/* OpenSceneGraph example, osgspacewarp. * * 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 float random(float min,float max) { return min + (max-min)*(float)rand()/(float)RAND_MAX; } struct DrawCallback : public osg::Drawable::DrawCallback { DrawCallback(): _firstTime(true) {} virtual void drawImplementation(osg::RenderInfo& renderInfo,const osg::Drawable* drawable) const { osg::State& state = *renderInfo.getState(); if (!_firstTime) { _previousModelViewMatrix = _currentModelViewMatrix; _currentModelViewMatrix = state.getModelViewMatrix(); _inverseModelViewMatrix.invert(_currentModelViewMatrix); osg::Matrix T(_previousModelViewMatrix*_inverseModelViewMatrix); osg::Geometry* geometry = dynamic_cast(const_cast(drawable)); osg::Vec3Array* vertices = dynamic_cast(geometry->getVertexArray()); for(unsigned int i=0;i+1size();i+=2) { (*vertices)[i+1] = (*vertices)[i]*T; } } else { _currentModelViewMatrix = state.getModelViewMatrix(); } _firstTime = false; drawable->drawImplementation(renderInfo); } mutable bool _firstTime; mutable osg::Matrix _currentModelViewMatrix; mutable osg::Matrix _inverseModelViewMatrix; mutable osg::Matrix _previousModelViewMatrix; }; osg::Node* createScene(unsigned int noStars) { osg::Geometry* geometry = new osg::Geometry; // set up vertices osg::Vec3Array* vertices = new osg::Vec3Array(noStars*2); geometry->setVertexArray(vertices); float min = -1.0f; float max = 1.0f; unsigned int j = 0; unsigned int i = 0; for(i=0;isetColorArray(colours); geometry->setColorBinding(osg::Geometry::BIND_OVERALL); (*colours)[0].set(1.0f,1.0f,1.0f,1.0f); // set up the primitive set to draw lines geometry->addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,noStars*2)); // set up the points for the stars. osg::DrawElementsUShort* points = new osg::DrawElementsUShort(GL_POINTS,noStars); geometry->addPrimitiveSet(points); for(i=0;isetUseDisplayList(false); geometry->setDrawCallback(new DrawCallback); osg::Geode* geode = new osg::Geode; geode->addDrawable(geometry); geode->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF); osg::Group* group = new osg::Group; group->addChild(geode); return group; } int main(int , char **) { // construct the viewer. osgViewer::Viewer viewer; // set the scene to render viewer.setSceneData(createScene(50000)); return viewer.run(); }