root/OpenSceneGraph/trunk/examples/osgspotlight/osgspotlight.cpp @ 13223

Revision 12529, 9.3 kB (checked in by robert, 3 years ago)

Replaced .osg with .osgt file usage

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1/* OpenSceneGraph example, osgspotlight.
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#include <osg/LightSource>
27#include <osg/TexGenNode>
28
29#include <osgUtil/Optimizer>
30
31#include <osgDB/Registry>
32#include <osgDB/ReadFile>
33
34#include <osgViewer/Viewer>
35
36
37// for the grid data..
38#include "../osghangglide/terrain_coords.h"
39
40
41osg::Image* createSpotLightImage(const osg::Vec4& centerColour, const osg::Vec4& backgroudColour, unsigned int size, float power)
42{
43    osg::Image* image = new osg::Image;
44    image->allocateImage(size,size,1,
45                         GL_RGBA,GL_UNSIGNED_BYTE);
46     
47     
48    float mid = (float(size)-1)*0.5f;
49    float div = 2.0f/float(size);
50    for(unsigned int r=0;r<size;++r)
51    {
52        unsigned char* ptr = image->data(0,r,0);
53        for(unsigned int c=0;c<size;++c)
54        {
55            float dx = (float(c) - mid)*div;
56            float dy = (float(r) - mid)*div;
57            float r = powf(1.0f-sqrtf(dx*dx+dy*dy),power);
58            if (r<0.0f) r=0.0f;
59            osg::Vec4 color = centerColour*r+backgroudColour*(1.0f-r);
60            *ptr++ = (unsigned char)((color[0])*255.0f);
61            *ptr++ = (unsigned char)((color[1])*255.0f);
62            *ptr++ = (unsigned char)((color[2])*255.0f);
63            *ptr++ = (unsigned char)((color[3])*255.0f);
64        }
65    }
66    return image;
67
68    //return osgDB::readImageFile("spot.dds");
69}
70
71osg::StateSet* createSpotLightDecoratorState(unsigned int lightNum, unsigned int textureUnit)
72{
73    osg::StateSet* stateset = new osg::StateSet;
74   
75    stateset->setMode(GL_LIGHT0+lightNum, osg::StateAttribute::ON);
76
77    osg::Vec4 centerColour(1.0f,1.0f,1.0f,1.0f);
78    osg::Vec4 ambientColour(0.05f,0.05f,0.05f,1.0f);
79
80    // set up spot light texture
81    osg::Texture2D* texture = new osg::Texture2D();
82    texture->setImage(createSpotLightImage(centerColour, ambientColour, 64, 1.0));
83    texture->setBorderColor(osg::Vec4(ambientColour));
84    texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_BORDER);
85    texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_BORDER);
86    texture->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_BORDER);
87   
88    stateset->setTextureAttributeAndModes(textureUnit, texture, osg::StateAttribute::ON);
89   
90    // set up tex gens
91    stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_S, osg::StateAttribute::ON);
92    stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_T, osg::StateAttribute::ON);
93    stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_R, osg::StateAttribute::ON);
94    stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_Q, osg::StateAttribute::ON);
95   
96    return stateset;
97}
98
99
100osg::Node* createSpotLightNode(const osg::Vec3& position, const osg::Vec3& direction, float angle, unsigned int lightNum, unsigned int textureUnit)
101{
102    osg::Group* group = new osg::Group;
103   
104    // create light source.
105    osg::LightSource* lightsource = new osg::LightSource;
106    osg::Light* light = lightsource->getLight();
107    light->setLightNum(lightNum);
108    light->setPosition(osg::Vec4(position,1.0f));
109    light->setAmbient(osg::Vec4(0.00f,0.00f,0.05f,1.0f));
110    light->setDiffuse(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
111    group->addChild(lightsource);
112   
113    // create tex gen.
114   
115    osg::Vec3 up(0.0f,0.0f,1.0f);
116    up = (direction ^ up) ^ direction;
117    up.normalize();
118   
119    osg::TexGenNode* texgenNode = new osg::TexGenNode;
120    texgenNode->setTextureUnit(textureUnit);
121    osg::TexGen* texgen = texgenNode->getTexGen();
122    texgen->setMode(osg::TexGen::EYE_LINEAR);
123    texgen->setPlanesFromMatrix(osg::Matrixd::lookAt(position, position+direction, up)*
124                                osg::Matrixd::perspective(angle,1.0,0.1,100)*
125                                osg::Matrixd::translate(1.0,1.0,1.0)*
126                                osg::Matrixd::scale(0.5,0.5,0.5));
127
128   
129    group->addChild(texgenNode);
130   
131    return group;
132   
133}
134
135
136osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
137{
138    // set up the animation path
139    osg::AnimationPath* animationPath = new osg::AnimationPath;
140    animationPath->setLoopMode(osg::AnimationPath::LOOP);
141   
142    int numSamples = 40;
143    float yaw = 0.0f;
144    float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
145    float roll = osg::inDegrees(30.0f);
146   
147    double time=0.0f;
148    double time_delta = looptime/(double)numSamples;
149    for(int i=0;i<numSamples;++i)
150    {
151        osg::Vec3 position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
152        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)));
153       
154        animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
155
156        yaw += yaw_delta;
157        time += time_delta;
158
159    }
160    return animationPath;   
161}
162
163osg::Node* createBase(const osg::Vec3& center,float radius)
164{
165
166    osg::Geode* geode = new osg::Geode;
167   
168    // set up the texture of the base.
169    osg::StateSet* stateset = new osg::StateSet();
170    osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
171    if (image)
172    {
173        osg::Texture2D* texture = new osg::Texture2D;
174        texture->setImage(image);
175        stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
176    }
177   
178    geode->setStateSet( stateset );
179
180
181    osg::HeightField* grid = new osg::HeightField;
182    grid->allocate(38,39);
183    grid->setOrigin(center+osg::Vec3(-radius,-radius,0.0f));
184    grid->setXInterval(radius*2.0f/(float)(38-1));
185    grid->setYInterval(radius*2.0f/(float)(39-1));
186   
187    float minHeight = FLT_MAX;
188    float maxHeight = -FLT_MAX;
189
190
191    unsigned int r;
192    for(r=0;r<39;++r)
193    {
194        for(unsigned int c=0;c<38;++c)
195        {
196            float h = vertex[r+c*39][2];
197            if (h>maxHeight) maxHeight=h;
198            if (h<minHeight) minHeight=h;
199        }
200    }
201   
202    float hieghtScale = radius*0.5f/(maxHeight-minHeight);
203    float hieghtOffset = -(minHeight+maxHeight)*0.5f;
204
205    for(r=0;r<39;++r)
206    {
207        for(unsigned int c=0;c<38;++c)
208        {
209            float h = vertex[r+c*39][2];
210            grid->setHeight(c,r,(h+hieghtOffset)*hieghtScale);
211        }
212    }
213   
214    geode->addDrawable(new osg::ShapeDrawable(grid));
215     
216    osg::Group* group = new osg::Group;
217    group->addChild(geode);
218     
219    return group;
220
221}
222
223osg::Node* createMovingModel(const osg::Vec3& center, float radius)
224{
225    float animationLength = 10.0f;
226
227    osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
228
229    osg::Group* model = new osg::Group;
230 
231    osg::Node* cessna = osgDB::readNodeFile("cessna.osgt");
232    if (cessna)
233    {
234        const osg::BoundingSphere& bs = cessna->getBound();
235
236        float size = radius/bs.radius()*0.3f;
237        osg::MatrixTransform* positioned = new osg::MatrixTransform;
238        positioned->setDataVariance(osg::Object::STATIC);
239        positioned->setMatrix(osg::Matrix::translate(-bs.center())*
240                              osg::Matrix::scale(size,size,size)*
241                              osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,2.0f));
242   
243        positioned->addChild(cessna);
244   
245        osg::MatrixTransform* xform = new osg::MatrixTransform;
246        xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
247        xform->addChild(positioned);
248
249        xform->addChild(createSpotLightNode(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(0.0f,1.0f,-1.0f), 60.0f, 0, 1));
250
251        model->addChild(xform);
252    }
253   
254    return model;
255}
256
257
258
259
260osg::Node* createModel()
261{
262    osg::Vec3 center(0.0f,0.0f,0.0f);
263    float radius = 100.0f;
264    osg::Vec3 lightPosition(center+osg::Vec3(0.0f,0.0f,radius));
265
266    // the shadower model
267    osg::Node* shadower = createMovingModel(center,radius*0.5f);
268
269    // the shadowed model
270    osg::Node* shadowed = createBase(center-osg::Vec3(0.0f,0.0f,radius*0.1),radius);
271
272    // combine the models together to create one which has the shadower and the shadowed with the required callback.
273    osg::Group* root = new osg::Group;
274   
275    root->setStateSet(createSpotLightDecoratorState(0,1));
276
277    root->addChild(shadower);
278    root->addChild(shadowed);
279
280    return root;
281}
282
283
284int main(int, char **)
285{
286    // construct the viewer.
287    osgViewer::Viewer viewer;
288   
289    // add the spoit light model to the viewer
290    viewer.setSceneData( createModel() );
291   
292    // run the viewer main frame loop.
293    return viewer.run();
294}
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