root/OpenSceneGraph/trunk/examples/osgshadowtexture/osgshadowtexture.cpp @ 6941

Revision 6941, 8.5 kB (checked in by robert, 7 years ago)

From Martin Lavery and Robert Osfield, Updated examples to use a variation of the MIT License

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1/* OpenSceneGraph example, osgshadowtexture.
2*
3*  Permission is hereby granted, free of charge, to any person obtaining a copy
4*  of this software and associated documentation files (the "Software"), to deal
5*  in the Software without restriction, including without limitation the rights
6*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
7*  copies of the Software, and to permit persons to whom the Software is
8*  furnished to do so, subject to the following conditions:
9*
10*  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
11*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
12*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
13*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
14*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
15*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
16*  THE SOFTWARE.
17*/
18
19#include <osg/Notify>
20#include <osg/MatrixTransform>
21#include <osg/ShapeDrawable>
22#include <osg/PositionAttitudeTransform>
23#include <osg/Geometry>
24#include <osg/Texture2D>
25#include <osg/Geode>
26
27#include <osgUtil/Optimizer>
28
29#include <osgDB/Registry>
30#include <osgDB/ReadFile>
31
32#include <osgViewer/Viewer>
33
34#include <osgShadow/ShadowedScene>
35#include <osgShadow/ShadowVolume>
36#include <osgShadow/ShadowTexture>
37#include <osgShadow/ShadowMap>
38
39// include the call which creates the shadowed subgraph.
40#include "CreateShadowedScene.h"
41
42
43// for the grid data..
44#include "../osghangglide/terrain_coords.h"
45
46
47
48osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
49{
50    // set up the animation path
51    osg::AnimationPath* animationPath = new osg::AnimationPath;
52    animationPath->setLoopMode(osg::AnimationPath::LOOP);
53   
54    int numSamples = 40;
55    float yaw = 0.0f;
56    float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
57    float roll = osg::inDegrees(30.0f);
58   
59    double time=0.0f;
60    double time_delta = looptime/(double)numSamples;
61    for(int i=0;i<numSamples;++i)
62    {
63        osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
64        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)));
65       
66        animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
67
68        yaw += yaw_delta;
69        time += time_delta;
70
71    }
72    return animationPath;   
73}
74
75osg::Node* createBase(const osg::Vec3& center,float radius)
76{
77
78    osg::Geode* geode = new osg::Geode;
79   
80    // set up the texture of the base.
81    osg::StateSet* stateset = new osg::StateSet();
82    osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
83    if (image)
84    {
85        osg::Texture2D* texture = new osg::Texture2D;
86        texture->setImage(image);
87        stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
88    }
89   
90    geode->setStateSet( stateset );
91
92
93    osg::HeightField* grid = new osg::HeightField;
94    grid->allocate(38,39);
95    grid->setOrigin(center+osg::Vec3(-radius,-radius,0.0f));
96    grid->setXInterval(radius*2.0f/(float)(38-1));
97    grid->setYInterval(radius*2.0f/(float)(39-1));
98   
99    float minHeight = FLT_MAX;
100    float maxHeight = -FLT_MAX;
101
102
103    unsigned int r;
104    for(r=0;r<39;++r)
105    {
106        for(unsigned int c=0;c<38;++c)
107        {
108            float h = vertex[r+c*39][2];
109            if (h>maxHeight) maxHeight=h;
110            if (h<minHeight) minHeight=h;
111        }
112    }
113   
114    float hieghtScale = radius*0.5f/(maxHeight-minHeight);
115    float hieghtOffset = -(minHeight+maxHeight)*0.5f;
116
117    for(r=0;r<39;++r)
118    {
119        for(unsigned int c=0;c<38;++c)
120        {
121            float h = vertex[r+c*39][2];
122            grid->setHeight(c,r,(h+hieghtOffset)*hieghtScale);
123        }
124    }
125   
126    geode->addDrawable(new osg::ShapeDrawable(grid));
127     
128    osg::Group* group = new osg::Group;
129    group->addChild(geode);
130     
131    return group;
132
133}
134
135osg::Node* createMovingModel(const osg::Vec3& center, float radius)
136{
137    float animationLength = 10.0f;
138
139    osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
140
141    osg::Group* model = new osg::Group;
142 
143    osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
144    if (cessna)
145    {
146        const osg::BoundingSphere& bs = cessna->getBound();
147
148        float size = radius/bs.radius()*0.3f;
149        osg::MatrixTransform* positioned = new osg::MatrixTransform;
150        positioned->setDataVariance(osg::Object::STATIC);
151        positioned->setMatrix(osg::Matrix::translate(-bs.center())*
152                              osg::Matrix::scale(size,size,size)*
153                              osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,2.0f));
154   
155        positioned->addChild(cessna);
156   
157        osg::MatrixTransform* xform = new osg::MatrixTransform;
158        xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
159        xform->addChild(positioned);
160
161        model->addChild(xform);
162    }
163   
164    return model;
165}
166
167
168
169
170osg::Node* createModel(osg::ArgumentParser& arguments)
171{
172    osg::Vec3 center(0.0f,0.0f,0.0f);
173    float radius = 100.0f;
174    osg::Vec3 lightPosition(center+osg::Vec3(0.0f,0.0f,radius));
175
176    // the shadower model
177    osg::Node* shadower = createMovingModel(center,radius*0.5f);
178
179    // the shadowed model
180    osg::Node* shadowed = createBase(center-osg::Vec3(0.0f,0.0f,radius*0.25),radius);
181   
182    if (arguments.read("--sv"))
183    {
184        // hint to tell viewer to request stencil buffer when setting up windows
185        osg::DisplaySettings::instance()->setMinimumNumStencilBits(8);
186
187        osgShadow::ShadowedScene* shadowedScene = new osgShadow::ShadowedScene;
188       
189        osg::ref_ptr<osgShadow::ShadowVolume> shadowVolume = new osgShadow::ShadowVolume;
190        shadowedScene->setShadowTechnique(shadowVolume.get());
191        shadowVolume->setDynamicShadowVolumes(true);
192
193        osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
194        ls->getLight()->setPosition(osg::Vec4(lightPosition,1.0));
195
196        shadowedScene->addChild(shadower);
197        shadowedScene->addChild(shadowed);
198        shadowedScene->addChild(ls.get());
199       
200        return shadowedScene;
201
202    }
203    else if (arguments.read("--st"))
204    {
205
206        osgShadow::ShadowedScene* shadowedScene = new osgShadow::ShadowedScene;
207       
208        osg::ref_ptr<osgShadow::ShadowTexture> shadowTexture = new osgShadow::ShadowTexture;
209        shadowedScene->setShadowTechnique(shadowTexture.get());
210
211        osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
212        ls->getLight()->setPosition(osg::Vec4(lightPosition,1.0));
213       
214        shadowedScene->setReceivesShadowTraversalMask(0x1);
215        shadowed->setNodeMask(shadowedScene->getReceivesShadowTraversalMask());
216       
217        shadowedScene->setCastsShadowTraversalMask(0x2);
218        shadower->setNodeMask(shadowedScene->getCastsShadowTraversalMask());
219
220        shadowedScene->addChild(shadower);
221        shadowedScene->addChild(shadowed);
222        shadowedScene->addChild(ls.get());
223       
224        return shadowedScene;
225
226    }
227    else if (arguments.read("--sm"))
228    {
229
230        osgShadow::ShadowedScene* shadowedScene = new osgShadow::ShadowedScene;
231       
232        osg::ref_ptr<osgShadow::ShadowMap> shadowMap = new osgShadow::ShadowMap;
233        shadowedScene->setShadowTechnique(shadowMap.get());
234
235        osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
236        ls->getLight()->setPosition(osg::Vec4(lightPosition,1.0));
237       
238        shadowedScene->setReceivesShadowTraversalMask(0x1);
239        shadowed->setNodeMask(shadowedScene->getReceivesShadowTraversalMask());
240       
241        shadowedScene->setCastsShadowTraversalMask(0x2);
242        shadower->setNodeMask(shadowedScene->getCastsShadowTraversalMask());
243
244        shadowedScene->addChild(shadower);
245        shadowedScene->addChild(shadowed);
246        shadowedScene->addChild(ls.get());
247       
248        return shadowedScene;
249
250    }
251    else
252    {
253        // combine the models together to create one which has the shadower and the shadowed with the required callback.
254        osg::Group* root = createShadowedScene(shadower,shadowed,lightPosition,radius/100.0f,1);
255        return root;
256    }
257   
258}
259
260
261int main(int argc, char ** argv)
262{
263    osg::ArgumentParser arguments(&argc,argv);
264
265    // construct the viewer.
266    osgViewer::Viewer viewer;
267         
268    // pass the model to the viewer.
269    viewer.setSceneData( createModel(arguments) );
270
271    viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
272   
273    return viewer.run();
274}
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