From Wojciech Lewandowski, "ref_ptr usage changes made on 9th of June broke VirtualProgram used in osgShaderCompositor example. Taking the opportunity I modified the code a little to use earth sphere as default model. Cow.osg used previously was not looking good in advanced example. I also changed default to advanced example, because its more informative with labels describing virtual programs used to render the objects."
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@@ -5,33 +5,87 @@
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#include <osg/MatrixTransform>
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#include <osgDB/ReadFile>
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#include <osgViewer/Viewer>
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#include <osg/ShapeDrawable>
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#include <osg/Material>
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extern osg::Node * CreateSimpleHierarchy( const char * file );
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extern osg::Node * CreateAdvancedHierarchy( const char * file );
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extern osg::Node * CreateSimpleHierarchy( osg::Node * model );
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extern osg::Node * CreateAdvancedHierarchy( osg::Node * model );
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////////////////////////////////////////////////////////////////////////////////
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osg::Node * CreateGlobe( void )
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{
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// File not found - create textured sphere
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osg::Geode * geode = new osg::Geode;
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osg::ref_ptr<osg::TessellationHints> hints = new osg::TessellationHints;
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hints->setDetailRatio( 0.3 );
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#if 1
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osg::ref_ptr<osg::ShapeDrawable> shape = new osg::ShapeDrawable
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( new osg::Sphere(osg::Vec3(0.0f, 0.0f, 0.0f), 4.0 ), hints.get() );
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#else
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osg::ref_ptr<osg::ShapeDrawable> shape = new osg::ShapeDrawable
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( new osg::Box( osg::Vec3(-1.0f, -1.0f, -1.0f), 2.0, 2.0, 2.0 ) );
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#endif
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shape->setColor(osg::Vec4(0.8f, 0.8f, 0.8f, 1.0f));
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geode->addDrawable( shape.get() );
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osg::StateSet * stateSet = new osg::StateSet;
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osg::Texture2D * texture = new osg::Texture2D(
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osgDB::readImageFile("Images/land_shallow_topo_2048.jpg")
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);
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osg::Material * material = new osg::Material;
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material->setAmbient
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( osg::Material::FRONT_AND_BACK, osg::Vec4( 0.9, 0.9, 0.9, 1.0 ) );
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material->setDiffuse
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( osg::Material::FRONT_AND_BACK, osg::Vec4( 0.9, 0.9, 0.9, 1.0 ) );
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#if 1
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material->setSpecular
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( osg::Material::FRONT_AND_BACK, osg::Vec4( 0.7, 0.3, 0.3, 1.0 ) );
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material->setShininess( osg::Material::FRONT_AND_BACK, 25 );
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#endif
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stateSet->setAttributeAndModes( material );
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stateSet->setTextureAttributeAndModes( 0,texture, osg::StateAttribute::ON );
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geode->setStateSet( stateSet );
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return geode;
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}
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////////////////////////////////////////////////////////////////////////////////
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int main( int argc, char **argv )
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{
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// construct the viewer.
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osg::ArgumentParser arguments( &argc, argv );
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osgViewer::Viewer viewer( arguments );
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std::string filename = "cow.osg";
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bool useAdvancedTechnique = arguments.read("-a") || arguments.read("--advanced") ;
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bool useSimpleExample = arguments.read("-s") || arguments.read("--simple") ;
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if (arguments.argc()>1)
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{
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if (!arguments.isOption(1)) filename = arguments[1];
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osg::Node * model = NULL;
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if (arguments.argc()>1 && !arguments.isOption(1) ) {
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std::string filename = arguments[1];
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model = osgDB::readNodeFile( filename );
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if ( !model ) {
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osg::notify( osg::NOTICE )
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<< "Error, cannot read " << filename
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<< ". Loading default earth model instead." << std::endl;
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}
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}
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// osg::Node * node = CreateSimpleHierarchy( file );
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osg::Node * node = useAdvancedTechnique ?
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CreateAdvancedHierarchy( filename.c_str() ) :
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CreateSimpleHierarchy( filename.c_str() );
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if( model == NULL )
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model = CreateGlobe( );
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if ( !node ) {
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osg::notify( osg::NOTICE ) << "Error, cannot read " << filename << std::endl;
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return 1;
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}
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osg::Node * node = useSimpleExample ?
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CreateSimpleHierarchy( model ):
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CreateAdvancedHierarchy( model );
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viewer.setSceneData( node );
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viewer.realize( );
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