#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include void create_specular_highlights(osg::Node *node) { osg::StateSet *ss = node->getOrCreateStateSet(); // create and setup the texture object osg::TextureCubeMap *tcm = new osg::TextureCubeMap; tcm->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP); tcm->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP); tcm->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP); tcm->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR); tcm->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); // generate the six highlight map images (light direction = [1, 1, -1]) osgUtil::HighlightMapGenerator *mapgen = new osgUtil::HighlightMapGenerator( osg::Vec3(1, 1, -1), // light direction osg::Vec4(1, 0.9f, 0.8f, 1), // light color 8); // specular exponent mapgen->generateMap(); // assign the six images to the texture object tcm->setImage(osg::TextureCubeMap::POSITIVE_X, mapgen->getImage(osg::TextureCubeMap::POSITIVE_X)); tcm->setImage(osg::TextureCubeMap::NEGATIVE_X, mapgen->getImage(osg::TextureCubeMap::NEGATIVE_X)); tcm->setImage(osg::TextureCubeMap::POSITIVE_Y, mapgen->getImage(osg::TextureCubeMap::POSITIVE_Y)); tcm->setImage(osg::TextureCubeMap::NEGATIVE_Y, mapgen->getImage(osg::TextureCubeMap::NEGATIVE_Y)); tcm->setImage(osg::TextureCubeMap::POSITIVE_Z, mapgen->getImage(osg::TextureCubeMap::POSITIVE_Z)); tcm->setImage(osg::TextureCubeMap::NEGATIVE_Z, mapgen->getImage(osg::TextureCubeMap::NEGATIVE_Z)); // enable texturing, replacing any textures in the subgraphs ss->setTextureAttributeAndModes(0, tcm, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); // texture coordinate generation osg::TexGen *tg = new osg::TexGen; tg->setMode(osg::TexGen::REFLECTION_MAP); ss->setTextureAttributeAndModes(0, tg, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); // use TexEnvCombine to add the highlights to the original lighting osg::TexEnvCombine *te = new osg::TexEnvCombine; te->setCombine_RGB(osg::TexEnvCombine::ADD); te->setSource0_RGB(osg::TexEnvCombine::TEXTURE); te->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR); te->setSource1_RGB(osg::TexEnvCombine::PRIMARY_COLOR); te->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR); ss->setTextureAttributeAndModes(0, te, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); } 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. 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; } if (arguments.argc()<=1) { arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION); return 1; } // load the nodes from the commandline arguments. osg::Node* rootnode = osgDB::readNodeFiles(arguments); if (!rootnode) { return 1; } // create specular highlights create_specular_highlights(rootnode); // 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; }