OpenSceneGraph/examples/osgcubemap/osgcubemap.cpp

117 lines
4.4 KiB
C++

#include <osg/Group>
#include <osg/StateSet>
#include <osg/TextureCubeMap>
#include <osg/TexGen>
#include <osg/TexEnvCombine>
#include <osgUtil/ReflectionMapGenerator>
#include <osgUtil/HighlightMapGenerator>
#include <osgUtil/HalfWayMapGenerator>
#include <osgUtil/Optimizer>
#include <osgDB/ReadFile>
#include <osgDB/Registry>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgViewer/Viewer>
#include <iostream>
#include <string>
#include <vector>
void create_specular_highlights(osg::Node *node)
{
osg::StateSet *ss = node->getOrCreateStateSet();
// create and setup the texture object
osg::TextureCubeMap *tcm = new osg::TextureCubeMap;
tcm->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP);
tcm->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP);
tcm->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP);
tcm->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR);
tcm->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
// generate the six highlight map images (light direction = [1, 1, -1])
osgUtil::HighlightMapGenerator *mapgen = new osgUtil::HighlightMapGenerator(
osg::Vec3(1, 1, -1), // light direction
osg::Vec4(1, 0.9f, 0.8f, 1), // light color
8); // specular exponent
mapgen->generateMap();
// assign the six images to the texture object
tcm->setImage(osg::TextureCubeMap::POSITIVE_X, mapgen->getImage(osg::TextureCubeMap::POSITIVE_X));
tcm->setImage(osg::TextureCubeMap::NEGATIVE_X, mapgen->getImage(osg::TextureCubeMap::NEGATIVE_X));
tcm->setImage(osg::TextureCubeMap::POSITIVE_Y, mapgen->getImage(osg::TextureCubeMap::POSITIVE_Y));
tcm->setImage(osg::TextureCubeMap::NEGATIVE_Y, mapgen->getImage(osg::TextureCubeMap::NEGATIVE_Y));
tcm->setImage(osg::TextureCubeMap::POSITIVE_Z, mapgen->getImage(osg::TextureCubeMap::POSITIVE_Z));
tcm->setImage(osg::TextureCubeMap::NEGATIVE_Z, mapgen->getImage(osg::TextureCubeMap::NEGATIVE_Z));
// enable texturing, replacing any textures in the subgraphs
ss->setTextureAttributeAndModes(0, tcm, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
// texture coordinate generation
osg::TexGen *tg = new osg::TexGen;
tg->setMode(osg::TexGen::REFLECTION_MAP);
ss->setTextureAttributeAndModes(0, tg, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
// use TexEnvCombine to add the highlights to the original lighting
osg::TexEnvCombine *te = new osg::TexEnvCombine;
te->setCombine_RGB(osg::TexEnvCombine::ADD);
te->setSource0_RGB(osg::TexEnvCombine::TEXTURE);
te->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
te->setSource1_RGB(osg::TexEnvCombine::PRIMARY_COLOR);
te->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
ss->setTextureAttributeAndModes(0, te, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
}
int main(int argc, char *argv[])
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// construct the viewer.
osgViewer::Viewer viewer;
// load the nodes from the commandline arguments.
osg::Node* rootnode = osgDB::readNodeFiles(arguments);
if (!rootnode) {
osg::notify(osg::NOTICE)<<"Please specify a model filename on the command line."<<std::endl;
return 1;
}
// create specular highlights
create_specular_highlights(rootnode);
// 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();
// now check to see if texture cube map is supported.
for(unsigned int contextID = 0;
contextID<osg::DisplaySettings::instance()->getMaxNumberOfGraphicsContexts();
++contextID)
{
osg::TextureCubeMap::Extensions* tcmExt = osg::TextureCubeMap::getExtensions(contextID,false);
if (tcmExt)
{
if (!tcmExt->isCubeMapSupported())
{
std::cout<<"Warning: texture_cube_map not supported by OpenGL drivers, unable to run application."<<std::endl;
return 1;
}
}
}
return viewer.run();
}