예제 #1
0
        void apply(osg::Geometry& geom)
        {
            geom.setUseDisplayList(false);

            if (!_manualVertexAliasing) return;

            osg::notify(osg::NOTICE)<<"Found geometry "<<&geom<<std::endl;
            if (geom.getVertexArray())
            {
                setVertexAttrib(geom, _vertexAlias, geom.getVertexArray(), false, osg::Array::BIND_PER_VERTEX);
                geom.setVertexArray(0);
            }

            if (geom.getNormalArray())
            {
                setVertexAttrib(geom, _normalAlias, geom.getNormalArray(), true);
                geom.setNormalArray(0);
            }

            if (geom.getColorArray())
            {
                setVertexAttrib(geom, _colorAlias, geom.getColorArray(), false);
                geom.setColorArray(0);
            }

            if (geom.getSecondaryColorArray())
            {
                setVertexAttrib(geom, _secondaryColorAlias, geom.getSecondaryColorArray(), false);
                geom.setSecondaryColorArray(0);
            }

            if (geom.getFogCoordArray())
            {
                // should we normalize the FogCoord array? Don't think so...
                setVertexAttrib(geom, _fogCoordAlias, geom.getFogCoordArray(), false);
                geom.setFogCoordArray(0);
            }

            unsigned int maxNumTexCoords = geom.getNumTexCoordArrays();
            if (maxNumTexCoords>8)
            {
                osg::notify(osg::NOTICE)<<"Warning: Ignoring "<<maxNumTexCoords-8<<" texture coordinate arrays, only 8 are currently supported in vertex attribute conversion code."<<std::endl;
                maxNumTexCoords = 8;
            }
            for(unsigned int i=0; i<maxNumTexCoords; ++i)
            {
                if (geom.getTexCoordArray(i))
                {
                    setVertexAttrib(geom, _texCoordAlias[i], geom.getTexCoordArray(i), false, osg::Array::BIND_PER_VERTEX);
                    geom.setTexCoordArray(i,0);
                }
                else
                {
                    osg::notify(osg::NOTICE)<<"Found empty TexCoordArray("<<i<<")"<<std::endl;
                }
            }
        }
예제 #2
0
파일: Grass.cpp 프로젝트: Crisium/sigmaosg
void createDAIGeometry( osg::Geometry& geom, int nInstances=1 )
{
    const float halfDimX( .5 );
    const float halfDimZ( .5 );

    osg::Vec3Array* v = new osg::Vec3Array;
    v->resize( 4 );
    geom.setVertexArray( v );

    // Geometry for a single quad.
    (*v)[ 0 ] = osg::Vec3( -halfDimX, 0., 0. );
    (*v)[ 1 ] = osg::Vec3( halfDimX, 0., 0. );
    (*v)[ 2 ] = osg::Vec3( halfDimX, 0., halfDimZ*2.0f );
    (*v)[ 3 ] = osg::Vec3( -halfDimX, 0., halfDimZ*2.0f );


	// create color array data (each corner of our triangle will have one color component)
    osg::Vec4Array* pColors = new osg::Vec4Array;
    pColors->push_back( osg::Vec4( 1.0f, 0.0f, 0.0f, 1.0f ) );
    pColors->push_back( osg::Vec4( 0.0f, 1.0f, 0.0f, 1.0f ) );
    pColors->push_back( osg::Vec4( 0.0f, 0.0f, 1.0f, 1.0f ) );
	pColors->push_back( osg::Vec4( 0.0f, 0.0f, 1.0f, 1.0f ) );
    geom.setColorArray( pColors );

	// make sure that our geometry is using one color per vertex
    geom.setColorBinding( osg::Geometry::BIND_PER_VERTEX );

    osg::Vec2Array* pTexCoords = new osg::Vec2Array( 4 );
    (*pTexCoords)[0].set( 0.0f, 0.0f );
    (*pTexCoords)[1].set( 1.0f, 0.0f );
    (*pTexCoords)[2].set( 1.0f, 1.0f );
    (*pTexCoords)[3].set( 0.0f, 1.0f );
    geom.setTexCoordArray( 0, pTexCoords );

    // Use the DrawArraysInstanced PrimitiveSet and tell it to draw 1024 instances.
    geom.addPrimitiveSet( new osg::DrawArrays( GL_QUADS, 0, 4, nInstances ) );
}
예제 #3
0
파일: Nave.cpp 프로젝트: gayoxo/ProyectoIGr
	nave(int x,int y, int z, int tamaño)
		{
		pyramidGeode = new osg::Geode();
		pyramidGeometry = new osg::Geometry();
		pyramidGeode->addDrawable(pyramidGeometry);
		
		osg::Vec3Array* pyramidVertices = new osg::Vec3Array;
	
	//0-4
	pyramidVertices->push_back( osg::Vec3(       x,       y,       z) ); // front left
    //1-5
	pyramidVertices->push_back( osg::Vec3(tamaño+x,       y,       z) ); // front right
    //2-6
	pyramidVertices->push_back( osg::Vec3(tamaño+x,tamaño+y,       z) ); // back right
    //3-7
	pyramidVertices->push_back( osg::Vec3(       x,tamaño+y,       z) ); // back left
	//4-0
    pyramidVertices->push_back( osg::Vec3(	     x,		  y,tamaño+z) ); // peak
    //5-1
	pyramidVertices->push_back( osg::Vec3(tamaño+x,       y,tamaño+z) ); // front right
    //6-2
	pyramidVertices->push_back( osg::Vec3(tamaño+x,tamaño+y,tamaño+z) ); // back right
    //7-3
	pyramidVertices->push_back( osg::Vec3(       x,tamaño+y,tamaño+z) ); // back left	
		
	pyramidGeometry->setVertexArray( pyramidVertices );
		
		osg::DrawElementsUInt* pyramidBase =
        new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS, 0);
    pyramidBase->push_back(3);
    pyramidBase->push_back(2);
    pyramidBase->push_back(1);
    pyramidBase->push_back(0);
    pyramidGeometry->addPrimitiveSet(pyramidBase);

	osg::DrawElementsUInt* pyramidTop =
        new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS, 0);
    pyramidTop->push_back(4);
    pyramidTop->push_back(5);
    pyramidTop->push_back(6);
    pyramidTop->push_back(7);
    pyramidGeometry->addPrimitiveSet(pyramidTop);

    //Repeat the same for each of the four sides. Again, vertices are
    //specified in counter-clockwise order.

    osg::DrawElementsUInt* pyramidFaceOne =
        new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS, 0);
    pyramidFaceOne->push_back(0);
    pyramidFaceOne->push_back(1);
	pyramidFaceOne->push_back(5);
    pyramidFaceOne->push_back(4);
	pyramidGeometry->addPrimitiveSet(pyramidFaceOne);

    osg::DrawElementsUInt* pyramidFaceTwo =
        new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS, 0);
    pyramidFaceTwo->push_back(1);
    pyramidFaceTwo->push_back(2);
    pyramidFaceTwo->push_back(6);
	pyramidFaceTwo->push_back(5);
    pyramidGeometry->addPrimitiveSet(pyramidFaceTwo);

    osg::DrawElementsUInt* pyramidFaceThree =
        new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS, 0);
    pyramidFaceThree->push_back(2);
    pyramidFaceThree->push_back(3);
    pyramidFaceThree->push_back(7);
	pyramidFaceThree->push_back(6);
    pyramidGeometry->addPrimitiveSet(pyramidFaceThree);

    osg::DrawElementsUInt* pyramidFaceFour =
        new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS, 0);
    pyramidFaceFour->push_back(3);
    pyramidFaceFour->push_back(0);
    pyramidFaceThree->push_back(4);
	pyramidFaceFour->push_back(7);
    pyramidGeometry->addPrimitiveSet(pyramidFaceFour);

    //Declare and load an array of Vec4 elements to store colors.

    osg::Vec4Array* colors = new osg::Vec4Array;
    colors->push_back(osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f) ); //index 0 red
    colors->push_back(osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f) ); //index 1 green
    colors->push_back(osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f) ); //index 2 blue
    colors->push_back(osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f) ); //index 3 white
    colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f) ); //index 4 red
	 colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f) ); //index 4 red
	  colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f) ); //index 4 red
	   colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f) ); //index 4 red

    //The next step is to associate the array of colors with the geometry,
    //assign the color indices created above to the geometry and set the
    //binding mode to _PER_VERTEX.

    pyramidGeometry->setColorArray(colors);
    pyramidGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
	
		};