OpenSceneGraph/examples/osgpointsprite/osgpointsprite.cpp

99 lines
3.1 KiB
C++
Raw Normal View History

#include <osg/PointSprite>
#include <osg/BlendFunc>
#include <osg/StateAttribute>
#include <osg/Point>
#include <osg/Geometry>
#include <osg/Texture2D>
#include <osg/TexEnv>
#include <osgDB/ReadFile>
#include <osgProducer/Viewer>
#include <osg/GLExtensions>
#include <osg/TexEnv>
osg::Geode *makeGalaxy(unsigned nvertices)
{
osg::Geode *geode = new osg::Geode();
osg::Geometry *galaxy = new osg::Geometry();
osg::Vec3Array *vertices = new osg::Vec3Array();
osg::Vec4Array *colors = new osg::Vec4Array();
osg::Vec4 ini(1,1,0,1);
osg::Vec4 fin(0,0,1,1);
/** Formula for the two spirals */
for (unsigned i=0;i<nvertices/2;i++) {
float val = (i*2/(float)nvertices * 2 * 3.14159265359);
float modx1 = rand() / (float)RAND_MAX*2;
float mody1 = rand() / (float)RAND_MAX*2;
float modx2 = rand() / (float)RAND_MAX*2;
float mody2 = rand() / (float)RAND_MAX*2;
float modz1 = ((rand()-RAND_MAX/2) / (float)(RAND_MAX))*3/(val+1);
float modz2 = ((rand()-RAND_MAX/2) / (float)(RAND_MAX))*3/(val+1);
vertices->push_back(osg::Vec3(cos(val)*val+modx1, sin(val)*val+mody1, modz1));
vertices->push_back(osg::Vec3(-cos(val)*val+modx2, -sin(val)*val+mody2, modz2));
colors->push_back(ini+(fin-ini)*(i*2/(float)nvertices));
colors->push_back(ini+(fin-ini)*(i*2/(float)nvertices));
}
galaxy->setVertexArray(vertices);
galaxy->setColorArray(colors);
galaxy->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
galaxy->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, nvertices));
geode->addDrawable(galaxy);
return geode;
}
osg::StateSet* makeStateSet(float size)
{
osg::StateSet *set = new osg::StateSet();
/// Setup cool blending
set->setMode(GL_BLEND, osg::StateAttribute::ON);
osg::BlendFunc *fn = new osg::BlendFunc();
fn->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::DST_ALPHA);
set->setAttributeAndModes(fn, osg::StateAttribute::ON);
/// Setup the point sprites
osg::PointSprite *sprite = new osg::PointSprite();
set->setTextureAttributeAndModes(0, sprite, osg::StateAttribute::ON);
/// Give some size to the points to be able to see the sprite
osg::Point *point = new osg::Point();
point->setSize(size);
set->setAttribute(point);
/// Disable depth test to avoid sort problems and Lighting
set->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
set->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
/// The texture for the sprites
osg::Texture2D *tex = new osg::Texture2D();
tex->setImage(osgDB::readImageFile("Images/particle.rgb"));
set->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON);
return set;
}
int main(int, char *[])
{
osgProducer::Viewer viewer;
/// Make the galaxy of points
osg::Node *node = makeGalaxy(5000);
node->setStateSet(makeStateSet(10.0f));
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
viewer.setSceneData(node);
viewer.realize();
while (!viewer.done())
{
viewer.sync();
viewer.update();
viewer.frame();
}
return(0);
}