OpenSceneGraph基础:光照
2015-03-02 20:10
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效果:
接着前篇进行(http://blog.csdn.net/boksic/article/details/44002155),现在考虑光照效果
主程序
转载请注明http://blog.csdn.net/boksic 如有疑问欢迎留言
和之前基本唯一的变化就是把窗口部分的操作放在初始化函数initCanvas里进行。
窗口初始化(initCanvas)
我们使用GraphicsContext类来对设备上下文进行操作,该类需要一个Traits结构来定义具体的窗口属性,例如窗口大小,窗口位置等。
Viewer内置了Camera对象来控制窗口,我们可以通过getCamera函数来对该对象进行操作,例如setClearColor设置清屏颜色。
建立组节点,获取其渲染状态StateSet。StateSet保存了一系列Opengl的渲染属性和值,用于控制节点下图形的渲染,若要设置则需获取该对象的StateSet后进行操作。
而Light对象需要放在LightSource的节点当中,可以通过LightSource来控制灯光的位置以及状态。
最后不忘添加到组节点当中
最后附上完整代码
接着前篇进行(http://blog.csdn.net/boksic/article/details/44002155),现在考虑光照效果
主程序
转载请注明http://blog.csdn.net/boksic 如有疑问欢迎留言和之前基本唯一的变化就是把窗口部分的操作放在初始化函数initCanvas里进行。
int main(int argc, const char* argv[]) { osg::Group *scene = startupScene(); osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer; viewer->setSceneData(scene); initCanvas(viewer); while (!viewer->done()) { viewer->frame(); update(0.5); // do the update advancing 500ms } return 0; }
窗口初始化(initCanvas)
我们使用GraphicsContext类来对设备上下文进行操作,该类需要一个Traits结构来定义具体的窗口属性,例如窗口大小,窗口位置等。void initCanvas(osg::ref_ptr<osgViewer::Viewer> viewer) { int x = 20; int y = 20; osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits; traits->x = x; traits->y = y; traits->width = width; traits->height = height; if (offScreen) { traits->windowDecoration = false; traits->doubleBuffer = true; traits->pbuffer = true; } else { traits->windowDecoration = true; traits->doubleBuffer = true; traits->pbuffer = false; } traits->windowName = "http://blog.csdn.net/boksic"; traits->sharedContext = 0; traits->alpha = 8; traits->readDISPLAY(); traits->setUndefinedScreenDetailsToDefaultScreen(); osg::GraphicsContext* _gc = osg::GraphicsContext::createGraphicsContext(traits.get()); if (!_gc) { osg::notify(osg::NOTICE) << "Failed to create pbuffer, failing back to normal graphics window." << endl; traits->pbuffer = false; _gc = osg::GraphicsContext::createGraphicsContext(traits.get()); } }
Viewer内置了Camera对象来控制窗口,我们可以通过getCamera函数来对该对象进行操作,例如setClearColor设置清屏颜色。
viewer->getCamera()->setGraphicsContext(_gc); viewer->getCamera()->setViewport(new osg::Viewport(x, y, width, height)); viewer->getCamera()->setClearColor(osg::Vec4(0, 0, 0, 1)); viewer->setCameraManipulator(new osgGA::TrackballManipulator); viewer->setThreadingModel(osgViewer::ViewerBase::SingleThreaded); viewer->realize(); viewer->setReleaseContextAtEndOfFrameHint(false);
场景初始化(startup)
首先按前篇的方法建立几何图形://球 osg::Geode *sphere = new osg::Geode(); sphere->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(-2, 0, 0), 1))); //正方体 osg::Geode *cube = createCube(); cubeTransform = new osg::PositionAttitudeTransform(); cubeTransform->addChild(cube); cubeTransform->setPosition(osg::Vec3(2, 0, -1)); //金字塔 osg::Geode *pyramid = createPyramid(); pyramidTransform = new osg::PositionAttitudeTransform(); pyramidTransform->addChild(pyramid); pyramidTransform->setPosition(osg::Vec3(5, 0, -1));这里,球是按照osg内置函数建立模型,金子塔与之前相同,正方体则使用了setNormalBinding来绑定法向量用到了法向量(注意:与颜色索引一样,设置法线索引的setNormalIndices也已经被废除了),正方体的建立函数:
osg::Geode *createCube() { // vertex array osg::Vec3Array *vertexArray = new osg::Vec3Array(); // bottom front left vertexArray->push_back(osg::Vec3(-1, -1, 0)); vertexArray->push_back(osg::Vec3(-1, -1, 0)); vertexArray->push_back(osg::Vec3(-1, -1, 0)); // bottom front right vertexArray->push_back(osg::Vec3(+1, -1, 0)); vertexArray->push_back(osg::Vec3(+1, -1, 0)); vertexArray->push_back(osg::Vec3(+1, -1, 0)); // bottom back right vertexArray->push_back(osg::Vec3(+1, +1, 0)); vertexArray->push_back(osg::Vec3(+1, +1, 0)); vertexArray->push_back(osg::Vec3(+1, +1, 0)); // bottom back left vertexArray->push_back(osg::Vec3(-1, +1, 0)); vertexArray->push_back(osg::Vec3(-1, +1, 0)); vertexArray->push_back(osg::Vec3(-1, +1, 0)); // top front left vertexArray->push_back(osg::Vec3(-1, -1, 2)); vertexArray->push_back(osg::Vec3(-1, -1, 2)); vertexArray->push_back(osg::Vec3(-1, -1, 2)); // top front right vertexArray->push_back(osg::Vec3(+1, -1, 2)); vertexArray->push_back(osg::Vec3(+1, -1, 2)); vertexArray->push_back(osg::Vec3(+1, -1, 2)); // top back right vertexArray->push_back(osg::Vec3(+1, +1, 2)); vertexArray->push_back(osg::Vec3(+1, +1, 2)); vertexArray->push_back(osg::Vec3(+1, +1, 2)); // top back left vertexArray->push_back(osg::Vec3(-1, +1, 2)); vertexArray->push_back(osg::Vec3(-1, +1, 2)); vertexArray->push_back(osg::Vec3(-1, +1, 2)); // face array osg::DrawElementsUInt *faceArray = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0); // bottom faceArray->push_back(0); // face 1 faceArray->push_back(9); faceArray->push_back(3); faceArray->push_back(9); // face 2 faceArray->push_back(6); faceArray->push_back(3); // top faceArray->push_back(21); //face 3 faceArray->push_back(12); faceArray->push_back(18); faceArray->push_back(12); //face 4 faceArray->push_back(15); faceArray->push_back(18); // left faceArray->push_back(22); //face 5 faceArray->push_back(10); faceArray->push_back(13); faceArray->push_back(10); //face 6 faceArray->push_back(1); faceArray->push_back(13); // right faceArray->push_back(16); //face 7 faceArray->push_back(4); faceArray->push_back(19); faceArray->push_back(4); //face 8 faceArray->push_back(7); faceArray->push_back(19); // front faceArray->push_back(14); //face 9 faceArray->push_back(2); faceArray->push_back(17); faceArray->push_back(2); //face 10 faceArray->push_back(5); faceArray->push_back(17); // back faceArray->push_back(20); //face 11 faceArray->push_back(8); faceArray->push_back(23); faceArray->push_back(8); //face 12 faceArray->push_back(11); faceArray->push_back(23); // normal array osg::Vec3Array *normalArray = new osg::Vec3Array(); normalArray->push_back(osg::Vec3(0, 0, -1)); normalArray->push_back(osg::Vec3(0, -1, 0)); normalArray->push_back(osg::Vec3(+1, 0, 0)); normalArray->push_back(osg::Vec3(0, 0, -1)); normalArray->push_back(osg::Vec3(0, +1, 0)); normalArray->push_back(osg::Vec3(+1, 0, 0)); normalArray->push_back(osg::Vec3(0, 0, -1)); normalArray->push_back(osg::Vec3(0, +1, 0)); normalArray->push_back(osg::Vec3(-1, 0, 0)); normalArray->push_back(osg::Vec3(0, 0, -1)); normalArray->push_back(osg::Vec3(0, -1, 0)); normalArray->push_back(osg::Vec3(-1, 0, 0)); normalArray->push_back(osg::Vec3(0, 0, +1)); normalArray->push_back(osg::Vec3(0, -1, 0)); normalArray->push_back(osg::Vec3(+1, 0, 0)); normalArray->push_back(osg::Vec3(0, 0, +1)); normalArray->push_back(osg::Vec3(0, +1, 0)); normalArray->push_back(osg::Vec3(+1, 0, 0)); normalArray->push_back(osg::Vec3(0, 0, +1)); normalArray->push_back(osg::Vec3(0, +1, 0)); normalArray->push_back(osg::Vec3(-1, 0, 0)); normalArray->push_back(osg::Vec3(0, 0, +1)); normalArray->push_back(osg::Vec3(0, -1, 0)); normalArray->push_back(osg::Vec3(-1, 0, 0)); osg::Geometry *geometry = new osg::Geometry(); geometry->setVertexArray(vertexArray); geometry->setNormalArray(normalArray); geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX); geometry->addPrimitiveSet(faceArray); osg::Geode *cube = new osg::Geode(); cube->addDrawable(geometry); return cube; }
建立组节点,获取其渲染状态StateSet。StateSet保存了一系列Opengl的渲染属性和值,用于控制节点下图形的渲染,若要设置则需获取该对象的StateSet后进行操作。
StateSet *lightStateSet; Node *startup() { Group *scene = new Group(); lightStateSet = scene->getOrCreateStateSet(); }
建立材质属性
osg的Material 封装了OpenGL 的glMaterial()和glColorMaterial(),用法基本类似。而建立Material后再关联到图形的StateSet中即可试目标图形具有该材质属性。这里为球体和正方体赋予了该材质。// create white material osg::Material *material = new osg::Material(); material->setDiffuse(osg::Material::FRONT, osg::Vec4(1.0, 1.0, 1.0, 1.0)); material->setSpecular(osg::Material::FRONT, osg::Vec4(0.0, 0.0, 0.0, 1.0)); material->setAmbient(osg::Material::FRONT, osg::Vec4(0.1, 0.1, 0.1, 1.0)); material->setEmission(osg::Material::FRONT, osg::Vec4(0.0, 0.0, 0.0, 1.0)); material->setShininess(osg::Material::FRONT, 25.0); // assign the material to the sphere and cube sphere->getOrCreateStateSet()->setAttribute(material); cube->getOrCreateStateSet()->setAttribute(material);
设置光源
OSG使用Light对象来定义光源属性,Light的setLightNum函数是用来关联OpenGL的位置数GL_LIGHT0 到GL_LIGHT7的,所以需要赋予其一个唯一的值(uniqueLightNumber)。我们可以定义一个简单的光源生成函数int uniqueLightNumber = 0; osg::Light *createLight(osg::Vec4 color) { osg::Light *light = new osg::Light(); // each light must have a unique number light->setLightNum(uniqueLightNumber++); // we set the light's position via a PositionAttitudeTransform object light->setPosition(osg::Vec4(0.0, 0.0, 0.0, 1.0)); light->setDiffuse(color); light->setSpecular(osg::Vec4(1.0, 1.0, 1.0, 1.0)); light->setAmbient(osg::Vec4(0.0, 0.0, 0.0, 1.0)); return light; }
而Light对象需要放在LightSource的节点当中,可以通过LightSource来控制灯光的位置以及状态。
// Create Lights - Red, Green, Blue osg::Vec4 lightColors[] = { osg::Vec4(1.0, 0.0, 0.0, 1.0), osg::Vec4(0.0, 1.0, 0.0, 1.0), osg::Vec4(0.0, 0.0, 1.0, 1.0) }; osg::Group *root = new osg::Group(); lightStateSet = root->getOrCreateStateSet(); osg::Geode *lightMarker[LIGHTS]; osg::LightSource *lightSource[LIGHTS]; for (int i = 0; i < LIGHTS; i++) { lightMarker[i] = new osg::Geode(); lightMarker[i]->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(), 1))); lightMarker[i]->getOrCreateStateSet()->setAttribute(createSimpleMaterial(lightColors[i])); lightSource[i] = new osg::LightSource(); lightSource[i]->setLight(createLight(lightColors[i])); lightSource[i]->setLocalStateSetModes(osg::StateAttribute::ON); lightSource[i]->setStateSetModes(*lightStateSet, osg::StateAttribute::ON); lightTransform[i] = new osg::PositionAttitudeTransform(); lightTransform[i]->addChild(lightSource[i]); lightTransform[i]->addChild(lightMarker[i]); lightTransform[i]->setPosition(osg::Vec3(0, 0, 5)); lightTransform[i]->setScale(osg::Vec3(0.1, 0.1, 0.1)); root->addChild(lightTransform[i]); }
最后不忘添加到组节点当中
root->addChild(sphere); root->addChild(cubeTransform); root->addChild(pyramidTransform);
更新部分(update函数)
这里实现的是三个点光源做圆周运动void update(float dt) { myTimer += 0.01*dt; lightTransform[0]->setPosition(osg::Vec3(cos(myTimer), sin(myTimer), 0) * 4); lightTransform[1]->setPosition(osg::Vec3(0, cos(myTimer), sin(myTimer)) * 4); lightTransform[2]->setPosition(osg::Vec3(sin(myTimer), cos(myTimer), sin(myTimer)) * 4); }
最后附上完整代码
#include <osgGA/TrackballManipulator>
#include <osg/PositionAttitudeTransform>
#include <osgGA/GUIEventHandler>
#include <osg/Material>
#include <osg/ShapeDrawable>
osg::Geode *createCube() { // vertex array osg::Vec3Array *vertexArray = new osg::Vec3Array(); // bottom front left vertexArray->push_back(osg::Vec3(-1, -1, 0)); vertexArray->push_back(osg::Vec3(-1, -1, 0)); vertexArray->push_back(osg::Vec3(-1, -1, 0)); // bottom front right vertexArray->push_back(osg::Vec3(+1, -1, 0)); vertexArray->push_back(osg::Vec3(+1, -1, 0)); vertexArray->push_back(osg::Vec3(+1, -1, 0)); // bottom back right vertexArray->push_back(osg::Vec3(+1, +1, 0)); vertexArray->push_back(osg::Vec3(+1, +1, 0)); vertexArray->push_back(osg::Vec3(+1, +1, 0)); // bottom back left vertexArray->push_back(osg::Vec3(-1, +1, 0)); vertexArray->push_back(osg::Vec3(-1, +1, 0)); vertexArray->push_back(osg::Vec3(-1, +1, 0)); // top front left vertexArray->push_back(osg::Vec3(-1, -1, 2)); vertexArray->push_back(osg::Vec3(-1, -1, 2)); vertexArray->push_back(osg::Vec3(-1, -1, 2)); // top front right vertexArray->push_back(osg::Vec3(+1, -1, 2)); vertexArray->push_back(osg::Vec3(+1, -1, 2)); vertexArray->push_back(osg::Vec3(+1, -1, 2)); // top back right vertexArray->push_back(osg::Vec3(+1, +1, 2)); vertexArray->push_back(osg::Vec3(+1, +1, 2)); vertexArray->push_back(osg::Vec3(+1, +1, 2)); // top back left vertexArray->push_back(osg::Vec3(-1, +1, 2)); vertexArray->push_back(osg::Vec3(-1, +1, 2)); vertexArray->push_back(osg::Vec3(-1, +1, 2)); // face array osg::DrawElementsUInt *faceArray = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0); // bottom faceArray->push_back(0); // face 1 faceArray->push_back(9); faceArray->push_back(3); faceArray->push_back(9); // face 2 faceArray->push_back(6); faceArray->push_back(3); // top faceArray->push_back(21); //face 3 faceArray->push_back(12); faceArray->push_back(18); faceArray->push_back(12); //face 4 faceArray->push_back(15); faceArray->push_back(18); // left faceArray->push_back(22); //face 5 faceArray->push_back(10); faceArray->push_back(13); faceArray->push_back(10); //face 6 faceArray->push_back(1); faceArray->push_back(13); // right faceArray->push_back(16); //face 7 faceArray->push_back(4); faceArray->push_back(19); faceArray->push_back(4); //face 8 faceArray->push_back(7); faceArray->push_back(19); // front faceArray->push_back(14); //face 9 faceArray->push_back(2); faceArray->push_back(17); faceArray->push_back(2); //face 10 faceArray->push_back(5); faceArray->push_back(17); // back faceArray->push_back(20); //face 11 faceArray->push_back(8); faceArray->push_back(23); faceArray->push_back(8); //face 12 faceArray->push_back(11); faceArray->push_back(23); // normal array osg::Vec3Array *normalArray = new osg::Vec3Array(); normalArray->push_back(osg::Vec3(0, 0, -1)); normalArray->push_back(osg::Vec3(0, -1, 0)); normalArray->push_back(osg::Vec3(+1, 0, 0)); normalArray->push_back(osg::Vec3(0, 0, -1)); normalArray->push_back(osg::Vec3(0, +1, 0)); normalArray->push_back(osg::Vec3(+1, 0, 0)); normalArray->push_back(osg::Vec3(0, 0, -1)); normalArray->push_back(osg::Vec3(0, +1, 0)); normalArray->push_back(osg::Vec3(-1, 0, 0)); normalArray->push_back(osg::Vec3(0, 0, -1)); normalArray->push_back(osg::Vec3(0, -1, 0)); normalArray->push_back(osg::Vec3(-1, 0, 0)); normalArray->push_back(osg::Vec3(0, 0, +1)); normalArray->push_back(osg::Vec3(0, -1, 0)); normalArray->push_back(osg::Vec3(+1, 0, 0)); normalArray->push_back(osg::Vec3(0, 0, +1)); normalArray->push_back(osg::Vec3(0, +1, 0)); normalArray->push_back(osg::Vec3(+1, 0, 0)); normalArray->push_back(osg::Vec3(0, 0, +1)); normalArray->push_back(osg::Vec3(0, +1, 0)); normalArray->push_back(osg::Vec3(-1, 0, 0)); normalArray->push_back(osg::Vec3(0, 0, +1)); normalArray->push_back(osg::Vec3(0, -1, 0)); normalArray->push_back(osg::Vec3(-1, 0, 0)); osg::Geometry *geometry = new osg::Geometry(); geometry->setVertexArray(vertexArray); geometry->setNormalArray(normalArray); geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX); geometry->addPrimitiveSet(faceArray); osg::Geode *cube = new osg::Geode(); cube->addDrawable(geometry); return cube; }
osg::Geode *createPyramid(){
// vertex array
osg::Vec3Array *vertexArray = new osg::Vec3Array();
vertexArray->push_back(osg::Vec3(-1, -1, 0)); // front left
vertexArray->push_back(osg::Vec3(+1, -1, 0)); // front right
vertexArray->push_back(osg::Vec3(+1, +1, 0)); // back right
vertexArray->push_back(osg::Vec3(-1, +1, 0)); // back left
vertexArray->push_back(osg::Vec3(0,0 , sqrt(2))); // peak
vertexArray->push_back(osg::Vec3(0, 0, -sqrt(2))); // lower peak
// face array
// give indices of vertices in counter-clockwise order
osg::DrawElementsUInt *faceArray = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 0);
faceArray->push_back(0); // face 0
faceArray->push_back(1);
faceArray->push_back(4);
faceArray->push_back(1); // face 1
faceArray->push_back(2);
faceArray->push_back(4);
faceArray->push_back(2); // face 2
faceArray->push_back(3);
faceArray->push_back(4);
faceArray->push_back(3); // face 3
faceArray->push_back(0);
faceArray->push_back(4);
faceArray->push_back(0); // face 4
faceArray->push_back(5);
faceArray->push_back(1);
faceArray->push_back(2); // face 5
faceArray->push_back(1);
faceArray->push_back(5);
faceArray->push_back(3); // face 6
faceArray->push_back(2);
faceArray->push_back(5);
faceArray->push_back(0); // face 7
faceArray->push_back(3);
faceArray->push_back(5);
// vertex color array
osg::Vec4Array *colorArray = new osg::Vec4Array();
colorArray->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f)); //index 0 red
colorArray->push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f)); //index 1 green
colorArray->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f)); //index 2 blue
colorArray->push_back(osg::Vec4(1.0f, 0.0f, 1.0f, 1.0f)); //index 3 purple
colorArray->push_back(osg::Vec4(1.0f, 1.0f, 0.0f, 1.0f)); //index 4 white
colorArray->push_back(osg::Vec4(1.0f, 1.0f, 0.5f, 1.0f)); //index 5 white
osg::Geometry *geometry = new osg::Geometry();
geometry->setVertexArray(vertexArray);
geometry->setColorArray(colorArray);
geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
geometry->addPrimitiveSet(faceArray);
osg::Geode *pyramid = new osg::Geode();
pyramid->addDrawable(geometry);
return pyramid;
}
int uniqueLightNumber = 0; osg::Light *createLight(osg::Vec4 color) { osg::Light *light = new osg::Light(); // each light must have a unique number light->setLightNum(uniqueLightNumber++); // we set the light's position via a PositionAttitudeTransform object light->setPosition(osg::Vec4(0.0, 0.0, 0.0, 1.0)); light->setDiffuse(color); light->setSpecular(osg::Vec4(1.0, 1.0, 1.0, 1.0)); light->setAmbient(osg::Vec4(0.0, 0.0, 0.0, 1.0)); return light; }
osg::Material *createSimpleMaterial(osg::Vec4 color)
{
osg::Material *material = new osg::Material();
material->setDiffuse(osg::Material::FRONT, osg::Vec4(0.0, 0.0, 0.0, 1.0));
material->setEmission(osg::Material::FRONT, color);
return material;
}
int const LIGHTS = 3;
osg::PositionAttitudeTransform *cubeTransform;
osg::PositionAttitudeTransform *pyramidTransform;
osg::PositionAttitudeTransform *lightTransform[LIGHTS];
osg::StateSet *lightStateSet;
osg::Group * startupScene()
{
//球
osg::Geode *sphere = new osg::Geode();
sphere->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(-2, 0, 0), 1)));
//正方体
osg::Geode *cube = createCube();
cubeTransform = new osg::PositionAttitudeTransform();
cubeTransform->addChild(cube);
cubeTransform->setPosition(osg::Vec3(2, 0, -1));
//金字塔
osg::Geode *pyramid = createPyramid();
pyramidTransform = new osg::PositionAttitudeTransform();
pyramidTransform->addChild(pyramid);
pyramidTransform->setPosition(osg::Vec3(5, 0, -1));
// create white material
osg::Material *material = new osg::Material();
material->setDiffuse(osg::Material::FRONT, osg::Vec4(1.0, 1.0, 1.0, 1.0));
material->setSpecular(osg::Material::FRONT, osg::Vec4(0.0, 0.0, 0.0, 1.0));
material->setAmbient(osg::Material::FRONT, osg::Vec4(0.1, 0.1, 0.1, 1.0));
material->setEmission(osg::Material::FRONT, osg::Vec4(0.0, 0.0, 0.0, 1.0));
material->setShininess(osg::Material::FRONT, 25.0);
// assign the material to the sphere and cube
sphere->getOrCreateStateSet()->setAttribute(material);
cube->getOrCreateStateSet()->setAttribute(material);
// Create Lights - Red, Green, Blue
osg::Vec4 lightColors[] = { osg::Vec4(1.0, 0.0, 0.0, 1.0), osg::Vec4(0.0, 1.0, 0.0, 1.0), osg::Vec4(0.0, 0.0, 1.0, 1.0) };
osg::Group *root = new osg::Group();
lightStateSet = root->getOrCreateStateSet();
osg::Geode *lightMarker[LIGHTS];
osg::LightSource *lightSource[LIGHTS];
for (int i = 0; i < LIGHTS; i++) {
lightMarker[i] = new osg::Geode();
lightMarker[i]->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(), 1)));
lightMarker[i]->getOrCreateStateSet()->setAttribute(createSimpleMaterial(lightColors[i]));
lightSource[i] = new osg::LightSource();
lightSource[i]->setLight(createLight(lightColors[i]));
lightSource[i]->setLocalStateSetModes(osg::StateAttribute::ON);
lightSource[i]->setStateSetModes(*lightStateSet, osg::StateAttribute::ON);
lightTransform[i] = new osg::PositionAttitudeTransform();
lightTransform[i]->addChild(lightSource[i]);
lightTransform[i]->addChild(lightMarker[i]);
lightTransform[i]->setPosition(osg::Vec3(0, 0, 5));
lightTransform[i]->setScale(osg::Vec3(0.1, 0.1, 0.1));
root->addChild(lightTransform[i]);
}
root->addChild(sphere);
root->addChild(cubeTransform);
root->addChild(pyramidTransform);
return root;
}
float myTimer = 0;
void update(float dt) { myTimer += 0.01*dt; lightTransform[0]->setPosition(osg::Vec3(cos(myTimer), sin(myTimer), 0) * 4); lightTransform[1]->setPosition(osg::Vec3(0, cos(myTimer), sin(myTimer)) * 4); lightTransform[2]->setPosition(osg::Vec3(sin(myTimer), cos(myTimer), sin(myTimer)) * 4); }
const bool offScreen = false;
const int width = 640;
const int height = 480; ;
void initCanvas(osg::ref_ptr<osgViewer::Viewer> viewer) {
int x = 20;
int y = 20;
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->x = x;
traits->y = y;
traits->width = width;
traits->height = height;
if (offScreen) {
traits->windowDecoration = false;
traits->doubleBuffer = true;
traits->pbuffer = true;
}
else {
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->pbuffer = false;
}
traits->windowName = "http://blog.csdn.net/boksic";
traits->sharedContext = 0;
traits->alpha = 8;
traits->readDISPLAY();
traits->setUndefinedScreenDetailsToDefaultScreen();
osg::GraphicsContext* _gc = osg::GraphicsContext::createGraphicsContext(traits.get());
if (!_gc) {
osg::notify(osg::NOTICE)
<< "Failed to create pbuffer, failing back to normal graphics window." << endl;
traits->pbuffer = false;
_gc = osg::GraphicsContext::createGraphicsContext(traits.get());
}
viewer->getCamera()->setGraphicsContext(_gc);
viewer->getCamera()->setViewport(new osg::Viewport(x, y, width, height));
viewer->getCamera()->setClearColor(osg::Vec4(0, 0, 0, 1));
viewer->setCameraManipulator(new osgGA::TrackballManipulator);
viewer->setThreadingModel(osgViewer::ViewerBase::SingleThreaded);
viewer->realize();
viewer->setReleaseContextAtEndOfFrameHint(false);
}
int main(int argc, const char* argv[]) {
osg::Group *scene = startupScene();
osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer;
viewer->setSceneData(scene);
initCanvas(viewer);
while (!viewer->done()) {
viewer->frame();
update(0.5); // do the update advancing 500ms
}
return 0;
}
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