From Eduardo Alberto Hernández Muñoz, change to using TexGenNode for setting up tex coordinates

This commit is contained in:
Robert Osfield 2009-04-22 11:00:20 +00:00
parent 9996e565ba
commit 9478fa7f02

View File

@ -18,7 +18,7 @@
#include <osg/Notify>
#include <osg/Texture1D>
#include <osg/TexGen>
#include <osg/TexGenNode>
#include <osg/Material>
#include <osgDB/Registry>
@ -28,15 +28,10 @@
#include <iostream>
// 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.
// Creates a stateset which contains a 1D texture which is populated by contour banded color,
// and allows tex gen to override the S texture coordinate
osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
{
const osg::BoundingSphere& bs = loadedModel->getBound();
osg::Image* image = new osg::Image;
int noPixels = 1024;
@ -76,13 +71,6 @@ osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
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::Plane(0.0f,0.0f,zScale,-zBase));
osg::Material* material = new osg::Material;
@ -93,7 +81,6 @@ osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
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);
@ -103,49 +90,44 @@ osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
// 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
class AnimateTexGenCallback : public osg::NodeCallback
{
public:
AnimateStateCallback() {}
AnimateTexGenCallback() {}
void animateState(osg::StateSet* stateset,double time)
void animateTexGen(osg::TexGenNode* texgenNode,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;
}
const double timeInterval = 2.0f;
if (state)
{
texgen->setMode(osg::TexGen::OBJECT_LINEAR);
}
else
{
texgen->setMode(osg::TexGen::EYE_LINEAR);
}
static double previousTime = time;
static bool state = false;
while (time>previousTime+timeInterval)
{
previousTime+=timeInterval;
state = !state;
}
if (state)
{
texgenNode->getTexGen()->setMode(osg::TexGen::OBJECT_LINEAR);
}
else
{
texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
}
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::TexGenNode* texgenNode = dynamic_cast<osg::TexGenNode*>(node);
osg::StateSet* stateset = node->getStateSet();
if (stateset && nv->getFrameStamp())
if (texgenNode && nv->getFrameStamp())
{
// we have an exisitng stateset, so lets animate it.
animateState(stateset,nv->getFrameStamp()->getSimulationTime());
animateTexGen(texgenNode,nv->getFrameStamp()->getSimulationTime());
}
// note, callback is repsonsible for scenegraph traversal so
@ -186,10 +168,29 @@ int main( int argc, char **argv )
loadedModel->setStateSet(stateset);
loadedModel->setUpdateCallback(new AnimateStateCallback());
// add model to viewer.
viewer.setSceneData( loadedModel );
osg:: Group *root = new osg:: Group;
root -> addChild( loadedModel );
// The contour banded color texture is used in conjunction with TexGenNode
// 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::TexGenNode* texgenNode = new osg::TexGenNode;
texgenNode->setReferenceFrame( osg::TexGenNode::ABSOLUTE_RF );
texgenNode->getTexGen()->setMode( osg::TexGen::OBJECT_LINEAR );
const osg::BoundingSphere& bs = loadedModel->getBound();
float zBase = bs.center().z()-bs.radius();
float zScale = 2.0f/bs.radius();
texgenNode->getTexGen()->setPlane(osg::TexGen::S,osg::Plane(0.0f,0.0f,zScale,-zBase));
texgenNode->setUpdateCallback(new AnimateTexGenCallback());
root -> addChild( texgenNode );
viewer.setSceneData( root );
return viewer.run();
}