Beispiel #1
0
osg::Node*
AnnotationUtils::createHemisphere( float r, const osg::Vec4& color, float maxAngle )
{
    osg::Geometry* geom = new osg::Geometry();
    geom->setUseVertexBufferObjects(true);

    osg::Vec3Array* v = new osg::Vec3Array();
    v->reserve(5);
    v->push_back( osg::Vec3(0,0,r) ); // top
    v->push_back( osg::Vec3(-r,0,0) ); // left
    v->push_back( osg::Vec3(r,0,0) ); // right
    v->push_back( osg::Vec3(0,r,0) ); // back
    v->push_back( osg::Vec3(0,-r,0) ); // front
    geom->setVertexArray(v);
    if ( v->getVertexBufferObject() )
        v->getVertexBufferObject()->setUsage(GL_STATIC_DRAW_ARB);

    osg::DrawElementsUByte* b = new osg::DrawElementsUByte(GL_TRIANGLES);
    b->reserve(12);
    b->push_back(0);
    b->push_back(2);
    b->push_back(3);
    b->push_back(0);
    b->push_back(3);
    b->push_back(1);
    b->push_back(0);
    b->push_back(1);
    b->push_back(4);
    b->push_back(0);
    b->push_back(4);
    b->push_back(2);
    geom->addPrimitiveSet( b );

    osg::Vec3Array* n = new osg::Vec3Array();
    n->reserve(5);
    n->push_back( osg::Vec3(0,0,1) );
    n->push_back( osg::Vec3(-1,0,0) );
    n->push_back( osg::Vec3(1,0,0) );
    n->push_back( osg::Vec3(0,1,0) );
    n->push_back( osg::Vec3(0,-1,0) );
    geom->setNormalArray(n);
    geom->setNormalBinding( osg::Geometry::BIND_PER_VERTEX );

    MeshSubdivider ms;
    ms.run( *geom, osg::DegreesToRadians(maxAngle), GEOINTERP_GREAT_CIRCLE );

    osg::Vec4Array* c = new osg::Vec4Array(1);
    (*c)[0] = color;
    geom->setColorArray( c );
    geom->setColorBinding( osg::Geometry::BIND_OVERALL );

    osg::Geode* geode = new osg::Geode();
    geode->addDrawable( geom );

    // need 2-pass alpha so you can view it properly from below.
    if ( color.a() < 1.0f )
        return installTwoPassAlpha( geode );
    else
        return geode;
}
Beispiel #2
0
void
ImageOverlay::init()
{
    OpenThreads::ScopedLock< OpenThreads::Mutex > lock(_mutex);    

    double height = 0;
    osg::Geometry* geometry = new osg::Geometry();
    osg::Vec3d ll;
    _ellipsoid->convertLatLongHeightToXYZ(osg::DegreesToRadians(_lowerLeft.y()), osg::DegreesToRadians(_lowerLeft.x()), height, ll.x(), ll.y(), ll.z());

    osg::Vec3d lr;
    _ellipsoid->convertLatLongHeightToXYZ(osg::DegreesToRadians(_lowerRight.y()), osg::DegreesToRadians(_lowerRight.x()), height, lr.x(), lr.y(), lr.z());

    osg::Vec3d ur;
    _ellipsoid->convertLatLongHeightToXYZ(osg::DegreesToRadians(_upperRight.y()), osg::DegreesToRadians(_upperRight.x()), height, ur.x(), ur.y(), ur.z());

    osg::Vec3d ul;
    _ellipsoid->convertLatLongHeightToXYZ(osg::DegreesToRadians(_upperLeft.y()), osg::DegreesToRadians(_upperLeft.x()), height, ul.x(), ul.y(), ul.z());


    osg::Vec3Array* verts = new osg::Vec3Array(4);
    (*verts)[0] = ll;
    (*verts)[1] = lr;
    (*verts)[2] = ur;
    (*verts)[3] = ul;
    
    geometry->setVertexArray( verts );

    osg::Vec4Array* colors = new osg::Vec4Array(1);
    (*colors)[0] = osg::Vec4(1,1,1,_alpha);

    geometry->setColorArray( colors );
    geometry->setColorBinding( osg::Geometry::BIND_OVERALL );

     GLuint tris[6] = { 0, 1, 2,
                        0, 2, 3
                      };        
    geometry->addPrimitiveSet(new osg::DrawElementsUInt( GL_TRIANGLES, 6, tris ) );

    bool flip = false;
    if (_image.valid())
    {
        //Create the texture
        osg::Texture2D* texture = new osg::Texture2D(_image.get());
        texture->setResizeNonPowerOfTwoHint(false);
        _geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);    
        flip = _image->getOrigin()==osg::Image::TOP_LEFT;
    }

    osg::Vec2Array* texcoords = new osg::Vec2Array(4);
    (*texcoords)[0].set(0.0f,flip ? 1.0 : 0.0f);
    (*texcoords)[1].set(1.0f,flip ? 1.0 : 0.0f);
    (*texcoords)[2].set(1.0f,flip ? 0.0 : 1.0f);
    (*texcoords)[3].set(0.0f,flip ? 0.0 : 1.0f);
    geometry->setTexCoordArray(0, texcoords);
        
    MeshSubdivider ms;
    ms.run(osg::DegreesToRadians(5.0), *geometry);            

    _geode->removeDrawables(0, _geode->getNumDrawables() );

    _geode->addDrawable( geometry );

    _geometry = geometry;

    _dirty = false;
}