From Eduardo Alberto Hernández Muñoz, change to using TexGenNode for setting up tex coordinates
This commit is contained in:
parent
9996e565ba
commit
9478fa7f02
@ -18,7 +18,7 @@
|
|||||||
|
|
||||||
#include <osg/Notify>
|
#include <osg/Notify>
|
||||||
#include <osg/Texture1D>
|
#include <osg/Texture1D>
|
||||||
#include <osg/TexGen>
|
#include <osg/TexGenNode>
|
||||||
#include <osg/Material>
|
#include <osg/Material>
|
||||||
|
|
||||||
#include <osgDB/Registry>
|
#include <osgDB/Registry>
|
||||||
@ -28,15 +28,10 @@
|
|||||||
|
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
|
||||||
// Creates a stateset which contains a 1D texture which is populated by contour banded color
|
// 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
|
// and allows tex gen to override the S texture coordinate
|
||||||
// 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)
|
osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
|
||||||
{
|
{
|
||||||
|
|
||||||
const osg::BoundingSphere& bs = loadedModel->getBound();
|
|
||||||
|
|
||||||
osg::Image* image = new osg::Image;
|
osg::Image* image = new osg::Image;
|
||||||
|
|
||||||
int noPixels = 1024;
|
int noPixels = 1024;
|
||||||
@ -77,13 +72,6 @@ osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
|
|||||||
texture->setFilter(osg::Texture1D::MIN_FILTER,osg::Texture1D::LINEAR);
|
texture->setFilter(osg::Texture1D::MIN_FILTER,osg::Texture1D::LINEAR);
|
||||||
texture->setImage(image);
|
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;
|
osg::Material* material = new osg::Material;
|
||||||
|
|
||||||
osg::StateSet* stateset = new osg::StateSet;
|
osg::StateSet* stateset = new osg::StateSet;
|
||||||
@ -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_2D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
|
||||||
stateset->setTextureMode(0,GL_TEXTURE_3D,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->setTextureMode(0,GL_TEXTURE_GEN_S,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
||||||
|
|
||||||
stateset->setAttribute(material,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.
|
// 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:
|
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
|
// here we simply get any existing texgen, and then increment its
|
||||||
// plane, pushing the R coordinate through the texture.
|
// plane, pushing the R coordinate through the texture.
|
||||||
osg::StateAttribute* attribute = stateset->getTextureAttribute(0,osg::StateAttribute::TEXGEN);
|
const double timeInterval = 2.0f;
|
||||||
osg::TexGen* texgen = dynamic_cast<osg::TexGen*>(attribute);
|
|
||||||
if (texgen)
|
static double previousTime = time;
|
||||||
|
static bool state = false;
|
||||||
|
while (time>previousTime+timeInterval)
|
||||||
{
|
{
|
||||||
const double timeInterval = 1.0f;
|
previousTime+=timeInterval;
|
||||||
|
state = !state;
|
||||||
|
}
|
||||||
|
|
||||||
static double previousTime = time;
|
if (state)
|
||||||
static bool state = false;
|
{
|
||||||
while (time>previousTime+timeInterval)
|
texgenNode->getTexGen()->setMode(osg::TexGen::OBJECT_LINEAR);
|
||||||
{
|
}
|
||||||
previousTime+=timeInterval;
|
else
|
||||||
state = !state;
|
{
|
||||||
}
|
texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
|
||||||
|
|
||||||
if (state)
|
|
||||||
{
|
|
||||||
texgen->setMode(osg::TexGen::OBJECT_LINEAR);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
texgen->setMode(osg::TexGen::EYE_LINEAR);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
|
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
|
||||||
{
|
{
|
||||||
|
osg::TexGenNode* texgenNode = dynamic_cast<osg::TexGenNode*>(node);
|
||||||
|
|
||||||
osg::StateSet* stateset = node->getStateSet();
|
if (texgenNode && nv->getFrameStamp())
|
||||||
if (stateset && nv->getFrameStamp())
|
|
||||||
{
|
{
|
||||||
// we have an exisitng stateset, so lets animate it.
|
// 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
|
// note, callback is repsonsible for scenegraph traversal so
|
||||||
@ -186,10 +168,29 @@ int main( int argc, char **argv )
|
|||||||
|
|
||||||
|
|
||||||
loadedModel->setStateSet(stateset);
|
loadedModel->setStateSet(stateset);
|
||||||
loadedModel->setUpdateCallback(new AnimateStateCallback());
|
|
||||||
|
|
||||||
// add model to viewer.
|
osg:: Group *root = new osg:: Group;
|
||||||
viewer.setSceneData( loadedModel );
|
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();
|
return viewer.run();
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user