From Gino van den Bergen, "I've added a few fixes to the VRML 2.0 plugin:
1) Full DOS paths are now correctly opened by OpenVRML. A URL containing a DOS path should be "file:///C:data/blah" rather than "file://C:data/blah". 2) The last primitive defined in "coordIndex" is now added if the "coordIndex" is not terminated by -1. 3) Smoothed normals are computed if no normal field is provided. Currently, there is no support for "creaseAngle", so all edges (even the ones sharper than the creaseAngle) are smoothed. I might add this in the future if demand rises. 4) If an IndexedFaceSet contains only triangles or quads then the primitive type is set to TRIANGLES or QUADS, and the primset becomes DrawArrays rather than DrawArrayLengths. Question: I noticed that for DrawArrays you can still provide an index array. Would the rendering be faster if I'd create DrawElements primsets rather than DrawArrays? Phrased differently, what is the benefit of using DrawElements over DrawArrays, as there is clearly not a one-to-one mapping of these concepts to their OpenGL counterparts? 5) Objects are added to the transparent bin and blend mode is enabled only if the transparency is nonzero. Rendered transparent objects no longer write the depth buffer."
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@ -38,6 +38,7 @@
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#include <osg/MatrixTransform>
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#include <osg/Light>
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#include <osg/LightSource>
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#include <osg/Depth>
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#include <osg/Notify>
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#include <osgDB/Registry>
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@ -86,10 +87,11 @@ osgDB::ReaderWriter::ReadResult ReaderWriterVRML2::readNode(const std::string &f
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#ifdef WIN32
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if(unixFileName[1] == ':') // absolute path
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fileName = "file:///" + unixFileName;
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#else
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if(unixFileName[0] == '/') // absolute path
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#endif
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fileName = "file://" + unixFileName;
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#endif
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else // relative path
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fileName = unixFileName;
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@ -108,7 +110,8 @@ osgDB::ReaderWriter::ReadResult ReaderWriterVRML2::readNode(const std::string &f
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return ReadResult::FILE_NOT_HANDLED;
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} else {
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osg::ref_ptr<osg::MatrixTransform> osg_root = new osg::MatrixTransform(osg::Matrix(1, 0, 0, 0,
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osg::ref_ptr<osg::MatrixTransform> osg_root =
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new osg::MatrixTransform(osg::Matrix( 1, 0, 0, 0,
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0, 0, 1, 0,
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0, -1, 0, 0,
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0, 0, 0, 1));
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@ -147,7 +150,8 @@ osg::ref_ptr<osg::Node> ReaderWriterVRML2::convertFromVRML(openvrml::node *obj)
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osg_group->addChild(convertFromVRML(node).get());
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}
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}
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} catch (openvrml::unsupported_interface &e)
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}
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catch (openvrml::unsupported_interface&)
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{
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// no children
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}
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@ -173,7 +177,8 @@ osg::ref_ptr<osg::Node> ReaderWriterVRML2::convertFromVRML(openvrml::node *obj)
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osg_m->addChild(convertFromVRML(node).get());
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}
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}
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} catch (openvrml::unsupported_interface &e)
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}
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catch (openvrml::unsupported_interface&)
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{
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// no children
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}
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@ -211,8 +216,7 @@ osg::ref_ptr<osg::Node> ReaderWriterVRML2::convertFromVRML(openvrml::node *obj)
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{
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const openvrml::field_value& fv = vrml_ifs->field("coord");
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const openvrml::sfnode& sfn = dynamic_cast<const openvrml::sfnode&>(fv);
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openvrml::vrml97_node::coordinate_node *vrml_coord_node =
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dynamic_cast<openvrml::vrml97_node::coordinate_node *>(sfn.value.get());
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openvrml::vrml97_node::coordinate_node* vrml_coord_node = dynamic_cast<openvrml::vrml97_node::coordinate_node*>(sfn.value.get());
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const std::vector<openvrml::vec3f>& vrml_coord = vrml_coord_node->point();
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osg::ref_ptr<osg::Vec3Array> osg_vertices = new osg::Vec3Array();
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@ -236,13 +240,21 @@ osg::ref_ptr<osg::Node> ReaderWriterVRML2::convertFromVRML(openvrml::node *obj)
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for (i = 0; i < vrml_coord_index.value.size(); i++)
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{
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int index = vrml_coord_index.value[i];
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if (index == -1) {
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((osg::DrawArrayLengths*) osg_geom->getPrimitiveSet(0))->push_back(num_vert);
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if (index == -1)
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{
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static_cast<osg::DrawArrayLengths*>(osg_geom->getPrimitiveSet(0))->push_back(num_vert);
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num_vert = 0;
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} else {
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osg_vert_index->push_back(index);
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num_vert ++;
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}
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else
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{
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osg_vert_index->push_back(index);
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++num_vert;
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}
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}
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if (num_vert)
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{
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//GvdB: Last coordIndex wasn't -1
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static_cast<osg::DrawArrayLengths*>(osg_geom->getPrimitiveSet(0))->push_back(num_vert);
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}
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osg_geom->setVertexIndices(osg_vert_index.get());
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@ -295,8 +307,7 @@ osg::ref_ptr<osg::Node> ReaderWriterVRML2::convertFromVRML(openvrml::node *obj)
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{
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const openvrml::field_value& fv = vrml_ifs->field("normal");
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const openvrml::sfnode& sfn = dynamic_cast<const openvrml::sfnode&>(fv);
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openvrml::vrml97_node::normal_node *vrml_normal_node =
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dynamic_cast<openvrml::vrml97_node::normal_node *>(sfn.value.get());
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openvrml::vrml97_node::normal_node* vrml_normal_node = dynamic_cast<openvrml::vrml97_node::normal_node*>(sfn.value.get());
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if (vrml_normal_node != 0) // if no normals, node is NULL pointer
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{
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@ -323,12 +334,14 @@ osg::ref_ptr<osg::Node> ReaderWriterVRML2::convertFromVRML(openvrml::node *obj)
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for (i = 0; i < vrml_normal_index.value.size(); i++)
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{
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int index = vrml_normal_index.value[i];
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if (index != -1) {
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if (index != -1)
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{
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osg_normal_index->push_back(index);
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}
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}
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osg_geom->setNormalIndices(osg_normal_index.get());
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} else
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}
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else
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// unspecified, use the coordIndex field
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osg_geom->setNormalIndices(osg_geom->getVertexIndices());
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@ -405,6 +418,100 @@ osg::ref_ptr<osg::Node> ReaderWriterVRML2::convertFromVRML(openvrml::node *obj)
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{
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osg_stateset->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK));
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}
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if (!osg_geom->getNormalArray())
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{
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#if 0
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// GvdB: This is what I wanted to do, but got zero normals since the triangles were considered temporaries (?)
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osgUtil::SmoothingVisitor().smooth(*osg_geom);
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#else
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// GvdB: So I ended up computing the smoothing normals myself. Also, I might add support for "creaseAngle" if a big need for it rises.
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// However, for now I can perfectly live with the fact that all edges are smoothed despite the use of a crease angle.
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osg::Vec3Array& coords = *static_cast<osg::Vec3Array*>(osg_geom->getVertexArray());
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assert(coords.size());
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osg::Vec3Array* normals = new osg::Vec3Array(coords.size());
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for (osg::Vec3Array::iterator it = normals->begin(); it != normals->end(); ++it)
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{
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(*it).set(0.0f, 0.0f, 0.0f);
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}
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osg::IntArray& indices = *static_cast<osg::IntArray*>(osg_geom->getVertexIndices());
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osg::DrawArrayLengths& lengths = *static_cast<osg::DrawArrayLengths*>(osg_geom->getPrimitiveSet(0));
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int index = 0;
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for (osg::DrawArrayLengths::iterator it = lengths.begin(); it != lengths.end(); ++it)
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{
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assert(*it >= 3);
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const osg::Vec3& v0 = coords[indices[index]];
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const osg::Vec3& v1 = coords[indices[index + 1]];
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const osg::Vec3& v2 = coords[indices[index + 2]];
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osg::Vec3 normal = (v1 - v0) ^ (v2 - v0);
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normal.normalize();
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for (int i = 0; i != *it; ++i)
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{
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(*normals)[indices[index + i]] += normal;
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}
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index += *it;
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}
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assert(index == indices.size());
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for(osg::Vec3Array::iterator it = normals->begin(); it != normals->end(); ++it)
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{
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(*it).normalize();
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}
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osg_geom->setNormalArray(normals);
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osg_geom->setNormalIndices(osg_geom->getVertexIndices());
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osg_geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
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#endif
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}
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osg::DrawArrayLengths& lengths = *static_cast<osg::DrawArrayLengths*>(osg_geom->getPrimitiveSet(0));
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osg::DrawArrayLengths::iterator it = lengths.begin();
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if (it != lengths.end())
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{
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switch (*it)
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{
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case 3:
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while (++it != lengths.end() && *it == 3)
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;
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if (it == lengths.end())
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{
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// All polys are triangles
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osg::ref_ptr<osg::DrawArrays> mesh = new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES);
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mesh->setCount(lengths.size() * 3);
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osg_geom->removePrimitiveSet(0);
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osg_geom->addPrimitiveSet(mesh.get());
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}
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break;
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case 4:
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while (++it != lengths.end() && *it == 4)
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;
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if (it == lengths.end())
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{
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// All polys are quads
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osg::ref_ptr<osg::DrawArrays> mesh = new osg::DrawArrays(osg::PrimitiveSet::QUADS);
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mesh->setCount(lengths.size() * 4);
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osg_geom->removePrimitiveSet(0);
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osg_geom->addPrimitiveSet(mesh.get());
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}
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break;
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}
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}
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}
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else if (openvrml::vrml97_node::box_node* vrml_box = dynamic_cast<openvrml::vrml97_node::box_node*>(vrml_geom))
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{
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@ -786,33 +893,45 @@ osg::ref_ptr<osg::Node> ReaderWriterVRML2::convertFromVRML(openvrml::node *obj)
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dynamic_cast<const openvrml::vrml97_node::material_node *>(vrml_material_node.get());
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// std::cerr << "sfnode->Material OK" << std::endl << std::flush;
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if (vrml_material != NULL) {
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osg_mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(vrml_material->ambient_intensity(),
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if (vrml_material != NULL)
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{
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osg_mat->setAmbient(osg::Material::FRONT_AND_BACK,
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osg::Vec4(vrml_material->ambient_intensity(),
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vrml_material->ambient_intensity(),
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vrml_material->ambient_intensity(),
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1.0));
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osg_mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(vrml_material->diffuse_color().r(),
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osg_mat->setDiffuse(osg::Material::FRONT_AND_BACK,
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osg::Vec4(vrml_material->diffuse_color().r(),
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vrml_material->diffuse_color().g(),
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vrml_material->diffuse_color().b(),
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1.0));
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osg_mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(vrml_material->emissive_color().r(),
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osg_mat->setEmission(osg::Material::FRONT_AND_BACK,
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osg::Vec4(vrml_material->emissive_color().r(),
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vrml_material->emissive_color().g(),
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vrml_material->emissive_color().b(),
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1.0));
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osg_mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(vrml_material->specular_color().r(),
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osg_mat->setSpecular(osg::Material::FRONT_AND_BACK,
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osg::Vec4(vrml_material->specular_color().r(),
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vrml_material->specular_color().g(),
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vrml_material->specular_color().b(),
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1.0));
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osg_mat->setTransparency(osg::Material::FRONT_AND_BACK, vrml_material->transparency() );
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//osg_stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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osg_mat->setShininess(osg::Material::FRONT_AND_BACK, vrml_material->shininess() );
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//osg_mat->setColorMode(osg::Material::OFF);
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if (vrml_material->transparency() > 0.0f)
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{
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osg_mat->setTransparency(osg::Material::FRONT_AND_BACK, vrml_material->transparency());
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osg_stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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osg_stateset->setAttribute(new osg::Depth(osg::Depth::LESS, 0.0, 1.0, false)); // GvdB: transparent objects do not write depth
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osg_stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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}
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else
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{
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osg_stateset->setMode(GL_BLEND, osg::StateAttribute::OFF);
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osg_stateset->setRenderingHint(osg::StateSet::OPAQUE_BIN);
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}
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osg_stateset->setAttributeAndModes(osg_mat.get());
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osg_stateset->setMode(GL_BLEND, osg::StateAttribute::ON); //bhbn
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}
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