OpenSceneGraph/examples/osglightpoint/osglightpoint.cpp

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#include <osg/GL>
#include <osgProducer/Viewer>
#include <osg/MatrixTransform>
#include <osg/Billboard>
#include <osg/Geode>
#include <osg/Group>
#include <osg/ShapeDrawable>
#include <osg/Notify>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgUtil/Optimizer>
#include <osgSim/LightPointNode>
#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);
lpn.getLightPointList().reserve(noSteps);
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
osg::Node* createLightPointsDatabase()
{
osgSim::LightPoint start;
osgSim::LightPoint end;
start._position.set(-500.0f,-500.0f,0.0f);
start._color.set(1.0f,0.0f,0.0f,1.0f);
end._position.set(500.0f,-500.0f,0.0f);
end._color.set(1.0f,1.0f,1.0f,1.0f);
osg::MatrixTransform* transform = new osg::MatrixTransform;
transform->setDataVariance(osg::Object::STATIC);
transform->setMatrix(osg::Matrix::scale(0.1,0.1,0.1));
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;
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;
}
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 );
lp._position.set( x, 0.0f, z + 100.0f );
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;
}
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.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
// construct the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
osg::Group* rootnode = new osg::Group;
// load the nodes from the commandline arguments.
rootnode->addChild(osgDB::readNodeFiles(arguments));
rootnode->addChild(createLightPointsDatabase());
rootnode->addChild(CreateBlinkSequenceLightNode());
// 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 );
// create the windows and run the threads.
viewer.realize();
while( !viewer.done() )
{
// wait for all cull and draw threads to complete.
viewer.sync();
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer.update();
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
// wait for all cull and draw threads to complete before exit.
viewer.sync();
return 0;
}