#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 ); geom->setColorBinding( Geometry::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; }