void ShaderShadowMapEngine::updateLightPassMaterial(SSMEngineData *data)
{
    if(data->getMFLightPassMaterials()->empty() == true)
    {
        MaterialChunkUnrecPtr newMatChunk = MaterialChunk::createLocal();
        newMatChunk->setLit          (false  );
        newMatChunk->setColorMaterial(GL_NONE);

        ColorMaskChunkUnrecPtr newCMaskChunk = ColorMaskChunk::create();
        newCMaskChunk->setMaskR(false);
        newCMaskChunk->setMaskG(false);
        newCMaskChunk->setMaskB(false);
        newCMaskChunk->setMaskA(false);

        PolygonChunkUnrecPtr newPolyChunk = PolygonChunk::createLocal();
        newPolyChunk->setOffsetFill  (true                   );
        newPolyChunk->setOffsetFactor(this->getOffsetFactor());
        newPolyChunk->setOffsetBias  (this->getOffsetBias  ());

        ChunkMaterialUnrecPtr newLightPassMat = ChunkMaterial::createLocal();
        newLightPassMat->addChunk(newMatChunk  );
        newLightPassMat->addChunk(newCMaskChunk);
        newLightPassMat->addChunk(newPolyChunk );

        data->editMFLightPassMaterials()->push_back(newLightPassMat);
    }
}
void setupAnimation(void)
{
    std::vector<BoostPath> _ImagePaths;
    _ImagePaths.push_back(BoostPath("./Data/Anim001.jpg"));
    _ImagePaths.push_back(BoostPath("./Data/Anim002.jpg"));
    _ImagePaths.push_back(BoostPath("./Data/Anim003.jpg"));
    _ImagePaths.push_back(BoostPath("./Data/Anim004.jpg"));
    _ImagePaths.push_back(BoostPath("./Data/Anim005.jpg"));

    //Make the textures
    for(UInt32 i(0) ; i<_ImagePaths.size(); ++i)
    {
        ImageUnrecPtr AnimFrameImage = ImageFileHandler::the()->read(_ImagePaths[i].string().c_str());
           
        _Images.push_back(AnimFrameImage);
    }
    
    TextureObjChunkUnrecPtr AnimFrameTexture = TextureObjChunk::create();
    AnimFrameTexture->setImage(_Images.front());

    //Box Material
    MaterialChunkUnrecPtr TheMaterialChunk = MaterialChunk::create();
    TheMaterialChunk->setAmbient(Color4f(0.4,0.4,0.4,1.0));
    TheMaterialChunk->setDiffuse(Color4f(0.8,0.8,0.8,1.0));
    TheMaterialChunk->setSpecular(Color4f(1.0,1.0,1.0,1.0));

    TheBoxMaterial = ChunkMaterial::create();
    TheBoxMaterial->addChunk(AnimFrameTexture);

    //Texture Keyframe Sequence
    KeyframeFCPtrSequenceUnrecPtr TextureKeyframes = KeyframeFCPtrSequenceImage::create();
    for(UInt32 i(0) ; i<_Images.size(); ++i)
    {
        TextureKeyframes->addKeyframe(_Images[i],static_cast<Real32>(i)*0.5f);
    }
    
    //Animator
    TutorialTextureAnimator = KeyframeAnimator::create();
    TutorialTextureAnimator->setKeyframeSequence(TextureKeyframes);
    
    //Animation
    TutorialTextureAnimation = FieldAnimation::create();
    TutorialTextureAnimation->setAnimator(TutorialTextureAnimator);
    TutorialTextureAnimation->setInterpolationType(Animator::STEP_INTERPOLATION);
    TutorialTextureAnimation->setCycling(-1);
    TutorialTextureAnimation->setAnimatedField(AnimFrameTexture,TextureObjChunk::ImageFieldId);

    //Animation Listener
    TutorialTextureAnimation->addAnimationListener(&TutorialTextureAnimationListener);

    TutorialTextureAnimation->attachUpdateProducer(TutorialWindow->editEventProducer());
    TutorialTextureAnimation->start();
}
MaterialUnrecPtr Graphics3DExtrude::createDefaultMaterial(void)
{
	MaterialChunkUnrecPtr TheMaterialChunk = MaterialChunk::create();

		TheMaterialChunk->setAmbient(Color4f(0.4,0.4,0.4,1.0));
		TheMaterialChunk->setDiffuse(Color4f(0.8,0.8,0.8,1.0));
		TheMaterialChunk->setSpecular(Color4f(0.85,0.85,0.85,1.0));
		TheMaterialChunk->setEmission(Color4f(0.0,0.0,0.0,1.0));
		TheMaterialChunk->setShininess(50.0);
		TheMaterialChunk->setLit(true);
		TheMaterialChunk->setColorMaterial(true);
	
	ChunkMaterialUnrecPtr TheMaterial = ChunkMaterial::create();

    TheMaterial->addChunk(TheMaterialChunk);

	return TheMaterial;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);


    //Print key command info
    std::cout << "\n\nKEY COMMANDS:" << std::endl;
    std::cout << "CTRL-Q  Exit\n\n" << std::endl;


    //SkeletonDrawer System Material
    LineChunkUnrecPtr ExampleLineChunk = LineChunk::create();
    ExampleLineChunk->setWidth(2.0f);
    ExampleLineChunk->setSmooth(true);

    BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create();
    ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create();
    ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f));
    ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f));
    ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f));

    ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create();
    ExampleMaterial->addChunk(ExampleLineChunk);
    ExampleMaterial->addChunk(ExampleMaterialChunk);
    ExampleMaterial->addChunk(ExampleBlendChunk);

    //Joint Node Hierarchy
    NodeRecPtr ExampleJointNode;

    //Create a new skeleton
    SkeletonBlendedGeometryRecPtr ExampleSkeleton;

    //Load skeleton from an XML file
    FCFileType::FCPtrStore NewContainers;
    NewContainers = FCFileHandler::the()->read(BoostPath("./Data/14Skeleton.xml"));

    FCFileType::FCPtrStore::iterator Itor;
    for(Itor = NewContainers.begin() ; Itor != NewContainers.end() ; ++Itor)
    {
        //We only want the skeleton; ignore anything else saved in the XML file
        if( (*Itor)->getType() == (SkeletonBlendedGeometry::getClassType()))
        {
            ExampleSkeleton = (dynamic_pointer_cast<SkeletonBlendedGeometry>(*Itor));
        }

        if( (*Itor)->getType() == (Node::getClassType()) && 
            (dynamic_pointer_cast<Node>(*Itor)->getParent() == NULL))
        {
            ExampleJointNode = (dynamic_pointer_cast<Node>(*Itor));
        }
    }



    //SkeletonDrawer
    SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create();
    ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton);
    ExampleSkeletonDrawable->setMaterial(ExampleMaterial);

    //Skeleton Node 
    NodeUnrecPtr SkeletonNode = Node::create();
    SkeletonNode->setCore(ExampleSkeletonDrawable);


    // Make Main Scene Node and add the Torus
    NodeUnrecPtr scene = Node::create();
    scene->setCore(Group::create());
    scene->addChild(SkeletonNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
            WinSize,
            "14SkeletonLoader");

    //Main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);
	

	//Shader Material
	BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create();
    ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

	//Material Chunk
	MaterialChunkUnrecPtr ShaderMaterialChunk = MaterialChunk::create();
    ShaderMaterialChunk->setAmbient(Color4f(0.4f,0.4f,0.4f,1.0f));
    ShaderMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f));
    ShaderMaterialChunk->setSpecular(Color4f(1.0f,1.0f,1.0f,1.0f));

	//Shader Chunk
	SimpleSHLChunkUnrecPtr TheSHLChunk = SimpleSHLChunk::create();
    TheSHLChunk->setVertexProgram(createSHLVertexProg());
    TheSHLChunk->setFragmentProgram(createSHLFragProg());

	//Color Parameter
	ShaderVariableVec4fUnrecPtr Color1Parameter = ShaderVariableVec4f::create();
    Color1Parameter->setName("Color1");
    Color1Parameter->setValue(Vec4f(0.0f,1.0f,0.0f,1.0f));
	
	ShaderVariableVec4fUnrecPtr Color2Parameter = ShaderVariableVec4f::create();
    Color2Parameter->setName("Color2");
    Color2Parameter->setValue(Vec4f(1.0f,1.0f,1.0f,1.0f));


	//Shader Parameter Chunk
	SHLParameterChunkUnrecPtr SHLParameters = SHLParameterChunk::create();
    SHLParameters->getParameters().push_back(Color1Parameter);
    SHLParameters->getParameters().push_back(Color2Parameter);
    SHLParameters->setSHLChunk(TheSHLChunk);

	ChunkMaterialUnrecPtr ShaderMaterial = ChunkMaterial::create();
    ShaderMaterial->addChunk(ShaderMaterialChunk);
    ShaderMaterial->addChunk(TheSHLChunk);
    ShaderMaterial->addChunk(SHLParameters);

	//Torus Node
	GeometryUnrecPtr TorusGeometry = makeTorusGeo(5.0f,20.0f, 32,32);

    TorusGeometry->setMaterial(ShaderMaterial);

	NodeUnrecPtr TorusNode = Node::create();
    TorusNode->setCore(TorusGeometry);


    // Make Main Scene Node
    NodeUnrecPtr scene = Node::create();
    scene->setCore(Group::create());
    scene->addChild(TorusNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();

	//Create the Animations
	initAnimations(Color1Parameter, "value");

    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                               WinSize,
                               "04ShaderAnimation");

    //Main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
void VTKPolyDataMapper::initGeometries(void)
{
    NodeUnrecPtr pRoot = Node::create();
    
    pRoot->setCore(Group::create());

    setRoot(pRoot);

    for(UInt32 i = 0; i < 4; ++i)
    {
        GeometryUnrecPtr           pGeo      = Geometry::create();
    
        ChunkMaterialUnrecPtr      pMat      = ChunkMaterial::create();
        MaterialChunkUnrecPtr      pMatChunk = MaterialChunk::create();
        
        GeoPnt3fPropertyUnrecPtr   pPoints   = GeoPnt3fProperty  ::create();
        GeoUInt32PropertyUnrecPtr  pLengths  = GeoUInt32Property ::create();
        GeoUInt8PropertyUnrecPtr   pTypes    = GeoUInt8Property  ::create();
        GeoColor4fPropertyUnrecPtr pColors   = GeoColor4fProperty::create();
        GeoVec3fPropertyUnrecPtr   pNormals  = GeoVec3fProperty  ::create();

        if(i < 2)
        {
            pMatChunk->setLit(false);
        }
        
        pMatChunk->setDiffuse  (OSG::Color4f(1.0, 1.0, 1.0, 1.0));
        pMatChunk->setSpecular (OSG::Color4f(0.0, 0.0, 0.0, 1.0));
        pMatChunk->setShininess(10.0f);
        
        pMat->addChunk(pMatChunk);

        TwoSidedLightingChunkUnrecPtr pTSLChunk = 
            TwoSidedLightingChunk::create();
            
        pMat->addChunk(pTSLChunk);

        pGeo->setDlistCache(false   );
        
        pGeo->setMaterial  (pMat    );
        pGeo->setPositions (pPoints );
        pGeo->setLengths   (pLengths);
        pGeo->setTypes     (pTypes  );
        pGeo->setColors    (pColors );

        if(i > 1)
        {
            pGeo->setNormals(pNormals);
        }

        OSG::NodeUnrecPtr pGeoRoot = OSG::Node::create();
        
        pGeoRoot->setCore    (pGeo);
        pGeoRoot->setTravMask(0   );

        pRoot->addChild(pGeoRoot);

        this->pushToGeometries    (pGeo     );
        this->pushToMaterials     (pMat     );
        this->pushToMaterialChunks(pMatChunk);
        this->pushToPositions     (pPoints  );
        this->pushToLength        (pLengths );
        this->pushToTypes         (pTypes   );
        this->pushToColors        (pColors  );
        this->pushToNormals       (pNormals );
        this->pushToGeoRoots      (pGeoRoot );
    }
}
AnimationTransitPtr setupAnimation(ChunkMaterial* const TheBoxMaterial)
{
    std::vector<BoostPath> _ImagePaths;
    _ImagePaths.push_back(BoostPath("./Data/Anim001.jpg"));
    _ImagePaths.push_back(BoostPath("./Data/Anim002.jpg"));
    _ImagePaths.push_back(BoostPath("./Data/Anim003.jpg"));
    _ImagePaths.push_back(BoostPath("./Data/Anim004.jpg"));
    _ImagePaths.push_back(BoostPath("./Data/Anim005.jpg"));

    TextureSelectChunkRefPtr AnimSequenceTexture = TextureSelectChunk::create();
    AnimSequenceTexture->setChoice(0);

    //Make the textures
    for(UInt32 i(0) ; i<_ImagePaths.size(); ++i)
    {
        ImageRefPtr AnimFrameImage = ImageFileHandler::the()->read(_ImagePaths[i].string().c_str());

        TextureObjChunkRefPtr AnimFrameTexture = TextureObjChunk::create();
        AnimFrameTexture->setImage(AnimFrameImage);

        AnimSequenceTexture->pushToTextures(AnimFrameTexture);
    }

    //Box Material
    MaterialChunkUnrecPtr TheMaterialChunk = MaterialChunk::create();
    TheMaterialChunk->setAmbient(Color4f(0.4,0.4,0.4,1.0));
    TheMaterialChunk->setDiffuse(Color4f(0.8,0.8,0.8,1.0));
    TheMaterialChunk->setSpecular(Color4f(1.0,1.0,1.0,1.0));

    //Texture Env Chunk
    TextureEnvChunkRefPtr TexEnv = TextureEnvChunk::create();
    TexEnv->setEnvMode(GL_MODULATE);

    TheBoxMaterial->addChunk(AnimSequenceTexture);
    TheBoxMaterial->addChunk(TexEnv);
    TheBoxMaterial->addChunk(TheMaterialChunk);

    //Texture Keyframe Sequence
    KeyframeNumberSequenceUInt32RefPtr FrameChoiceKeyframes = KeyframeNumberSequenceUInt32::create();
    Real32 Rate(0.05f);
    for(UInt32 i(0) ; i<AnimSequenceTexture->getMFTextures()->size(); ++i)
    {
        FrameChoiceKeyframes->addRawKeyframe(i,static_cast<Real32>(i)*Rate);
    }
    for(UInt32 i(0) ; i<AnimSequenceTexture->getMFTextures()->size(); ++i)
    {
        FrameChoiceKeyframes->addRawKeyframe(AnimSequenceTexture->getMFTextures()->size()-i-1,
                                             static_cast<Real32>(i+AnimSequenceTexture->getMFTextures()->size())*Rate);
    }

    //Animator
    KeyframeAnimatorUnrecPtr TutorialTextureAnimator = KeyframeAnimator::create();
    TutorialTextureAnimator->setKeyframeSequence(FrameChoiceKeyframes);

    //Animation
    FieldAnimationUnrecPtr TutorialTextureAnimation = FieldAnimation::create();
    TutorialTextureAnimation->setAnimator(TutorialTextureAnimator);
    TutorialTextureAnimation->setInterpolationType(Animator::STEP_INTERPOLATION);
    TutorialTextureAnimation->setCycling(-1);
    TutorialTextureAnimation->setAnimatedField(AnimSequenceTexture,TextureSelectChunk::ChoiceFieldId);

    return AnimationTransitPtr(TutorialTextureAnimation);
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);


    //SkeletonDrawer System Material
    LineChunkUnrecPtr ExampleLineChunk = LineChunk::create();
    ExampleLineChunk->setWidth(2.0f);
    ExampleLineChunk->setSmooth(true);

    BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create();
    ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create();
    ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f));
    ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f));
    ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f));

    ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create();
    ExampleMaterial->addChunk(ExampleLineChunk);


    //Read skeleton from XML file
    FCFileType::FCPtrStore NewContainers;
    NewContainers = FCFileHandler::the()->read(BoostPath("./Data/16Skeleton.xml"));

    SkeletonUnrecPtr ExampleSkeleton;

    FCFileType::FCPtrStore::iterator Itor;
    for(Itor = NewContainers.begin() ; Itor != NewContainers.end() ; ++Itor)
    {
        //Only import skeleton data; we ignore anything else saved in the XML file
        if( (*Itor)->getType() == (Skeleton::getClassType()))
        {
            //Set the Skeleton to the one we just read in
            ExampleSkeleton = (dynamic_pointer_cast<Skeleton>(*Itor));
        }
    }

    //SkeletonDrawer
    SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create();
    ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton);
    ExampleSkeletonDrawable->setMaterial(ExampleMaterial);

    //Skeleton Particle System Node
    NodeUnrecPtr SkeletonNode = Node::create();
    SkeletonNode->setCore(ExampleSkeletonDrawable);


    //Torus Node
    NodeUnrecPtr TorusNode = makeTorus(.5, 2, 32, 32);

    // Make Main Scene Node and add the Torus
    NodeUnrecPtr scene = Node::create();
    scene->setCore(Group::create());
    scene->addChild(SkeletonNode);
    //scene->addChild(TorusNode);
    scene->addChild(makeCoordAxis(10.0));

    mgr->setRoot(scene);
    mgr->turnHeadlightOff();

    // Show the whole Scene
    mgr->showAll();

    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
            WinSize,
            "16LoadXMLSkeleton");

    //Enter main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
HDRStageDataTransitPtr HDRStage::setupStageData(Int32 iPixelWidth,
                                                Int32 iPixelHeight)
{
    HDRStageDataTransitPtr returnValue = HDRStageData::createLocal();

    if(returnValue == NULL)
        return returnValue;

    OSG::Thread::setCurrentLocalFlags();

    // Scene Target

    FrameBufferObjectUnrecPtr pSceneFBO    = FrameBufferObject::createLocal();

    RenderBufferUnrecPtr      pDepthBuffer = RenderBuffer     ::createLocal();

    pDepthBuffer->setInternalFormat(GL_DEPTH_COMPONENT24   );

        
    TextureObjChunkUnrecPtr pSceneTex     = TextureObjChunk::createLocal();
    TextureEnvChunkUnrecPtr pSceneTexEnv  = TextureEnvChunk::createLocal();
    ImageUnrecPtr           pImg          = Image          ::createLocal();
    
    pImg->set(Image::OSG_RGB_PF, 
              iPixelWidth, 
              iPixelHeight,
              1,
              1,
              1,
              0.0,
              0,
              Image::OSG_FLOAT32_IMAGEDATA,
              false);
    
    pSceneTex   ->setImage         (pImg             ); 
    pSceneTex   ->setMinFilter     (GL_LINEAR        );
    pSceneTex   ->setMagFilter     (GL_LINEAR        );
    pSceneTex   ->setWrapS         (GL_CLAMP_TO_EDGE );
    pSceneTex   ->setWrapT         (GL_CLAMP_TO_EDGE );
    pSceneTex   ->setInternalFormat(getBufferFormat());

    pSceneTexEnv->setEnvMode       (GL_REPLACE       );
    
    TextureBufferUnrecPtr pSceneTexBuffer   = TextureBuffer::createLocal();
    
    pSceneTexBuffer->setTexture(pSceneTex);
    

    
    pSceneFBO->setSize(iPixelWidth, iPixelHeight);
    
    pSceneFBO->setColorAttachment(pSceneTexBuffer, 0);
    pSceneFBO->setDepthAttachment(pDepthBuffer      );
    
    pSceneFBO->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT);
    
    setRenderTarget(pSceneFBO);
    



    // Shrink Target (w/2, h/2)

    FrameBufferObjectUnrecPtr pShrinkFBO     = FrameBufferObject::createLocal();

    TextureObjChunkUnrecPtr   pShrinkTex     = TextureObjChunk::createLocal();
    TextureEnvChunkUnrecPtr   pShrinkTexEnv  = TextureEnvChunk::createLocal();
                              pImg           = Image          ::createLocal();
    
    pImg->set(Image::OSG_RGB_PF, 
              iPixelWidth  / 2, 
              iPixelHeight / 2,
              1,
              1,
              1,
              0.0,
              0,
              Image::OSG_FLOAT32_IMAGEDATA,
              false);
    
    pShrinkTex   ->setImage         (pImg             ); 
    pShrinkTex   ->setMinFilter     (GL_LINEAR        );
    pShrinkTex   ->setMagFilter     (GL_LINEAR        );
    pShrinkTex   ->setWrapS         (GL_CLAMP_TO_EDGE );
    pShrinkTex   ->setWrapT         (GL_CLAMP_TO_EDGE );
    pShrinkTex   ->setInternalFormat(getBufferFormat());

    pShrinkTexEnv->setEnvMode       (GL_REPLACE       );
    
    TextureBufferUnrecPtr pShrinkTexBuffer   = TextureBuffer::createLocal();
    
    pShrinkTexBuffer->setTexture(pShrinkTex);
    

    
    pShrinkFBO->setSize(iPixelWidth / 2, iPixelHeight / 2);
    
    pShrinkFBO->setColorAttachment(pShrinkTexBuffer, 0);
    
    pShrinkFBO->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT);
    
    returnValue->setShrinkRenderTarget(pShrinkFBO);





    // blur (w/4, h/4)


    FrameBufferObjectUnrecPtr pBlurFBO     = FrameBufferObject::createLocal();

    TextureObjChunkUnrecPtr   pBlurTex1    = TextureObjChunk  ::createLocal();
    TextureEnvChunkUnrecPtr   pBlurTex1Env = TextureEnvChunk  ::createLocal();
    
    
    pImg = Image::createLocal();
    
    pImg->set(Image::OSG_RGB_PF, 
              iPixelWidth  / 4,
              iPixelHeight / 4,
              1,
              1,
              1,
              0.0,
              0,
              Image::OSG_FLOAT32_IMAGEDATA,
              false);
    
    pBlurTex1   ->setImage         (pImg             ); 
    pBlurTex1   ->setMinFilter     (GL_LINEAR        );
    pBlurTex1   ->setMagFilter     (GL_LINEAR        );
    pBlurTex1   ->setWrapS         (GL_CLAMP_TO_EDGE );
    pBlurTex1   ->setWrapT         (GL_CLAMP_TO_EDGE );
    pBlurTex1   ->setInternalFormat(getBufferFormat());

    pBlurTex1Env->setEnvMode       (GL_REPLACE       );
    
    TextureBufferUnrecPtr pBlurTexBuffer1 = TextureBuffer::createLocal();
    
    pBlurTexBuffer1->setTexture(pBlurTex1);
    
    
    
    TextureObjChunkUnrecPtr pBlurTex2    = TextureObjChunk::createLocal();
    TextureEnvChunkUnrecPtr pBlurTex2Env = TextureEnvChunk::createLocal();
    
    
    pImg = Image::createLocal();

    pImg->set(Image::OSG_RGB_PF, 
              iPixelWidth  / 4,
              iPixelHeight / 4,
              1,
              1,
              1,
              0.0,
              0,
              Image::OSG_FLOAT32_IMAGEDATA,
              false);
    
    pBlurTex2   ->setImage         (pImg             ); 
    pBlurTex2   ->setMinFilter     (GL_LINEAR        );
    pBlurTex2   ->setMagFilter     (GL_LINEAR        );
    pBlurTex2   ->setWrapS         (GL_CLAMP_TO_EDGE );
    pBlurTex2   ->setWrapT         (GL_CLAMP_TO_EDGE );
    pBlurTex2   ->setInternalFormat(getBufferFormat());

    pBlurTex2Env->setEnvMode       (GL_REPLACE       );
    
    TextureBufferUnrecPtr pBlurTexBuffer2 = TextureBuffer::createLocal();

    pBlurTexBuffer2->setTexture(pBlurTex2);


    pBlurFBO->setSize(iPixelWidth  / 4,
                      iPixelHeight / 4);
    
    pBlurFBO->setColorAttachment(pBlurTexBuffer1,  0);
    pBlurFBO->setColorAttachment(pBlurTexBuffer2,  1);
    
    returnValue->setBlurRenderTarget(pBlurFBO);


    // general mat chunk


    MaterialChunkUnrecPtr pMatChunk = MaterialChunk::createLocal();
        
    pMatChunk->setLit(false);




    // tone map material

    ChunkMaterialUnrecPtr    pTonemapMat  = ChunkMaterial  ::createLocal();
    
    pTonemapMat->addChunk(pMatChunk         );
    pTonemapMat->addChunk(pSceneTex,       0);
    pTonemapMat->addChunk(pSceneTexEnv,    0);
    pTonemapMat->addChunk(pBlurTex1,       1);
    pTonemapMat->addChunk(pBlurTex1Env,    1);

    SimpleSHLChunkUnrecPtr pTonemapShader = generateHDRFragmentProgram();
    
    pTonemapShader->addUniformVariable("sceneTex",     0);
    pTonemapShader->addUniformVariable("blurTex",      1);
    pTonemapShader->addUniformVariable("blurAmount",   getBlurAmount  ());
    pTonemapShader->addUniformVariable("exposure",     getExposure    ());
    pTonemapShader->addUniformVariable("effectAmount", getEffectAmount());
    pTonemapShader->addUniformVariable("gamma",        getGamma       ());
    
    pTonemapMat->addChunk(pTonemapShader, 0);
    
    returnValue->setToneMappingMaterial(pTonemapMat);




    // Shrink material

    ChunkMaterialUnrecPtr pShrinkMat = ChunkMaterial::createLocal();
    
    pShrinkMat->addChunk(pMatChunk   );
    
    pShrinkMat->addChunk(pSceneTex,     0);
    pShrinkMat->addChunk(pSceneTexEnv,  0);

    SimpleSHLChunkUnrecPtr pShrinkShader = generate2DShrinkHalfFilterFP();
        
    pShrinkShader->addUniformVariable("inputTex", 0);
    
    pShrinkMat->addChunk(pShrinkShader, 0);
    
    returnValue->setShrinkMaterial(pShrinkMat);




    // Blur material

    ChunkMaterialUnrecPtr pBlurMat = ChunkMaterial::createLocal();
    
    pBlurMat->addChunk(pMatChunk   );
    
    pBlurMat->addChunk(pShrinkTex,    0);
    pBlurMat->addChunk(pShrinkTexEnv, 0);
    pBlurMat->addChunk(pBlurTex1,     1);
    pBlurMat->addChunk(pBlurTex1Env,  1);
    pBlurMat->addChunk(pBlurTex2,     2);
    pBlurMat->addChunk(pBlurTex2Env,  2);

    pBlurMat->addChunk(pShrinkShader, 0);
    
    returnValue->setBlurMaterial(pBlurMat);


    // generate blur fragment programs
    SimpleSHLChunkUnrecPtr pHBlurShader = 
        generate1DConvolutionFilterFP(getBlurWidth(), 
                                      false, 
                                      true, 
                                      iPixelWidth  / 2, 
                                      iPixelHeight / 2);
    
   
    pHBlurShader->addUniformVariable("inputTex", 0);

    returnValue->setHBlurShader(pHBlurShader);

    
    
    // VBlur Override


    SimpleSHLChunkUnrecPtr pVBlurShader = 
        generate1DConvolutionFilterFP(getBlurWidth(),  
                                      true, 
                                      true, 
                                      iPixelWidth  / 2, 
                                      iPixelHeight / 2);
    
    pVBlurShader->addUniformVariable("inputTex", 1);
    
    returnValue->setVBlurShader(pVBlurShader);

    OSG::Thread::resetCurrentLocalFlags();

    Thread::getCurrentChangeList()->commitChanges();

    return returnValue;
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);
	
	//SkeletonDrawer System Material
	LineChunkUnrecPtr ExampleLineChunk = LineChunk::create();
    ExampleLineChunk->setWidth(4.0f);
    ExampleLineChunk->setSmooth(true);

	BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create();
    ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

	MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create();
    ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f));
    ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f));
    ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f));

	ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create();
    ExampleMaterial->addChunk(ExampleLineChunk);
    ExampleMaterial->addChunk(ExampleMaterialChunk);
    ExampleMaterial->addChunk(ExampleBlendChunk);

    GeometryRefPtr SphereGeometry = makeSphereGeo(2, 0.25f);
    GeometryRefPtr BoxGeometry = makeBoxGeo(0.5f,0.5f,0.5f,1,1,1);

    //Skeleton
    SkeletonBlendedGeometryUnrecPtr ExampleSkeleton = SkeletonBlendedGeometry::create();

    //Joint
	TransformRecPtr ExampleRootJoint = Transform::create();

    NodeRecPtr ExampleRootJointNode = makeNodeFor(ExampleRootJoint);

    //Add this joint to the skeleton
    ExampleSkeleton->pushToJoints(ExampleRootJointNode, Matrix());

    NodeRecPtr TempRootJointNode = ExampleRootJointNode;
    NodeRefPtr GeoNode = makeNodeFor(BoxGeometry);
    TempRootJointNode->addChild(GeoNode);

	Matrix TempMat;
	//Create a set of randomly placed child joints
	for (Real32 i = 0.0f; i < 5.0f; ++i)
	{
		TransformRecPtr ExampleChildJoint = Transform::create();
		NodeRecPtr ExampleChildJointNode = makeNodeFor(ExampleChildJoint);

        GeoNode = makeNodeFor(SphereGeometry);
        ExampleChildJointNode->addChild(GeoNode);

		//TempMat.setTranslate(RandomPoolManager::getRandomReal32(0.0, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f));
        switch((static_cast<UInt32>(i) % 3))
        {
            case 0:
                TempMat.setTranslate(2.0f,0.0f,0.0f);
                break;
            case 1:
                TempMat.setTranslate(0.0f,2.0f,0.0f);
                break;
            case 2:
                TempMat.setTranslate(0.0f,0.0f,2.0f);
                break;
        }
		
		//Set bind and current transformations to TempMat (calculated above)
        ExampleChildJoint->setMatrix(TempMat);

		//Add ExampleChildJoint as a child to the previous joint	
        TempRootJointNode->addChild(ExampleChildJointNode);//add a Child to the root joint

		//ExampleChildJoint will be the next parent joint
		TempRootJointNode = ExampleChildJointNode;
        
        //Add this joint to the skeleton
        Matrix InvBind(TempRootJointNode->getToWorld());
        InvBind.invert();
        ExampleSkeleton->pushToJoints(ExampleChildJointNode, InvBind);
	}


    //SkeletonDrawer
    SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create();
    ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton);
    ExampleSkeletonDrawable->setMaterial(ExampleMaterial);
	
	//Skeleton Particle System Node
	NodeUnrecPtr SkeletonNode = Node::create();
    SkeletonNode->setCore(ExampleSkeletonDrawable);


    // Make Main Scene Node and add the Torus
    NodeUnrecPtr scene = Node::create();
    scene->setCore(Group::create());
    scene->addChild(SkeletonNode);
    scene->addChild(ExampleRootJointNode);

    mgr->setRoot(scene);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
            WinSize,
            "10SkeletonDrawer");

    //Main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
Esempio n. 11
0
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);
	
	//Print key command info
	std::cout << "\n\nKEY COMMANDS:" << std::endl;
	std::cout << "space   Play/Pause the animation" << std::endl;
	std::cout << "B       Show/Hide the bind pose skeleton" << std::endl;
	std::cout << "P       Show/Hide the current pose skeleton" << std::endl;
	std::cout << "1       Play first example animation" << std::endl;
	std::cout << "2       Play second example animation" << std::endl;
	std::cout << "CTRL-Q  Exit\n\n" << std::endl;
										

	//SkeletonDrawer System Material
	LineChunkUnrecPtr ExampleLineChunk = LineChunk::create();
    ExampleLineChunk->setWidth(2.0f);
    ExampleLineChunk->setSmooth(true);

	BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create();
    ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

	MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create();
    ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f));
    ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f));
    ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f));

	ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create();
    ExampleMaterial->addChunk(ExampleLineChunk);
    ExampleMaterial->addChunk(ExampleMaterialChunk);
    ExampleMaterial->addChunk(ExampleBlendChunk);

    GeometryRefPtr SphereGeometry = makeSphereGeo(2, 0.25f);
    GeometryRefPtr BoxGeometry = makeBoxGeo(0.5f,0.5f,0.5f,1,1,1);

    //Skeleton
    SkeletonBlendedGeometryUnrecPtr ExampleSkeleton = SkeletonBlendedGeometry::create();

    //Joint
	JointRecPtr ExampleRootJoint = Joint::create();

    //Add this joint to the skeleton
    ExampleSkeleton->pushToJoints(ExampleRootJoint, Matrix());

    NodeRecPtr ExampleRootJointNode = makeNodeFor(ExampleRootJoint);

    NodeRecPtr TempRootJointNode = ExampleRootJointNode;
    NodeRefPtr GeoNode = makeNodeFor(BoxGeometry);
    TempRootJointNode->addChild(GeoNode);

	Matrix TempMat;
	//Create a set of randomly placed child joints
	for (Real32 i = 0.0f; i < 5.0f; ++i)
	{
		JointRecPtr ExampleChildJoint = Joint::create();
		NodeRecPtr ExampleChildJointNode = makeNodeFor(ExampleChildJoint);

        GeoNode = makeNodeFor(SphereGeometry);
        ExampleChildJointNode->addChild(GeoNode);

		//TempMat.setTranslate(RandomPoolManager::getRandomReal32(0.0, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f));
        switch((static_cast<UInt32>(i) % 3))
        {
            case 0:
                TempMat.setTranslate(2.0f,0.0f,0.0f);
                break;
            case 1:
                TempMat.setTranslate(0.0f,2.0f,0.0f);
                break;
            case 2:
                TempMat.setTranslate(0.0f,0.0f,2.0f);
                break;
        }
		
		//Set bind and current transformations to TempMat (calculated above)
        ExampleChildJoint->setJointTransformation(TempMat);

		//Add ExampleChildJoint as a child to the previous joint	
        TempRootJointNode->addChild(ExampleChildJointNode);//add a Child to the root joint

		//ExampleChildJoint will be the next parent joint
		TempRootJointNode = ExampleChildJointNode;
        
        //Add this joint to the skeleton
        Matrix InvBind(TempRootJointNode->getToWorld());
        InvBind.invert();
        ExampleSkeleton->pushToJoints(ExampleChildJoint, InvBind);
	}

    //SkeletonDrawer
    SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create();
    ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton);
    ExampleSkeletonDrawable->setMaterial(ExampleMaterial);
    ExampleSkeletonDrawable->setDrawBindPose(false);  //By default, we won't draw the skeleton's bind pose
    ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0));  //When the skeleton's bind pose is rendered, it will be green
    ExampleSkeletonDrawable->setDrawPose(true);  //By default, we do draw the skeleton's current pose
    ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0));  //The skeleton's current pose is rendered in blue
	
	//Skeleton Node
	SkeletonNode = Node::create();
    SkeletonNode->setCore(ExampleSkeletonDrawable);

    //Create scene
    NodeUnrecPtr scene = Node::create();
    scene->setCore(Group::create());
    scene->addChild(SkeletonNode);
    scene->addChild(ExampleRootJointNode);

    mgr->setRoot(scene);

	//Setup the Animation
	setupAnimation(ExampleRootJoint,
                   dynamic_cast<Joint*>(ExampleRootJointNode->getChild(1)->getCore()));

	//Set the currently playing animation to TheJointAnimation (can be switched at runtime via a key command)
	TheCurrentAnimation = TheJointAnimation;


    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                        WinSize,
                                        "11BoneAnimation");

    //Main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
Esempio n. 12
0
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);
	
	//Print key command info
	std::cout << "\n\nKEY COMMANDS:" << std::endl;
	std::cout << "space   Play/Pause the animation" << std::endl;
	std::cout << "B       Show/Hide the bind pose skeleton" << std::endl;
	std::cout << "P       Show/Hide the current pose skeleton" << std::endl;
	std::cout << "1       Play first example animation" << std::endl;
	std::cout << "2       Play second example animation" << std::endl;
	std::cout << "CTRL-Q  Exit\n\n" << std::endl;
										

	//SkeletonDrawer System Material
	LineChunkUnrecPtr ExampleLineChunk = LineChunk::create();
    ExampleLineChunk->setWidth(2.0f);
    ExampleLineChunk->setSmooth(true);

	BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create();
    ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

	MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create();
    ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f));
    ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f));
    ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f));

	ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create();
    ExampleMaterial->addChunk(ExampleLineChunk);
    ExampleMaterial->addChunk(ExampleMaterialChunk);
    ExampleMaterial->addChunk(ExampleBlendChunk);

    //Joint
	JointUnrecPtr ExampleRootJoint = Joint::create();
	JointUnrecPtr TempRootJoint;
	TempRootJoint = ExampleRootJoint;
	Matrix TempMat;

	//Create a set of randomly placed joints
	for (Real32 i = 1.0f; i < 9.0f; i++)
	{
		JointUnrecPtr ExampleChildJoint;

		TempMat.setTranslate(RandomPoolManager::getRandomReal32(0.0, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f), RandomPoolManager::getRandomReal32(0.0f, 10.0f));
		ExampleChildJoint = Joint::create(); //create a joint called ExampleChildJoint

		//Set ExampleChildJoint's current and bind transformations to TempMat (calculated above)
        ExampleChildJoint->setRelativeTransformation(TempMat);
        ExampleChildJoint->setBindRelativeTransformation(TempMat);
        ExampleChildJoint->setUseParentTranslation(true);

		//Add ExampleChildJoint as a child to the previously created joint
        TempRootJoint->pushToChildJoints(ExampleChildJoint);//add a Child to the previous joint
		
		//ExampleChildJoint will be the next parent joint
		TempRootJoint = TempRootJoint->getChildJoints(0);
	}

	

    //Skeleton
    SkeletonUnrecPtr ExampleSkeleton = Skeleton::create();
    ExampleSkeleton->pushToRootJoints(ExampleRootJoint);

    //SkeletonDrawer
    SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create();
    ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton);
    ExampleSkeletonDrawable->setMaterial(ExampleMaterial);
    ExampleSkeletonDrawable->setDrawBindPose(false);  //By default, we won't draw the skeleton's bind pose
    ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0));  //When the skeleton's bind pose is rendered, it will be green
    ExampleSkeletonDrawable->setDrawPose(true);  //By default, we do draw the skeleton's current pose
    ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0));  //The skeleton's current pose is rendered in blue
	
	//Skeleton Node
	SkeletonNode = Node::create();
    SkeletonNode->setCore(ExampleSkeletonDrawable);

    //Create scene
    NodeUnrecPtr scene = Node::create();
    scene->setCore(Group::create());
    scene->addChild(SkeletonNode);

    mgr->setRoot(scene);

	//Setup the Animation
	setupAnimation(ExampleRootJoint, ExampleRootJoint->getChildJoints(0));

	//Set the currently playing animation to TheJointAnimation (can be switched at runtime via a key command)
	TheCurrentAnimation = TheJointAnimation;


    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
                        WinSize,
                                        "11BoneAnimation");

    //Main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}
Esempio n. 13
0
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Print key command info
    std::cout << "\n\nKEY COMMANDS:" << std::endl;
    std::cout << "space   Play/Pause the animation" << std::endl;
    std::cout << "B       Show/Hide the bind pose skeleton" << std::endl;
    std::cout << "SHIFT-B Show/Hide the bind pose mesh" << std::endl;
    std::cout << "P       Show/Hide the current pose skeleton" << std::endl;
    std::cout << "SHIFT-P Show/Hide the current pose mesh" << std::endl;
    std::cout << "CTRL-Q  Exit\n\n" << std::endl;


    //SkeletonDrawer System Material
    LineChunkUnrecPtr ExampleLineChunk = LineChunk::create();
    ExampleLineChunk->setWidth(2.0f);
    ExampleLineChunk->setSmooth(true);

    BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create();
    ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create();
    ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f));
    ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f));
    ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f));

    ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create();
    ExampleMaterial->addChunk(ExampleLineChunk);
    ExampleMaterial->addChunk(ExampleMaterialChunk);
    ExampleMaterial->addChunk(ExampleBlendChunk);


    //Skeleton
    ExampleSkeleton = SkeletonBlendedGeometry::create();

    //===========================================Joints==================================================================
    Matrix TempMat;
    Matrix InvBind;

    /*================================================================================================*/
    /*                                       Pelvis                                                   */
    Pelvis = Joint::create(); //create a joint called Pelvis 
    TempMat.setTranslate(0.0,7.0,0.0);
    Pelvis->setJointTransformation(TempMat);

    NodeRecPtr PelvisNode = makeNodeFor(Pelvis);

    InvBind = PelvisNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(Pelvis, InvBind);
    setName(Pelvis, "Pelvis Joint");
    setName(PelvisNode, "Pelvis Node");
    
    /*================================================================================================*/
    /*                                       Clavicle                                                   */
    Clavicle = Joint::create(); //create a joint called Clavicle 
    TempMat.setTranslate(0.0,5.0,0.0);
    Clavicle->setJointTransformation(TempMat);

    NodeRecPtr ClavicleNode = makeNodeFor(Clavicle);
    PelvisNode->addChild(ClavicleNode);

    InvBind = ClavicleNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(Clavicle, InvBind);
    setName(Clavicle, "Clavicle Joint");
    setName(ClavicleNode, "Clavicle Node");

    /*================================================================================================*/
    /*                                       Left Shoulder                                                 */
    LeftShoulder = Joint::create(); //create a joint called LeftShoulder 
    TempMat.setTranslate(1.0,-0.5,0.0);
    LeftShoulder->setJointTransformation(TempMat);

    NodeRecPtr LeftShoulderNode = makeNodeFor(LeftShoulder);
    ClavicleNode->addChild(LeftShoulderNode);

    InvBind = LeftShoulderNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftShoulder, InvBind);
    setName(LeftShoulder, "Left Shoulder Joint");
    setName(LeftShoulderNode, "Left Shoulder Node");

    /*================================================================================================*/
    /*                                       Left Elbow                                                 */
    LeftElbow = Joint::create(); //create a joint called LeftElbow 
    TempMat.setTranslate(2.0,0.0,0.0);
    LeftElbow->setJointTransformation(TempMat);

    NodeRecPtr LeftElbowNode = makeNodeFor(LeftElbow);
    LeftShoulderNode->addChild(LeftElbowNode);

    InvBind = LeftElbowNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftElbow, InvBind);
    setName(LeftElbow, "Left Elbow Joint");
    setName(LeftElbowNode, "Left Elbow Node");

    /*================================================================================================*/
    /*                                       Left Hand                                                 */
    LeftHand = Joint::create(); //create a joint called LeftHand 
    TempMat.setTranslate(2.0,0.0,0.0);
    LeftHand->setJointTransformation(TempMat);

    NodeRecPtr LeftHandNode = makeNodeFor(LeftHand);
    LeftElbowNode->addChild(LeftHandNode);

    InvBind = LeftHandNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftHand, InvBind);
    setName(LeftHand, "Left Hand Joint");
    setName(LeftHandNode, "Left Hand Node");
    /*================================================================================================*/
    /*                                       Left Fingers                                                 */
    LeftFingers = Joint::create(); //create a joint called LeftFingers 
    TempMat.setTranslate(1.0,0.0,0.0);
    LeftFingers->setJointTransformation(TempMat);

    NodeRecPtr LeftFingersNode = makeNodeFor(LeftFingers);
    LeftHandNode->addChild(LeftFingersNode);

    InvBind = LeftFingersNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftFingers, InvBind);
    setName(LeftFingers, "Left Fingers Joint");
    setName(LeftFingersNode, "Left Fingers Node");

    /*================================================================================================*/
    /*                                       Right Shoulder                                                 */
    RightShoulder = Joint::create(); //create a joint called RightShoulder 
    TempMat.setTranslate(-1.0,-0.5,0.0);
    RightShoulder->setJointTransformation(TempMat);

    NodeRecPtr RightShoulderNode = makeNodeFor(RightShoulder);
    ClavicleNode->addChild(RightShoulderNode);

    InvBind = RightShoulderNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightShoulder, InvBind);
    setName(RightShoulder, "Right Shoulder Joint");
    setName(RightShoulderNode, "Right Shoulder Node");

    /*================================================================================================*/
    /*                                       Right Elbow                                                 */
    RightElbow = Joint::create(); //create a joint called RightElbow 
    TempMat.setTranslate(-2.0,0.0,0.0);
    RightElbow->setJointTransformation(TempMat);

    NodeRecPtr RightElbowNode = makeNodeFor(RightElbow);
    RightShoulderNode->addChild(RightElbowNode);

    InvBind = RightElbowNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightElbow, InvBind);
    setName(RightElbow, "Right Elbow Joint");
    setName(RightElbowNode, "Right Elbow Node");

    /*================================================================================================*/
    /*                                       Right Hand                                                 */
    RightHand = Joint::create(); //create a joint called RightHand 
    TempMat.setTranslate(-2.0,0.0,0.0);
    RightHand->setJointTransformation(TempMat);

    NodeRecPtr RightHandNode = makeNodeFor(RightHand);
    RightElbowNode->addChild(RightHandNode);

    InvBind = RightHandNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightHand, InvBind);
    setName(RightHand, "Right Hand Joint");
    setName(RightHandNode, "Right Hand Node");

    /*================================================================================================*/
    /*                                       Right Fingers                                                 */
    RightFingers = Joint::create(); //create a joint called RightFingers 
    TempMat.setTranslate(-1.0,0.0,0.0);
    RightFingers->setJointTransformation(TempMat);

    NodeRecPtr RightFingersNode = makeNodeFor(RightFingers);
    RightHandNode->addChild(RightFingersNode);

    InvBind = RightFingersNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightFingers, InvBind);
    setName(RightFingers, "Right Fingers Joint");
    setName(RightFingersNode, "Right Fingers Node");

    /*================================================================================================*/
    /*                                       Head                                                 */
    Head = Joint::create(); //create a joint called Head 
    TempMat.setTranslate(0.0,1.0,0.0);
    Head->setJointTransformation(TempMat);

    NodeRecPtr HeadNode = makeNodeFor(Head);
    ClavicleNode->addChild(HeadNode);

    InvBind = HeadNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(Head, InvBind);
    setName(Head, "Head Joint");
    setName(HeadNode, "Head Node");

    /*================================================================================================*/
    /*                                       Left Hip                                                 */
    LeftHip = Joint::create(); //create a joint called LeftHip 
    TempMat.setTranslate(1.0,-1.0,0.0);
    LeftHip->setJointTransformation(TempMat);

    NodeRecPtr LeftHipNode = makeNodeFor(LeftHip);
    PelvisNode->addChild(LeftHipNode);

    InvBind = LeftHipNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftHip, InvBind);
    setName(LeftHip, "Left Hip Joint");
    setName(LeftHipNode, "Left Hip Node");

    /*================================================================================================*/
    /*                                       Left Knee                                                 */
    LeftKnee = Joint::create(); //create a joint called LeftKnee 
    TempMat.setTranslate(0.0,-3.0,0.0);
    LeftKnee->setJointTransformation(TempMat);

    NodeRecPtr LeftKneeNode = makeNodeFor(LeftKnee);
    LeftHipNode->addChild(LeftKneeNode);

    InvBind = LeftKneeNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftKnee, InvBind);
    setName(LeftKnee, "Left Knee Joint");
    setName(LeftKneeNode, "Left Knee Node");

    /*================================================================================================*/
    /*                                       Left Foot                                                 */
    LeftFoot = Joint::create(); //create a joint called LeftFoot 
    TempMat.setTranslate(0.0,-3.0,0.0);
    LeftFoot->setJointTransformation(TempMat);

    NodeRecPtr LeftFootNode = makeNodeFor(LeftFoot);
    LeftKneeNode->addChild(LeftFootNode);

    InvBind = LeftFootNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftFoot, InvBind);
    setName(LeftFoot, "Left Foot Joint");
    setName(LeftFootNode, "Left Foot Node");

    /*================================================================================================*/
    /*                                       Left Toes                                                 */
    LeftToes = Joint::create(); //create a bone called ExampleChildbone
    TempMat.setTranslate(0.0,0.0,1.0);
    LeftToes->setJointTransformation(TempMat);

    NodeRecPtr LeftToesNode = makeNodeFor(LeftToes);
    LeftFootNode->addChild(LeftToesNode);

    InvBind = LeftToesNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(LeftToes, InvBind);
    setName(LeftToes, "Left Toes Joint");
    setName(LeftToesNode, "Left Toes Node");

    /*================================================================================================*/
    /*                                       Right Hip                                                 */
    RightHip = Joint::create(); //create a joint called RightHip 
    TempMat.setTranslate(-1.0,-1.0,0.0);
    RightHip->setJointTransformation(TempMat);

    NodeRecPtr RightHipNode = makeNodeFor(RightHip);
    PelvisNode->addChild(RightHipNode);

    InvBind = RightHipNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightHip, InvBind);
    setName(RightHip, "Right Hip Joint");
    setName(RightHipNode, "Right Hip Node");

    /*================================================================================================*/
    /*                                       Right Knee                                                 */
    RightKnee = Joint::create(); //create a joint called RightKnee 
    TempMat.setTranslate(0.0,-3.0,0.0);
    RightKnee->setJointTransformation(TempMat);

    NodeRecPtr RightKneeNode = makeNodeFor(RightKnee);
    RightHipNode->addChild(RightKneeNode);

    InvBind = RightKneeNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightKnee, InvBind);
    setName(RightKnee, "Right Knee Joint");
    setName(RightKneeNode, "Right Knee Node");

    /*================================================================================================*/
    /*                                       Right Foot                                                 */
    RightFoot = Joint::create(); //create a joint called RightFoot 
    TempMat.setTranslate(0.0,-3.0,0.0);
    RightFoot->setJointTransformation(TempMat);

    NodeRecPtr RightFootNode = makeNodeFor(RightFoot);
    RightKneeNode->addChild(RightFootNode);

    InvBind = RightFootNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightFoot, InvBind);
    setName(RightFoot, "Right Foot Joint");
    setName(RightFootNode, "Right Foot Node");
    
    /*================================================================================================*/
    /*                                       Right Toes                                                 */
    RightToes = Joint::create(); //create a joint called RightToes 
    TempMat.setTranslate(0.0,0.0,1.0);
    RightToes->setJointTransformation(TempMat);

    NodeRecPtr RightToesNode = makeNodeFor(RightToes);
    RightFootNode->addChild(RightToesNode);

    InvBind = RightToesNode->getToWorld();
    InvBind.invert();
    ExampleSkeleton->pushToJoints(RightToes, InvBind);
    setName(RightToes, "Right Toes Joint");
    setName(RightToesNode, "Right Toes Node");


    //Create a geometry to attach to the skeleton (i.e-> skin)
    GeoUInt8PropertyUnrecPtr type = GeoUInt8Property::create();        
        type->push_back(GL_QUADS);

    GeoUInt32PropertyUnrecPtr lens = GeoUInt32Property::create();    
        lens->push_back(72);
    GeoPnt3fPropertyUnrecPtr  pnts  = GeoPnt3fProperty ::create();
        // the points of the Quads

        //Back
        pnts->push_back(Pnt3f(-0.5,  6.0,  0));
        pnts->push_back(Pnt3f( 0.5,  6.0,  0));
        pnts->push_back(Pnt3f( 0.5,  12.0,  0));
        pnts->push_back(Pnt3f(-0.5,  12.0,  0));

        //Head
        pnts->push_back(Pnt3f(-0.5,  12,  0));
        pnts->push_back(Pnt3f( 0.5,  12,  0));
        pnts->push_back(Pnt3f( 0.5,  13,  0));
        pnts->push_back(Pnt3f(-0.5,  13,  0));

        //Left Shoulder
        pnts->push_back(Pnt3f(0.0,  11.5,  0));
        pnts->push_back(Pnt3f(0.0,  12.5,  0));
        pnts->push_back(Pnt3f(1.0,  12.0,  0));
        pnts->push_back(Pnt3f(1.0,  11.0,  0));

        //Left Humerus
        pnts->push_back(Pnt3f(1.0,  11.0,  0));
        pnts->push_back(Pnt3f(1.0,  12.0,  0));
        pnts->push_back(Pnt3f(3.0,  12.0,  0));
        pnts->push_back(Pnt3f(3.0,  11.0,  0));

        //Left Radius
        pnts->push_back(Pnt3f(3.0,  11.0,  0));
        pnts->push_back(Pnt3f(3.0,  12.0,  0));
        pnts->push_back(Pnt3f(5.0,  12.0,  0));
        pnts->push_back(Pnt3f(5.0,  11.0,  0));

        //Left Hand
        pnts->push_back(Pnt3f(5.0,  11.0,  0));
        pnts->push_back(Pnt3f(5.0,  12.0,  0));
        pnts->push_back(Pnt3f(6.0,  12.0,  0));
        pnts->push_back(Pnt3f(6.0,  11.0,  0));

        //Right Shoulder
        pnts->push_back(Pnt3f(0.0,  11.5,  0));
        pnts->push_back(Pnt3f(0.0,  12.5,  0));
        pnts->push_back(Pnt3f(-1.0,  12.0,  0));
        pnts->push_back(Pnt3f(-1.0,  11.0,  0));

        //Right Humerus
        pnts->push_back(Pnt3f(-1.0,  11.0,  0));
        pnts->push_back(Pnt3f(-1.0,  12.0,  0));
        pnts->push_back(Pnt3f(-3.0,  12.0,  0));
        pnts->push_back(Pnt3f(-3.0,  11.0,  0));

        //Right Radius
        pnts->push_back(Pnt3f(-3.0,  11.0,  0));
        pnts->push_back(Pnt3f(-3.0,  12.0,  0));
        pnts->push_back(Pnt3f(-5.0,  12.0,  0));
        pnts->push_back(Pnt3f(-5.0,  11.0,  0));

        //Right Hand
        pnts->push_back(Pnt3f(-5.0,  11.0,  0));
        pnts->push_back(Pnt3f(-5.0,  12.0,  0));
        pnts->push_back(Pnt3f(-6.0,  12.0,  0));
        pnts->push_back(Pnt3f(-6.0,  11.0,  0));

        //Left Hip
        pnts->push_back(Pnt3f(0.0, 6.5,  0));
        pnts->push_back(Pnt3f(0.5, 7.5,  0));
        pnts->push_back(Pnt3f( 1.5,  6.0,  0));
        pnts->push_back(Pnt3f(0.5,  6.0,  0));

        //Left Femur
        pnts->push_back(Pnt3f(0.5,  6.0,  0));
        pnts->push_back(Pnt3f( 1.5,  6.0,  0));
        pnts->push_back(Pnt3f( 1.5,  3.0,  0));
        pnts->push_back(Pnt3f(0.5,  3.0,  0));

        //Left Tibia
        pnts->push_back(Pnt3f(0.5,  3.0,  0));
        pnts->push_back(Pnt3f( 1.5,  3.0,  0));
        pnts->push_back(Pnt3f( 1.5,  0.0,  0));
        pnts->push_back(Pnt3f(0.5,  0.0,  0));

        //Left Foot
        pnts->push_back(Pnt3f(0.5,  0.0,  0));
        pnts->push_back(Pnt3f( 1.5,  0.0,  0));
        pnts->push_back(Pnt3f( 1.5,  0.0,  1.0));
        pnts->push_back(Pnt3f(0.5,  0.0,  1.0));


        //Right Hip
        pnts->push_back(Pnt3f(0.0, 6.5,  0));
        pnts->push_back(Pnt3f(-0.5, 7.5,  0));
        pnts->push_back(Pnt3f( -1.5,  6.0,  0));
        pnts->push_back(Pnt3f(-0.5,  6.0,  0));

        //Right Femur
        pnts->push_back(Pnt3f(-0.5,  6.0,  0));
        pnts->push_back(Pnt3f( -1.5,  6.0,  0));
        pnts->push_back(Pnt3f( -1.5,  3.0,  0));
        pnts->push_back(Pnt3f(-0.5,  3.0,  0));

        //Right Tibia
        pnts->push_back(Pnt3f(-0.5,  3.0,  0));
        pnts->push_back(Pnt3f( -1.5,  3.0,  0));
        pnts->push_back(Pnt3f( -1.5,  0.0,  0));
        pnts->push_back(Pnt3f(-0.5,  0.0,  0));

        //Right Foot
        pnts->push_back(Pnt3f(-0.5,  0.0,  0));
        pnts->push_back(Pnt3f( -1.5,  0.0,  0));
        pnts->push_back(Pnt3f( -1.5,  0.0,  1.0));
        pnts->push_back(Pnt3f(-0.5,  0.0,  1.0));

    //Normals
    GeoVec3fPropertyUnrecPtr  norms = GeoVec3fProperty ::create();
    geo=Geometry::create();
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    //Left Hip
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    //Left Femur
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    //Left Tibia
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    //Left Foot
    norms->push_back(Vec3f( 0.0,1.0,0.0));
    norms->push_back(Vec3f( 0.0,1.0,0.0));
    norms->push_back(Vec3f( 0.0,1.0,0.0));
    norms->push_back(Vec3f( 0.0,1.0,0.0));

    //Right Hip
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    //Right Femur
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    //Right Tibia
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));
    norms->push_back(Vec3f( 0.0,0.0,1.0));

    //Right Foot
    norms->push_back(Vec3f( 0.0,1.0,0.0));
    norms->push_back(Vec3f( 0.0,1.0,0.0));
    norms->push_back(Vec3f( 0.0,1.0,0.0));
    norms->push_back(Vec3f( 0.0,1.0,0.0));

    //Tell the geometry (geo) to use the points and normals we just defined
    geo->setTypes    (type);
    geo->setLengths  (lens);
    geo->setPositions(pnts);
    geo->setNormals(norms);

    // assign a material to the geometry to make it visible. The details
    // of materials are defined later.
    geo->setMaterial(getDefaultMaterial());   

    //Create unbound geometry node (for displaying mesh in its bind pose)
    UnboundGeometry = Node::create();
    UnboundGeometry->setCore(geo);
    UnboundGeometry->setTravMask(0);  //By default, we won't show the mesh's bind pose




    //SkeletonDrawer
    SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create();
    ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton);
    ExampleSkeletonDrawable->setMaterial(ExampleMaterial);
    ExampleSkeletonDrawable->setDrawBindPose(false);  //By default, we don't draw the skeleton's bind pose
    ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0));  //When drawn, the skeleton's bind pose renders green
    ExampleSkeletonDrawable->setDrawPose(true);  //By default, we do draw the skeleton's current pose
    ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0));  //The skeleton's current pose renders blue

    //Skeleton Node
    SkeletonNode = Node::create();
    SkeletonNode->setCore(ExampleSkeletonDrawable);




    // Skeleton Blended Geometry
    // Here we are attaching the "skin" to the skeleton so that when the skeleton is animated, the skin moves with it
    ExampleSkeleton->setBaseGeometry(geo);
    //Back
    ExampleSkeleton->addJointBlending(0,Pelvis,1.0f);
    ExampleSkeleton->addJointBlending(1,Pelvis,1.0f);
    ExampleSkeleton->addJointBlending(2,Clavicle,1.0f);
    ExampleSkeleton->addJointBlending(3,Clavicle,1.0f);

    //Head
    ExampleSkeleton->addJointBlending(4,Clavicle,1.0f);
    ExampleSkeleton->addJointBlending(5,Clavicle,1.0f);
    ExampleSkeleton->addJointBlending(6,Head,1.0f);
    ExampleSkeleton->addJointBlending(7,Head,1.0f);

    //Left Shoulder
    ExampleSkeleton->addJointBlending(8,Clavicle,1.0f);
    ExampleSkeleton->addJointBlending(9,Clavicle,1.0f);
    ExampleSkeleton->addJointBlending(10,LeftShoulder,1.0f);
    ExampleSkeleton->addJointBlending(11,LeftShoulder,1.0f);

    //Left Humerus
    ExampleSkeleton->addJointBlending(12,LeftShoulder,1.0f);
    ExampleSkeleton->addJointBlending(13,LeftShoulder,1.0f);
    ExampleSkeleton->addJointBlending(14,LeftElbow,0.8f);
    ExampleSkeleton->addJointBlending(15,LeftElbow,0.8f);
    ExampleSkeleton->addJointBlending(14,LeftHand,0.2f);
    ExampleSkeleton->addJointBlending(15,LeftHand,0.2f);

    //Left Radius
    ExampleSkeleton->addJointBlending(16,LeftElbow,1.0f);
    ExampleSkeleton->addJointBlending(17,LeftElbow,1.0f);
    ExampleSkeleton->addJointBlending(18,LeftHand,1.0f);
    ExampleSkeleton->addJointBlending(19,LeftHand,1.0f);

    //Left Hand
    ExampleSkeleton->addJointBlending(20,LeftHand,1.0f);
    ExampleSkeleton->addJointBlending(21,LeftHand,1.0f);
    ExampleSkeleton->addJointBlending(22,LeftFingers,1.0f);
    ExampleSkeleton->addJointBlending(23,LeftFingers,1.0f);

    //Right Shoulder
    ExampleSkeleton->addJointBlending(24,Clavicle,1.0f);
    ExampleSkeleton->addJointBlending(25,Clavicle,1.0f);
    ExampleSkeleton->addJointBlending(26,RightShoulder,1.0f);
    ExampleSkeleton->addJointBlending(27,RightShoulder,1.0f);

    //Right Humerus
    ExampleSkeleton->addJointBlending(28,RightShoulder,1.0f);
    ExampleSkeleton->addJointBlending(29,RightShoulder,1.0f);
    ExampleSkeleton->addJointBlending(30,RightElbow,1.0f);
    ExampleSkeleton->addJointBlending(31,RightElbow,1.0f);

    //Right Radius
    ExampleSkeleton->addJointBlending(32,RightElbow,1.0f);
    ExampleSkeleton->addJointBlending(33,RightElbow,1.0f);
    ExampleSkeleton->addJointBlending(34,RightHand,1.0f);
    ExampleSkeleton->addJointBlending(35,RightHand,1.0f);

    //Right Hand
    ExampleSkeleton->addJointBlending(36,RightHand,1.0f);
    ExampleSkeleton->addJointBlending(37,RightHand,1.0f);
    ExampleSkeleton->addJointBlending(38,RightFingers,1.0f);
    ExampleSkeleton->addJointBlending(39,RightFingers,1.0f);

    //Left Hip
    ExampleSkeleton->addJointBlending(40,Pelvis,1.0f);
    ExampleSkeleton->addJointBlending(41,Pelvis,1.0f);
    ExampleSkeleton->addJointBlending(42,LeftHip,1.0f);
    ExampleSkeleton->addJointBlending(43,LeftHip,1.0f);

    //Left Femur
    ExampleSkeleton->addJointBlending(44,LeftHip,1.0f);
    ExampleSkeleton->addJointBlending(45,LeftHip,1.0f);
    ExampleSkeleton->addJointBlending(46,LeftKnee,1.0f);
    ExampleSkeleton->addJointBlending(47,LeftKnee,1.0f);

    //Left Tibia
    ExampleSkeleton->addJointBlending(48,LeftKnee,1.0f);
    ExampleSkeleton->addJointBlending(49,LeftKnee,1.0f);
    ExampleSkeleton->addJointBlending(50,LeftFoot,1.0f);
    ExampleSkeleton->addJointBlending(51,LeftFoot,1.0f);

    //Left Foot
    ExampleSkeleton->addJointBlending(52,LeftFoot,1.0f);
    ExampleSkeleton->addJointBlending(53,LeftFoot,1.0f);
    ExampleSkeleton->addJointBlending(54,LeftToes,1.0f);
    ExampleSkeleton->addJointBlending(55,LeftToes,1.0f);

    //Right Hip
    ExampleSkeleton->addJointBlending(56,Pelvis,1.0f);
    ExampleSkeleton->addJointBlending(57,Pelvis,1.0f);
    ExampleSkeleton->addJointBlending(58,RightHip,1.0f);
    ExampleSkeleton->addJointBlending(59,RightHip,1.0f);

    //Right Femur
    ExampleSkeleton->addJointBlending(60,RightHip,1.0f);
    ExampleSkeleton->addJointBlending(61,RightHip,1.0f);
    ExampleSkeleton->addJointBlending(62,RightKnee,1.0f);
    ExampleSkeleton->addJointBlending(63,RightKnee,1.0f);

    //Right Tibia
    ExampleSkeleton->addJointBlending(64,RightKnee,1.0f);
    ExampleSkeleton->addJointBlending(65,RightKnee,1.0f);
    ExampleSkeleton->addJointBlending(66,RightFoot,1.0f);
    ExampleSkeleton->addJointBlending(67,RightFoot,1.0f);

    //Right Foot
    ExampleSkeleton->addJointBlending(68,RightFoot,1.0f);
    ExampleSkeleton->addJointBlending(69,RightFoot,1.0f);
    ExampleSkeleton->addJointBlending(70,RightToes,1.0f);
    ExampleSkeleton->addJointBlending(71,RightToes,1.0f);

    MeshNode = Node::create();
    MeshNode->setCore(ExampleSkeleton);

    //Create scene node 
    NodeUnrecPtr scene = Node::create();
    scene->setCore(Group::create());
    scene->addChild(UnboundGeometry);
    scene->addChild(SkeletonNode);
    scene->addChild(MeshNode);

    mgr->setRoot(scene);

    //Setup the Animation
    setupAnimation();

    //Save to an xml file
    FCFileType::FCPtrStore Containers;
    Containers.insert(ExampleSkeleton);
    Containers.insert(PelvisNode);
    Containers.insert(TheSkeletonAnimation);

    //Use an empty Ignore types vector
    FCFileType::FCTypeVector IgnoreTypes;
    //IgnoreTypes.push_back(Node::getClassType().getId());
    
    //Write the Field Containers to a xml file
    FCFileHandler::the()->write(Containers,BoostPath("./13Output.xml"),IgnoreTypes);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
            WinSize,
            "13MeshBlending");

    //Main Loop
    TutorialWindow->mainLoop();


    osgExit();

    return 0;
}
Esempio n. 14
0
PostShaderStage::RenderPassData::RenderPassData(const std::string& VertexProgram,
                                                const std::string& FragmentProgram,
                                                bool isLastPass,
                                                UInt32 Index,
                                                Int32 iPixelWidth,
                                                Int32 iPixelHeight,
                                                PostShaderStageData *StageData,
                                                const Vec2f& FBOSize,
                                                TextureObjChunk* const SceneColorTex,
                                                TextureObjChunk* const SceneDepthTex,
                                                const RenderPassVector& Passes,
                                                FrameBufferObject* const SceneFBO) : 
                                                    _IsLassPass(isLastPass),
                                                    _Index(Index),
                                                    _FBOSize(FBOSize)
{
    //If this pass is not the last
    if(!_IsLassPass)
    {
        _FBO = FrameBufferObject::createLocal();

        _OutputTexture                   = TextureObjChunk::createLocal();
        TextureEnvChunkUnrecPtr pTexEnv  = TextureEnvChunk::createLocal();
        ImageUnrecPtr           pImg     = Image          ::createLocal();
        
        pImg->set(Image::OSG_RGB_PF, 
                  static_cast<Real32>(iPixelWidth)  * _FBOSize.x() , 
                  static_cast<Real32>(iPixelHeight) * _FBOSize.y(),
                  1,
                  1,
                  1,
                  0.0,
                  0,
                  Image::OSG_UINT8_IMAGEDATA,
                  false);
        
        _OutputTexture   ->setImage         (pImg             ); 
        _OutputTexture   ->setMinFilter     (GL_LINEAR        );
        _OutputTexture   ->setMagFilter     (GL_LINEAR        );
        _OutputTexture   ->setWrapS         (GL_CLAMP_TO_EDGE );
        _OutputTexture   ->setWrapT         (GL_CLAMP_TO_EDGE );
        _OutputTexture   ->setInternalFormat(GL_RGB           );

        pTexEnv->setEnvMode       (GL_REPLACE       );
        
        TextureBufferUnrecPtr pTexBuffer   = TextureBuffer::createLocal();
        
        pTexBuffer->setTexture(_OutputTexture);
        
        _FBO->setSize(static_cast<Real32>(iPixelWidth)  * _FBOSize.x(),
                      static_cast<Real32>(iPixelHeight) * _FBOSize.y());
        _FBO->setColorAttachment(pTexBuffer, 0);
        _FBO->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT);

        StageData->pushToRenderTargets(_FBO);
        OSG_ASSERT(StageData->getMFRenderTargets()->size() == _Index+1);
    }
    else
    {
        _FBO = SceneFBO;
    }
    //Update the flags on what uniforms are present
    _ShaderHasSceneColorTex = ((FragmentProgram.find(PostShaderStage::ShaderSceneColorTexName) != std::string::npos) ||
                               (VertexProgram.find(PostShaderStage::ShaderSceneColorTexName) != std::string::npos));

    _ShaderHasSceneDepthTex = ((FragmentProgram.find(PostShaderStage::ShaderSceneDepthTexName) != std::string::npos) ||
                               (VertexProgram.find(PostShaderStage::ShaderSceneDepthTexName) != std::string::npos));

    _ShaderHasFBOWidth = ((FragmentProgram.find(PostShaderStage::ShaderFBOWidthName) != std::string::npos) ||
                          (VertexProgram.find(PostShaderStage::ShaderFBOWidthName) != std::string::npos));

    _ShaderHasFBOHeight = ((FragmentProgram.find(PostShaderStage::ShaderFBOHeightName) != std::string::npos) ||
                          (VertexProgram.find(PostShaderStage::ShaderFBOHeightName) != std::string::npos));

    _ShaderHasCameraNear = ((FragmentProgram.find(PostShaderStage::ShaderCameraNearName) != std::string::npos) ||
                          (VertexProgram.find(PostShaderStage::ShaderCameraNearName) != std::string::npos));

    _ShaderHasCameraFar = ((FragmentProgram.find(PostShaderStage::ShaderCameraFarName) != std::string::npos) ||
                          (VertexProgram.find(PostShaderStage::ShaderCameraFarName) != std::string::npos));

    //Create the material used by this pass
    ChunkMaterialUnrecPtr    pPostShaderMat  = ChunkMaterial  ::createLocal();

    UInt16 TextureId(0);

    _Shader = SimpleSHLChunk::createLocal();

    TextureEnvChunkUnrecPtr pGenericTexEnv  = TextureEnvChunk::createLocal();
    pGenericTexEnv->setEnvMode(GL_REPLACE);

    //Scene Color Texture
    if(_ShaderHasSceneColorTex)
    {
        pPostShaderMat->addChunk(SceneColorTex,       TextureId);
        pPostShaderMat->addChunk(pGenericTexEnv,  TextureId);
        _Shader->addUniformVariable(PostShaderStage::ShaderSceneColorTexName.c_str(), TextureId);
        ++TextureId;
    }
    //Scene Depth Texture
    if(_ShaderHasSceneDepthTex)
    {
        pPostShaderMat->addChunk(SceneDepthTex, TextureId);
        pPostShaderMat->addChunk(pGenericTexEnv, TextureId);
        _Shader->addUniformVariable(PostShaderStage::ShaderSceneDepthTexName.c_str(), TextureId);
        ++TextureId;
    }
    _HeightRefs.clear();
    _WidthRefs.clear();
    //Preceding passes variables
    std::string VariableName;
    for(RenderPassVector::const_iterator PassItor(Passes.begin()) ;
        PassItor != Passes.end() ;
        ++PassItor)
    {
        VariableName = (*PassItor)->getOutputTextureName();
        if((FragmentProgram.find(VariableName) != std::string::npos) ||
           (VertexProgram.find(VariableName) != std::string::npos))
        {
            pPostShaderMat->addChunk((*PassItor)->getOutputTexture(), TextureId);
            pPostShaderMat->addChunk(pGenericTexEnv, TextureId);
            _Shader->addUniformVariable(VariableName.c_str(), TextureId);
            ++TextureId;
        }

        VariableName = (*PassItor)->getWidthName();
        if((FragmentProgram.find(VariableName) != std::string::npos) ||
           (VertexProgram.find(VariableName) != std::string::npos))
        {
            _Shader->addUniformVariable<Real32>(VariableName.c_str(),
                                        (*PassItor)->getOutputTexture()->getImage()->getWidth());
            _WidthRefs.push_back((*PassItor)->getIndex());
        }

        VariableName = (*PassItor)->getHeightName();
        if((FragmentProgram.find(VariableName) != std::string::npos) ||
           (VertexProgram.find(VariableName) != std::string::npos))
        {
            _Shader->addUniformVariable<Real32>(VariableName.c_str(),
                                        (*PassItor)->getOutputTexture()->getImage()->getHeight());
            _HeightRefs.push_back((*PassItor)->getIndex());
        }
    }

    MaterialChunkUnrecPtr pMatChunk = MaterialChunk::createLocal();
    pMatChunk->setLit(false);
    pPostShaderMat->addChunk(pMatChunk);

    _Shader->setVertexProgram(VertexProgram);
    _Shader->setFragmentProgram(FragmentProgram);
    
    //Add the uniform parameters
    _Shader->addUniformVariable(ShaderFBOWidthName.c_str(),   0.0f);
    _Shader->addUniformVariable(ShaderFBOHeightName.c_str(),  0.0f);
    _Shader->addUniformVariable(ShaderCameraNearName.c_str(), 0.0f);
    _Shader->addUniformVariable(ShaderCameraFarName.c_str(),  1.0f);
    
    pPostShaderMat->addChunk(_Shader, 0);
    
    StageData->pushToShaderMaterials(pPostShaderMat);
    OSG_ASSERT(StageData->getMFShaderMaterials()->size() == _Index+1);
}
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    //Add Window Listener
    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Print key command info
    std::cout << "\n\nKEY COMMANDS:" << std::endl
              << "space   Play/Pause the animation" << std::endl
              << "B       Show/Hide the bind pose skeleton" << std::endl
              << "P       Show/Hide the current pose skeleton" << std::endl
              << "CTRL-Q  Exit\n\n" << std::endl;


    //SkeletonDrawer System Material
    LineChunkUnrecPtr ExampleLineChunk = LineChunk::create();
    ExampleLineChunk->setWidth(2.0f);
    ExampleLineChunk->setSmooth(true);

    BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create();
    ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA);
    ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);

    MaterialChunkUnrecPtr ExampleMaterialChunk = MaterialChunk::create();
    ExampleMaterialChunk->setAmbient(Color4f(1.0f,1.0f,1.0f,1.0f));
    ExampleMaterialChunk->setDiffuse(Color4f(0.0f,0.0f,0.0f,1.0f));
    ExampleMaterialChunk->setSpecular(Color4f(0.0f,0.0f,0.0f,1.0f));

    ChunkMaterialUnrecPtr ExampleMaterial = ChunkMaterial::create();
    ExampleMaterial->addChunk(ExampleLineChunk);
    ExampleMaterial->addChunk(ExampleMaterialChunk);
    ExampleMaterial->addChunk(ExampleBlendChunk);

    //===========================================Joints==================================================================
    Matrix TempMat;

    /*================================================================================================*/
    /*                                       Left Fingers                                                 */
    LeftFingers = Joint::create(); //create a joint called LeftFingers 
    TempMat.setTranslate(1.0,0.0,0.0);
    LeftFingers->setRelativeTransformation(TempMat);
    LeftFingers->setBindRelativeTransformation(TempMat);

    /*================================================================================================*/
    /*                                       Right Fingers                                                 */
    RightFingers = Joint::create(); //create a joint called RightFingers 
    TempMat.setTranslate(-1.0,0.0,0.0);
    RightFingers->setRelativeTransformation(TempMat);
    RightFingers->setBindRelativeTransformation(TempMat);
    /*================================================================================================*/
    /*                                       Left Hand                                                 */
    LeftHand = Joint::create(); //create a joint called LeftHand 
    TempMat.setTranslate(2.0,0.0,0.0);
    LeftHand->setRelativeTransformation(TempMat);
    LeftHand->setBindRelativeTransformation(TempMat);
    LeftHand->pushToChildJoints(LeftFingers);

    /*================================================================================================*/
    /*                                       Right Hand                                                 */
    RightHand = Joint::create(); //create a joint called RightHand 
    TempMat.setTranslate(-2.0,0.0,0.0);
    RightHand->setRelativeTransformation(TempMat);
    RightHand->setBindRelativeTransformation(TempMat);
    RightHand->pushToChildJoints(RightFingers);
    /*================================================================================================*/
    /*                                       Left Elbow                                                 */
    LeftElbow = Joint::create(); //create a joint called LeftElbow 
    TempMat.setTranslate(2.0,0.0,0.0);
    LeftElbow->setRelativeTransformation(TempMat);
    LeftElbow->setBindRelativeTransformation(TempMat);
    LeftElbow->pushToChildJoints(LeftHand);

    /*================================================================================================*/
    /*                                       Right Elbow                                                 */
    RightElbow = Joint::create(); //create a joint called RightElbow 
    TempMat.setTranslate(-2.0,0.0,0.0);
    RightElbow->setRelativeTransformation(TempMat);
    RightElbow->setBindRelativeTransformation(TempMat);
    RightElbow->pushToChildJoints(RightHand);
    /*================================================================================================*/
    /*                                       Left Shoulder                                                 */
    LeftShoulder = Joint::create(); //create a joint called LeftShoulder 
    TempMat.setTranslate(1.0,-0.5,0.0);
    LeftShoulder->setRelativeTransformation(TempMat);
    LeftShoulder->setBindRelativeTransformation(TempMat);
    LeftShoulder->pushToChildJoints(LeftElbow);

    /*================================================================================================*/
    /*                                       Right Shoulder                                                 */
    RightShoulder = Joint::create(); //create a joint called RightShoulder 
    TempMat.setTranslate(-1.0,-0.5,0.0);
    RightShoulder->setRelativeTransformation(TempMat);
    RightShoulder->setBindRelativeTransformation(TempMat);
    RightShoulder->pushToChildJoints(RightElbow);

    /*================================================================================================*/
    /*                                       Head                                                 */
    Head = Joint::create(); //create a joint called Head 
    TempMat.setTranslate(0.0,1.0,0.0);
    Head->setRelativeTransformation(TempMat);
    Head->setBindRelativeTransformation(TempMat);

    /*================================================================================================*/
    /*                                       Clavicle                                                   */
    Clavicle = Joint::create(); //create a joint called Clavicle 
    TempMat.setTranslate(0.0,5.0,0.0);
    Clavicle->setRelativeTransformation(TempMat);
    Clavicle->setBindRelativeTransformation(TempMat);
    Clavicle->pushToChildJoints(LeftShoulder);
    Clavicle->pushToChildJoints(RightShoulder);
    Clavicle->pushToChildJoints(Head);

    /*================================================================================================*/
    /*                                       Left Toes                                                 */
    LeftToes = Joint::create(); //create a bone called ExampleChildbone
    TempMat.setTranslate(0.0,0.0,1.0);
    LeftToes->setRelativeTransformation(TempMat);
    LeftToes->setBindRelativeTransformation(TempMat);

    /*================================================================================================*/
    /*                                       Right Toes                                                 */
    RightToes = Joint::create(); //create a joint called RightToes 
    TempMat.setTranslate(0.0,0.0,1.0);
    RightToes->setRelativeTransformation(TempMat);
    RightToes->setBindRelativeTransformation(TempMat);
    /*================================================================================================*/
    /*                                       Left Foot                                                 */
    LeftFoot = Joint::create(); //create a joint called LeftFoot 
    TempMat.setTranslate(0.0,-3.0,0.0);
    LeftFoot->setRelativeTransformation(TempMat);
    LeftFoot->setBindRelativeTransformation(TempMat);
    LeftFoot->pushToChildJoints(LeftToes);

    /*================================================================================================*/
    /*                                       Right Foot                                                 */
    RightFoot = Joint::create(); //create a joint called RightFoot 
    TempMat.setTranslate(0.0,-3.0,0.0);
    RightFoot->setRelativeTransformation(TempMat);
    RightFoot->setBindRelativeTransformation(TempMat);
    RightFoot->pushToChildJoints(RightToes);
    /*================================================================================================*/
    /*                                       Left Knee                                                 */
    LeftKnee = Joint::create(); //create a joint called LeftKnee 
    TempMat.setTranslate(0.0,-3.0,0.0);
    LeftKnee->setRelativeTransformation(TempMat);
    LeftKnee->setBindRelativeTransformation(TempMat);
    LeftKnee->pushToChildJoints(LeftFoot);

    /*================================================================================================*/
    /*                                       Right Knee                                                 */
    RightKnee = Joint::create(); //create a joint called RightKnee 
    TempMat.setTranslate(0.0,-3.0,0.0);
    RightKnee->setRelativeTransformation(TempMat);
    RightKnee->setBindRelativeTransformation(TempMat);
    RightKnee->pushToChildJoints(RightFoot);

    /*================================================================================================*/
    /*                                       Left Hip                                                 */
    LeftHip = Joint::create(); //create a joint called LeftHip 
    TempMat.setTranslate(1.0,-1.0,0.0);
    LeftHip->setRelativeTransformation(TempMat);
    LeftHip->setBindRelativeTransformation(TempMat);
    LeftHip->pushToChildJoints(LeftKnee);

    /*================================================================================================*/
    /*                                       Right Hip                                                 */
    RightHip = Joint::create(); //create a joint called RightHip 
    TempMat.setTranslate(-1.0,-1.0,0.0);
    RightHip->setRelativeTransformation(TempMat);
    RightHip->setBindRelativeTransformation(TempMat);
    RightHip->pushToChildJoints(RightKnee);

    /*================================================================================================*/
    /*                                       Pelvis                                                   */
    Pelvis = Joint::create(); //create a joint called Pelvis 
    TempMat.setTranslate(0.0,7.0,0.0);
    Pelvis->setRelativeTransformation(TempMat);
    Pelvis->setBindRelativeTransformation(TempMat);
    Pelvis->pushToChildJoints(LeftHip);
    Pelvis->pushToChildJoints(RightHip);
    Pelvis->pushToChildJoints(Clavicle);



    //Skeleton
    ExampleSkeleton = Skeleton::create();
    ExampleSkeleton->pushToRootJoints(Pelvis);  //Set Pelvis as root joint of skeleton

    //SkeletonDrawer
    SkeletonDrawableUnrecPtr ExampleSkeletonDrawable = SkeletonDrawable::create();
    ExampleSkeletonDrawable->setSkeleton(ExampleSkeleton);
    ExampleSkeletonDrawable->setMaterial(ExampleMaterial);
    ExampleSkeletonDrawable->setDrawBindPose(false);  //Be default, we won't draw the skeleton's bind pose
    ExampleSkeletonDrawable->setBindPoseColor(Color4f(0.0, 1.0, 0.0, 1.0));  //When drawn, the skeleton's bind pose renders green
    ExampleSkeletonDrawable->setDrawPose(true);  //Be default, we do draw the skeleton's current pose
    ExampleSkeletonDrawable->setPoseColor(Color4f(0.0, 0.0, 1.0, 1.0));  //The skeleton's current pose renders blue

    //Skeleton Node
    SkeletonNode = Node::create();
    SkeletonNode->setCore(ExampleSkeletonDrawable);

    //Create scene    
    NodeUnrecPtr scene = Node::create();
    scene->setCore(Group::create());
    scene->addChild(SkeletonNode);

    mgr->setRoot(scene);

    //Setup the Animation
    setupAnimation();



    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5);
    TutorialWindow->openWindow(WinPos,
            WinSize,
            "12SkeletonAnimation");

    //Main Loop
    TutorialWindow->mainLoop();

    osgExit();

    return 0;
}