Improved osgSim::SphereSegmenet's handling of transparancy.
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2f63f0fa21
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eca2fc2837
@ -30,61 +30,61 @@ class MyNodeCallback: public osg::NodeCallback
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// void MyNodeCallback::operator()(osg::Node* n,osg::NodeVisitor* nv)
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// {
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// if(osgSim::SphereSegment* ss=dynamic_cast<osgSim::SphereSegment*>(n))
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// {
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// osg::Vec3 vec;
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// float azRange, elevRange;
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// ss->getArea(vec,azRange,elevRange);
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// {
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// osg::Vec3 vec;
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// float azRange, elevRange;
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// ss->getArea(vec,azRange,elevRange);
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//
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// float azRangeDeg = osg::RadiansToDegrees(azRange);
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// float azRangeDeg = osg::RadiansToDegrees(azRange);
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//
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// static bool azAscending = false;
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// static bool azAscending = false;
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//
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// if(azAscending){
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// azRangeDeg += 1.0f;
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// if(azRangeDeg>89.0f) azAscending = false;
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// }else{
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// azRangeDeg -= 1.0f;
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// if(azRangeDeg<2.0f) azAscending = true;
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// }
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// azRangeDeg += 1.0f;
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// if(azRangeDeg>89.0f) azAscending = false;
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// }else{
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// azRangeDeg -= 1.0f;
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// if(azRangeDeg<2.0f) azAscending = true;
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// }
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//
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// ss->setArea(vec,osg::DegreesToRadians(azRangeDeg),elevRange);
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// ss->setArea(vec,osg::DegreesToRadians(azRangeDeg),elevRange);
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//
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// }
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// }
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// traverse(n,nv);
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// }
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void MyNodeCallback::operator()(osg::Node* n,osg::NodeVisitor* nv)
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{
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if(osgSim::SphereSegment* ss=dynamic_cast<osgSim::SphereSegment*>(n))
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{
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osg::Vec3 vec;
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float azRange, elevRange;
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ss->getArea(vec,azRange,elevRange);
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{
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osg::Vec3 vec;
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float azRange, elevRange;
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ss->getArea(vec,azRange,elevRange);
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static float angle = 0.0f;
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if(++angle > 359.0f) angle = 0.0f;
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vec.set(sin(osg::DegreesToRadians(angle)),cos(osg::DegreesToRadians(angle)),0.0f);
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if(++angle > 359.0f) angle = 0.0f;
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vec.set(sin(osg::DegreesToRadians(angle)),cos(osg::DegreesToRadians(angle)),0.0f);
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std::cout<<"angle "<<angle<<" degrees, vec is "<<vec
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<<", azRange is "<<osg::RadiansToDegrees(azRange)
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<<", elevRange is "<<osg::RadiansToDegrees(elevRange)
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<<std::endl;
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<<", azRange is "<<osg::RadiansToDegrees(azRange)
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<<", elevRange is "<<osg::RadiansToDegrees(elevRange)
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<<std::endl;
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ss->setArea(vec,azRange,elevRange);
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}
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ss->setArea(vec,azRange,elevRange);
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}
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traverse(n,nv);
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}
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osg::Node* createSphereSegment()
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{
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SphereSegment* ss = new SphereSegment(osg::Vec3(0.0f,0.0f,0.0f), 1.0f,
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osg::Vec3(0.0f,1.0f,0.0f),
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osg::DegreesToRadians(90.0f),
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osg::DegreesToRadians(45.0f),
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60);
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ss->setAllColors(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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ss->setSideColor(osg::Vec4(0.0f,0.0f,1.0f,0.1f));
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//ss->setDrawMask(SphereSegment::DrawMask(SphereSegment::SPOKES | SphereSegment::EDGELINE));
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SphereSegment* ss = new SphereSegment(osg::Vec3(0.0f,0.0f,0.0f), 1.0f,
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osg::Vec3(0.0f,1.0f,0.0f),
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osg::DegreesToRadians(90.0f),
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osg::DegreesToRadians(45.0f),
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60);
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ss->setAllColors(osg::Vec4(1.0f,1.0f,1.0f,0.5f));
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ss->setSideColor(osg::Vec4(0.0f,0.0f,1.0f,0.5f));
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//ss->setDrawMask(SphereSegment::DrawMask(SphereSegment::SPOKES | SphereSegment::EDGELINE));
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//ss->setUpdateCallback(new MyNodeCallback);
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@ -23,7 +23,7 @@ class SG_EXPORT LineWidth : public StateAttribute
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{
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public :
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LineWidth();
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LineWidth(float width=1.0f);
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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LineWidth(const LineWidth& lw,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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@ -17,9 +17,9 @@
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using namespace osg;
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LineWidth::LineWidth()
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LineWidth::LineWidth(float width)
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{
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_width = 1.0f;
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_width = width;
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}
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@ -1,5 +1,7 @@
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#include <osgSim/SphereSegment>
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#include <osg/Notify>
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#include <osg/CullFace>
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#include <osg/LineWidth>
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using namespace osgSim;
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@ -59,10 +61,11 @@ of the specified area of the sphere's EdgeLine.
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class SphereSegment::EdgeLine: public osg::Drawable
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{
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public:
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EdgeLine(SphereSegment* ss): osg::Drawable(), _ss(ss) {}
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EdgeLine(SphereSegment* ss): osg::Drawable(), _ss(ss) { init(); }
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EdgeLine():_ss(0)
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{
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init();
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osg::notify(osg::WARN)<<
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"Warning: unexpected call to osgSim::SphereSegment::EdgeLine() default constructor"<<std::endl;
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}
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@ -79,6 +82,15 @@ public:
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protected:
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void init()
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{
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// switch off lighting.
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getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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//getOrCreateStateSet()->setAttributeAndModes(new osg::LineWidth(2.0),osg::StateAttribute::OFF);
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}
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virtual bool computeBound() const;
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private:
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@ -156,10 +168,11 @@ class SphereSegment::Spoke: public osg::Drawable
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{
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public:
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Spoke(SphereSegment* ss, SphereSegment::BoundaryAngle azAngle, SphereSegment::BoundaryAngle elevAngle):
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osg::Drawable(), _ss(ss), _azAngle(azAngle), _elevAngle(elevAngle) {}
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osg::Drawable(), _ss(ss), _azAngle(azAngle), _elevAngle(elevAngle) { init(); }
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Spoke():_ss(0)
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{
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init();
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osg::notify(osg::WARN)<<
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"Warning: unexpected call to osgSim::SphereSegment::Spoke() default constructor"<<std::endl;
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}
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@ -176,6 +189,14 @@ public:
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protected:
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void init()
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{
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// switch off lighting.
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getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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//getOrCreateStateSet()->setAttributeAndModes(new osg::LineWidth(2.0),osg::StateAttribute::OFF);
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}
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virtual bool computeBound() const;
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private:
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@ -347,47 +368,101 @@ void SphereSegment::Surface_drawImplementation(osg::State& /* state */) const
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{
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glColor4fv(_surfaceColor.ptr());
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for(int i=0; i+1<=_density; i++)
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{
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// Because we're drawing quad strips, we need to work out
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// two azimuth values, to form each edge of the (z-vertical)
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// strips
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float az1 = _azMin + (i*azIncr);
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float az2 = _azMin + ((i+1)*azIncr);
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bool drawBackSide = true;
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bool drawFrontSide = true;
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glBegin(GL_QUAD_STRIP);
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for (int j=0; j<=_density; j++)
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// draw back side.
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if (drawBackSide)
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{
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for(int i=0; i+1<=_density; i++)
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{
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float elev = _elevMin + (j*elevIncr);
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// Because we're drawing quad strips, we need to work out
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// two azimuth values, to form each edge of the (z-vertical)
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// strips
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float az1 = _azMin + (i*azIncr);
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float az2 = _azMin + ((i+1)*azIncr);
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// QuadStrip Edge formed at az1
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// ----------------------------
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glBegin(GL_QUAD_STRIP);
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for (int j=0; j<=_density; j++)
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{
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float elev = _elevMin + (j*elevIncr);
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// Work out the sphere normal
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float x = cos(elev)*sin(az1);
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float y = cos(elev)*cos(az1);
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float z = sin(elev);
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// QuadStrip Edge formed at az1
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// ----------------------------
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glNormal3f(x, y, z);
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glVertex3f(_centre.x() + _radius*x,
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_centre.y() + _radius*y,
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_centre.z() + _radius*z);
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// Work out the sphere normal
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float x = cos(elev)*sin(az1);
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float y = cos(elev)*cos(az1);
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float z = sin(elev);
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// QuadStrip Edge formed at az2
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// ----------------------------
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glNormal3f(-x, -y, -z);
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glVertex3f(_centre.x() + _radius*x,
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_centre.y() + _radius*y,
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_centre.z() + _radius*z);
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// Work out the sphere normal
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x = cos(elev)*sin(az2);
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y = cos(elev)*cos(az2);
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// z = sin(elev); z doesn't change
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// QuadStrip Edge formed at az2
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// ----------------------------
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glNormal3f(x, y, z);
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glVertex3f(_centre.x() + _radius*x,
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_centre.y() + _radius*y,
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_centre.z() + _radius*z);
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// Work out the sphere normal
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x = cos(elev)*sin(az2);
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y = cos(elev)*cos(az2);
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// z = sin(elev); z doesn't change
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glNormal3f(-x, -y, -z);
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glVertex3f(_centre.x() + _radius*x,
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_centre.y() + _radius*y,
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_centre.z() + _radius*z);
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}
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glEnd();
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}
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glEnd();
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}
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}
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// draw front side
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if (drawFrontSide)
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{
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for(int i=0; i+1<=_density; i++)
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{
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// Because we're drawing quad strips, we need to work out
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// two azimuth values, to form each edge of the (z-vertical)
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// strips
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float az1 = _azMin + (i*azIncr);
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float az2 = _azMin + ((i+1)*azIncr);
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glBegin(GL_QUAD_STRIP);
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for (int j=0; j<=_density; j++)
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{
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float elev = _elevMin + (j*elevIncr);
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// QuadStrip Edge formed at az1
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// ----------------------------
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// Work out the sphere normal
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float x = cos(elev)*sin(az2);
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float y = cos(elev)*cos(az2);
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float z = sin(elev);
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glNormal3f(x, y, z);
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glVertex3f(_centre.x() + _radius*x,
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_centre.y() + _radius*y,
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_centre.z() + _radius*z);
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// QuadStrip Edge formed at az2
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// ----------------------------
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// Work out the sphere normal
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// z = sin(elev); z doesn't change
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x = cos(elev)*sin(az1);
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y = cos(elev)*cos(az1);
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glNormal3f(x, y, z);
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glVertex3f(_centre.x() + _radius*x,
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_centre.y() + _radius*y,
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_centre.z() + _radius*z);
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}
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glEnd();
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}
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}
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}
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}
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@ -541,52 +616,154 @@ void SphereSegment::Side_drawImplementation(osg::State& /* state */,
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// ----------------------------
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if(_drawMask & SIDES)
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{
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if(orientation == AZIM) // This is a plane at a given azimuth
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{
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const float az = (boundaryAngle==MIN?_azMin:_azMax);
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const float elevIncr = (_elevMax - _elevMin)/_density;
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bool drawBackSide = true;
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bool drawFrontSide = true;
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int start, end, delta;
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// Normal
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osg::Vec3 normal = osg::Vec3(cos(_elevMin)*sin(az), cos(_elevMin)*cos(az), sin(_elevMin))
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^ osg::Vec3(cos(_elevMax)*sin(az), cos(_elevMax)*cos(az), sin(_elevMax));
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if(boundaryAngle==MIN) normal = -normal; // Make sure normals orientationint 'outwards'
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glNormal3fv(normal.ptr());
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glColor4fv(_planeColor.ptr());
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// Tri fan
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glBegin(GL_TRIANGLE_FAN);
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glVertex3fv(_centre.ptr());
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for (int j=0; j<=_density; j++)
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// draw back side.
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if (drawBackSide)
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{
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if(orientation == AZIM) // This is a plane at a given azimuth
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{
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float elev = _elevMin + (j*elevIncr);
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glVertex3f( _centre.x() + _radius*cos(elev)*sin(az),
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_centre.y() + _radius*cos(elev)*cos(az),
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_centre.z() + _radius*sin(elev));
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const float az = (boundaryAngle==MIN?_azMin:_azMax);
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const float elevIncr = (_elevMax - _elevMin)/_density;
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// Normal
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osg::Vec3 normal = osg::Vec3(cos(_elevMin)*sin(az), cos(_elevMin)*cos(az), sin(_elevMin))
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^ osg::Vec3(cos(_elevMax)*sin(az), cos(_elevMax)*cos(az), sin(_elevMax));
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if (boundaryAngle==MIN)
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{
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start = _density;
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end = 0;
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}
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else
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{
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start = 0;
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end = _density;
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normal = -normal; // Make sure normals orientationint 'outwards'
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}
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delta = end>start?1:-1;
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if (drawBackSide)
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{
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// Tri fan
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glNormal3f(-normal.x(),-normal.y(),-normal.z());
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glBegin(GL_TRIANGLE_FAN);
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glVertex3fv(_centre.ptr());
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for (int j=start; j!=end+delta; j+=delta)
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{
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float elev = _elevMin + (j*elevIncr);
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glVertex3f( _centre.x() + _radius*cos(elev)*sin(az),
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_centre.y() + _radius*cos(elev)*cos(az),
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_centre.z() + _radius*sin(elev));
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}
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glEnd();
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}
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if (boundaryAngle==MIN)
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{
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start = 0;
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end = _density;
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}
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else
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{
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start = _density;
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end = 0;
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}
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delta = end>start?1:-1;
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if (drawFrontSide)
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{
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glNormal3fv(normal.ptr());
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glBegin(GL_TRIANGLE_FAN);
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glVertex3fv(_centre.ptr());
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for (int j=start; j!=end+delta; j+=delta)
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{
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float elev = _elevMin + (j*elevIncr);
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glVertex3f( _centre.x() + _radius*cos(elev)*sin(az),
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_centre.y() + _radius*cos(elev)*cos(az),
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_centre.z() + _radius*sin(elev));
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}
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glEnd();
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}
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}
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glEnd();
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}
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else if(orientation == ELEV) // This is a plane at a given elevation
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{
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const float elev = (boundaryAngle==MIN?_elevMin:_elevMax);
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const float azIncr = (_azMax - _azMin)/_density;
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// Normal
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osg::Vec3 normal = osg::Vec3(cos(elev)*sin(_azMax), cos(elev)*cos(_azMax), sin(elev))
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^ osg::Vec3(cos(elev)*sin(_azMin), cos(elev)*cos(_azMin), sin(elev));
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if(boundaryAngle==MIN) normal = -normal; // Make sure normals orientationint 'outwards'
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glNormal3fv(normal.ptr());
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// Tri fan
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glBegin(GL_TRIANGLE_FAN);
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glVertex3fv(_centre.ptr());
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for(int i=0; i<=_density; i++)
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else if(orientation == ELEV) // This is a plane at a given elevation
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{
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float az = _azMin + (i*azIncr);
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glVertex3f( _centre.x() + _radius*cos(elev)*sin(az),
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_centre.y() + _radius*cos(elev)*cos(az),
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_centre.z() + _radius*sin(elev));
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const float elev = (boundaryAngle==MIN?_elevMin:_elevMax);
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const float azIncr = (_azMax - _azMin)/_density;
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// Normal
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osg::Vec3 normal = osg::Vec3(cos(elev)*sin(_azMax), cos(elev)*cos(_azMax), sin(elev))
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^ osg::Vec3(cos(elev)*sin(_azMin), cos(elev)*cos(_azMin), sin(elev));
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if (boundaryAngle==MIN)
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{
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start = _density;
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end = 0;
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normal = -normal; // Make sure normals orientationint 'outwards'
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}
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else
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{
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start = 0;
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end = _density;
|
||||
}
|
||||
delta = end>start?1:-1;
|
||||
|
||||
if (drawBackSide)
|
||||
{
|
||||
glNormal3f(-normal.x(),-normal.y(),-normal.z());
|
||||
|
||||
// Tri fan
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
glVertex3fv(_centre.ptr());
|
||||
for (int j=start; j!=end+delta; j+=delta)
|
||||
{
|
||||
float az = _azMin + (j*azIncr);
|
||||
glVertex3f( _centre.x() + _radius*cos(elev)*sin(az),
|
||||
_centre.y() + _radius*cos(elev)*cos(az),
|
||||
_centre.z() + _radius*sin(elev));
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
||||
if (boundaryAngle==MIN)
|
||||
{
|
||||
start = 0;
|
||||
end = _density;
|
||||
}
|
||||
else
|
||||
{
|
||||
start = _density;
|
||||
end = 0;
|
||||
}
|
||||
delta = end>start?1:-1;
|
||||
|
||||
if (drawFrontSide)
|
||||
{
|
||||
glNormal3fv(normal.ptr());
|
||||
|
||||
// Tri fan
|
||||
glBegin(GL_TRIANGLE_FAN);
|
||||
glVertex3fv(_centre.ptr());
|
||||
for (int j=start; j!=end+delta; j+=delta)
|
||||
{
|
||||
float az = _azMin + (j*azIncr);
|
||||
glVertex3f( _centre.x() + _radius*cos(elev)*sin(az),
|
||||
_centre.y() + _radius*cos(elev)*cos(az),
|
||||
_centre.z() + _radius*sin(elev));
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -631,8 +808,6 @@ bool SphereSegment::Side_computeBound(osg::BoundingBox& bbox,
|
||||
|
||||
void SphereSegment::Spoke_drawImplementation(osg::State&, BoundaryAngle azAngle, BoundaryAngle elevAngle) const
|
||||
{
|
||||
// FIXME: Disable lighting for this draw routine
|
||||
|
||||
if(_drawMask & SPOKES){
|
||||
|
||||
glColor4fv(_spokeColor.ptr());
|
||||
@ -680,18 +855,11 @@ struct ActivateTransparencyOnType
|
||||
{
|
||||
if(typeid(*dptr)==_t)
|
||||
{
|
||||
osg::StateSet* ss = dptr->getStateSet();
|
||||
if(!ss)
|
||||
{
|
||||
ss = new osg::StateSet();
|
||||
dptr->setStateSet(ss);
|
||||
}
|
||||
osg::StateSet* ss = dptr->getOrCreateStateSet();
|
||||
ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
|
||||
|
||||
osg::BlendFunc* trans = new osg::BlendFunc;
|
||||
trans->setFunction(osg::BlendFunc::ONE,osg::BlendFunc::ONE);
|
||||
|
||||
ss->setAttributeAndModes(trans,osg::StateAttribute::ON);
|
||||
ss->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK),osg::StateAttribute::ON);
|
||||
ss->setMode(GL_BLEND,osg::StateAttribute::ON);
|
||||
|
||||
dptr->dirtyDisplayList();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user