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/* OpenSceneGraph example, osgtexture1D.
*
* 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/Notify>
#include <osg/Texture1D>
#include <osg/TexGenNode>
#include <osg/Material>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <iostream>
// Creates a stateset which contains a 1D texture which is populated by contour banded color,
// and allows tex gen to override the S texture coordinate
osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
{
osg::Image* image = new osg::Image;
int noPixels = 1024;
// allocate the image data, noPixels x 1 x 1 with 4 rgba floats - equivalent to a Vec4!
image->allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT);
image->setInternalTextureFormat(GL_RGBA);
typedef std::vector<osg::Vec4> ColorBands;
ColorBands colorbands;
colorbands.push_back(osg::Vec4(0.0f,0.0,0.0,1.0f));
colorbands.push_back(osg::Vec4(1.0f,0.0,0.0,1.0f));
colorbands.push_back(osg::Vec4(1.0f,1.0,0.0,1.0f));
colorbands.push_back(osg::Vec4(0.0f,1.0,0.0,1.0f));
colorbands.push_back(osg::Vec4(0.0f,1.0,1.0,1.0f));
colorbands.push_back(osg::Vec4(0.0f,0.0,1.0,1.0f));
colorbands.push_back(osg::Vec4(1.0f,0.0,1.0,1.0f));
colorbands.push_back(osg::Vec4(1.0f,1.0,1.0,1.0f));
float nobands = colorbands.size();
float delta = nobands/(float)noPixels;
float pos = 0.0f;
// fill in the image data.
osg::Vec4* dataPtr = (osg::Vec4*)image->data();
for(int i=0;i<noPixels;++i,pos+=delta)
{
//float p = floorf(pos);
//float r = pos-p;
//osg::Vec4 color = colorbands[(int)p]*(1.0f-r);
//if (p+1<colorbands.size()) color += colorbands[(int)p+1]*r;
osg::Vec4 color = colorbands[(int)pos];
*dataPtr++ = color;
}
osg::Texture1D* texture = new osg::Texture1D;
texture->setWrap(osg::Texture1D::WRAP_S,osg::Texture1D::MIRROR);
texture->setFilter(osg::Texture1D::MIN_FILTER,osg::Texture1D::LINEAR);
texture->setImage(image);
osg::Material* material = new osg::Material;
osg::StateSet* stateset = new osg::StateSet;
stateset->setTextureAttribute(0,texture,osg::StateAttribute::OVERRIDE);
stateset->setTextureMode(0,GL_TEXTURE_1D,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
stateset->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
stateset->setTextureMode(0,GL_TEXTURE_3D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
stateset->setTextureMode(0,GL_TEXTURE_GEN_S,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
stateset->setAttribute(material,osg::StateAttribute::OVERRIDE);
return stateset;
}
// An app callback which alternates the tex gen mode between object linear and eye linear to illustrate what differences it makes.
class AnimateTexGenCallback : public osg::NodeCallback
{
public:
AnimateTexGenCallback() {}
void animateTexGen(osg::TexGenNode* texgenNode,double time)
{
// here we simply get any existing texgen, and then increment its
// plane, pushing the R coordinate through the texture.
const double timeInterval = 2.0f;
static double previousTime = time;
static bool state = false;
while (time>previousTime+timeInterval)
{
previousTime+=timeInterval;
state = !state;
}
if (state)
{
texgenNode->getTexGen()->setMode(osg::TexGen::OBJECT_LINEAR);
}
else
{
texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
}
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::TexGenNode* texgenNode = dynamic_cast<osg::TexGenNode*>(node);
if (texgenNode && nv->getFrameStamp())
{
// we have an exisitng stateset, so lets animate it.
animateTexGen(texgenNode,nv->getFrameStamp()->getSimulationTime());
}
// note, callback is repsonsible for scenegraph traversal so
// should always include call the traverse(node,nv) to ensure
// that the rest of cullbacks and the scene graph are traversed.
traverse(node,nv);
}
};
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 images specified on command line
osg::Node* loadedModel = osgDB::readNodeFiles(arguments);
// if not loaded assume no arguments passed in, try use default mode instead.
if (!loadedModel) loadedModel = osgDB::readNodeFile("dumptruck.osgt");
if (!loadedModel)
{
osg::notify(osg::NOTICE)<<arguments.getApplicationUsage()->getCommandLineUsage()<<std::endl;
return 0;
}
osg::StateSet* stateset = create1DTextureStateToDecorate(loadedModel);
if (!stateset)
{
std::cout<<"Error: failed to create 1D texture state."<<std::endl;
return 1;
}
loadedModel->setStateSet(stateset);
osg:: Group *root = new osg:: Group;
root -> addChild( loadedModel );
// The contour banded color texture is used in conjunction with TexGenNode
// to create contoured models, either in object linear coords - like
// contours on a map, or eye linear which contour the distance from
// the eye. An app callback toggles between the two tex gen modes.
osg::TexGenNode* texgenNode = new osg::TexGenNode;
texgenNode->setReferenceFrame( osg::TexGenNode::ABSOLUTE_RF );
texgenNode->getTexGen()->setMode( osg::TexGen::OBJECT_LINEAR );
const osg::BoundingSphere& bs = loadedModel->getBound();
float zBase = bs.center().z()-bs.radius();
float zScale = 2.0f/bs.radius();
texgenNode->getTexGen()->setPlane(osg::TexGen::S,osg::Plane(0.0f,0.0f,zScale,-zBase));
texgenNode->setUpdateCallback(new AnimateTexGenCallback());
root -> addChild( texgenNode );
viewer.setSceneData( root );
return viewer.run();
}
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