Need to add a small translation to the projected texture coordinates to put the
spotlight in the right position.
The easiest way to see that the unmodified code is incorrect:
* Start with the unmodified code. Manually add a TrackballManipulator to the
viewer.
* Unroll the render loop, and pass 0 into Viewer::frame() to stop the
animation.
* Orient yourself behind the cessna, looking down at the spotlight circle.
In this test case, the spotlight is clearly offset to the right of the fuselage
by one circle radius. Using the attached code (with the additional tex coord
translation), the circle is aligned with the cessna fuselage.
It is much easier to see the problem by trying to use the tex gen code from the
unmodified example in a more controlled projected texture test case. Indeed,
this is how I first discovered there was an issue.
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
/* OpenSceneGraph example, osgspotlight.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/ShapeDrawable>
#include <osg/PositionAttitudeTransform>
#include <osg/Geometry>
#include <osg/Texture2D>
#include <osg/Geode>
#include <osg/LightSource>
#include <osg/TexGenNode>
#include <osgUtil/Optimizer>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
// for the grid data..
#include "../osghangglide/terrain_coords.h"
osg::Image* createSpotLightImage(const osg::Vec4& centerColour, const
osg::Vec4& backgroudColour, unsigned int size, float power)
{
osg::Image* image = new osg::Image;
image->allocateImage(size,size,1,
GL_RGBA,GL_UNSIGNED_BYTE);
float mid = (float(size)-1)*0.5f;
float div = 2.0f/float(size);
for(unsigned int r=0;r<size;++r)
{
unsigned char* ptr = image->data(0,r,0);
for(unsigned int c=0;c<size;++c)
{
float dx = (float(c) - mid)*div;
float dy = (float(r) - mid)*div;
float r = powf(1.0f-sqrtf(dx*dx+dy*dy),power);
if (r<0.0f) r=0.0f;
osg::Vec4 color = centerColour*r+backgroudColour*(1.0f-r);
*ptr++ = (unsigned char)((color[0])*255.0f);
*ptr++ = (unsigned char)((color[1])*255.0f);
*ptr++ = (unsigned char)((color[2])*255.0f);
*ptr++ = (unsigned char)((color[3])*255.0f);
}
}
return image;
//return osgDB::readImageFile("spot.dds");
}
osg::StateSet* createSpotLightDecoratorState(unsigned int lightNum, unsigned
int textureUnit)
{
osg::StateSet* stateset = new osg::StateSet;
stateset->setMode(GL_LIGHT0+lightNum, osg::StateAttribute::ON);
osg::Vec4 centerColour(1.0f,1.0f,1.0f,1.0f);
osg::Vec4 ambientColour(0.05f,0.05f,0.05f,1.0f);
// set up spot light texture
osg::Texture2D* texture = new osg::Texture2D();
texture->setImage(createSpotLightImage(centerColour, ambientColour, 64,
1.0));
texture->setBorderColor(osg::Vec4(ambientColour));
texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_BORDER);
texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_BORDER);
texture->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_BORDER);
stateset->setTextureAttributeAndModes(textureUnit, texture,
osg::StateAttribute::ON);
// set up tex gens
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_S,
osg::StateAttribute::ON);
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_T,
osg::StateAttribute::ON);
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_R,
osg::StateAttribute::ON);
stateset->setTextureMode(textureUnit, GL_TEXTURE_GEN_Q,
osg::StateAttribute::ON);
return stateset;
}
osg::Node* createSpotLightNode(const osg::Vec3& position, const osg::Vec3&
direction, float angle, unsigned int lightNum, unsigned int textureUnit)
{
osg::Group* group = new osg::Group;
// create light source.
osg::LightSource* lightsource = new osg::LightSource;
osg::Light* light = lightsource->getLight();
light->setLightNum(lightNum);
light->setPosition(osg::Vec4(position,1.0f));
light->setAmbient(osg::Vec4(0.00f,0.00f,0.05f,1.0f));
light->setDiffuse(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
group->addChild(lightsource);
// create tex gen.
osg::Vec3 up(0.0f,0.0f,1.0f);
up = (direction ^ up) ^ direction;
up.normalize();
osg::TexGenNode* texgenNode = new osg::TexGenNode;
texgenNode->setTextureUnit(textureUnit);
osg::TexGen* texgen = texgenNode->getTexGen();
texgen->setMode(osg::TexGen::EYE_LINEAR);
texgen->setPlanesFromMatrix(osg::Matrixd::lookAt(position,
position+direction, up)*
osg::Matrixd::perspective(angle,1.0,0.1,100)*
osg::Matrixd::translate(.5,.5,0.));
group->addChild(texgenNode);
return group;
}
osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float
radius,double looptime)
{
// set up the animation path
osg::AnimationPath* animationPath = new osg::AnimationPath;
animationPath->setLoopMode(osg::AnimationPath::LOOP);
int numSamples = 40;
float yaw = 0.0f;
float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
float roll = osg::inDegrees(30.0f);
double time=0.0f;
double time_delta = looptime/(double)numSamples;
for(int i=0;i<numSamples;++i)
{
osg::Vec3
position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
osg::Quat
rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));
animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));
yaw += yaw_delta;
time += time_delta;
}
return animationPath;
}
osg::Node* createBase(const osg::Vec3& center,float radius)
{
osg::Geode* geode = new osg::Geode;
// set up the texture of the base.
osg::StateSet* stateset = new osg::StateSet();
osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
if (image)
{
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
}
geode->setStateSet( stateset );
osg::HeightField* grid = new osg::HeightField;
grid->allocate(38,39);
grid->setOrigin(center+osg::Vec3(-radius,-radius,0.0f));
grid->setXInterval(radius*2.0f/(float)(38-1));
grid->setYInterval(radius*2.0f/(float)(39-1));
float minHeight = FLT_MAX;
float maxHeight = -FLT_MAX;
unsigned int r;
for(r=0;r<39;++r)
{
for(unsigned int c=0;c<38;++c)
{
float h = vertex[r+c*39][2];
if (h>maxHeight) maxHeight=h;
if (h<minHeight) minHeight=h;
}
}
float hieghtScale = radius*0.5f/(maxHeight-minHeight);
float hieghtOffset = -(minHeight+maxHeight)*0.5f;
for(r=0;r<39;++r)
{
for(unsigned int c=0;c<38;++c)
{
float h = vertex[r+c*39][2];
grid->setHeight(c,r,(h+hieghtOffset)*hieghtScale);
}
}
geode->addDrawable(new osg::ShapeDrawable(grid));
osg::Group* group = new osg::Group;
group->addChild(geode);
return group;
}
osg::Node* createMovingModel(const osg::Vec3& center, float radius)
{
float animationLength = 10.0f;
osg::AnimationPath* animationPath =
createAnimationPath(center,radius,animationLength);
osg::Group* model = new osg::Group;
osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
if (cessna)
{
const osg::BoundingSphere& bs = cessna->getBound();
float size = radius/bs.radius()*0.3f;
osg::MatrixTransform* positioned = new osg::MatrixTransform;
positioned->setDataVariance(osg::Object::STATIC);
positioned->setMatrix(osg::Matrix::translate(-bs.center())*
osg::Matrix::scale(size,size,size)*
osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,2.0f));
positioned->addChild(cessna);
osg::MatrixTransform* xform = new osg::MatrixTransform;
xform->setUpdateCallback(new
osg::AnimationPathCallback(animationPath,0.0f,2.0));
xform->addChild(positioned);
xform->addChild(createSpotLightNode(osg::Vec3(0.0f,0.0f,0.0f),
osg::Vec3(0.0f,1.0f,-1.0f), 60.0f, 0, 1));
model->addChild(xform);
}
return model;
}
osg::Node* createModel()
{
osg::Vec3 center(0.0f,0.0f,0.0f);
float radius = 100.0f;
osg::Vec3 lightPosition(center+osg::Vec3(0.0f,0.0f,radius));
// the shadower model
osg::Node* shadower = createMovingModel(center,radius*0.5f);
// the shadowed model
osg::Node* shadowed =
createBase(center-osg::Vec3(0.0f,0.0f,radius*0.1),radius);
// combine the models together to create one which has the shadower and the
shadowed with the required callback.
osg::Group* root = new osg::Group;
root->setStateSet(createSpotLightDecoratorState(0,1));
root->addChild(shadower);
root->addChild(shadowed);
return root;
}
int main(int, char **)
{
// construct the viewer.
osgViewer::Viewer viewer;
// add the spoit light model to the viewer
viewer.setSceneData( createModel() );
// run the viewer main frame loop.
return viewer.run();
}
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