Moved the shadow creation code into a seperate CreateShadowedScene header and source,
and exposed just the basic createShadowedScene function in the header.
This commit is contained in:
274
src/Demos/osgshadowtexture/CreateShadowedScene.cpp
Normal file
274
src/Demos/osgshadowtexture/CreateShadowedScene.cpp
Normal file
@@ -0,0 +1,274 @@
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#include <osg/Texture2D>
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#include <osg/TexGen>
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#include <osg/Material>
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#include <osg/LightSource>
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#include <osg/Geode>
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#include <osg/ShapeDrawable>
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#include <osgUtil/CullVisitor>
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#include <osgUtil/RenderToTextureStage>
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#include "CreateShadowedScene.h"
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class CreateShadowTextureCullCallback : public osg::NodeCallback
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{
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public:
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CreateShadowTextureCullCallback(osg::Node* shadower,const osg::Vec3& position, const osg::Vec4& ambientLightColor, unsigned int textureUnit):
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_shadower(shadower),
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_position(position),
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_ambientLightColor(ambientLightColor),
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_unit(textureUnit)
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{
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_texture = new osg::Texture2D;
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_texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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_texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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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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osgUtil::CullVisitor* cullVisitor = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cullVisitor && (_texture.valid() && _shadower.valid()))
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{
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doPreRender(*node,*cullVisitor);
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}
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else
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{
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// must traverse the shadower
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traverse(node,nv);
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}
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}
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protected:
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void doPreRender(osg::Node& node, osgUtil::CullVisitor& cv);
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osg::ref_ptr<osg::Node> _shadower;
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osg::ref_ptr<osg::Texture2D> _texture;
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osg::Vec3 _position;
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osg::Vec4 _ambientLightColor;
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unsigned int _unit;
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// we need this to get round the order dependance
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// of eye linear tex gen...
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class MyTexGen : public osg::TexGen
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{
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public:
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void setMatrix(const osg::Matrix& matrix)
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{
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_matrix = matrix;
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}
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virtual void apply(osg::State& state) const
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{
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glPushMatrix();
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glLoadMatrixf(_matrix.ptr());
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TexGen::apply(state);
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glPopMatrix();
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}
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osg::Matrix _matrix;
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};
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};
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void CreateShadowTextureCullCallback::doPreRender(osg::Node& node, osgUtil::CullVisitor& cv)
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{
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const osg::BoundingSphere& bs = _shadower->getBound();
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if (!bs.valid())
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{
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osg::notify(osg::WARN) << "bb invalid"<<_shadower.get()<<std::endl;
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return;
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}
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// create the render to texture stage.
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osg::ref_ptr<osgUtil::RenderToTextureStage> rtts = osgNew osgUtil::RenderToTextureStage;
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// set up lighting.
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// currently ignore lights in the scene graph itself..
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// will do later.
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osgUtil::RenderStage* previous_stage = cv.getCurrentRenderBin()->_stage;
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// set up the background color and clear mask.
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rtts->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,0.0f));
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rtts->setClearMask(previous_stage->getClearMask());
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// set up to charge the same RenderStageLighting is the parent previous stage.
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rtts->setRenderStageLighting(previous_stage->getRenderStageLighting());
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// record the render bin, to be restored after creation
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// of the render to text
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osgUtil::RenderBin* previousRenderBin = cv.getCurrentRenderBin();
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// set the current renderbin to be the newly created stage.
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cv.setCurrentRenderBin(rtts.get());
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float centerDistance = (_position-bs.center()).length();
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float znear = centerDistance+bs.radius();
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float zfar = centerDistance-bs.radius();
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float zNearRatio = 0.001f;
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if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
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// 2:1 aspect ratio as per flag geomtry below.
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float top = (bs.radius()/centerDistance)*znear;
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float right = top;
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// set up projection.
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osg::Matrix* projection = osgNew osg::Matrix;
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projection->makeFrustum(-right,right,-top,top,znear,zfar);
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cv.pushProjectionMatrix(projection);
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osg::Matrix* matrix = new osg::Matrix;
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matrix->makeLookAt(_position,bs.center(),osg::Vec3(0.0f,1.0f,0.0f));
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osg::Matrix MV = cv.getModelViewMatrix();
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// compute the matrix which takes a vertex from local coords into tex coords
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// will use this later to specify osg::TexGen..
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osg::Matrix MVPT =
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*matrix *
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*projection *
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osg::Matrix::translate(1.0,1.0,1.0) *
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osg::Matrix::scale(0.5f,0.5f,0.5f);
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cv.pushModelViewMatrix(matrix);
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osg::ref_ptr<osg::StateSet> shadowState = osgNew osg::StateSet;
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// make the material black for a shadow.
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osg::Material* material = new osg::Material;
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material->setAmbient(osg::Material::FRONT_AND_BACK,_ambientLightColor);
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material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,1.0f));
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material->setEmission(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,1.0f));
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material->setShininess(osg::Material::FRONT_AND_BACK,0.0f);
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shadowState->setAttribute(material,osg::StateAttribute::OVERRIDE);
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cv.pushStateSet(shadowState.get());
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{
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// traverse the shadower
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_shadower->accept(cv);
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}
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cv.popStateSet();
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// restore the previous model view matrix.
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cv.popModelViewMatrix();
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// restore the previous model view matrix.
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cv.popProjectionMatrix();
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// restore the previous renderbin.
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cv.setCurrentRenderBin(previousRenderBin);
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if (rtts->_renderGraphList.size()==0 && rtts->_bins.size()==0)
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{
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// getting to this point means that all the shadower has been
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// culled by small feature culling or is beyond LOD ranges.
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return;
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}
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int height = 256;
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int width = 256;
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const osg::Viewport& viewport = *cv.getViewport();
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// offset the impostor viewport from the center of the main window
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// viewport as often the edges of the viewport might be obscured by
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// other windows, which can cause image/reading writing problems.
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int center_x = viewport.x()+viewport.width()/2;
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int center_y = viewport.y()+viewport.height()/2;
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osg::Viewport* new_viewport = new osg::Viewport;
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new_viewport->setViewport(center_x-width/2,center_y-height/2,width,height);
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rtts->setViewport(new_viewport);
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shadowState->setAttribute(new_viewport);
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// and the render to texture stage to the current stages
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// dependancy list.
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cv.getCurrentRenderBin()->_stage->addToDependencyList(rtts.get());
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// if one exist attach texture to the RenderToTextureStage.
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if (_texture.valid()) rtts->setTexture(_texture.get());
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// set up the stateset to decorate the shadower with the shadow texture
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// with the appropriate tex gen coords.
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osg::StateSet* stateset = new osg::StateSet;
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MyTexGen* texgen = new MyTexGen;
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texgen->setMatrix(MV);
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texgen->setMode(osg::TexGen::EYE_LINEAR);
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texgen->setPlane(osg::TexGen::S,osg::Plane(MVPT(0,0),MVPT(1,0),MVPT(2,0),MVPT(3,0)));
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texgen->setPlane(osg::TexGen::T,osg::Plane(MVPT(0,1),MVPT(1,1),MVPT(2,1),MVPT(3,1)));
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texgen->setPlane(osg::TexGen::R,osg::Plane(MVPT(0,2),MVPT(1,2),MVPT(2,2),MVPT(3,2)));
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texgen->setPlane(osg::TexGen::Q,osg::Plane(MVPT(0,3),MVPT(1,3),MVPT(2,3),MVPT(3,3)));
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stateset->setTextureAttributeAndModes(_unit,_texture.get(),osg::StateAttribute::ON);
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stateset->setTextureAttribute(_unit,texgen);
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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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cv.pushStateSet(stateset);
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// must traverse the shadower
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traverse(&node,&cv);
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cv.popStateSet();
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}
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// set up a light source with the shadower and shodower subgraphs below it
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// with the appropriate callbacks set up.
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osg::Group* createShadowedScene(osg::Node* shadower,osg::Node* shadowed,const osg::Vec3& lightPosition,float radius,unsigned int textureUnit=1)
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{
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osg::LightSource* lightgroup = new osg::LightSource;
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osg::Light* light = new osg::Light;
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light->setPosition(osg::Vec4(lightPosition,1.0f));
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light->setLightNum(0);
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lightgroup->setLight(light);
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osg::Vec4 ambientLightColor(0.1f,0.1f,0.1f,1.0f);
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// add the shadower
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lightgroup->addChild(shadower);
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// add the shadowed with the callback to generate the shadow texture.
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shadowed->setCullCallback(new CreateShadowTextureCullCallback(shadower,lightPosition,ambientLightColor,textureUnit));
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lightgroup->addChild(shadowed);
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osg::Geode* lightgeode = new osg::Geode;
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lightgeode->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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lightgeode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(lightPosition,radius)));
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lightgroup->addChild(lightgeode);
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return lightgroup;
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}
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12
src/Demos/osgshadowtexture/CreateShadowedScene.h
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12
src/Demos/osgshadowtexture/CreateShadowedScene.h
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@@ -0,0 +1,12 @@
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#ifndef CREATESHADOWEDSCENE_H
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#define CREATESHADOWEDSCENE_H
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#include <osg/Node>
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#include <osg/Vec3>
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// function to create a lightsource which contain a shadower and showed subgraph,
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// the showadowed subgrph has a cull callback to fire off a pre render to texture
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// of the shadowed subgraph.
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extern osg::Group* createShadowedScene(osg::Node* shadower,osg::Node* shadowed,const osg::Vec3& lightPosition,float radius,unsigned int textureUnit=1);
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#endif
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@@ -2,6 +2,7 @@ TOPDIR = ../../..
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include $(TOPDIR)/Make/makedefs
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CXXFILES =\
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CreateShadowedScene.cpp\
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osgshadowtexture.cpp\
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LIBS += $(OSG_LIBS) $(GLUT_LIB) $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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@@ -2,6 +2,7 @@ TOPDIR = ../..
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include $(TOPDIR)/Make/makedefs
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CXXFILES =\
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CreateShadowedScene.cpp\
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osgshadowtexture.cpp\
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LIBS += $(OSG_LIBS) $(GLUT_LIB) $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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@@ -4,12 +4,8 @@
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#include <osg/PositionAttitudeTransform>
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#include <osg/Geometry>
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#include <osg/Texture2D>
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#include <osg/TexGen>
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#include <osg/Material>
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#include <osg/LightSource>
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#include <osgUtil/Optimizer>
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#include <osgUtil/RenderToTextureStage>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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@@ -23,245 +19,15 @@
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#include <osgGLUT/Viewer>
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// include the call which creates the shadowed subgraph.
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#include "CreateShadowedScene.h"
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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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class CreateShadowTextureCullCallback : public osg::NodeCallback
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{
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public:
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CreateShadowTextureCullCallback(osg::Node* shadower,const osg::Vec3& position, const osg::Vec4& ambientLightColor, unsigned int textureUnit):
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_shadower(shadower),
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_position(position),
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_ambientLightColor(ambientLightColor),
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_unit(textureUnit)
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{
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_texture = new osg::Texture2D;
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_texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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_texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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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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osgUtil::CullVisitor* cullVisitor = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cullVisitor && (_texture.valid() && _shadower.valid()))
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{
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doPreRender(*node,*cullVisitor);
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}
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else
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{
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// must traverse the shadower
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traverse(node,nv);
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}
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}
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protected:
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void doPreRender(osg::Node& node, osgUtil::CullVisitor& cv);
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osg::ref_ptr<osg::Node> _shadower;
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osg::ref_ptr<osg::Texture2D> _texture;
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osg::Vec3 _position;
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osg::Vec4 _ambientLightColor;
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unsigned int _unit;
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// we need this to get round the order dependance
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// of eye linear tex gen...
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class MyTexGen : public osg::TexGen
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{
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public:
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void setMatrix(const osg::Matrix& matrix)
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{
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_matrix = matrix;
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}
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virtual void apply(osg::State& state) const
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{
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glPushMatrix();
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glLoadMatrixf(_matrix.ptr());
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TexGen::apply(state);
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glPopMatrix();
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}
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osg::Matrix _matrix;
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};
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};
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void CreateShadowTextureCullCallback::doPreRender(osg::Node& node, osgUtil::CullVisitor& cv)
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{
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const osg::BoundingSphere& bs = _shadower->getBound();
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if (!bs.valid())
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{
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osg::notify(osg::WARN) << "bb invalid"<<_shadower.get()<<std::endl;
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return;
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}
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// create the render to texture stage.
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osg::ref_ptr<osgUtil::RenderToTextureStage> rtts = osgNew osgUtil::RenderToTextureStage;
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// set up lighting.
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// currently ignore lights in the scene graph itself..
|
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// will do later.
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osgUtil::RenderStage* previous_stage = cv.getCurrentRenderBin()->_stage;
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// set up the background color and clear mask.
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rtts->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,0.0f));
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rtts->setClearMask(previous_stage->getClearMask());
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// set up to charge the same RenderStageLighting is the parent previous stage.
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rtts->setRenderStageLighting(previous_stage->getRenderStageLighting());
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// record the render bin, to be restored after creation
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// of the render to text
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osgUtil::RenderBin* previousRenderBin = cv.getCurrentRenderBin();
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// set the current renderbin to be the newly created stage.
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cv.setCurrentRenderBin(rtts.get());
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float centerDistance = (_position-bs.center()).length();
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float znear = centerDistance+bs.radius();
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float zfar = centerDistance-bs.radius();
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float zNearRatio = 0.001f;
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if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
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// 2:1 aspect ratio as per flag geomtry below.
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float top = (bs.radius()/centerDistance)*znear;
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float right = top;
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// set up projection.
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osg::Matrix* projection = osgNew osg::Matrix;
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projection->makeFrustum(-right,right,-top,top,znear,zfar);
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cv.pushProjectionMatrix(projection);
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osg::Matrix* matrix = new osg::Matrix;
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matrix->makeLookAt(_position,bs.center(),osg::Vec3(0.0f,1.0f,0.0f));
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osg::Matrix MV = cv.getModelViewMatrix();
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// compute the matrix which takes a vertex from local coords into tex coords
|
||||
// will use this later to specify osg::TexGen..
|
||||
osg::Matrix MVPT =
|
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*matrix *
|
||||
*projection *
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||||
osg::Matrix::translate(1.0,1.0,1.0) *
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osg::Matrix::scale(0.5f,0.5f,0.5f);
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cv.pushModelViewMatrix(matrix);
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osg::ref_ptr<osg::StateSet> shadowState = osgNew osg::StateSet;
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// make the material black for a shadow.
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||||
osg::Material* material = new osg::Material;
|
||||
material->setAmbient(osg::Material::FRONT_AND_BACK,_ambientLightColor);
|
||||
material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,1.0f));
|
||||
material->setEmission(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,1.0f));
|
||||
material->setShininess(osg::Material::FRONT_AND_BACK,0.0f);
|
||||
shadowState->setAttribute(material,osg::StateAttribute::OVERRIDE);
|
||||
|
||||
cv.pushStateSet(shadowState.get());
|
||||
|
||||
{
|
||||
|
||||
// traverse the shadower
|
||||
_shadower->accept(cv);
|
||||
|
||||
}
|
||||
|
||||
cv.popStateSet();
|
||||
|
||||
// restore the previous model view matrix.
|
||||
cv.popModelViewMatrix();
|
||||
|
||||
|
||||
// restore the previous model view matrix.
|
||||
cv.popProjectionMatrix();
|
||||
|
||||
// restore the previous renderbin.
|
||||
cv.setCurrentRenderBin(previousRenderBin);
|
||||
|
||||
if (rtts->_renderGraphList.size()==0 && rtts->_bins.size()==0)
|
||||
{
|
||||
// getting to this point means that all the shadower has been
|
||||
// culled by small feature culling or is beyond LOD ranges.
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
int height = 256;
|
||||
int width = 256;
|
||||
|
||||
|
||||
const osg::Viewport& viewport = *cv.getViewport();
|
||||
|
||||
// offset the impostor viewport from the center of the main window
|
||||
// viewport as often the edges of the viewport might be obscured by
|
||||
// other windows, which can cause image/reading writing problems.
|
||||
int center_x = viewport.x()+viewport.width()/2;
|
||||
int center_y = viewport.y()+viewport.height()/2;
|
||||
|
||||
osg::Viewport* new_viewport = new osg::Viewport;
|
||||
new_viewport->setViewport(center_x-width/2,center_y-height/2,width,height);
|
||||
rtts->setViewport(new_viewport);
|
||||
|
||||
shadowState->setAttribute(new_viewport);
|
||||
|
||||
// and the render to texture stage to the current stages
|
||||
// dependancy list.
|
||||
cv.getCurrentRenderBin()->_stage->addToDependencyList(rtts.get());
|
||||
|
||||
// if one exist attach texture to the RenderToTextureStage.
|
||||
if (_texture.valid()) rtts->setTexture(_texture.get());
|
||||
|
||||
|
||||
// set up the stateset to decorate the shadower with the shadow texture
|
||||
// with the appropriate tex gen coords.
|
||||
osg::StateSet* stateset = new osg::StateSet;
|
||||
|
||||
|
||||
MyTexGen* texgen = new MyTexGen;
|
||||
texgen->setMatrix(MV);
|
||||
texgen->setMode(osg::TexGen::EYE_LINEAR);
|
||||
texgen->setPlane(osg::TexGen::S,osg::Plane(MVPT(0,0),MVPT(1,0),MVPT(2,0),MVPT(3,0)));
|
||||
texgen->setPlane(osg::TexGen::T,osg::Plane(MVPT(0,1),MVPT(1,1),MVPT(2,1),MVPT(3,1)));
|
||||
texgen->setPlane(osg::TexGen::R,osg::Plane(MVPT(0,2),MVPT(1,2),MVPT(2,2),MVPT(3,2)));
|
||||
texgen->setPlane(osg::TexGen::Q,osg::Plane(MVPT(0,3),MVPT(1,3),MVPT(2,3),MVPT(3,3)));
|
||||
|
||||
stateset->setTextureAttributeAndModes(_unit,_texture.get(),osg::StateAttribute::ON);
|
||||
stateset->setTextureAttribute(_unit,texgen);
|
||||
stateset->setTextureMode(_unit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);
|
||||
stateset->setTextureMode(_unit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);
|
||||
stateset->setTextureMode(_unit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);
|
||||
stateset->setTextureMode(_unit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
|
||||
|
||||
cv.pushStateSet(stateset);
|
||||
|
||||
// must traverse the shadower
|
||||
traverse(&node,&cv);
|
||||
|
||||
cv.popStateSet();
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime)
|
||||
{
|
||||
// set up the animation path
|
||||
@@ -339,7 +105,6 @@ osg::Node* createBase(const osg::Vec3& center,float radius)
|
||||
grid->setHeight(c,r,(h+hieghtOffset)*hieghtScale);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
geode->addDrawable(new osg::ShapeDrawable(grid));
|
||||
|
||||
@@ -357,27 +122,6 @@ osg::Node* createMovingModel(const osg::Vec3& center, float radius)
|
||||
osg::AnimationPath* animationPath = createAnimationPath(center,radius,animationLength);
|
||||
|
||||
osg::Group* model = new osg::Group;
|
||||
|
||||
// osg::Node* glider = osgDB::readNodeFile("glider.osg");
|
||||
// if (glider)
|
||||
// {
|
||||
// const osg::BoundingSphere& bs = glider->getBound();
|
||||
//
|
||||
// float size = radius/bs.radius()*0.3f;
|
||||
// osg::MatrixTransform* positioned = osgNew osg::MatrixTransform;
|
||||
// positioned->setDataVariance(osg::Object::STATIC);
|
||||
// positioned->setMatrix(osg::Matrix::translate(-bs.center())*
|
||||
// osg::Matrix::scale(size,size,size)*
|
||||
// osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f));
|
||||
//
|
||||
// positioned->addChild(glider);
|
||||
//
|
||||
// osg::PositionAttitudeTransform* xform = osgNew osg::PositionAttitudeTransform;
|
||||
// xform->setAppCallback(new osg::PositionAttitudeTransform::AnimationPathCallback(animationPath,0.0,1.0));
|
||||
// xform->addChild(positioned);
|
||||
//
|
||||
// model->addChild(xform);
|
||||
// }
|
||||
|
||||
osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
|
||||
if (cessna)
|
||||
@@ -404,35 +148,6 @@ osg::Node* createMovingModel(const osg::Vec3& center, float radius)
|
||||
}
|
||||
|
||||
|
||||
// shadowed must be at least group right now as leaf nodes such as
|
||||
// osg::Geode don't get traversed so their cull callbacks don't get called.
|
||||
osg::Group* createShadowedScene(osg::Node* shadower,osg::Node* shadowed,const osg::Vec3& lightPosition,float radius,unsigned int textureUnit=1)
|
||||
{
|
||||
osg::LightSource* lightgroup = new osg::LightSource;
|
||||
|
||||
osg::Light* light = new osg::Light;
|
||||
light->setPosition(osg::Vec4(lightPosition,1.0f));
|
||||
light->setLightNum(0);
|
||||
|
||||
lightgroup->setLight(light);
|
||||
|
||||
osg::Vec4 ambientLightColor(0.1f,0.1f,0.1f,1.0f);
|
||||
|
||||
// add the shadower
|
||||
lightgroup->addChild(shadower);
|
||||
|
||||
// add the shadowed with the callback to generate the shadow texture.
|
||||
shadowed->setCullCallback(new CreateShadowTextureCullCallback(shadower,lightPosition,ambientLightColor,textureUnit));
|
||||
lightgroup->addChild(shadowed);
|
||||
|
||||
osg::Geode* lightgeode = new osg::Geode;
|
||||
lightgeode->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
|
||||
lightgeode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(lightPosition,radius)));
|
||||
|
||||
lightgroup->addChild(lightgeode);
|
||||
|
||||
return lightgroup;
|
||||
}
|
||||
|
||||
|
||||
osg::Node* createModel()
|
||||
@@ -484,17 +199,12 @@ int main( int argc, char **argv )
|
||||
return 1;
|
||||
}
|
||||
|
||||
// tilt the scene so the default eye position is looking down on the model.
|
||||
osg::MatrixTransform* rootnode = new osg::MatrixTransform;
|
||||
// rootnode->setMatrix(osg::Matrix::rotate(osg::inDegrees(30.0f),1.0f,0.0f,0.0f));
|
||||
rootnode->addChild(model);
|
||||
|
||||
// run optimization over the scene graph
|
||||
osgUtil::Optimizer optimzer;
|
||||
// comment out optimization over the scene graph right now as it optimizers away the shadow... will look into this..
|
||||
//osgUtil::Optimizer optimzer;
|
||||
//optimzer.optimize(rootnode);
|
||||
|
||||
// add a viewport to the viewer and attach the scene graph.
|
||||
viewer.addViewport( rootnode );
|
||||
viewer.addViewport( model );
|
||||
|
||||
// register trackball, flight and drive.
|
||||
viewer.registerCameraManipulator(new osgGA::TrackballManipulator);
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
|
||||
#include <osg/Math>
|
||||
|
||||
// for the grid data..
|
||||
#include "../osghangglide/terrain_coords.h"
|
||||
|
||||
osg::Geode* createShapes()
|
||||
@@ -19,11 +20,10 @@ osg::Geode* createShapes()
|
||||
osg::Geode* geode = osgNew osg::Geode();
|
||||
|
||||
// ---------------------------------------
|
||||
// Set up a StateSet to make the cube red
|
||||
// Set up a StateSet to texture the objects
|
||||
// ---------------------------------------
|
||||
osg::StateSet* stateset = osgNew osg::StateSet();
|
||||
|
||||
|
||||
osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
|
||||
if (image)
|
||||
{
|
||||
|
||||
@@ -111,7 +111,7 @@ class ConstructStateCallback : public osg::NodeCallback
|
||||
osg::TexGen* texgen = dynamic_cast<osg::TexGen*>(attribute);
|
||||
if (texgen)
|
||||
{
|
||||
texgen->setPlane(osg::TexGen::R, texgen->getPlane(osg::TexGen::R)+osg::Vec4(0.0f,0.0f,0.0f,0.001f));
|
||||
texgen->getPlane(osg::TexGen::R)[3] += 0.001f;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -18,7 +18,7 @@ TexGen::~TexGen()
|
||||
}
|
||||
|
||||
|
||||
void TexGen::setPlane(Coord which, const Vec4& plane)
|
||||
void TexGen::setPlane(Coord which, const Plane& plane)
|
||||
{
|
||||
switch( which )
|
||||
{
|
||||
@@ -30,8 +30,19 @@ void TexGen::setPlane(Coord which, const Vec4& plane)
|
||||
}
|
||||
}
|
||||
|
||||
const Plane& TexGen::getPlane(Coord which) const
|
||||
{
|
||||
switch( which )
|
||||
{
|
||||
case S : return _plane_s;
|
||||
case T : return _plane_t;
|
||||
case R : return _plane_r;
|
||||
case Q : return _plane_q;
|
||||
default : notify(WARN)<<"Error: invalid 'which' passed TexGen::getPlane(which)"<<std::endl; return _plane_r;
|
||||
}
|
||||
}
|
||||
|
||||
const Vec4& TexGen::getPlane(Coord which) const
|
||||
Plane& TexGen::getPlane(Coord which)
|
||||
{
|
||||
switch( which )
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user