146 lines
3.9 KiB
C++
146 lines
3.9 KiB
C++
/* OpenSceneGraph example, osghangglide.
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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 <math.h>
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#include <osg/Geode>
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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/StateSet>
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#include <osgDB/ReadFile>
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#include "terrain_coords.h"
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#include "terrain_texcoords.h"
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using namespace osg;
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void getDatabaseCenterRadius( float dbcenter[3], float *dbradius )
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{
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int i;
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double n=0.0;
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double center[3] = { 0.0f, 0.0f, 0.0f };
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float cnt;
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cnt = 39 * 38;
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for( i = 0; i < cnt; i++ )
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{
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center[0] += (double)vertex[i][0];
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center[1] += (double)vertex[i][1];
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center[2] += (double)vertex[i][2];
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n = n + 1.0;
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}
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center[0] /= n;
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center[1] /= n;
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center[2] /= n;
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float r = 0.0;
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// for( i = 0; i < sizeof( vertex ) / (sizeof( float[3] )); i++ )
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for( i = 0; i < cnt; i++ )
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{
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double d = sqrt(
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(((double)vertex[i][0] - center[0]) * ((double)vertex[i][0] - center[0])) +
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(((double)vertex[i][1] - center[1]) * ((double)vertex[i][1] - center[1])) +
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(((double)vertex[i][2] - center[2]) * ((double)vertex[i][2] - center[2])) );
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if( d > (double)r ) r = (float)d;
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}
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*dbradius = r;
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dbcenter[0] = (float)center[0];
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dbcenter[1] = (float)center[1];
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dbcenter[2] = (float)center[2];
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int index = 19 * 39 + 19;
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dbcenter[0] = vertex[index][0] - 0.15;
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dbcenter[1] = vertex[index][1];
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dbcenter[2] = vertex[index][2] + 0.35;
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}
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Node *makeTerrain( void )
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{
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int m, n;
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int i, j;
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float dbcenter[3];
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float dbradius;
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getDatabaseCenterRadius( dbcenter, &dbradius );
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m = (sizeof( vertex ) /(sizeof( float[3])))/39;
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n = 39;
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Vec3Array& v = *(new Vec3Array(m*n));
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Vec2Array& t = *(new Vec2Array(m*n));
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Vec4Array& col = *(new Vec4Array(1));
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col[0][0] = col[0][1] = col[0][2] = col[0][3] = 1.0f;
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for( i = 0; i < m * n; i++ )
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{
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v[i][0] = vertex[i][0] - dbcenter[0];
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v[i][1] = vertex[i][1] - dbcenter[1];
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v[i][2] = vertex[i][2];
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t[i][0] = texcoord[i][0] + 0.025;
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t[i][1] = texcoord[i][1];
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}
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Geometry *geom = new Geometry;
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geom->setVertexArray( &v );
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geom->setTexCoordArray( 0, &t );
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geom->setColorArray( &col, Array::BIND_OVERALL );
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for( i = 0; i < m-2; i++ )
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{
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DrawElementsUShort* elements = new DrawElementsUShort(PrimitiveSet::TRIANGLE_STRIP);
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elements->reserve(39*2);
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for( j = 0; j < n; j++ )
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{
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elements->push_back((i+0)*n+j);
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elements->push_back((i+1)*n+j);
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}
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geom->addPrimitiveSet(elements);
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}
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Texture2D *tex = new Texture2D;
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tex->setImage(osgDB::readImageFile("Images/lz.rgb"));
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StateSet *dstate = new StateSet;
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dstate->setMode( GL_LIGHTING, StateAttribute::OFF );
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dstate->setTextureAttributeAndModes(0, tex, StateAttribute::ON );
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dstate->setTextureAttribute(0, new TexEnv );
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geom->setStateSet( dstate );
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Geode *geode = new Geode;
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geode->addDrawable( geom );
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return geode;
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}
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