/* OpenSceneGraph example, osgtexture1D. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include #include #include #include #include #include #include #include // 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. osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel) { const osg::BoundingSphere& bs = loadedModel->getBound(); osg::Image* image = new osg::Image; int noPixels = 1024; // allocate the image data, noPixels x 1 x 1 with 4 rgba floats - equivilant to a Vec4! image->allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT); image->setInternalTextureFormat(GL_RGBA); typedef std::vector ColorBands; ColorBands colorbands; colorbands.push_back(osg::Vec4(0.0f,0.0,0.0,1.0f)); colorbands.push_back(osg::Vec4(1.0f,0.0,0.0,1.0f)); colorbands.push_back(osg::Vec4(1.0f,1.0,0.0,1.0f)); colorbands.push_back(osg::Vec4(0.0f,1.0,0.0,1.0f)); colorbands.push_back(osg::Vec4(0.0f,1.0,1.0,1.0f)); colorbands.push_back(osg::Vec4(0.0f,0.0,1.0,1.0f)); colorbands.push_back(osg::Vec4(1.0f,0.0,1.0,1.0f)); colorbands.push_back(osg::Vec4(1.0f,1.0,1.0,1.0f)); float nobands = colorbands.size(); float delta = nobands/(float)noPixels; float pos = 0.0f; // fill in the image data. osg::Vec4* dataPtr = (osg::Vec4*)image->data(); for(int i=0;isetWrap(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; osg::StateSet* stateset = new osg::StateSet; stateset->setTextureAttribute(0,texture,osg::StateAttribute::OVERRIDE); stateset->setTextureMode(0,GL_TEXTURE_1D,osg::StateAttribute::ON|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->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); return stateset; } // 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 { public: AnimateStateCallback() {} void animateState(osg::StateSet* stateset,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(attribute); if (texgen) { const double timeInterval = 1.0f; static double previousTime = time; static bool state = false; while (time>previousTime+timeInterval) { previousTime+=timeInterval; state = !state; } if (state) { texgen->setMode(osg::TexGen::OBJECT_LINEAR); } else { texgen->setMode(osg::TexGen::EYE_LINEAR); } } } virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::StateSet* stateset = node->getStateSet(); if (stateset && nv->getFrameStamp()) { // we have an exisitng stateset, so lets animate it. animateState(stateset,nv->getFrameStamp()->getSimulationTime()); } // note, callback is repsonsible for scenegraph traversal so // should always include call the traverse(node,nv) to ensure // that the rest of cullbacks and the scene graph are traversed. traverse(node,nv); } }; int main( int argc, char **argv ) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(&argc,argv); // construct the viewer. osgViewer::Viewer viewer; // load the images specified on command line osg::Node* loadedModel = osgDB::readNodeFiles(arguments); // if not loaded assume no arguments passed in, try use default mode instead. if (!loadedModel) loadedModel = osgDB::readNodeFile("dumptruck.osg"); if (!loadedModel) { osg::notify(osg::NOTICE)<getCommandLineUsage()<setStateSet(stateset); loadedModel->setUpdateCallback(new AnimateStateCallback()); // add model to viewer. viewer.setSceneData( loadedModel ); return viewer.run(); }