/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This application is open source and may be redistributed and/or modified * freely and without restriction, both in commericial and non commericial applications, * as long as this copyright notice is maintained. * * This application is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. */ #include #include #include #include #include #include #include #include class MyGustCallback : public osg::NodeCallback { public: MyGustCallback() {} virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osgParticle::PrecipitationEffect* pe = dynamic_cast(node); float value = sin(nv->getFrameStamp()->getReferenceTime()); if (value<-0.5) { pe->snow(1.0); } else { pe->rain(0.5); } traverse(node, nv); } }; 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()->setApplicationName(arguments.getApplicationName()); arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" example provides an interactive viewer for visualising point clouds.."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); arguments.getApplicationUsage()->addCommandLineOption("",""); arguments.getApplicationUsage()->addCommandLineOption("",""); arguments.getApplicationUsage()->addCommandLineOption("",""); arguments.getApplicationUsage()->addCommandLineOption("",""); arguments.getApplicationUsage()->addCommandLineOption("",""); arguments.getApplicationUsage()->addCommandLineOption("",""); arguments.getApplicationUsage()->addCommandLineOption("",""); arguments.getApplicationUsage()->addCommandLineOption("",""); arguments.getApplicationUsage()->addCommandLineOption("",""); arguments.getApplicationUsage()->addCommandLineOption("",""); // 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()); osg::ref_ptr precipitationEffect = new osgParticle::PrecipitationEffect; float intensity; while (arguments.read("--snow", intensity)) precipitationEffect->snow(intensity); while (arguments.read("--rain", intensity)) precipitationEffect->rain(intensity); float value; while (arguments.read("--particleSize", value)) precipitationEffect->setParticleSize(value); osg::Vec4 color; while (arguments.read("--particleColor", color.r(), color.g(), color.b(), color.a())) precipitationEffect->setParticleColor(color); while (arguments.read("--particleColour", color.r(), color.g(), color.b(), color.a())) precipitationEffect->setParticleColor(color); osg::Vec3 wind; while (arguments.read("--wind", wind.x(), wind.y(), wind.z())) precipitationEffect->setWind(wind); while (arguments.read("--particleSpeed", value)) precipitationEffect->setParticleSpeed(value); while (arguments.read("--nearTransition", value )) precipitationEffect->setNearTransition(value); while (arguments.read("--farTransition", value )) precipitationEffect->setFarTransition(value); while (arguments.read("--particleDensity", value )) precipitationEffect->setMaximumParticleDensity(value); osg::Vec3 cellSize; while (arguments.read("--cellSize", cellSize.x(), cellSize.y(), cellSize.z())) precipitationEffect->setCellSize(cellSize); osg::BoundingBox bb; while (arguments.read("--boundingBox", bb.xMin(), bb.yMin(), bb.zMin(), bb.xMax(), bb.yMax(), bb.zMax())) {} while (arguments.read("--fogDensity", value )) precipitationEffect->getFog()->setDensity(value); while (arguments.read("--fogColor", color.r(), color.g(), color.b(), color.a() )) precipitationEffect->getFog()->setColor(color); while (arguments.read("--fogColour", color.r(), color.g(), color.b(), color.a() )) precipitationEffect->getFog()->setColor(color); while (arguments.read("--useFarLineSegments")) { precipitationEffect->setUseFarLineSegments(true); } viewer.setClearColor( precipitationEffect->getFog()->getColor() ); // 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; } // read the scene from the list of file specified commandline args. osg::ref_ptr loadedModel = osgDB::readNodeFiles(arguments); if (!loadedModel) { std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl; return 1; } // precipitationEffect->setUpdateCallback(new MyGustCallback); osg::ref_ptr group = new osg::Group; group->addChild(precipitationEffect.get()); group->addChild(loadedModel.get()); loadedModel->getOrCreateStateSet()->setAttributeAndModes(precipitationEffect->getFog()); // create the light osg::LightSource* lightSource = new osg::LightSource; group->addChild(lightSource); osg::Light* light = lightSource->getLight(); light->setLightNum(0); light->setPosition(osg::Vec4(0.0f,0.0f,1.0f,0.0f)); // directional light from above light->setAmbient(osg::Vec4(0.8f,0.8f,0.8f,1.0f)); light->setDiffuse(osg::Vec4(0.2f,0.2f,0.2f,1.0f)); light->setSpecular(osg::Vec4(0.2f,0.2f,0.2f,1.0f)); // set the scene to render viewer.setSceneData(group.get()); // 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. viewer.sync(); // run a clean up frame to delete all OpenGL objects. viewer.cleanup_frame(); // wait for all the clean up frame to complete. viewer.sync(); return 0; }