cf41e73ccc
the binding of the normals, and changed the name of the textures used.
841 lines
33 KiB
C++
841 lines
33 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This application is open source and may be redistributed and/or modified
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* freely and without restriction, both in commericial and non commericial applications,
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* as long as this copyright notice is maintained.
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*
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* This application is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*/
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/* osgtesselator
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* - this tesselator is an extension of the basic one - rather than tesselating
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* individual polygons, we tesselate the entire geode with multiple contours.
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* allows for overlapping contours etc.
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* the tesselator has new member fuinctions
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setTesselationType(osgUtil::Tesselator::TESS_TYPE_xxx);
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tscx->setBoundaryOnly(bool);
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tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_xxx);
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* for winding rules: See the red book chap 13.
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*/
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#include <osgDB/ReadFile>
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#include <osgUtil/Optimizer>
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#include <osgProducer/Viewer>
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#include <osg/Projection>
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#include <osg/MatrixTransform>
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#include <osgText/Text>
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#include <osgUtil/Tesselator> // to tesselate multiple contours
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class tesselateDemoGeometry : public osg::Geometry, public osgUtil::Tesselator {
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// We add the Tesselator to the geometry because we want to access the
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// tesselatable contours again; you can apply a tesselator to a Geometry
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// to produce exactly a required tesselation once only, and then
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// the contours could be discarded since the geometry does not need to be retesselated.
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public:
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tesselateDemoGeometry() {};
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protected:
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virtual ~tesselateDemoGeometry() {};
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};
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osg::Geometry *makePolsTwo (void)
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{
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// an example of using current geometry contours to create next tesselation
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// this polygon disappears once the contour rules make no polygons.
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tesselateDemoGeometry *gtess= new tesselateDemoGeometry;
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int i;
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osg::Vec3Array *coords = new osg::Vec3Array;
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osg::Vec3Array *nrms = new osg::Vec3Array;
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osg::Vec2Array *tcs = new osg::Vec2Array;
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osg::Vec3 nrm(0,-1,0);
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static GLdouble quadstrip[8][3] =
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{ { 1900.0, 1130.0, 0.0 },
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{ 2100.0, 1130.0, 0.0 },
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{ 1900.0, 1350.0, 0.0 },
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{ 1950.0, 1350.0, 0.0 },
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{ 1900.0, 1550.0, 0.0 },
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{ 2000.0, 1550.0, 0.0 },
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{ 1900.0, 1750.0, 0.0 },
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{ 2400.0, 1750.0, 0.0 } };
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static GLdouble innerquadstrip[8][3] =
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{ { 2000.0, 1230.0, 0.0 },
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{ 2050.0, 1230.0, 0.0 },
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{ 1920.0, 1350.0, 0.0 },
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{ 1940.0, 1350.0, 0.0 },
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{ 1920.0, 1550.0, 0.0 },
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{ 1980.0, 1550.0, 0.0 },
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{ 2000.0, 1650.0, 0.0 },
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{ 2400.0, 1650.0, 0.0 } };
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// add one large quadstrip
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for (i = 0; i < 8; i++)
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{
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coords->push_back(osg::Vec3(quadstrip[i][0],quadstrip[i][2],quadstrip[i][1]));
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tcs->push_back(osg::Vec2(quadstrip[i][0],quadstrip[i][1])/200.0);
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nrms->push_back(nrm);
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}
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for (i = 0; i < 8; i++) {
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coords->push_back(osg::Vec3(innerquadstrip[i][0],innerquadstrip[i][2],innerquadstrip[i][1]));
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tcs->push_back(osg::Vec2(innerquadstrip[i][0],innerquadstrip[i][1])/200.0);
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nrms->push_back(nrm);
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}
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gtess->setVertexArray(coords);
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gtess->setNormalArray(nrms);
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gtess->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
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gtess->setTexCoordArray(0,tcs);
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// demonstrate that the tesselator makes textured tesselations
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osg::StateSet* stateset = new osg::StateSet();
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osg::Image* image = osgDB::readImageFile("Cubemap_snow/posy.jpg");
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if (image)
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{
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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gtess->setStateSet( stateset );
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int nstart=0;
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// The derived class tesselateDemoGeometry retains the original contours for re-use.
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gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP,nstart,8));nstart+=8;
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gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP,nstart,8));nstart+=8;
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gtess->setTesselationType(osgUtil::Tesselator::TESS_TYPE_GEOMETRY);
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gtess->setBoundaryOnly(true);
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gtess->setWindingType( osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO); // so that first change in wind type makes the commonest tesselation - ODD.
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return gtess;
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}
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osg::Geometry *makeSideWall (const float xpos)
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{
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// demonstrate making a rectangular 'wall' with 2 holes in it.
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osg::Geometry *gtess= new osg::Geometry;
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int i;
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osg::Vec3Array *coords = new osg::Vec3Array;
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osg::Vec3Array *nrms = new osg::Vec3Array;
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osg::Vec2Array *tcs = new osg::Vec2Array;
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osg::Vec3 nrm(-1,0,0);
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// front wall
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static GLdouble wall[4][2] =
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{ { 1130.0, 0.0 },
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{ 1130.0, 300.0 } ,
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{ 1340.0,300.0 },
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{ 1340.0,0.0 } };
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gtess->setVertexArray(coords);
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gtess->setNormalArray(nrms);
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gtess->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
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gtess->setTexCoordArray(0,tcs);
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for (i = 0; i < 4; i++) {
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coords->push_back(osg::Vec3(xpos,wall[i][1],wall[i][0]));
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tcs->push_back(osg::Vec2(wall[i][1],wall[i][0])/100.0);
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nrms->push_back(nrm);
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}
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int nstart=0;
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gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,nstart,4));nstart+=4;
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for (i = 0; i < 24; i++) { // make an ellipse hole
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float y=150+50*cos(i*2*osg::PI/24.0);
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float z=1300+30* sin(i*2*osg::PI/24.0);
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coords->push_back(osg::Vec3(xpos,y,z));
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tcs->push_back(osg::Vec2(y,z)/100.0);
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nrms->push_back(nrm);
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}
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gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,nstart,24));nstart+=24;
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for (i = 0; i < 5; i++) { // make a pentagonal hole
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float y=150+50*cos(i*2*osg::PI/5.0);
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float z=1200+40* sin(i*2*osg::PI/5.0);
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coords->push_back(osg::Vec3(xpos,y,z));
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tcs->push_back(osg::Vec2(y,z)/100.0);
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nrms->push_back(nrm);
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}
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gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,nstart,5));nstart+=5;
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// demonstrate that the tesselator makes textured tesselations
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osg::StateSet* stateset = new osg::StateSet();
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osg::Image* image = osgDB::readImageFile("Cubemap_snow/posx.jpg");
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if (image)
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{
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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gtess->setStateSet( stateset );
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osg::ref_ptr<osgUtil::Tesselator> tscx=new osgUtil::Tesselator; // the v1.2 multi-contour tesselator.
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// we use the geometry primitives to describe the contours which are tesselated.
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// Winding odd means leave hole in surface where there are 2,4,6... contours circling the point.
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tscx->setTesselationType(osgUtil::Tesselator::TESS_TYPE_GEOMETRY);
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tscx->setBoundaryOnly(false);
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tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_ODD); // so that first change in wind type makes the commonest tesselation - ODD.
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tscx->retesselatePolygons(*gtess);
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return gtess;
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}
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osg::Geometry *makeFrontWall (const float zpos) {
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// an example of using one tesselation to make a 'house' wall
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// describe the wall as a pentagon, then door & 4 windows are further contours
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// tesselate the set of contours to make a 'house wall' from the Boolean-like operations.
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int nstart=0; // counts vertices used for the geometry primitives
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osg::Geometry *gtess= new osg::Geometry;
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int i;
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osg::Vec3Array *coords = new osg::Vec3Array;
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osg::Vec3Array *nrms = new osg::Vec3Array;
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osg::Vec2Array *tcs = new osg::Vec2Array;
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osg::Vec3 nrm(0,-1,0);
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// front wall
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static GLdouble wall[5][2] =
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{ { 2200.0, 1130.0 },
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{ 2600.0, 1130.0 },
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{ 2600.0, 1340.0 },
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{ 2400.0, 1440.0 },
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{ 2200.0, 1340.0 } };
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static GLdouble door[4][2] =
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{ { 2360.0, 1130.0 },
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{ 2440.0, 1130.0 },
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{ 2440.0, 1230.0 },
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{ 2360.0, 1230.0 } };
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static GLdouble windows[16][2] =
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{ { 2240.0, 1180.0 },
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{ 2330.0, 1180.0 },
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{ 2330.0, 1220.0 },
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{ 2240.0, 1220.0 },
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{ 2460.0, 1180.0 },
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{ 2560.0, 1180.0 },
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{ 2560.0, 1220.0 },
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{ 2460.0, 1220.0 },
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{ 2240.0, 1280.0 },
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{ 2330.0, 1280.0 },
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{ 2330.0, 1320.0 },
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{ 2240.0, 1320.0 },
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{ 2460.0, 1280.0 },
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{ 2560.0, 1280.0 },
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{ 2560.0, 1320.0 },
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{ 2460.0, 1320.0 } };
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gtess->setVertexArray(coords);
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gtess->setNormalArray(nrms);
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gtess->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
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gtess->setTexCoordArray(0,tcs);
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// add one large pentagon -the wall
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for (i = 0; i < 5; i++) {
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coords->push_back(osg::Vec3(wall[i][0],zpos,wall[i][1]));
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tcs->push_back(osg::Vec2(wall[i][0],wall[i][1])/100.0);
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nrms->push_back(nrm);
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}
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gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,nstart,5));nstart+=5;
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// add first hole, a door
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for (i = 0; i < 4; i++) {
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coords->push_back(osg::Vec3(door[i][0],zpos,door[i][1]));
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tcs->push_back(osg::Vec2(door[i][0],door[i][1])/100.0);
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nrms->push_back(nrm);
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}
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// and windows
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for (i = 0; i < 16; i++) {
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coords->push_back(osg::Vec3(windows[i][0],zpos,windows[i][1]));
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tcs->push_back(osg::Vec2(windows[i][0],windows[i][1])/100.0);
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nrms->push_back(nrm);
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}
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gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,nstart,20));nstart+=20;
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// demonstrate that the tesselator makes textured tesselations
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osg::StateSet* stateset = new osg::StateSet();
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osg::Image* image = osgDB::readImageFile("Cubemap_snow/posy.jpg");
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if (image)
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{
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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gtess->setStateSet( stateset );
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// We use a Tesselator to produce the tesselation required once only
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// and the contours are discarded.
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osg::ref_ptr<osgUtil::Tesselator> tscx=new osgUtil::Tesselator; // the v1.2 multi-contour tesselator.
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tscx->setTesselationType(osgUtil::Tesselator::TESS_TYPE_GEOMETRY);
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tscx->setBoundaryOnly(false);
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tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_ODD); // so that first change in wind type makes the commonest tesselation - ODD.
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tscx->retesselatePolygons(*gtess);
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return gtess;
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}
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osg::Geode *makeHouse (void) {
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osg::Geode *gd = new osg::Geode;
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gd->addDrawable(makeFrontWall(0.0));
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gd->addDrawable(makeFrontWall(300.0));
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gd->addDrawable(makeSideWall(2200.0));
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gd->addDrawable(makeSideWall(2600.0));
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return gd;
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}
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osg::Geometry *makePols (void) {
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tesselateDemoGeometry *gtess= new tesselateDemoGeometry;
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int i;
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osg::Vec3Array *coords = new osg::Vec3Array;
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osg::Vec3Array *nrms = new osg::Vec3Array;
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osg::Vec2Array *tcs = new osg::Vec2Array;
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osg::Vec3 nrm(0,-1,0);
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// coordinates from red book code but shifted by 1000 & 2000 for alternate tesselatory things.
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static GLdouble rects[12][3] =
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{ { 50.0, 50.0, 0.0 },
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{ 300.0, 50.0, 0.0 },
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{ 300.0, 300.0, 0.0 },
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{ 50.0, 300.0, 0.0 },
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{ 100.0, 100.0, 0.0 },
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{ 250.0, 100.0, 0.0 },
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{ 250.0, 250.0, 0.0 },
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{ 100.0, 250.0, 0.0 },
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{ 150.0, 150.0, 0.0 },
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{ 200.0, 150.0, 0.0 },
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{ 200.0, 200.0, 0.0 },
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{ 150.0, 200.0, 0.0 } };
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static GLdouble rectsMidanti[12][3] = // the centre 2 contours are traversed opposite order to outer contour.
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{ { 1050.0, 50.0, 0.0 },
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{ 1300.0, 50.0, 0.0 },
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{ 1300.0, 300.0, 0.0 },
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{ 1050.0, 300.0, 0.0 },
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{ 1250.0, 100.0, 0.0 },
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{ 1100.0, 100.0, 0.0 },
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{ 1100.0, 250.0, 0.0 },
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{ 1250.0, 250.0, 0.0 },
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{ 1200.0, 150.0, 0.0 },
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{ 1150.0, 150.0, 0.0 },
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{ 1150.0, 200.0, 0.0 },
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{ 1200.0, 200.0, 0.0 } };
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static GLdouble spiral[16][3] = // shift by 1000; nb the order of vertices is reversed from that of the red book
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{ { 3400.0, 250.0, 0.0 },
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{ 3400.0, 50.0, 0.0 },
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{ 3050.0, 50.0, 0.0 },
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{ 3050.0, 400.0, 0.0 },
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{ 3350.0, 400.0, 0.0 },
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{ 3350.0, 100.0, 0.0 },
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{ 3100.0, 100.0, 0.0 },
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{ 3100.0, 350.0, 0.0 },
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{ 3300.0, 350.0, 0.0 },
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{ 3300.0, 150.0, 0.0 },
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{ 3150.0, 150.0, 0.0 },
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{ 3150.0, 300.0, 0.0 },
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{ 3250.0, 300.0, 0.0 },
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{ 3250.0, 200.0, 0.0 },
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{ 3200.0, 200.0, 0.0 },
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{ 3200.0, 250.0, 0.0 }
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};
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static GLdouble quad1[4][3] = // shift by 2000 for next 3 things
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{ { 2050.0, 150.0, 0.0 },
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{ 2350.0, 150.0, 0.0 },
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{ 2350.0, 200.0, 0.0 },
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{ 2050.0, 200.0, 0.0 }
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};
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static GLdouble quad2[4][3] =
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{ { 2100.0, 100.0, 0.0 },
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{ 2300.0, 100.0, 0.0 },
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{ 2300.0, 350.0, 0.0 },
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{ 2100.0, 350.0, 0.0 }
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};
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static GLdouble tri[3][3] =
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{ { 2200.0, 50.0, 0.0 },
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{ 2250.0, 300.0, 0.0 },
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{ 2150.0, 300.0, 0.0 }
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};
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static GLdouble quad3[4][3] =
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{ { 100.0, 1100.0, 0.0 },
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{ 1300.0, 1100.0, 0.0 },
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{ 1300.0, 2350.0, 0.0 },
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{ 100.0, 2350.0, 0.0}
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};
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static GLdouble quadstrip[8][3] =
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{ { 900.0, 1130.0, 0.0 },
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{ 1100.0, 1130.0, 0.0 },
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{ 900.0, 1350.0, 0.0 },
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{ 950.0, 1350.0, 0.0 },
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{ 900.0, 1550.0, 0.0 },
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{ 1000.0, 1550.0, 0.0 },
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{ 900.0, 1750.0, 0.0 },
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{ 1400.0, 1750.0, 0.0 }
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};
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for (i = 0; i < 12; i++) {
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coords->push_back(osg::Vec3(rects[i][0],rects[i][2],rects[i][1]));
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tcs->push_back(osg::Vec2(rects[i][0],rects[i][1])/200.0);
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nrms->push_back(nrm);
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}
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for (i = 0; i < 12; i++) {
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coords->push_back(osg::Vec3(rectsMidanti[i][0],rectsMidanti[i][2],rectsMidanti[i][1]));
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tcs->push_back(osg::Vec2(rectsMidanti[i][0],rectsMidanti[i][1])/200.0);
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nrms->push_back(nrm);
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}
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for (i = 0; i < 16; i++) { // and reverse spiral to make same as that of red book ch 11
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coords->push_back(osg::Vec3(spiral[15-i][0],spiral[15-i][2],spiral[15-i][1]));
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tcs->push_back(osg::Vec2(spiral[15-i][0],spiral[15-i][1])/200.0);
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nrms->push_back(nrm);
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}
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for (i = 0; i < 4; i++) {
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coords->push_back(osg::Vec3(quad1[i][0],quad1[i][2],quad1[i][1]));
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tcs->push_back(osg::Vec2(quad1[i][0],quad1[i][1])/200.0);
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|
nrms->push_back(nrm);
|
|
}
|
|
for (i = 0; i < 4; i++) {
|
|
coords->push_back(osg::Vec3(quad2[i][0],quad2[i][2],quad2[i][1]));
|
|
tcs->push_back(osg::Vec2(quad2[i][0],quad2[i][1])/200.0);
|
|
nrms->push_back(nrm);
|
|
}
|
|
for (i = 0; i < 3; i++) {
|
|
coords->push_back(osg::Vec3(tri[i][0],tri[i][2],tri[i][1]));
|
|
tcs->push_back(osg::Vec2(tri[i][0],tri[i][1])/200.0);
|
|
nrms->push_back(nrm);
|
|
}
|
|
// add one large quad with multiple holes
|
|
for (i = 0; i < 4; i++) {
|
|
coords->push_back(osg::Vec3(quad3[i][0],quad3[i][2],quad3[i][1]));
|
|
tcs->push_back(osg::Vec2(quad3[i][0],quad3[i][1])/200.0);
|
|
nrms->push_back(nrm);
|
|
}
|
|
{
|
|
osg::Vec3 centre(300,0,1500);
|
|
for (i = 0; i < 18; i++) {
|
|
osg::Vec3 rim=centre+osg::Vec3(-cos(osg::DegreesToRadians((float)i*20.0)),0.0,sin(osg::DegreesToRadians((float)i*20.0)))*150.0;
|
|
coords->push_back(rim);
|
|
tcs->push_back(osg::Vec2(rim.x(),rim.z())/200.0);
|
|
nrms->push_back(nrm);
|
|
}
|
|
}
|
|
{
|
|
osg::Vec3 centre(400,0,1800);
|
|
for (i = 0; i < 18; i++) {
|
|
osg::Vec3 rim=centre+osg::Vec3(-cos(osg::DegreesToRadians((float)i*15.0)),0.0,sin(osg::DegreesToRadians((float)i*15.0)))*250.0;
|
|
coords->push_back(rim);
|
|
tcs->push_back(osg::Vec2(rim.x(),rim.z())/200.0);
|
|
nrms->push_back(nrm);
|
|
}
|
|
}
|
|
{
|
|
osg::Vec3 centre(600,0,1400);
|
|
for (i = 0; i < 18; i++) {
|
|
osg::Vec3 rim=centre+osg::Vec3(-cos(osg::DegreesToRadians((float)i*12.0)),0.0,sin(osg::DegreesToRadians((float)i*12.0)))*250.0;
|
|
coords->push_back(rim);
|
|
tcs->push_back(osg::Vec2(rim.x(),rim.z())/200.0);
|
|
nrms->push_back(nrm);
|
|
}
|
|
}
|
|
// add one large quadstrip
|
|
for (i = 0; i < 8; i++) {
|
|
coords->push_back(osg::Vec3(quadstrip[i][0],quadstrip[i][2],quadstrip[i][1]));
|
|
tcs->push_back(osg::Vec2(quadstrip[i][0],quadstrip[i][1])/200.0);
|
|
nrms->push_back(nrm);
|
|
}
|
|
gtess->setVertexArray(coords);
|
|
gtess->setNormalArray(nrms);
|
|
gtess->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
|
|
gtess->setTexCoordArray(0,tcs);
|
|
|
|
// demonstrate that the tesselator makes textured tesselations
|
|
osg::StateSet* stateset = new osg::StateSet();
|
|
|
|
osg::Image* image = osgDB::readImageFile("Cubemap_snow/posz.jpg");
|
|
if (image)
|
|
{
|
|
osg::Texture2D* texture = new osg::Texture2D;
|
|
texture->setImage(image);
|
|
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
|
|
}
|
|
gtess->setStateSet( stateset );
|
|
|
|
int nstart=0;
|
|
// the contours accepoted are polygons; quads & tris. Trifans can bve added later.
|
|
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,nstart,12));nstart+=12;
|
|
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,nstart,12));nstart+=12;
|
|
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,nstart,16));nstart+=16;
|
|
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,nstart,4));nstart+=4;
|
|
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,nstart,4));nstart+=4;
|
|
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,nstart,3));nstart+=3;
|
|
// A rectabngle with multiple holes
|
|
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,nstart,4));nstart+=4;
|
|
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN,nstart,18));nstart+=18;
|
|
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,nstart,18));nstart+=18;
|
|
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,nstart,18));nstart+=18;
|
|
// test for quad strip
|
|
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP,nstart,8));nstart+=8;
|
|
|
|
// We need to access the tesselatable contours again to demonstrate all types of tesselation.
|
|
// I could add the Tesselator to the geometry as userdata, but here
|
|
// I use the derived tesselateDemoGeometry to hold both the drawable geode and the original contours.
|
|
|
|
gtess->setTesselationType(osgUtil::Tesselator::TESS_TYPE_GEOMETRY);
|
|
gtess->setBoundaryOnly(true);
|
|
gtess->setWindingType( osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO); // so that first change in wind type makes the commonest tesselation - ODD.
|
|
|
|
return gtess;
|
|
}
|
|
osg::Node* createHUD()
|
|
{ // add a string reporting the type of winding rule tesselation applied
|
|
osg::Geode* geode = new osg::Geode();
|
|
|
|
std::string timesFont("fonts/arial.ttf");
|
|
|
|
// turn lighting off for the text and disable depth test to ensure its always ontop.
|
|
osg::StateSet* stateset = geode->getOrCreateStateSet();
|
|
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
|
|
|
|
// Disable depth test, and make sure that the hud is drawn after everything
|
|
// else so that it always appears ontop.
|
|
stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
|
|
stateset->setRenderBinDetails(11,"RenderBin");
|
|
|
|
osg::Vec3 position(150.0f,900.0f,0.0f);
|
|
osg::Vec3 delta(0.0f,-30.0f,0.0f);
|
|
|
|
{
|
|
osgText::Text* text = new osgText::Text;
|
|
geode->addDrawable( text );
|
|
|
|
text->setFont(timesFont);
|
|
text->setPosition(position);
|
|
text->setText("Tesselation example - no tesselation (use 'W' wireframe to visualise)");
|
|
text->setColor(osg::Vec4(1.0,1.0,0.8,1.0));
|
|
position += delta;
|
|
|
|
}
|
|
{
|
|
osgText::Text* text = new osgText::Text;
|
|
geode->addDrawable( text );
|
|
|
|
text->setFont(timesFont);
|
|
text->setPosition(position);
|
|
text->setText("Press 'n' to use an alternative tesselation.");
|
|
|
|
}
|
|
|
|
// create the hud.
|
|
osg::MatrixTransform* modelview_abs = new osg::MatrixTransform;
|
|
modelview_abs->setReferenceFrame(osg::Transform::RELATIVE_TO_ABSOLUTE);
|
|
modelview_abs->setMatrix(osg::Matrix::identity());
|
|
modelview_abs->addChild(geode);
|
|
|
|
osg::Projection* projection = new osg::Projection;
|
|
projection->setMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
|
|
projection->addChild(modelview_abs);
|
|
|
|
return projection;
|
|
|
|
}
|
|
|
|
|
|
osg::Group *makeTesselateExample (void) {
|
|
osg::Group *grp=new osg::Group;
|
|
osg::Geode *gd=new osg::Geode;
|
|
gd->addDrawable(makePols());
|
|
gd->addDrawable(makePolsTwo());
|
|
grp->addChild(gd);
|
|
|
|
grp->addChild(makeHouse());
|
|
|
|
return grp;
|
|
}
|
|
|
|
class setTesselateVisitor : public osg::NodeVisitor
|
|
{ // searches a loaded model tree for tesselatable geometries.
|
|
// used with any database model which has a renderGroup (Geode) named 'tesselate'
|
|
// or you can force a type of tess with special names or a sub-class of Geode could have extra information
|
|
// of course you can use any name to detect what is to be tesselated!
|
|
// all the polygons within the specific node are deemed to be contours, so
|
|
// any tesselation can be requested.
|
|
public:
|
|
|
|
setTesselateVisitor():osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {
|
|
}
|
|
virtual void apply(osg::Geode& geode) {
|
|
if (geode.getName().compare(0,9,"tesselate")==0) {
|
|
for(unsigned int i=0;i<geode.getNumDrawables();++i)
|
|
{
|
|
osg::Geometry* geom = dynamic_cast<osg::Geometry*>(geode.getDrawable(i));
|
|
if (geom) {
|
|
osg::ref_ptr<osgUtil::Tesselator> tscx=new osgUtil::Tesselator();
|
|
if (tscx.valid()) {
|
|
tscx->setTesselationType(osgUtil::Tesselator::TESS_TYPE_GEOMETRY);
|
|
if (geode.getName()== "tesselate") {
|
|
// add a tesselator so that this geom is retesselated when N is pressed
|
|
tscx->setBoundaryOnly(true);
|
|
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO); // so that first change in wind type makes the commonest tesselation - ODD.
|
|
geom->setUserData(tscx.get());
|
|
} else if (geode.getName()== "tesselate odd") {
|
|
// OR you can just apply the tesselator once only, using these different types
|
|
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_ODD); // commonest tesselation - ODD.
|
|
tscx->retesselatePolygons(*geom);
|
|
} else if (geode.getName()== "tesselate odd bound") {
|
|
tscx->setBoundaryOnly(true);
|
|
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_ODD); // tesselation - ODD, only show boundary.
|
|
tscx->retesselatePolygons(*geom);
|
|
} else if (geode.getName()== "tesselate positive") {
|
|
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_POSITIVE); // tesselation - pos.
|
|
tscx->retesselatePolygons(*geom);
|
|
} else if (geode.getName()== "tesselate positive bound") {
|
|
tscx->setBoundaryOnly(true);
|
|
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_POSITIVE);
|
|
tscx->retesselatePolygons(*geom);
|
|
} else if (geode.getName()== "tesselate negative") {
|
|
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_NEGATIVE);
|
|
tscx->retesselatePolygons(*geom);
|
|
} else if (geode.getName()== "tesselate negative bound") {
|
|
tscx->setBoundaryOnly(true);
|
|
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_NEGATIVE);
|
|
tscx->retesselatePolygons(*geom);
|
|
} else if (geode.getName()== "tesselate nonzero") {
|
|
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_NONZERO);
|
|
tscx->retesselatePolygons(*geom);
|
|
} else if (geode.getName()== "tesselate nonzero bound") {
|
|
tscx->setBoundaryOnly(true);
|
|
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_NONZERO);
|
|
tscx->retesselatePolygons(*geom);
|
|
} else if (geode.getName()== "tesselate geq2") {
|
|
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO);
|
|
tscx->retesselatePolygons(*geom);
|
|
} else if (geode.getName()== "tesselate geq2 bound") {
|
|
tscx->setBoundaryOnly(true);
|
|
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO);
|
|
tscx->retesselatePolygons(*geom);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
class cxTesselateVisitor : public osg::NodeVisitor
|
|
{ // special to this demo, traverses SG and finds nodes which have been tesselated
|
|
// for test/demo purposes these nodes are of type tesselateDemoGeometry
|
|
// but you could store the Tesselator as UserData or however you like.
|
|
// the tesselator holds copies of the original contours used in the tesselation
|
|
// In this visitor, I reuse the contours to make a different type of tesselation.
|
|
public:
|
|
|
|
cxTesselateVisitor():osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {
|
|
}
|
|
virtual void apply(osg::Geode& geode) {
|
|
|
|
for(unsigned int i=0;i<geode.getNumDrawables();++i)
|
|
{
|
|
tesselateDemoGeometry *geom=dynamic_cast<tesselateDemoGeometry*>(geode.getDrawable(i));
|
|
if (geom) {
|
|
if (!geom->getBoundaryOnly()) { // turn on bounds only
|
|
// NB this shows only the true boundary of the curves, no internal edges
|
|
geom->setBoundaryOnly(true);
|
|
|
|
} else { // change to next type of tesselation...
|
|
geom->setBoundaryOnly(false);
|
|
switch (geom->getWindingType()) {
|
|
case osgUtil::Tesselator::TESS_WINDING_ODD:
|
|
geom->setWindingType(osgUtil::Tesselator::TESS_WINDING_NONZERO);
|
|
break;
|
|
case osgUtil::Tesselator::TESS_WINDING_NONZERO:
|
|
geom->setWindingType( osgUtil::Tesselator::TESS_WINDING_POSITIVE);
|
|
break;
|
|
case osgUtil::Tesselator::TESS_WINDING_POSITIVE:
|
|
geom->setWindingType( osgUtil::Tesselator::TESS_WINDING_NEGATIVE);
|
|
break;
|
|
case osgUtil::Tesselator::TESS_WINDING_NEGATIVE:
|
|
geom->setWindingType( osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO);
|
|
break;
|
|
case osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO:
|
|
geom->setWindingType( osgUtil::Tesselator::TESS_WINDING_ODD);
|
|
break;
|
|
}
|
|
}
|
|
|
|
switch (geom->getWindingType()) { // a text to be added to the scene.
|
|
case osgUtil::Tesselator::TESS_WINDING_ODD:
|
|
str="TESS_WINDING_ODD";
|
|
break;
|
|
case osgUtil::Tesselator::TESS_WINDING_NONZERO:
|
|
str="TESS_WINDING_NONZERO";
|
|
break;
|
|
case osgUtil::Tesselator::TESS_WINDING_POSITIVE:
|
|
str="TESS_WINDING_POSITIVE";
|
|
break;
|
|
case osgUtil::Tesselator::TESS_WINDING_NEGATIVE:
|
|
str="TESS_WINDING_NEGATIVE";
|
|
break;
|
|
case osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO:
|
|
str="TESS_WINDING_ABS_GEQ_TWO";
|
|
break;
|
|
}
|
|
if (geom->getBoundaryOnly()) str += " Boundary";
|
|
|
|
geom->retesselatePolygons(*geom);
|
|
}
|
|
osgText::Text* txt = dynamic_cast<osgText::Text*>(geode.getDrawable(i));
|
|
if (txt) {
|
|
const osg::Vec4& ct=txt->getColor(); // pick the text to be changed by its color
|
|
if (ct.z()<0.9) {
|
|
txt->setText(str.c_str());
|
|
}
|
|
}
|
|
}
|
|
traverse(geode);
|
|
}
|
|
|
|
std::string str; // a label for on screen display
|
|
};
|
|
|
|
class KeyboardEventHandler : public osgGA::GUIEventHandler
|
|
{ // extra event handler traps 'n' key to re-tesselate any tesselated geodes.
|
|
public:
|
|
|
|
KeyboardEventHandler(osg::Node *nd):
|
|
_scene(nd) {}
|
|
|
|
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
|
|
{
|
|
switch(ea.getEventType())
|
|
{
|
|
case(osgGA::GUIEventAdapter::KEYDOWN):
|
|
{
|
|
if (_scene && ea.getKey()=='n')
|
|
{
|
|
// re-tesselate the scene graph.
|
|
// the same contours are re-tesselated using a new method. Old contours
|
|
// & tesselation type are held internally in the derived Geode class tesselateDemoGeometry.
|
|
cxTesselateVisitor tsv;
|
|
_scene->accept(tsv);
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
virtual void accept(osgGA::GUIEventHandlerVisitor& v)
|
|
{
|
|
v.visit(*this);
|
|
}
|
|
|
|
osg::Node *_scene;
|
|
|
|
};
|
|
|
|
|
|
int main( int argc, char **argv )
|
|
{
|
|
|
|
// use an ArgumentParser object to manage the program arguments.
|
|
osg::ArgumentParser arguments(&argc,argv);
|
|
|
|
// set up the usage document, in case we need to print out how to use this program.
|
|
arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());
|
|
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the standard OpenSceneGraph example which loads and visualises 3d models.");
|
|
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
|
|
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
|
|
|
|
|
|
// construct the viewer.
|
|
osgProducer::Viewer viewer(arguments);
|
|
|
|
// set up the value with sensible default event handlers.
|
|
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
|
|
|
|
// get details on keyboard and mouse bindings used by the viewer.
|
|
viewer.getUsage(*arguments.getApplicationUsage());
|
|
|
|
// if user request help write it out to cout.
|
|
if (arguments.read("-h") || arguments.read("--help"))
|
|
{
|
|
arguments.getApplicationUsage()->write(std::cout);
|
|
return 1;
|
|
}
|
|
|
|
// report any errors if they have occured when parsing the program aguments.
|
|
if (arguments.errors())
|
|
{
|
|
arguments.writeErrorMessages(std::cout);
|
|
return 1;
|
|
}
|
|
|
|
osg::Timer timer;
|
|
osg::Timer_t start_tick = timer.tick();
|
|
|
|
// read the scene from the list of file specified commandline args.
|
|
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
|
|
|
|
// if no model has been successfully loaded report failure.
|
|
if (!loadedModel)
|
|
{
|
|
loadedModel=makeTesselateExample();
|
|
} else { // if there is a loaded model:
|
|
// tesselate by searching for geode called tesselate & tesselate it
|
|
setTesselateVisitor tsv;
|
|
loadedModel->accept(tsv);
|
|
}
|
|
|
|
// create the hud.
|
|
osg::Group *gload= dynamic_cast<osg::Group *> (loadedModel.get());
|
|
gload->addChild(createHUD());
|
|
|
|
|
|
// any option left unread are converted into errors to write out later.
|
|
arguments.reportRemainingOptionsAsUnrecognized();
|
|
|
|
// report any errors if they have occured when parsing the program aguments.
|
|
if (arguments.errors())
|
|
{
|
|
arguments.writeErrorMessages(std::cout);
|
|
}
|
|
|
|
osg::Timer_t end_tick = timer.tick();
|
|
|
|
std::cout << "Time to load = "<<timer.delta_s(start_tick,end_tick)<<std::endl;
|
|
|
|
|
|
osgUtil::Optimizer optimizer;
|
|
optimizer.optimize(loadedModel.get() );
|
|
|
|
// set the scene to render
|
|
viewer.setSceneData(loadedModel.get());
|
|
|
|
// add event handler for keyboard 'n' to retesselate
|
|
viewer.getEventHandlerList().push_front(new KeyboardEventHandler(loadedModel.get()));
|
|
|
|
// create the windows and run the threads.
|
|
viewer.realize();
|
|
|
|
while( !viewer.done() )
|
|
{
|
|
// wait for all cull and draw threads to complete.
|
|
viewer.sync();
|
|
|
|
// update the scene by traversing it with the the update visitor which will
|
|
// call all node update callbacks and animations.
|
|
viewer.update();
|
|
|
|
// fire off the cull and draw traversals of the scene.
|
|
viewer.frame();
|
|
|
|
}
|
|
|
|
// wait for all cull and draw threads to complete before exit.
|
|
viewer.sync();
|
|
|
|
return 0;
|
|
}
|
|
|