2003-03-15 04:35:45 +08:00
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#include <math.h>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Texture2D>
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#include <osg/TexEnv>
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#include <osg/Depth>
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#include <osg/StateSet>
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#include <osgDB/ReadFile>
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#ifdef _MSC_VER
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#pragma warning( disable : 4244 )
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#pragma warning( disable : 4305 )
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#endif
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using namespace osg;
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Node *makeSky( void )
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{
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int i, j;
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float lev[] = { -5, -1.0, 1.0, 15.0, 30.0, 60.0, 90.0 };
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float cc[][4] =
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{
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{ 0.0, 0.0, 0.15 },
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{ 0.0, 0.0, 0.15 },
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{ 0.4, 0.4, 0.7 },
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{ 0.2, 0.2, 0.6 },
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{ 0.1, 0.1, 0.6 },
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{ 0.1, 0.1, 0.6 },
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{ 0.1, 0.1, 0.6 },
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};
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float x, y, z;
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float alpha, theta;
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float radius = 20.0f;
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int nlev = sizeof( lev )/sizeof(float);
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Geometry *geom = new Geometry;
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Vec3Array& coords = *(new Vec3Array(19*nlev));
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Vec4Array& colors = *(new Vec4Array(19*nlev));
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Vec2Array& tcoords = *(new Vec2Array(19*nlev));
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int ci = 0;
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for( i = 0; i < nlev; i++ )
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{
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for( j = 0; j <= 18; j++ )
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{
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alpha = osg::DegreesToRadians(lev[i]);
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theta = osg::DegreesToRadians((float)(j*20));
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x = radius * cosf( alpha ) * cosf( theta );
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y = radius * cosf( alpha ) * -sinf( theta );
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z = radius * sinf( alpha );
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coords[ci][0] = x;
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coords[ci][1] = y;
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coords[ci][2] = z;
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colors[ci][0] = cc[i][0];
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colors[ci][1] = cc[i][1];
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colors[ci][2] = cc[i][2];
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colors[ci][3] = 1.0;
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tcoords[ci][0] = (float)j/18.0;
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2004-09-01 18:45:11 +08:00
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tcoords[ci][1] = (float)i/(float)(nlev-1);
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2003-03-15 04:35:45 +08:00
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ci++;
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}
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}
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for( i = 0; i < nlev-1; i++ )
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{
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DrawElementsUShort* drawElements = new DrawElementsUShort(PrimitiveSet::TRIANGLE_STRIP);
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drawElements->reserve(38);
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for( j = 0; j <= 18; j++ )
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{
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drawElements->push_back((i+1)*19+j);
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drawElements->push_back((i+0)*19+j);
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}
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geom->addPrimitiveSet(drawElements);
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}
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geom->setVertexArray( &coords );
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geom->setTexCoordArray( 0, &tcoords );
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geom->setColorArray( &colors );
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geom->setColorBinding( Geometry::BIND_PER_VERTEX );
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Texture2D *tex = new Texture2D;
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tex->setImage(osgDB::readImageFile("Images/white.rgb"));
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StateSet *dstate = new StateSet;
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dstate->setTextureAttributeAndModes(0, tex, StateAttribute::OFF );
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dstate->setTextureAttribute(0, new TexEnv );
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dstate->setMode( GL_LIGHTING, StateAttribute::OFF );
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dstate->setMode( GL_CULL_FACE, StateAttribute::ON );
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// clear the depth to the far plane.
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osg::Depth* depth = new osg::Depth;
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depth->setFunction(osg::Depth::ALWAYS);
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depth->setRange(1.0,1.0);
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dstate->setAttributeAndModes(depth,StateAttribute::ON );
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dstate->setRenderBinDetails(-2,"RenderBin");
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geom->setStateSet( dstate );
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Geode *geode = new Geode;
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geode->addDrawable( geom );
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geode->setName( "Sky" );
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return geode;
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}
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