int main(int argc, char **argv) { osgInit(argc,argv); // GLUT init glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutCreateWindow("OpenSG"); glutReshapeFunc(reshape); glutDisplayFunc(display); glutIdleFunc(idle); glutMouseFunc(mouse); glutMotionFunc(motion); glutKeyboardFunc(keyboard); PassiveWindowPtr pwin=PassiveWindow::create(); pwin->init(); // create the texture tx1 = TextureChunk::create(); const UInt16 width = 16, height = 1; ImagePtr pImg1 = Image::create(); pImg1->set(Image::OSG_RGB_PF, width, height ); beginEditCP(pImg1); UInt8 *d = pImg1->editData(); for(UInt16 y = 0; y < height; ++y) { for(UInt16 x = 0; x < width; ++x) { *d++ = static_cast<UInt8>(x * 255.f / width); *d++ = static_cast<UInt8>(y * 255.f / height); *d++ = static_cast<UInt8>(128); } } endEditCP(pImg1); beginEditCP(tx1); tx1->setImage(pImg1); tx1->setMinFilter(GL_NEAREST); tx1->setMagFilter(GL_NEAREST); tx1->setWrapS(GL_REPEAT); tx1->setWrapT(GL_REPEAT); endEditCP(tx1); tg = TexGenChunk::create(); beginEditCP(tg); tg->setGenFuncS(GL_EYE_LINEAR); tg->setGenFuncSPlane(Vec4f(0,.15,0,0)); endEditCP(tg); // create the material SimpleMaterialPtr mat = SimpleMaterial::create(); beginEditCP(mat); mat->setDiffuse(Color3f(1,1,1)); mat->setLit(false); mat->addChunk(tx1); mat->addChunk(tg); endEditCP(mat); // create the scene NodePtr torus = makeTorus( .5, 2, 16, 32 ); GeometryPtr geo = GeometryPtr::dcast(torus->getCore()); beginEditCP(geo, Geometry::MaterialFieldMask); geo->setMaterial(mat); endEditCP(geo, Geometry::MaterialFieldMask); transn1 = makeCoredNode<Transform>(&trans1); beginEditCP(transn1, Node::CoreFieldMask | Node::ChildrenFieldMask); { transn1->addChild(torus); } endEditCP (transn1, Node::CoreFieldMask | Node::ChildrenFieldMask); transn2 = makeCoredNode<Transform>(&trans2); NodePtr scene = makeCoredNode<Group>(); beginEditCP(scene); scene->addChild(transn1); scene->addChild(transn2); endEditCP(scene); beginEditCP(tg); tg->setSBeacon(torus); endEditCP(tg); // create the SimpleSceneManager helper mgr = new SimpleSceneManager; // create the window and initial camera/viewport mgr->setWindow(pwin ); // tell the manager what to manage mgr->setRoot (scene); // show the whole scene mgr->showAll(); mgr->redraw(); webInterface = new WebInterface(); webInterface->setRoot(scene); // GLUT main loop glutMainLoop(); return 0; }
void updateScene() { statfg->editCollector().getElem(majorAlignDesc)->set(alignmentToString(layoutParam.majorAlignment)); statfg->editCollector().getElem(minorAlignDesc)->set(alignmentToString(layoutParam.minorAlignment)); statfg->editCollector().getElem(dirDesc)->set(layoutParam.horizontal ? "Horizontal" : "Vertical"); statfg->editCollector().getElem(horiDirDesc)->set(layoutParam.leftToRight ? "Left to right" : "Right to left"); statfg->editCollector().getElem(vertDirDesc)->set(layoutParam.topToBottom ? "Top to bottom" : "Bottom to top"); if(face == NULL) return; // Put it all together into a Geometry NodeCore. TextLayoutResult layoutResult; Real32 scale = 2.f; face->layout(lines, layoutParam, layoutResult); #if 0 GeometryPtr geo = Geometry::create(); face->fillGeo(geo, layoutResult, scale); NodePtr textNode = Node::create(); beginEditCP(textNode, Node::CoreFieldMask); { textNode->setCore(geo); } endEditCP(textNode, Node::CoreFieldMask); #else NodePtr textNode = face->makeNode(layoutResult, scale); GeometryPtr geo = GeometryPtr::dcast(textNode->getCore()); #endif NodePtr transNodePtr = Node::create(); TransformPtr transPtr = Transform::create(); Matrix transMatrix; transMatrix.setTranslate(0.f, 0.f, -0.03f); beginEditCP(transPtr); { transPtr->setMatrix(transMatrix); } endEditCP(transPtr); beginEditCP(transNodePtr, Node::CoreFieldMask | Node::ChildrenFieldMask); { transNodePtr->setCore(transPtr); transNodePtr->addChild(textNode); } endEditCP(transNodePtr, Node::CoreFieldMask | Node::ChildrenFieldMask); ImagePtr imagePtr = face->getTexture(); TextureChunkPtr texChunk = TextureChunk::create(); beginEditCP(texChunk); { texChunk->setImage(imagePtr); texChunk->setWrapS(GL_CLAMP); texChunk->setWrapT(GL_CLAMP); texChunk->setMagFilter(GL_NEAREST); texChunk->setMinFilter(GL_NEAREST); texChunk->setEnvMode(GL_MODULATE); } endEditCP(texChunk); MaterialChunkPtr matChunk = MaterialChunk::create(); beginEditCP(matChunk); { matChunk->setAmbient(Color4f(1.f, 1.f, 1.f, 1.f)); matChunk->setDiffuse(Color4f(1.f, 1.f, 1.f, 1.f)); matChunk->setEmission(Color4f(0.f, 0.f, 0.f, 1.f)); matChunk->setSpecular(Color4f(0.f, 0.f, 0.f, 1.f)); matChunk->setShininess(0); } endEditCP(matChunk); BlendChunkPtr blendChunk = BlendChunk::create(); beginEditCP(blendChunk); { blendChunk->setSrcFactor(GL_SRC_ALPHA); blendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); } endEditCP(blendChunk); ChunkMaterialPtr m = ChunkMaterial::create(); beginEditCP(m); { m->addChunk(texChunk); m->addChunk(matChunk); m->addChunk(blendChunk); } endEditCP(m); beginEditCP(geo, Geometry::MaterialFieldMask); { geo->setMaterial(m); } endEditCP(geo, Geometry::MaterialFieldMask); beginEditCP(scene, Node::ChildrenFieldMask); { scene->editMFChildren()->clear(); scene->addChild(createCoordinateCross()); scene->addChild(createMetrics(face, scale, layoutParam, layoutResult)); scene->addChild(transNodePtr); } endEditCP(scene, Node::ChildrenFieldMask); mgr->showAll(); glutPostRedisplay(); }
MaterialPtr createVideoMaterial(void) { // Ok, now for the meat of the code... // first we need an Image to hold the picture(s) to show //image = Image::create(); //beginEditCP(image); //{ // set the image's size and type, and allocate memory // this example uses RGB. On some systems (e.g. Windows) BGR // or BGRA might be faster, it depends on how the images are // acquired // image->set(Image::OSG_RGB_PF, 2, 2); //} //endEditCP(image); // Now create the texture to be used for the background tex = TextureChunk::create(); beginEditCP(tex); { // Associate image and texture //tex->setImage(image); // Set filtering modes. LINEAR is cheap and good if the image size // changes very little (i.e. the window is about the same size as // the images). //tex->setMinFilter(GL_LINEAR); tex->setMinFilter(GL_NEAREST); tex->setMagFilter(GL_LINEAR); //tex->setMagFilter(GL_NEAREST); // Set the wrapping modes. We don't need repetition, it might actually // introduce artifactes at the borders, so switch it off. tex->setWrapS(GL_CLAMP_TO_EDGE); tex->setWrapT(GL_CLAMP_TO_EDGE); // Newer versions of OpenGl can handle NPOT textures directly. // OpenSG will do that internally automatically. // // Older versions need POT textures. By default OpenSG // will scale an NPOT texture to POT while defining it. // For changing textures that's too slow. // So tell OpenSG not to scale the image, but use the texture // matrix to scale. This only works if we're not using the // texture matrix for anything else, which is fine for video // backgrounds. // This does not do anything if NPOT textures are supported, so // it is safe to just set it. tex->setScale(false); tex->setNPOTMatrixScale(true); } endEditCP(tex); ChunkMaterialPtr TheMaterial = ChunkMaterial::create(); beginEditCP(TheMaterial, ChunkMaterial::ChunksFieldMask); TheMaterial->addChunk(tex); TheMaterial->addChunk(MaterialChunk::create()); endEditCP(TheMaterial, ChunkMaterial::ChunksFieldMask); return TheMaterial; }
FBOViewportPtr createSceneFBO(void) { //Create Camera Beacon Matrix CameraMat; CameraMat.setTranslate(0.0f,0.0f,4.0f); TransformPtr CameraBeconCore = Transform::create(); beginEditCP(CameraBeconCore, Transform::MatrixFieldMask); CameraBeconCore->setMatrix(CameraMat); endEditCP(CameraBeconCore, Transform::MatrixFieldMask); NodePtr CameraBeconNode = Node::create(); beginEditCP(CameraBeconNode, Node::CoreFieldMask); CameraBeconNode->setCore(CameraBeconCore); endEditCP(CameraBeconNode, Node::CoreFieldMask); //Create Camera PerspectiveCameraPtr TheCamera = PerspectiveCamera::create(); beginEditCP(TheCamera); TheCamera->setFov(deg2rad(60.0f)); TheCamera->setAspect(1.0f); TheCamera->setNear(0.1f); TheCamera->setFar(100.0f); TheCamera->setBeacon(CameraBeconNode); endEditCP(TheCamera); //Make the Material BlinnMaterialPtr TheMaterial = BlinnMaterial::create(); beginEditCP(TheMaterial); TheMaterial->setDiffuse(0.8); TheMaterial->setColor(Color3f(1.0,1.0,1.0)); TheMaterial->setAmbientColor(Color3f(1.0,1.0,1.0)); TheMaterial->setNumLights(1); endEditCP(TheMaterial); // Make Torus Node (creates Torus in background of scene) NodePtr TorusGeometryNode = makeTorus(.5, 2, 24, 48); beginEditCP(TorusGeometryNode->getCore()); GeometryPtr::dcast(TorusGeometryNode->getCore())->setMaterial(TheMaterial); endEditCP(TorusGeometryNode->getCore()); calcVertexNormals(GeometryPtr::dcast(TorusGeometryNode->getCore())); calcVertexTangents(GeometryPtr::dcast(TorusGeometryNode->getCore()),0,Geometry::TexCoords7FieldId, Geometry::TexCoords6FieldId); RootTransformCore = Transform::create(); NodePtr TorusTransformNode = Node::create(); beginEditCP(TorusTransformNode, Node::CoreFieldMask); TorusTransformNode->setCore(RootTransformCore); TorusTransformNode->addChild(TorusGeometryNode); endEditCP(TorusTransformNode, Node::CoreFieldMask); //Create Light Beacon Matrix LightMat; LightMat.setTranslate(0.0f,10.0f,1.0f); TransformPtr LightBeconCore = Transform::create(); beginEditCP(LightBeconCore, Transform::MatrixFieldMask); LightBeconCore->setMatrix(LightMat); endEditCP(LightBeconCore, Transform::MatrixFieldMask); NodePtr LightBeconNode = Node::create(); beginEditCP(LightBeconNode, Node::CoreFieldMask); LightBeconNode->setCore(LightBeconCore); endEditCP(LightBeconNode, Node::CoreFieldMask); //Create Light TheLight = PointLight::create(); beginEditCP(TheLight); TheLight->setBeacon(LightBeconNode); endEditCP(TheLight); NodePtr LightNode = Node::create(); beginEditCP(LightNode, Node::CoreFieldMask); LightNode->setCore(TheLight); LightNode->addChild(TorusTransformNode); endEditCP(LightNode, Node::CoreFieldMask); //Create Root NodePtr TheRoot = Node::create(); beginEditCP(TheRoot); TheRoot->setCore(Group::create()); TheRoot->addChild(CameraBeconNode); TheRoot->addChild(LightNode); TheRoot->addChild(LightBeconNode); endEditCP(TheRoot); //Create Background SolidBackgroundPtr TheBackground = SolidBackground::create(); TheBackground->setColor(Color3f(1.0,0.0,0.0)); //DepthClearBackgroundPtr TheBackground = DepthClearBackground::create(); //Create the Image ImagePtr TheColorImage = Image::create(); TheColorImage->set(Image::OSG_RGB_PF,2,2,1,1,1,0.0f,0,Image::OSG_FLOAT16_IMAGEDATA); //Create the texture TextureChunkPtr TheColorTextureChunk = TextureChunk::create(); beginEditCP(TheColorTextureChunk); TheColorTextureChunk->setImage(TheColorImage); TheColorTextureChunk->setMinFilter(GL_NEAREST); TheColorTextureChunk->setMagFilter(GL_NEAREST); TheColorTextureChunk->setWrapS(GL_CLAMP_TO_EDGE); TheColorTextureChunk->setWrapR(GL_CLAMP_TO_EDGE); TheColorTextureChunk->setScale(false); TheColorTextureChunk->setNPOTMatrixScale(true); TheColorTextureChunk->setEnvMode(GL_REPLACE); TheColorTextureChunk->setInternalFormat(GL_RGB16F); endEditCP(TheColorTextureChunk); //Create FBO FBOViewportPtr TheFBO = FBOViewport::create(); beginEditCP(TheFBO); TheFBO->setBackground(TheBackground); TheFBO->setRoot(TheRoot); TheFBO->setCamera(TheCamera); TheFBO->setEnabled(true); TheFBO->getTextures().push_back(TheColorTextureChunk); TheFBO->setStorageWidth(TheColorTextureChunk->getImage()->getWidth()); TheFBO->setStorageHeight(TheColorTextureChunk->getImage()->getHeight()); TheFBO->setSize(0,0,TheColorTextureChunk->getImage()->getWidth()-1, TheColorTextureChunk->getImage()->getHeight()-1); endEditCP(TheFBO); return TheFBO; }
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); glutIdleFunc(display); glutMouseFunc(mouse); glutMotionFunc(motion); glutKeyboardFunc(keyboard); GLUTWindowPtr gwin=GLUTWindow::create(); gwin->setId(id); gwin->init(); // create the scene // NodePtr scene = makeTorus(.5, 2, 16, 16); NodePtr scene = makeBox(1,1,1, 1,1,1); // create the SimpleSceneManager helper mgr = new SimpleSceneManager; // tell the manager what to manage mgr->setWindow(gwin ); mgr->setRoot (scene); // Create the textured material UChar8 imgdata[] = { 255,0,0,128, 0,255,0,128, 0,0,255,255, 255,255,255,255 }; ImagePtr img = Image::create(); beginEditCP(img); if(argc > 1) img->read(argv[1]); else img->set( Image::OSG_RGBA_PF, 2, 2, 1, 1, 1, 0, imgdata ); endEditCP(img); addRefCP(img); SimpleTexturedMaterialPtr mat = SimpleTexturedMaterial::create(); beginEditCP(mat); mat->setLit(false); mat->setDiffuse(Color3f(0,1,0)); mat->setImage(img); mat->setMinFilter(GL_NEAREST); mat->setMagFilter(GL_NEAREST); mat->setEnvMode(GL_REPLACE); endEditCP(mat); // Add the polygon foregrounds Pnt2f pos[][4] = { { Vec2f(.4,.4), Vec2f(.6,.4), Vec2f(.6,.6), Vec2f(.4,.6) }, { Vec2f(0,0), Vec2f(1,0), Vec2f(1,.1), Vec2f(0,.1) }, { Vec2f(1,-100), Vec2f(-2,-100), Vec2f(-2,-2), Vec2f(1,-2) }, { Vec2f(-1000,-1000), Vec2f(0,0), Vec2f(0,0), Vec2f(0,0) } }; bool normx[] = { true, true, false }; bool normy[] = { true, true, false }; for(UInt16 ind = 0; pos[ind][0][0] != -1000; ++ind) { PolygonForegroundPtr pg = PolygonForeground::create(); beginEditCP(pg); pg->setMaterial(mat); pg->editMFTexCoords()->push_back(Vec3f( 0.,0.,0.)); pg->editMFPositions()->push_back(pos[ind][0]); pg->editMFTexCoords()->push_back(Vec3f( 1.,0.,0.)); pg->editMFPositions()->push_back(pos[ind][1]); pg->editMFTexCoords()->push_back(Vec3f( 1.,1.,0.)); pg->editMFPositions()->push_back(pos[ind][2]); pg->editMFTexCoords()->push_back(Vec3f( 0.,1.,0.)); pg->editMFPositions()->push_back(pos[ind][3]); pg->setNormalizedX(normx[ind]); pg->setNormalizedY(normy[ind]); endEditCP(pg); // take the viewport ViewportPtr vp = gwin->getPort(0); beginEditCP(vp); vp->editMFForegrounds()->push_back(pg); endEditCP (vp); } // Create the edgeblend foreground const int blendpixel = 50; UChar8 ebimgdata[] = { 0,0,0,0, 0,0,0,255 }; ImagePtr ebimg = Image::create(); beginEditCP(ebimg); ebimg->set( Image::OSG_RGBA_PF, 2, 1, 1, 1, 1, 0, ebimgdata ); endEditCP(ebimg); addRefCP(ebimg); TextureChunkPtr tc = TextureChunk::create(); beginEditCP(tc); tc->setImage(ebimg); tc->setMinFilter(GL_NEAREST); tc->setMagFilter(GL_LINEAR); tc->setEnvMode(GL_REPLACE); tc->setWrapS(GL_CLAMP); endEditCP(tc); BlendChunkPtr bl = BlendChunk::create(); beginEditCP(bl); bl->setSrcFactor(GL_SRC_ALPHA); bl->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); endEditCP(bl); ChunkMaterialPtr ebmat = ChunkMaterial::create(); beginEditCP(ebmat); ebmat->addChunk(tc); ebmat->addChunk(bl); endEditCP(ebmat); PolygonForegroundPtr ebpg = PolygonForeground::create(); beginEditCP(ebpg); ebpg->setMaterial(ebmat); ebpg->editMFTexCoords()->push_back(Vec3f( 0.25,0.,0.)); ebpg->editMFTexCoords()->push_back(Vec3f( 0.75,0.,0.)); ebpg->editMFTexCoords()->push_back(Vec3f( 0.75,1.,0.)); ebpg->editMFTexCoords()->push_back(Vec3f( 0.25,1.,0.)); ebpg->editMFPositions()->push_back(Pnt2f(-blendpixel-1, 0)); ebpg->editMFPositions()->push_back(Pnt2f( -1, 0)); ebpg->editMFPositions()->push_back(Pnt2f( -1, 1)); ebpg->editMFPositions()->push_back(Pnt2f(-blendpixel-1, 1)); ebpg->setNormalizedX(false); ebpg->setNormalizedY(true); endEditCP(ebpg); // take the viewport ViewportPtr vp = gwin->getPort(0); beginEditCP(vp); vp->editMFForegrounds()->push_back(ebpg); endEditCP (vp); // 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, 24, 24 ); glEndList(); dlid2 = glGenLists( 1 ); glNewList( dlid2, GL_COMPILE ); glBegin( GL_POLYGON ); glNormal3f( 0, 1, 0 ); glColor3f( 1, 1, 1 ); glTexCoord3f( 0, 0, 0 ); glVertex3f( -1.5, -1, -1.5 ); glTexCoord3f( 2, 0, 0 ); glVertex3f( 1.5, -1, -1.5 ); glTexCoord3f( 2, 2, 2 ); glVertex3f( 1.5, -1, 1.5 ); glTexCoord3f( 0, 2, 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 ); xchunk1->setMinFilter( GL_LINEAR ); xchunk1->setMagFilter( GL_NEAREST ); xchunk1->setWrapS( GL_REPEAT ); xchunk1->setWrapT( GL_REPEAT ); xchunk1->setEnvMode( GL_REPLACE ); xchunk1->setScale( false ); endEditCP(xchunk1); xchunk1->imageContentChanged(); beginEditCP(xchunk1); xchunk1->setImage( pImage ); xchunk1->setLodBias( 10 ); endEditCP(xchunk1); UChar8 imgdata2[] = { 255,0,0, 0,255,0, 0,0,255, 255,255,255 }; ImagePtr pImage2 = Image::create(); pImage2->set(Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, imgdata2); xchunk2 = TextureChunk::create(); beginEditCP(xchunk2); xchunk2->setImage( pImage2 ); xchunk2->setMinFilter( GL_LINEAR ); xchunk2->setMagFilter( GL_NEAREST ); xchunk2->setWrapS( GL_REPEAT ); xchunk2->setWrapT( GL_REPEAT ); xchunk2->setEnvMode( GL_MODULATE ); xchunk2->setLodBias( 10 ); endEditCP(xchunk2); // Cube Texture chunk UChar8 negz[] = { 255,0,0, 128,0,0, 64,0,0, 255,255,255 }, posz[] = { 0,255,0, 0,128,0, 0,64,0, 255,255,255 }, negy[] = { 0,0,255, 0,0,128, 0,0,64, 255,255,255 }, posy[] = { 255,255,0, 128,128,0, 64,64,0, 255,255,255 }, negx[] = { 255,0,255, 128,0,128, 64,0,64, 255,255,255 }, posx[] = { 0,255,255, 0,128,128, 0,64,64, 255,255,255 }; ImagePtr inegz = Image::create(); ImagePtr iposz = Image::create(); ImagePtr inegy = Image::create(); ImagePtr iposy = Image::create(); ImagePtr inegx = Image::create(); ImagePtr iposx = Image::create(); inegz->set( Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, negz ); iposz->set( Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, posz ); inegy->set( Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, negy ); iposy->set( Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, posy ); inegx->set( Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, negx ); iposx->set( Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, posx ); cchunk1 = CubeTextureChunk::create(); beginEditCP(cchunk1); cchunk1->setImage( inegz ); cchunk1->setPosZImage( iposz ); cchunk1->setPosYImage( iposy ); cchunk1->setNegYImage( inegy ); cchunk1->setPosXImage( iposx ); cchunk1->setNegXImage( inegx ); cchunk1->setMinFilter( GL_LINEAR ); cchunk1->setMagFilter( GL_NEAREST ); cchunk1->setWrapS( GL_REPEAT ); cchunk1->setWrapT( GL_REPEAT ); cchunk1->setEnvMode( GL_MODULATE ); cchunk1->setLodBias( 10 ); endEditCP(cchunk1); gchunk1 = TexGenChunk::create(); beginEditCP(gchunk1); gchunk1->setGenFuncS(GL_REFLECTION_MAP_ARB); gchunk1->setGenFuncT(GL_REFLECTION_MAP_ARB); gchunk1->setGenFuncR(GL_REFLECTION_MAP_ARB); endEditCP(gchunk1); // blend chunk blchunk = BlendChunk::create(); #ifndef WIN32 // blchunk->setSrcFactor( GL_CONSTANT_ALPHA ); // blchunk->setDestFactor( GL_ONE_MINUS_CONSTANT_ALPHA ); #endif blchunk->setColor( Color4f( 1,1,1,0.1 ) ); // 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); glutMainLoop(); return 0; }
MaterialPtr PerformerLoader::traverseGState(NodePtr node, pfGeoState *gstate) { FDEBUG(("PerformerLoader::traverseGState: traversing %p\n", gstate)); if(_materials.find(gstate) != _materials.end()) { FDEBUG(("PfL:traverseGState: found in matmap.\n")); return _materials[gstate]; } ChunkMaterialPtr mat = ChunkMaterial::create(); beginEditCP(mat); uint64_t inherit; inherit = gstate->getInherit(); static int pcolormode[] = { PFMTL_CMODE_AMBIENT_AND_DIFFUSE, PFMTL_CMODE_AMBIENT, PFMTL_CMODE_DIFFUSE, PFMTL_CMODE_EMISSION, PFMTL_CMODE_SPECULAR, PFMTL_CMODE_OFF, -1 }; static int ocolormode[] = { GL_AMBIENT_AND_DIFFUSE, GL_AMBIENT, GL_DIFFUSE, GL_EMISSION, GL_SPECULAR, GL_NONE }; pair<void *, void*> key; if((inherit & (PFSTATE_FRONTMTL | PFSTATE_BACKMTL)) != (PFSTATE_FRONTMTL | PFSTATE_BACKMTL) ) { MaterialChunkPtr matc; key.first = NULL; if (!(inherit & PFSTATE_FRONTMTL)) key.first = gstate->getAttr(PFSTATE_FRONTMTL); key.second = NULL; if (!(inherit & PFSTATE_BACKMTL)) key.second = gstate->getAttr(PFSTATE_BACKMTL); if(_chunks.find(key) != _chunks.end()) { matc = MaterialChunkPtr::dcast(_chunks[key]); } else { matc = MaterialChunk::create(); beginEditCP(matc); if (!(inherit & PFSTATE_FRONTMTL)) { pfMaterial *mat = (pfMaterial*)gstate->getAttr(PFSTATE_FRONTMTL); float r,g,b,a; a = mat->getAlpha(); mat->getColor(PFMTL_AMBIENT, &r, &g, &b); matc->setAmbient(Color4f(r,g,b,0)); mat->getColor(PFMTL_DIFFUSE, &r, &g, &b); matc->setDiffuse(Color4f(r,g,b,a)); mat->getColor(PFMTL_SPECULAR, &r, &g, &b); matc->setSpecular(Color4f(r,g,b,0)); mat->getColor(PFMTL_EMISSION, &r, &g, &b); matc->setEmission(Color4f(r,g,b,0)); matc->setShininess(mat->getShininess()); int cm = mat->getColorMode(PFMTL_FRONT); UInt32 om = GL_NONE; for (UInt16 i = 0; pcolormode[i] != -1; ++i) if(pcolormode[i] == cm) om = ocolormode[i]; matc->setColorMaterial(om); } if (!(inherit & PFSTATE_BACKMTL)) { pfMaterial *mat = (pfMaterial*)gstate->getAttr(PFSTATE_BACKMTL); matc->setBackMaterial(true); float r,g,b,a; a = mat->getAlpha(); mat->getColor(PFMTL_AMBIENT, &r, &g, &b); matc->setBackAmbient(Color4f(r,g,b,0)); mat->getColor(PFMTL_DIFFUSE, &r, &g, &b); matc->setBackDiffuse(Color4f(r,g,b,a)); mat->getColor(PFMTL_SPECULAR, &r, &g, &b); matc->setBackSpecular(Color4f(r,g,b,0)); mat->getColor(PFMTL_EMISSION, &r, &g, &b); matc->setBackEmission(Color4f(r,g,b,0)); matc->setBackShininess(mat->getShininess()); int cm = mat->getColorMode(PFMTL_FRONT); UInt32 om = GL_NONE; for (UInt16 i = 0; pcolormode[i] != -1; ++i) if(pcolormode[i] == cm) om = ocolormode[i]; matc->setBackColorMaterial(om); } endEditCP(matc); } mat->addChunk(matc); } if((inherit & (PFSTATE_TEXTURE | PFSTATE_TEXENV)) != (PFSTATE_TEXTURE | PFSTATE_TEXENV) ) { TextureChunkPtr texc; for(int t = 0; t < PF_MAX_TEXTURES; ++t) { if(gstate->getMultiAttr(PFSTATE_TEXTURE, t) == NULL) continue; key.first = NULL; if (!(inherit & PFSTATE_TEXTURE) && gstate->getMultiAttr(PFSTATE_TEXTURE, t)) key.first = gstate->getMultiAttr(PFSTATE_TEXTURE, t); key.second = NULL; if (!(inherit & PFSTATE_TEXENV) && gstate->getMultiAttr(PFSTATE_TEXENV, t)) key.second = gstate->getMultiAttr(PFSTATE_TEXENV, t); if(_chunks.find(key) != _chunks.end()) { texc = TextureChunkPtr::dcast(_chunks[key]); } else { texc = TextureChunk::create(); beginEditCP(texc); if (!(inherit & PFSTATE_TEXTURE)) { pfTexture *tex = (pfTexture*)gstate->getMultiAttr(PFSTATE_TEXTURE, t); unsigned int* pdata; int pf, w, h, d, type, comp, sides; UInt32 intformat = 0, extformat = 0; tex->getImage(&pdata, &comp, &w, &h, &d); sides = tex->getFormat(PFTEX_CUBE_MAP) ? 6 : 1; pf = tex->getFormat(PFTEX_IMAGE_FORMAT); if(pf == 0x7fff) { switch(comp) { case 1: pf = Image::OSG_L_PF; break; case 2: pf = Image::OSG_LA_PF; break; case 3: pf = Image::OSG_RGB_PF; break; case 4: pf = Image::OSG_RGBA_PF; break; } } switch(tex->getFormat(PFTEX_EXTERNAL_FORMAT)) { case PFTEX_PACK_8: type = Image::OSG_UINT8_IMAGEDATA; break; case PFTEX_PACK_16: type = Image::OSG_UINT16_IMAGEDATA; break; default: type = Image::OSG_UINT8_IMAGEDATA; FWARNING(("PerformerLoader::traverseGState: " "Unknown tex format %d!\n", tex->getFormat(PFTEX_EXTERNAL_FORMAT))); extformat = tex->getFormat(PFTEX_EXTERNAL_FORMAT); break; } intformat = tex->getFormat(PFTEX_INTERNAL_FORMAT); ImagePtr img = Image::create(); beginEditCP(img); img->set(pf, w, h, d, 1, 1, 0, NULL, type, 1, sides); if(sides == 1) { memcpy(img->getData(), pdata, img->getSize()); } else { FWARNING(("PerformerLoader::traverseGState: " "CubeTex not impl yet!\n")); } endEditCP(img); texc->setImage(img); texc->setInternalFormat(intformat); texc->setWrapS(tex->getRepeat(PFTEX_WRAP_S)); texc->setWrapT(tex->getRepeat(PFTEX_WRAP_T)); texc->setWrapR(tex->getRepeat(PFTEX_WRAP_R)); static int ptexfilter[] = { PFTEX_POINT, PFTEX_LINEAR, PFTEX_BILINEAR, PFTEX_TRILINEAR, PFTEX_QUADLINEAR, PFTEX_MIPMAP_POINT, PFTEX_MIPMAP_LINEAR, PFTEX_MIPMAP_BILINEAR, PFTEX_MIPMAP_TRILINEAR, PFTEX_MIPMAP_QUADLINEAR, -1 }; static int otexfilter[] = { GL_NEAREST, GL_LINEAR, GL_LINEAR, GL_LINEAR, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR }; int ptf = tex->getFilter(PFTEX_MINFILTER); UInt32 otf = GL_NONE; for (UInt16 i = 0; ptexfilter[i] != -1; ++i) if(ptexfilter[i] == ptf) otf = otexfilter[i]; texc->setMinFilter(otf); ptf = tex->getFilter(PFTEX_MAGFILTER); otf = GL_NONE; for (UInt16 i = 0; ptexfilter[i] != -1; ++i) if(ptexfilter[i] == ptf) otf = otexfilter[i]; texc->setMagFilter(otf); } if (!(inherit & PFSTATE_TEXENV)) { pfTexEnv *te = (pfTexEnv*)gstate->getMultiAttr(PFSTATE_TEXENV, t); if(te != NULL) { texc->setEnvMode(te->getMode()); float r,g,b,a; te->getBlendColor(&r,&g,&b,&a); texc->setEnvColor(Color4f(r,g,b,a)); } } endEditCP(texc); } mat->addChunk(texc); } // for t } /* Unhandled: lightmodel, lights, fog, texgen, texlod, vtxprog, fragprog, gprogparms, colortable, highlight, lpointstate, shadprog */ endEditCP(mat); _materials[gstate] = mat; return mat; }
int main (int argc, char **argv) { // GLUT init osgInit(argc, argv); osgLog().setLogLevel ( OSG::LOG_DEBUG ); FieldContainerPtr pProto = Geometry::getClassType().getPrototype(); GeometryPtr pGeoProto = GeometryPtr::dcast(pProto); if(pGeoProto != NullFC) { pGeoProto->setDlistCache(true); } glutInit(&argc, argv); glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); UInt32 id = glutCreateWindow("OpenSG"); glutKeyboardFunc(key); glutReshapeFunc(resize); glutDisplayFunc(display); // glutMouseFunc(mouse); // glutMotionFunc(motion); glutIdleFunc(display); // create a material (need that to test textures) ChunkMaterialPtr mat; beginEditCP(mat); mat = ChunkMaterial::create(); MaterialChunkPtr mc = MaterialChunk::create(); beginEditCP(mc); mc->setDiffuse( Color4f( 1,.8,.8,1 ) ); mc->setAmbient( Color4f( 0.1,0.1,0.1,1 ) ); mc->setSpecular( Color4f( 1,1,1,1 ) ); mc->setShininess( 20 ); mc->setBackMaterial(true); mc->setBackColorMaterial(GL_DIFFUSE); mc->setBackDiffuse( Color4f( 1,0,0,1 ) ); mc->setBackAmbient( Color4f( 0.1,0.1,0.1,1 ) ); mc->setBackSpecular( Color4f( 0,1,0,1 ) ); mc->setBackShininess( 10 ); mc->setLit(true); endEditCP(mc); mat->addChunk(mc); // Texture chunk UChar8 imgdata[] = { 255,0,0,128, 0,255,0,128, 0,0,255,255, 255,255,255,255 }; ImagePtr pImage = Image::create(); pImage->set( Image::OSG_RGBA_PF, 2, 2, 1, 1, 1, 0, imgdata ); if ( argc > 1 ) pImage->read( argv[1] ); TextureChunkPtr xchunk; xchunk = TextureChunk::create(); xchunk->setImage( pImage ); xchunk->setMinFilter( GL_NEAREST ); xchunk->setMagFilter( GL_NEAREST ); xchunk->setWrapS( GL_REPEAT ); xchunk->setWrapT( GL_REPEAT ); xchunk->setEnvMode( GL_MODULATE ); mat->addChunk( xchunk ); endEditCP(mat); objects[0] = makePolygon(ccwSquare, sizeof(ccwSquare)/sizeof(double[3])); objects[1] = makePolygon(ccwSquare, sizeof(ccwSquare)/sizeof(double[3])); objects[2] = makePolygon(star, sizeof(star)/sizeof(double[3])); objects[3] = makePolygon(star, sizeof(star)/sizeof(double[3])); objects[4] = makePolygon(cwSquare, sizeof(cwSquare)/sizeof(double[3])); objects[5] = makePolygon(cwSquare, sizeof(cwSquare)/sizeof(double[3])); objects[6] = makePolygon(doubleEight, sizeof(doubleEight)/sizeof(double[3])); objects[7] = makePolygon(doubleEight, sizeof(doubleEight)/sizeof(double[3])); //tesselate every second object for(int i = 1; i < nobjects; i+=2) { GeometryPtr::dcast(objects[i]->getCore())->setMaterial( mat ); std::cerr << "Polygon Node: " << std::hex << objects[i] << std::endl; // try to create convex primitives OSG::GeometryPtr pGeo = GeometryPtr::dcast(objects[i]->getCore()); std::cerr << "Tesselating polygon : " << i << std::endl; createConvexPrimitives(pGeo); } // normal material SimpleMaterialPtr nmat; nmat = SimpleMaterial::create(); beginEditCP(nmat); nmat->setEmission( Color3f( 0,1,0 ) ); endEditCP(nmat); for ( UInt16 i = 0; i < nobjects; i++ ) { normalobjects[i] = calcVertexNormalsGeo( GeometryPtr::dcast(objects[i]->getCore()), .5); GeometryPtr::dcast(normalobjects[i]->getCore())->setMaterial(nmat); } // // The action win = GLUTWindow::create(); win->setId(id); win->init(); glEnable( GL_LIGHT0 ); float p[4]={0,0,1,0}; glLightfv(GL_LIGHT0, GL_POSITION, p); float c[4]={1,1,1,1}; glLightfv(GL_LIGHT0, GL_DIFFUSE, c); glLightfv(GL_LIGHT0, GL_SPECULAR, c); glPointSize( 3 ); glEnable( GL_DEPTH_TEST ); glEnable( GL_LIGHTING ); glClearColor( .3, .3, .8, 1 ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 60, 1, 0.1, 10 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); gluLookAt( 3, 3, 3, 0, 0, 0, 0, 0, 1 ); dact = DrawAction::create(); dact->setWindow(get_pointer(win)); dact->setFrustumCulling( false ); glutMainLoop(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindowEventProducer = createDefaultWindowEventProducer(); WindowPtr MainWindow = TutorialWindowEventProducer->initWindow(); TutorialWindowEventProducer->setDisplayCallback(display); TutorialWindowEventProducer->setReshapeCallback(reshape); TutorialKeyListener TheKeyListener; TutorialWindowEventProducer->addKeyListener(&TheKeyListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(MainWindow); // Make Torus Node (creates Torus in background of scene) NodePtr TorusGeometryNode = makeTorus(.5, 2, 16, 16); // Make Main Scene Node and add the Torus NodePtr scene = osg::Node::create(); beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask); scene->setCore(osg::Group::create()); scene->addChild(TorusGeometryNode); endEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask); //Create the Image Path ImagePath("./Data/TutorialImage.jpg"); ImagePtr TheImage = ImageFileHandler::the().read(ImagePath.string().c_str()); //Create the texture TextureChunkPtr TheTextureChunk = TextureChunk::create(); beginEditCP(TheTextureChunk); TheTextureChunk->setImage(TheImage); TheTextureChunk->setMinFilter(GL_NEAREST); TheTextureChunk->setMagFilter(GL_NEAREST); TheTextureChunk->setWrapS(GL_CLAMP_TO_EDGE); TheTextureChunk->setWrapR(GL_CLAMP_TO_EDGE); TheTextureChunk->setScale(false); TheTextureChunk->setNPOTMatrixScale(true); TheTextureChunk->setEnvMode(GL_REPLACE); endEditCP(TheTextureChunk); //Create a Texture Source TextureSourceTextureFilterPtr TutorialTextureSourceTextureFilter = TextureSourceTextureFilter::create(); beginEditCP(TutorialTextureSourceTextureFilter, TextureSourceTextureFilter::TextureFieldMask); TutorialTextureSourceTextureFilter->setTexture(TheTextureChunk); endEditCP(TutorialTextureSourceTextureFilter, TextureSourceTextureFilter::TextureFieldMask); //Create a Grayscale filter std::string GrayScaleFragProg = "uniform sampler2D Slot0Texture; void main() { gl_FragColor = vec4(vec3( dot(vec3(0.3,0.59,0.11), texture2D(Slot0Texture,gl_TexCoord[0].st).rgb)), 1.0); }"; //Create a shader Filter ShaderTextureFilterPtr GrayscaleTextureFilter = ShaderTextureFilter::create(); GrayscaleTextureFilter->attachSource(TutorialTextureSourceTextureFilter, 0, 0); GrayscaleTextureFilter->setFragmentSource(GrayScaleFragProg); //Create a Color Mult filter std::string ColorMultFragProg = "uniform sampler2D Slot0Texture; void main() { gl_FragColor = vec4(vec3(1.0,0.0,0.0) * texture2D(Slot0Texture,gl_TexCoord[0].st).rgb, 1.0); }"; //Create a shader Filter ShaderTextureFilterPtr ColorMultTextureFilter = ShaderTextureFilter::create(); ColorMultTextureFilter->attachSource(GrayscaleTextureFilter,0,0); ColorMultTextureFilter->setFragmentSource(ColorMultFragProg); ////Create a Blur filter //std::string BlurFragProg = ""; //BlurFragProg += //"uniform sampler2D Slot0Texture;" //"void main()" //"{" //" vec2 offsets[9];" //" offsets[0] = vec2(-0.000625,0.00111111111);" //" offsets[1] = vec2(0.0,0.00111111111);" //" offsets[2] = vec2(0.000625,0.00111111111);" //" offsets[3] = vec2(-0.000625,0.0);" //" offsets[4] = vec2(0.0,0.0);" //" offsets[5] = vec2(0.0,0.0);" //" offsets[6] = vec2(-0.000625,-0.00111111111);" //" offsets[7] = vec2(0.0,-0.00111111111);" //" offsets[8] = vec2(0.000625,-0.00111111111);" //" vec4 kernel[9];" ////" kernel[0] = vec4(0.0);" ////" kernel[1] = vec4(0.0);" ////" kernel[2] = vec4(0.0);" ////" kernel[3] = vec4(0.0);" ////" kernel[4] = vec4(1.0);" ////" kernel[5] = vec4(0.0);" ////" kernel[6] = vec4(0.0);" ////" kernel[7] = vec4(0.0);" ////" kernel[8] = vec4(0.0);" //" kernel[0] = vec4(0.0);" //" kernel[1] = vec4(0.15);" //" kernel[2] = vec4(0.0);" //" kernel[3] = vec4(0.15);" //" kernel[4] = vec4(0.4);" //" kernel[5] = vec4(0.15);" //" kernel[6] = vec4(0.0);" //" kernel[7] = vec4(0.15);" //" kernel[8] = vec4(0.0);" //" vec4 sum = vec4(0.0);" //" int i;" //" for(i = 0 ; i < 9 ; i++)" //" {" //" sum += kernel[i] * texture2D(Slot0Texture,gl_TexCoord[0].st + offsets[i]);" //" }" //" gl_FragColor = sum;" //"}"; ////Create a shader Filter //ShaderTextureFilterPtr BlurTextureFilter = ShaderTextureFilter::create(); //BlurTextureFilter->attachSource(ColorMultTextureFilter); //BlurTextureFilter->setFragmentSource(BlurFragProg); // Create the ImageProcessed Foreground Object ImageProcessedForegroundPtr TutorialImageProcessedForeground = ImageProcessedForeground::create(); beginEditCP(TutorialImageProcessedForeground, ImageProcessedForeground::FilterFieldMask | ImageProcessedForeground::OutputSlotFieldMask); TutorialImageProcessedForeground->setFilter(ColorMultTextureFilter); TutorialImageProcessedForeground->setOutputSlot(0); endEditCP(TutorialImageProcessedForeground, ImageProcessedForeground::FilterFieldMask | ImageProcessedForeground::OutputSlotFieldMask); mgr->setRoot(scene); // Add the ImageProcessed Foreground Object to the Scene ViewportPtr TutorialViewport = mgr->getWindow()->getPort(0); beginEditCP(TutorialViewport, Viewport::ForegroundsFieldMask); TutorialViewport->getForegrounds().push_back(TutorialImageProcessedForeground); beginEditCP(TutorialViewport, Viewport::ForegroundsFieldMask); // Show the whole Scene mgr->showAll(); //Open Window Vec2f WinSize(TutorialWindowEventProducer->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindowEventProducer->getDesktopSize() - WinSize) *0.5); TutorialWindowEventProducer->openWindow(WinPos, WinSize, "02SimpleImagePipeline"); //Enter main Loop TutorialWindowEventProducer->mainLoop(); osgExit(); 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; }