I have been trying to use a TexGen to create a ground level shadow
texture for a forest. The forests will eventually be defined by polygons
in the landscape and this appears to be the simplest route.
I have created a small example (attached - from osgSpotlight) that
creates a strip on the terrain. However, it also overlays any other
objects in the scene - in this case the house and the aircraft.
I of course want the shodown on the terrain and not over the house. Can
anyone help please.
A second problem is that I cannot relate the coordinates of the strip to
the landscape. The house and strip illustrate the difference. I aasume
that it is because I use ortho projection to maintain the shape on the
terrain.
Thanks.
--
Regards
Alan Harris
ReSoft Ltd
7 Church Lane
Flitton
BEDFORD, MK45 5EL, UK
Tel: +44 (0) 1525 862616
Email: [EMAIL PROTECTED]
Web: www.resoft.co.uk
#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 <osg/Matrix>
#include <osgUtil/Optimizer>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgProducer/Viewer>
// for the grid data..
//#include "../osghangglide/terrain_coords.h"
#include "terrain_coords.h"
osg::Image* createForestImage(const osg::Vec4& color, unsigned int size)
{
osg::Image* image = new osg::Image;
image->allocateImage(size,size,1,GL_RGBA,GL_UNSIGNED_BYTE);
for(unsigned int r=0;r<size;++r)
{
unsigned char* ptr = image->data(0,r,0);
for(unsigned int c=0;c<size;++c)
{
*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;
}
osg::StateSet* createForestDecoratorState(unsigned int textureUnit)
{
osg::StateSet* stateset = new osg::StateSet;
osg::Vec4 centerColour(0.5f,0.5f,0.5f,1.0f);
osg::Vec4 borderColour(1.0f,1.0f,1.0f,1.0f);
// set up forest texture
osg::Texture2D* texture = new osg::Texture2D();
texture->setImage(createForestImage(centerColour, 64));
texture->setBorderColor(osg::Vec4(borderColour));
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* createForestBaseNode(unsigned int textureUnit)
{
osg::Group* group = new osg::Group;
osg::Vec3 position(0.0f,0.0f,0.0f);
osg::Vec3 direction(0.0f,0.0f,-1.0f);
osg::Vec3 up(0.0f,1.0f,0.0f);
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(60.0,1.0,0.1,100));
texgen->setPlanesFromMatrix(osg::Matrixd::lookAt(position,
position+direction, up)*
osg::Matrixd::ortho(0.0,20.0,-190.0,90.0,0.1,100));
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);
group->addChild(createForestBaseNode(1));
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);
model->addChild(xform);
}
return model;
}
osg::Node* createHouse()
{
// create the Geode (Geometry Node) to contain all our osg::Geometry
objects.
osg::Geode* geode = new osg::Geode();
double x0, x1, x2, y0, y1, y2, z0, z1, z2;
x0 = 0.0;
x1 = 20.0;
x2 = 10.0;
y0 = 0.0;
y1 = 20.0;
y2 = 10.0;
z0 = -40.0;
z1 = -20.0;
z2 = -10.0;
// create QUADS
{
// create Geometry object to store all the vetices and lines primtive.
osg::Geometry* polyGeom = new osg::Geometry();
// note, first coord at top, second at bottom, reverse to that buggy
OpenGL image..
osg::Vec3 walls[] =
{
osg::Vec3(x0, y0, z0),
osg::Vec3(x1, y0, z0),
osg::Vec3(x1, y0, z1),
osg::Vec3(x0, y0, z1),
osg::Vec3(x1, y0, z0),
osg::Vec3(x1, y1, z0),
osg::Vec3(x1, y1, z1),
osg::Vec3(x1, y0, z1),
osg::Vec3(x1, y1, z0),
osg::Vec3(x0, y1, z0),
osg::Vec3(x0, y1, z1),
osg::Vec3(x1, y1, z1),
osg::Vec3(x0, y1, z0),
osg::Vec3(x0, y0, z0),
osg::Vec3(x0, y0, z1),
osg::Vec3(x0, y1, z1),
osg::Vec3(x0, y0, z1),
osg::Vec3(x1, y0, z1),
osg::Vec3(x2, y2, z2),
osg::Vec3(x2, y2, z2),
osg::Vec3(x1, y0, z1),
osg::Vec3(x1, y1, z1),
osg::Vec3(x2, y2, z2),
osg::Vec3(x2, y2, z2),
osg::Vec3(x1, y1, z1),
osg::Vec3(x0, y1, z1),
osg::Vec3(x2, y2, z2),
osg::Vec3(x2, y2, z2),
osg::Vec3(x0, y1, z1),
osg::Vec3(x0, y0, z1),
osg::Vec3(x2, y2, z2),
osg::Vec3(x2, y2, z2)
};
osg::Vec3 norms[] =
{
osg::Vec3( 0.0,-1.0, 0.0),
osg::Vec3( 0.0,-1.0, 0.0),
osg::Vec3( 0.0,-1.0, 0.0),
osg::Vec3( 0.0,-1.0, 0.0),
osg::Vec3( 1.0, 0.0, 0.0),
osg::Vec3( 1.0, 0.0, 0.0),
osg::Vec3( 1.0, 0.0, 0.0),
osg::Vec3( 1.0, 0.0, 0.0),
osg::Vec3( 0.0, 1.0, 0.0),
osg::Vec3( 0.0, 1.0, 0.0),
osg::Vec3( 0.0, 1.0, 0.0),
osg::Vec3( 0.0, 1.0, 0.0),
osg::Vec3(-1.0, 0.0, 0.0),
osg::Vec3(-1.0, 0.0, 0.0),
osg::Vec3(-1.0, 0.0, 0.0),
osg::Vec3(-1.0, 0.0, 0.0),
osg::Vec3( 0.0,-1.0, 1.0),
osg::Vec3( 0.0,-1.0, 1.0),
osg::Vec3( 0.0,-1.0, 1.0),
osg::Vec3( 0.0,-1.0, 1.0),
osg::Vec3( 1.0, 0.0, 1.0),
osg::Vec3( 1.0, 0.0, 1.0),
osg::Vec3( 1.0, 0.0, 1.0),
osg::Vec3( 1.0, 0.0, 1.0),
osg::Vec3( 0.0, 1.0, 1.0),
osg::Vec3( 0.0, 1.0, 1.0),
osg::Vec3( 0.0, 1.0, 1.0),
osg::Vec3( 0.0, 1.0, 1.0),
osg::Vec3(-1.0, 0.0, 1.0),
osg::Vec3(-1.0, 0.0, 1.0),
osg::Vec3(-1.0, 0.0, 1.0),
osg::Vec3(-1.0, 0.0, 1.0)
};
int numCoords = 32;
osg::Vec3Array* vertices = new osg::Vec3Array(numCoords,walls);
// pass the created vertex array to the points geometry object.
polyGeom->setVertexArray(vertices);
// set the colors as before, plus using the aobve
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(0.7f,0.0f,0.0f,1.0f));
polyGeom->setColorArray(colors);
polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
osg::Vec3Array* normals = new osg::Vec3Array(numCoords,norms);
// pass the created normal array to the geometry object.
polyGeom->setNormalArray(normals);
polyGeom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
// This time we simply use primitive, and hardwire the number of coords
to use
// since we know up front,
polyGeom->addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::QUADS,0,numCoords));
// add the points geomtry to the geode.
geode->addDrawable(polyGeom);
}
return geode;
}
osg::Node* createModel()
{
osg::Vec3 center(0.0f,0.0f,0.0f);
float radius = 100.0f;
// create light source.
osg::LightSource* lightsource = new osg::LightSource;
osg::Light* light = lightsource->getLight();
light->setLightNum(0);
light->setPosition(osg::Vec4(1.00f,-1.00f,1.0f,0.0f));
light->setAmbient(osg::Vec4(0.00f,0.00f,0.00f,1.0f));
light->setDiffuse(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
lightsource->setLocalStateSetModes(osg::StateAttribute::ON);
// 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(createForestDecoratorState(1));
root->addChild(createHouse());
root->addChild(shadower);
root->addChild(shadowed);
osg::StateSet* rootStateSet = root->getStateSet();
lightsource->setStateSetModes(*rootStateSet,osg::StateAttribute::ON);
root->addChild(lightsource);
return root;
}
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this
program.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+"
is the example which demonstrates use of pre rendering to texture to create a
shadow effect..");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+"
[options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or
--help","Display this information");
// construct the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
// load the nodes from the commandline arguments.
osg::Node* model = createModel();
if (!model)
{
return 1;
}
// comment out optimization over the scene graph right now as it optimizers
away the shadow... will look into this..
//osgUtil::Optimizer optimzer;
//optimzer.optimize(rootnode);
// add a viewport to the viewer and attach the scene graph.
viewer.setSceneData( model );
// switch off full screen
((viewer.getCamera(0))->getRenderSurface())->fullScreen(false);
// create the windows and run the threads.
viewer.realize();
while( !viewer.done() )
{
// wait for all cull and draw threads to complete.
viewer.sync();
// update the scene by traversing it with the the update visitor which
will
// call all node update callbacks and animations.
viewer.update();
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
// wait for all cull and draw threads to complete before exit.
viewer.sync();
return 0;
}
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