void getAABB(coAABB& _aabb, coUint _x, coUint _y) const { const coFloat gridHeight = getGridHeight(_x, _y); coVec3 centerBase(_x + 0.5f, _y + 0.5f, 0.f); coVec3 aabbMin = centerBase - coVec3(0.4f, 0.4f, 0.f); coVec3 aabbMax = centerBase + coVec3(0.4f, 0.4f, gridHeight); aabbMin *= SCALE; aabbMax *= SCALE; _aabb.setMin(aabbMin); _aabb.setMax(aabbMax); }
int main(int argc, char** argv) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(&argc, argv); // set up the usage document, in case we need to print out how to use this program. arguments.getApplicationUsage()->setDescription(arguments.getApplicationName() + " is the example which demonstrates using of GL_ARB_shadow extension implemented in osg::Texture class"); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()); arguments.getApplicationUsage()->addCommandLineOption("-h or --help", "Display this information"); arguments.getApplicationUsage()->addCommandLineOption("--positionalLight", "Use a positional light."); arguments.getApplicationUsage()->addCommandLineOption("--directionalLight", "Use a direction light."); arguments.getApplicationUsage()->addCommandLineOption("--noUpdate", "Disable the updating the of light source."); arguments.getApplicationUsage()->addCommandLineOption("--castsShadowMask", "Override default castsShadowMask (default - 0x2)"); arguments.getApplicationUsage()->addCommandLineOption("--receivesShadowMask", "Override default receivesShadowMask (default - 0x1)"); arguments.getApplicationUsage()->addCommandLineOption("--base", "Add a base geometry to test shadows."); arguments.getApplicationUsage()->addCommandLineOption("--sv", "Select ShadowVolume implementation."); arguments.getApplicationUsage()->addCommandLineOption("--ssm", "Select SoftShadowMap implementation."); arguments.getApplicationUsage()->addCommandLineOption("--sm", "Select ShadowMap implementation."); arguments.getApplicationUsage()->addCommandLineOption("--pssm", "Select ParallelSplitShadowMap implementation.");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--mapcount", "ParallelSplitShadowMap texture count.");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--mapres", "ParallelSplitShadowMap texture resolution.");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--debug-color", "ParallelSplitShadowMap display debugging color (only the first 3 maps are color r=0,g=1,b=2.");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--minNearSplit", "ParallelSplitShadowMap shadow map near offset.");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--maxFarDist", "ParallelSplitShadowMap max far distance to shadow.");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--moveVCamFactor", "ParallelSplitShadowMap move the virtual frustum behind the real camera, (also back ground object can cast shadow).");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--PolyOffset-Factor", "ParallelSplitShadowMap set PolygonOffset factor.");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--PolyOffset-Unit", "ParallelSplitShadowMap set PolygonOffset unit.");//ADEGLI arguments.getApplicationUsage()->addCommandLineOption("--lispsm", "Select LightSpacePerspectiveShadowMap implementation."); arguments.getApplicationUsage()->addCommandLineOption("--msm", "Select MinimalShadowMap implementation."); arguments.getApplicationUsage()->addCommandLineOption("--ViewBounds", "MSM, LiSPSM optimize shadow for view frustum (weakest option)"); arguments.getApplicationUsage()->addCommandLineOption("--CullBounds", "MSM, LiSPSM optimize shadow for bounds of culled objects in view frustum (better option)."); arguments.getApplicationUsage()->addCommandLineOption("--DrawBounds", "MSM, LiSPSM optimize shadow for bounds of predrawn pixels in view frustum (best & default)."); arguments.getApplicationUsage()->addCommandLineOption("--mapres", "MSM, LiSPSM & texture resolution."); arguments.getApplicationUsage()->addCommandLineOption("--maxFarDist", "MSM, LiSPSM max far distance to shadow."); arguments.getApplicationUsage()->addCommandLineOption("--moveVCamFactor", "MSM, LiSPSM move the virtual frustum behind the real camera, (also back ground object can cast shadow)."); arguments.getApplicationUsage()->addCommandLineOption("--minLightMargin", "MSM, LiSPSM the same as --moveVCamFactor."); arguments.getApplicationUsage()->addCommandLineOption("-1", "Use test model one."); arguments.getApplicationUsage()->addCommandLineOption("-2", "Use test model two."); arguments.getApplicationUsage()->addCommandLineOption("-3", "Use test model three (default)."); arguments.getApplicationUsage()->addCommandLineOption("-4", "Use test model four - island scene."); arguments.getApplicationUsage()->addCommandLineOption("--two-sided", "Use two-sided stencil extension for shadow volumes."); arguments.getApplicationUsage()->addCommandLineOption("--two-pass", "Use two-pass stencil for shadow volumes."); arguments.getApplicationUsage()->addCommandLineOption("--near-far-mode","COMPUTE_NEAR_USING_PRIMITIVES, COMPUTE_NEAR_FAR_USING_PRIMITIVES, COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES, DO_NOT_COMPUTE_NEAR_FAR"); arguments.getApplicationUsage()->addCommandLineOption("--max-shadow-distance","<float> Maximum distance that the shadow map should extend from the eye point."); // construct the viewer. osgViewer::Viewer viewer(arguments); // if user request help write it out to cout. if (arguments.read("-h") || arguments.read("--help")) { arguments.getApplicationUsage()->write(std::cout); return 1; } double zNear=1.0, zMid=10.0, zFar=1000.0; if (arguments.read("--depth-partition",zNear, zMid, zFar)) { // set up depth partitioning osg::ref_ptr<osgViewer::DepthPartitionSettings> dps = new osgViewer::DepthPartitionSettings; dps->_mode = osgViewer::DepthPartitionSettings::FIXED_RANGE; dps->_zNear = zNear; dps->_zMid = zMid; dps->_zFar = zFar; viewer.setUpDepthPartition(dps.get()); } if (arguments.read("--dp")) { // set up depth partitioning viewer.setUpDepthPartition(); } float fov = 0.0; while (arguments.read("--fov",fov)) {} osg::Vec4 lightpos(0.0,0.0,1,0.0); bool spotlight = false; while (arguments.read("--positionalLight")) { lightpos.set(0.5,0.5,1.5,1.0); } while (arguments.read("--directionalLight")) { lightpos.set(0.0,0.0,1,0.0); } while (arguments.read("--spotLight")) { lightpos.set(0.5,0.5,1.5,1.0); spotlight = true; } bool keepLightPos = false; osg::Vec3 spotLookat(0.0,0.0,0.0); while ( arguments.read("--light-pos", lightpos.x(), lightpos.y(), lightpos.z(), lightpos.w())) { keepLightPos = true; } while ( arguments.read("--light-pos", lightpos.x(), lightpos.y(), lightpos.z())) { lightpos.w()=1.0; keepLightPos = true; } while ( arguments.read("--light-dir", lightpos.x(), lightpos.y(), lightpos.z())) { lightpos.w()=0.0; keepLightPos = true; } while ( arguments.read("--spot-lookat", spotLookat.x(), spotLookat.y(), spotLookat.z())) { } while (arguments.read("--castsShadowMask", CastsShadowTraversalMask )); while (arguments.read("--receivesShadowMask", ReceivesShadowTraversalMask )); bool updateLightPosition = true; while (arguments.read("--noUpdate")) updateLightPosition = false; // set up the camera manipulators. { osg::ref_ptr<osgGA::KeySwitchMatrixManipulator> keyswitchManipulator = new osgGA::KeySwitchMatrixManipulator; keyswitchManipulator->addMatrixManipulator( '1', "Trackball", new osgGA::TrackballManipulator() ); keyswitchManipulator->addMatrixManipulator( '2', "Flight", new osgGA::FlightManipulator() ); keyswitchManipulator->addMatrixManipulator( '3', "Drive", new osgGA::DriveManipulator() ); keyswitchManipulator->addMatrixManipulator( '4', "Terrain", new osgGA::TerrainManipulator() ); std::string pathfile; char keyForAnimationPath = '5'; while (arguments.read("-p",pathfile)) { osgGA::AnimationPathManipulator* apm = new osgGA::AnimationPathManipulator(pathfile); if (apm || !apm->valid()) { unsigned int num = keyswitchManipulator->getNumMatrixManipulators(); keyswitchManipulator->addMatrixManipulator( keyForAnimationPath, "Path", apm ); keyswitchManipulator->selectMatrixManipulator(num); ++keyForAnimationPath; } } viewer.setCameraManipulator( keyswitchManipulator.get() ); } // add the state manipulator viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) ); // add stats viewer.addEventHandler( new osgViewer::StatsHandler() ); // add the record camera path handler viewer.addEventHandler(new osgViewer::RecordCameraPathHandler); // add the window size toggle handler viewer.addEventHandler(new osgViewer::WindowSizeHandler); // add the threading handler viewer.addEventHandler( new osgViewer::ThreadingHandler() ); osg::ref_ptr<osgShadow::ShadowedScene> shadowedScene = new osgShadow::ShadowedScene; osgShadow::ShadowSettings* settings = shadowedScene->getShadowSettings(); settings->setReceivesShadowTraversalMask(ReceivesShadowTraversalMask); settings->setCastsShadowTraversalMask(CastsShadowTraversalMask); std::string nearFarMode(""); if (arguments.read("--near-far-mode",nearFarMode)) { if (nearFarMode=="COMPUTE_NEAR_USING_PRIMITIVES") settings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_USING_PRIMITIVES); else if (nearFarMode=="COMPUTE_NEAR_FAR_USING_PRIMITIVES") settings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES); else if (nearFarMode=="DO_NOT_COMPUTE_NEAR_FAR") settings->setComputeNearFarModeOverride(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); else if (nearFarMode=="COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES") settings->setComputeNearFarModeOverride(osg::CullSettings::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES); OSG_NOTICE<<"ComputeNearFarModeOverride set to "; switch(settings->getComputeNearFarModeOverride()) { case(osg::CullSettings::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES): OSG_NOTICE<<"COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES"; break; case(osg::CullSettings::COMPUTE_NEAR_USING_PRIMITIVES): OSG_NOTICE<<"COMPUTE_NEAR_USING_PRIMITIVES"; break; case(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES): OSG_NOTICE<<"COMPUTE_NEAR_FAR_USING_PRIMITIVES"; break; case(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR): OSG_NOTICE<<"DO_NOT_COMPUTE_NEAR_FAR"; break; } OSG_NOTICE<<std::endl; } double distance; if (arguments.read("--max-shadow-distance",distance)) { settings->setMaximumShadowMapDistance(distance); OSG_NOTICE<<"MaximumShadowMapDistance set to "<<settings->getMaximumShadowMapDistance()<<std::endl; } osg::ref_ptr<osgShadow::MinimalShadowMap> msm = NULL; if (arguments.read("--no-shadows")) { OSG_NOTICE<<"Not using a ShadowTechnique"<<std::endl; shadowedScene->setShadowTechnique(0); } else if (arguments.read("--sv")) { // hint to tell viewer to request stencil buffer when setting up windows osg::DisplaySettings::instance()->setMinimumNumStencilBits(8); osg::ref_ptr<osgShadow::ShadowVolume> sv = new osgShadow::ShadowVolume; sv->setDynamicShadowVolumes(updateLightPosition); while (arguments.read("--two-sided")) sv->setDrawMode(osgShadow::ShadowVolumeGeometry::STENCIL_TWO_SIDED); while (arguments.read("--two-pass")) sv->setDrawMode(osgShadow::ShadowVolumeGeometry::STENCIL_TWO_PASS); shadowedScene->setShadowTechnique(sv.get()); } else if (arguments.read("--st")) { osg::ref_ptr<osgShadow::ShadowTexture> st = new osgShadow::ShadowTexture; shadowedScene->setShadowTechnique(st.get()); } else if (arguments.read("--stsm")) { osg::ref_ptr<osgShadow::StandardShadowMap> st = new osgShadow::StandardShadowMap; shadowedScene->setShadowTechnique(st.get()); } else if (arguments.read("--pssm")) { int mapcount = 3; while (arguments.read("--mapcount", mapcount)); osg::ref_ptr<osgShadow::ParallelSplitShadowMap> pssm = new osgShadow::ParallelSplitShadowMap(NULL,mapcount); int mapres = 1024; while (arguments.read("--mapres", mapres)) pssm->setTextureResolution(mapres); while (arguments.read("--debug-color")) { pssm->setDebugColorOn(); } int minNearSplit=0; while (arguments.read("--minNearSplit", minNearSplit)) if ( minNearSplit > 0 ) { pssm->setMinNearDistanceForSplits(minNearSplit); std::cout << "ParallelSplitShadowMap : setMinNearDistanceForSplits(" << minNearSplit <<")" << std::endl; } int maxfardist = 0; while (arguments.read("--maxFarDist", maxfardist)) if ( maxfardist > 0 ) { pssm->setMaxFarDistance(maxfardist); std::cout << "ParallelSplitShadowMap : setMaxFarDistance(" << maxfardist<<")" << std::endl; } int moveVCamFactor = 0; while (arguments.read("--moveVCamFactor", moveVCamFactor)) if ( maxfardist > 0 ) { pssm->setMoveVCamBehindRCamFactor(moveVCamFactor); std::cout << "ParallelSplitShadowMap : setMoveVCamBehindRCamFactor(" << moveVCamFactor<<")" << std::endl; } double polyoffsetfactor = pssm->getPolygonOffset().x(); double polyoffsetunit = pssm->getPolygonOffset().y(); while (arguments.read("--PolyOffset-Factor", polyoffsetfactor)); while (arguments.read("--PolyOffset-Unit", polyoffsetunit)); pssm->setPolygonOffset(osg::Vec2(polyoffsetfactor,polyoffsetunit)); shadowedScene->setShadowTechnique(pssm.get()); } else if (arguments.read("--ssm")) { osg::ref_ptr<osgShadow::SoftShadowMap> sm = new osgShadow::SoftShadowMap; shadowedScene->setShadowTechnique(sm.get()); } else if( arguments.read("--vdsm") ) { while( arguments.read("--debugHUD") ) settings->setDebugDraw( true ); if (arguments.read("--persp")) settings->setShadowMapProjectionHint(osgShadow::ShadowSettings::PERSPECTIVE_SHADOW_MAP); if (arguments.read("--ortho")) settings->setShadowMapProjectionHint(osgShadow::ShadowSettings::ORTHOGRAPHIC_SHADOW_MAP); unsigned int unit=1; if (arguments.read("--unit",unit)) settings->setBaseShadowTextureUnit(unit); double n=0.0; if (arguments.read("-n",n)) settings->setMinimumShadowMapNearFarRatio(n); unsigned int numShadowMaps; if (arguments.read("--num-sm",numShadowMaps)) settings->setNumShadowMapsPerLight(numShadowMaps); if (arguments.read("--parallel-split") || arguments.read("--ps") ) settings->setMultipleShadowMapHint(osgShadow::ShadowSettings::PARALLEL_SPLIT); if (arguments.read("--cascaded")) settings->setMultipleShadowMapHint(osgShadow::ShadowSettings::CASCADED); int mapres = 1024; while (arguments.read("--mapres", mapres)) settings->setTextureSize(osg::Vec2s(mapres,mapres)); osg::ref_ptr<osgShadow::ViewDependentShadowMap> vdsm = new osgShadow::ViewDependentShadowMap; shadowedScene->setShadowTechnique(vdsm.get()); } else if ( arguments.read("--lispsm") ) { if( arguments.read( "--ViewBounds" ) ) msm = new osgShadow::LightSpacePerspectiveShadowMapVB; else if( arguments.read( "--CullBounds" ) ) msm = new osgShadow::LightSpacePerspectiveShadowMapCB; else // if( arguments.read( "--DrawBounds" ) ) // default msm = new osgShadow::LightSpacePerspectiveShadowMapDB; } else if( arguments.read("--msm") ) { if( arguments.read( "--ViewBounds" ) ) msm = new osgShadow::MinimalShadowMap; else if( arguments.read( "--CullBounds" ) ) msm = new osgShadow::MinimalCullBoundsShadowMap; else // if( arguments.read( "--DrawBounds" ) ) // default msm = new osgShadow::MinimalDrawBoundsShadowMap; } else /* if (arguments.read("--sm")) */ { osg::ref_ptr<osgShadow::ShadowMap> sm = new osgShadow::ShadowMap; shadowedScene->setShadowTechnique(sm.get()); int mapres = 1024; while (arguments.read("--mapres", mapres)) sm->setTextureSize(osg::Vec2s(mapres,mapres)); } if( msm )// Set common MSM & LISPSM arguments { shadowedScene->setShadowTechnique( msm.get() ); while( arguments.read("--debugHUD") ) msm->setDebugDraw( true ); float minLightMargin = 10.f; float maxFarPlane = 0; unsigned int texSize = 1024; unsigned int baseTexUnit = 0; unsigned int shadowTexUnit = 1; while ( arguments.read("--moveVCamFactor", minLightMargin ) ); while ( arguments.read("--minLightMargin", minLightMargin ) ); while ( arguments.read("--maxFarDist", maxFarPlane ) ); while ( arguments.read("--mapres", texSize )); while ( arguments.read("--baseTextureUnit", baseTexUnit) ); while ( arguments.read("--shadowTextureUnit", shadowTexUnit) ); msm->setMinLightMargin( minLightMargin ); msm->setMaxFarPlane( maxFarPlane ); msm->setTextureSize( osg::Vec2s( texSize, texSize ) ); msm->setShadowTextureCoordIndex( shadowTexUnit ); msm->setShadowTextureUnit( shadowTexUnit ); msm->setBaseTextureCoordIndex( baseTexUnit ); msm->setBaseTextureUnit( baseTexUnit ); } OSG_INFO<<"shadowedScene->getShadowTechnique()="<<shadowedScene->getShadowTechnique()<<std::endl; osg::ref_ptr<osg::Node> model = osgDB::readNodeFiles(arguments); if (model.valid()) { model->setNodeMask(CastsShadowTraversalMask | ReceivesShadowTraversalMask); } else { model = createTestModel(arguments); } // get the bounds of the model. osg::ComputeBoundsVisitor cbbv; model->accept(cbbv); osg::BoundingBox bb = cbbv.getBoundingBox(); if (lightpos.w()==1.0 && !keepLightPos) { lightpos.x() = bb.xMin()+(bb.xMax()-bb.xMin())*lightpos.x(); lightpos.y() = bb.yMin()+(bb.yMax()-bb.yMin())*lightpos.y(); lightpos.z() = bb.zMin()+(bb.zMax()-bb.zMin())*lightpos.z(); } if ( arguments.read("--base")) { osg::Geode* geode = new osg::Geode; osg::Vec3 widthVec(bb.radius(), 0.0f, 0.0f); osg::Vec3 depthVec(0.0f, bb.radius(), 0.0f); osg::Vec3 centerBase( (bb.xMin()+bb.xMax())*0.5f, (bb.yMin()+bb.yMax())*0.5f, bb.zMin()-bb.radius()*0.1f ); geode->addDrawable( osg::createTexturedQuadGeometry( centerBase-widthVec*1.5f-depthVec*1.5f, widthVec*3.0f, depthVec*3.0f) ); geode->setNodeMask(shadowedScene->getReceivesShadowTraversalMask()); geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, new osg::Texture2D(osgDB::readImageFile("Images/lz.rgb"))); shadowedScene->addChild(geode); } osg::ref_ptr<osg::LightSource> ls = new osg::LightSource; ls->getLight()->setPosition(lightpos); if (spotlight) { osg::Vec3 center = spotLookat; osg::Vec3 lightdir = center - osg::Vec3(lightpos.x(), lightpos.y(), lightpos.z()); lightdir.normalize(); ls->getLight()->setDirection(lightdir); ls->getLight()->setSpotCutoff(25.0f); //set the LightSource, only for checking, there is only 1 light in the scene osgShadow::ShadowMap* shadowMap = dynamic_cast<osgShadow::ShadowMap*>(shadowedScene->getShadowTechnique()); if( shadowMap ) shadowMap->setLight(ls.get()); } if ( arguments.read("--coloured-light")) { 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)); } else { ls->getLight()->setAmbient(osg::Vec4(0.2,0.2,0.2,1.0)); ls->getLight()->setDiffuse(osg::Vec4(0.8,0.8,0.8,1.0)); } shadowedScene->addChild(model.get()); shadowedScene->addChild(ls.get()); viewer.setSceneData(shadowedScene.get()); osg::ref_ptr< DumpShadowVolumesHandler > dumpShadowVolumes = new DumpShadowVolumesHandler; viewer.addEventHandler(new ChangeFOVHandler(viewer.getCamera())); viewer.addEventHandler( dumpShadowVolumes.get() ); // create the windows and run the threads. viewer.realize(); if (fov!=0.0) { double fovy, aspectRatio, zNear, zFar; viewer.getCamera()->getProjectionMatrix().getPerspective(fovy, aspectRatio, zNear, zFar); std::cout << "Setting FOV to " << fov << std::endl; viewer.getCamera()->getProjectionMatrix().makePerspective(fov, aspectRatio, zNear, zFar); } // it is done after viewer.realize() so that the windows are already initialized if ( arguments.read("--debugHUD")) { osgViewer::Viewer::Windows windows; viewer.getWindows(windows); if (windows.empty()) return 1; osgShadow::ShadowMap* sm = dynamic_cast<osgShadow::ShadowMap*>(shadowedScene->getShadowTechnique()); if( sm ) { osg::ref_ptr<osg::Camera> hudCamera = sm->makeDebugHUD(); // set up cameras to rendering on the first window available. hudCamera->setGraphicsContext(windows[0]); hudCamera->setViewport(0,0,windows[0]->getTraits()->width, windows[0]->getTraits()->height); viewer.addSlave(hudCamera.get(), false); } } osg::ref_ptr<LightAnimationHandler> lightAnimationHandler = updateLightPosition ? new LightAnimationHandler : 0; if (lightAnimationHandler) viewer.addEventHandler(lightAnimationHandler.get()); // osgDB::writeNodeFile(*group,"test.osgt"); while (!viewer.done()) { { osgShadow::MinimalShadowMap * msm = dynamic_cast<osgShadow::MinimalShadowMap*>( shadowedScene->getShadowTechnique() ); if( msm ) { // If scene decorated by CoordinateSystemNode try to find localToWorld // and set modellingSpaceToWorld matrix to optimize scene bounds computation osg::NodePath np = viewer.getCoordinateSystemNodePath(); if( !np.empty() ) { osg::CoordinateSystemNode * csn = dynamic_cast<osg::CoordinateSystemNode *>( np.back() ); if( csn ) { osg::Vec3d pos = viewer.getCameraManipulator()->getMatrix().getTrans(); msm->setModellingSpaceToWorldTransform ( csn->computeLocalCoordinateFrame( pos ) ); } } } } if (lightAnimationHandler.valid() && lightAnimationHandler ->getAnimating()) { float t = viewer.getFrameStamp()->getSimulationTime(); if (lightpos.w()==1.0) { lightpos.set(bb.center().x()+sinf(t)*bb.radius(), bb.center().y() + cosf(t)*bb.radius(), bb.zMax() + bb.radius()*3.0f ,1.0f); } else { lightpos.set(sinf(t),cosf(t),1.0f,0.0f); } ls->getLight()->setPosition(lightpos); osg::Vec3f lightDir(-lightpos.x(),-lightpos.y(),-lightpos.z()); if(spotlight) lightDir = osg::Vec3(bb.center().x()+sinf(t)*bb.radius()/2.0, bb.center().y() + cosf(t)*bb.radius()/2.0, bb.center().z()) - osg::Vec3(lightpos.x(), lightpos.y(), lightpos.z()) ; lightDir.normalize(); ls->getLight()->setDirection(lightDir); } if( dumpShadowVolumes->get() ) { dumpShadowVolumes->set( false ); static int dumpFileNo = 0; dumpFileNo ++; char filename[256]; std::sprintf( filename, "shadowDump%d.osgt", dumpFileNo ); osgShadow::MinimalShadowMap * msm = dynamic_cast<osgShadow::MinimalShadowMap*>( shadowedScene->getShadowTechnique() ); if( msm ) msm->setDebugDump( filename ); } viewer.frame(); } return 0; }