2003-03-15 04:35:45 +08:00
|
|
|
#include <osg/Notify>
|
|
|
|
#include <osg/Texture1D>
|
|
|
|
#include <osg/TexGen>
|
|
|
|
#include <osg/Material>
|
|
|
|
|
|
|
|
#include <osgDB/Registry>
|
|
|
|
#include <osgDB/ReadFile>
|
|
|
|
|
|
|
|
#include <osgProducer/Viewer>
|
|
|
|
|
|
|
|
|
|
|
|
// Creates a stateset which contains a 1D texture which is populated by contour banded color
|
|
|
|
// this is then used in conjunction with TexGen to create contoured models, either in
|
|
|
|
// object linear coords - like contours on a map, or eye linear which contour the distance from
|
|
|
|
// the eye. An app callback toggles between the two tex gen modes.
|
|
|
|
osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
|
|
|
|
{
|
|
|
|
|
|
|
|
const osg::BoundingSphere& bs = loadedModel->getBound();
|
|
|
|
|
|
|
|
osg::Image* image = new osg::Image;
|
|
|
|
|
|
|
|
int noPixels = 1024;
|
|
|
|
|
|
|
|
// allocate the image data, noPixels x 1 x 1 with 4 rgba floats - equivilant to a Vec4!
|
|
|
|
image->allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT);
|
|
|
|
image->setInternalTextureFormat(GL_RGBA);
|
|
|
|
|
|
|
|
typedef std::vector<osg::Vec4> ColorBands;
|
|
|
|
ColorBands colorbands;
|
|
|
|
colorbands.push_back(osg::Vec4(0.0f,0.0,0.0,1.0f));
|
|
|
|
colorbands.push_back(osg::Vec4(1.0f,0.0,0.0,1.0f));
|
|
|
|
colorbands.push_back(osg::Vec4(1.0f,1.0,0.0,1.0f));
|
|
|
|
colorbands.push_back(osg::Vec4(0.0f,1.0,0.0,1.0f));
|
|
|
|
colorbands.push_back(osg::Vec4(0.0f,1.0,1.0,1.0f));
|
|
|
|
colorbands.push_back(osg::Vec4(0.0f,0.0,1.0,1.0f));
|
|
|
|
colorbands.push_back(osg::Vec4(1.0f,0.0,1.0,1.0f));
|
|
|
|
colorbands.push_back(osg::Vec4(1.0f,1.0,1.0,1.0f));
|
|
|
|
|
|
|
|
float nobands = colorbands.size();
|
|
|
|
float delta = nobands/(float)noPixels;
|
|
|
|
float pos = 0.0f;
|
|
|
|
|
|
|
|
// fill in the image data.
|
|
|
|
osg::Vec4* dataPtr = (osg::Vec4*)image->data();
|
|
|
|
for(int i=0;i<noPixels;++i,pos+=delta)
|
|
|
|
{
|
|
|
|
//float p = floorf(pos);
|
|
|
|
//float r = pos-p;
|
|
|
|
//osg::Vec4 color = colorbands[(int)p]*(1.0f-r);
|
|
|
|
//if (p+1<colorbands.size()) color += colorbands[(int)p+1]*r;
|
|
|
|
osg::Vec4 color = colorbands[(int)pos];
|
|
|
|
*dataPtr++ = color;
|
|
|
|
}
|
|
|
|
|
|
|
|
osg::Texture1D* texture = new osg::Texture1D;
|
|
|
|
texture->setWrap(osg::Texture1D::WRAP_S,osg::Texture1D::MIRROR);
|
|
|
|
texture->setFilter(osg::Texture1D::MIN_FILTER,osg::Texture1D::LINEAR);
|
|
|
|
texture->setImage(image);
|
|
|
|
|
|
|
|
float zBase = bs.center().z()-bs.radius();
|
|
|
|
float zScale = 2.0f/bs.radius();
|
|
|
|
|
|
|
|
osg::TexGen* texgen = new osg::TexGen;
|
|
|
|
texgen->setMode(osg::TexGen::OBJECT_LINEAR);
|
|
|
|
texgen->setPlane(osg::TexGen::S,osg::Vec4(0.0f,0.0f,zScale,-zBase));
|
|
|
|
|
|
|
|
osg::Material* material = new osg::Material;
|
|
|
|
|
|
|
|
osg::StateSet* stateset = new osg::StateSet;
|
|
|
|
|
|
|
|
stateset->setTextureAttribute(0,texture,osg::StateAttribute::OVERRIDE);
|
|
|
|
stateset->setTextureMode(0,GL_TEXTURE_1D,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
|
|
|
stateset->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
|
|
|
|
stateset->setTextureMode(0,GL_TEXTURE_3D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
|
|
|
|
|
|
|
|
stateset->setTextureAttribute(0,texgen,osg::StateAttribute::OVERRIDE);
|
|
|
|
stateset->setTextureMode(0,GL_TEXTURE_GEN_S,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
|
|
|
|
|
|
|
stateset->setAttribute(material,osg::StateAttribute::OVERRIDE);
|
|
|
|
|
|
|
|
return stateset;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// An app callback which alternates the tex gen mode between object linear and eye linear to illustrate what differences it makes.
|
|
|
|
class AnimateStateCallback : public osg::NodeCallback
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
AnimateStateCallback() {}
|
|
|
|
|
|
|
|
void animateState(osg::StateSet* stateset,double time)
|
|
|
|
{
|
|
|
|
// here we simply get any existing texgen, and then increment its
|
|
|
|
// plane, pushing the R coordinate through the texture.
|
|
|
|
osg::StateAttribute* attribute = stateset->getTextureAttribute(0,osg::StateAttribute::TEXGEN);
|
|
|
|
osg::TexGen* texgen = dynamic_cast<osg::TexGen*>(attribute);
|
|
|
|
if (texgen)
|
|
|
|
{
|
|
|
|
const double timeInterval = 1.0f;
|
|
|
|
|
|
|
|
static double previousTime = time;
|
|
|
|
static bool state = false;
|
|
|
|
while (time>previousTime+timeInterval)
|
|
|
|
{
|
|
|
|
previousTime+=timeInterval;
|
|
|
|
state = !state;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (state)
|
|
|
|
{
|
|
|
|
texgen->setMode(osg::TexGen::OBJECT_LINEAR);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
texgen->setMode(osg::TexGen::EYE_LINEAR);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
|
|
|
|
{
|
|
|
|
|
|
|
|
osg::StateSet* stateset = node->getStateSet();
|
|
|
|
if (stateset && nv->getFrameStamp())
|
|
|
|
{
|
|
|
|
// we have an exisitng stateset, so lets animate it.
|
|
|
|
animateState(stateset,nv->getFrameStamp()->getReferenceTime());
|
|
|
|
}
|
|
|
|
|
|
|
|
// note, callback is repsonsible for scenegraph traversal so
|
|
|
|
// should always include call the traverse(node,nv) to ensure
|
|
|
|
// that the rest of cullbacks and the scene graph are traversed.
|
|
|
|
traverse(node,nv);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
2003-04-09 19:44:32 +08:00
|
|
|
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use of 1D textures.");
|
2003-04-07 05:32:44 +08:00
|
|
|
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
|
2003-03-15 04:35:45 +08:00
|
|
|
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;
|
|
|
|
}
|
2003-04-07 05:32:44 +08:00
|
|
|
|
|
|
|
if (arguments.argc()<=1)
|
|
|
|
{
|
|
|
|
arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
|
|
|
|
return 1;
|
|
|
|
}
|
2003-03-15 04:35:45 +08:00
|
|
|
|
|
|
|
// load the images specified on command line
|
|
|
|
osg::Node* loadedModel = osgDB::readNodeFiles(arguments);
|
|
|
|
|
|
|
|
|
|
|
|
if (loadedModel)
|
|
|
|
{
|
|
|
|
|
|
|
|
osg::StateSet* stateset = create1DTextureStateToDecorate(loadedModel);
|
|
|
|
if (!stateset)
|
|
|
|
{
|
|
|
|
std::cout<<"Error: failed to create 1D texture state."<<std::endl;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
loadedModel->setStateSet(stateset);
|
|
|
|
loadedModel->setUpdateCallback(new AnimateStateCallback());
|
|
|
|
|
|
|
|
// add model to viewer.
|
|
|
|
viewer.setSceneData( loadedModel );
|
|
|
|
|
|
|
|
// create the windows and run the threads.
|
2003-04-08 23:18:45 +08:00
|
|
|
viewer.realize();
|
2003-03-15 04:35:45 +08:00
|
|
|
|
|
|
|
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();
|
|
|
|
|
|
|
|
}
|
2003-03-25 18:05:09 +08:00
|
|
|
|
2006-08-03 03:55:03 +08:00
|
|
|
// wait for all cull and draw threads to complete.
|
|
|
|
viewer.sync();
|
|
|
|
|
|
|
|
// run a clean up frame to delete all OpenGL objects.
|
|
|
|
viewer.cleanup_frame();
|
|
|
|
|
|
|
|
// wait for all the clean up frame to complete.
|
2003-03-25 18:05:09 +08:00
|
|
|
viewer.sync();
|
2003-03-15 04:35:45 +08:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
osg::notify(osg::NOTICE)<<arguments.getApplicationUsage()->getCommandLineUsage()<<std::endl;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|