/* 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 #ifdef _MSC_VER #pragma warning( disable : 4244 ) #pragma warning( disable : 4305 ) #endif using namespace osg; Node *makeSky( void ) { int i, j; float lev[] = { -5, -1.0, 1.0, 15.0, 30.0, 60.0, 90.0 }; float cc[][4] = { { 0.0, 0.0, 0.15 }, { 0.0, 0.0, 0.15 }, { 0.4, 0.4, 0.7 }, { 0.2, 0.2, 0.6 }, { 0.1, 0.1, 0.6 }, { 0.1, 0.1, 0.6 }, { 0.1, 0.1, 0.6 }, }; float x, y, z; float alpha, theta; float radius = 20.0f; int nlev = sizeof( lev )/sizeof(float); Geometry *geom = new Geometry; Vec3Array& coords = *(new Vec3Array(19*nlev)); Vec4Array& colors = *(new Vec4Array(19*nlev)); Vec2Array& tcoords = *(new Vec2Array(19*nlev)); int ci = 0; for( i = 0; i < nlev; i++ ) { for( j = 0; j <= 18; j++ ) { alpha = osg::DegreesToRadians(lev[i]); theta = osg::DegreesToRadians((float)(j*20)); x = radius * cosf( alpha ) * cosf( theta ); y = radius * cosf( alpha ) * -sinf( theta ); z = radius * sinf( alpha ); coords[ci][0] = x; coords[ci][1] = y; coords[ci][2] = z; colors[ci][0] = cc[i][0]; colors[ci][1] = cc[i][1]; colors[ci][2] = cc[i][2]; colors[ci][3] = 1.0; tcoords[ci][0] = (float)j/18.0; tcoords[ci][1] = (float)i/(float)(nlev-1); ci++; } } for( i = 0; i < nlev-1; i++ ) { DrawElementsUShort* drawElements = new DrawElementsUShort(PrimitiveSet::TRIANGLE_STRIP); drawElements->reserve(38); for( j = 0; j <= 18; j++ ) { drawElements->push_back((i+1)*19+j); drawElements->push_back((i+0)*19+j); } geom->addPrimitiveSet(drawElements); } geom->setVertexArray( &coords ); geom->setTexCoordArray( 0, &tcoords ); geom->setColorArray( &colors, Array::BIND_PER_VERTEX ); Texture2D *tex = new Texture2D; tex->setImage(osgDB::readRefImageFile("Images/white.rgb")); StateSet *dstate = new StateSet; dstate->setTextureAttributeAndModes(0, tex, StateAttribute::OFF ); dstate->setTextureAttribute(0, new TexEnv ); dstate->setMode( GL_LIGHTING, StateAttribute::OFF ); dstate->setMode( GL_CULL_FACE, StateAttribute::ON ); // 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(-2,"RenderBin"); geom->setStateSet( dstate ); Geode *geode = new Geode; geode->addDrawable( geom ); geode->setName( "Sky" ); return geode; }