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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