Esempio n. 1
0
SomePointsGenerator::SomePointsGenerator():osg::Geometry()
{

    setUseVertexBufferObjects(true);

    osg::StateSet* sset = getOrCreateStateSet();
    sset->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
    vAry = new osg::Vec4Array;;
    vAry->push_back( osg::Vec4(0,0,0,1) );
    vAry->push_back( osg::Vec4(0,1,0,1) );
    vAry->push_back( osg::Vec4(1,0,0,1) );
    vAry->push_back( osg::Vec4(1,1,0,1 ));
    addPrimitiveSet( new osg::DrawArrays( GL_POINTS, 0, vAry->size() ) );
    setVertexArray( vAry );

    _program=createGeneratorShader() ;
    sset->setAttribute(_program );

    // a generic cyclic animation value
    osg::Uniform* u_anim1( new osg::Uniform( "u_anim1", 0.9f ) );
    u_anim1->setUpdateCallback( new SineAnimation( 4, 0.5, 0.5 ) );
    sset->addUniform( u_anim1 );

}
    SomePoints()
    {
        osg::Vec4Array* cAry = new osg::Vec4Array;
        setColorArray( cAry, osg::Array::BIND_OVERALL );
        cAry->push_back( osg::Vec4(1,1,1,1) );

        osg::Vec3Array* vAry = new osg::Vec3Array;
        setVertexArray( vAry );
        vAry->push_back( osg::Vec3(0,0,0) );
        vAry->push_back( osg::Vec3(0,1,0) );
        vAry->push_back( osg::Vec3(1,0,0) );
        vAry->push_back( osg::Vec3(1,1,0) );
        vAry->push_back( osg::Vec3(0,0,1) );
        vAry->push_back( osg::Vec3(0,1,1) );
        vAry->push_back( osg::Vec3(1,0,1) );
        vAry->push_back( osg::Vec3(1,1,1) );

        addPrimitiveSet( new osg::DrawArrays( GL_POINTS, 0, vAry->size() ) );

        osg::StateSet* sset = getOrCreateStateSet();
        sset->setMode( GL_LIGHTING, osg::StateAttribute::OFF );

        // if things go wrong, fall back to big points
        osg::Point* p = new osg::Point;
        p->setSize(6);
        sset->setAttribute( p );

#ifdef ENABLE_GLSL
        sset->setAttribute( createShader() );

        // a generic cyclic animation value
        osg::Uniform* u_anim1( new osg::Uniform( "u_anim1", 0.0f ) );
        u_anim1->setUpdateCallback( new SineAnimation( 4, 0.5, 0.5 ) );
        sset->addUniform( u_anim1 );
#endif
    }