246 lines
7.1 KiB
C++
246 lines
7.1 KiB
C++
#include <osg/Notify>
|
|
#include <osg/MatrixTransform>
|
|
#include <osg/ShapeDrawable>
|
|
#include <osg/PositionAttitudeTransform>
|
|
#include <osg/Geometry>
|
|
#include <osg/Texture2D>
|
|
#include <osg/Geode>
|
|
|
|
#include <osgUtil/Optimizer>
|
|
|
|
#include <osgDB/Registry>
|
|
#include <osgDB/ReadFile>
|
|
|
|
#include <osgProducer/Viewer>
|
|
|
|
|
|
// include the call which creates the shadowed subgraph.
|
|
#include "CreateShadowedScene.h"
|
|
|
|
|
|
// for the grid data..
|
|
#include "../osghangglide/terrain_coords.h"
|
|
|
|
|
|
|
|
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);
|
|
|
|
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*0.25),radius);
|
|
|
|
// combine the models together to create one which has the shadower and the shadowed with the required callback.
|
|
osg::Group* root = createShadowedScene(shadower,shadowed,lightPosition,radius/100.0f,1);
|
|
|
|
return root;
|
|
}
|
|
|
|
|
|
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 of pre rendering to texture to create a shadow effect..");
|
|
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
|
|
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
|
|
|
|
// 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;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// load the nodes from the commandline arguments.
|
|
osg::Node* model = createModel();
|
|
if (!model)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
// comment out optimization over the scene graph right now as it optimizers away the shadow... will look into this..
|
|
//osgUtil::Optimizer optimzer;
|
|
//optimzer.optimize(rootnode);
|
|
|
|
// add a viewport to the viewer and attach the scene graph.
|
|
viewer.setSceneData( model );
|
|
|
|
// 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;
|
|
}
|