// -*-c++-*- /* * Draw an outline around a model. */ #include #include #include #include #include int main(int argc, char** argv) { osg::ArgumentParser arguments(&argc,argv); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] "); arguments.getApplicationUsage()->addCommandLineOption("--testOcclusion","Test occlusion by other objects"); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); bool testOcclusion = false; while (arguments.read("--testOcclusion")) { testOcclusion = true; } // load outlined object std::string modelFilename = arguments.argc() > 1 ? arguments[1] : "dumptruck.osgt"; osg::ref_ptr outlineModel = osgDB::readRefNodeFile(modelFilename); if (!outlineModel) { osg::notify(osg::FATAL) << "Unable to load model '" << modelFilename << "'\n"; return -1; } // create scene osg::ref_ptr root = new osg::Group; { // create outline effect osg::ref_ptr outline = new osgFX::Outline; root->addChild(outline); outline->setWidth(8); outline->setColor(osg::Vec4(1,1,0,1)); outline->addChild(outlineModel); } if (testOcclusion) { // load occluder std::string occludedModelFilename = "cow.osgt"; osg::ref_ptr occludedModel = osgDB::readRefNodeFile(occludedModelFilename); if (!occludedModel) { osg::notify(osg::FATAL) << "Unable to load model '" << occludedModelFilename << "'\n"; return -1; } // occluder offset const osg::BoundingSphere& bsphere = outlineModel->getBound(); const osg::Vec3 occluderOffset = osg::Vec3(0,1,0) * bsphere.radius() * 1.2f; // occluder behind outlined model osg::ref_ptr modelTransform0 = new osg::PositionAttitudeTransform; modelTransform0->setPosition(bsphere.center() + occluderOffset); modelTransform0->addChild(occludedModel); root->addChild(modelTransform0); // occluder in front of outlined model osg::ref_ptr modelTransform1 = new osg::PositionAttitudeTransform; modelTransform1->setPosition(bsphere.center() - occluderOffset); modelTransform1->addChild(occludedModel); root->addChild(modelTransform1); } // must have stencil buffer... osg::DisplaySettings::instance()->setMinimumNumStencilBits(1); // construct the viewer osgViewer::Viewer viewer; viewer.setSceneData(root); // must clear stencil buffer... unsigned int clearMask = viewer.getCamera()->getClearMask(); viewer.getCamera()->setClearMask(clearMask | GL_STENCIL_BUFFER_BIT); viewer.getCamera()->setClearStencil(0); return viewer.run(); }