/* 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. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // for the grid data.. #include "../osghangglide/terrain_coords.h" const int ReceivesShadowTraversalMask = 0x1; const int CastsShadowTraversalMask = 0x2; namespace ModelOne { 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) { 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; } class SwitchHandler : public osgGA::GUIEventHandler { 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(object); if (!sw) return false; if (ea.getHandled()) return false; 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*/) { 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; } } namespace ModelTwo { osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime) { // 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;iinsert(time,osg::AnimationPath::ControlPoint(position,rotation)); yaw += yaw_delta; time += time_delta; } return animationPath; } osg::Node* createBase(const osg::Vec3& center,float radius) { osg::Geode* geode = new osg::Geode; // 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); } geode->setStateSet( stateset ); 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) { for(unsigned int c=0;c<38;++c) { float h = vertex[r+c*39][2]; if (h>maxHeight) maxHeight=h; if (hsetHeight(c,r,(h+hieghtOffset)*hieghtScale); } } geode->addDrawable(new osg::ShapeDrawable(grid)); osg::Group* group = new osg::Group; group->addChild(geode); return group; } 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)); 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); shadowed->setNodeMask(ReceivesShadowTraversalMask); 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 geode_1 = new osg::Geode; scene->addChild(geode_1.get()); osg::ref_ptr geode_2 = new osg::Geode; osg::ref_ptr 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 geode_3 = new osg::Geode; osg::ref_ptr 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 hints = new osg::TessellationHints; hints->setDetailRatio(2.0f); osg::ref_ptr 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 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; } } osg::Node* createTestModel(osg::ArgumentParser& arguments) { if (arguments.read("-1")) { return ModelOne::createModel(arguments); } else if (arguments.read("-2")) { return ModelTwo::createModel(arguments); } else /*if (arguments.read("-3"))*/ { return ModelThree::createModel(arguments); } } 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()->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"); 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."); arguments.getApplicationUsage()->addCommandLineOption("--sv", "Select ShadowVolume implementation."); arguments.getApplicationUsage()->addCommandLineOption("--ssm", "Select SoftShadowMap implementation."); arguments.getApplicationUsage()->addCommandLineOption("--sm", "Select ShadowMap implementation."); // arguments.getApplicationUsage()->addCommandLineOption("--pssm", "Select ParallelSplitShadowMap implementation."); arguments.getApplicationUsage()->addCommandLineOption("--pssm", "Select ParallelSplitShadowMap implementation.");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--mapcount", "ParallelSplitShadowMap texture count.");//ADEGLI 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 arguments.getApplicationUsage()->addCommandLineOption("--minNearSplit", "ParallelSplitShadowMap shadow map near offset.");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--maxFarDist", "ParallelSplitShadowMap max far distance to shadow.");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--moveVCamFactor", "ParallelSplitShadowMap move the virtual frustum behind the real camera, (also back ground object can cast shadow).");//ADEGLI 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 arguments.getApplicationUsage()->addCommandLineOption("-1", "Use test model one."); arguments.getApplicationUsage()->addCommandLineOption("-2", "Use test model two."); arguments.getApplicationUsage()->addCommandLineOption("-3", "Use test model three."); 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."); // construct the viewer. osgViewer::Viewer viewer(arguments); // if user request help write it out to cout. if (arguments.read("-h") || arguments.read("--help")) { arguments.getApplicationUsage()->write(std::cout); return 1; } // 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); bool postionalLight = true; while (arguments.read("--positionalLight")) postionalLight = true; while (arguments.read("--directionalLight")) postionalLight = false; bool updateLightPosition = true; while (arguments.read("--noUpdate")) updateLightPosition = false; int screenNum = -1; while (arguments.read("--screen", screenNum)) viewer.setUpViewOnSingleScreen(screenNum); // set up the camera manipulators. { osg::ref_ptr 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() ); } // add the state manipulator viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) ); // add stats viewer.addEventHandler( new osgViewer::StatsHandler() ); // add the record camera path handler viewer.addEventHandler(new osgViewer::RecordCameraPathHandler); osg::ref_ptr shadowedScene = new osgShadow::ShadowedScene; shadowedScene->setReceivesShadowTraversalMask(ReceivesShadowTraversalMask); shadowedScene->setCastsShadowTraversalMask(CastsShadowTraversalMask); if (arguments.read("--sv")) { // hint to tell viewer to request stencil buffer when setting up windows osg::DisplaySettings::instance()->setMinimumNumStencilBits(8); osg::ref_ptr 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 st = new osgShadow::ShadowTexture; shadowedScene->setShadowTechnique(st.get()); } else if (arguments.read("--pssm")) { int mapcount = 3; while (arguments.read("--mapcount", mapcount)); osg::ref_ptr pssm = new osgShadow::ParallelSplitShadowMap(NULL,mapcount); int mapres = 1024; while (arguments.read("--mapres", mapres)) pssm->setTextureResolution(mapres); while (arguments.read("--debug-color")) { pssm->setDebugColorOn(); } 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; } int moveVCamFactor = 0; while (arguments.read("--moveVCamFactor", moveVCamFactor)) if ( maxfardist > 0 ) { pssm->setMoveVCamBehindRCamFactor(moveVCamFactor); std::cout << "ParallelSplitShadowMap : setMoveVCamBehindRCamFactor(" << moveVCamFactor<<")" << std::endl; } 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(); } shadowedScene->setShadowTechnique(pssm.get()); } else if (arguments.read("--ssm")) { osg::ref_ptr sm = new osgShadow::SoftShadowMap; shadowedScene->setShadowTechnique(sm.get()); } else /* if (arguments.read("--sm")) */ { osg::ref_ptr sm = new osgShadow::ShadowMap; shadowedScene->setShadowTechnique(sm.get()); int mapres = 1024; while (arguments.read("--mapres", mapres)) sm->setTextureSize(osg::Vec2s(mapres,mapres)); } osg::ref_ptr 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) { lightpos.set(bb.center().x(), bb.center().y(), bb.zMax() + bb.radius()*2.0f ,1.0f); } else { lightpos.set(0.5f,0.25f,0.8f,0.0f); } if ( arguments.read("--base")) { 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 ); geode->addDrawable( osg::createTexturedQuadGeometry( centerBase-widthVec*1.5f-depthVec*1.5f, widthVec*3.0f, depthVec*3.0f) ); geode->setNodeMask(shadowedScene->getReceivesShadowTraversalMask()); geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb"))); shadowedScene->addChild(geode); } osg::ref_ptr ls = new osg::LightSource; ls->getLight()->setPosition(lightpos); 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); ls->getLight()->setSpotCutoff(25.0f); //set the LightSource, only for checking, there is only 1 light in the scene dynamic_cast(shadowedScene->getShadowTechnique())->setLight(ls.get()); } if ( arguments.read("--coloured-light")) { 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)); } else { 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)); } shadowedScene->addChild(model.get()); shadowedScene->addChild(ls.get()); viewer.setSceneData(shadowedScene.get()); // create the windows and run the threads. viewer.realize(); // 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(shadowedScene->getShadowTechnique()); osg::ref_ptr 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); } // osgDB::writeNodeFile(*group,"test.osg"); while (!viewer.done()) { if (updateLightPosition) { float t = viewer.getFrameStamp()->getSimulationTime(); if (postionalLight) { lightpos.set(bb.center().x()+sinf(t)*bb.radius(), bb.center().y() + cosf(t)*bb.radius(), bb.zMax() + bb.radius()*3.0f ,1.0f); } else { lightpos.set(sinf(t),cosf(t),1.0f,0.0f); } ls->getLight()->setPosition(lightpos); osg::Vec3f lightDir(-lightpos.x(),-lightpos.y(),-lightpos.z()); 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()) ; lightDir.normalize(); ls->getLight()->setDirection(lightDir); } viewer.frame(); } return 0; }