OpenSceneGraph/examples/osghangglide/base.cpp

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#include <math.h>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Texture2D>
#include <osg/TexEnv>
#include <osg/Depth>
#include <osg/StateSet>
#include <osgDB/ReadFile>
using namespace osg;
Node *makeBase( void )
{
int i, c;
float theta;
float ir = 20.0f;
Vec3Array *coords = new Vec3Array(19);
Vec2Array *tcoords = new Vec2Array(19);
Vec4Array *colors = new Vec4Array(1);
(*colors)[0].set(1.0f,1.0f,1.0f,1.0f);
c = 0;
(*coords)[c].set(0.0f,0.0f,0.0f);
(*tcoords)[c].set(0.0f,0.0f);
for( i = 0; i <= 18; i++ )
{
theta = osg::DegreesToRadians((float)i * 20.0);
(*coords)[c].set(ir * cosf( theta ), ir * sinf( theta ), 0.0f);
(*tcoords)[c].set((*coords)[c][0]/36.0f,(*coords)[c][1]/36.0f);
c++;
}
Geometry *geom = new Geometry;
geom->setVertexArray( coords );
geom->setTexCoordArray( 0, tcoords );
geom->setColorArray( colors );
geom->setColorBinding( Geometry::BIND_OVERALL );
geom->addPrimitiveSet( new DrawArrays(PrimitiveSet::TRIANGLE_FAN,0,19) );
Texture2D *tex = new Texture2D;
tex->setImage(osgDB::readImageFile("Images/water.rgb"));
tex->setWrap( Texture2D::WRAP_S, Texture2D::REPEAT );
tex->setWrap( Texture2D::WRAP_T, Texture2D::REPEAT );
StateSet *dstate = new StateSet;
dstate->setMode( GL_LIGHTING, StateAttribute::OFF );
dstate->setTextureAttributeAndModes(0, tex, StateAttribute::ON );
dstate->setTextureAttribute(0, new TexEnv );
// clear the depth to the far plane.
osg::Depth* depth = new osg::Depth;
depth->setFunction(osg::Depth::ALWAYS);
depth->setRange(1.0,1.0);
dstate->setAttributeAndModes(depth,StateAttribute::ON );
dstate->setRenderBinDetails(-1,"RenderBin");
geom->setStateSet( dstate );
Geode *geode = new Geode;
geode->addDrawable( geom );
return geode;
}