d6291a0ffc
osgshape osgsimplifier osgsimulation osgslice osgspacewarp osgspheresegment osgspotlight osgstereoimage
275 lines
8.3 KiB
C++
275 lines
8.3 KiB
C++
#include <osg/Notify>
|
|
#include <osg/MatrixTransform>
|
|
#include <osg/ShapeDrawable>
|
|
#include <osg/PositionAttitudeTransform>
|
|
#include <osg/Geometry>
|
|
#include <osg/Texture2D>
|
|
#include <osg/Geode>
|
|
#include <osg/LightSource>
|
|
#include <osg/TexGenNode>
|
|
|
|
#include <osgUtil/Optimizer>
|
|
|
|
#include <osgDB/Registry>
|
|
#include <osgDB/ReadFile>
|
|
|
|
#include <osgViewer/Viewer>
|
|
|
|
|
|
// for the grid data..
|
|
#include "../osghangglide/terrain_coords.h"
|
|
|
|
|
|
osg::Image* createSpotLightImage(const osg::Vec4& centerColour, const osg::Vec4& backgroudColour, unsigned int size, float power)
|
|
{
|
|
osg::Image* image = new osg::Image;
|
|
image->allocateImage(size,size,1,
|
|
GL_RGBA,GL_UNSIGNED_BYTE);
|
|
|
|
|
|
float mid = (float(size)-1)*0.5f;
|
|
float div = 2.0f/float(size);
|
|
for(unsigned int r=0;r<size;++r)
|
|
{
|
|
unsigned char* ptr = image->data(0,r,0);
|
|
for(unsigned int c=0;c<size;++c)
|
|
{
|
|
float dx = (float(c) - mid)*div;
|
|
float dy = (float(r) - mid)*div;
|
|
float r = powf(1.0f-sqrtf(dx*dx+dy*dy),power);
|
|
if (r<0.0f) r=0.0f;
|
|
osg::Vec4 color = centerColour*r+backgroudColour*(1.0f-r);
|
|
*ptr++ = (unsigned char)((color[0])*255.0f);
|
|
*ptr++ = (unsigned char)((color[1])*255.0f);
|
|
*ptr++ = (unsigned char)((color[2])*255.0f);
|
|
*ptr++ = (unsigned char)((color[3])*255.0f);
|
|
}
|
|
}
|
|
return image;
|
|
|
|
//return osgDB::readImageFile("spot.dds");
|
|
}
|
|
|
|
osg::StateSet* createSpotLightDecoratorState(unsigned int lightNum, unsigned int textureUnit)
|
|
{
|
|
osg::StateSet* stateset = new osg::StateSet;
|
|
|
|
stateset->setMode(GL_LIGHT0+lightNum, osg::StateAttribute::ON);
|
|
|
|
osg::Vec4 centerColour(1.0f,1.0f,1.0f,1.0f);
|
|
osg::Vec4 ambientColour(0.05f,0.05f,0.05f,1.0f);
|
|
|
|
// set up spot light texture
|
|
osg::Texture2D* texture = new osg::Texture2D();
|
|
texture->setImage(createSpotLightImage(centerColour, ambientColour, 64, 1.0));
|
|
texture->setBorderColor(osg::Vec4(ambientColour));
|
|
texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_BORDER);
|
|
texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_BORDER);
|
|
texture->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_BORDER);
|
|
|
|
stateset->setTextureAttributeAndModes(textureUnit, texture, osg::StateAttribute::ON);
|
|
|
|
// set up tex gens
|
|
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_S, osg::StateAttribute::ON);
|
|
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_T, osg::StateAttribute::ON);
|
|
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_R, osg::StateAttribute::ON);
|
|
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_Q, osg::StateAttribute::ON);
|
|
|
|
return stateset;
|
|
}
|
|
|
|
|
|
osg::Node* createSpotLightNode(const osg::Vec3& position, const osg::Vec3& direction, float angle, unsigned int lightNum, unsigned int textureUnit)
|
|
{
|
|
osg::Group* group = new osg::Group;
|
|
|
|
// create light source.
|
|
osg::LightSource* lightsource = new osg::LightSource;
|
|
osg::Light* light = lightsource->getLight();
|
|
light->setLightNum(lightNum);
|
|
light->setPosition(osg::Vec4(position,1.0f));
|
|
light->setAmbient(osg::Vec4(0.00f,0.00f,0.05f,1.0f));
|
|
light->setDiffuse(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
|
|
group->addChild(lightsource);
|
|
|
|
// create tex gen.
|
|
|
|
osg::Vec3 up(0.0f,0.0f,1.0f);
|
|
up = (direction ^ up) ^ direction;
|
|
up.normalize();
|
|
|
|
osg::TexGenNode* texgenNode = new osg::TexGenNode;
|
|
texgenNode->setTextureUnit(textureUnit);
|
|
osg::TexGen* texgen = texgenNode->getTexGen();
|
|
texgen->setMode(osg::TexGen::EYE_LINEAR);
|
|
texgen->setPlanesFromMatrix(osg::Matrixd::lookAt(position, position+direction, up)*
|
|
osg::Matrixd::perspective(angle,1.0,0.1,100));
|
|
|
|
|
|
group->addChild(texgenNode);
|
|
|
|
return group;
|
|
|
|
}
|
|
|
|
|
|
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;i<numSamples;++i)
|
|
{
|
|
osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
|
|
osg::Quat rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));
|
|
|
|
animationPath->insert(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 (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 = 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);
|
|
|
|
xform->addChild(createSpotLightNode(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(0.0f,1.0f,-1.0f), 60.0f, 0, 1));
|
|
|
|
model->addChild(xform);
|
|
}
|
|
|
|
return model;
|
|
}
|
|
|
|
|
|
|
|
|
|
osg::Node* createModel()
|
|
{
|
|
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);
|
|
|
|
// the shadowed model
|
|
osg::Node* shadowed = createBase(center-osg::Vec3(0.0f,0.0f,radius*0.1),radius);
|
|
|
|
// combine the models together to create one which has the shadower and the shadowed with the required callback.
|
|
osg::Group* root = new osg::Group;
|
|
|
|
root->setStateSet(createSpotLightDecoratorState(0,1));
|
|
|
|
root->addChild(shadower);
|
|
root->addChild(shadowed);
|
|
|
|
return root;
|
|
}
|
|
|
|
|
|
int main(int, char **)
|
|
{
|
|
// construct the viewer.
|
|
osgViewer::Viewer viewer;
|
|
|
|
// add the spoit light model to the viewer
|
|
viewer.setSceneData( createModel() );
|
|
|
|
// run the viewer main frame loop.
|
|
return viewer.run();
|
|
}
|