83d492162e
paramters in its constructor to allow it to be used to create rotations around a point. This provides the same interface and functionality as osgUtil::TransformCallback but has the advantage and AnimationPathCallback is fully supported by the .osg and .ive file formats.
364 lines
14 KiB
C++
364 lines
14 KiB
C++
#include <osgProducer/Viewer>
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#include <osg/Projection>
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#include <osg/Geometry>
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#include <osg/Texture>
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#include <osg/TexGen>
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#include <osg/Geode>
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#include <osg/ShapeDrawable>
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#include <osg/PolygonOffset>
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#include <osg/CullFace>
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#include <osg/TextureCubeMap>
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#include <osg/TexMat>
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#include <osg/MatrixTransform>
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#include <osg/Light>
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#include <osg/LightSource>
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#include <osg/PolygonOffset>
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#include <osg/CullFace>
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#include <osg/Material>
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#include <osg/RefNodePath>
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#include <osg/PositionAttitudeTransform>
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#include <osg/CameraNode>
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#include <osg/TexGenNode>
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using namespace osg;
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ref_ptr<Group> _create_scene()
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{
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ref_ptr<Group> scene = new Group;
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ref_ptr<Geode> geode_1 = new Geode;
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scene->addChild(geode_1.get());
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ref_ptr<Geode> geode_2 = new Geode;
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ref_ptr<MatrixTransform> transform_2 = new MatrixTransform;
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transform_2->addChild(geode_2.get());
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transform_2->setUpdateCallback(new osg::AnimationPathCallback(Vec3(0, 0, 0), Y_AXIS, inDegrees(45.0f)));
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scene->addChild(transform_2.get());
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ref_ptr<Geode> geode_3 = new Geode;
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ref_ptr<MatrixTransform> transform_3 = new MatrixTransform;
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transform_3->addChild(geode_3.get());
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transform_3->setUpdateCallback(new osg::AnimationPathCallback(Vec3(0, 0, 0), Y_AXIS, inDegrees(-22.5f)));
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scene->addChild(transform_3.get());
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const float radius = 0.8f;
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const float height = 1.0f;
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ref_ptr<TessellationHints> hints = new TessellationHints;
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hints->setDetailRatio(2.0f);
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ref_ptr<ShapeDrawable> shape;
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shape = new ShapeDrawable(new Box(Vec3(0.0f, -2.0f, 0.0f), 10, 0.1f, 10), hints.get());
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shape->setColor(Vec4(0.5f, 0.5f, 0.7f, 1.0f));
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geode_1->addDrawable(shape.get());
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shape = new ShapeDrawable(new Sphere(Vec3(-3.0f, 0.0f, 0.0f), radius), hints.get());
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shape->setColor(Vec4(0.6f, 0.8f, 0.8f, 1.0f));
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geode_2->addDrawable(shape.get());
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shape = new ShapeDrawable(new Box(Vec3(3.0f, 0.0f, 0.0f), 2 * radius), hints.get());
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shape->setColor(Vec4(0.4f, 0.9f, 0.3f, 1.0f));
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geode_2->addDrawable(shape.get());
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shape = new ShapeDrawable(new Cone(Vec3(0.0f, 0.0f, -3.0f), radius, height), hints.get());
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shape->setColor(Vec4(0.2f, 0.5f, 0.7f, 1.0f));
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geode_2->addDrawable(shape.get());
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shape = new ShapeDrawable(new Cylinder(Vec3(0.0f, 0.0f, 3.0f), radius, height), hints.get());
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shape->setColor(Vec4(1.0f, 0.3f, 0.3f, 1.0f));
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geode_2->addDrawable(shape.get());
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shape = new ShapeDrawable(new Box(Vec3(0.0f, 3.0f, 0.0f), 2, 0.1f, 2), hints.get());
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shape->setColor(Vec4(0.8f, 0.8f, 0.4f, 1.0f));
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geode_3->addDrawable(shape.get());
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// material
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ref_ptr<Material> matirial = new Material;
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matirial->setColorMode(Material::DIFFUSE);
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matirial->setAmbient(Material::FRONT_AND_BACK, Vec4(0, 0, 0, 1));
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matirial->setSpecular(Material::FRONT_AND_BACK, Vec4(1, 1, 1, 1));
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matirial->setShininess(Material::FRONT_AND_BACK, 64.0f);
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scene->getOrCreateStateSet()->setAttributeAndModes(matirial.get(), StateAttribute::ON);
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return scene;
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}
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osg::RefNodePath createReflector()
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{
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ref_ptr<osg::PositionAttitudeTransform> pat = new osg::PositionAttitudeTransform;
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pat->setPosition(osg::Vec3(0.0f,0.0f,0.0f));
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pat->setAttitude(osg::Quat(osg::inDegrees(0.0f),osg::Vec3(0.0f,0.0f,1.0f)));
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ref_ptr<Geode> geode_1 = new Geode;
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pat->addChild(geode_1.get());
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const float radius = 0.8f;
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ref_ptr<TessellationHints> hints = new TessellationHints;
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hints->setDetailRatio(2.0f);
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ref_ptr<ShapeDrawable> shape = new ShapeDrawable(new Sphere(Vec3(0.0f, 0.0f, 0.0f), radius * 1.5f), hints.get());
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shape->setColor(Vec4(0.8f, 0.8f, 0.8f, 1.0f));
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geode_1->addDrawable(shape.get());
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osg::RefNodePath refNodeList;
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refNodeList.push_back(pat.get());
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refNodeList.push_back(geode_1.get());
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return refNodeList;
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}
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class UpdateCameraAndTexGenCallback : public osg::NodeCallback
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{
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public:
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typedef std::vector< osg::ref_ptr<osg::CameraNode> > CameraList;
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UpdateCameraAndTexGenCallback(osg::RefNodePath& reflectorNodePath, CameraList& cameraNodes):
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_reflectorNodePath(reflectorNodePath),
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_cameraNodes(cameraNodes)
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{
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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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// first update subgraph to make sure objects are all moved into postion
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traverse(node,nv);
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// compute the position of the center of the reflector subgraph
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osg::Matrixd worldToLocal = osg::computeWorldToLocal(_reflectorNodePath);
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osg::BoundingSphere bs = _reflectorNodePath.back()->getBound();
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osg::Vec3 position = bs.center();
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typedef std::pair<osg::Vec3, osg::Vec3> ImageData;
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const ImageData id[] =
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{
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ImageData( osg::Vec3( 1, 0, 0), osg::Vec3( 0, -1, 0) ), // +X
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ImageData( osg::Vec3(-1, 0, 0), osg::Vec3( 0, -1, 0) ), // -X
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ImageData( osg::Vec3( 0, 1, 0), osg::Vec3( 0, 0, 1) ), // +Y
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ImageData( osg::Vec3( 0, -1, 0), osg::Vec3( 0, 0, -1) ), // -Y
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ImageData( osg::Vec3( 0, 0, 1), osg::Vec3( 0, -1, 0) ), // +Z
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ImageData( osg::Vec3( 0, 0, -1), osg::Vec3( 0, -1, 0) ) // -Z
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};
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for(unsigned int i=0;
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i<6 && i<_cameraNodes.size();
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++i)
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{
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osg::Matrix localOffset;
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localOffset.makeLookAt(position,position+id[i].first,id[i].second);
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osg::Matrix viewMatrix = worldToLocal*localOffset;
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_cameraNodes[i]->setReferenceFrame(osg::CameraNode::ABSOLUTE_RF);
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_cameraNodes[i]->setProjectionMatrixAsFrustum(-1.0,1.0,-1.0,1.0,1.0,10000.0);
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_cameraNodes[i]->setViewMatrix(viewMatrix);
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}
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}
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protected:
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virtual ~UpdateCameraAndTexGenCallback() {}
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osg::RefNodePath _reflectorNodePath;
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CameraList _cameraNodes;
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};
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class TexMatCullCallback : public osg::NodeCallback
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{
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public:
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TexMatCullCallback(osg::TexMat* texmat):
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_texmat(texmat)
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{
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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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// first update subgraph to make sure objects are all moved into postion
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traverse(node,nv);
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cv)
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{
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osg::Quat quat;
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cv->getModelViewMatrix().get(quat);
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_texmat->setMatrix(osg::Matrix::rotate(quat.inverse()));
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}
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}
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protected:
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osg::ref_ptr<TexMat> _texmat;
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};
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osg::Group* createShadowedScene(osg::Node* reflectedSubgraph, osg::RefNodePath reflectorNodePath, unsigned int unit, const osg::Vec4& clearColor, unsigned tex_width, unsigned tex_height, osg::CameraNode::RenderTargetImplementation renderImplementation)
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{
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osg::Group* group = new osg::Group;
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osg::TextureCubeMap* texture = new osg::TextureCubeMap;
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texture->setTextureSize(tex_width, tex_height);
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texture->setInternalFormat(GL_RGB);
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texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
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texture->setFilter(osg::TextureCubeMap::MIN_FILTER,osg::TextureCubeMap::LINEAR);
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texture->setFilter(osg::TextureCubeMap::MAG_FILTER,osg::TextureCubeMap::LINEAR);
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// set up the render to texture cameras.
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UpdateCameraAndTexGenCallback::CameraList cameraNodes;
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for(unsigned int i=0; i<6; ++i)
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{
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// create the camera
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osg::CameraNode* camera = new osg::CameraNode;
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camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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camera->setClearColor(clearColor);
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// set viewport
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camera->setViewport(0,0,tex_width,tex_height);
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// set the camera to render before the main camera.
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camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
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// tell the camera to use OpenGL frame buffer object where supported.
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camera->setRenderTargetImplementation(renderImplementation);
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// attach the texture and use it as the color buffer.
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camera->attach(osg::CameraNode::COLOR_BUFFER, texture, 0, i);
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// add subgraph to render
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camera->addChild(reflectedSubgraph);
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group->addChild(camera);
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cameraNodes.push_back(camera);
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}
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// create the texgen node to project the tex coords onto the subgraph
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osg::TexGenNode* texgenNode = new osg::TexGenNode;
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texgenNode->getTexGen()->setMode(osg::TexGen::REFLECTION_MAP);
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texgenNode->setTextureUnit(unit);
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group->addChild(texgenNode);
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// set the reflected subgraph so that it uses the texture and tex gen settings.
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{
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osg::Node* reflectorNode = reflectorNodePath.front().get();
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group->addChild(reflectorNode);
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osg::StateSet* stateset = reflectorNode->getOrCreateStateSet();
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stateset->setTextureAttributeAndModes(unit,texture,osg::StateAttribute::ON);
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stateset->setTextureMode(unit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
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stateset->setTextureMode(unit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
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stateset->setTextureMode(unit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
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stateset->setTextureMode(unit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
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osg::TexMat* texmat = new osg::TexMat;
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stateset->setTextureAttributeAndModes(unit,texmat,osg::StateAttribute::ON);
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reflectorNode->setCullCallback(new TexMatCullCallback(texmat));
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}
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// add the reflector scene to draw just as normal
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group->addChild(reflectedSubgraph);
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// set an update callback to keep moving the camera and tex gen in the right direction.
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group->setUpdateCallback(new UpdateCameraAndTexGenCallback(reflectorNodePath, cameraNodes));
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return group;
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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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ArgumentParser arguments(&argc, argv);
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// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName() + " is the example which demonstrates using of GL_ARB_shadow extension implemented in osg::Texture class");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName());
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help", "Display this information");
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arguments.getApplicationUsage()->addCommandLineOption("--fbo","Use Frame Buffer Object for render to texture, where supported.");
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arguments.getApplicationUsage()->addCommandLineOption("--fb","Use FrameBuffer for render to texture.");
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arguments.getApplicationUsage()->addCommandLineOption("--pbuffer","Use Pixel Buffer for render to texture, where supported.");
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arguments.getApplicationUsage()->addCommandLineOption("--window","Use a seperate Window for render to texture.");
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arguments.getApplicationUsage()->addCommandLineOption("--width","Set the width of the render to texture");
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arguments.getApplicationUsage()->addCommandLineOption("--height","Set the height of the render to texture");
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// construct the viewer.
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osgProducer::Viewer viewer(arguments);
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// set up the value with sensible default event handlers.
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viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
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// get details on keyboard and mouse bindings used by the viewer.
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viewer.getUsage(*arguments. getApplicationUsage());
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// if user request help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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{
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arguments.getApplicationUsage()->write(std::cout);
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return 1;
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}
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unsigned tex_width = 512;
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unsigned tex_height = 512;
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while (arguments.read("--width", tex_width)) {}
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while (arguments.read("--height", tex_height)) {}
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osg::CameraNode::RenderTargetImplementation renderImplementation = osg::CameraNode::FRAME_BUFFER_OBJECT;
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while (arguments.read("--fbo")) { renderImplementation = osg::CameraNode::FRAME_BUFFER_OBJECT; }
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while (arguments.read("--pbuffer")) { renderImplementation = osg::CameraNode::PIXEL_BUFFER; }
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while (arguments.read("--fb")) { renderImplementation = osg::CameraNode::FRAME_BUFFER; }
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while (arguments.read("--window")) { renderImplementation = osg::CameraNode::SEPERATE_WINDOW; }
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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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// report any errors if they have occured when parsing the program aguments.
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if (arguments.errors())
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{
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arguments.writeErrorMessages(std::cout);
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return 1;
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}
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ref_ptr<MatrixTransform> scene = new MatrixTransform;
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scene->setMatrix(osg::Matrix::rotate(osg::DegreesToRadians(125.0),1.0,0.0,0.0));
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ref_ptr<Group> reflectedSubgraph = _create_scene();
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if (!reflectedSubgraph.valid()) return 1;
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ref_ptr<Group> reflectedScene = createShadowedScene(reflectedSubgraph.get(), createReflector(), 0, viewer.getClearColor(),
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tex_width, tex_height, renderImplementation);
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scene->addChild(reflectedScene.get());
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viewer.setSceneData(scene.get());
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// create the windows and run the threads.
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viewer.realize();
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while (!viewer.done())
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{
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// wait for all cull and draw threads to complete.
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viewer.sync();
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// update the scene by traversing it with the the update visitor which will
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// call all node update callbacks and animations.
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viewer.update();
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// fire off the cull and draw traversals of the scene.
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viewer.frame();
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}
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// wait for all cull and draw threads to complete before exit.
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viewer.sync();
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return 0;
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}
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