#include #include #include #include #include #include #include #include #include #include #include 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 nodes from the commandline arguments. osg::Node* loadedModel = osgDB::readNodeFiles(arguments); if (!loadedModel) { osg::notify(osg::NOTICE)<<"Please specifiy a model filename on the command line."<addChild(loadedModel); rootnode->addChild(decorator); decorator->addChild(loadedModel); // set up the state so that the underlying color is not seen through // and that the drawing mode is changed to wireframe, and a polygon offset // is added to ensure that we see the wireframe itself, and turn off // so texturing too. osg::StateSet* stateset = new osg::StateSet; osg::PolygonOffset* polyoffset = new osg::PolygonOffset; polyoffset->setFactor(-1.0f); polyoffset->setUnits(-1.0f); osg::PolygonMode* polymode = new osg::PolygonMode; polymode->setMode(osg::PolygonMode::FRONT_AND_BACK,osg::PolygonMode::LINE); stateset->setAttributeAndModes(polyoffset,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); stateset->setAttributeAndModes(polymode,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); #if 1 osg::Material* material = new osg::Material; stateset->setAttributeAndModes(material,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF); #else // version which sets the color of the wireframe. osg::Material* material = new osg::Material; material->setColorMode(osg::Material::OFF); // switch glColor usage off // turn all lighting off material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0.0,0.0f,0.0f,1.0f)); material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(0.0,0.0f,0.0f,1.0f)); material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(0.0,0.0f,0.0f,1.0f)); // except emission... in which we set the color we desire material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(0.0,1.0f,0.0f,1.0f)); stateset->setAttributeAndModes(material,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); #endif stateset->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF); // osg::LineStipple* linestipple = new osg::LineStipple; // linestipple->setFactor(1); // linestipple->setPattern(0xf0f0); // stateset->setAttributeAndModes(linestipple,osg::StateAttribute::OVERRIDE_ON); decorator->setStateSet(stateset); // run optimization over the scene graph osgUtil::Optimizer optimzer; optimzer.optimize(rootnode); // add a viewport to the viewer and attach the scene graph. viewer.setSceneData( rootnode ); return viewer.run(); }