source: Swollen/swollen/bedslope.cpp @ 72

Last change on this file since 72 was 72, checked in by darran, 20 years ago
  • work in progress
File size: 2.9 KB
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[6]1
2
3#include <bedslope.h>
4
[72]5#include <osg/Texture>
[6]6#include <osg/Texture2D>
[72]7
[64]8#include <osgUtil/SmoothingVisitor>
[6]9
[64]10
[6]11#define DEF_BEDSLOPE_COLOUR     145, 122, 59, 255     // R, G, B, Alpha (brown)
12
13
14// constructor
15BedSlope::BedSlope(SWWReader* sww)
16{
[45]17    // persistent
18    _sww = sww;
19
[6]20    // bedslope geometry as triangles with shared vertices
21    _geom = new osg::Geometry;
22
23    // geometry from sww file
[45]24    osg::Vec3Array* vertices = _sww->getBedslopeVertexArray().get();
[6]25
[72]26    _geom->setUseDisplayList( true );
[6]27    _geom->setVertexArray( vertices );
[45]28    _geom->addPrimitiveSet( _sww->getBedslopeIndexArray().get() );
29    _geom->setTexCoordArray( 0, _sww->getBedslopeTextureCoords().get() );
[6]30
[64]31    osg::UByte4Array* color = new osg::UByte4Array(1);
[72]32    (*color)[0] = osg::UByte4( DEF_BEDSLOPE_COLOUR );
[64]33    _geom->setColorArray( color );
34    _geom->setColorBinding( osg::Geometry::BIND_OVERALL );
[6]35
[64]36    // Calculate per-vertex normals
37    osgUtil::SmoothingVisitor* visitor = new osgUtil::SmoothingVisitor();
38    visitor->smooth( *_geom );
39
[6]40    // bedslope texture
[72]41    _texture = true;
[6]42    osg::Texture2D* texture = new osg::Texture2D;
[72]43    texture->setDataVariance( osg::Object::DYNAMIC );
44    texture->setWrap( osg::Texture::WRAP_S, osg::Texture::REPEAT );
45    texture->setWrap( osg::Texture::WRAP_T, osg::Texture::REPEAT );
[62]46    texture->setImage( _sww->getBedslopeTexture() );
[64]47
[65]48    // material
49    _material = new osg::Material();
[72]50    _material->setAmbient( osg::Material::FRONT_AND_BACK, osg::Vec4(0.2, 0.15, 0.06, 1.0) );
51    _material->setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4(0.6, 0.5, 0.2, 1.0) );
52    _material->setSpecular( osg::Material::FRONT_AND_BACK, osg::Vec4(0.0, 0.0, 0.0, 1.0) );
53    _material->setEmission( osg::Material::FRONT_AND_BACK, osg::Vec4(0.0, 0.0, 0.0, 1.0) );
54
55    _material->setAmbient( osg::Material::FRONT_AND_BACK, osg::Vec4(0.0, 0.0, 0.0, 1.0) );
[65]56    _material->setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4(1.0, 1.0, 1.0, 1.0) );
[72]57    _material->setSpecular( osg::Material::FRONT_AND_BACK, osg::Vec4(0.0, 0.0, 0.0, 1.0) );
[65]58    _material->setEmission( osg::Material::FRONT_AND_BACK, osg::Vec4(0.0, 0.0, 0.0, 1.0) );
59
60
[64]61    // state
[6]62    _stateset = new osg::StateSet;
[65]63    _stateset->setTextureAttributeAndModes( 0, texture, osg::StateAttribute::ON );
[72]64    _stateset->setAttributeAndModes( _material, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
[6]65    _stateset->setMode( GL_BLEND, osg::StateAttribute::ON );
66    _stateset->setMode( GL_LIGHTING, osg::StateAttribute::ON );
67
68    _node = new osg::Geode;
69    _node->setName("bedslope");
70    _node->addDrawable(_geom);
71    _node->setStateSet(_stateset);
[64]72
[6]73}
74
[72]75
76void BedSlope::toggleTexture()
77{
78
79    if ( _texture )
80    {
81        _stateset->setTextureMode( 0, GL_TEXTURE_2D, osg::StateAttribute::OFF );
82        _texture = false;
83    }
84    else
85    { 
86        _stateset->setTextureMode( 0, GL_TEXTURE_2D, osg::StateAttribute::ON );
87        _texture = true;
88    }
89
90}
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