257 lines
7.5 KiB
C++
257 lines
7.5 KiB
C++
#include <osg/Notify>
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#include <osg/MatrixTransform>
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#include <osg/ShapeDrawable>
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#include <osg/PositionAttitudeTransform>
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#include <osg/Geometry>
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#include <osg/Texture2D>
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#include <osg/Geode>
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#include <osgUtil/Optimizer>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgViewer/Viewer>
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#include <osgShadow/ShadowedScene>
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#include <osgShadow/ShadowVolume>
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#include <osgShadow/ShadowTexture>
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#include <osgShadow/ShadowMap>
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// include the call which creates the shadowed subgraph.
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#include "CreateShadowedScene.h"
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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
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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->setLoopMode(osg::AnimationPath::LOOP);
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int numSamples = 40;
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float yaw = 0.0f;
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float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
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float roll = osg::inDegrees(30.0f);
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double time=0.0f;
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double time_delta = looptime/(double)numSamples;
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for(int i=0;i<numSamples;++i)
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{
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osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
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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)));
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animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
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yaw += yaw_delta;
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time += time_delta;
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}
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return animationPath;
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}
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osg::Node* createBase(const osg::Vec3& center,float radius)
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{
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osg::Geode* geode = new osg::Geode;
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// set up the texture of the base.
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osg::StateSet* stateset = new osg::StateSet();
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osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
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if (image)
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{
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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geode->setStateSet( stateset );
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osg::HeightField* grid = new osg::HeightField;
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grid->allocate(38,39);
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grid->setOrigin(center+osg::Vec3(-radius,-radius,0.0f));
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grid->setXInterval(radius*2.0f/(float)(38-1));
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grid->setYInterval(radius*2.0f/(float)(39-1));
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float minHeight = FLT_MAX;
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float maxHeight = -FLT_MAX;
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unsigned int r;
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for(r=0;r<39;++r)
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{
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for(unsigned int c=0;c<38;++c)
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{
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float h = vertex[r+c*39][2];
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if (h>maxHeight) maxHeight=h;
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if (h<minHeight) minHeight=h;
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}
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}
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float hieghtScale = radius*0.5f/(maxHeight-minHeight);
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float hieghtOffset = -(minHeight+maxHeight)*0.5f;
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for(r=0;r<39;++r)
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{
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for(unsigned int c=0;c<38;++c)
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{
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float h = vertex[r+c*39][2];
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grid->setHeight(c,r,(h+hieghtOffset)*hieghtScale);
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}
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}
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geode->addDrawable(new osg::ShapeDrawable(grid));
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osg::Group* group = new osg::Group;
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group->addChild(geode);
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return group;
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}
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osg::Node* createMovingModel(const osg::Vec3& center, float radius)
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{
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float animationLength = 10.0f;
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osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
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osg::Group* model = new osg::Group;
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osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
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if (cessna)
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{
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const osg::BoundingSphere& bs = cessna->getBound();
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float size = radius/bs.radius()*0.3f;
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osg::MatrixTransform* positioned = new osg::MatrixTransform;
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,2.0f));
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positioned->addChild(cessna);
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osg::MatrixTransform* xform = new osg::MatrixTransform;
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xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
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xform->addChild(positioned);
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model->addChild(xform);
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}
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return model;
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}
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osg::Node* createModel(osg::ArgumentParser& arguments)
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{
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osg::Vec3 center(0.0f,0.0f,0.0f);
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float radius = 100.0f;
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osg::Vec3 lightPosition(center+osg::Vec3(0.0f,0.0f,radius));
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// the shadower model
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osg::Node* shadower = createMovingModel(center,radius*0.5f);
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// the shadowed model
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osg::Node* shadowed = createBase(center-osg::Vec3(0.0f,0.0f,radius*0.25),radius);
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if (arguments.read("--sv"))
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{
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// hint to tell viewer to request stencil buffer when setting up windows
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osg::DisplaySettings::instance()->setMinimumNumStencilBits(8);
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osgShadow::ShadowedScene* shadowedScene = new osgShadow::ShadowedScene;
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osg::ref_ptr<osgShadow::ShadowVolume> shadowVolume = new osgShadow::ShadowVolume;
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shadowedScene->setShadowTechnique(shadowVolume.get());
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shadowVolume->setDynamicShadowVolumes(true);
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osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
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ls->getLight()->setPosition(osg::Vec4(lightPosition,1.0));
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shadowedScene->addChild(shadower);
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shadowedScene->addChild(shadowed);
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shadowedScene->addChild(ls.get());
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return shadowedScene;
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}
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else if (arguments.read("--st"))
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{
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osgShadow::ShadowedScene* shadowedScene = new osgShadow::ShadowedScene;
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osg::ref_ptr<osgShadow::ShadowTexture> shadowTexture = new osgShadow::ShadowTexture;
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shadowedScene->setShadowTechnique(shadowTexture.get());
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osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
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ls->getLight()->setPosition(osg::Vec4(lightPosition,1.0));
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shadowedScene->setReceivesShadowTraversalMask(0x1);
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shadowed->setNodeMask(shadowedScene->getReceivesShadowTraversalMask());
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shadowedScene->setCastsShadowTraversalMask(0x2);
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shadower->setNodeMask(shadowedScene->getCastsShadowTraversalMask());
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shadowedScene->addChild(shadower);
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shadowedScene->addChild(shadowed);
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shadowedScene->addChild(ls.get());
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return shadowedScene;
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}
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else if (arguments.read("--sm"))
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{
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osgShadow::ShadowedScene* shadowedScene = new osgShadow::ShadowedScene;
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osg::ref_ptr<osgShadow::ShadowMap> shadowMap = new osgShadow::ShadowMap;
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shadowedScene->setShadowTechnique(shadowMap.get());
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osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
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ls->getLight()->setPosition(osg::Vec4(lightPosition,1.0));
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shadowedScene->setReceivesShadowTraversalMask(0x1);
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shadowed->setNodeMask(shadowedScene->getReceivesShadowTraversalMask());
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shadowedScene->setCastsShadowTraversalMask(0x2);
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shadower->setNodeMask(shadowedScene->getCastsShadowTraversalMask());
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shadowedScene->addChild(shadower);
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shadowedScene->addChild(shadowed);
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shadowedScene->addChild(ls.get());
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return shadowedScene;
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}
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else
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{
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// combine the models together to create one which has the shadower and the shadowed with the required callback.
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osg::Group* root = createShadowedScene(shadower,shadowed,lightPosition,radius/100.0f,1);
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return root;
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}
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}
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int main(int argc, char ** argv)
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{
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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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// pass the model to the viewer.
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viewer.setSceneData( createModel(arguments) );
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viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
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return viewer.run();
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}
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