/* OpenSceneGraph example, osghangglide. * * 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 using namespace osg; Node *makeBase( void ) { int i, c; float theta; float ir = 20.0f; Vec3Array *coords = new Vec3Array(19); Vec2Array *tcoords = new Vec2Array(19); Vec4Array *colors = new Vec4Array(1); (*colors)[0].set(1.0f,1.0f,1.0f,1.0f); c = 0; (*coords)[c].set(0.0f,0.0f,0.0f); (*tcoords)[c].set(0.0f,0.0f); for( i = 0; i <= 18; i++ ) { theta = osg::DegreesToRadians((float)i * 20.0); (*coords)[c].set(ir * cosf( theta ), ir * sinf( theta ), 0.0f); (*tcoords)[c].set((*coords)[c][0]/36.0f,(*coords)[c][1]/36.0f); c++; } Geometry *geom = new Geometry; geom->setVertexArray( coords ); geom->setTexCoordArray( 0, tcoords ); geom->setColorArray( colors, Array::BIND_OVERALL ); geom->addPrimitiveSet( new DrawArrays(PrimitiveSet::TRIANGLE_FAN,0,19) ); Texture2D *tex = new Texture2D; tex->setImage(osgDB::readImageFile("Images/water.rgb")); tex->setWrap( Texture2D::WRAP_S, Texture2D::REPEAT ); tex->setWrap( Texture2D::WRAP_T, Texture2D::REPEAT ); StateSet *dstate = new StateSet; dstate->setMode( GL_LIGHTING, StateAttribute::OFF ); dstate->setTextureAttributeAndModes(0, tex, StateAttribute::ON ); dstate->setTextureAttribute(0, new TexEnv ); // clear the depth to the far plane. osg::Depth* depth = new osg::Depth; depth->setFunction(osg::Depth::ALWAYS); depth->setRange(1.0,1.0); dstate->setAttributeAndModes(depth,StateAttribute::ON ); dstate->setRenderBinDetails(-1,"RenderBin"); geom->setStateSet( dstate ); Geode *geode = new Geode; geode->addDrawable( geom ); return geode; }