OpenSceneGraph/examples/osglightpoint/osglightpoint.cpp

248 lines
8.2 KiB
C++

/* OpenSceneGraph example, osglightpoint.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <osg/GL>
#include <osgViewer/Viewer>
#include <osg/MatrixTransform>
#include <osg/Billboard>
#include <osg/Geode>
#include <osg/Group>
#include <osg/ShapeDrawable>
#include <osg/Notify>
#include <osg/PointSprite>
#include <osg/Texture2D>
#include <osg/BlendFunc>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgUtil/Optimizer>
#include <osgSim/LightPointNode>
#include <iostream>
#define INTERPOLATE(member) lp.member = start.member*rstart + end.member*rend;
void addToLightPointNode(osgSim::LightPointNode& lpn,osgSim::LightPoint& start,osgSim::LightPoint& end,unsigned int noSteps)
{
if (noSteps<=1)
{
lpn.addLightPoint(start);
return;
}
float rend = 0.0f;
float rdelta = 1.0f/((float)noSteps-1.0f);
lpn.getLightPointList().reserve(noSteps);
for(unsigned int i=0;i<noSteps;++i,rend+=rdelta)
{
float rstart = 1.0f-rend;
osgSim::LightPoint lp(start);
INTERPOLATE(_position)
INTERPOLATE(_intensity);
INTERPOLATE(_color);
INTERPOLATE(_radius);
lpn.addLightPoint(lp);
}
}
#undef INTERPOLATE
bool usePointSprites;
osg::Node* createLightPointsDatabase()
{
osgSim::LightPoint start;
osgSim::LightPoint end;
start._position.set(-500.0f,-500.0f,0.0f);
start._color.set(1.0f,0.0f,0.0f,1.0f);
end._position.set(500.0f,-500.0f,0.0f);
end._color.set(1.0f,1.0f,1.0f,1.0f);
osg::MatrixTransform* transform = new osg::MatrixTransform;
transform->setDataVariance(osg::Object::STATIC);
transform->setMatrix(osg::Matrix::scale(0.1,0.1,0.1));
osg::Vec3 start_delta(0.0f,10.0f,0.0f);
osg::Vec3 end_delta(0.0f,10.0f,1.0f);
int noStepsX = 100;
int noStepsY = 100;
// osgSim::BlinkSequence* bs = new osgSim::BlinkSequence;
// bs->addPulse(1.0,osg::Vec4(1.0f,0.0f,0.0f,1.0f));
// bs->addPulse(0.5,osg::Vec4(0.0f,0.0f,0.0f,0.0f)); // off
// bs->addPulse(1.5,osg::Vec4(1.0f,1.0f,0.0f,1.0f));
// bs->addPulse(0.5,osg::Vec4(0.0f,0.0f,0.0f,0.0f)); // off
// bs->addPulse(1.0,osg::Vec4(1.0f,1.0f,1.0f,1.0f));
// bs->addPulse(0.5,osg::Vec4(0.0f,0.0f,0.0f,0.0f)); // off
// osgSim::Sector* sector = new osgSim::ConeSector(osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0),osg::inDegrees(45.0));
// osgSim::Sector* sector = new osgSim::ElevationSector(-osg::inDegrees(45.0),osg::inDegrees(45.0),osg::inDegrees(45.0));
// osgSim::Sector* sector = new osgSim::AzimSector(-osg::inDegrees(45.0),osg::inDegrees(45.0),osg::inDegrees(90.0));
// osgSim::Sector* sector = new osgSim::AzimElevationSector(osg::inDegrees(180),osg::inDegrees(90), // azim range
// osg::inDegrees(0.0),osg::inDegrees(90.0), // elevation range
// osg::inDegrees(5.0));
for(int i=0;i<noStepsY;++i)
{
// osgSim::BlinkSequence* local_bs = new osgSim::BlinkSequence(*bs);
// local_bs->setSequenceGroup(new osgSim::BlinkSequence::SequenceGroup((double)i*0.1));
// start._blinkSequence = local_bs;
// start._sector = sector;
osgSim::LightPointNode* lpn = new osgSim::LightPointNode;
//
osg::StateSet* set = lpn->getOrCreateStateSet();
if (usePointSprites)
{
lpn->setPointSprite();
// Set point sprite texture in LightPointNode StateSet.
osg::Texture2D *tex = new osg::Texture2D();
tex->setImage(osgDB::readImageFile("Images/particle.rgb"));
set->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON);
}
//set->setMode(GL_BLEND, osg::StateAttribute::ON);
//osg::BlendFunc *fn = new osg::BlendFunc();
//fn->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::DST_ALPHA);
//set->setAttributeAndModes(fn, osg::StateAttribute::ON);
//
addToLightPointNode(*lpn,start,end,noStepsX);
start._position += start_delta;
end._position += end_delta;
transform->addChild(lpn);
}
osg::Group* group = new osg::Group;
group->addChild(transform);
return group;
}
static osg::Node* CreateBlinkSequenceLightNode()
{
osgSim::LightPointNode* lightPointNode = new osgSim::LightPointNode;;
osgSim::LightPointNode::LightPointList lpList;
osg::ref_ptr<osgSim::SequenceGroup> seq_0;
seq_0 = new osgSim::SequenceGroup;
seq_0->_baseTime = 0.0;
osg::ref_ptr<osgSim::SequenceGroup> seq_1;
seq_1 = new osgSim::SequenceGroup;
seq_1->_baseTime = 0.5;
const int max_points = 32;
for( int i = 0; i < max_points; ++i )
{
osgSim::LightPoint lp;
double x = cos( (2.0*osg::PI*i)/max_points );
double z = sin( (2.0*osg::PI*i)/max_points );
lp._position.set( x, 0.0f, z + 30.0f );
lp._blinkSequence = new osgSim::BlinkSequence;
for( int j = 10; j > 0; --j )
{
float intensity = j/10.0f;
lp._blinkSequence->addPulse( 1.0/max_points,
osg::Vec4( intensity, intensity, intensity, intensity ) );
}
if( max_points > 10 )
{
lp._blinkSequence->addPulse( 1.0 - 10.0/max_points,
osg::Vec4( 0.0f, 0.0f, 0.0f, 0.0f ) );
}
if( i & 1 )
{
lp._blinkSequence->setSequenceGroup( seq_1.get() );
}
else
{
lp._blinkSequence->setSequenceGroup( seq_0.get() );
}
lp._blinkSequence->setPhaseShift( i/(static_cast<double>(max_points)) );
lpList.push_back( lp );
}
lightPointNode->setLightPointList( lpList );
return lightPointNode;
}
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 high quality light point, typically used for naviagional lights.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
arguments.getApplicationUsage()->addCommandLineOption("--sprites","Point sprites.");
// construct the viewer.
osgViewer::Viewer viewer;
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
usePointSprites = false;
while (arguments.read("--sprites")) { usePointSprites = true; };
osg::Group* rootnode = new osg::Group;
// load the nodes from the commandline arguments.
rootnode->addChild(osgDB::readNodeFiles(arguments));
rootnode->addChild(createLightPointsDatabase());
rootnode->addChild(CreateBlinkSequenceLightNode());
// 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 );
return viewer.run();
}