root/OpenSceneGraph/trunk/examples/osgshadowtexture/osgshadowtexture.cpp @ 6823

Revision 6823, 7.5 kB (checked in by robert, 7 years ago)

Fixed spelling of Receives

  • Property svn:eol-style set to native
  • Property svn:keywords set to Author Date Id Revision
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1#include <osg/Notify>
2#include <osg/MatrixTransform>
3#include <osg/ShapeDrawable>
4#include <osg/PositionAttitudeTransform>
5#include <osg/Geometry>
6#include <osg/Texture2D>
7#include <osg/Geode>
8
9#include <osgUtil/Optimizer>
10
11#include <osgDB/Registry>
12#include <osgDB/ReadFile>
13
14#include <osgViewer/Viewer>
15
16#include <osgShadow/ShadowedScene>
17#include <osgShadow/ShadowVolume>
18#include <osgShadow/ShadowTexture>
19#include <osgShadow/ShadowMap>
20
21// include the call which creates the shadowed subgraph.
22#include "CreateShadowedScene.h"
23
24
25// for the grid data..
26#include "../osghangglide/terrain_coords.h"
27
28
29
30osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
31{
32    // set up the animation path
33    osg::AnimationPath* animationPath = new osg::AnimationPath;
34    animationPath->setLoopMode(osg::AnimationPath::LOOP);
35   
36    int numSamples = 40;
37    float yaw = 0.0f;
38    float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
39    float roll = osg::inDegrees(30.0f);
40   
41    double time=0.0f;
42    double time_delta = looptime/(double)numSamples;
43    for(int i=0;i<numSamples;++i)
44    {
45        osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
46        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)));
47       
48        animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
49
50        yaw += yaw_delta;
51        time += time_delta;
52
53    }
54    return animationPath;   
55}
56
57osg::Node* createBase(const osg::Vec3& center,float radius)
58{
59
60    osg::Geode* geode = new osg::Geode;
61   
62    // set up the texture of the base.
63    osg::StateSet* stateset = new osg::StateSet();
64    osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
65    if (image)
66    {
67        osg::Texture2D* texture = new osg::Texture2D;
68        texture->setImage(image);
69        stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
70    }
71   
72    geode->setStateSet( stateset );
73
74
75    osg::HeightField* grid = new osg::HeightField;
76    grid->allocate(38,39);
77    grid->setOrigin(center+osg::Vec3(-radius,-radius,0.0f));
78    grid->setXInterval(radius*2.0f/(float)(38-1));
79    grid->setYInterval(radius*2.0f/(float)(39-1));
80   
81    float minHeight = FLT_MAX;
82    float maxHeight = -FLT_MAX;
83
84
85    unsigned int r;
86    for(r=0;r<39;++r)
87    {
88        for(unsigned int c=0;c<38;++c)
89        {
90            float h = vertex[r+c*39][2];
91            if (h>maxHeight) maxHeight=h;
92            if (h<minHeight) minHeight=h;
93        }
94    }
95   
96    float hieghtScale = radius*0.5f/(maxHeight-minHeight);
97    float hieghtOffset = -(minHeight+maxHeight)*0.5f;
98
99    for(r=0;r<39;++r)
100    {
101        for(unsigned int c=0;c<38;++c)
102        {
103            float h = vertex[r+c*39][2];
104            grid->setHeight(c,r,(h+hieghtOffset)*hieghtScale);
105        }
106    }
107   
108    geode->addDrawable(new osg::ShapeDrawable(grid));
109     
110    osg::Group* group = new osg::Group;
111    group->addChild(geode);
112     
113    return group;
114
115}
116
117osg::Node* createMovingModel(const osg::Vec3& center, float radius)
118{
119    float animationLength = 10.0f;
120
121    osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
122
123    osg::Group* model = new osg::Group;
124 
125    osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
126    if (cessna)
127    {
128        const osg::BoundingSphere& bs = cessna->getBound();
129
130        float size = radius/bs.radius()*0.3f;
131        osg::MatrixTransform* positioned = new osg::MatrixTransform;
132        positioned->setDataVariance(osg::Object::STATIC);
133        positioned->setMatrix(osg::Matrix::translate(-bs.center())*
134                              osg::Matrix::scale(size,size,size)*
135                              osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,2.0f));
136   
137        positioned->addChild(cessna);
138   
139        osg::MatrixTransform* xform = new osg::MatrixTransform;
140        xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
141        xform->addChild(positioned);
142
143        model->addChild(xform);
144    }
145   
146    return model;
147}
148
149
150
151
152osg::Node* createModel(osg::ArgumentParser& arguments)
153{
154    osg::Vec3 center(0.0f,0.0f,0.0f);
155    float radius = 100.0f;
156    osg::Vec3 lightPosition(center+osg::Vec3(0.0f,0.0f,radius));
157
158    // the shadower model
159    osg::Node* shadower = createMovingModel(center,radius*0.5f);
160
161    // the shadowed model
162    osg::Node* shadowed = createBase(center-osg::Vec3(0.0f,0.0f,radius*0.25),radius);
163   
164    if (arguments.read("--sv"))
165    {
166        // hint to tell viewer to request stencil buffer when setting up windows
167        osg::DisplaySettings::instance()->setMinimumNumStencilBits(8);
168
169        osgShadow::ShadowedScene* shadowedScene = new osgShadow::ShadowedScene;
170       
171        osg::ref_ptr<osgShadow::ShadowVolume> shadowVolume = new osgShadow::ShadowVolume;
172        shadowedScene->setShadowTechnique(shadowVolume.get());
173        shadowVolume->setDynamicShadowVolumes(true);
174
175        osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
176        ls->getLight()->setPosition(osg::Vec4(lightPosition,1.0));
177
178        shadowedScene->addChild(shadower);
179        shadowedScene->addChild(shadowed);
180        shadowedScene->addChild(ls.get());
181       
182        return shadowedScene;
183
184    }
185    else if (arguments.read("--st"))
186    {
187
188        osgShadow::ShadowedScene* shadowedScene = new osgShadow::ShadowedScene;
189       
190        osg::ref_ptr<osgShadow::ShadowTexture> shadowTexture = new osgShadow::ShadowTexture;
191        shadowedScene->setShadowTechnique(shadowTexture.get());
192
193        osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
194        ls->getLight()->setPosition(osg::Vec4(lightPosition,1.0));
195       
196        shadowedScene->setReceivesShadowTraversalMask(0x1);
197        shadowed->setNodeMask(shadowedScene->getReceivesShadowTraversalMask());
198       
199        shadowedScene->setCastsShadowTraversalMask(0x2);
200        shadower->setNodeMask(shadowedScene->getCastsShadowTraversalMask());
201
202        shadowedScene->addChild(shadower);
203        shadowedScene->addChild(shadowed);
204        shadowedScene->addChild(ls.get());
205       
206        return shadowedScene;
207
208    }
209    else if (arguments.read("--sm"))
210    {
211
212        osgShadow::ShadowedScene* shadowedScene = new osgShadow::ShadowedScene;
213       
214        osg::ref_ptr<osgShadow::ShadowMap> shadowMap = new osgShadow::ShadowMap;
215        shadowedScene->setShadowTechnique(shadowMap.get());
216
217        osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
218        ls->getLight()->setPosition(osg::Vec4(lightPosition,1.0));
219       
220        shadowedScene->setReceivesShadowTraversalMask(0x1);
221        shadowed->setNodeMask(shadowedScene->getReceivesShadowTraversalMask());
222       
223        shadowedScene->setCastsShadowTraversalMask(0x2);
224        shadower->setNodeMask(shadowedScene->getCastsShadowTraversalMask());
225
226        shadowedScene->addChild(shadower);
227        shadowedScene->addChild(shadowed);
228        shadowedScene->addChild(ls.get());
229       
230        return shadowedScene;
231
232    }
233    else
234    {
235        // combine the models together to create one which has the shadower and the shadowed with the required callback.
236        osg::Group* root = createShadowedScene(shadower,shadowed,lightPosition,radius/100.0f,1);
237        return root;
238    }
239   
240}
241
242
243int main(int argc, char ** argv)
244{
245    osg::ArgumentParser arguments(&argc,argv);
246
247    // construct the viewer.
248    osgViewer::Viewer viewer;
249         
250    // pass the model to the viewer.
251    viewer.setSceneData( createModel(arguments) );
252
253    viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
254   
255    return viewer.run();
256}
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