source: swollen_viewer/swollen/bedslope.cpp @ 2612

Last change on this file since 2612 was 104, checked in by darran, 19 years ago
  • towards steep culling based on alpha transparency.
File size: 2.6 KB
Line 
1
2
3#include <bedslope.h>
4
5#include <osg/Texture>
6#include <osg/Texture2D>
7
8#include <osgUtil/SmoothingVisitor>
9
10
11#define DEF_BEDSLOPE_COLOUR     145, 122, 59, 255     // R, G, B, Alpha (brown)
12
13
14// constructor
15BedSlope::BedSlope(SWWReader* sww)
16{
17    // persistent
18    _sww = sww;
19
20    // bedslope geometry as triangles with shared vertices
21    _geom = new osg::Geometry;
22
23    // geometry from sww file
24    osg::Vec3Array* vertices = _sww->getBedslopeVertexArray().get();
25
26    _geom->setUseDisplayList( true );
27    _geom->setVertexArray( vertices );
28    _geom->addPrimitiveSet( _sww->getBedslopeIndexArray().get() );
29
30    osg::UByte4Array* color = new osg::UByte4Array(1);
31    (*color)[0] = osg::UByte4( DEF_BEDSLOPE_COLOUR );
32    _geom->setColorArray( color );
33    _geom->setColorBinding( osg::Geometry::BIND_OVERALL );
34
35    // Calculate per-vertex normals
36    osgUtil::SmoothingVisitor* visitor = new osgUtil::SmoothingVisitor();
37    visitor->smooth( *_geom );
38
39        _node = new osg::Geode;
40    _node->setName("bedslope");
41    _node->addDrawable(_geom);
42
43    // bedslope texture
44        _texture = false;
45        if( sww->hasBedslopeTexture() )
46        {
47            _texture = true;
48                osg::Texture2D* texture = new osg::Texture2D;
49                texture->setDataVariance( osg::Object::DYNAMIC );
50                texture->setWrap( osg::Texture::WRAP_S, osg::Texture::CLAMP );
51                texture->setWrap( osg::Texture::WRAP_T, osg::Texture::CLAMP );
52                texture->setImage( _sww->getBedslopeTexture() );
53
54                _geom->setTexCoordArray( 0, _sww->getBedslopeTextureCoords().get() );
55
56                // material
57                _material = new osg::Material();
58                _material->setAmbient( osg::Material::FRONT_AND_BACK, osg::Vec4(0.2, 0.15, 0.06, 1.0) );
59                _material->setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4(0.6, 0.5, 0.2, 1.0) );
60                _material->setSpecular( osg::Material::FRONT_AND_BACK, osg::Vec4(0.0, 0.0, 0.0, 1.0) );
61                _material->setEmission( osg::Material::FRONT_AND_BACK, osg::Vec4(0.0, 0.0, 0.0, 1.0) );
62
63                _material->setAmbient( osg::Material::FRONT_AND_BACK, osg::Vec4(0.0, 0.0, 0.0, 1.0) );
64                _material->setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4(1.0, 1.0, 1.0, 1.0) );
65                _material->setSpecular( osg::Material::FRONT_AND_BACK, osg::Vec4(0.0, 0.0, 0.0, 1.0) );
66                _material->setEmission( osg::Material::FRONT_AND_BACK, osg::Vec4(0.0, 0.0, 0.0, 1.0) );
67
68                // state
69                _stateset = new osg::StateSet;
70                _stateset->setAttributeAndModes( _material, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
71                _stateset->setMode( GL_BLEND, osg::StateAttribute::ON );
72                _stateset->setMode( GL_LIGHTING, osg::StateAttribute::ON );
73                _stateset->setTextureAttributeAndModes( 0, texture, osg::StateAttribute::ON );
74
75            _node->setStateSet(_stateset);
76        }
77
78}
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