ChunkMaterialPtr vtkOsgConverter::CreateMaterial(bool lit, bool hasTexCoords) { if (_verbose) std::cout << "Start CreateMaterial()" << std::endl; vtkProperty* prop = _actor->GetProperty(); double* diffuseColor = prop->GetDiffuseColor(); double* ambientColor = prop->GetAmbientColor(); double* specularColor = prop->GetSpecularColor(); double specularPower = prop->GetSpecularPower(); double diffuse = prop->GetDiffuse(); double ambient = prop->GetAmbient(); double specular = prop->GetSpecular(); double opacity = prop->GetOpacity(); float pointSize = prop->GetPointSize(); float lineWidth = prop->GetLineWidth(); // int lineStipplePattern = prop->GetLineStipplePattern(); int representation = prop->GetRepresentation(); if (_verbose) { std::cout << " Colors:" << std::endl; std::cout << " diffuse " << diffuse << " * " << diffuseColor[0] << " " << diffuseColor[1] << " " << diffuseColor[2] << std::endl; std::cout << " ambient " << ambient << " * " << ambientColor[0] << " " << ambientColor[1] << " " << ambientColor[2] << std::endl; std::cout << " specular " << specular << " * " << specularColor[0] << " " << specularColor[1] << " " << specularColor[2] << std::endl; } PolygonChunkPtr polygonChunk = PolygonChunk::create(); beginEditCP(polygonChunk); { if (representation == VTK_SURFACE) { polygonChunk->setFrontMode(GL_FILL); polygonChunk->setBackMode(GL_FILL); } else if (representation == VTK_WIREFRAME) { polygonChunk->setFrontMode(GL_LINE); polygonChunk->setBackMode(GL_LINE); } else { polygonChunk->setFrontMode(GL_POINT); polygonChunk->setBackMode(GL_POINT); } } endEditCP(polygonChunk); MaterialChunkPtr osgMaterialChunk = MaterialChunk::create(); beginEditCP(osgMaterialChunk); { osgMaterialChunk->setDiffuse(Color4f(diffuseColor[0] * diffuse, diffuseColor[1] * diffuse, diffuseColor[2] * diffuse, opacity)); osgMaterialChunk->setSpecular(Color4f(specularColor[0] * specular, specularColor[1] * specular, specularColor[2] * specular, 1.0)); osgMaterialChunk->setAmbient(Color4f(ambientColor[0] * ambient, ambientColor[1] * ambient, ambientColor[2] * ambient, opacity)); osgMaterialChunk->setShininess(specularPower); //if(opacity < 1.0) //{ // osgMaterialChunk->setColorMaterial(GL_AMBIENT); // HACK: Opacity does not work with GL_AMBIENT_AND_DIFFUSE //osgMaterialChunk->setTransparency(1.0f - opacity); //} //else osgMaterialChunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE); // On objects consisting only of points or lines, dont lit if(!lit) osgMaterialChunk->setLit(false); } endEditCP(osgMaterialChunk); ChunkMaterialPtr osgChunkMaterial = ChunkMaterial::create(); beginEditCP(osgChunkMaterial); { osgChunkMaterial->addChunk(osgMaterialChunk); osgChunkMaterial->addChunk(TwoSidedLightingChunk::create()); osgChunkMaterial->addChunk(polygonChunk); if(pointSize > 1.0f) { PointChunkPtr pointChunk = PointChunk::create(); pointChunk->setSize(pointSize); osgChunkMaterial->addChunk(pointChunk); } if(lineWidth > 1.0f) { LineChunkPtr lineChunk = LineChunk::create(); lineChunk->setWidth(lineWidth); osgChunkMaterial->addChunk(lineChunk); } // TEXTURE if (hasTexCoords) { vtkTexture* vtkTexture = _actor->GetTexture(); if (vtkTexture) { TextureChunkPtr osgTextureChunk = NullFC; osgTextureChunk = CreateTexture(vtkTexture); if(osgTextureChunk != NullFC) { if (_verbose) std::cout << " Add TextureChunk" << std::endl; osgChunkMaterial->addChunk(osgTextureChunk); } // Per default EnvMode is set to GL_REPLACE which does not lit the surface beginEditCP(osgTextureChunk); osgTextureChunk->setEnvMode(GL_MODULATE); endEditCP(osgTextureChunk); } } } endEditCP(osgChunkMaterial); if (_verbose) std::cout << "End CreateMaterial()" << std::endl; return osgChunkMaterial; }
int main (int argc, char **argv) { osgInit(argc,argv); // GLUT init glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); int id=glutCreateWindow("OpenSG"); glutReshapeFunc(reshape); glutDisplayFunc(display); glutMouseFunc(mouse); glutMotionFunc(motion); glutKeyboardFunc(keyboard); GLUTWindowPtr gwin=GLUTWindow::create(); gwin->setId(id); gwin->init(); // create the scene NodePtr scene = Node::create(); beginEditCP(scene); scene->setCore(Group::create()); endEditCP(scene); // create the SimpleSceneManager helper _mgr = new SimpleSceneManager; // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot (scene); // create the geometry. NodePtr plane = makePlane( 1, 1, 2, 2 ); NodePtr torus = makeTorus( .2, 1, 16, 8 ); GeometryPtr plane_geo, torus_geo; plane_geo = GeometryPtr::dcast(plane->getCore()); torus_geo = GeometryPtr::dcast(torus->getCore()); PolygonChunkPtr pchunk = PolygonChunk::create(); beginEditCP(pchunk); pchunk->setFrontMode(GL_LINE); pchunk->setBackMode(GL_LINE); pchunk->setOffsetFactor(-1.0); pchunk->setOffsetLine(true); endEditCP(pchunk); // create materials for the plane. SimpleMaterialPtr pm1 = SimpleMaterial::create(); beginEditCP(pm1); pm1->setDiffuse( Color3f( 0,1,0 ) ); pm1->setAmbient( Color3f( 0,1,0 ) ); pm1->setSpecular( Color3f( 0,0,0 ) ); endEditCP(pm1); SimpleMaterialPtr pm2 = SimpleMaterial::create(); beginEditCP(pm2); pm2->setDiffuse( Color3f( 1,0,0 ) ); pm2->setAmbient( Color3f( 1,0,0 ) ); pm2->setSpecular( Color3f( 0,0,0 ) ); pm2->addChunk(pchunk); endEditCP(pm2); MultiPassMaterialPtr mppm = MultiPassMaterial::create(); beginEditCP(mppm); mppm->addMaterial(pm1); mppm->addMaterial(pm2); endEditCP(mppm); plane_geo->setMaterial(mppm); // create materials for the torus. SimpleMaterialPtr tm1 = SimpleMaterial::create(); beginEditCP(tm1); tm1->setDiffuse( Color3f( 0,0,1 ) ); tm1->setAmbient( Color3f( 0,0,1 ) ); tm1->setTransparency(0.6); endEditCP(tm1); SimpleMaterialPtr tm2 = SimpleMaterial::create(); beginEditCP(tm2); tm2->setDiffuse( Color3f( 1,0,0 ) ); tm2->setAmbient( Color3f( 1,0,0 ) ); tm2->setSpecular( Color3f( 0,0,0 ) ); tm2->addChunk(pchunk); endEditCP(tm2); MultiPassMaterialPtr mptm = MultiPassMaterial::create(); beginEditCP(mptm); mptm->addMaterial(tm1); mptm->addMaterial(tm2); endEditCP(mptm); torus_geo->setMaterial( mptm ); beginEditCP(scene); scene->addChild(plane); scene->addChild(torus); endEditCP(scene); // show the whole scene _mgr->showAll(); // GLUT main loop glutMainLoop(); return 0; }
int main( int argc, char *argv[] ) { osgInit(argc, argv); glutInit(&argc, argv); glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutCreateWindow("OpenSG"); glutKeyboardFunc(key); // glutReshapeFunc(resize); glutDisplayFunc(display); // glutMouseFunc(mouse); // glutMotionFunc(motion); glutIdleFunc(display); pImage = Image::create(); // create the dummy structures // the window is needed for the chunks that access GLObjects win = GLUTWindow::create(); win->frameInit(); // test for preliminary calls not messing up GLexts win->init(); dact = DrawAction::create(); dact->setWindow(get_pointer(win)); win->init(); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 60, 1, 0.1, 10 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); gluLookAt( 3, 3, 3, 0, 0, 0, 0, 1, 0 ); glEnable( GL_DEPTH_TEST ); glEnable( GL_LIGHTING ); glEnable( GL_LIGHT0 ); glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); dlid = glGenLists( 1 ); glNewList( dlid, GL_COMPILE ); glutSolidSphere( .8, 8, 8 ); glEndList(); dlid2 = glGenLists( 1 ); glNewList( dlid2, GL_COMPILE ); glBegin( GL_POLYGON ); glNormal3f( 0, 1, 0 ); glColor3f( 1, 1, 1 ); glTexCoord2f( 0, 0 ); glVertex3f( -1.5, -1, -1.5 ); glTexCoord2f( 2, 0 ); glVertex3f( 1.5, -1, -1.5 ); glTexCoord2f( 2, 2 ); glVertex3f( 1.5, -1, 1.5 ); glTexCoord2f( 0, 2 ); glVertex3f( -1.5, -1, 1.5 ); glEnd(); glEndList(); Matrix m; tchunk1 = TransformChunk::create(); m.setTranslate( 0, 1, 0 ); tchunk1->setMatrix( m ); tchunk2 = TransformChunk::create(); tchunk2->setMatrix( Matrix::identity() ); mchunk1 = MaterialChunk::create(); mchunk1->setDiffuse( Color4f( 1,0,0,0 ) ); mchunk1->setAmbient( Color4f( 1,0,0,0 ) ); mchunk1->setShininess( 20 ); mchunk2 = MaterialChunk::create(); mchunk2->setDiffuse( Color4f( 0,1,0,0 ) ); mchunk2->setAmbient( Color4f( 0,1,0,0 ) ); mchunk2->setShininess( 50 ); // Texture chunk // UChar8 imgdata[] = // { 255,0,0,0, 0,255,0,0, 0,0,255,255, 255,255,255,255 }; UChar8 imgdata[] = { 255,0,0, 255,0,0, 255,0,255, 255,0,0, 255,0,0, 255,0,255, 255,255,0, 255,255,0, 255,255,255, 255,255,0, 255,255,0, 255,255,255, }; // UChar8 limgdata[] = // { 0, 128, 64, 255 }; pImage->set( Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, imgdata ); if ( argc > 1 ) pImage->read( argv[1] ); xchunk1 = TextureChunk::create(); beginEditCP(xchunk1); xchunk1->setImage( pImage ); // NOTE: the image is NOT copied, the variable // needs to be kept around as long as the // texture is used xchunk1->setMinFilter( GL_LINEAR ); xchunk1->setMagFilter( GL_NEAREST ); xchunk1->setWrapS( GL_REPEAT ); xchunk1->setWrapT( GL_REPEAT ); xchunk1->setEnvMode( GL_REPLACE ); xchunk1->setEnvColor( Color4f(.5,.5,.5,0) ); xchunk1->setScale( false ); // xchunk1->setShaderOperation(GL_PASS_THROUGH_NV); endEditCP(xchunk1); xchunk1->imageContentChanged(); beginEditCP(xchunk1); xchunk1->setImage( pImage ); endEditCP(xchunk1); // blend chunk blchunk = BlendChunk::create(); #ifdef GL_EXT_blend_color blchunk->setSrcFactor( GL_CONSTANT_ALPHA ); blchunk->setDestFactor( GL_ONE_MINUS_CONSTANT_ALPHA ); #endif blchunk->setColor( Color4f( .5,.5,.5,0.1 ) ); blchunk->setEquation(GL_FUNC_SUBTRACT); std::cout << "BlendChunk is trans:" << blchunk->isTransparent() << std::endl; // texture transform chunk txchunk = TextureTransformChunk::create(); beginEditCP(txchunk); txchunk->setMatrix( Matrix(4,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1) ); endEditCP(txchunk); // polygon chunk pchunk1 = PolygonChunk::create(); { UInt32 stipple[32] = { 0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff, 0xffff0000, 0x0000ffff }; pchunk1->editMFStipple()->clear(); for ( int i = 0; i < 32; i++ ) pchunk1->editMFStipple()->push_back( stipple[i] ); } pchunk1->setFrontMode(GL_LINE); pchunk1->setBackMode(GL_FILL); pchunk2 = PolygonChunk::create(); { UInt32 stipple[32] = { 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, }; pchunk2->editMFStipple()->clear(); for ( int i = 0; i < 32; i++ ) pchunk2->editMFStipple()->push_back( stipple[i] ); } lichunk1 = LineChunk::create(); lichunk1->setSmooth(true); lichunk1->setStipplePattern(0xf0f0); lichunk2 = LineChunk::create(); lichunk2->setStippleRepeat(5); lichunk2->setStipplePattern(0xaaaa); glutMainLoop(); return 0; }