NodePtr createScenegraph(){ // the scene must be created here for (int x = 0; x < N; x++) for (int z = 0; z < N; z++) wMesh[x][z] = 0; // GeoPTypes will define the types of primitives to be used GeoPTypesPtr type = GeoPTypesUI8::create(); beginEditCP(type, GeoPTypesUI8::GeoPropDataFieldMask); // we want to use quads ONLY type->addValue(GL_QUADS); endEditCP(type, GeoPTypesUI8::GeoPropDataFieldMask); // GeoPLength will define the number of vertices of // the used primitives GeoPLengthsPtr length = GeoPLengthsUI32::create(); beginEditCP(length, GeoPLengthsUI32::GeoPropDataFieldMask); // the length of our quads is four ;-) length->addValue((N-1)*(N-1)*4); endEditCP(length, GeoPLengthsUI32::GeoPropDataFieldMask); // GeoPositions3f stores the positions of all vertices used in // this specific geometry core GeoPositions3fPtr pos = GeoPositions3f::create(); beginEditCP(pos, GeoPositions3f::GeoPropDataFieldMask); // here they all come for (int x = 0; x < N; x++) for (int z = 0; z < N; z++) pos->addValue(Pnt3f(x, wMesh[x][z], z)); endEditCP(pos, GeoPositions3f::GeoPropDataFieldMask); //GeoColors3f stores all color values that will be used GeoColors3fPtr colors = GeoColors3f::create(); beginEditCP(colors, GeoColors3f::GeoPropDataFieldMask); for (int x = 0; x < N; x++) for (int z = 0; z < N; z++) colors->addValue(Color3f(0,0,1)); endEditCP(colors, GeoColors3f::GeoPropDataFieldMask); GeoNormals3fPtr norms = GeoNormals3f::create(); beginEditCP(norms, GeoNormals3f::GeoPropDataFieldMask); for (int x = 0; x < N; x++) for (int z = 0; z < N; z++) // As initially all heights are set to zero thus yielding a plane, // we set all normals to (0,1,0) parallel to the y-axis norms->addValue(Vec3f(0,1,0)); endEditCP(norms, GeoNormals3f::GeoPropDataFieldMask); SimpleMaterialPtr mat = SimpleMaterial::create(); beginEditCP(mat); mat->setDiffuse(Color3f(0,0,1)); endEditCP(mat); // GeoIndicesUI32 points to all relevant data used by the // provided primitives GeoIndicesUI32Ptr indices = GeoIndicesUI32::create(); beginEditCP(indices, GeoIndicesUI32::GeoPropDataFieldMask); for (int x = 0; x < N-1; x++) for (int z = 0; z < N-1; z++){ // points to four vertices that will // define a single quad indices->addValue(z*N+x); indices->addValue((z+1)*N+x); indices->addValue((z+1)*N+x+1); indices->addValue(z*N+x+1); } endEditCP(indices, GeoIndicesUI32::GeoPropDataFieldMask); GeometryPtr geo = Geometry::create(); beginEditCP(geo, Geometry::TypesFieldMask | Geometry::LengthsFieldMask | Geometry::IndicesFieldMask | Geometry::PositionsFieldMask | Geometry::NormalsFieldMask | Geometry::MaterialFieldMask | Geometry::ColorsFieldMask | Geometry::DlistCacheFieldMask ); geo->setTypes(type); geo->setLengths(length); geo->setIndices(indices); geo->setPositions(pos); geo->setNormals(norms); geo->setMaterial(mat); //geo->setColors(colors); geo->setDlistCache(false); endEditCP(geo, Geometry::TypesFieldMask | Geometry::LengthsFieldMask | Geometry::IndicesFieldMask | Geometry::PositionsFieldMask | Geometry::NormalsFieldMask | Geometry::MaterialFieldMask | Geometry::ColorsFieldMask | Geometry::DlistCacheFieldMask ); PointLightPtr pLight = PointLight::create(); NodePtr root = Node::create(); NodePtr water = Node::create(); NodePtr pLightTransformNode = Node::create(); TransformPtr pLightTransform = Transform::create(); NodePtr pLightNode = Node::create(); beginEditCP(pLightNode); pLightNode->setCore(Group::create()); endEditCP(pLightNode); Matrix m; m.setIdentity(); m.setTranslate(50,25,50); beginEditCP(pLightTransform); pLightTransform->setMatrix(m); endEditCP(pLightTransform); //we add a little spehere that will represent the light source GeometryPtr sphere = makeSphereGeo(2,2); SimpleMaterialPtr sm = SimpleMaterial::create(); beginEditCP(sm, SimpleMaterial::DiffuseFieldMask | SimpleMaterial::LitFieldMask); { sm->setLit(false); sm->setDiffuse(Color3f(1,1,1)); } endEditCP (sm, SimpleMaterial::DiffuseFieldMask | SimpleMaterial::LitFieldMask); beginEditCP(sphere, Geometry::MaterialFieldMask); { sphere->setMaterial(sm); } endEditCP (sphere, Geometry::MaterialFieldMask); NodePtr sphereNode = Node::create(); beginEditCP(sphereNode); sphereNode->setCore(sphere); endEditCP(sphereNode); beginEditCP(pLightTransformNode); pLightTransformNode->setCore(pLightTransform); pLightTransformNode->addChild(pLightNode); pLightTransformNode->addChild(sphereNode); endEditCP(pLightTransformNode); beginEditCP(pLight); pLight->setPosition(Pnt3f(0,0,0)); //Attenuation parameters pLight->setConstantAttenuation(1); pLight->setLinearAttenuation(0); pLight->setQuadraticAttenuation(0); //color information pLight->setDiffuse(Color4f(1,1,1,1)); pLight->setAmbient(Color4f(0.2,0.2,0.2,1)); pLight->setSpecular(Color4f(1,1,1,1)); //set the beacon pLight->setBeacon(pLightNode); endEditCP (pLight); beginEditCP(water); water->setCore(geo); endEditCP(water); beginEditCP(root); root->setCore(pLight); root->addChild(water); root->addChild(pLightTransformNode); endEditCP(root); return root; }
virtual void keyPressed(const KeyEventPtr e) { if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_CONTROL) { TutorialWindowEventProducer->closeWindow(); } switch(e->getKey()) { case KeyEvent::KEY_UP: { Color4f Col(TheLight->getDiffuse()); Col += Color4f(0.2,0.2,0.2,0.0); std::cout << "Diffuse Color : " << Col << std::endl; beginEditCP(TheLight); TheLight->setAmbient(Col*0.1); TheLight->setDiffuse(Col); TheLight->setSpecular(Col); endEditCP(TheLight); MaxLuminance = Col.red(); std::cout << "MaxLuminance : " << MaxLuminance << std::endl; HDRTextureFilter->setUniformParameter("MaxLuminance", MaxLuminance); } break; case KeyEvent::KEY_DOWN: { Color4f Col(TheLight->getDiffuse()); Col -= Color4f(0.2,0.2,0.2,0.0); std::cout << "Diffuse Color : " << Col << std::endl; beginEditCP(TheLight); TheLight->setDiffuse(Col); endEditCP(TheLight); MaxLuminance = Col.red() + 1.0f; std::cout << "MaxLuminance : " << MaxLuminance << std::endl; HDRTextureFilter->setUniformParameter("MaxLuminance", MaxLuminance); } break; case KeyEvent::KEY_RIGHT: { Exposure += 0.1f; std::cout << "Exposure : " << Exposure << std::endl; HDRTextureFilter->setUniformParameter("Exposure", Exposure); } break; case KeyEvent::KEY_LEFT: { Exposure -= 0.1f; std::cout << "Exposure : " << Exposure << std::endl; HDRTextureFilter->setUniformParameter("Exposure", Exposure); } break; case KeyEvent::KEY_8: { Gamma += 0.05f; std::cout << "Gamma : " << Gamma << std::endl; HDRTextureFilter->setUniformParameter("Gamma", Gamma); } break; case KeyEvent::KEY_7: { Gamma -= 0.05f; std::cout << "Gamma : " << Gamma << std::endl; HDRTextureFilter->setUniformParameter("Gamma", Gamma); } break; } }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); gwin = GLUTWindow::create(); // create root rootNode = makeCoredNode<Group>(); NodePtr scene = makeCoredNode<Group>(); // create lights TransformPtr point1_trans; NodePtr point1 = makeCoredNode<PointLight>(&_point1_core); NodePtr point1_beacon = makeCoredNode<Transform>(&point1_trans); beginEditCP(point1_trans); point1_trans->editMatrix().setTranslate(0.0, 0.0, 25.0); endEditCP(point1_trans); beginEditCP(_point1_core); _point1_core->setAmbient(0.15,0.15,0.15,1); _point1_core->setDiffuse(0.4,0.4,0.4,1); _point1_core->setSpecular(0.0,0.0,0.0,1); _point1_core->setBeacon(point1_beacon); _point1_core->setOn(true); endEditCP(_point1_core); TransformPtr point2_trans; NodePtr point2 = makeCoredNode<PointLight>(&_point2_core); NodePtr point2_beacon = makeCoredNode<Transform>(&point2_trans); beginEditCP(point2_trans); point2_trans->editMatrix().setTranslate(5.0, 5.0, 20.0); endEditCP(point2_trans); beginEditCP(_point2_core); _point2_core->setAmbient(0.15,0.15,0.15,1); _point2_core->setDiffuse(0.4,0.4,0.4,1); _point2_core->setSpecular(0.0,0.0,0.0,1); _point2_core->setBeacon(point2_beacon); _point2_core->setOn(true); endEditCP(_point2_core); beginEditCP(point1); point1->addChild(point2); endEditCP(point1); beginEditCP(point2); point2->addChild(scene); endEditCP(point2); // create scene // bottom NodePtr plane = makePlane(25.0, 25.0, 128, 128); int size = imageWinWidth*imageWinHeight*256; ImagePtr plane_img = Image::create(); beginEditCP(plane_img); plane_img->set(Image::OSG_RGBA_PF, imageWinWidth, imageWinHeight, 1, 1, 1, 0, NULL); endEditCP(plane_img); TextureChunkPtr plane_tex = TextureChunk::create(); beginEditCP(plane_tex); plane_tex->setImage(plane_img); plane_tex->setMinFilter(GL_LINEAR); plane_tex->setMagFilter(GL_LINEAR); plane_tex->setTarget(GL_TEXTURE_2D); plane_tex->setInternalFormat(GL_RGBA16F_ARB); endEditCP(plane_tex); SHLChunkPtr shl = SHLChunk::create(); beginEditCP(shl); shl->setVertexProgram(_vp_program); shl->setFragmentProgram(_fp_program); shl->setUniformParameter("tex0", 0); endEditCP(shl); SimpleMaterialPtr plane_mat = SimpleMaterial::create(); beginEditCP(plane_mat); plane_mat->setAmbient(Color3f(0.3,0.3,0.3)); plane_mat->setDiffuse(Color3f(1.0,1.0,1.0)); plane_mat->addChunk(plane_tex); plane_mat->addChunk(shl); endEditCP(plane_mat); GeometryPtr plane_geo = GeometryPtr::dcast(plane->getCore()); beginEditCP(plane_geo); plane_geo->setMaterial(plane_mat); beginEditCP(plane_geo); // box box_trans_node = makeCoredNode<Transform>(&_box_trans); beginEditCP(_box_trans); _box_trans->editMatrix().setTranslate(0.0, 0.0, 12.0); endEditCP(_box_trans); NodePtr box = makeBox(4.0, 4.0, 0.8, 10, 10 , 10); beginEditCP(box_trans_node); box_trans_node->addChild(box); endEditCP(box_trans_node); PolygonChunkPtr pchunk = osg::PolygonChunk::create(); beginEditCP(pchunk); pchunk->setCullFace(GL_BACK); endEditCP(pchunk); SimpleMaterialPtr box_mat = SimpleMaterial::create(); beginEditCP(box_mat); box_mat->setAmbient(Color3f(0.0,0.0,0.0)); box_mat->setDiffuse(Color3f(0.0,0.0,1.0)); box_mat->addChunk(pchunk); endEditCP(box_mat); GeometryPtr box_geo = GeometryPtr::dcast(box->getCore()); beginEditCP(box_geo); box_geo->setMaterial(box_mat); beginEditCP(box_geo); // cylinder1 NodePtr cylinder1_trans_node = makeCoredNode<Transform>(&_cylinder1_trans); beginEditCP(_cylinder1_trans); _cylinder1_trans->editMatrix().setTranslate(0.0, 0.0, 5.0); endEditCP(_cylinder1_trans); NodePtr cylinder1 = OSG::makeCylinder(10.0, 0.4, 32, true, true ,true); beginEditCP(cylinder1_trans_node); cylinder1_trans_node->addChild(cylinder1); endEditCP(cylinder1_trans_node); SimpleMaterialPtr cylinder1_mat = SimpleMaterial::create(); beginEditCP(cylinder1_mat); cylinder1_mat->setAmbient(Color3f(0.0,0.0,0.0)); cylinder1_mat->setDiffuse(Color3f(1.0,0.0,0.0)); cylinder1_mat->addChunk(pchunk); endEditCP(cylinder1_mat); GeometryPtr cylinder1_geo = GeometryPtr::dcast(cylinder1->getCore()); beginEditCP(cylinder1_geo); cylinder1_geo->setMaterial(cylinder1_mat); beginEditCP(cylinder1_geo); // cylinder2 NodePtr cylinder2_trans_node = makeCoredNode<Transform>(&_cylinder2_trans); beginEditCP(_cylinder2_trans); _cylinder2_trans->editMatrix().setTranslate(0.0, 0.0, 8.0); endEditCP(_cylinder2_trans); NodePtr cylinder2 = OSG::makeCylinder(10.0, 0.4, 32, true, true ,true); beginEditCP(cylinder2_trans_node); cylinder2_trans_node->addChild(cylinder2); endEditCP(cylinder2_trans_node); SimpleMaterialPtr cylinder2_mat = SimpleMaterial::create(); beginEditCP(cylinder2_mat); cylinder2_mat->setAmbient(Color3f(0.0,0.0,0.0)); cylinder2_mat->setDiffuse(Color3f(0.0,1.0,0.0)); cylinder2_mat->addChunk(pchunk); endEditCP(cylinder2_mat); GeometryPtr cylinder2_geo = GeometryPtr::dcast(cylinder2->getCore()); beginEditCP(cylinder2_geo); cylinder2_geo->setMaterial(cylinder2_mat); beginEditCP(cylinder2_geo); // scene beginEditCP(scene); scene->addChild(plane); scene->addChild(box_trans_node); scene->addChild(cylinder1_trans_node); scene->addChild(cylinder2_trans_node); endEditCP(scene); vp = ShadowViewport::create(); GradientBackgroundPtr gbg = GradientBackground::create(); SolidBackgroundPtr sbg = SolidBackground::create(); UChar8 imgdata[] = { 255,0,0, 0,255,0, 0,0,255, 255,255,0 }; ImagePtr img1 = Image::create(); img1->set(Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, imgdata); TextureChunkPtr tcPtr = TextureChunk::create(); beginEditCP(tcPtr); tcPtr->setImage(img1); endEditCP(tcPtr); TextureBackgroundPtr bkg = TextureBackground::create(); beginEditCP(bkg); bkg->setTexture(tcPtr); endEditCP(bkg); beginEditCP(sbg); sbg->setColor(Color3f(0.2,0.4,0.6)); endEditCP(sbg); beginEditCP(gbg); gbg->addLine(Color3f(0.7, 0.7, 0.8), 0); gbg->addLine(Color3f(0.1, 0.1, 0.3), 1); endEditCP(gbg); beginEditCP(rootNode); rootNode->addChild(point1); rootNode->addChild(point1_beacon); rootNode->addChild(point2_beacon); endEditCP(rootNode); //FBOViewportPtr fbo_vp = FBOViewport::create(); addRefCP(fbo_vp); // the Camera for the map cam = PerspectiveCamera::create(); beginEditCP(cam); cam->setFov(osgdegree2rad(90)); cam->setAspect(1); cam->setNear(0.001); cam->setFar(10000); cam->setBeacon(box_trans_node); endEditCP(cam); beginEditCP(fbo_vp); fbo_vp->setBackground(bkg); fbo_vp->setRoot(rootNode); fbo_vp->setCamera(cam); fbo_vp->setSize(0,0,imageWinWidth-1, imageWinHeight-1); fbo_vp->setStorageWidth(imageWinWidth); fbo_vp->setStorageHeight(imageWinHeight); fbo_vp->setDirty(true); fbo_vp->editMFTextures ()->push_back(plane_tex); fbo_vp->editMFExcludeNodes()->push_back(plane); fbo_vp->setFboOn(true); endEditCP(fbo_vp); // normal shadow viewport beginEditCP(vp); vp->setBackground(gbg); vp->setRoot(rootNode); vp->setSize(0,0,1,1); endEditCP(vp); beginEditCP(gwin); //Window gwin->setId(winid); gwin->addPort(vp); gwin->init(); endEditCP(gwin); Vec3f min,max; rootNode->updateVolume(); rootNode->getVolume().getBounds( min, max ); // create the SimpleSceneManager helper mgr = new SimpleSceneManager; mgr->setWindow(gwin); mgr->setRoot(rootNode); //Viewport beginEditCP(vp); vp->setCamera(mgr->getCamera()); endEditCP(vp); mgr->turnHeadlightOff(); mgr->showAll(); // GLUT main loop glutMainLoop(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindowEventProducer = createDefaultWindowEventProducer(); WindowPtr MainWindow = TutorialWindowEventProducer->initWindow(); TutorialWindowEventProducer->setDisplayCallback(display); TutorialWindowEventProducer->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindowEventProducer->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindowEventProducer->addMouseListener(&TheTutorialMouseListener); TutorialWindowEventProducer->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindowEventProducer->getWindow()); //Make a SphereNode for the point light LambertMaterialPtr TheLightMat = LambertMaterial::create(); beginEditCP(TheLightMat, LambertMaterial::IncandescenceFieldMask); TheLightMat->setIncandescence(Color3f(1.0,1.0,1.0)); endEditCP(TheLightMat, LambertMaterial::IncandescenceFieldMask); GeometryPtr LightSphereGeo = makeSphereGeo(2,2.0); beginEditCP(LightSphereGeo, Geometry::MaterialFieldMask); LightSphereGeo->setMaterial(TheLightMat); endEditCP (LightSphereGeo, Geometry::MaterialFieldMask); NodePtr LightSphereNode = Node::create(); beginEditCP(LightSphereNode, Node::CoreFieldMask); LightSphereNode->setCore(LightSphereGeo); endEditCP (LightSphereNode, Node::CoreFieldMask); //Create the beacon for the Point Light Matrix ThePointLightMat; ThePointLightMat.setTranslate(Vec3f(0.0,100.0,0.0)); ThePointLightBeaconTransform = Transform::create(); beginEditCP(ThePointLightBeaconTransform); ThePointLightBeaconTransform->setMatrix(ThePointLightMat); endEditCP(ThePointLightBeaconTransform); NodePtr ThePointLightBeaconNode = Node::create(); beginEditCP(ThePointLightBeaconNode); ThePointLightBeaconNode->setCore(ThePointLightBeaconTransform); ThePointLightBeaconNode->addChild(LightSphereNode); endEditCP(ThePointLightBeaconNode); //Set the light properties desired PointLightPtr ThePointLight = PointLight::create(); beginEditCP(ThePointLight); ThePointLight->setAmbient(0.3,0.3,0.3,0.3); ThePointLight->setDiffuse(1.0,1.0,1.0,1.0); ThePointLight->setSpecular(1.0,1.0,1.0,1.0); ThePointLight->setBeacon(ThePointLightBeaconNode); endEditCP(ThePointLight); NodePtr ThePointLightNode = Node::create(); beginEditCP(ThePointLightNode); ThePointLightNode->setCore(ThePointLight); endEditCP(ThePointLightNode); //Set the light properties desired SpotLightPtr TheSpotLight = SpotLight::create(); beginEditCP(TheSpotLight); TheSpotLight->setAmbient(0.3,0.3,0.3,0.3); TheSpotLight->setDiffuse(1.0,1.0,1.0,1.0); TheSpotLight->setSpecular(1.0,1.0,1.0,1.0); TheSpotLight->setBeacon(ThePointLightBeaconNode); TheSpotLight->setDirection(Vec3f(0.0,-1.0,0.0)); TheSpotLight->setSpotExponent(5.0); TheSpotLight->setSpotCutOff(1.1); endEditCP(TheSpotLight); NodePtr TheSpotLightNode = Node::create(); beginEditCP(TheSpotLightNode); TheSpotLightNode->setCore(TheSpotLight); endEditCP(TheSpotLightNode); //Load in the Heightmap Image ImagePtr PerlinNoiseImage = createPerlinImage(Vec2s(256,256), Vec2f(10.0f,10.0f),0.5f,1.0f,Vec2f(0.0f,0.0f),0.25f,6,PERLIN_INTERPOLATE_COSINE,false,Image::OSG_L_PF, Image::OSG_UINT8_IMAGEDATA); TextureChunkPtr TheTextureChunk = TextureChunk::create(); beginEditCP(TheTextureChunk); TheTextureChunk->setImage(PerlinNoiseImage); endEditCP(TheTextureChunk); //Lambert Material LambertMaterialPtr TheLambertMat = LambertMaterial::create(); beginEditCP(TheLambertMat, LambertMaterial::ColorFieldMask | LambertMaterial::AmbientColorFieldMask | LambertMaterial::DiffuseFieldMask | LambertMaterial::NumLightsFieldMask | LambertMaterial::DiffuseTextureFieldMask); TheLambertMat->setColor(Color3f(0.0,1.0,0.0)); TheLambertMat->setAmbientColor(Color3f(1.0,0.0,0.0)); TheLambertMat->setDiffuse(0.5); TheLambertMat->setNumLights(1); endEditCP(TheLambertMat, LambertMaterial::ColorFieldMask | LambertMaterial::AmbientColorFieldMask | LambertMaterial::DiffuseFieldMask | LambertMaterial::NumLightsFieldMask | LambertMaterial::DiffuseTextureFieldMask); //Blinn Material TheBlinnMat = BlinnMaterial::create(); beginEditCP(TheBlinnMat, BlinnMaterial::ColorFieldMask | BlinnMaterial::AmbientColorFieldMask | BlinnMaterial::DiffuseFieldMask | BlinnMaterial::SpecularColorFieldMask | BlinnMaterial::SpecularEccentricityFieldMask | BlinnMaterial::SpecularRolloffFieldMask | BlinnMaterial::DiffuseTextureFieldMask); TheBlinnMat->setColor(Color3f(1.0,0.0,0.0)); TheBlinnMat->setAmbientColor(Color3f(0.0,0.0,0.0)); TheBlinnMat->setSpecularColor(Color3f(0.0,0.0,1.0)); TheBlinnMat->setSpecularEccentricity(0.35); TheBlinnMat->setSpecularRolloff(0.85); TheBlinnMat->setDiffuse(0.65); TheBlinnMat->setDiffuseTexture(TheTextureChunk); endEditCP(TheBlinnMat, BlinnMaterial::ColorFieldMask | BlinnMaterial::AmbientColorFieldMask | BlinnMaterial::DiffuseFieldMask | BlinnMaterial::SpecularColorFieldMask | BlinnMaterial::SpecularEccentricityFieldMask | BlinnMaterial::SpecularRolloffFieldMask | BlinnMaterial::DiffuseTextureFieldMask); //Phong Material Phong2MaterialPtr ThePhongMat = Phong2Material::create(); beginEditCP(ThePhongMat, Phong2Material::ColorFieldMask | Phong2Material::AmbientColorFieldMask | Phong2Material::DiffuseFieldMask | Phong2Material::SpecularColorFieldMask | Phong2Material::SpecularCosinePowerFieldMask); ThePhongMat->setColor(Color3f(1.0,0.0,0.0)); ThePhongMat->setAmbientColor(Color3f(0.0,0.0,0.0)); ThePhongMat->setSpecularColor(Color3f(0.0,0.0,1.0)); ThePhongMat->setSpecularCosinePower(50.0); ThePhongMat->setDiffuse(0.65); endEditCP(ThePhongMat, Phong2Material::ColorFieldMask | Phong2Material::AmbientColorFieldMask | Phong2Material::DiffuseFieldMask | Phong2Material::SpecularColorFieldMask | Phong2Material::SpecularCosinePowerFieldMask); //Anisotropic Material AnisotropicMaterialPtr TheAnisotropicMat = AnisotropicMaterial::create(); beginEditCP(TheAnisotropicMat, AnisotropicMaterial::ColorFieldMask | AnisotropicMaterial::AmbientColorFieldMask | AnisotropicMaterial::DiffuseFieldMask | AnisotropicMaterial::SpecularColorFieldMask | AnisotropicMaterial::SpecularRoughnessFieldMask | AnisotropicMaterial::SpecularFresnelIndexFieldMask | AnisotropicMaterial::SpecularSpreadXFieldMask | AnisotropicMaterial::SpecularSpreadYFieldMask); TheAnisotropicMat->setColor(Color3f(1.0,0.0,0.0)); TheAnisotropicMat->setAmbientColor(Color3f(0.0,0.0,0.0)); TheAnisotropicMat->setDiffuse(0.65); TheAnisotropicMat->setSpecularColor(Color3f(0.0,0.0,1.0)); TheAnisotropicMat->setSpecularRoughness(32.0); TheAnisotropicMat->setSpecularFresnelIndex(0.85); TheAnisotropicMat->setSpecularSpreadX(1.0); TheAnisotropicMat->setSpecularSpreadY(1.0); endEditCP(TheAnisotropicMat, AnisotropicMaterial::ColorFieldMask | AnisotropicMaterial::AmbientColorFieldMask | AnisotropicMaterial::DiffuseFieldMask | AnisotropicMaterial::SpecularColorFieldMask | AnisotropicMaterial::SpecularRoughnessFieldMask | AnisotropicMaterial::SpecularFresnelIndexFieldMask | AnisotropicMaterial::SpecularSpreadXFieldMask | AnisotropicMaterial::SpecularSpreadYFieldMask); PointChunkPtr TempChunk = PointChunk::create(); //addRefCP(TempChunk); //Anisotropic Material TheRampMat = RampMaterial::create(); beginEditCP(TheRampMat); //Color TheRampMat->setRampSource(RampMaterial::RAMP_SOURCE_FACING_ANGLE); TheRampMat->getColors().push_back(Color3f(1.0,0.0,0.0)); TheRampMat->getColorPositions().push_back(0.4); TheRampMat->getColorInterpolations().push_back(RampMaterial::RAMP_INTERPOLATION_SMOOTH); TheRampMat->getColors().push_back(Color3f(0.0,1.0,0.0)); TheRampMat->getColorPositions().push_back(1.0); //Transparency TheRampMat->getTransparencies().push_back(Color3f(0.0,0.0,0.0)); TheRampMat->getTransparencyPositions().push_back(0.83); TheRampMat->getTransparencyInterpolations().push_back(RampMaterial::RAMP_INTERPOLATION_SMOOTH); TheRampMat->getTransparencies().push_back(Color3f(1.0,1.0,1.0)); TheRampMat->getTransparencyPositions().push_back(1.0); TheRampMat->setAmbientColor(Color3f(0.0,0.0,0.0)); TheRampMat->setSpecularity(1.0); TheRampMat->setSpecularEccentricity(0.8); TheRampMat->getSpecularColors().push_back(Color3f(1.0,1.0,1.0)); TheRampMat->getSpecularColorPositions().push_back(0.95); TheRampMat->getSpecularColorInterpolations().push_back(RampMaterial::RAMP_INTERPOLATION_SMOOTH); TheRampMat->getSpecularColors().push_back(Color3f(0.0,0.0,1.0)); TheRampMat->getSpecularColorPositions().push_back(1.0); TheRampMat->getSpecularRolloffs().push_back(1.0); TheRampMat->getExtraChunks().push_back(TempChunk); endEditCP(TheRampMat); //Make the Heightmap Geometry HeightmapGeometryPtr TutorialHeightmapGeo = HeightmapGeometry::create(); beginEditCP(TutorialHeightmapGeo, HeightmapGeometry::HeightImageFieldMask | HeightmapGeometry::DimensionsFieldMask | HeightmapGeometry::SegmentsFieldMask | HeightmapGeometry::ScaleFieldMask | HeightmapGeometry::OffsetFieldMask | HeightmapGeometry::MaterialFieldMask); TutorialHeightmapGeo->setHeightImage(PerlinNoiseImage); TutorialHeightmapGeo->setDimensions(Vec2f(200.0,200.0)); TutorialHeightmapGeo->setSegments(Vec2f(150.0,150.0)); TutorialHeightmapGeo->setScale(30.0); TutorialHeightmapGeo->setOffset(0.0); TutorialHeightmapGeo->setMaterial( TheBlinnMat ); endEditCP(TutorialHeightmapGeo, HeightmapGeometry::HeightImageFieldMask | HeightmapGeometry::DimensionsFieldMask | HeightmapGeometry::SegmentsFieldMask | HeightmapGeometry::ScaleFieldMask | HeightmapGeometry::OffsetFieldMask | HeightmapGeometry::MaterialFieldMask); calcVertexNormals(TutorialHeightmapGeo); calcVertexTangents(TutorialHeightmapGeo,0,Geometry::TexCoords7FieldId, Geometry::TexCoords6FieldId); //Make the Heightmap Node NodePtr TutorialHeightmapNode = Node::create(); beginEditCP(TutorialHeightmapNode, Node::CoreFieldMask); TutorialHeightmapNode->setCore(TutorialHeightmapGeo); endEditCP (TutorialHeightmapNode, Node::CoreFieldMask); //Make a SphereNode GeometryPtr SphereGeo = makeSphereGeo(2,50.0); //GeometryPtr SphereGeo = makeCylinderGeo(50,20.0, 16,true,true,true); beginEditCP(SphereGeo, Geometry::MaterialFieldMask); SphereGeo->setMaterial(TheLambertMat); endEditCP (SphereGeo, Geometry::MaterialFieldMask); calcVertexNormals(SphereGeo); calcVertexTangents(SphereGeo,0,Geometry::TexCoords7FieldId, Geometry::TexCoords6FieldId); NodePtr SphereNode = Node::create(); beginEditCP(SphereNode, Node::CoreFieldMask); SphereNode->setCore(SphereGeo); endEditCP (SphereNode, Node::CoreFieldMask); //Make Main Scene Node NodePtr scene = Node::create(); beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask); scene->setCore(Group::create()); // add the torus as a child scene->addChild(TutorialHeightmapNode); //scene->addChild(SphereNode); scene->addChild(ThePointLightBeaconNode); endEditCP (scene, Node::CoreFieldMask | Node::ChildrenFieldMask); //Add the scene to the Light Nodes //beginEditCP(ThePointLightNode, Node::ChildrenFieldMask); //ThePointLightNode->addChild(scene); //endEditCP(ThePointLightNode, Node::ChildrenFieldMask); //// tell the manager what to manage //mgr->setRoot (ThePointLightNode); beginEditCP(TheSpotLightNode, Node::ChildrenFieldMask); TheSpotLightNode->addChild(scene); endEditCP(TheSpotLightNode, Node::ChildrenFieldMask); // tell the manager what to manage mgr->setRoot (TheSpotLightNode); mgr->turnHeadlightOff(); // show the whole scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindowEventProducer->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindowEventProducer->getDesktopSize() - WinSize) *0.5); TutorialWindowEventProducer->openWindow(WinPos, WinSize, "06Heightmap"); //Main Loop TutorialWindowEventProducer->mainLoop(); osgExit(); return 0; }