Fixed the updating of projection matrix so that is done in eye coordinates.
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5ddcd5d878
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201f753170
@ -6,6 +6,7 @@
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#include <osg/Texture2D>
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#include <osg/TexGen>
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#include <osg/Material>
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#include <osg/LightSource>
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#include <osgUtil/Optimizer>
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#include <osgUtil/RenderToTextureStage>
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@ -26,6 +27,26 @@
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#include "../osghangglide/terrain_coords.h"
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class MyTexGen : public osg::TexGen
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{
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public:
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void setMatrix(const osg::Matrix& matrix)
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{
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_matrix = matrix;
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}
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virtual void apply(osg::State& state) const
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{
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glPushMatrix();
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glLoadMatrixf(_matrix.ptr());
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TexGen::apply(state);
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glPopMatrix();
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}
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osg::Matrix _matrix;
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};
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class MyCullCallback : public osg::NodeCallback
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{
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public:
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@ -117,8 +138,7 @@ void MyCullCallback::doPreRender(osg::Node& node, osgUtil::CullVisitor& cv)
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matrix->makeLookAt(_position,bs.center(),osg::Vec3(0.0f,1.0f,0.0f));
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osg::Matrix inverseMV;
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inverseMV.invert(cv.getModelViewMatrix());
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osg::Matrix MV = cv.getModelViewMatrix();
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// compute the matrix which takes a vertex from local coords into tex coords
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// will use this later to specify osg::TexGen..
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@ -200,12 +220,36 @@ void MyCullCallback::doPreRender(osg::Node& node, osgUtil::CullVisitor& cv)
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// with the appropriate tex gen coords.
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osg::StateSet* stateset = new osg::StateSet;
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osg::TexGen* texgen = new osg::TexGen;
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texgen->setMode(osg::TexGen::OBJECT_LINEAR);
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texgen->setPlane(osg::TexGen::S,osg::Vec4(MVPT(0,0),MVPT(1,0),MVPT(2,0),MVPT(3,0)));
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texgen->setPlane(osg::TexGen::T,osg::Vec4(MVPT(0,1),MVPT(1,1),MVPT(2,1),MVPT(3,1)));
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texgen->setPlane(osg::TexGen::R,osg::Vec4(MVPT(0,2),MVPT(1,2),MVPT(2,2),MVPT(3,2)));
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texgen->setPlane(osg::TexGen::Q,osg::Vec4(MVPT(0,3),MVPT(1,3),MVPT(2,3),MVPT(3,3)));
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osg::Plane plane_s(MVPT(0,0),MVPT(1,0),MVPT(2,0),MVPT(3,0));
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osg::Plane plane_t(MVPT(0,1),MVPT(1,1),MVPT(2,1),MVPT(3,1));
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osg::Plane plane_r(MVPT(0,2),MVPT(1,2),MVPT(2,2),MVPT(3,2));
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osg::Plane plane_q(MVPT(0,3),MVPT(1,3),MVPT(2,3),MVPT(3,3));
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// plane_s.makeUnitLength();
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// plane_t.makeUnitLength();
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// plane_r.makeUnitLength();
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// plane_q.makeUnitLength();
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// plane_s.set(inverseMV*plane_s.asVec4());
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// plane_t.set(inverseMV*plane_t.asVec4());
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// plane_r.set(inverseMV*plane_r.asVec4());
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// plane_q.set(inverseMV*plane_q.asVec4());
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// plane_s.transformProvidingInverse(inverseMV);
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// plane_t.transformProvidingInverse(inverseMV);
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// plane_r.transformProvidingInverse(inverseMV);
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// plane_q.transformProvidingInverse(inverseMV);
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MyTexGen* texgen = new MyTexGen;
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texgen->setMatrix(MV);
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texgen->setMode(osg::TexGen::EYE_LINEAR);
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texgen->setPlane(osg::TexGen::S,plane_s);
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texgen->setPlane(osg::TexGen::T,plane_t);
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texgen->setPlane(osg::TexGen::R,plane_r);
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texgen->setPlane(osg::TexGen::Q,plane_q);
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int _unit = 1;
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@ -259,136 +303,63 @@ osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,dou
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osg::Node* createBase(const osg::Vec3& center,float radius)
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{
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//
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// osg::Geode* geode = osgNew osg::Geode;
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//
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// // set up the texture of the base.
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// osg::StateSet* stateset = osgNew osg::StateSet();
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// osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
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// if (image)
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// {
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// osg::Texture2D* texture = osgNew osg::Texture2D;
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// texture->setImage(image);
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// stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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// }
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//
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// geode->setStateSet( stateset );
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//
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//
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// osg::Grid* grid = new osg::Grid;
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// grid->allocateGrid(38,39);
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// grid->setOrigin(center+osg::Vec3(-radius,-radius,0.0f));
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// grid->setXInterval(radius*2.0f/(float)(38-1));
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// grid->setYInterval(radius*2.0f/(float)(39-1));
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//
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// float minHeight = FLT_MAX;
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// float maxHeight = -FLT_MAX;
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//
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//
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// unsigned int r;
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// for(r=0;r<39;++r)
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// {
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// for(unsigned int c=0;c<38;++c)
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// {
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// float h = vertex[r+c*39][2];
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// if (h>maxHeight) maxHeight=h;
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// if (h<minHeight) minHeight=h;
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// }
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// }
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//
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// float hieghtScale = radius*0.5f/(maxHeight-minHeight);
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// float hieghtOffset = -(minHeight+maxHeight)*0.5f;
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//
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// for(r=0;r<39;++r)
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// {
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// for(unsigned int c=0;c<38;++c)
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// {
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// float h = vertex[r+c*39][2];
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// grid->setHeight(c,r,(h+hieghtOffset)*hieghtScale);
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// }
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// }
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//
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//
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// geode->addDrawable(new osg::ShapeDrawable(grid));
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//
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// osg::Group* group = osgNew osg::Group;
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// group->addChild(geode);
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//
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// return group;
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//
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int numTilesX = 10;
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int numTilesY = 10;
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float width = 2*radius;
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float height = 2*radius;
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osg::Vec3 v000(center - osg::Vec3(width*0.5f,height*0.5f,0.0f));
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osg::Vec3 dx(osg::Vec3(width/((float)numTilesX),0.0,0.0f));
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osg::Vec3 dy(osg::Vec3(0.0f,height/((float)numTilesY),0.0f));
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// fill in vertices for grid, note numTilesX+1 * numTilesY+1...
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osg::Vec3Array* coords = osgNew osg::Vec3Array;
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int iy;
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for(iy=0;iy<=numTilesY;++iy)
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{
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for(int ix=0;ix<=numTilesX;++ix)
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{
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coords->push_back(v000+dx*(float)ix+dy*(float)iy);
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}
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}
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//Just two colours - black and white.
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osg::Vec4Array* colors = osgNew osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); // white
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colors->push_back(osg::Vec4(0.0f,1.0f,1.0f,1.0f)); // black
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int numColors=colors->size();
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int numIndicesPerRow=numTilesX+1;
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osg::UByteArray* coordIndices = osgNew osg::UByteArray; // assumes we are using less than 256 points...
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osg::UByteArray* colorIndices = osgNew osg::UByteArray;
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for(iy=0;iy<numTilesY;++iy)
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{
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for(int ix=0;ix<numTilesX;++ix)
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{
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// four vertices per quad.
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coordIndices->push_back(ix +(iy+1)*numIndicesPerRow);
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coordIndices->push_back(ix +iy*numIndicesPerRow);
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coordIndices->push_back((ix+1)+iy*numIndicesPerRow);
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coordIndices->push_back((ix+1)+(iy+1)*numIndicesPerRow);
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// one color per quad
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colorIndices->push_back((ix+iy)%numColors);
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}
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}
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// set up a single normal
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osg::Vec3Array* normals = osgNew osg::Vec3Array;
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normals->push_back(osg::Vec3(0.0f,0.0f,1.0f));
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osg::Geometry* geom = osgNew osg::Geometry;
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geom->setVertexArray(coords);
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geom->setVertexIndices(coordIndices);
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geom->setColorArray(colors);
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geom->setColorIndices(colorIndices);
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geom->setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
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geom->setNormalArray(normals);
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geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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geom->addPrimitiveSet(osgNew osg::DrawArrays(osg::PrimitiveSet::QUADS,0,coordIndices->size()));
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osg::Geode* geode = osgNew osg::Geode;
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geode->addDrawable(geom);
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// set up the texture of the base.
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osg::StateSet* stateset = osgNew osg::StateSet();
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osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
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if (image)
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{
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osg::Texture2D* texture = osgNew osg::Texture2D;
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texture->setImage(image);
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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geode->setStateSet( stateset );
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osg::Grid* grid = new osg::Grid;
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grid->allocateGrid(38,39);
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grid->setOrigin(center+osg::Vec3(-radius,-radius,0.0f));
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grid->setXInterval(radius*2.0f/(float)(38-1));
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grid->setYInterval(radius*2.0f/(float)(39-1));
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float minHeight = FLT_MAX;
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float maxHeight = -FLT_MAX;
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unsigned int r;
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for(r=0;r<39;++r)
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{
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for(unsigned int c=0;c<38;++c)
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{
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float h = vertex[r+c*39][2];
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if (h>maxHeight) maxHeight=h;
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if (h<minHeight) minHeight=h;
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}
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}
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float hieghtScale = radius*0.5f/(maxHeight-minHeight);
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float hieghtOffset = -(minHeight+maxHeight)*0.5f;
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for(r=0;r<39;++r)
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{
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for(unsigned int c=0;c<38;++c)
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{
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float h = vertex[r+c*39][2];
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grid->setHeight(c,r,(h+hieghtOffset)*hieghtScale);
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}
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}
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geode->addDrawable(new osg::ShapeDrawable(grid));
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osg::Group* group = osgNew osg::Group;
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group->addChild(geode);
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return group;
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}
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osg::Node* createMovingModel(const osg::Vec3& center, float radius)
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@ -419,7 +390,7 @@ osg::Node* createMovingModel(const osg::Vec3& center, float radius)
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//
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// model->addChild(xform);
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// }
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//
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osg::Node* cessna = osgDB::readNodeFile("cessna.osg");
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if (cessna)
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{
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@ -430,7 +401,7 @@ osg::Node* createMovingModel(const osg::Vec3& center, float radius)
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positioned->setDataVariance(osg::Object::STATIC);
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positioned->setMatrix(osg::Matrix::translate(-bs.center())*
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osg::Matrix::scale(size,size,size)*
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osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,1.0f));
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osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,2.0f));
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positioned->addChild(cessna);
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@ -467,9 +438,17 @@ osg::Node* createModel()
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osg::Geode* lightgeode = new osg::Geode;
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lightgeode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(lightPosition,radius/100.0f)));
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osg::Light* light = new osg::Light;
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light->setPosition(osg::Vec4(lightPosition,1.0f));
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light->setLightNum(0);
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osg::LightSource* lightsource = new osg::LightSource;
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lightsource->setLight(light);
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occludee->setCullCallback(new MyCullCallback(occluder,texture,lightPosition));
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root->addChild(lightgeode);
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root->addChild(lightsource);
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root->addChild(occluder);
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root->addChild(occludee);
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