OpenSceneGraph/examples/osgscribe/osgscribe.cpp

120 lines
4.7 KiB
C++

/* OpenSceneGraph example, osgscribe.
*
* 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 <osg/Geode>
#include <osg/Group>
#include <osg/Notify>
#include <osg/Material>
#include <osg/PolygonOffset>
#include <osg/PolygonMode>
#include <osg/LineStipple>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <osgUtil/Optimizer>
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 not loaded assume no arguments passed in, try use default mode instead.
if (!loadedModel) loadedModel = osgDB::readNodeFile("cow.osg");
if (!loadedModel)
{
osg::notify(osg::NOTICE)<<"Please specifiy a model filename on the command line."<<std::endl;
return 1;
}
// to do scribe mode we create a top most group to contain the
// original model, and then a second group contains the same model
// but overrides various state attributes, so that the second instance
// is rendered as wireframe.
osg::Group* rootnode = new osg::Group;
osg::Group* decorator = new osg::Group;
rootnode->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();
}