Added support for using the new osgShadow plugin as a psuedo loader such that:

osgviewer cow.osg.shadow

Or to ShadowVolume rechnique specifically:

  osgviewer cow.osg.sv.shadow
This commit is contained in:
Robert Osfield
2007-02-15 22:28:32 +00:00
parent 1da57c124f
commit dbb7c3c74c
9 changed files with 204 additions and 19 deletions

View File

@@ -453,9 +453,14 @@ int main(int argc, char** argv)
osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
ls->getLight()->setPosition(lightpos);
ls->getLight()->setAmbient(osg::Vec4(1.0,0.0,0.0,1.0));
ls->getLight()->setDiffuse(osg::Vec4(0.0,1.0,0.0,1.0));
shadowedScene->addChild(model.get());
shadowedScene->addChild(ls.get());
osgDB::writeNodeFile(*shadowedScene, "shadow.osg");
viewer.setSceneData(shadowedScene.get());

View File

@@ -5,7 +5,7 @@ CXXFILES =\
CreateShadowedScene.cpp\
osgshadowtexture.cpp\
LIBS += -losgViewer -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
LIBS += -losgShadow -losgViewer -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
INSTFILES = \
$(CXXFILES)\

View File

@@ -13,6 +13,8 @@
#include <osgViewer/Viewer>
#include <osgShadow/ShadowedScene>
#include <osgShadow/ShadowVolume>
// include the call which creates the shadowed subgraph.
#include "CreateShadowedScene.h"
@@ -133,7 +135,7 @@ osg::Node* createMovingModel(const osg::Vec3& center, float radius)
positioned->addChild(cessna);
osg::MatrixTransform* xform = new osg::MatrixTransform;
xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
//xform->setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0f,2.0));
xform->addChild(positioned);
model->addChild(xform);
@@ -145,7 +147,7 @@ osg::Node* createMovingModel(const osg::Vec3& center, float radius)
osg::Node* createModel()
osg::Node* createModel(osg::ArgumentParser& arguments)
{
osg::Vec3 center(0.0f,0.0f,0.0f);
float radius = 100.0f;
@@ -156,21 +158,48 @@ osg::Node* createModel()
// the shadowed model
osg::Node* shadowed = createBase(center-osg::Vec3(0.0f,0.0f,radius*0.25),radius);
if (arguments.read("--osgShadow"))
{
osgShadow::ShadowedScene* shadowedScene = new osgShadow::ShadowedScene;
osg::ref_ptr<osgShadow::ShadowVolume> shadowVolume = new osgShadow::ShadowVolume;
shadowedScene->setShadowTechnique(shadowVolume.get());
shadowVolume->setDynamicShadowVolumes(true);
// combine the models together to create one which has the shadower and the shadowed with the required callback.
osg::Group* root = createShadowedScene(shadower,shadowed,lightPosition,radius/100.0f,1);
osg::ref_ptr<osg::LightSource> ls = new osg::LightSource;
ls->getLight()->setPosition(osg::Vec4(0,1,1,0.0));
ls->getLight()->setAmbient(osg::Vec4(0.0,0.0,1.0,1.0));
ls->getLight()->setDiffuse(osg::Vec4(0.0,1.0,0.0,1.0));
return root;
shadowedScene->addChild(shadower);
shadowedScene->addChild(shadowed);
shadowedScene->addChild(ls.get());
return shadowedScene;
}
else
{
// combine the models together to create one which has the shadower and the shadowed with the required callback.
osg::Group* root = createShadowedScene(shadower,shadowed,lightPosition,radius/100.0f,1);
return root;
}
}
int main(int, char **)
int main(int argc, char ** argv)
{
osg::ArgumentParser arguments(&argc,argv);
// construct the viewer.
osgViewer::Viewer viewer;
// pass the model to the viewer.
viewer.setSceneData( createModel() );
viewer.setSceneData( createModel(arguments) );
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
return viewer.run();
}