendFunc();
//fn->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::DST_ALPHA);
//set->setAttributeAndModes(fn, osg::StateAttribute::ON);
//
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addToLightPointNode ( * lpn , start , end , noStepsX ) ;
start . _position + = start_delta ;
end . _position + = end_delta ;
transform - > addChild ( lpn ) ;
}
osg : : Group * group = new osg : : Group ;
group - > addChild ( transform ) ;
return group ;
}
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static osg : : Node * CreateBlinkSequenceLightNode ( )
{
osgSim : : LightPointNode * lightPointNode = new osgSim : : LightPointNode ; ;
osgSim : : LightPointNode : : LightPointList lpList ;
osg : : ref_ptr < osgSim : : SequenceGroup > seq_0 ;
seq_0 = new osgSim : : SequenceGroup ;
seq_0 - > _baseTime = 0.0 ;
osg : : ref_ptr < osgSim : : SequenceGroup > seq_1 ;
seq_1 = new osgSim : : SequenceGroup ;
seq_1 - > _baseTime = 0.5 ;
const int max_points = 32 ;
for ( int i = 0 ; i < max_points ; + + i )
{
osgSim : : LightPoint lp ;
double x = cos ( ( 2.0 * osg : : PI * i ) / max_points ) ;
double z = sin ( ( 2.0 * osg : : PI * i ) / max_points ) ;
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lp . _position . set ( x , 0.0f , z + 30.0f ) ;
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lp . _blinkSequence = new osgSim : : BlinkSequence ;
for ( int j = 10 ; j > 0 ; - - j )
{
float intensity = j / 10.0f ;
lp . _blinkSequence - > addPulse ( 1.0 / max_points ,
osg : : Vec4 ( intensity , intensity , intensity , intensity ) ) ;
}
if ( max_points > 10 )
{
lp . _blinkSequence - > addPulse ( 1.0 - 10.0 / max_points ,
osg : : Vec4 ( 0.0f , 0.0f , 0.0f , 0.0f ) ) ;
}
if ( i & 1 )
{
lp . _blinkSequence - > setSequenceGroup ( seq_1 . get ( ) ) ;
}
else
{
lp . _blinkSequence - > setSequenceGroup ( seq_0 . get ( ) ) ;
}
lp . _blinkSequence - > setPhaseShift ( i / ( static_cast < double > ( max_points ) ) ) ;
lpList . push_back ( lp ) ;
}
lightPointNode - > setLightPointList ( lpList ) ;
return lightPointNode ;
}
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int main ( int argc , char * * argv )
{
// use an ArgumentParser object to manage the program arguments.
osg : : ArgumentParser arguments ( & argc , argv ) ;
// set up the usage document, in case we need to print out how to use this program.
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arguments . getApplicationUsage ( ) - > setDescription ( arguments . getApplicationName ( ) + " is the example which demonstrates use high quality light point, typically used for naviagional lights. " ) ;
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arguments . getApplicationUsage ( ) - > setCommandLineUsage ( arguments . getApplicationName ( ) + " [options] filename ... " ) ;
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arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -h or --help " , " Display this information " ) ;
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arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --sprites " , " Point sprites. " ) ;
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// construct the viewer.
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osgViewer : : Viewer viewer ;
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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 ;
}
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usePointSprites = false ;
while ( arguments . read ( " --sprites " ) ) { usePointSprites = true ; } ;
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osg : : Group * rootnode = new osg : : Group ;
// load the nodes from the commandline arguments.
rootnode - > addChild ( osgDB : : readNodeFiles ( arguments ) ) ;
rootnode - > addChild ( createLightPointsDatabase ( ) ) ;
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rootnode - > addChild ( CreateBlinkSequenceLightNode ( ) ) ;
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// run optimization over the scene graph
osgUtil : : Optimizer optimzer ;
optimzer . optimize ( rootnode ) ;
// add a viewport to the viewer and attach the scene graph.
viewer . setSceneData ( rootnode ) ;
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return viewer . run ( ) ;
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}