// react to keys void keyboard(unsigned char k, int x, int y) { switch(k) { case 27: case 'q': _scene = NULL; _point1_core = NULL; _point2_core = NULL; _point3_core = NULL; point1_beacon = NULL; point2_beacon = NULL; point3_beacon = NULL; _mgr = NULL; OSG::osgExit(); exit(1); break; case 'w': OSG::SceneFileHandler::the()->write(_scene, "scene.osb.gz", true); printf("wrote scene.osb.gz\n"); break; case '1': { if(_point1_core->getOn() == false) _point1_core->setOn(true); else _point1_core->setOn(false); break; } case '2': { if(_point2_core->getOn() == false) _point2_core->setOn(true); else _point2_core->setOn(false); break; } case '3': { if(_point3_core->getOn() == false) _point3_core->setOn(true); else _point3_core->setOn(false); break; } } glutPostRedisplay(); }
// Initialize GLUT & OpenSG and set up the scene int doMain(int argc, char **argv) { printf("Press key '1', '2', or '3' to toggle the light sources.\n"); // OSG init OSG::osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG OSG::GLUTWindowUnrecPtr gwin= OSG::GLUTWindow::create(); gwin->setGlutId(winid); gwin->setSize( 800, 800 ); gwin->init(); // Create the shader material OSG::ChunkMaterialUnrecPtr cmat = OSG::ChunkMaterial::create(); OSG::MaterialChunkUnrecPtr matc = OSG::MaterialChunk::create(); matc->setAmbient(OSG::Color4f(0.1f, 0.1f, 0.1f, 1.0f)); matc->setDiffuse(OSG::Color4f(0.3f, 0.3f, 0.3f, 1.0f)); matc->setSpecular(OSG::Color4f(0.8f, 0.8f, 0.8f, 1.0f)); matc->setShininess(100); matc->setLit(true); OSG::ShaderProgramChunkUnrecPtr shl = OSG::ShaderProgramChunk::create(); OSG::ShaderProgramUnrecPtr shl_vp = OSG::ShaderProgram::createVertexShader(); shl_vp->setProgram(_vp_program); shl->addShader(shl_vp); OSG::ShaderProgramUnrecPtr shl_fp = OSG::ShaderProgram::createFragmentShader(); shl_fp->setProgram(_fp_program); shl->addShader(shl_fp); shl_vp->addProceduralVariable ("Light0Active", &light0Active); shl_vp->addProceduralVariable ("Light1Active", &light1Active); shl_vp->addNodeProceduralVariable("Light2Active", &light2Active); cmat->addChunk(matc); cmat->addChunk(shl); // create root node _scene = OSG::Node::create(); // create two light sources. OSG::TransformUnrecPtr point1_trans; OSG::NodeUnrecPtr point1 = OSG::makeCoredNode<OSG::PointLight>(&_point1_core); point1_beacon = OSG::makeCoredNode<OSG::Transform >(&point1_trans); point1_trans->editMatrix().setTranslate(-10.0, 5.0, 5.0); _point1_core->setAmbient(0.0f, 0.0f, 0.0f , 1.0f); _point1_core->setDiffuse(1.0f, 0.0f, 0.0f, 1.0f); _point1_core->setSpecular(1.0f, 1.0f, 1.0f, 1.0f); _point1_core->setBeacon(point1_beacon); _point1_core->setOn(true); OSG::TransformUnrecPtr point2_trans; OSG::NodeUnrecPtr point2 = OSG::makeCoredNode<OSG::PointLight>(&_point2_core); point2_beacon = OSG::makeCoredNode<OSG::Transform >(&point2_trans); point2_trans->editMatrix().setTranslate(10.0, 5.0, 5.0); _point2_core->setAmbient(0.0f, 0.0f, 0.0f, 1.0f); _point2_core->setDiffuse(0.0f, 1.0f, 0.0f, 1.0f); _point2_core->setSpecular(1.0f, 1.0f, 1.0f, 1.0f); _point2_core->setBeacon(point2_beacon); _point2_core->setOn(true); point1->addChild(point2); OSG::TransformUnrecPtr point3_trans; OSG::NodeUnrecPtr point3 = OSG::makeCoredNode<OSG::PointLight>(&_point3_core); point3_beacon = OSG::makeCoredNode<OSG::Transform >(&point3_trans); point3_trans->editMatrix().setTranslate(0.0, -12.0, 5.0); _point3_core->setAmbient(0.0f, 0.0f, 0.0f, 1.0f); _point3_core->setDiffuse(0.5f, 0.0f, 1.0f, 1.0f); _point3_core->setSpecular(1.0f, 1.0f, 1.0f, 1.0f); _point3_core->setBeacon(point3_beacon); _point3_core->setOn(true); point2->addChild(point3); // create a sphere. OSG::GeometryUnrecPtr geo = OSG::makeLatLongSphereGeo (100, 100, 1.0); geo->setMaterial(cmat); OSG::NodeUnrecPtr sphere = OSG::makeNodeFor(geo); point3->addChild(sphere); _scene->setCore(OSG::Group::create()); _scene->addChild(point1); // create the SimpleSceneManager helper _mgr = OSG::SimpleSceneManager::create(); // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot(_scene); _mgr->turnHeadlightOff(); // show the whole scene _mgr->showAll(); // enable local lights. // OSG::RenderAction *ract = // dynamic_cast<OSG::RenderAction *>(_mgr->getRenderAction()); // ract->setLocalLights(true); return 0; }
// react to keys void keyboard(unsigned char k, int x, int y) { switch(k) { case 27: case 'q': _scene = NULL; _point1_core = NULL; _point2_core = NULL; _point3_core = NULL; shl = NULL; delete _mgr; exit(1); break; case 'w': OSG::SceneFileHandler::the()->write(_scene, "scene.osb.gz", true); printf("wrote scene.osb.gz\n"); break; case '1': { if(_point1_core->getOn() == false) _point1_core->setOn(true); else _point1_core->setOn(false); break; } case '2': { if(_point2_core->getOn() == false) _point2_core->setOn(true); else _point2_core->setOn(false); break; } case '3': { if(_point3_core->getOn() == false) _point3_core->setOn(true); else _point3_core->setOn(false); break; } case 'i': shl->subUniformParameter("OSGLight0Active"); break; case 'I': shl->setUniformParameter("OSGLight0Active", 0); break; case 'o': shl->subUniformParameter("OSGLight1Active"); break; case 'O': shl->setUniformParameter("OSGLight1Active", 0); break; case 'p': shl->subUniformParameter("OSGLight2Active"); break; case 'P': shl->setUniformParameter("OSGLight2Active", 0); break; } glutPostRedisplay(); }