#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #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;isetDataVariance(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;isetSequenceGroup(new osgSim::BlinkSequence::SequenceGroup((double)i*0.1)); // start._blinkSequence = local_bs; // start._sector = sector; osgSim::LightPointNode* lpn = new osgSim::LightPointNode; // osg::StateSet* set = lpn->getOrCreateStateSet(); if (usePointSprites) { lpn->setPointSprite(); // Set point sprite texture in LightPointNode StateSet. osg::Texture2D *tex = new osg::Texture2D(); tex->setImage(osgDB::readImageFile("Images/particle.rgb")); set->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON); } //set->setMode(GL_BLEND, osg::StateAttribute::ON); //osg::BlendFunc *fn = new osg::BlendFunc(); //fn->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::DST_ALPHA); //set->setAttributeAndModes(fn, osg::StateAttribute::ON); // 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 seq_0; seq_0 = new osgSim::SequenceGroup; seq_0->_baseTime = 0.0; osg::ref_ptr 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 + 30.0f ); 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(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. 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"); arguments.getApplicationUsage()->addCommandLineOption("--sprites","Point sprites."); // 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; } usePointSprites = false; while (arguments.read("--sprites")) { usePointSprites = true; }; // 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. 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; }