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