From Eduardo Alberto Hernández Muñoz, change to using TexGenNode for setting up tex coordinates
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@ -18,7 +18,7 @@
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#include <osg/Notify>
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#include <osg/Texture1D>
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#include <osg/TexGen>
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#include <osg/TexGenNode>
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#include <osg/Material>
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#include <osgDB/Registry>
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@ -28,15 +28,10 @@
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#include <iostream>
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// Creates a stateset which contains a 1D texture which is populated by contour banded color
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// this is then used in conjunction with TexGen to create contoured models, either in
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// object linear coords - like contours on a map, or eye linear which contour the distance from
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// the eye. An app callback toggles between the two tex gen modes.
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// Creates a stateset which contains a 1D texture which is populated by contour banded color,
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// and allows tex gen to override the S texture coordinate
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osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
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{
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const osg::BoundingSphere& bs = loadedModel->getBound();
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osg::Image* image = new osg::Image;
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int noPixels = 1024;
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@ -76,13 +71,6 @@ osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
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texture->setWrap(osg::Texture1D::WRAP_S,osg::Texture1D::MIRROR);
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texture->setFilter(osg::Texture1D::MIN_FILTER,osg::Texture1D::LINEAR);
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texture->setImage(image);
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float zBase = bs.center().z()-bs.radius();
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float zScale = 2.0f/bs.radius();
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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::Plane(0.0f,0.0f,zScale,-zBase));
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osg::Material* material = new osg::Material;
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@ -93,7 +81,6 @@ osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
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stateset->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(0,GL_TEXTURE_3D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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stateset->setTextureAttribute(0,texgen,osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(0,GL_TEXTURE_GEN_S,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->setAttribute(material,osg::StateAttribute::OVERRIDE);
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@ -103,49 +90,44 @@ osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
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// An app callback which alternates the tex gen mode between object linear and eye linear to illustrate what differences it makes.
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class AnimateStateCallback : public osg::NodeCallback
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class AnimateTexGenCallback : public osg::NodeCallback
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{
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public:
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AnimateStateCallback() {}
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AnimateTexGenCallback() {}
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void animateState(osg::StateSet* stateset,double time)
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void animateTexGen(osg::TexGenNode* texgenNode,double time)
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{
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// here we simply get any existing texgen, and then increment its
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// plane, pushing the R coordinate through the texture.
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osg::StateAttribute* attribute = stateset->getTextureAttribute(0,osg::StateAttribute::TEXGEN);
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osg::TexGen* texgen = dynamic_cast<osg::TexGen*>(attribute);
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if (texgen)
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{
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const double timeInterval = 1.0f;
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static double previousTime = time;
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static bool state = false;
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while (time>previousTime+timeInterval)
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{
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previousTime+=timeInterval;
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state = !state;
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}
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const double timeInterval = 2.0f;
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if (state)
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{
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texgen->setMode(osg::TexGen::OBJECT_LINEAR);
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}
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else
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{
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texgen->setMode(osg::TexGen::EYE_LINEAR);
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}
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static double previousTime = time;
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static bool state = false;
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while (time>previousTime+timeInterval)
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{
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previousTime+=timeInterval;
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state = !state;
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}
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if (state)
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{
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texgenNode->getTexGen()->setMode(osg::TexGen::OBJECT_LINEAR);
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}
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else
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{
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texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
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}
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osg::TexGenNode* texgenNode = dynamic_cast<osg::TexGenNode*>(node);
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osg::StateSet* stateset = node->getStateSet();
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if (stateset && nv->getFrameStamp())
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if (texgenNode && nv->getFrameStamp())
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{
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// we have an exisitng stateset, so lets animate it.
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animateState(stateset,nv->getFrameStamp()->getSimulationTime());
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animateTexGen(texgenNode,nv->getFrameStamp()->getSimulationTime());
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}
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// note, callback is repsonsible for scenegraph traversal so
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@ -186,10 +168,29 @@ int main( int argc, char **argv )
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loadedModel->setStateSet(stateset);
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loadedModel->setUpdateCallback(new AnimateStateCallback());
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// add model to viewer.
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viewer.setSceneData( loadedModel );
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osg:: Group *root = new osg:: Group;
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root -> addChild( loadedModel );
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// The contour banded color texture is used in conjunction with TexGenNode
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// to create contoured models, either in object linear coords - like
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// contours on a map, or eye linear which contour the distance from
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// the eye. An app callback toggles between the two tex gen modes.
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osg::TexGenNode* texgenNode = new osg::TexGenNode;
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texgenNode->setReferenceFrame( osg::TexGenNode::ABSOLUTE_RF );
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texgenNode->getTexGen()->setMode( osg::TexGen::OBJECT_LINEAR );
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const osg::BoundingSphere& bs = loadedModel->getBound();
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float zBase = bs.center().z()-bs.radius();
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float zScale = 2.0f/bs.radius();
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texgenNode->getTexGen()->setPlane(osg::TexGen::S,osg::Plane(0.0f,0.0f,zScale,-zBase));
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texgenNode->setUpdateCallback(new AnimateTexGenCallback());
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root -> addChild( texgenNode );
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viewer.setSceneData( root );
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return viewer.run();
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}
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