Added the beginings of an osglight demo.

This commit is contained in:
Robert Osfield
2002-07-16 15:12:36 +00:00
parent b9281a6f58
commit 442b266f2e
5 changed files with 423 additions and 0 deletions

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# Microsoft Developer Studio Project File - Name="Demo osglight" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=Demo osglight - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "osglight.mak".
!MESSAGE
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!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "osglight.mak" CFG="Demo osglight - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "Demo osglight - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "Demo osglight - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
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CPP=cl.exe
RSC=rc.exe
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# ADD LINK32 glut32.lib glu32.lib opengl32.lib /nologo /subsystem:console /debug /machine:I386 /nodefaultlib:"libcmt" /out:"../../../bin/osglightd.exe" /pdbtype:sept /libpath:"../../../lib"
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# Begin Target
# Name "Demo osglight - Win32 Release"
# Name "Demo osglight - Win32 Debug"
# Begin Source File
SOURCE=..\..\..\src\Demos\osglight\osglight.cpp
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@@ -1302,6 +1302,60 @@ Package=<4>
Project: "Demo osglight"=.\Demos\osglight\osglight.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name Core osg
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgDB
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgGA
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgGLUT
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgUtil
End Project Dependency
}}}
###############################################################################
Project: "Demo osgviews"=.\Demos\osgviews\osgviews.dsp - Package Owner=<4>

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TOPDIR = ../../..
include $(TOPDIR)/Make/makedefs
CXXFILES =\
osglight.cpp\
LIBS += $(OSG_LIBS) $(GLUT_LIB) $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
INSTFILES = \
$(CXXFILES)\
Makefile.inst=Makefile
EXEC = osglight
include $(TOPDIR)/Make/makerules

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TOPDIR = ../..
include $(TOPDIR)/Make/makedefs
CXXFILES =\
osglight.cpp\
LIBS += $(OSG_LIBS) $(GLUT_LIB) $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
EXEC = osglight
include $(TOPDIR)/Make/makerules

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#include <osg/GL>
#include <osgGLUT/glut>
#include <osgGLUT/Viewer>
#include <osg/Group>
#include <osg/Node>
#include <osg/Transform>
#include <osg/Light>
#include <osg/LightSource>
#include <osg/StateAttribute>
#include <osg/Geometry>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgUtil/Optimizer>
#include <osgUtil/SmoothingVisitor>
#include "stdio.h"
osg::Node* createLights(osg::BoundingBox& bb,osg::StateSet* rootStateSet)
{
osg::Group* lightGroup = new osg::Group;
float modelSize = bb.radius();
// create a spot light.
osg::Light* myLight1 = new osg::Light;
myLight1->setLightNum(0);
myLight1->setPosition(osg::Vec4(bb.corner(4),1.0f));
myLight1->setAmbient(osg::Vec4(1.0f,0.0f,0.0f,1.0f));
myLight1->setDiffuse(osg::Vec4(1.0f,0.0f,0.0f,1.0f));
myLight1->setSpotCutoff(20.0f);
myLight1->setDirection(osg::Vec3(1.0f,1.0f,-1.0f));
osg::LightSource* lightS1 = new osg::LightSource;
lightS1->setLight(myLight1);
lightS1->setLocalStateSetModes(osg::StateAttribute::ON);
lightS1->setStateSetModes(*rootStateSet,osg::StateAttribute::ON);
lightGroup->addChild(lightS1);
// create a local light.
osg::Light* myLight2 = new osg::Light;
myLight2->setLightNum(1);
myLight2->setPosition(osg::Vec4(bb.corner(1),1.0f));
myLight2->setAmbient(osg::Vec4(0.0f,1.0f,1.0f,1.0f));
myLight2->setDiffuse(osg::Vec4(0.0f,1.0f,1.0f,1.0f));
myLight2->setConstantAttenuation(1.0f);
myLight2->setLinearAttenuation(2.0f/modelSize);
myLight2->setQuadraticAttenuation(2.0f/osg::square(modelSize));
osg::LightSource* lightS2 = new osg::LightSource;
lightS2->setLight(myLight2);
lightS2->setLocalStateSetModes(osg::StateAttribute::ON);
lightS2->setStateSetModes(*rootStateSet,osg::StateAttribute::ON);
lightGroup->addChild(lightS2);
return lightGroup;
}
osg::Geometry* createWall(const osg::Vec3& v1,const osg::Vec3& v2,const osg::Vec3& v3,osg::StateSet* stateset)
{
// create a drawable for occluder.
osg::Geometry* geom = osgNew osg::Geometry;
geom->setStateSet(stateset);
unsigned int noXSteps = 100;
unsigned int noYSteps = 100;
osg::Vec3Array* coords = osgNew osg::Vec3Array;
coords->reserve(noXSteps*noYSteps);
osg::Vec3 dx = (v2-v1)/((float)noXSteps-1.0f);
osg::Vec3 dy = (v3-v1)/((float)noYSteps-1.0f);
unsigned int row;
osg::Vec3 vRowStart = v1;
for(row=0;row<noYSteps;++row)
{
osg::Vec3 v = vRowStart;
for(unsigned int col=0;col<noXSteps;++col)
{
coords->push_back(v);
v += dx;
}
vRowStart+=dy;
}
geom->setVertexArray(coords);
osg::Vec4Array* colors = osgNew osg::Vec4Array(1);
(*colors)[0].set(1.0f,1.0f,1.0f,1.0f);
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
for(row=0;row<noYSteps-1;++row)
{
osg::DrawElementsUShort* quadstrip = new osg::DrawElementsUShort(osg::Primitive::QUAD_STRIP);
quadstrip->reserve(noXSteps*2);
for(unsigned int col=0;col<noXSteps;++col)
{
quadstrip->push_back((row+1)*noXSteps+col);
quadstrip->push_back(row*noXSteps+col);
}
geom->addPrimitive(quadstrip);
}
// create the normals.
osgUtil::SmoothingVisitor::smooth(*geom);
return geom;
}
osg::Node* createRoom(osg::Node* loadedModel)
{
// default scale for this model.
osg::BoundingSphere bs(osg::Vec3(0.0f,0.0f,0.0f),1.0f);
osg::Group* root = new osg::Group;
if (loadedModel)
{
root->addChild(loadedModel);
bs = loadedModel->getBound();
}
// create a bounding box, which we'll use to size the room.
osg::BoundingBox bb;
bb.expandBy(bs);
// create statesets.
osg::StateSet* rootStateSet = new osg::StateSet;
root->setStateSet(rootStateSet);
osg::StateSet* wall = new osg::StateSet;
wall->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
osg::StateSet* floor = new osg::StateSet;
floor->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
osg::StateSet* roof = new osg::StateSet;
roof->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
osg::Geode* geode = new osg::Geode;
// create front side.
geode->addDrawable(createWall(bb.corner(0),
bb.corner(4),
bb.corner(1),
wall));
// right side
geode->addDrawable(createWall(bb.corner(1),
bb.corner(5),
bb.corner(3),
wall));
// left side
geode->addDrawable(createWall(bb.corner(2),
bb.corner(6),
bb.corner(0),
wall));
// back side
geode->addDrawable(createWall(bb.corner(3),
bb.corner(7),
bb.corner(2),
wall));
// floor
geode->addDrawable(createWall(bb.corner(0),
bb.corner(1),
bb.corner(2),
floor));
// roof
geode->addDrawable(createWall(bb.corner(6),
bb.corner(7),
bb.corner(4),
roof));
root->addChild(geode);
root->addChild(createLights(bb,rootStateSet));
return root;
}
int main( int argc, char **argv )
{
// initialize the GLUT
glutInit( &argc, argv );
// create the commandline args.
std::vector<std::string> commandLine;
for(int i=1;i<argc;++i) commandLine.push_back(argv[i]);
// initialize the viewer.
osgGLUT::Viewer viewer;
viewer.setWindowTitle(argv[0]);
// configure the viewer from the commandline arguments, and eat any
// parameters that have been matched.
viewer.readCommandLine(commandLine);
// configure the plugin registry from the commandline arguments, and
// eat any parameters that have been matched.
osgDB::readCommandLine(commandLine);
// load the nodes from the commandline arguments.
osg::Node* loadedModel = osgDB::readNodeFiles(commandLine);
// create a room made of foor walls, a floor, a roof, and swinging light fitting.
osg::Node* rootnode = createRoom(loadedModel);
// run optimization over the scene graph
osgUtil::Optimizer optimzer;
optimzer.optimize(rootnode);
// add a viewport to the viewer and attach the scene graph.
viewer.addViewport( rootnode );
// open the viewer window.
viewer.open();
// fire up the event loop.
viewer.run();
return 0;
}