Hi Alexandre,
I've now figured out what is going wrong, and just with GL_LIGHTING
management not being correct in SceneView and in your own app, the
same also applies to GL_LIGHT0 which you wasn't been managed correctly
in SceneView, and not correctly in your osglight.cpp.
I fixed the problem in SceneView, which meant that both the osglight
and osglight --addslave didn't light the scene as you intended, but
since your scene graph didn't actually enable the light number the
result was undefined, but at least SceneView/osg::View etc were doing
the right thing. An svn update will get this fix.
For your app, you need to add a:
rootnode->getOrCreateStateSet()->setMode(GL_LIGHT0,osg::StateAttribute::ON);
To enable the specific light you want to control. If you light number
1 then you'd use GL_LIGHT1 etc.
So the code now looks like:
// Create a red light
osg::ref_ptr<osg::LightSource> rpSunLightSource = new osg::LightSource;
osg::Light* pLight = rpSunLightSource->getLight();
pLight->setLightNum(0);
pLight->setPosition(osg::Vec4(0,0,5,1.0f));
pLight->setAmbient(osg::Vec4(1.00f,0.00f,0.00f,1.0f));
pLight->setDiffuse(osg::Vec4(1.0f,0.0f,0.0f,1.0f));
rootnode->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::ON);
rootnode->getOrCreateStateSet()->setMode(GL_LIGHT0,osg::StateAttribute::ON);
rpSunLightSource->addChild(rootnode.get());
osgViewer::View* view = new osgViewer::View;
// Set the red light to the view
view->setLightingMode(osg::View::NO_LIGHT);
// no need to set a view light, as we have it added via the scene graph
//view->setLight(rpSunLightSource->getLight());
Code also attached. With this change it doesn't matter what value you
assign to the View, as it's completely overridden by the scene graph
settings.
Robert.
/* OpenSceneGraph example, osglight.
*
* 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 <osgViewer/Viewer>
#include <osgViewer/CompositeViewer>
#include <osg/Group>
#include <osg/Node>
#include <osg/Light>
#include <osg/LightSource>
#include <osg/StateAttribute>
#include <osg/Geometry>
#include <osg/Point>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgUtil/Optimizer>
#include <osgUtil/SmoothingVisitor>
#include <osgGA/TrackballManipulator>
#include <osgGA/StateSetManipulator>
#include "stdio.h"
// callback to make the loaded model oscilate up and down.
class ModelTransformCallback : public osg::NodeCallback
{
public:
ModelTransformCallback(const osg::BoundingSphere& bs)
{
_firstTime = 0.0;
_period = 4.0f;
_range = bs.radius()*0.5f;
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::PositionAttitudeTransform* pat = dynamic_cast<osg::PositionAttitudeTransform*>(node);
const osg::FrameStamp* frameStamp = nv->getFrameStamp();
if (pat && frameStamp)
{
if (_firstTime==0.0)
{
_firstTime = frameStamp->getSimulationTime();
}
double phase = (frameStamp->getSimulationTime()-_firstTime)/_period;
phase -= floor(phase);
phase *= (2.0 * osg::PI);
osg::Quat rotation;
rotation.makeRotate(phase,1.0f,1.0f,1.0f);
pat->setAttitude(rotation);
pat->setPosition(osg::Vec3(0.0f,0.0f,sin(phase))*_range);
}
// must traverse the Node's subgraph
traverse(node,nv);
}
double _firstTime;
double _period;
double _range;
};
osg::Node* createLights(osg::BoundingBox& bb,osg::StateSet* rootStateSet)
{
osg::Group* lightGroup = new osg::Group;
float modelSize = bb.radius();
// create a spot light.
osg::Light* myLight1 = new osg::Light;
myLight1->setLightNum(0);
myLight1->setPosition(osg::Vec4(bb.corner(4),1.0f));
myLight1->setAmbient(osg::Vec4(1.0f,0.0f,0.0f,1.0f));
myLight1->setDiffuse(osg::Vec4(1.0f,0.0f,0.0f,1.0f));
myLight1->setSpotCutoff(20.0f);
myLight1->setSpotExponent(50.0f);
myLight1->setDirection(osg::Vec3(1.0f,1.0f,-1.0f));
osg::LightSource* lightS1 = new osg::LightSource;
lightS1->setLight(myLight1);
lightS1->setLocalStateSetModes(osg::StateAttribute::ON);
lightS1->setStateSetModes(*rootStateSet,osg::StateAttribute::ON);
lightGroup->addChild(lightS1);
// create a local light.
osg::Light* myLight2 = new osg::Light;
myLight2->setLightNum(1);
myLight2->setPosition(osg::Vec4(0.0,0.0,0.0,1.0f));
myLight2->setAmbient(osg::Vec4(0.0f,1.0f,1.0f,1.0f));
myLight2->setDiffuse(osg::Vec4(0.0f,1.0f,1.0f,1.0f));
myLight2->setConstantAttenuation(1.0f);
myLight2->setLinearAttenuation(2.0f/modelSize);
myLight2->setQuadraticAttenuation(2.0f/osg::square(modelSize));
osg::LightSource* lightS2 = new osg::LightSource;
lightS2->setLight(myLight2);
lightS2->setLocalStateSetModes(osg::StateAttribute::ON);
lightS2->setStateSetModes(*rootStateSet,osg::StateAttribute::ON);
osg::MatrixTransform* mt = new osg::MatrixTransform();
{
// set up the animation path
osg::AnimationPath* animationPath = new osg::AnimationPath;
animationPath->insert(0.0,osg::AnimationPath::ControlPoint(bb.corner(0)));
animationPath->insert(1.0,osg::AnimationPath::ControlPoint(bb.corner(1)));
animationPath->insert(2.0,osg::AnimationPath::ControlPoint(bb.corner(2)));
animationPath->insert(3.0,osg::AnimationPath::ControlPoint(bb.corner(3)));
animationPath->insert(4.0,osg::AnimationPath::ControlPoint(bb.corner(4)));
animationPath->insert(5.0,osg::AnimationPath::ControlPoint(bb.corner(5)));
animationPath->insert(6.0,osg::AnimationPath::ControlPoint(bb.corner(6)));
animationPath->insert(7.0,osg::AnimationPath::ControlPoint(bb.corner(7)));
animationPath->insert(8.0,osg::AnimationPath::ControlPoint(bb.corner(0)));
animationPath->setLoopMode(osg::AnimationPath::SWING);
mt->setUpdateCallback(new osg::AnimationPathCallback(animationPath));
}
// create marker for point light.
osg::Geometry* marker = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices->push_back(osg::Vec3(0.0,0.0,0.0));
marker->setVertexArray(vertices);
marker->addPrimitiveSet(new osg::DrawArrays(GL_POINTS,0,1));
osg::StateSet* stateset = new osg::StateSet;
osg::Point* point = new osg::Point;
point->setSize(4.0f);
stateset->setAttribute(point);
marker->setStateSet(stateset);
osg::Geode* markerGeode = new osg::Geode;
markerGeode->addDrawable(marker);
mt->addChild(lightS2);
mt->addChild(markerGeode);
lightGroup->addChild(mt);
return lightGroup;
}
osg::Geometry* createWall(const osg::Vec3& v1,const osg::Vec3& v2,const osg::Vec3& v3,osg::StateSet* stateset)
{
// create a drawable for occluder.
osg::Geometry* geom = new osg::Geometry;
geom->setStateSet(stateset);
unsigned int noXSteps = 100;
unsigned int noYSteps = 100;
osg::Vec3Array* coords = new osg::Vec3Array;
coords->reserve(noXSteps*noYSteps);
osg::Vec3 dx = (v2-v1)/((float)noXSteps-1.0f);
osg::Vec3 dy = (v3-v1)/((float)noYSteps-1.0f);
unsigned int row;
osg::Vec3 vRowStart = v1;
for(row=0;row<noYSteps;++row)
{
osg::Vec3 v = vRowStart;
for(unsigned int col=0;col<noXSteps;++col)
{
coords->push_back(v);
v += dx;
}
vRowStart+=dy;
}
geom->setVertexArray(coords);
osg::Vec4Array* colors = new osg::Vec4Array(1);
(*colors)[0].set(1.0f,1.0f,1.0f,1.0f);
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
for(row=0;row<noYSteps-1;++row)
{
osg::DrawElementsUShort* quadstrip = new osg::DrawElementsUShort(osg::PrimitiveSet::QUAD_STRIP);
quadstrip->reserve(noXSteps*2);
for(unsigned int col=0;col<noXSteps;++col)
{
quadstrip->push_back((row+1)*noXSteps+col);
quadstrip->push_back(row*noXSteps+col);
}
geom->addPrimitiveSet(quadstrip);
}
// create the normals.
osgUtil::SmoothingVisitor::smooth(*geom);
return geom;
}
osg::Node* createRoom(osg::Node* loadedModel)
{
// default scale for this model.
osg::BoundingSphere bs(osg::Vec3(0.0f,0.0f,0.0f),1.0f);
osg::Group* root = new osg::Group;
if (loadedModel)
{
const osg::BoundingSphere& loaded_bs = loadedModel->getBound();
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform();
pat->setPivotPoint(loaded_bs.center());
pat->setUpdateCallback(new ModelTransformCallback(loaded_bs));
pat->addChild(loadedModel);
bs = pat->getBound();
root->addChild(pat);
}
bs.radius()*=1.5f;
// create a bounding box, which we'll use to size the room.
osg::BoundingBox bb;
bb.expandBy(bs);
// create statesets.
osg::StateSet* rootStateSet = new osg::StateSet;
root->setStateSet(rootStateSet);
osg::StateSet* wall = new osg::StateSet;
wall->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
osg::StateSet* floor = new osg::StateSet;
floor->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
osg::StateSet* roof = new osg::StateSet;
roof->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
osg::Geode* geode = new osg::Geode;
// create front side.
geode->addDrawable(createWall(bb.corner(0),
bb.corner(4),
bb.corner(1),
wall));
// right side
geode->addDrawable(createWall(bb.corner(1),
bb.corner(5),
bb.corner(3),
wall));
// left side
geode->addDrawable(createWall(bb.corner(2),
bb.corner(6),
bb.corner(0),
wall));
// back side
geode->addDrawable(createWall(bb.corner(3),
bb.corner(7),
bb.corner(2),
wall));
// floor
geode->addDrawable(createWall(bb.corner(0),
bb.corner(1),
bb.corner(2),
floor));
// roof
geode->addDrawable(createWall(bb.corner(6),
bb.corner(7),
bb.corner(4),
roof));
root->addChild(geode);
root->addChild(createLights(bb,rootStateSet));
return root;
}
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
osg::ref_ptr<osg::Node> rootnode = osgDB::readNodeFile("glider.osg");
if(!rootnode.valid())
return 0;
// run optimization over the scene graph
osgUtil::Optimizer optimzer;
optimzer.optimize(rootnode);
// construct the viewer.
osgViewer::CompositeViewer viewer;
osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
if (!wsi)
{
osg::notify(osg::NOTICE)<<"Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
return 1;
}
unsigned int width, height;
wsi->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height);
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->x = 50;
traits->y = 50;
traits->width = 800;
traits->height = 600;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = 0;
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
if (gc.valid())
{
osg::notify(osg::INFO)<<" GraphicsWindow has been created successfully."<<std::endl;
// need to ensure that the window is cleared make sure that the complete window is set the correct colour
// rather than just the parts of the window that are under the camera's viewports
gc->setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
gc->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else
{
osg::notify(osg::NOTICE)<<" GraphicsWindow has not been created successfully."<<std::endl;
}
// Create a red light
osg::ref_ptr<osg::LightSource> rpSunLightSource = new osg::LightSource;
osg::Light* pLight = rpSunLightSource->getLight();
pLight->setLightNum(0);
pLight->setPosition(osg::Vec4(0,0,5,1.0f));
pLight->setAmbient(osg::Vec4(1.00f,0.00f,0.00f,1.0f));
pLight->setDiffuse(osg::Vec4(1.0f,0.0f,0.0f,1.0f));
rootnode->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::ON);
rootnode->getOrCreateStateSet()->setMode(GL_LIGHT0,osg::StateAttribute::ON);
rpSunLightSource->addChild(rootnode.get());
osgViewer::View* view = new osgViewer::View;
// Set the red light to the view
view->setLightingMode(osg::View::NO_LIGHT);
// no need to set a view light, as we have it added via the scene graph
//view->setLight(rpSunLightSource->getLight());
view->setSceneData(rpSunLightSource.get());
view->getCamera()->setViewport(new osg::Viewport(0,0, traits->width, traits->height));
view->getCamera()->setGraphicsContext(gc.get());
view->setCameraManipulator(new osgGA::TrackballManipulator);
///////////////////////////////////////////
// Add Slave Camera
if (arguments.read("--addslave"))
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(view->getCamera()->getGraphicsContext());
camera->setViewport(new osg::Viewport(0, 0 , traits->width/2, traits->height/2));
view->addSlave(camera.get(), osg::Matrixd(), osg::Matrixd());
}
///////////////////////////////////////////
view->addEventHandler( new osgGA::StateSetManipulator(view->getCamera()->getOrCreateStateSet()) );
viewer.addView(view);
return viewer.run();
}
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