OpenSceneGraph/examples/osglight/osglight.cpp
Robert Osfield 7232a831da Added osg::FrameStamp::set/getSimulationTime().
Added setting of osg_SimulationTime and osg_DeltaSimulationTime to the uniforms set by SceneView

Added frame(double simulationTime) and advance(double simulationTime) parameters to
osgViewer::SimpleViewer, Vewer and CompositeViewer.

Updated various examples and Nodes to use SimulationTime where appropriate.
2007-01-25 12:02:51 +00:00

329 lines
9.9 KiB
C++

#include <osgViewer/Viewer>
#include <osg/Group>
#include <osg/Node>
#include <osg/Light>
#include <osg/LightSource>
#include <osg/StateAttribute>
#include <osg/Geometry>
#include <osg/Point>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgUtil/Optimizer>
#include <osgUtil/SmoothingVisitor>
#include "stdio.h"
// callback to make the loaded model oscilate up and down.
class ModelTransformCallback : public osg::NodeCallback
{
public:
ModelTransformCallback(const osg::BoundingSphere& bs)
{
_firstTime = 0.0;
_period = 4.0f;
_range = bs.radius()*0.5f;
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::PositionAttitudeTransform* pat = dynamic_cast<osg::PositionAttitudeTransform*>(node);
const osg::FrameStamp* frameStamp = nv->getFrameStamp();
if (pat && frameStamp)
{
if (_firstTime==0.0)
{
_firstTime = frameStamp->getSimulationTime();
}
double phase = (frameStamp->getSimulationTime()-_firstTime)/_period;
phase -= floor(phase);
phase *= (2.0 * osg::PI);
osg::Quat rotation;
rotation.makeRotate(phase,1.0f,1.0f,1.0f);
pat->setAttitude(rotation);
pat->setPosition(osg::Vec3(0.0f,0.0f,sin(phase))*_range);
}
// must traverse the Node's subgraph
traverse(node,nv);
}
double _firstTime;
double _period;
double _range;
};
osg::Node* createLights(osg::BoundingBox& bb,osg::StateSet* rootStateSet)
{
osg::Group* lightGroup = new osg::Group;
float modelSize = bb.radius();
// create a spot light.
osg::Light* myLight1 = new osg::Light;
myLight1->setLightNum(0);
myLight1->setPosition(osg::Vec4(bb.corner(4),1.0f));
myLight1->setAmbient(osg::Vec4(1.0f,0.0f,0.0f,1.0f));
myLight1->setDiffuse(osg::Vec4(1.0f,0.0f,0.0f,1.0f));
myLight1->setSpotCutoff(20.0f);
myLight1->setSpotExponent(50.0f);
myLight1->setDirection(osg::Vec3(1.0f,1.0f,-1.0f));
osg::LightSource* lightS1 = new osg::LightSource;
lightS1->setLight(myLight1);
lightS1->setLocalStateSetModes(osg::StateAttribute::ON);
lightS1->setStateSetModes(*rootStateSet,osg::StateAttribute::ON);
lightGroup->addChild(lightS1);
// create a local light.
osg::Light* myLight2 = new osg::Light;
myLight2->setLightNum(1);
myLight2->setPosition(osg::Vec4(0.0,0.0,0.0,1.0f));
myLight2->setAmbient(osg::Vec4(0.0f,1.0f,1.0f,1.0f));
myLight2->setDiffuse(osg::Vec4(0.0f,1.0f,1.0f,1.0f));
myLight2->setConstantAttenuation(1.0f);
myLight2->setLinearAttenuation(2.0f/modelSize);
myLight2->setQuadraticAttenuation(2.0f/osg::square(modelSize));
osg::LightSource* lightS2 = new osg::LightSource;
lightS2->setLight(myLight2);
lightS2->setLocalStateSetModes(osg::StateAttribute::ON);
lightS2->setStateSetModes(*rootStateSet,osg::StateAttribute::ON);
osg::MatrixTransform* mt = new osg::MatrixTransform();
{
// set up the animation path
osg::AnimationPath* animationPath = new osg::AnimationPath;
animationPath->insert(0.0,osg::AnimationPath::ControlPoint(bb.corner(0)));
animationPath->insert(1.0,osg::AnimationPath::ControlPoint(bb.corner(1)));
animationPath->insert(2.0,osg::AnimationPath::ControlPoint(bb.corner(2)));
animationPath->insert(3.0,osg::AnimationPath::ControlPoint(bb.corner(3)));
animationPath->insert(4.0,osg::AnimationPath::ControlPoint(bb.corner(4)));
animationPath->insert(5.0,osg::AnimationPath::ControlPoint(bb.corner(5)));
animationPath->insert(6.0,osg::AnimationPath::ControlPoint(bb.corner(6)));
animationPath->insert(7.0,osg::AnimationPath::ControlPoint(bb.corner(7)));
animationPath->insert(8.0,osg::AnimationPath::ControlPoint(bb.corner(0)));
animationPath->setLoopMode(osg::AnimationPath::SWING);
mt->setUpdateCallback(new osg::AnimationPathCallback(animationPath));
}
// create marker for point light.
osg::Geometry* marker = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices->push_back(osg::Vec3(0.0,0.0,0.0));
marker->setVertexArray(vertices);
marker->addPrimitiveSet(new osg::DrawArrays(GL_POINTS,0,1));
osg::StateSet* stateset = new osg::StateSet;
osg::Point* point = new osg::Point;
point->setSize(4.0f);
stateset->setAttribute(point);
marker->setStateSet(stateset);
osg::Geode* markerGeode = new osg::Geode;
markerGeode->addDrawable(marker);
mt->addChild(lightS2);
mt->addChild(markerGeode);
lightGroup->addChild(mt);
return lightGroup;
}
osg::Geometry* createWall(const osg::Vec3& v1,const osg::Vec3& v2,const osg::Vec3& v3,osg::StateSet* stateset)
{
// create a drawable for occluder.
osg::Geometry* geom = new osg::Geometry;
geom->setStateSet(stateset);
unsigned int noXSteps = 100;
unsigned int noYSteps = 100;
osg::Vec3Array* coords = new osg::Vec3Array;
coords->reserve(noXSteps*noYSteps);
osg::Vec3 dx = (v2-v1)/((float)noXSteps-1.0f);
osg::Vec3 dy = (v3-v1)/((float)noYSteps-1.0f);
unsigned int row;
osg::Vec3 vRowStart = v1;
for(row=0;row<noYSteps;++row)
{
osg::Vec3 v = vRowStart;
for(unsigned int col=0;col<noXSteps;++col)
{
coords->push_back(v);
v += dx;
}
vRowStart+=dy;
}
geom->setVertexArray(coords);
osg::Vec4Array* colors = new osg::Vec4Array(1);
(*colors)[0].set(1.0f,1.0f,1.0f,1.0f);
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
for(row=0;row<noYSteps-1;++row)
{
osg::DrawElementsUShort* quadstrip = new osg::DrawElementsUShort(osg::PrimitiveSet::QUAD_STRIP);
quadstrip->reserve(noXSteps*2);
for(unsigned int col=0;col<noXSteps;++col)
{
quadstrip->push_back((row+1)*noXSteps+col);
quadstrip->push_back(row*noXSteps+col);
}
geom->addPrimitiveSet(quadstrip);
}
// create the normals.
osgUtil::SmoothingVisitor::smooth(*geom);
return geom;
}
osg::Node* createRoom(osg::Node* loadedModel)
{
// default scale for this model.
osg::BoundingSphere bs(osg::Vec3(0.0f,0.0f,0.0f),1.0f);
osg::Group* root = new osg::Group;
if (loadedModel)
{
const osg::BoundingSphere& loaded_bs = loadedModel->getBound();
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform();
pat->setPivotPoint(loaded_bs.center());
pat->setUpdateCallback(new ModelTransformCallback(loaded_bs));
pat->addChild(loadedModel);
bs = pat->getBound();
root->addChild(pat);
}
bs.radius()*=1.5f;
// create a bounding box, which we'll use to size the room.
osg::BoundingBox bb;
bb.expandBy(bs);
// create statesets.
osg::StateSet* rootStateSet = new osg::StateSet;
root->setStateSet(rootStateSet);
osg::StateSet* wall = new osg::StateSet;
wall->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
osg::StateSet* floor = new osg::StateSet;
floor->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
osg::StateSet* roof = new osg::StateSet;
roof->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
osg::Geode* geode = new osg::Geode;
// create front side.
geode->addDrawable(createWall(bb.corner(0),
bb.corner(4),
bb.corner(1),
wall));
// right side
geode->addDrawable(createWall(bb.corner(1),
bb.corner(5),
bb.corner(3),
wall));
// left side
geode->addDrawable(createWall(bb.corner(2),
bb.corner(6),
bb.corner(0),
wall));
// back side
geode->addDrawable(createWall(bb.corner(3),
bb.corner(7),
bb.corner(2),
wall));
// floor
geode->addDrawable(createWall(bb.corner(0),
bb.corner(1),
bb.corner(2),
floor));
// roof
geode->addDrawable(createWall(bb.corner(6),
bb.corner(7),
bb.corner(4),
roof));
root->addChild(geode);
root->addChild(createLights(bb,rootStateSet));
return root;
}
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* loadedModel = osgDB::readNodeFiles(arguments);
// create a room made of foor walls, a floor, a roof, and swinging light fitting.
osg::Node* rootnode = createRoom(loadedModel);
// 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();
viewer.getCamera()->setCullingMode( viewer.getCamera()->getCullingMode() & ~osg::CullStack::SMALL_FEATURE_CULLING);
return viewer.run();
}