1207 lines
46 KiB
C++
1207 lines
46 KiB
C++
/* OpenSceneGraph example, osgshadow.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <osg/ArgumentParser>
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#include <osg/ComputeBoundsVisitor>
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#include <osg/Texture2D>
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#include <osg/ShapeDrawable>
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#include <osg/MatrixTransform>
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#include <osg/Geometry>
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#include <osgGA/TrackballManipulator>
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#include <osgGA/FlightManipulator>
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#include <osgGA/DriveManipulator>
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#include <osgGA/KeySwitchMatrixManipulator>
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#include <osgGA/AnimationPathManipulator>
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#include <osgGA/TerrainManipulator>
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#include <osgGA/AnimationPathManipulator>
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#include <osgGA/StateSetManipulator>
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#include <osgViewer/Viewer>
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#include <osgViewer/ViewerEventHandlers>
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#include <osgShadow/ShadowedScene>
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#include <osgShadow/ShadowVolume>
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#include <osgShadow/ShadowTexture>
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#include <osgShadow/ShadowMap>
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#include <osgShadow/SoftShadowMap>
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#include <osgShadow/ParallelSplitShadowMap>
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#include <osgShadow/LightSpacePerspectiveShadowMap>
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#include <osgShadow/StandardShadowMap>
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#include <osgShadow/ViewDependentShadowMap>
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#include <osgUtil/Optimizer>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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#include <osg/io_utils>
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#include <iostream>
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// for the grid data..
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#include "terrain_coords.h"
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// for the model number four - island scene
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#include "IslandScene.h"
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class ChangeFOVHandler : public osgGA::GUIEventHandler
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{
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public:
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ChangeFOVHandler(osg::Camera* camera)
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: _camera(camera)
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{
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double fovy, aspectRatio, zNear, zFar;
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_camera->getProjectionMatrix().getPerspective(fovy, aspectRatio, zNear, zFar);
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std::cout << "FOV is " << fovy << std::endl;
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}
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/** Deprecated, Handle events, return true if handled, false otherwise. */
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virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& /*aa*/)
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{
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if (ea.getEventType() == osgGA::GUIEventAdapter::KEYUP)
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{
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if (ea.getKey() == '-' || ea.getKey() == '=' || ea.getKey() == '0')
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{
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double fovy, aspectRatio, zNear, zFar;
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_camera->getProjectionMatrix().getPerspective(fovy, aspectRatio, zNear, zFar);
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if (ea.getKey() == '-')
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{
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fovy -= 5.0;
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}
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if (ea.getKey() == '=')
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{
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fovy += 5.0;
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}
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if (ea.getKey() == '0')
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{
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fovy = 45.0;
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}
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std::cout << "Setting FOV to " << fovy << std::endl;
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_camera->getProjectionMatrix().makePerspective(fovy, aspectRatio, zNear, zFar);
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return true;
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}
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}
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return false;
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}
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osg::ref_ptr<osg::Camera> _camera;
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};
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class DumpShadowVolumesHandler : public osgGA::GUIEventHandler
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{
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public:
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DumpShadowVolumesHandler( )
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{
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set( false );
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}
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bool get() { return _value; }
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void set( bool value ) { _value = value; }
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/** Deprecated, Handle events, return true if handled, false otherwise. */
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virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& /*aa*/)
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{
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if (ea.getEventType() == osgGA::GUIEventAdapter::KEYUP)
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{
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if (ea.getKey() == 'D' )
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{
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set( true );
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return true;
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}
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}
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return false;
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}
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bool _value;
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};
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class LightAnimationHandler : public osgGA::GUIEventHandler
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{
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public:
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LightAnimationHandler(bool flag=true): _animating(flag) {}
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void setAnimating(bool flag) { _animating = flag; }
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bool getAnimating() const { return _animating; }
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/** Deprecated, Handle events, return true if handled, false otherwise. */
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virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& /*aa*/)
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{
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if (ea.getEventType() == osgGA::GUIEventAdapter::KEYUP)
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{
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if (ea.getKey() == 'p' )
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{
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_animating = !_animating;
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return true;
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}
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}
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return false;
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}
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bool _animating;
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};
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static int ReceivesShadowTraversalMask = 0x1;
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static int CastsShadowTraversalMask = 0x2;
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namespace ModelOne
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{
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enum Faces
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{
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FRONT_FACE = 1,
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BACK_FACE = 2,
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LEFT_FACE = 4,
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RIGHT_FACE = 8,
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TOP_FACE = 16,
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BOTTOM_FACE = 32
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};
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osg::Node* createCube(unsigned int mask)
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{
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osg::Geode* geode = new osg::Geode;
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osg::Geometry* geometry = new osg::Geometry;
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geode->addDrawable(geometry);
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osg::Vec3Array* vertices = new osg::Vec3Array;
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geometry->setVertexArray(vertices);
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osg::Vec3Array* normals = new osg::Vec3Array;
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geometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
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osg::Vec4Array* colours = new osg::Vec4Array;
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geometry->setColorArray(colours, osg::Array::BIND_OVERALL);
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colours->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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osg::Vec3 origin(0.0f,0.0f,0.0f);
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osg::Vec3 dx(2.0f,0.0f,0.0f);
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osg::Vec3 dy(0.0f,1.0f,0.0f);
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osg::Vec3 dz(0.0f,0.0f,1.0f);
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osg::Vec3 px(1.0f,0.0,0.0f);
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osg::Vec3 nx(-1.0f,0.0,0.0f);
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osg::Vec3 py(0.0f,1.0f,0.0f);
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osg::Vec3 ny(0.0f,-1.0f,0.0f);
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osg::Vec3 pz(0.0f,0.0f,1.0f);
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osg::Vec3 nz(0.0f,0.0f,-1.0f);
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if (mask & FRONT_FACE)
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{
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// front face
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vertices->push_back(origin);
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vertices->push_back(origin+dx);
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vertices->push_back(origin+dx+dz);
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vertices->push_back(origin+dz);
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normals->push_back(ny);
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normals->push_back(ny);
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normals->push_back(ny);
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normals->push_back(ny);
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}
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if (mask & BACK_FACE)
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{
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// back face
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vertices->push_back(origin+dy);
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vertices->push_back(origin+dy+dz);
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vertices->push_back(origin+dy+dx+dz);
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vertices->push_back(origin+dy+dx);
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normals->push_back(py);
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normals->push_back(py);
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normals->push_back(py);
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normals->push_back(py);
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}
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if (mask & LEFT_FACE)
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{
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// left face
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vertices->push_back(origin+dy);
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vertices->push_back(origin);
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vertices->push_back(origin+dz);
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vertices->push_back(origin+dy+dz);
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normals->push_back(nx);
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normals->push_back(nx);
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normals->push_back(nx);
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normals->push_back(nx);
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}
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if (mask & RIGHT_FACE)
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{
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// right face
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vertices->push_back(origin+dx+dy);
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vertices->push_back(origin+dx+dy+dz);
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vertices->push_back(origin+dx+dz);
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vertices->push_back(origin+dx);
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normals->push_back(px);
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normals->push_back(px);
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normals->push_back(px);
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normals->push_back(px);
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}
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if (mask & TOP_FACE)
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{
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// top face
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vertices->push_back(origin+dz);
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vertices->push_back(origin+dz+dx);
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vertices->push_back(origin+dz+dx+dy);
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vertices->push_back(origin+dz+dy);
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normals->push_back(pz);
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normals->push_back(pz);
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normals->push_back(pz);
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normals->push_back(pz);
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}
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if (mask & BOTTOM_FACE)
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{
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// bottom face
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vertices->push_back(origin);
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vertices->push_back(origin+dy);
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vertices->push_back(origin+dx+dy);
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vertices->push_back(origin+dx);
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normals->push_back(nz);
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normals->push_back(nz);
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normals->push_back(nz);
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normals->push_back(nz);
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}
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geometry->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, vertices->size()));
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return geode;
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}
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class SwitchHandler : public osgGA::GUIEventHandler
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{
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public:
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SwitchHandler():
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_childNum(0) {}
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virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& /*aa*/, osg::Object* object, osg::NodeVisitor* /*nv*/)
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{
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osg::Switch* sw = dynamic_cast<osg::Switch*>(object);
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if (!sw) return false;
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if (ea.getHandled()) return false;
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switch(ea.getEventType())
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{
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case(osgGA::GUIEventAdapter::KEYDOWN):
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{
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if (ea.getKey()=='n')
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{
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++_childNum;
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if (_childNum >= sw->getNumChildren()) _childNum = 0;
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sw->setSingleChildOn(_childNum);
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return true;
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}
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break;
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}
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default:
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break;
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}
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return false;
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}
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protected:
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virtual ~SwitchHandler() {}
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unsigned int _childNum;
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};
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osg::Node* createModel(osg::ArgumentParser& /*arguments*/)
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{
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osg::Switch* sw = new osg::Switch;
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sw->setEventCallback(new ModelOne::SwitchHandler);
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sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE), true);
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sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | ModelOne::BACK_FACE), false);
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sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | ModelOne::BACK_FACE | ModelOne::LEFT_FACE), false);
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sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | ModelOne::BACK_FACE | ModelOne::LEFT_FACE | ModelOne::RIGHT_FACE), false);
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sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | ModelOne::BACK_FACE | ModelOne::LEFT_FACE | ModelOne::RIGHT_FACE | ModelOne::TOP_FACE), false);
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sw->addChild(ModelOne::createCube(ModelOne::FRONT_FACE | ModelOne::BACK_FACE | ModelOne::LEFT_FACE | ModelOne::RIGHT_FACE | ModelOne::TOP_FACE | ModelOne::BOTTOM_FACE), false);
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return sw;
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}
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}
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namespace ModelTwo
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{
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osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
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{
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// set up the animation path
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osg::AnimationPath* animationPath = new osg::AnimationPath;
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animationPath->setLoopMode(osg::AnimationPath::LOOP);
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int numSamples = 40;
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float yaw = 0.0f;
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float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
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float roll = osg::inDegrees(30.0f);
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double time=0.0f;
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double time_delta = looptime/(double)numSamples;
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for(int i=0;i<numSamples;++i)
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{
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osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
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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)));
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animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
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yaw += yaw_delta;
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time += time_delta;
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}
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return animationPath;
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}
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osg::Node* createBase(const osg::Vec3& center,float radius)
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{
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osg::Geode* geode = new osg::Geode;
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// set up the texture of the base.
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osg::StateSet* stateset = new osg::StateSet();
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osg::ref_ptr<osg::Image> image = osgDB::readRefImageFile("Images/lz.rgb");
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if (image)
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{
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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geode->setStateSet( stateset );
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osg::HeightField* grid = new osg::HeightField;
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grid->allocate(38,39);
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grid->setOrigin(center+osg::Vec3(-radius,-radius,0.0f));
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grid->setXInterval(radius*2.0f/(float)(38-1));
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grid->setYInterval(radius*2.0f/(float)(39-1));
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float minHeight = FLT_MAX;
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float maxHeight = -FLT_MAX;
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unsigned int r;
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for(r=0;r<39;++r)
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{
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for(unsigned int c=0;c<38;++c)
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{
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float h = vertex[r+c*39][2];
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if (h>maxHeight) maxHeight=h;
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if (h<minHeight) minHeight=h;
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}
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}
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float hieghtScale = radius*0.5f/(maxHeight-minHeight);
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float hieghtOffset = -(minHeight+maxHeight)*0.5f;
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for(r=0;r<39;++r)
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{
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for(unsigned int c=0;c<38;++c)
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{
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float h = vertex[r+c*39][2];
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grid->setHeight(c,r,(h+hieghtOffset)*hieghtScale);
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}
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}
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geode->addDrawable(new osg::ShapeDrawable(grid));
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osg::Group* group = new osg::Group;
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group->addChild(geode);
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return group;
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}
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osg::Node* createMovingModel(const osg::Vec3& center, float radius)
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{
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float animationLength = 10.0f;
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osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
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osg::Group* model = new osg::Group;
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osg::ref_ptr<osg::Node> cessna = osgDB::readRefNodeFile("cessna.osgt");
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if (cessna)
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{
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const osg::BoundingSphere& bs = cessna->getBound();
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float size = radius/bs.radius()*0.3f;
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osg::MatrixTransform* positioned = new osg::MatrixTransform;
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,2.0f));
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positioned->addChild(cessna);
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osg::MatrixTransform* xform = new osg::MatrixTransform;
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xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
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xform->addChild(positioned);
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model->addChild(xform);
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}
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return model;
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}
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osg::Node* createModel(osg::ArgumentParser& /*arguments*/)
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{
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osg::Vec3 center(0.0f,0.0f,0.0f);
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float radius = 100.0f;
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// the shadower model
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osg::Node* shadower = createMovingModel(center,radius*0.5f);
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shadower->setNodeMask(CastsShadowTraversalMask);
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// the shadowed model
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osg::Node* shadowed = createBase(center-osg::Vec3(0.0f,0.0f,radius*0.25),radius);
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shadowed->setNodeMask(ReceivesShadowTraversalMask);
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osg::Group* group = new osg::Group;
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group->addChild(shadowed);
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group->addChild(shadower);
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return group;
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}
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}
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namespace ModelThree
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{
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osg::Group* createModel(osg::ArgumentParser& arguments)
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{
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osg::Group* scene = new osg::Group;
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osg::ref_ptr<osg::Geode> geode_1 = new osg::Geode;
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scene->addChild(geode_1.get());
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osg::ref_ptr<osg::Geode> geode_2 = new osg::Geode;
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osg::ref_ptr<osg::MatrixTransform> transform_2 = new osg::MatrixTransform;
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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<osg::Geode> geode_3 = new osg::Geode;
|
|
osg::ref_ptr<osg::MatrixTransform> 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<osg::TessellationHints> hints = new osg::TessellationHints;
|
|
hints->setDetailRatio(2.0f);
|
|
osg::ref_ptr<osg::ShapeDrawable> 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));
|
|
shape->setName("base box");
|
|
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));
|
|
shape->setName("center sphere");
|
|
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));
|
|
shape->setName("cyan sphere");
|
|
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));
|
|
shape->setName("green box");
|
|
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));
|
|
shape->setName("blue cone");
|
|
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));
|
|
shape->setName("red cylinder");
|
|
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));
|
|
shape->setName("rotating box");
|
|
geode_3->addDrawable(shape.get());
|
|
|
|
// material
|
|
osg::ref_ptr<osg::Material> 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::readRefImageFile("Images/lz.rgb")), osg::StateAttribute::ON);
|
|
}
|
|
|
|
return scene;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
namespace ModelFive
|
|
{
|
|
struct UseVBOVisitor : public osg::NodeVisitor
|
|
{
|
|
UseVBOVisitor():
|
|
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
|
|
|
|
virtual void apply(osg::Geode& geode)
|
|
{
|
|
for(unsigned int i=0; i<geode.getNumDrawables(); ++i)
|
|
{
|
|
osg::Geometry* geometry = dynamic_cast<osg::Geometry*>(geode.getDrawable(i));
|
|
if (geometry)
|
|
{
|
|
geometry->setUseVertexBufferObjects(true);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
osg::AnimationPathCallback* createAnimationPathCallback( float radius, float time )
|
|
{
|
|
osg::ref_ptr<osg::AnimationPath> path = new osg::AnimationPath;
|
|
path->setLoopMode( osg::AnimationPath::LOOP );
|
|
|
|
unsigned int numSamples = 32;
|
|
float delta_yaw = 2.0f * osg::PI/((float)numSamples - 1.0f);
|
|
float delta_time = time / (float)numSamples;
|
|
for ( unsigned int i=0; i<numSamples; ++i )
|
|
{
|
|
float yaw = delta_yaw * (float)i;
|
|
osg::Vec3 pos( sinf(yaw)*radius, cosf(yaw)*radius, 0.0f );
|
|
osg::Quat rot( -yaw, osg::Z_AXIS );
|
|
path->insert( delta_time * (float)i, osg::AnimationPath::ControlPoint(pos, rot) );
|
|
}
|
|
|
|
osg::ref_ptr<osg::AnimationPathCallback> apcb = new osg::AnimationPathCallback;
|
|
apcb->setAnimationPath( path.get() );
|
|
return apcb.release();
|
|
}
|
|
|
|
osg::Group* createModel(osg::ArgumentParser& /*arguments*/)
|
|
{
|
|
// Set the ground (only receives shadow)
|
|
osg::ref_ptr<osg::MatrixTransform> groundNode = new osg::MatrixTransform;
|
|
groundNode->addChild( osgDB::readRefNodeFile("lz.osg") );
|
|
groundNode->setMatrix( osg::Matrix::translate(200.0f, 200.0f,-200.0f) );
|
|
groundNode->setNodeMask( ReceivesShadowTraversalMask );
|
|
|
|
// Set the cessna (only casts shadow)
|
|
osg::ref_ptr<osg::MatrixTransform> cessnaNode = new osg::MatrixTransform;
|
|
cessnaNode->addChild( osgDB::readRefNodeFile("cessna.osg.0,0,90.rot") );
|
|
cessnaNode->addUpdateCallback( createAnimationPathCallback(50.0f, 6.0f) );
|
|
cessnaNode->setNodeMask( CastsShadowTraversalMask );
|
|
|
|
// cessna is really poorly optimized so fix this by optimizing the mesh and use VBO's.
|
|
osgUtil::Optimizer optimizer;
|
|
optimizer.optimize(cessnaNode.get(), osgUtil::Optimizer::INDEX_MESH |
|
|
osgUtil::Optimizer::VERTEX_POSTTRANSFORM |
|
|
osgUtil::Optimizer::VERTEX_PRETRANSFORM);
|
|
|
|
UseVBOVisitor useVBOVisitor;
|
|
cessnaNode->accept(useVBOVisitor);
|
|
|
|
|
|
osg::ref_ptr<osg::Group> shadowRoot = new osg::Group;
|
|
shadowRoot->addChild( groundNode.get() );
|
|
for ( unsigned int i=0; i<10; ++i )
|
|
{
|
|
for ( unsigned int j=0; j<10; ++j )
|
|
{
|
|
osg::ref_ptr<osg::MatrixTransform> cessnaInstance = new osg::MatrixTransform;
|
|
cessnaInstance->setMatrix( osg::Matrix::translate((float)i*50.0f-25.0f, (float)j*50.0f-25.0f, 0.0f) );
|
|
cessnaInstance->addChild( cessnaNode.get() );
|
|
shadowRoot->addChild( cessnaInstance.get() );
|
|
}
|
|
}
|
|
|
|
|
|
return shadowRoot.release();
|
|
}
|
|
}
|
|
|
|
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("-4"))
|
|
{
|
|
return ModelFour::createModel(arguments);
|
|
}
|
|
else if (arguments.read("-5"))
|
|
{
|
|
return ModelFive::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("--castsShadowMask", "Override default castsShadowMask (default - 0x2)");
|
|
arguments.getApplicationUsage()->addCommandLineOption("--receivesShadowMask", "Override default receivesShadowMask (default - 0x1)");
|
|
|
|
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.");//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("--PolyOffset-Factor", "ParallelSplitShadowMap set PolygonOffset factor.");//ADEGLI
|
|
arguments.getApplicationUsage()->addCommandLineOption("--PolyOffset-Unit", "ParallelSplitShadowMap set PolygonOffset unit.");//ADEGLI
|
|
|
|
arguments.getApplicationUsage()->addCommandLineOption("--lispsm", "Select LightSpacePerspectiveShadowMap implementation.");
|
|
arguments.getApplicationUsage()->addCommandLineOption("--msm", "Select MinimalShadowMap implementation.");
|
|
arguments.getApplicationUsage()->addCommandLineOption("--ViewBounds", "MSM, LiSPSM optimize shadow for view frustum (weakest option)");
|
|
arguments.getApplicationUsage()->addCommandLineOption("--CullBounds", "MSM, LiSPSM optimize shadow for bounds of culled objects in view frustum (better option).");
|
|
arguments.getApplicationUsage()->addCommandLineOption("--DrawBounds", "MSM, LiSPSM optimize shadow for bounds of predrawn pixels in view frustum (best & default).");
|
|
arguments.getApplicationUsage()->addCommandLineOption("--mapres", "MSM, LiSPSM & texture resolution.");
|
|
arguments.getApplicationUsage()->addCommandLineOption("--maxFarDist", "MSM, LiSPSM max far distance to shadow.");
|
|
arguments.getApplicationUsage()->addCommandLineOption("--moveVCamFactor", "MSM, LiSPSM move the virtual frustum behind the real camera, (also back ground object can cast shadow).");
|
|
arguments.getApplicationUsage()->addCommandLineOption("--minLightMargin", "MSM, LiSPSM the same as --moveVCamFactor.");
|
|
|
|
arguments.getApplicationUsage()->addCommandLineOption("-1", "Use test model one.");
|
|
arguments.getApplicationUsage()->addCommandLineOption("-2", "Use test model two.");
|
|
arguments.getApplicationUsage()->addCommandLineOption("-3", "Use test model three (default).");
|
|
arguments.getApplicationUsage()->addCommandLineOption("-4", "Use test model four - island scene.");
|
|
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.");
|
|
arguments.getApplicationUsage()->addCommandLineOption("--near-far-mode","COMPUTE_NEAR_USING_PRIMITIVES, COMPUTE_NEAR_FAR_USING_PRIMITIVES, COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES, DO_NOT_COMPUTE_NEAR_FAR");
|
|
arguments.getApplicationUsage()->addCommandLineOption("--max-shadow-distance","<float> Maximum distance that the shadow map should extend from the eye point.");
|
|
|
|
// 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;
|
|
}
|
|
|
|
double zNear=1.0, zMid=10.0, zFar=1000.0;
|
|
if (arguments.read("--depth-partition",zNear, zMid, zFar))
|
|
{
|
|
// set up depth partitioning
|
|
osg::ref_ptr<osgViewer::DepthPartitionSettings> dps = new osgViewer::DepthPartitionSettings;
|
|
dps->_mode = osgViewer::DepthPartitionSettings::FIXED_RANGE;
|
|
dps->_zNear = zNear;
|
|
dps->_zMid = zMid;
|
|
dps->_zFar = zFar;
|
|
viewer.setUpDepthPartition(dps.get());
|
|
}
|
|
|
|
if (arguments.read("--dp"))
|
|
{
|
|
// set up depth partitioning
|
|
viewer.setUpDepthPartition();
|
|
}
|
|
|
|
float fov = 0.0;
|
|
while (arguments.read("--fov",fov)) {}
|
|
|
|
osg::Vec4 lightpos(0.0,0.0,1,0.0);
|
|
bool spotlight = false;
|
|
while (arguments.read("--positionalLight")) { lightpos.set(0.5,0.5,1.5,1.0); }
|
|
while (arguments.read("--directionalLight")) { lightpos.set(0.0,0.0,1,0.0); }
|
|
while (arguments.read("--spotLight")) { lightpos.set(0.5,0.5,1.5,1.0); spotlight = true; }
|
|
|
|
bool keepLightPos = false;
|
|
osg::Vec3 spotLookat(0.0,0.0,0.0);
|
|
while ( arguments.read("--light-pos", lightpos.x(), lightpos.y(), lightpos.z(), lightpos.w())) { keepLightPos = true; }
|
|
while ( arguments.read("--light-pos", lightpos.x(), lightpos.y(), lightpos.z())) { lightpos.w()=1.0; keepLightPos = true; }
|
|
while ( arguments.read("--light-dir", lightpos.x(), lightpos.y(), lightpos.z())) { lightpos.w()=0.0; keepLightPos = true; }
|
|
while ( arguments.read("--spot-lookat", spotLookat.x(), spotLookat.y(), spotLookat.z())) { }
|
|
|
|
|
|
while (arguments.read("--castsShadowMask", CastsShadowTraversalMask ));
|
|
while (arguments.read("--receivesShadowMask", ReceivesShadowTraversalMask ));
|
|
|
|
bool updateLightPosition = true;
|
|
while (arguments.read("--noUpdate")) updateLightPosition = false;
|
|
|
|
// set up the camera manipulators.
|
|
{
|
|
osg::ref_ptr<osgGA::KeySwitchMatrixManipulator> 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);
|
|
|
|
// add the window size toggle handler
|
|
viewer.addEventHandler(new osgViewer::WindowSizeHandler);
|
|
|
|
// add the threading handler
|
|
viewer.addEventHandler( new osgViewer::ThreadingHandler() );
|
|
|
|
osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene = new osgShadow::ShadowedScene;
|
|
|
|
osgShadow::ShadowSettings* settings = shadowedScene->getShadowSettings();
|
|
settings->setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
|
|
settings->setCastsShadowTraversalMask(CastsShadowTraversalMask);
|
|
|
|
std::string nearFarMode("");
|
|
if (arguments.read("--near-far-mode",nearFarMode))
|
|
{
|
|
if (nearFarMode=="COMPUTE_NEAR_USING_PRIMITIVES") settings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_USING_PRIMITIVES);
|
|
else if (nearFarMode=="COMPUTE_NEAR_FAR_USING_PRIMITIVES") settings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
|
|
else if (nearFarMode=="DO_NOT_COMPUTE_NEAR_FAR") settings->setComputeNearFarModeOverride(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
|
|
else if (nearFarMode=="COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES") settings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES);
|
|
|
|
OSG_NOTICE<<"ComputeNearFarModeOverride set to ";
|
|
switch(settings->getComputeNearFarModeOverride())
|
|
{
|
|
case(osg::CullSettings::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES): OSG_NOTICE<<"COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES"; break;
|
|
case(osg::CullSettings::COMPUTE_NEAR_USING_PRIMITIVES): OSG_NOTICE<<"COMPUTE_NEAR_USING_PRIMITIVES"; break;
|
|
case(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES): OSG_NOTICE<<"COMPUTE_NEAR_FAR_USING_PRIMITIVES"; break;
|
|
case(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR): OSG_NOTICE<<"DO_NOT_COMPUTE_NEAR_FAR"; break;
|
|
}
|
|
OSG_NOTICE<<std::endl;
|
|
}
|
|
|
|
double distance;
|
|
if (arguments.read("--max-shadow-distance",distance))
|
|
{
|
|
settings->setMaximumShadowMapDistance(distance);
|
|
OSG_NOTICE<<"MaximumShadowMapDistance set to "<<settings->getMaximumShadowMapDistance()<<std::endl;
|
|
}
|
|
|
|
|
|
osg::ref_ptr<osgShadow::MinimalShadowMap> msm = NULL;
|
|
if (arguments.read("--no-shadows"))
|
|
{
|
|
OSG_NOTICE<<"Not using a ShadowTechnique"<<std::endl;
|
|
shadowedScene->setShadowTechnique(0);
|
|
}
|
|
else if (arguments.read("--sv"))
|
|
{
|
|
// hint to tell viewer to request stencil buffer when setting up windows
|
|
osg::DisplaySettings::instance()->setMinimumNumStencilBits(8);
|
|
|
|
osg::ref_ptr<osgShadow::ShadowVolume> 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<osgShadow::ShadowTexture> st = new osgShadow::ShadowTexture;
|
|
shadowedScene->setShadowTechnique(st.get());
|
|
}
|
|
else if (arguments.read("--stsm"))
|
|
{
|
|
osg::ref_ptr<osgShadow::StandardShadowMap> st = new osgShadow::StandardShadowMap;
|
|
shadowedScene->setShadowTechnique(st.get());
|
|
}
|
|
else if (arguments.read("--pssm"))
|
|
{
|
|
int mapcount = 3;
|
|
while (arguments.read("--mapcount", mapcount));
|
|
osg::ref_ptr<osgShadow::ParallelSplitShadowMap> 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 = pssm->getPolygonOffset().x();
|
|
double polyoffsetunit = pssm->getPolygonOffset().y();
|
|
while (arguments.read("--PolyOffset-Factor", polyoffsetfactor));
|
|
while (arguments.read("--PolyOffset-Unit", polyoffsetunit));
|
|
pssm->setPolygonOffset(osg::Vec2(polyoffsetfactor,polyoffsetunit));
|
|
|
|
shadowedScene->setShadowTechnique(pssm.get());
|
|
}
|
|
else if (arguments.read("--ssm"))
|
|
{
|
|
osg::ref_ptr<osgShadow::SoftShadowMap> sm = new osgShadow::SoftShadowMap;
|
|
shadowedScene->setShadowTechnique(sm.get());
|
|
}
|
|
else if( arguments.read("--vdsm") )
|
|
{
|
|
while( arguments.read("--debugHUD") ) settings->setDebugDraw( true );
|
|
if (arguments.read("--persp")) settings->setShadowMapProjectionHint(osgShadow::ShadowSettings::PERSPECTIVE_SHADOW_MAP);
|
|
if (arguments.read("--ortho")) settings->setShadowMapProjectionHint(osgShadow::ShadowSettings::ORTHOGRAPHIC_SHADOW_MAP);
|
|
|
|
unsigned int unit=1;
|
|
if (arguments.read("--unit",unit)) settings->setBaseShadowTextureUnit(unit);
|
|
|
|
double n=0.0;
|
|
if (arguments.read("-n",n)) settings->setMinimumShadowMapNearFarRatio(n);
|
|
|
|
unsigned int numShadowMaps;
|
|
if (arguments.read("--num-sm",numShadowMaps)) settings->setNumShadowMapsPerLight(numShadowMaps);
|
|
|
|
if (arguments.read("--parallel-split") || arguments.read("--ps") ) settings->setMultipleShadowMapHint(osgShadow::ShadowSettings::PARALLEL_SPLIT);
|
|
if (arguments.read("--cascaded")) settings->setMultipleShadowMapHint(osgShadow::ShadowSettings::CASCADED);
|
|
|
|
|
|
int mapres = 1024;
|
|
while (arguments.read("--mapres", mapres))
|
|
settings->setTextureSize(osg::Vec2s(mapres,mapres));
|
|
|
|
osg::ref_ptr<osgShadow::ViewDependentShadowMap> vdsm = new osgShadow::ViewDependentShadowMap;
|
|
shadowedScene->setShadowTechnique(vdsm.get());
|
|
}
|
|
else if ( arguments.read("--lispsm") )
|
|
{
|
|
if( arguments.read( "--ViewBounds" ) )
|
|
msm = new osgShadow::LightSpacePerspectiveShadowMapVB;
|
|
else if( arguments.read( "--CullBounds" ) )
|
|
msm = new osgShadow::LightSpacePerspectiveShadowMapCB;
|
|
else // if( arguments.read( "--DrawBounds" ) ) // default
|
|
msm = new osgShadow::LightSpacePerspectiveShadowMapDB;
|
|
}
|
|
else if( arguments.read("--msm") )
|
|
{
|
|
if( arguments.read( "--ViewBounds" ) )
|
|
msm = new osgShadow::MinimalShadowMap;
|
|
else if( arguments.read( "--CullBounds" ) )
|
|
msm = new osgShadow::MinimalCullBoundsShadowMap;
|
|
else // if( arguments.read( "--DrawBounds" ) ) // default
|
|
msm = new osgShadow::MinimalDrawBoundsShadowMap;
|
|
}
|
|
else /* if (arguments.read("--sm")) */
|
|
{
|
|
osg::ref_ptr<osgShadow::ShadowMap> sm = new osgShadow::ShadowMap;
|
|
shadowedScene->setShadowTechnique(sm.get());
|
|
|
|
int mapres = 1024;
|
|
while (arguments.read("--mapres", mapres))
|
|
sm->setTextureSize(osg::Vec2s(mapres,mapres));
|
|
}
|
|
|
|
if( msm )// Set common MSM & LISPSM arguments
|
|
{
|
|
shadowedScene->setShadowTechnique( msm.get() );
|
|
while( arguments.read("--debugHUD") ) msm->setDebugDraw( true );
|
|
|
|
float minLightMargin = 10.f;
|
|
float maxFarPlane = 0;
|
|
unsigned int texSize = 1024;
|
|
unsigned int baseTexUnit = 0;
|
|
unsigned int shadowTexUnit = 1;
|
|
|
|
while ( arguments.read("--moveVCamFactor", minLightMargin ) );
|
|
while ( arguments.read("--minLightMargin", minLightMargin ) );
|
|
while ( arguments.read("--maxFarDist", maxFarPlane ) );
|
|
while ( arguments.read("--mapres", texSize ));
|
|
while ( arguments.read("--baseTextureUnit", baseTexUnit) );
|
|
while ( arguments.read("--shadowTextureUnit", shadowTexUnit) );
|
|
|
|
msm->setMinLightMargin( minLightMargin );
|
|
msm->setMaxFarPlane( maxFarPlane );
|
|
msm->setTextureSize( osg::Vec2s( texSize, texSize ) );
|
|
msm->setShadowTextureCoordIndex( shadowTexUnit );
|
|
msm->setShadowTextureUnit( shadowTexUnit );
|
|
msm->setBaseTextureCoordIndex( baseTexUnit );
|
|
msm->setBaseTextureUnit( baseTexUnit );
|
|
}
|
|
|
|
OSG_INFO<<"shadowedScene->getShadowTechnique()="<<shadowedScene->getShadowTechnique()<<std::endl;
|
|
|
|
osg::ref_ptr<osg::Node> model = osgDB::readRefNodeFiles(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();
|
|
|
|
if (lightpos.w()==1.0 && !keepLightPos)
|
|
{
|
|
lightpos.x() = bb.xMin()+(bb.xMax()-bb.xMin())*lightpos.x();
|
|
lightpos.y() = bb.yMin()+(bb.yMax()-bb.yMin())*lightpos.y();
|
|
lightpos.z() = bb.zMin()+(bb.zMax()-bb.zMin())*lightpos.z();
|
|
}
|
|
|
|
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::readRefImageFile("Images/lz.rgb")));
|
|
|
|
shadowedScene->addChild(geode);
|
|
}
|
|
|
|
osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
|
|
ls->getLight()->setPosition(lightpos);
|
|
|
|
if (spotlight)
|
|
{
|
|
osg::Vec3 center = spotLookat;
|
|
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
|
|
osgShadow::ShadowMap* shadowMap = dynamic_cast<osgShadow::ShadowMap*>(shadowedScene->getShadowTechnique());
|
|
if( shadowMap ) shadowMap->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());
|
|
|
|
osg::ref_ptr< DumpShadowVolumesHandler > dumpShadowVolumes = new DumpShadowVolumesHandler;
|
|
|
|
viewer.addEventHandler(new ChangeFOVHandler(viewer.getCamera()));
|
|
viewer.addEventHandler( dumpShadowVolumes.get() );
|
|
|
|
// create the windows and run the threads.
|
|
viewer.realize();
|
|
|
|
if (fov!=0.0)
|
|
{
|
|
double fovy, aspectRatio;
|
|
viewer.getCamera()->getProjectionMatrix().getPerspective(fovy, aspectRatio, zNear, zFar);
|
|
|
|
std::cout << "Setting FOV to " << fov << std::endl;
|
|
viewer.getCamera()->getProjectionMatrix().makePerspective(fov, aspectRatio, zNear, zFar);
|
|
}
|
|
|
|
// 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<osgShadow::ShadowMap*>(shadowedScene->getShadowTechnique());
|
|
if( sm ) {
|
|
osg::ref_ptr<osg::Camera> 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);
|
|
}
|
|
}
|
|
|
|
osg::ref_ptr<LightAnimationHandler> lightAnimationHandler = updateLightPosition ? new LightAnimationHandler : 0;
|
|
if (lightAnimationHandler) viewer.addEventHandler(lightAnimationHandler.get());
|
|
|
|
|
|
// osgDB::writeNodeFile(*group,"test.osgt");
|
|
|
|
while (!viewer.done())
|
|
{
|
|
{
|
|
if( msm ) {
|
|
|
|
// If scene decorated by CoordinateSystemNode try to find localToWorld
|
|
// and set modellingSpaceToWorld matrix to optimize scene bounds computation
|
|
|
|
osg::NodePath np = viewer.getCoordinateSystemNodePath();
|
|
if( !np.empty() ) {
|
|
osg::CoordinateSystemNode * csn =
|
|
dynamic_cast<osg::CoordinateSystemNode *>( np.back() );
|
|
|
|
if( csn ) {
|
|
osg::Vec3d pos =
|
|
viewer.getCameraManipulator()->getMatrix().getTrans();
|
|
|
|
msm->setModellingSpaceToWorldTransform
|
|
( csn->computeLocalCoordinateFrame( pos ) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (lightAnimationHandler.valid() && lightAnimationHandler ->getAnimating())
|
|
{
|
|
float t = viewer.getFrameStamp()->getSimulationTime();
|
|
|
|
if (lightpos.w()==1.0)
|
|
{
|
|
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);
|
|
}
|
|
|
|
if( dumpShadowVolumes->get() )
|
|
{
|
|
dumpShadowVolumes->set( false );
|
|
|
|
static int dumpFileNo = 0;
|
|
dumpFileNo ++;
|
|
char filename[256];
|
|
std::sprintf( filename, "shadowDump%d.osgt", dumpFileNo );
|
|
|
|
if( msm ) msm->setDebugDump( filename );
|
|
}
|
|
|
|
viewer.frame();
|
|
}
|
|
|
|
return 0;
|
|
}
|