294 lines
9.2 KiB
C++
294 lines
9.2 KiB
C++
/* OpenSceneGraph example, osgspotlight.
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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 <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 <osg/LightSource>
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#include <osg/TexGenNode>
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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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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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osg::Image* createSpotLightImage(const osg::Vec4& centerColour, const osg::Vec4& backgroudColour, unsigned int size, float power)
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{
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osg::Image* image = new osg::Image;
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image->allocateImage(size,size,1,
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GL_RGBA,GL_UNSIGNED_BYTE);
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float mid = (float(size)-1)*0.5f;
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float div = 2.0f/float(size);
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for(unsigned int r=0;r<size;++r)
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{
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unsigned char* ptr = image->data(0,r,0);
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for(unsigned int c=0;c<size;++c)
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{
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float dx = (float(c) - mid)*div;
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float dy = (float(r) - mid)*div;
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float pr = powf(1.0f-sqrtf(dx*dx+dy*dy),power);
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if (pr<0.0f) pr=0.0f;
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osg::Vec4 color = centerColour*pr+backgroudColour*(1.0f-pr);
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*ptr++ = (unsigned char)((color[0])*255.0f);
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*ptr++ = (unsigned char)((color[1])*255.0f);
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*ptr++ = (unsigned char)((color[2])*255.0f);
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*ptr++ = (unsigned char)((color[3])*255.0f);
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}
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}
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return image;
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//return osgDB::readImageFile("spot.dds");
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}
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osg::StateSet* createSpotLightDecoratorState(unsigned int lightNum, unsigned int textureUnit)
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{
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osg::StateSet* stateset = new osg::StateSet;
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stateset->setMode(GL_LIGHT0+lightNum, osg::StateAttribute::ON);
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osg::Vec4 centerColour(1.0f,1.0f,1.0f,1.0f);
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osg::Vec4 ambientColour(0.05f,0.05f,0.05f,1.0f);
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// set up spot light texture
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osg::Texture2D* texture = new osg::Texture2D();
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texture->setImage(createSpotLightImage(centerColour, ambientColour, 64, 1.0));
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texture->setBorderColor(osg::Vec4(ambientColour));
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texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_BORDER);
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texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_BORDER);
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texture->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_BORDER);
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stateset->setTextureAttributeAndModes(textureUnit, texture, osg::StateAttribute::ON);
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// set up tex gens
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stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_S, osg::StateAttribute::ON);
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stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_T, osg::StateAttribute::ON);
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stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_R, osg::StateAttribute::ON);
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stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_Q, osg::StateAttribute::ON);
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return stateset;
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}
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osg::Node* createSpotLightNode(const osg::Vec3& position, const osg::Vec3& direction, float angle, unsigned int lightNum, unsigned int textureUnit)
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{
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osg::Group* group = new osg::Group;
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// create light source.
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osg::LightSource* lightsource = new osg::LightSource;
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osg::Light* light = lightsource->getLight();
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light->setLightNum(lightNum);
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light->setPosition(osg::Vec4(position,1.0f));
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light->setAmbient(osg::Vec4(0.00f,0.00f,0.05f,1.0f));
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light->setDiffuse(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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group->addChild(lightsource);
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// create tex gen.
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osg::Vec3 up(0.0f,0.0f,1.0f);
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up = (direction ^ up) ^ direction;
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up.normalize();
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osg::TexGenNode* texgenNode = new osg::TexGenNode;
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texgenNode->setTextureUnit(textureUnit);
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osg::TexGen* texgen = texgenNode->getTexGen();
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texgen->setMode(osg::TexGen::EYE_LINEAR);
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texgen->setPlanesFromMatrix(osg::Matrixd::lookAt(position, position+direction, up)*
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osg::Matrixd::perspective(angle,1.0,0.1,100)*
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osg::Matrixd::translate(1.0,1.0,1.0)*
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osg::Matrixd::scale(0.5,0.5,0.5));
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group->addChild(texgenNode);
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return group;
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}
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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::ref_ptr<osg::Image> image = osgDB::readRefImageFile("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::ref_ptr<osg::Node> cessna = osgDB::readRefNodeFile("cessna.osgt");
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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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xform->addChild(createSpotLightNode(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(0.0f,1.0f,-1.0f), 60.0f, 0, 1));
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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()
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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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// 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*0.1),radius);
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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 = new osg::Group;
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root->setStateSet(createSpotLightDecoratorState(0,1));
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root->addChild(shadower);
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root->addChild(shadowed);
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return root;
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}
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int main(int, char **)
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{
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// construct the viewer.
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osgViewer::Viewer viewer;
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// add the spoit light model to the viewer
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viewer.setSceneData( createModel() );
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// run the viewer main frame loop.
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return viewer.run();
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}
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