Fixed the updating of projection matrix so that is done in eye coordinates.

This commit is contained in:
Robert Osfield 2002-11-21 13:25:39 +00:00
parent 5ddcd5d878
commit 201f753170

View File

@ -6,6 +6,7 @@
#include <osg/Texture2D>
#include <osg/TexGen>
#include <osg/Material>
#include <osg/LightSource>
#include <osgUtil/Optimizer>
#include <osgUtil/RenderToTextureStage>
@ -26,6 +27,26 @@
#include "../osghangglide/terrain_coords.h"
class MyTexGen : public osg::TexGen
{
public:
void setMatrix(const osg::Matrix& matrix)
{
_matrix = matrix;
}
virtual void apply(osg::State& state) const
{
glPushMatrix();
glLoadMatrixf(_matrix.ptr());
TexGen::apply(state);
glPopMatrix();
}
osg::Matrix _matrix;
};
class MyCullCallback : public osg::NodeCallback
{
public:
@ -117,8 +138,7 @@ void MyCullCallback::doPreRender(osg::Node& node, osgUtil::CullVisitor& cv)
matrix->makeLookAt(_position,bs.center(),osg::Vec3(0.0f,1.0f,0.0f));
osg::Matrix inverseMV;
inverseMV.invert(cv.getModelViewMatrix());
osg::Matrix MV = cv.getModelViewMatrix();
// compute the matrix which takes a vertex from local coords into tex coords
// will use this later to specify osg::TexGen..
@ -200,12 +220,36 @@ void MyCullCallback::doPreRender(osg::Node& node, osgUtil::CullVisitor& cv)
// with the appropriate tex gen coords.
osg::StateSet* stateset = new osg::StateSet;
osg::TexGen* texgen = new osg::TexGen;
texgen->setMode(osg::TexGen::OBJECT_LINEAR);
texgen->setPlane(osg::TexGen::S,osg::Vec4(MVPT(0,0),MVPT(1,0),MVPT(2,0),MVPT(3,0)));
texgen->setPlane(osg::TexGen::T,osg::Vec4(MVPT(0,1),MVPT(1,1),MVPT(2,1),MVPT(3,1)));
texgen->setPlane(osg::TexGen::R,osg::Vec4(MVPT(0,2),MVPT(1,2),MVPT(2,2),MVPT(3,2)));
texgen->setPlane(osg::TexGen::Q,osg::Vec4(MVPT(0,3),MVPT(1,3),MVPT(2,3),MVPT(3,3)));
osg::Plane plane_s(MVPT(0,0),MVPT(1,0),MVPT(2,0),MVPT(3,0));
osg::Plane plane_t(MVPT(0,1),MVPT(1,1),MVPT(2,1),MVPT(3,1));
osg::Plane plane_r(MVPT(0,2),MVPT(1,2),MVPT(2,2),MVPT(3,2));
osg::Plane plane_q(MVPT(0,3),MVPT(1,3),MVPT(2,3),MVPT(3,3));
// plane_s.makeUnitLength();
// plane_t.makeUnitLength();
// plane_r.makeUnitLength();
// plane_q.makeUnitLength();
// plane_s.set(inverseMV*plane_s.asVec4());
// plane_t.set(inverseMV*plane_t.asVec4());
// plane_r.set(inverseMV*plane_r.asVec4());
// plane_q.set(inverseMV*plane_q.asVec4());
// plane_s.transformProvidingInverse(inverseMV);
// plane_t.transformProvidingInverse(inverseMV);
// plane_r.transformProvidingInverse(inverseMV);
// plane_q.transformProvidingInverse(inverseMV);
MyTexGen* texgen = new MyTexGen;
texgen->setMatrix(MV);
texgen->setMode(osg::TexGen::EYE_LINEAR);
texgen->setPlane(osg::TexGen::S,plane_s);
texgen->setPlane(osg::TexGen::T,plane_t);
texgen->setPlane(osg::TexGen::R,plane_r);
texgen->setPlane(osg::TexGen::Q,plane_q);
int _unit = 1;
@ -259,136 +303,63 @@ osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,dou
osg::Node* createBase(const osg::Vec3& center,float radius)
{
//
// osg::Geode* geode = osgNew osg::Geode;
//
// // set up the texture of the base.
// osg::StateSet* stateset = osgNew osg::StateSet();
// osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
// if (image)
// {
// osg::Texture2D* texture = osgNew osg::Texture2D;
// texture->setImage(image);
// stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
// }
//
// geode->setStateSet( stateset );
//
//
// osg::Grid* grid = new osg::Grid;
// grid->allocateGrid(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)
// {
// for(unsigned int c=0;c<38;++c)
// {
// float h = vertex[r+c*39][2];
// if (h>maxHeight) maxHeight=h;
// if (h<minHeight) minHeight=h;
// }
// }
//
// 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);
// }
// }
//
//
// geode->addDrawable(new osg::ShapeDrawable(grid));
//
// osg::Group* group = osgNew osg::Group;
// group->addChild(geode);
//
// return group;
//
int numTilesX = 10;
int numTilesY = 10;
float width = 2*radius;
float height = 2*radius;
osg::Vec3 v000(center - osg::Vec3(width*0.5f,height*0.5f,0.0f));
osg::Vec3 dx(osg::Vec3(width/((float)numTilesX),0.0,0.0f));
osg::Vec3 dy(osg::Vec3(0.0f,height/((float)numTilesY),0.0f));
// fill in vertices for grid, note numTilesX+1 * numTilesY+1...
osg::Vec3Array* coords = osgNew osg::Vec3Array;
int iy;
for(iy=0;iy<=numTilesY;++iy)
{
for(int ix=0;ix<=numTilesX;++ix)
{
coords->push_back(v000+dx*(float)ix+dy*(float)iy);
}
}
//Just two colours - black and white.
osg::Vec4Array* colors = osgNew osg::Vec4Array;
colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); // white
colors->push_back(osg::Vec4(0.0f,1.0f,1.0f,1.0f)); // black
int numColors=colors->size();
int numIndicesPerRow=numTilesX+1;
osg::UByteArray* coordIndices = osgNew osg::UByteArray; // assumes we are using less than 256 points...
osg::UByteArray* colorIndices = osgNew osg::UByteArray;
for(iy=0;iy<numTilesY;++iy)
{
for(int ix=0;ix<numTilesX;++ix)
{
// four vertices per quad.
coordIndices->push_back(ix +(iy+1)*numIndicesPerRow);
coordIndices->push_back(ix +iy*numIndicesPerRow);
coordIndices->push_back((ix+1)+iy*numIndicesPerRow);
coordIndices->push_back((ix+1)+(iy+1)*numIndicesPerRow);
// one color per quad
colorIndices->push_back((ix+iy)%numColors);
}
}
// set up a single normal
osg::Vec3Array* normals = osgNew osg::Vec3Array;
normals->push_back(osg::Vec3(0.0f,0.0f,1.0f));
osg::Geometry* geom = osgNew osg::Geometry;
geom->setVertexArray(coords);
geom->setVertexIndices(coordIndices);
geom->setColorArray(colors);
geom->setColorIndices(colorIndices);
geom->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
geom->addPrimitiveSet(osgNew osg::DrawArrays(osg::PrimitiveSet::QUADS,0,coordIndices->size()));
osg::Geode* geode = osgNew osg::Geode;
geode->addDrawable(geom);
// set up the texture of the base.
osg::StateSet* stateset = osgNew osg::StateSet();
osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
if (image)
{
osg::Texture2D* texture = osgNew osg::Texture2D;
texture->setImage(image);
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
}
geode->setStateSet( stateset );
osg::Grid* grid = new osg::Grid;
grid->allocateGrid(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)
{
for(unsigned int c=0;c<38;++c)
{
float h = vertex[r+c*39][2];
if (h>maxHeight) maxHeight=h;
if (h<minHeight) minHeight=h;
}
}
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);
}
}
geode->addDrawable(new osg::ShapeDrawable(grid));
osg::Group* group = osgNew osg::Group;
group->addChild(geode);
return group;
}
osg::Node* createMovingModel(const osg::Vec3& center, float radius)
@ -419,7 +390,7 @@ osg::Node* createMovingModel(const osg::Vec3& center, float radius)
//
// model->addChild(xform);
// }
//
osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
if (cessna)
{
@ -430,7 +401,7 @@ osg::Node* createMovingModel(const osg::Vec3& center, float radius)
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,1.0f));
osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,2.0f));
positioned->addChild(cessna);
@ -467,9 +438,17 @@ osg::Node* createModel()
osg::Geode* lightgeode = new osg::Geode;
lightgeode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(lightPosition,radius/100.0f)));
osg::Light* light = new osg::Light;
light->setPosition(osg::Vec4(lightPosition,1.0f));
light->setLightNum(0);
osg::LightSource* lightsource = new osg::LightSource;
lightsource->setLight(light);
occludee->setCullCallback(new MyCullCallback(occluder,texture,lightPosition));
root->addChild(lightgeode);
root->addChild(lightsource);
root->addChild(occluder);
root->addChild(occludee);