110 lines
3.9 KiB
C++
110 lines
3.9 KiB
C++
/* OpenSceneGraph example, osgpointsprite.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <osg/PointSprite>
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#include <osg/BlendFunc>
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#include <osg/StateAttribute>
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#include <osg/Point>
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#include <osg/Geometry>
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#include <osg/Texture2D>
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#include <osg/TexEnv>
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#include <osg/GLExtensions>
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#include <osg/TexEnv>
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#include <osgDB/ReadFile>
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#include <osgViewer/Viewer>
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osg::Geode *makeGalaxy(unsigned nvertices)
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{
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osg::Geode *geode = new osg::Geode();
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osg::Geometry *galaxy = new osg::Geometry();
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osg::Vec3Array *vertices = new osg::Vec3Array();
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osg::Vec4Array *colors = new osg::Vec4Array();
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osg::Vec4 ini(1,1,0,1);
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osg::Vec4 fin(0,0,1,1);
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/** Formula for the two spirals */
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for (unsigned i=0;i<nvertices/2;i++) {
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float val = (i*2/(float)nvertices * 2 * 3.14159265359);
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float modx1 = rand() / (float)RAND_MAX*2;
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float mody1 = rand() / (float)RAND_MAX*2;
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float modx2 = rand() / (float)RAND_MAX*2;
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float mody2 = rand() / (float)RAND_MAX*2;
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float modz1 = ((rand()-RAND_MAX/2) / (float)(RAND_MAX))*3/(val+1);
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float modz2 = ((rand()-RAND_MAX/2) / (float)(RAND_MAX))*3/(val+1);
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vertices->push_back(osg::Vec3(cos(val)*val+modx1, sin(val)*val+mody1, modz1));
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vertices->push_back(osg::Vec3(-cos(val)*val+modx2, -sin(val)*val+mody2, modz2));
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colors->push_back(ini+(fin-ini)*(i*2/(float)nvertices));
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colors->push_back(ini+(fin-ini)*(i*2/(float)nvertices));
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}
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galaxy->setVertexArray(vertices);
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galaxy->setColorArray(colors);
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galaxy->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
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galaxy->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, nvertices));
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geode->addDrawable(galaxy);
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return geode;
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}
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osg::StateSet* makeStateSet(float size)
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{
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osg::StateSet *set = new osg::StateSet();
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/// Setup cool blending
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set->setMode(GL_BLEND, osg::StateAttribute::ON);
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osg::BlendFunc *fn = new osg::BlendFunc();
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fn->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::DST_ALPHA);
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set->setAttributeAndModes(fn, osg::StateAttribute::ON);
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/// Setup the point sprites
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osg::PointSprite *sprite = new osg::PointSprite();
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set->setTextureAttributeAndModes(0, sprite, osg::StateAttribute::ON);
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/// Give some size to the points to be able to see the sprite
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osg::Point *point = new osg::Point();
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point->setSize(size);
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set->setAttribute(point);
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/// Disable depth test to avoid sort problems and Lighting
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set->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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set->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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/// The texture for the sprites
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osg::Texture2D *tex = new osg::Texture2D();
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tex->setImage(osgDB::readImageFile("Images/particle.rgb"));
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set->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON);
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return set;
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}
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int main(int, char *[])
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{
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osgViewer::Viewer viewer;
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/// Make the galaxy of points
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osg::Node *node = makeGalaxy(5000);
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node->setStateSet(makeStateSet(10.0f));
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viewer.setSceneData(node);
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return viewer.run();
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}
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