// 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; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { printf("Usage: testCGShader <filename.vp> <filename.fp>\n"); if( argc < 3 ) return 0; // 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(0.1, 0.1, 0.1, 1.0)); matc->setDiffuse(OSG::Color4f(0.3, 0.3, 0.3, 1.0)); matc->setSpecular(OSG::Color4f(0.8, 0.8, 0.8, 1.0)); matc->setShininess(100); matc->setLit(true); OSG::SHLChunkUnrecPtr shl = OSG::SHLChunk::create(); shl->readVertexProgram(argv[1]); shl->readFragmentProgram(argv[2]); cmat->addChunk(shl); // create root node _scene = OSG::Node::create(); // create torus OSG::GeometryUnrecPtr geo = OSG::makeTorusGeo(.8, 1.8, 128, 128); geo->setMaterial(cmat); OSG::NodeUnrecPtr torus = OSG::Node::create(); torus->setCore(geo); // add torus to scene OSG::GroupUnrecPtr group = OSG::Group::create(); _scene->setCore(group); _scene->addChild(torus); // create the SimpleSceneManager helper _mgr = OSG::SimpleSceneManager::create(); // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot(_scene); /* // create point headlight _mgr->turnHeadlightOff(); NodePtr headlight = _mgr->getHighlight(); PointLightPtr light = PointLight::create(); beginEditCP(light); light->setAmbient (.3, .3, .3, 1); light->setDiffuse ( 1, 1, 1, 1); light->setSpecular ( 1, 1, 1, 1); light->setBeacon (_mgr->getCamera()->getBeacon()); endEditCP(light); beginEditCP(_scene); _scene->setCore(light); endEditCP(_scene); */ // show the whole scene _mgr->showAll(); // GLUT main loop glutMainLoop(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int doMain(int argc, char **argv) { // 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(); // Read the image for the normal texture OSG::ImageUnrecPtr earth_map_img = OSG::Image::create(); if(!earth_map_img->read("Earth.jpg")) { fprintf(stderr, "Couldn't read texture 'Earth.jpg'\n"); return 1; } OSG::TextureObjChunkUnrecPtr tex_earth = OSG::TextureObjChunk::create(); OSG::TextureEnvChunkUnrecPtr tex_earth_env = OSG::TextureEnvChunk::create(); tex_earth->setImage(earth_map_img); tex_earth->setMinFilter(GL_LINEAR_MIPMAP_LINEAR); tex_earth->setMagFilter(GL_LINEAR); tex_earth->setWrapS(GL_REPEAT); tex_earth->setWrapT(GL_REPEAT); tex_earth_env->setEnvMode(GL_MODULATE); // Read the image for the normal texture OSG::ImageUnrecPtr earth_night_map_img = OSG::Image::create(); if(!earth_night_map_img->read("EarthNight.jpg")) { fprintf(stderr, "Couldn't read texture 'EarthNight.jpg'\n"); return 1; } OSG::TextureObjChunkUnrecPtr tex_earth_night = OSG::TextureObjChunk::create(); OSG::TextureEnvChunkUnrecPtr tex_earth_night_env = OSG::TextureEnvChunk::create(); tex_earth_night->setImage(earth_night_map_img); tex_earth_night->setMinFilter(GL_LINEAR_MIPMAP_LINEAR); tex_earth_night->setMagFilter(GL_LINEAR); tex_earth_night->setWrapS(GL_REPEAT); tex_earth_night->setWrapT(GL_REPEAT); tex_earth_night_env->setEnvMode(GL_MODULATE); // Read the image for the normal texture OSG::ImageUnrecPtr earth_clouds_map_img = OSG::Image::create(); if(!earth_clouds_map_img->read("EarthClouds.jpg")) { fprintf(stderr, "Couldn't read texture 'EarthClouds.jpg'\n"); return 1; } OSG::TextureObjChunkUnrecPtr tex_earth_clouds = OSG::TextureObjChunk::create(); OSG::TextureEnvChunkUnrecPtr tex_earth_clouds_env = OSG::TextureEnvChunk::create(); tex_earth_clouds->setImage(earth_clouds_map_img); tex_earth_clouds->setMinFilter(GL_LINEAR_MIPMAP_LINEAR); tex_earth_clouds->setMagFilter(GL_LINEAR); tex_earth_clouds->setWrapS(GL_REPEAT); tex_earth_clouds->setWrapT(GL_REPEAT); tex_earth_clouds_env->setEnvMode(GL_MODULATE); _shl = OSG::ShaderProgramChunk::create(); _shl_vp = OSG::ShaderProgram::create(); _shl_fp = OSG::ShaderProgram::create(); if(!_shl_vp->readProgram("Earth.vp")) fprintf(stderr, "Couldn't read vertex program 'Earth.vp'\n"); if(!_shl_fp->readProgram("Earth.fp")) fprintf(stderr, "Couldn't read fragment program 'Earth.fp'\n"); _shl_vp->setShaderType(GL_VERTEX_SHADER); _shl_fp->setShaderType(GL_FRAGMENT_SHADER); _shl->addVertexShader (_shl_vp); _shl->addFragmentShader(_shl_fp); _shl_fp->addUniformVariable("EarthDay", 0); _shl_fp->addUniformVariable("EarthNight", 1); _shl_fp->addUniformVariable("EarthCloudGloss", 2); _shl_vp->addUniformVariable("season", 0.0f); _shl_vp->addUniformVariable("cos_time_0_2PI", -0.406652f); _shl_vp->addUniformVariable("sin_time_0_2PI", -0.913583f); // _shl->setUniformParameter("foo", -0.913583f); cmat->addChunk(_shl); cmat->addChunk(tex_earth); cmat->addChunk(tex_earth_env); cmat->addChunk(tex_earth_night); cmat->addChunk(tex_earth_night_env); cmat->addChunk(tex_earth_clouds); cmat->addChunk(tex_earth_clouds_env); // create root node _scene = OSG::Node::create(); OSG::GeometryUnrecPtr geo = OSG::makeLatLongSphereGeo (100, 100, 1.0); geo->setMaterial(cmat); OSG::NodeUnrecPtr torus = OSG::Node::create(); torus->setCore(geo); // add torus to scene OSG::GroupUnrecPtr group = OSG::Group::create(); _scene->setCore(group); _scene->addChild(torus); // create the SimpleSceneManager helper _mgr = OSG::SimpleSceneManager::create(); // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot(_scene); // show the whole scene _mgr->showAll(); return 0; }
OSG::NodeTransitPtr setupAnim(void) { OSG::NodeTransitPtr returnValue = OSG::Node::create(); returnValue->setCore(OSG::Group::create()); static const OSG::Real32 aOffsets[6][3] = { { -5.5, 0.0, 0.0 }, { 5.5, 0.0, 0.0 }, { 0.0, -5.5, 0.0 }, { 0.0, 5.5, 0.0 }, { 0.0, 0.0, -5.5 }, { 0.0, 0.0, 5.5 } }; static const OSG::Real32 aDiffuse[6][3] = { { 1.f, 0.f, 0.f }, { 0.f, 1.f, 0.f }, { 0.f, 0.f, 1.f }, { 1.f, 1.f, 0.f }, { 1.f, 0.f, 1.f }, { 0.f, 1.f, 1.f } }; for(OSG::UInt32 i = 0; i < 6; ++i) { OSG::NodeUnrecPtr pTN = OSG::Node::create(); pAnimTrs[i] = OSG::ComponentTransform::create(); OSG::GeometryUnrecPtr pGeo = OSG::makeBoxGeo(1.f, 1.f, 1.f, 2, 2, 2); OSG::NodeUnrecPtr pGeoNode = OSG::Node::create(); pGeoNode->setCore(pGeo); OSG::SimpleMaterialUnrecPtr pMat = OSG::SimpleMaterial::create(); pMat->setDiffuse(OSG::Color3f(aDiffuse[i][0], aDiffuse[i][1], aDiffuse[i][2])); pMat->setAmbient(OSG::Color3f(aDiffuse[i][0], aDiffuse[i][1], aDiffuse[i][2])); pGeo->setMaterial(pMat); pAnimTrs[i]->editTranslation().setValues(aOffsets[i][0], aOffsets[i][1], aOffsets[i][2]); pTN->setCore (pAnimTrs[i]); pTN->addChild(pGeoNode ); returnValue->addChild(pTN); } return returnValue; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { printf("Usage: testCGShader [normal map filename]\n"); const char *normal_map_img_name = "opensg_logoDOT3.png"; OSG::Color4f tmp; if( argc > 1 ) normal_map_img_name = argv[1]; // 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 // Read the image for the normal texture OSG::ImageUnrecPtr normal_map_img = OSG::Image::create(); if(!normal_map_img->read(normal_map_img_name)) { fprintf(stderr, "Couldn't read normalmap texture '%s'!\n", normal_map_img_name); return 1; } OSG::ChunkMaterialUnrecPtr cmat = OSG::ChunkMaterial::create(); OSG::MaterialChunkUnrecPtr matc = OSG::MaterialChunk::create(); matc->setAmbient(OSG::Color4f(0.1, 0.1, 0.1, 1.0)); matc->setDiffuse(OSG::Color4f(0.3, 0.3, 0.3, 1.0)); matc->setSpecular(OSG::Color4f(0.8, 0.8, 0.8, 1.0)); matc->setShininess(100); matc->setLit(true); OSG::SHLChunkUnrecPtr shl = OSG::SHLChunk::create(); shl->setVertexProgram(_vp_program); shl->setFragmentProgram(_fp_program); OSG::TextureObjChunkUnrecPtr tex_normal_map = OSG::TextureObjChunk::create(); OSG::TextureEnvChunkUnrecPtr tex_normal_map_env = OSG::TextureEnvChunk::create(); tex_normal_map->setImage(normal_map_img); tex_normal_map->setMinFilter(GL_LINEAR_MIPMAP_LINEAR); tex_normal_map->setMagFilter(GL_LINEAR); tex_normal_map->setWrapS(GL_REPEAT); tex_normal_map->setWrapT(GL_REPEAT); tex_normal_map_env->setEnvMode(GL_MODULATE); //cmat->addChunk(matc); cmat->addChunk(shl); cmat->addChunk(tex_normal_map); cmat->addChunk(tex_normal_map_env); // create root node _scene = OSG::Node::create(); // create geometry //GeometryPtr geo = makeLatLongSphereGeo (100, 100, 1.0); OSG::GeometryUnrecPtr geo = OSG::makePlaneGeo(1.0, 1.0, 100, 100); geo->setMaterial(cmat); OSG::NodeUnrecPtr torus = OSG::Node::create(); torus->setCore(geo); // add torus to scene OSG::GroupUnrecPtr group = OSG::Group::create(); _scene->setCore(group); _scene->addChild(torus); // create the SimpleSceneManager helper _mgr = new OSG::SimpleSceneManager; // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot(_scene); /* // create point headlight _mgr->turnHeadlightOff(); NodePtr headlight = _mgr->getHighlight(); PointLightPtr light = PointLight::create(); beginEditCP(light); light->setAmbient (.3, .3, .3, 1); light->setDiffuse ( 1, 1, 1, 1); light->setSpecular ( 1, 1, 1, 1); light->setBeacon (_mgr->getCamera()->getBeacon()); endEditCP(light); beginEditCP(_scene); _scene->setCore(light); endEditCP(_scene); */ // show the whole scene _mgr->showAll(); // GLUT main loop glutMainLoop(); return 0; }
TEST_FIXTURE(FileFixture, TextureChunkIO) { OSG::NodeUnrecPtr n = OSG::Node::create(); OSG::GeometryUnrecPtr geo = OSG::makeBoxGeo(2.0, 2.0, 2.0, 1, 1, 1); OSG::ChunkMaterialUnrecPtr mat = OSG::ChunkMaterial::create(); OSG::ImageUnrecPtr img = OSG::Image::create(); img->set(OSG::Image::OSG_RGBA_PF, 2, 2); img->editData()[0 * 2 * 4 + 0 * 4 + 0] = 255; img->editData()[0 * 2 * 4 + 0 * 4 + 1] = 0; img->editData()[0 * 2 * 4 + 0 * 4 + 2] = 0; img->editData()[0 * 2 * 4 + 0 * 4 + 3] = 255; img->editData()[0 * 2 * 4 + 1 * 4 + 0] = 255; img->editData()[0 * 2 * 4 + 1 * 4 + 1] = 255; img->editData()[0 * 2 * 4 + 1 * 4 + 2] = 0; img->editData()[0 * 2 * 4 + 1 * 4 + 3] = 255; img->editData()[1 * 2 * 4 + 0 * 4 + 0] = 0; img->editData()[1 * 2 * 4 + 0 * 4 + 1] = 0; img->editData()[1 * 2 * 4 + 0 * 4 + 2] = 255; img->editData()[1 * 2 * 4 + 0 * 4 + 3] = 255; img->editData()[1 * 2 * 4 + 1 * 4 + 0] = 0; img->editData()[1 * 2 * 4 + 1 * 4 + 1] = 255; img->editData()[1 * 2 * 4 + 1 * 4 + 2] = 255; img->editData()[1 * 2 * 4 + 1 * 4 + 3] = 255; OSG::TextureChunkUnrecPtr tex = OSG::TextureChunk::create(); tex->setImage(img); mat->addChunk(tex); geo->setMaterial(mat); n->setCore(geo); OSG::SceneFileHandler::the()->write(n, test_file.native_file_string().c_str()); OSG::NodeUnrecPtr n2 = OSG::SceneFileHandler::the()->read(test_file.native_file_string().c_str()); CHECK(n2 != NULL); CHECK(n2->getCore() != NULL); OSG::GeometryUnrecPtr geo2 = dynamic_cast<OSG::Geometry *>(n2->getCore()); CHECK(geo2 != NULL); CHECK(geo2->getMaterial() != NULL); OSG::ChunkMaterialUnrecPtr mat2 = dynamic_cast<OSG::ChunkMaterial *>(geo2->getMaterial()); CHECK(mat2 != NULL); CHECK(mat2->getChunk(0) != NULL); const OSG::TextureChunk *tex2 = dynamic_cast<const OSG::TextureChunk *>(mat2->getChunk(0)); const OSG::TextureObjChunk *texObj = dynamic_cast<const OSG::TextureObjChunk *>(mat2->getChunk(0)); const OSG::TextureEnvChunk *texEnv = dynamic_cast<const OSG::TextureEnvChunk *>(mat2->getChunk(1)); CHECK(tex2 == NULL); CHECK(texObj != NULL); CHECK(texEnv != NULL); CHECK(texObj->getImage() != NULL); OSG::Image *img2 = texObj->getImage(); CHECK(img2 != NULL); CHECK_EQUAL(255, img2->getData()[0 * 2 * 4 + 0 * 4 + 0]); CHECK_EQUAL( 0, img2->getData()[0 * 2 * 4 + 0 * 4 + 1]); CHECK_EQUAL( 0, img2->getData()[0 * 2 * 4 + 0 * 4 + 2]); CHECK_EQUAL(255, img2->getData()[0 * 2 * 4 + 0 * 4 + 3]); CHECK_EQUAL(255, img2->getData()[0 * 2 * 4 + 1 * 4 + 0]); CHECK_EQUAL(255, img2->getData()[0 * 2 * 4 + 1 * 4 + 1]); CHECK_EQUAL( 0, img2->getData()[0 * 2 * 4 + 1 * 4 + 2]); CHECK_EQUAL(255, img2->getData()[0 * 2 * 4 + 1 * 4 + 3]); CHECK_EQUAL( 0, img2->getData()[1 * 2 * 4 + 0 * 4 + 0]); CHECK_EQUAL( 0, img2->getData()[1 * 2 * 4 + 0 * 4 + 1]); CHECK_EQUAL(255, img2->getData()[1 * 2 * 4 + 0 * 4 + 2]); CHECK_EQUAL(255, img2->getData()[1 * 2 * 4 + 0 * 4 + 3]); CHECK_EQUAL( 0, img2->getData()[1 * 2 * 4 + 1 * 4 + 0]); CHECK_EQUAL(255, img2->getData()[1 * 2 * 4 + 1 * 4 + 1]); CHECK_EQUAL(255, img2->getData()[1 * 2 * 4 + 1 * 4 + 2]); CHECK_EQUAL(255, img2->getData()[1 * 2 * 4 + 1 * 4 + 3]); }
// Initialize GLUT & OpenSG and set up the scene int doMain(int argc, char **argv) { // 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::SHLChunkUnrecPtr shl = OSG::SHLChunk::create(); shl->setProgramParameter(GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES); shl->setProgramParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP); shl->setProgramParameter(GL_GEOMETRY_VERTICES_OUT_EXT, 6); shl->setVertexProgram(_vertex_shader); shl->setFragmentProgram(_fragment_shader); shl->setGeometryProgram(_geometry_shader); cmat->addChunk(shl); // create root node _scene = OSG::Node::create(); // create torus OSG::GeometryUnrecPtr geo = OSG::makeTorusGeo(.8, 1.8, 128, 128); geo->setMaterial(cmat); OSG::NodeUnrecPtr torus = OSG::Node::create(); torus->setCore(geo); // add torus to scene OSG::GroupUnrecPtr group = OSG::Group::create(); _scene->setCore(group); _scene->addChild(torus); // create the SimpleSceneManager helper _mgr = OSG::SimpleSceneManager::create(); // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot(_scene); // show the whole scene _mgr->showAll(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int doMain(int argc, char **argv) { printf("Usage: testCGShader [normal map filename]\n"); const char *normal_map_img_name = "opensg_logoDOT3.png"; OSG::Color4f tmp; if( argc > 1 ) normal_map_img_name = argv[1]; // 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 // Read the image for the normal texture OSG::ImageUnrecPtr normal_map_img = OSG::Image::create(); if(!normal_map_img->read(normal_map_img_name)) { fprintf(stderr, "Couldn't read normalmap texture '%s'!\n", normal_map_img_name); return 1; } OSG::ChunkMaterialUnrecPtr cmat = OSG::ChunkMaterial::create(); OSG::MaterialChunkUnrecPtr matc = OSG::MaterialChunk::create(); matc->setAmbient(OSG::Color4f(0.1, 0.1, 0.1, 1.0)); matc->setDiffuse(OSG::Color4f(0.3, 0.3, 0.3, 1.0)); matc->setSpecular(OSG::Color4f(0.8, 0.8, 0.8, 1.0)); 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_vp->setProgramAttribute(OSG::ShaderConstants::TexCoordsIndex, "TexCoord0"); shl_vp->setProgramAttribute(OSG::ShaderConstants::NormalsIndex, "Normal" ); shl_vp->setProgramAttribute(OSG::ShaderConstants::PositionsIndex, "Position"); shl->addShader(shl_vp); OSG::ShaderProgramUnrecPtr shl_fp = OSG::ShaderProgram::createFragmentShader(); shl_fp->setProgram(_fp_program); shl->addShader(shl_fp); OSG::TextureObjChunkUnrecPtr tex_normal_map = OSG::TextureObjChunk::create(); OSG::TextureEnvChunkUnrecPtr tex_normal_map_env = OSG::TextureEnvChunk::create(); tex_normal_map->setImage(normal_map_img); tex_normal_map->setMinFilter(GL_LINEAR_MIPMAP_LINEAR); tex_normal_map->setMagFilter(GL_LINEAR); tex_normal_map->setWrapS(GL_REPEAT); tex_normal_map->setWrapT(GL_REPEAT); tex_normal_map_env->setEnvMode(GL_MODULATE); //cmat->addChunk(matc); cmat->addChunk(shl); cmat->addChunk(tex_normal_map); cmat->addChunk(tex_normal_map_env); // create root node _scene = OSG::Node::create(); // create geometry //GeometryPtr geo = makeLatLongSphereGeo (100, 100, 1.0); OSG::GeometryUnrecPtr geo = OSG::makePlaneGeo(1.0, 1.0, 100, 100); geo->setMaterial(cmat); OSG::NodeUnrecPtr torus = OSG::Node::create(); torus->setCore(geo); // add torus to scene OSG::GroupUnrecPtr group = OSG::Group::create(); _scene->setCore(group); _scene->addChild(torus); // create the SimpleSceneManager helper _mgr = new OSG::SimpleSceneManager; // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot(_scene); // show the whole scene _mgr->showAll(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int doMain(int argc, char **argv) { printf("Press key '9' or '0' to toggle light sources.\n"); printf("Set the shadow mode with key '1' ... '8'\n"); printf("Change MapSize with keys 'y' = 512, 'x' = 1024, 'c' = 2048\n"); printf("NOTE: Real point lights only supported for ShadowMode 1...6!\n"); // OSG init OSG::osgInit(argc, argv); // GLUT init int winid = setupGLUT(&argc, argv); gwin = OSG::GLUTWindow::create(); //Erstellen der ben�tigten Komponenten-------------------------------------- rootNode = OSG::makeCoredNode<OSG::Group>(); OSG::NodeUnrecPtr scene = OSG::makeCoredNode<OSG::Group>(); /* // create lights //Directional Light 1 OSG::NodeUnrecPtr light1 = OSG::makeCoredNode<OSG::DirectionalLight>(&_light1_core); OSG::NodeUnrecPtr light1_beacon = OSG::makeCoredNode<OSG::Transform>(&_light1_trans); _light1_trans->editMatrix().setTranslate(0.0, 0.0, 0.0); _light1_core->setDirection(0.8,0.8,0.5); _light1_core->setAmbient(0.15,0.15,0.15,1); _light1_core->setDiffuse(0.5,0.5,0.5,1); _light1_core->setSpecular(0.0,0.0,0.0,1); _light1_core->setBeacon(light1_beacon); _light1_core->setShadowIntensity(0.7); _light1_core->setOn(true); */ // Point Light 1 OSG::NodeUnrecPtr light1 = OSG::makeCoredNode<OSG::PointLight>(&_light1_core); OSG::NodeUnrecPtr light1_beacon = OSG::makeCoredNode<OSG::Transform >(&_light1_trans); _light1_trans->editMatrix().setTranslate(50.0, 50.0, 10.0); _light1_core->setAmbient(0.15f, 0.15f, 0.15f, 1); _light1_core->setDiffuse(0.5f, 0.5f, 0.5f, 1); _light1_core->setSpecular(0.0f, 0.0f, 0.0f, 1); _light1_core->setBeacon(light1_beacon); _light1_core->setOn(true); _light1_core->setShadowIntensity(0.8f); // Spot Light 2 OSG::NodeUnrecPtr light2 = OSG::makeCoredNode<OSG::SpotLight>(&_light2_core); OSG::NodeUnrecPtr light2_beacon = OSG::makeCoredNode<OSG::Transform>(&_light2_trans); //_light2_trans->editMatrix().setTranslate(75.0, 0.0, 25.0); _light2_trans->editMatrix().setTranslate(250.0, -250.0, 300.0); _light2_core->setAmbient(0.15,0.15,0.15,1); _light2_core->setDiffuse(0.5,0.5,0.5,1); _light2_core->setSpecular(0.0,0.0,0.0,1); _light2_core->setSpotCutOffDeg(40.0); _light2_core->setSpotDirection(-0.85,0.85,-1.0); _light2_core->setBeacon(light2_beacon); _light2_core->setShadowIntensity(0.7); _light2_core->setOn(true); /* // Point Light 2 OSG::NodeUnrecPtr light2 = OSG::makeCoredNode<OSG::PointLight>(&_light2_core); OSG::NodeUnrecPtr light2_beacon = OSG::makeCoredNode<OSG::Transform> (&_light2_trans); _light2_trans->editMatrix().setTranslate(40.0, 0.0, 40.0); _light2_core->setAmbient(0.15f, 0.15f, 0.15f, 1); _light2_core->setDiffuse(0.5f, 0.5f, 0.5f, 1); _light2_core->setSpecular(0.0f, 0.0f, 0.0f, 1); _light2_core->setBeacon(light2_beacon); _light2_core->setOn(false); _light2_core->setShadowIntensity(0.7f); */ light1->addChild(light2); light2->addChild(scene); //Eigene Kamera erstellen Pcamera = OSG::PerspectiveCamera::create(); cam_beacon = OSG::makeCoredNode<OSG::Transform>(&cam_trans); cam_trans->editMatrix().setTranslate(0.0, 0.0, 25.0); Pcamera->setBeacon(cam_beacon); Pcamera->setFov(OSG::osgDegree2Rad(60)); Pcamera->setNear(1.0); Pcamera->setFar(1000); // create scene // bottom OSG::NodeUnrecPtr plane = OSG::makePlane(300.0, 300.0, 256, 256); OSG::ImageUnrecPtr plane_img = OSG::Image::create(); plane_img->read("gras.jpg"); OSG::TextureObjChunkUnrecPtr plane_tex_obj = OSG::TextureObjChunk::create(); OSG::TextureEnvChunkUnrecPtr plane_tex_env = OSG::TextureEnvChunk::create(); plane_tex_obj->setImage(plane_img); plane_tex_obj->setMinFilter(GL_LINEAR); plane_tex_obj->setMagFilter(GL_LINEAR); plane_tex_obj->setWrapS(GL_REPEAT); plane_tex_obj->setWrapT(GL_REPEAT); plane_tex_env->setEnvMode(GL_MODULATE); OSG::SimpleMaterialUnrecPtr plane_mat = OSG::SimpleMaterial::create(); plane_mat->setAmbient(OSG::Color3f(0.3f, 0.3f, 0.3f)); plane_mat->setDiffuse(OSG::Color3f(1.0f, 1.0f, 1.0f)); plane_mat->addChunk(plane_tex_obj); plane_mat->addChunk(plane_tex_env); OSG::Geometry *plane_geo = dynamic_cast<OSG::Geometry *>(plane->getCore()); plane_geo->setMaterial(plane_mat); //load Tree Objects OSG::NodeUnrecPtr tree1_trans_node = OSG::makeCoredNode<OSG::Transform> (&_tree1_trans); OSG::NodeUnrecPtr tree2_trans_node = OSG::makeCoredNode<OSG::Transform> (&_tree2_trans); OSG::NodeUnrecPtr tree3_trans_node = OSG::makeCoredNode<OSG::Transform> (&_tree3_trans); OSG::NodeUnrecPtr tree4_trans_node = OSG::makeCoredNode<OSG::Transform> (&_tree4_trans); OSG::NodeUnrecPtr tree5_trans_node = OSG::makeCoredNode<OSG::Transform> (&_tree5_trans); OSG::NodeUnrecPtr tree6_trans_node = OSG::makeCoredNode<OSG::Transform> (&_tree6_trans); OSG::NodeUnrecPtr tree7_trans_node = OSG::makeCoredNode<OSG::Transform> (&_tree7_trans); OSG::NodeUnrecPtr tree8_trans_node = OSG::makeCoredNode<OSG::Transform> (&_tree8_trans); OSG::NodeUnrecPtr tree9_trans_node = OSG::makeCoredNode<OSG::Transform> (&_tree9_trans); _tree1_trans->editMatrix().setTranslate(-80.0, -80.0, 0.0); _tree1_trans->editMatrix().setScale(OSG::Vec3f(12.0, 12.0, 10.0)); _tree2_trans->editMatrix().setTranslate(0.0, -80.0, 0.0); _tree2_trans->editMatrix().setScale(OSG::Vec3f(12.0, 12.0, 10.0)); _tree3_trans->editMatrix().setTranslate(80.0, -80.0, 0.0); _tree3_trans->editMatrix().setScale(OSG::Vec3f(12.0, 12.0, 10.0)); _tree4_trans->editMatrix().setTranslate(-80.0, 0.0, 0.0); _tree4_trans->editMatrix().setScale(OSG::Vec3f(12.0, 12.0, 10.0)); _tree5_trans->editMatrix().setTranslate(0.0, 0.0, 0.0); _tree5_trans->editMatrix().setScale(OSG::Vec3f(12.0, 12.0, 10.0)); _tree6_trans->editMatrix().setTranslate(80.0, 0.0, 0.0); _tree6_trans->editMatrix().setScale(OSG::Vec3f(12.0, 12.0, 10.0)); _tree7_trans->editMatrix().setTranslate(-80.0, 80.0, 0.0); _tree7_trans->editMatrix().setScale(OSG::Vec3f(12.0, 12.0, 10.0)); _tree8_trans->editMatrix().setTranslate(0.0, 80.0, 0.0); _tree8_trans->editMatrix().setScale(OSG::Vec3f(12.0, 12.0, 10.0)); _tree9_trans->editMatrix().setTranslate(80.0, 80.0, 0.0); _tree9_trans->editMatrix().setScale(OSG::Vec3f(12.0, 12.0, 10.0)); OSG::NodeUnrecPtr tree1 = OSG::SceneFileHandler::the()->read("tree1.3ds"); // NodeUnrecPtr tree1 = makeSphere(2, 2.0); tree1_trans_node->addChild(tree1); tree2_trans_node->addChild(cloneTree(tree1)); tree3_trans_node->addChild(cloneTree(tree1)); tree4_trans_node->addChild(cloneTree(tree1)); tree5_trans_node->addChild(cloneTree(tree1)); tree6_trans_node->addChild(cloneTree(tree1)); tree7_trans_node->addChild(cloneTree(tree1)); tree8_trans_node->addChild(cloneTree(tree1)); tree9_trans_node->addChild(cloneTree(tree1)); OSG::NodeUnrecPtr trees = OSG::makeCoredNode<OSG::Group>(); trees->addChild(tree1_trans_node); trees->addChild(tree2_trans_node); trees->addChild(tree3_trans_node); trees->addChild(tree4_trans_node); trees->addChild(tree5_trans_node); trees->addChild(tree6_trans_node); trees->addChild(tree7_trans_node); trees->addChild(tree8_trans_node); trees->addChild(tree9_trans_node); /*//load Airplane Object NodePtr obj1_trans_node = makeCoredNode<Transform>(&_obj1_trans); _obj1_trans->editMatrix().setTranslate(0.0, 0.0, 10.0); _obj1_trans->editMatrix().setScale(Vec3f(0.15,0.15,0.15)); NodePtr object1 = SceneFileHandler::the().read("triplane.3ds"); obj1_trans_node->addChild(object1); */ //Load a Quad as Pointlight OSG::GeometryUnrecPtr boxGeo = OSG::makeBoxGeo(15, 15, 15, 1, 1, 1); OSG::NodeUnrecPtr boxNode = OSG::Node::create(); boxNode->setCore(boxGeo); OSG::SimpleMaterialUnrecPtr box_mat = OSG::SimpleMaterial::create(); box_mat->setAmbient(OSG::Color3f(0.95f, 1.0f, 0.2f)); box_mat->setDiffuse(OSG::Color3f(0.95f, 1.0f, 0.2f)); boxGeo->setMaterial(box_mat); OSG::NodeUnrecPtr obj1_trans_node = OSG::makeCoredNode<OSG::Transform> (&_obj1_trans); obj1_trans_node->addChild(boxNode); //load Dino Objects OSG::NodeUnrecPtr dino1_trans_node = OSG::makeCoredNode<OSG::Transform> (&_dino1_trans); OSG::NodeUnrecPtr dino2_trans_node = OSG::makeCoredNode<OSG::Transform> (&_dino2_trans); OSG::NodeUnrecPtr dino3_trans_node = OSG::makeCoredNode<OSG::Transform> (&_dino3_trans); OSG::NodeUnrecPtr dino4_trans_node = OSG::makeCoredNode<OSG::Transform> (&_dino4_trans); _dino1_trans->editMatrix().setTranslate(-20.0, -20.0, 10.0); _dino1_trans->editMatrix().setScale(OSG::Vec3f(5.0, 5.0, 5.0)); _dino2_trans->editMatrix().setTranslate(-20.0, -20.0, 6.0); _dino2_trans->editMatrix().setScale(OSG::Vec3f(3.0, 3.0, 3.0)); _dino3_trans->editMatrix().setTranslate(-20.0, -20.0, 6.0); _dino3_trans->editMatrix().setScale(OSG::Vec3f(3.0, 3.0, 3.0)); _dino4_trans->editMatrix().setTranslate(-20.0, -20.0, 6.0); _dino4_trans->editMatrix().setScale(OSG::Vec3f(3.0, 3.0, 3.0)); OSG::NodeUnrecPtr dino1 = OSG::SceneFileHandler::the()->read("dinopet.3ds"); // NodeUnrecPtr dino1 = makeBox(2., 2., 2., 4, 4, 4); dino1_trans_node->addChild(dino1); dino2_trans_node->addChild(cloneTree(dino1)); dino3_trans_node->addChild(cloneTree(dino1)); dino4_trans_node->addChild(cloneTree(dino1)); OSG::NodeUnrecPtr dinos = OSG::makeCoredNode<OSG::Group>(); dinos->addChild(dino1_trans_node); dinos->addChild(dino2_trans_node); dinos->addChild(dino3_trans_node); dinos->addChild(dino4_trans_node); //load Stone Objects OSG::TransformUnrecPtr _stone_trans1, _stone_trans2, _stone_trans3, _stone_trans4, _stone_trans5, _stone_trans6, _stone_trans7, _stone_trans8, _stone_trans9; OSG::NodeUnrecPtr stone_trans_node1 = OSG::makeCoredNode<OSG::Transform> (&_stone_trans1); OSG::NodeUnrecPtr stone_trans_node2 = OSG::makeCoredNode<OSG::Transform> (&_stone_trans2); OSG::NodeUnrecPtr stone_trans_node3 = OSG::makeCoredNode<OSG::Transform> (&_stone_trans3); OSG::NodeUnrecPtr stone_trans_node4 = OSG::makeCoredNode<OSG::Transform> (&_stone_trans4); OSG::NodeUnrecPtr stone_trans_node5 = OSG::makeCoredNode<OSG::Transform> (&_stone_trans5); OSG::NodeUnrecPtr stone_trans_node6 = OSG::makeCoredNode<OSG::Transform> (&_stone_trans6); OSG::NodeUnrecPtr stone_trans_node7 = OSG::makeCoredNode<OSG::Transform> (&_stone_trans7); OSG::NodeUnrecPtr stone_trans_node8 = OSG::makeCoredNode<OSG::Transform> (&_stone_trans8); OSG::NodeUnrecPtr stone_trans_node9 = OSG::makeCoredNode<OSG::Transform> (&_stone_trans9); _stone_trans1->editMatrix().setTranslate(-70, -70, 0); _stone_trans2->editMatrix().setTranslate(10, -70, 0); _stone_trans3->editMatrix().setTranslate(90, -70, 0); _stone_trans4->editMatrix().setTranslate(-70, 10, 0); _stone_trans5->editMatrix().setTranslate(10, 10, 0); _stone_trans6->editMatrix().setTranslate(90, 10, 0); _stone_trans7->editMatrix().setTranslate(-70, 90, 0); _stone_trans8->editMatrix().setTranslate(10, 90, 0); _stone_trans9->editMatrix().setTranslate(90, 90, 0); OSG::NodeUnrecPtr stone1 = OSG::makeSphere(1, 7.0); OSG::NodeUnrecPtr stone2 = OSG::makeSphere(1, 7.0); OSG::NodeUnrecPtr stone3 = OSG::makeSphere(1, 7.0); OSG::NodeUnrecPtr stone4 = OSG::makeSphere(1, 7.0); OSG::NodeUnrecPtr stone5 = OSG::makeSphere(1, 7.0); OSG::NodeUnrecPtr stone6 = OSG::makeSphere(1, 7.0); OSG::NodeUnrecPtr stone7 = OSG::makeSphere(1, 7.0); OSG::NodeUnrecPtr stone8 = OSG::makeSphere(1, 7.0); OSG::NodeUnrecPtr stone9 = OSG::makeSphere(1, 7.0); OSG::ImageUnrecPtr plane_img2 = OSG::Image::create(); plane_img2->read("stone.jpg"); OSG::TextureObjChunkUnrecPtr plane_tex2_obj = OSG::TextureObjChunk::create(); OSG::TextureEnvChunkUnrecPtr plane_tex2_env = OSG::TextureEnvChunk::create(); plane_tex2_obj->setImage(plane_img2); plane_tex2_obj->setMinFilter(GL_LINEAR); plane_tex2_obj->setMagFilter(GL_LINEAR); plane_tex2_obj->setWrapS(GL_REPEAT); plane_tex2_obj->setWrapT(GL_REPEAT); plane_tex2_env->setEnvMode(GL_MODULATE); OSG::SimpleMaterialUnrecPtr plane_mat2 = OSG::SimpleMaterial::create(); plane_mat2->setAmbient(OSG::Color3f(0.3f, 0.3f, 0.3f)); plane_mat2->setDiffuse(OSG::Color3f(1.0f, 1.0f, 1.0f)); plane_mat2->addChunk(plane_tex2_obj); plane_mat2->addChunk(plane_tex2_env); OSG::Geometry *plane_geo3 = dynamic_cast<OSG::Geometry *>(stone1->getCore()); plane_geo3->setMaterial(plane_mat2); plane_geo3 = dynamic_cast<OSG::Geometry *>(stone2->getCore()); plane_geo3->setMaterial(plane_mat2); plane_geo3 = dynamic_cast<OSG::Geometry *>(stone3->getCore()); plane_geo3->setMaterial(plane_mat2); plane_geo3 = dynamic_cast<OSG::Geometry *>(stone4->getCore()); plane_geo3->setMaterial(plane_mat2); plane_geo3 = dynamic_cast<OSG::Geometry *>(stone5->getCore()); plane_geo3->setMaterial(plane_mat2); plane_geo3 = dynamic_cast<OSG::Geometry *>(stone6->getCore()); plane_geo3->setMaterial(plane_mat2); plane_geo3 = dynamic_cast<OSG::Geometry *>(stone7->getCore()); plane_geo3->setMaterial(plane_mat2); plane_geo3 = dynamic_cast<OSG::Geometry *>(stone8->getCore()); plane_geo3->setMaterial(plane_mat2); plane_geo3 = dynamic_cast<OSG::Geometry *>(stone9->getCore()); plane_geo3->setMaterial(plane_mat2); stone_trans_node1->addChild(stone1); stone_trans_node2->addChild(stone2); stone_trans_node3->addChild(stone3); stone_trans_node4->addChild(stone4); stone_trans_node5->addChild(stone5); stone_trans_node6->addChild(stone6); stone_trans_node7->addChild(stone7); stone_trans_node8->addChild(stone8); stone_trans_node9->addChild(stone9); OSG::NodeUnrecPtr stones = OSG::makeCoredNode<OSG::Group>(); stones->addChild(stone_trans_node1); stones->addChild(stone_trans_node2); stones->addChild(stone_trans_node3); stones->addChild(stone_trans_node4); stones->addChild(stone_trans_node5); stones->addChild(stone_trans_node6); stones->addChild(stone_trans_node7); stones->addChild(stone_trans_node8); stones->addChild(stone_trans_node9); scene->addChild(plane); scene->addChild(obj1_trans_node); scene->addChild(trees); scene->addChild(stones); scene->addChild(dinos); svp = OSG::ShadowStage::create(); OSG::GradientBackgroundUnrecPtr gbg = OSG::GradientBackground::create(); OSG::SolidBackgroundUnrecPtr sbg = OSG::SolidBackground::create(); gbg->addLine(OSG::Color3f(0.7f, 0.7f, 0.8f), 0); gbg->addLine(OSG::Color3f(0.0f, 0.1f, 0.3f), 1); rootNode->setCore(svp); rootNode->addChild(light1); rootNode->addChild(light1_beacon); rootNode->addChild(light2_beacon); rootNode->addChild(cam_beacon); // Shadow viewport #ifdef SHADOW_CHECK svp->setBackground(gbg); svp->setRoot(rootNode); svp->setSize(0, 0, 1, 1); #endif //svp->setOffFactor(4.0); //svp->setOffBias(8.0); //used to set global shadow intensity, ignores shadow intensity from light sources if != 0.0 //svp->setGlobalShadowIntensity(0.8); svp->setMapSize(1024); //ShadowSmoothness used for PCF_SHADOW_MAP and VARIANCE_SHADOW_MAP, defines Filter Width. Range can be 0.0 ... 1.0. //ShadowSmoothness also used to define the light size for PCSS_SHADOW_MAP svp->setShadowSmoothness(0.5); // add light sources here //svp->editMFLightNodes ()->push_back(light1); //svp->editMFLightNodes ()->push_back(light2); svp->editMFExcludeNodes()->push_back(obj1_trans_node); svp->setAutoSearchForLights(true); //one active light at startup _light2_core->setOn(true); _light2_core->setAmbient(0.3f, 0.3f, 0.3f, 1); _light2_core->setDiffuse(0.8f, 0.8f, 0.8f, 1); _light1_core->setOn(false); _light1_core->setAmbient(0.3, 0.3, 0.3, 1); _light1_core->setDiffuse(0.8, 0.8, 0.8, 1); gwin->setGlutId(winid); #ifdef SHADOW_CHECK gwin->addPort(svp); #endif gwin->init(); OSG::Vec3f min, max; rootNode->updateVolume(); rootNode->getVolume().getBounds(min, max); // create the SimpleSceneManager helper mgr = OSG::SimpleSceneManager::create(); mgr->setWindow(gwin); mgr->setCamera(Pcamera); mgr->setRoot(rootNode); _navigator.setMode(OSG::Navigator::TRACKBALL); #ifdef SHADOW_CHECK _navigator.setViewport(svp); #endif _navigator.setCameraTransformation(cam_beacon); OSG::Vec3f up(0,1,0); OSG::Pnt3f at(0,0,0); OSG::Pnt3f from(0.0f,-100.1f,20.0f); _navigator.set(from, at, up); _navigator.setMotionFactor(0.5f); #ifdef SHADOW_CHECK svp->setCamera(Pcamera); #endif //activate Framecounter startFpsCounter(); // dynamic_cast<RenderAction *>(mgr->getAction())->setLocalLights(true); mgr->turnHeadlightOff(); mgr->showAll(); mgr->getCamera()->setNear( 1.0f); mgr->getCamera()->setFar (1000000.f ); _navigator.setViewport(gwin->getPort(0)); return 0; }
void initPlaneSetup(void) { // beacon for camera and light OSG::GroupNodeRefPtr beacon = OSG::GroupNodeRefPtr::create(); // transformation OSG::TransformNodeRefPtr cam_transPlane = OSG::TransformNodeRefPtr::create(); cam_transPlane.node()->addChild(beacon); // light OSG::DirectionalLightNodeRefPtr dl = OSG::DirectionalLightNodeRefPtr::create(); dl->setAmbient (.3f, .3f, .3f, 1); dl->setDiffuse ( 1, 1, 1, 1); dl->setDirection( 0, 0, 1 ); dl->setBeacon (beacon ); // planeRoot planeRoot = OSG::GroupNodeRefPtr::create(); planeRoot.node()->addChild(cam_transPlane); planeRoot.node()->addChild(animRoot); planeRoot.node()->addChild(dl); // Create plane to project the staged render OSG::NodeUnrecPtr plane_node = OSG::makePlane(10, 10, 5, 5); // Setup the shared texture and texture environment // - Create an empty image so texture can allocate size and memory OSG::ImageUnrecPtr pImg = OSG::Image::create(); pImg->set(OSG::Image::OSG_RGB_PF, 512, 512); tx1o->setImage (pImg ); tx1o->setMinFilter(GL_LINEAR ); tx1o->setMagFilter(GL_LINEAR ); tx1o->setWrapS (GL_REPEAT ); tx1o->setWrapT (GL_REPEAT ); tx1e->setEnvMode (GL_REPLACE); #ifdef USE_DEPTH_TEXTURE OSG::ImageUnrecPtr dImg = OSG::Image::create(); dImg->set(Image::OSG_L_PF, 512, 512); txDepth->setImage (dImg); txDepth->setMinFilter(GL_NEAREST ); txDepth->setMagFilter(GL_LINEAR ); txDepth->setWrapS (GL_CLAMP_TO_EDGE ); txDepth->setWrapT (GL_CLAMP_TO_EDGE ); txDepth->setExternalFormat(GL_DEPTH_COMPONENT); txDepth->setInternalFormat(GL_DEPTH_COMPONENT32); #endif // Material for plane // - Create a material that will reference the texture and render // it on the plane OSG::SimpleMaterialUnrecPtr mat = OSG::SimpleMaterial::create(); mat->setDiffuse(OSG::Color3f(1,1,1)); mat->setLit (false ); #ifdef USE_DEPTH_TEXTURE mat->addChunk (txDepth ); #else mat->addChunk (tx1o ); #endif mat->addChunk (tx1e ); OSG::GeometryUnrecPtr pGeo = dynamic_cast<OSG::Geometry *>(plane_node->getCore()); pGeo->setMaterial(mat); // Finish connecting graph OSG::TransformNodeRefPtr scene_trans = OSG::TransformNodeRefPtr::create(); scene_trans.node()->addChild(plane_node ); dl.node()->addChild(scene_trans); }