From Geoff Michel, new osgtesselate example, and new features in osgUtil::Tesselator.
This commit is contained in:
@@ -1596,6 +1596,36 @@ Package=<4>
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###############################################################################
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Project: "Example osgtesselate"=.\examples\osgtesselate\osgtesselate.dsp - Package Owner=<4>
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Package=<5>
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{{{
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}}}
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Package=<4>
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{{{
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Begin Project Dependency
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Project_Dep_Name Core osg
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End Project Dependency
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Begin Project Dependency
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Project_Dep_Name Core osgDB
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End Project Dependency
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Begin Project Dependency
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Project_Dep_Name Core osgGA
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End Project Dependency
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Begin Project Dependency
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Project_Dep_Name Core osgProducer
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End Project Dependency
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Begin Project Dependency
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Project_Dep_Name Core osgUtil
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End Project Dependency
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Begin Project Dependency
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Project_Dep_Name Core osgText
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End Project Dependency
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}}}
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###############################################################################
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Project: "Example osgtext"=.\examples\osgtext\osgtextdemo.dsp - Package Owner=<4>
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Package=<5>
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101
VisualStudio/examples/osgtesselate/osgtesselate.dsp
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101
VisualStudio/examples/osgtesselate/osgtesselate.dsp
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@@ -0,0 +1,101 @@
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# Microsoft Developer Studio Project File - Name="Example osgtesselate" - Package Owner=<4>
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# Microsoft Developer Studio Generated Build File, Format Version 6.00
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# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Console Application" 0x0103
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CFG=Example osgtesselate - Win32 Release
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!MESSAGE This is not a valid makefile. To build this project using NMAKE,
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!MESSAGE use the Export Makefile command and run
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!MESSAGE
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!MESSAGE NMAKE /f "osgtesselate.mak".
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!MESSAGE
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!MESSAGE You can specify a configuration when running NMAKE
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!MESSAGE by defining the macro CFG on the command line. For example:
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!MESSAGE
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!MESSAGE NMAKE /f "osgtesselate.mak" CFG="Example osgtesselate - Win32 Release"
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!MESSAGE
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!MESSAGE Possible choices for configuration are:
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!MESSAGE
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!MESSAGE "Example osgtesselate - Win32 Release" (based on "Win32 (x86) Console Application")
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!MESSAGE "Example osgtesselate - Win32 Debug" (based on "Win32 (x86) Console Application")
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!MESSAGE
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# Begin Project
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# PROP AllowPerConfigDependencies 0
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# PROP Scc_ProjName ""
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# PROP Scc_LocalPath ""
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CPP=cl.exe
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RSC=rc.exe
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!IF "$(CFG)" == "Example osgtesselate - Win32 Release"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 0
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# PROP BASE Output_Dir "Release"
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# PROP BASE Intermediate_Dir "Release"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 0
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# PROP Output_Dir "Release"
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# PROP Intermediate_Dir "Release"
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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MTL=midl.exe
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# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
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# ADD CPP /nologo /MD /W3 /GR /GX /O2 /I "../../../include" /I "../../../../OpenThreads/include" /I "../../../../Producer/include" /I "../../../../3rdParty/include" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /Zm200 /c
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# ADD BASE RSC /l 0x809 /d "NDEBUG"
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# ADD RSC /l 0x809 /d "NDEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
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# ADD LINK32 OpenThreadsWin32.lib opengl32.lib /nologo /subsystem:console /pdb:none /machine:I386 /out:"../../../bin/osgtesselate.exe" /libpath:"../../../lib" /libpath:"../../../../OpenThreads/lib/win32" /libpath:"../../../../Producer/lib" /libpath:"../../../../3rdParty/lib"
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!ELSEIF "$(CFG)" == "Example osgtesselate - Win32 Debug"
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# PROP BASE Use_MFC 0
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# PROP BASE Use_Debug_Libraries 1
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# PROP BASE Output_Dir "Debug"
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# PROP BASE Intermediate_Dir "Debug"
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# PROP BASE Target_Dir ""
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# PROP Use_MFC 0
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# PROP Use_Debug_Libraries 1
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# PROP Output_Dir "Debug"
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# PROP Intermediate_Dir "Debug"
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# PROP Ignore_Export_Lib 0
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# PROP Target_Dir ""
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MTL=midl.exe
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# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
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# ADD CPP /nologo /MDd /W3 /Gm /vd0 /GR /GX /Zi /Od /I "../../../include" /I "../../../../OpenThreads/include" /I "../../../../Producer/include" /I "../../../../3rdParty/include" /D "_CONSOLE" /D "_MBCS" /D "FL_DLL" /D "WIN32" /D "_DEBUG" /FR /YX /FD /Zm200 /c
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# ADD BASE RSC /l 0x809 /d "_DEBUG"
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# ADD RSC /l 0x809 /d "_DEBUG"
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BSC32=bscmake.exe
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# ADD BASE BSC32 /nologo
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
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# ADD LINK32 OpenThreadsWin32d.lib opengl32.lib /nologo /subsystem:console /debug /machine:I386 /nodefaultlib:"libcmt" /out:"../../../bin/osgtesselated.exe" /pdbtype:sept /libpath:"../../../lib" /libpath:"../../../../OpenThreads/lib/win32" /libpath:"../../../../Producer/lib" /libpath:"../../../../3rdParty/lib"
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# SUBTRACT LINK32 /incremental:no
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!ENDIF
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# Begin Target
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# Name "Example osgtesselate - Win32 Release"
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# Name "Example osgtesselate - Win32 Debug"
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# Begin Source File
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SOURCE=..\..\..\examples\osgtesselate\osgtesselate.cpp
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# End Source File
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# Begin Source File
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SOURCE=.\resources.rc
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# End Source File
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# End Target
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# Begin Group "Resource Files"
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# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
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# End Group
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# End Project
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1
VisualStudio/examples/osgtesselate/resources.rc
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1
VisualStudio/examples/osgtesselate/resources.rc
Normal file
@@ -0,0 +1 @@
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PRODUCER_ICON ICON DISCARDABLE "../../icons/osg.ico"
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18
examples/osgtesselate/GNUmakefile
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18
examples/osgtesselate/GNUmakefile
Normal file
@@ -0,0 +1,18 @@
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TOPDIR = ../..
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include $(TOPDIR)/Make/makedefs
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CXXFILES =\
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osgtesselate.cpp\
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LIBS += -losgProducer -lProducer -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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INSTFILES = \
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$(CXXFILES)\
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GNUmakefile.inst=GNUmakefile
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EXEC = osgtesselate
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INC += $(X_INC)
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include $(TOPDIR)/Make/makerules
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13
examples/osgtesselate/GNUmakefile.inst
Normal file
13
examples/osgtesselate/GNUmakefile.inst
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@@ -0,0 +1,13 @@
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TOPDIR = ../..
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include $(TOPDIR)/Make/makedefs
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CXXFILES =\
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osgtesselate.cpp\
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LIBS += -losgProducer -lProducer -losgDB -losgText -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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EXEC = osgtesselate
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INC += $(X_INC)
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include $(TOPDIR)/Make/makerules
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774
examples/osgtesselate/osgtesselate.cpp
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774
examples/osgtesselate/osgtesselate.cpp
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@@ -0,0 +1,774 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This application is open source and may be redistributed and/or modified
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* freely and without restriction, both in commericial and non commericial applications,
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* as long as this copyright notice is maintained.
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*
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* This application is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*/
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/* osgtesselator
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* - this tesselator is an extension of the basic one - rather than tesselating
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* individual polygons, we tesselate the entire geode with multiple contours.
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* allows for overlapping contours etc.
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* the tesselator has new member fuinctions
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setTesselationType(osgUtil::Tesselator::TESS_TYPE_xxx);
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tscx->setBoundaryOnly(bool);
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tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_xxx);
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* for winding rules: See the red book chap 13.
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*/
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#include <osgDB/ReadFile>
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#include <osgUtil/Optimizer>
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#include <osgProducer/Viewer>
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#include <osg/Projection>
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#include <osg/MatrixTransform>
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#include <osgText/Text>
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#include <osgUtil/Tesselator> // to tesselate multiple contours
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class tesselateDemoGeometry : public osg::Geometry, public osgUtil::Tesselator {
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// We add the Tesselator to the geometry because we want to access the
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// tesselatable contours again; you can apply a tesselator to a Geometry
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// to produce exactly a required tesselation once only, and then
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// the contours could be discarded since the geometry does not need to be retesselated.
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public:
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tesselateDemoGeometry() {};
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protected:
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virtual ~tesselateDemoGeometry() {};
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};
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osg::Geometry *makePolsTwo (void) {
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// an example of using current geometry contours to create next tesselation
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// this polygon disappears once the contour rules make no polygons.
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tesselateDemoGeometry *gtess= new tesselateDemoGeometry;
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int i;
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osg::Vec3Array *coords = new osg::Vec3Array;
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osg::Vec3Array *nrms = new osg::Vec3Array;
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osg::Vec2Array *tcs = new osg::Vec2Array;
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osg::Vec3 nrm(0,-1,0);
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static GLdouble quadstrip[8][3] =
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{1900.0, 1130.0, 0.0, 2100.0, 1130.0, 0.0,
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1900.0, 1350.0, 0.0, 1950.0, 1350.0, 0.0,
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1900.0, 1550.0, 0.0, 2000.0, 1550.0, 0.0,
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1900.0, 1750.0, 0.0, 2400.0, 1750.0, 0.0};
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static GLdouble innerquadstrip[8][3] =
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{2000.0, 1230.0, 0.0, 2050.0, 1230.0, 0.0,
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1920.0, 1350.0, 0.0, 1940.0, 1350.0, 0.0,
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1920.0, 1550.0, 0.0, 1980.0, 1550.0, 0.0,
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2000.0, 1650.0, 0.0, 2400.0, 1650.0, 0.0};
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// add one large quadstrip
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for (i = 0; i < 8; i++) {
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coords->push_back(osg::Vec3(quadstrip[i][0],quadstrip[i][2],quadstrip[i][1]));
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tcs->push_back(osg::Vec2(quadstrip[i][0],quadstrip[i][1])/200.0);
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nrms->push_back(nrm);
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}
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for (i = 0; i < 8; i++) {
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coords->push_back(osg::Vec3(innerquadstrip[i][0],innerquadstrip[i][2],innerquadstrip[i][1]));
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tcs->push_back(osg::Vec2(innerquadstrip[i][0],innerquadstrip[i][1])/200.0);
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nrms->push_back(nrm);
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}
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gtess->setVertexArray(coords);
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gtess->setNormalArray(nrms);
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gtess->setTexCoordArray(0,tcs);
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// demonstrate that the tesselator makes textured tesselations
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osg::StateSet* stateset = new osg::StateSet();
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osg::Image* image = osgDB::readImageFile("Images/osg_posy.png");
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if (image)
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{
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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gtess->setStateSet( stateset );
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int nstart=0;
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// The derived class tesselateDemoGeometry retains the original contours for re-use.
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gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP,nstart,8));nstart+=8;
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gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP,nstart,8));nstart+=8;
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gtess->setTesselationType(osgUtil::Tesselator::TESS_TYPE_GEOMETRY);
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gtess->setBoundaryOnly(true);
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gtess->setWindingType( osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO); // so that first change in wind type makes the commonest tesselation - ODD.
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return gtess;
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}
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osg::Geometry *makeSideWall (const float xpos) {
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// demonstrate making a rectangular 'wall' with 2 holes in it.
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osg::Geometry *gtess= new osg::Geometry;
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int i;
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osg::Vec3Array *coords = new osg::Vec3Array;
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osg::Vec3Array *nrms = new osg::Vec3Array;
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osg::Vec2Array *tcs = new osg::Vec2Array;
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osg::Vec3 nrm(0,0,-1);
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// front wall
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static GLdouble wall[4][2] =
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{ 1130.0, 0.0, 1130.0, 300.0,
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1340.0,300.0, 1340.0,0.0};
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gtess->setVertexArray(coords);
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gtess->setNormalArray(nrms);
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gtess->setTexCoordArray(0,tcs);
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for (i = 0; i < 4; i++) {
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coords->push_back(osg::Vec3(xpos,wall[i][1],wall[i][0]));
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tcs->push_back(osg::Vec2(wall[i][1],wall[i][0])/100.0);
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nrms->push_back(nrm);
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}
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int nstart=0;
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gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,nstart,4));nstart+=4;
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for (i = 0; i < 24; i++) { // make an ellipse hole
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float y=150+50*cos(i*2*osg::PI/24.0);
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float z=1300+30* sin(i*2*osg::PI/24.0);
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coords->push_back(osg::Vec3(xpos,y,z));
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tcs->push_back(osg::Vec2(y,z)/100.0);
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nrms->push_back(nrm);
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}
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gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,nstart,24));nstart+=24;
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for (i = 0; i < 5; i++) { // make a pentagonal hole
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float y=150+50*cos(i*2*osg::PI/5.0);
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float z=1200+40* sin(i*2*osg::PI/5.0);
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coords->push_back(osg::Vec3(xpos,y,z));
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tcs->push_back(osg::Vec2(y,z)/100.0);
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nrms->push_back(nrm);
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}
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gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,nstart,5));nstart+=5;
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// demonstrate that the tesselator makes textured tesselations
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osg::StateSet* stateset = new osg::StateSet();
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osg::Image* image = osgDB::readImageFile("Images/osg_posx.png");
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if (image)
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{
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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gtess->setStateSet( stateset );
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osg::ref_ptr<osgUtil::Tesselator> tscx=new osgUtil::Tesselator; // the v1.2 multi-contour tesselator.
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// we use the geometry primitives to describe the contours which are tesselated.
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// Winding odd means leave hole in surface where there are 2,4,6... contours circling the point.
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tscx->setTesselationType(osgUtil::Tesselator::TESS_TYPE_GEOMETRY);
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tscx->setBoundaryOnly(false);
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tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_ODD); // so that first change in wind type makes the commonest tesselation - ODD.
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tscx->retesselatePolygons(*gtess);
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return gtess;
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}
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osg::Geometry *makeFrontWall (const float zpos) {
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// an example of using one tesselation to make a 'house' wall
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// describe the wall as a pentagon, then door & 4 windows are further contours
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// tesselate the set of contours to make a 'house wall' from the Boolean-like operations.
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int nstart=0; // counts vertices used for the geometry primitives
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osg::Geometry *gtess= new osg::Geometry;
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int i;
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osg::Vec3Array *coords = new osg::Vec3Array;
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osg::Vec3Array *nrms = new osg::Vec3Array;
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osg::Vec2Array *tcs = new osg::Vec2Array;
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osg::Vec3 nrm(0,0,-1);
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// front wall
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static GLdouble wall[5][2] =
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{2200.0, 1130.0, 2600.0, 1130.0,
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2600.0, 1340.0, 2400.0, 1440.0, 2200.0, 1340.0};
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static GLdouble door[4][2] =
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{2360.0, 1130.0, 2440.0, 1130.0,
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2440.0, 1230.0, 2360.0, 1230.0};
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static GLdouble windows[16][2] =
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{2240.0, 1180.0, 2330.0, 1180.0,
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2330.0, 1220.0, 2240.0, 1220.0,
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2460.0, 1180.0, 2560.0, 1180.0,
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2560.0, 1220.0, 2460.0, 1220.0,
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2240.0, 1280.0, 2330.0, 1280.0,
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2330.0, 1320.0, 2240.0, 1320.0,
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2460.0, 1280.0, 2560.0, 1280.0,
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2560.0, 1320.0, 2460.0, 1320.0};
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gtess->setVertexArray(coords);
|
||||
gtess->setNormalArray(nrms);
|
||||
gtess->setTexCoordArray(0,tcs);
|
||||
|
||||
// add one large pentagon -the wall
|
||||
for (i = 0; i < 5; i++) {
|
||||
coords->push_back(osg::Vec3(wall[i][0],zpos,wall[i][1]));
|
||||
tcs->push_back(osg::Vec2(wall[i][0],wall[i][1])/100.0);
|
||||
nrms->push_back(nrm);
|
||||
}
|
||||
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,nstart,5));nstart+=5;
|
||||
// add first hole, a door
|
||||
for (i = 0; i < 4; i++) {
|
||||
coords->push_back(osg::Vec3(door[i][0],zpos,door[i][1]));
|
||||
tcs->push_back(osg::Vec2(door[i][0],door[i][1])/100.0);
|
||||
nrms->push_back(nrm);
|
||||
}
|
||||
// and windows
|
||||
for (i = 0; i < 16; i++) {
|
||||
coords->push_back(osg::Vec3(windows[i][0],zpos,windows[i][1]));
|
||||
tcs->push_back(osg::Vec2(windows[i][0],windows[i][1])/100.0);
|
||||
nrms->push_back(nrm);
|
||||
}
|
||||
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,nstart,20));nstart+=20;
|
||||
|
||||
// demonstrate that the tesselator makes textured tesselations
|
||||
osg::StateSet* stateset = new osg::StateSet();
|
||||
|
||||
osg::Image* image = osgDB::readImageFile("Images/osg_posy.png");
|
||||
if (image)
|
||||
{
|
||||
osg::Texture2D* texture = new osg::Texture2D;
|
||||
texture->setImage(image);
|
||||
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
|
||||
}
|
||||
gtess->setStateSet( stateset );
|
||||
|
||||
// We use a Tesselator to produce the tesselation required once only
|
||||
// and the contours are discarded.
|
||||
osg::ref_ptr<osgUtil::Tesselator> tscx=new osgUtil::Tesselator; // the v1.2 multi-contour tesselator.
|
||||
tscx->setTesselationType(osgUtil::Tesselator::TESS_TYPE_GEOMETRY);
|
||||
tscx->setBoundaryOnly(false);
|
||||
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_ODD); // so that first change in wind type makes the commonest tesselation - ODD.
|
||||
|
||||
tscx->retesselatePolygons(*gtess);
|
||||
|
||||
return gtess;
|
||||
}
|
||||
osg::Geode *makeHouse (void) {
|
||||
osg::Geode *gd = new osg::Geode;
|
||||
gd->addDrawable(makeFrontWall(0.0));
|
||||
gd->addDrawable(makeFrontWall(300.0));
|
||||
gd->addDrawable(makeSideWall(2200.0));
|
||||
gd->addDrawable(makeSideWall(2600.0));
|
||||
return gd;
|
||||
}
|
||||
osg::Geometry *makePols (void) {
|
||||
tesselateDemoGeometry *gtess= new tesselateDemoGeometry;
|
||||
int i;
|
||||
osg::Vec3Array *coords = new osg::Vec3Array;
|
||||
osg::Vec3Array *nrms = new osg::Vec3Array;
|
||||
osg::Vec2Array *tcs = new osg::Vec2Array;
|
||||
osg::Vec3 nrm(0,-1,0);
|
||||
// coordinates from red book code but shifted by 1000 & 2000 for alternate tesselatory things.
|
||||
static GLdouble rects[12][3] =
|
||||
{50.0, 50.0, 0.0, 300.0, 50.0, 0.0,
|
||||
300.0, 300.0, 0.0, 50.0, 300.0, 0.0,
|
||||
100.0, 100.0, 0.0, 250.0, 100.0, 0.0,
|
||||
250.0, 250.0, 0.0, 100.0, 250.0, 0.0,
|
||||
150.0, 150.0, 0.0, 200.0, 150.0, 0.0,
|
||||
200.0, 200.0, 0.0, 150.0, 200.0, 0.0};
|
||||
static GLdouble rectsMidanti[12][3] = // the centre 2 contours are traversed opposite order to outer contour.
|
||||
{1050.0, 50.0, 0.0, 1300.0, 50.0, 0.0,
|
||||
1300.0, 300.0, 0.0, 1050.0, 300.0, 0.0,
|
||||
1250.0, 100.0, 0.0, 1100.0, 100.0, 0.0,
|
||||
1100.0, 250.0, 0.0, 1250.0, 250.0, 0.0,
|
||||
1200.0, 150.0, 0.0, 1150.0, 150.0, 0.0,
|
||||
1150.0, 200.0, 0.0, 1200.0, 200.0, 0.0 };
|
||||
static GLdouble spiral[16][3] = // shift by 1000; nb the order of vertices is reversed from that of the red book
|
||||
{3400.0, 250.0, 0.0, 3400.0, 50.0, 0.0,
|
||||
3050.0, 50.0, 0.0, 3050.0, 400.0, 0.0,
|
||||
3350.0, 400.0, 0.0, 3350.0, 100.0, 0.0,
|
||||
3100.0, 100.0, 0.0, 3100.0, 350.0, 0.0,
|
||||
3300.0, 350.0, 0.0, 3300.0, 150.0, 0.0,
|
||||
3150.0, 150.0, 0.0, 3150.0, 300.0, 0.0,
|
||||
3250.0, 300.0, 0.0, 3250.0, 200.0, 0.0,
|
||||
3200.0, 200.0, 0.0, 3200.0, 250.0, 0.0};
|
||||
static GLdouble quad1[4][3] = // shift by 2000 for next 3 things
|
||||
{2050.0, 150.0, 0.0, 2350.0, 150.0, 0.0,
|
||||
2350.0, 200.0, 0.0, 2050.0, 200.0, 0.0};
|
||||
static GLdouble quad2[4][3] =
|
||||
{2100.0, 100.0, 0.0, 2300.0, 100.0, 0.0,
|
||||
2300.0, 350.0, 0.0, 2100.0, 350.0, 0.0};
|
||||
static GLdouble tri[3][3] =
|
||||
{2200.0, 50.0, 0.0, 2250.0, 300.0, 0.0,
|
||||
2150.0, 300.0, 0.0};
|
||||
static GLdouble quad3[4][3] =
|
||||
{100.0, 1100.0, 0.0, 1300.0, 1100.0, 0.0,
|
||||
1300.0, 2350.0, 0.0, 100.0, 2350.0, 0.0};
|
||||
static GLdouble quadstrip[8][3] =
|
||||
{900.0, 1130.0, 0.0, 1100.0, 1130.0, 0.0,
|
||||
900.0, 1350.0, 0.0, 950.0, 1350.0, 0.0,
|
||||
900.0, 1550.0, 0.0, 1000.0, 1550.0, 0.0,
|
||||
900.0, 1750.0, 0.0, 1400.0, 1750.0, 0.0};
|
||||
|
||||
for (i = 0; i < 12; i++) {
|
||||
coords->push_back(osg::Vec3(rects[i][0],rects[i][2],rects[i][1]));
|
||||
tcs->push_back(osg::Vec2(rects[i][0],rects[i][1])/200.0);
|
||||
nrms->push_back(nrm);
|
||||
}
|
||||
for (i = 0; i < 12; i++) {
|
||||
coords->push_back(osg::Vec3(rectsMidanti[i][0],rectsMidanti[i][2],rectsMidanti[i][1]));
|
||||
tcs->push_back(osg::Vec2(rectsMidanti[i][0],rectsMidanti[i][1])/200.0);
|
||||
nrms->push_back(nrm);
|
||||
}
|
||||
for (i = 0; i < 16; i++) { // and reverse spiral to make same as that of red book ch 11
|
||||
coords->push_back(osg::Vec3(spiral[15-i][0],spiral[15-i][2],spiral[15-i][1]));
|
||||
tcs->push_back(osg::Vec2(spiral[15-i][0],spiral[15-i][1])/200.0);
|
||||
nrms->push_back(nrm);
|
||||
}
|
||||
for (i = 0; i < 4; i++) {
|
||||
coords->push_back(osg::Vec3(quad1[i][0],quad1[i][2],quad1[i][1]));
|
||||
tcs->push_back(osg::Vec2(quad1[i][0],quad1[i][1])/200.0);
|
||||
nrms->push_back(nrm);
|
||||
}
|
||||
for (i = 0; i < 4; i++) {
|
||||
coords->push_back(osg::Vec3(quad2[i][0],quad2[i][2],quad2[i][1]));
|
||||
tcs->push_back(osg::Vec2(quad2[i][0],quad2[i][1])/200.0);
|
||||
nrms->push_back(nrm);
|
||||
}
|
||||
for (i = 0; i < 3; i++) {
|
||||
coords->push_back(osg::Vec3(tri[i][0],tri[i][2],tri[i][1]));
|
||||
tcs->push_back(osg::Vec2(tri[i][0],tri[i][1])/200.0);
|
||||
nrms->push_back(nrm);
|
||||
}
|
||||
// add one large quad with multiple holes
|
||||
for (i = 0; i < 4; i++) {
|
||||
coords->push_back(osg::Vec3(quad3[i][0],quad3[i][2],quad3[i][1]));
|
||||
tcs->push_back(osg::Vec2(quad3[i][0],quad3[i][1])/200.0);
|
||||
nrms->push_back(nrm);
|
||||
}
|
||||
{
|
||||
osg::Vec3 centre(300,0,1500);
|
||||
for (i = 0; i < 18; i++) {
|
||||
osg::Vec3 rim=centre+osg::Vec3(-cos(osg::DegreesToRadians((float)i*20.0)),0.0,sin(osg::DegreesToRadians((float)i*20.0)))*150.0;
|
||||
coords->push_back(rim);
|
||||
tcs->push_back(osg::Vec2(rim.x(),rim.z())/200.0);
|
||||
nrms->push_back(nrm);
|
||||
}
|
||||
}
|
||||
{
|
||||
osg::Vec3 centre(400,0,1800);
|
||||
for (i = 0; i < 18; i++) {
|
||||
osg::Vec3 rim=centre+osg::Vec3(-cos(osg::DegreesToRadians((float)i*15.0)),0.0,sin(osg::DegreesToRadians((float)i*15.0)))*250.0;
|
||||
coords->push_back(rim);
|
||||
tcs->push_back(osg::Vec2(rim.x(),rim.z())/200.0);
|
||||
nrms->push_back(nrm);
|
||||
}
|
||||
}
|
||||
{
|
||||
osg::Vec3 centre(600,0,1400);
|
||||
for (i = 0; i < 18; i++) {
|
||||
osg::Vec3 rim=centre+osg::Vec3(-cos(osg::DegreesToRadians((float)i*12.0)),0.0,sin(osg::DegreesToRadians((float)i*12.0)))*250.0;
|
||||
coords->push_back(rim);
|
||||
tcs->push_back(osg::Vec2(rim.x(),rim.z())/200.0);
|
||||
nrms->push_back(nrm);
|
||||
}
|
||||
}
|
||||
// add one large quadstrip
|
||||
for (i = 0; i < 8; i++) {
|
||||
coords->push_back(osg::Vec3(quadstrip[i][0],quadstrip[i][2],quadstrip[i][1]));
|
||||
tcs->push_back(osg::Vec2(quadstrip[i][0],quadstrip[i][1])/200.0);
|
||||
nrms->push_back(nrm);
|
||||
}
|
||||
gtess->setVertexArray(coords);
|
||||
gtess->setNormalArray(nrms);
|
||||
gtess->setTexCoordArray(0,tcs);
|
||||
|
||||
// demonstrate that the tesselator makes textured tesselations
|
||||
osg::StateSet* stateset = new osg::StateSet();
|
||||
|
||||
osg::Image* image = osgDB::readImageFile("Images/osg_posz.png");
|
||||
if (image)
|
||||
{
|
||||
osg::Texture2D* texture = new osg::Texture2D;
|
||||
texture->setImage(image);
|
||||
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
|
||||
}
|
||||
gtess->setStateSet( stateset );
|
||||
|
||||
int nstart=0;
|
||||
// the contours accepoted are polygons; quads & tris. Trifans can bve added later.
|
||||
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,nstart,12));nstart+=12;
|
||||
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,nstart,12));nstart+=12;
|
||||
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,nstart,16));nstart+=16;
|
||||
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,nstart,4));nstart+=4;
|
||||
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,nstart,4));nstart+=4;
|
||||
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,nstart,3));nstart+=3;
|
||||
// A rectabngle with multiple holes
|
||||
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,nstart,4));nstart+=4;
|
||||
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_FAN,nstart,18));nstart+=18;
|
||||
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,nstart,18));nstart+=18;
|
||||
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,nstart,18));nstart+=18;
|
||||
// test for quad strip
|
||||
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP,nstart,8));nstart+=8;
|
||||
|
||||
// We need to access the tesselatable contours again to demonstrate all types of tesselation.
|
||||
// I could add the Tesselator to the geometry as userdata, but here
|
||||
// I use the derived tesselateDemoGeometry to hold both the drawable geode and the original contours.
|
||||
|
||||
gtess->setTesselationType(osgUtil::Tesselator::TESS_TYPE_GEOMETRY);
|
||||
gtess->setBoundaryOnly(true);
|
||||
gtess->setWindingType( osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO); // so that first change in wind type makes the commonest tesselation - ODD.
|
||||
|
||||
return gtess;
|
||||
}
|
||||
osg::Node* createHUD()
|
||||
{ // add a string reporting the type of winding rule tesselation applied
|
||||
osg::Geode* geode = new osg::Geode();
|
||||
|
||||
std::string timesFont("fonts/arial.ttf");
|
||||
|
||||
// turn lighting off for the text and disable depth test to ensure its always ontop.
|
||||
osg::StateSet* stateset = geode->getOrCreateStateSet();
|
||||
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
|
||||
|
||||
// Disable depth test, and make sure that the hud is drawn after everything
|
||||
// else so that it always appears ontop.
|
||||
stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
|
||||
stateset->setRenderBinDetails(11,"RenderBin");
|
||||
|
||||
osg::Vec3 position(150.0f,900.0f,0.0f);
|
||||
osg::Vec3 delta(0.0f,-30.0f,0.0f);
|
||||
|
||||
{
|
||||
osgText::Text* text = new osgText::Text;
|
||||
geode->addDrawable( text );
|
||||
|
||||
text->setFont(timesFont);
|
||||
text->setPosition(position);
|
||||
text->setText("Tesselation example - no tesselation (use 'W' wireframe to visualise)");
|
||||
text->setColor(osg::Vec4(1.0,1.0,0.8,1.0));
|
||||
position += delta;
|
||||
|
||||
}
|
||||
{
|
||||
osgText::Text* text = new osgText::Text;
|
||||
geode->addDrawable( text );
|
||||
|
||||
text->setFont(timesFont);
|
||||
text->setPosition(position);
|
||||
text->setText("Press 'n' to use an alternative tesselation.");
|
||||
|
||||
}
|
||||
|
||||
// create the hud.
|
||||
osg::MatrixTransform* modelview_abs = new osg::MatrixTransform;
|
||||
modelview_abs->setReferenceFrame(osg::Transform::RELATIVE_TO_ABSOLUTE);
|
||||
modelview_abs->setMatrix(osg::Matrix::identity());
|
||||
modelview_abs->addChild(geode);
|
||||
|
||||
osg::Projection* projection = new osg::Projection;
|
||||
projection->setMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
|
||||
projection->addChild(modelview_abs);
|
||||
|
||||
return projection;
|
||||
|
||||
}
|
||||
|
||||
|
||||
osg::Group *makeTesselateExample (void) {
|
||||
osg::Group *grp=new osg::Group;
|
||||
osg::Geode *gd=new osg::Geode;
|
||||
gd->addDrawable(makePols());
|
||||
gd->addDrawable(makePolsTwo());
|
||||
grp->addChild(gd);
|
||||
|
||||
grp->addChild(makeHouse());
|
||||
|
||||
return grp;
|
||||
}
|
||||
|
||||
class setTesselateVisitor : public osg::NodeVisitor
|
||||
{ // searches a loaded model tree for tesselatable geometries.
|
||||
// used with any database model which has a renderGroup (Geode) named 'tesselate'
|
||||
// or you can force a type of tess with special names or a sub-class of Geode could have extra information
|
||||
// of course you can use any name to detect what is to be tesselated!
|
||||
// all the polygons within the specific node are deemed to be contours, so
|
||||
// any tesselation can be requested.
|
||||
public:
|
||||
|
||||
setTesselateVisitor():osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {
|
||||
}
|
||||
virtual void apply(osg::Geode& geode) {
|
||||
if (geode.getName().compare(0,9,"tesselate")==0) {
|
||||
for(unsigned int i=0;i<geode.getNumDrawables();++i)
|
||||
{
|
||||
osg::Geometry* geom = dynamic_cast<osg::Geometry*>(geode.getDrawable(i));
|
||||
if (geom) {
|
||||
osg::ref_ptr<osgUtil::Tesselator> tscx=new osgUtil::Tesselator();
|
||||
if (tscx.valid()) {
|
||||
tscx->setTesselationType(osgUtil::Tesselator::TESS_TYPE_GEOMETRY);
|
||||
if (geode.getName()== "tesselate") {
|
||||
// add a tesselator so that this geom is retesselated when N is pressed
|
||||
tscx->setBoundaryOnly(true);
|
||||
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO); // so that first change in wind type makes the commonest tesselation - ODD.
|
||||
geom->setUserData(tscx.get());
|
||||
} else if (geode.getName()== "tesselate odd") {
|
||||
// OR you can just apply the tesselator once only, using these different types
|
||||
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_ODD); // commonest tesselation - ODD.
|
||||
tscx->retesselatePolygons(*geom);
|
||||
} else if (geode.getName()== "tesselate odd bound") {
|
||||
tscx->setBoundaryOnly(true);
|
||||
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_ODD); // tesselation - ODD, only show boundary.
|
||||
tscx->retesselatePolygons(*geom);
|
||||
} else if (geode.getName()== "tesselate positive") {
|
||||
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_POSITIVE); // tesselation - pos.
|
||||
tscx->retesselatePolygons(*geom);
|
||||
} else if (geode.getName()== "tesselate positive bound") {
|
||||
tscx->setBoundaryOnly(true);
|
||||
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_POSITIVE);
|
||||
tscx->retesselatePolygons(*geom);
|
||||
} else if (geode.getName()== "tesselate negative") {
|
||||
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_NEGATIVE);
|
||||
tscx->retesselatePolygons(*geom);
|
||||
} else if (geode.getName()== "tesselate negative bound") {
|
||||
tscx->setBoundaryOnly(true);
|
||||
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_NEGATIVE);
|
||||
tscx->retesselatePolygons(*geom);
|
||||
} else if (geode.getName()== "tesselate nonzero") {
|
||||
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_NONZERO);
|
||||
tscx->retesselatePolygons(*geom);
|
||||
} else if (geode.getName()== "tesselate nonzero bound") {
|
||||
tscx->setBoundaryOnly(true);
|
||||
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_NONZERO);
|
||||
tscx->retesselatePolygons(*geom);
|
||||
} else if (geode.getName()== "tesselate geq2") {
|
||||
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO);
|
||||
tscx->retesselatePolygons(*geom);
|
||||
} else if (geode.getName()== "tesselate geq2 bound") {
|
||||
tscx->setBoundaryOnly(true);
|
||||
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO);
|
||||
tscx->retesselatePolygons(*geom);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class cxTesselateVisitor : public osg::NodeVisitor
|
||||
{ // special to this demo, traverses SG and finds nodes which have been tesselated
|
||||
// for test/demo purposes these nodes are of type tesselateDemoGeometry
|
||||
// but you could store the Tesselator as UserData or however you like.
|
||||
// the tesselator holds copies of the original contours used in the tesselation
|
||||
// In this visitor, I reuse the contours to make a different type of tesselation.
|
||||
public:
|
||||
|
||||
cxTesselateVisitor():osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {
|
||||
}
|
||||
virtual void apply(osg::Geode& geode) {
|
||||
|
||||
for(unsigned int i=0;i<geode.getNumDrawables();++i)
|
||||
{
|
||||
tesselateDemoGeometry *geom=dynamic_cast<tesselateDemoGeometry*>(geode.getDrawable(i));
|
||||
if (geom) {
|
||||
if (!geom->getBoundaryOnly()) { // turn on bounds only
|
||||
// NB this shows only the true boundary of the curves, no internal edges
|
||||
geom->setBoundaryOnly(true);
|
||||
|
||||
} else { // change to next type of tesselation...
|
||||
geom->setBoundaryOnly(false);
|
||||
switch (geom->getWindingType()) {
|
||||
case osgUtil::Tesselator::TESS_WINDING_ODD:
|
||||
geom->setWindingType(osgUtil::Tesselator::TESS_WINDING_NONZERO);
|
||||
break;
|
||||
case osgUtil::Tesselator::TESS_WINDING_NONZERO:
|
||||
geom->setWindingType( osgUtil::Tesselator::TESS_WINDING_POSITIVE);
|
||||
break;
|
||||
case osgUtil::Tesselator::TESS_WINDING_POSITIVE:
|
||||
geom->setWindingType( osgUtil::Tesselator::TESS_WINDING_NEGATIVE);
|
||||
break;
|
||||
case osgUtil::Tesselator::TESS_WINDING_NEGATIVE:
|
||||
geom->setWindingType( osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO);
|
||||
break;
|
||||
case osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO:
|
||||
geom->setWindingType( osgUtil::Tesselator::TESS_WINDING_ODD);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
switch (geom->getWindingType()) { // a text to be added to the scene.
|
||||
case osgUtil::Tesselator::TESS_WINDING_ODD:
|
||||
str="TESS_WINDING_ODD";
|
||||
break;
|
||||
case osgUtil::Tesselator::TESS_WINDING_NONZERO:
|
||||
str="TESS_WINDING_NONZERO";
|
||||
break;
|
||||
case osgUtil::Tesselator::TESS_WINDING_POSITIVE:
|
||||
str="TESS_WINDING_POSITIVE";
|
||||
break;
|
||||
case osgUtil::Tesselator::TESS_WINDING_NEGATIVE:
|
||||
str="TESS_WINDING_NEGATIVE";
|
||||
break;
|
||||
case osgUtil::Tesselator::TESS_WINDING_ABS_GEQ_TWO:
|
||||
str="TESS_WINDING_ABS_GEQ_TWO";
|
||||
break;
|
||||
}
|
||||
if (geom->getBoundaryOnly()) str += " Boundary";
|
||||
|
||||
geom->retesselatePolygons(*geom);
|
||||
}
|
||||
osgText::Text* txt = dynamic_cast<osgText::Text*>(geode.getDrawable(i));
|
||||
if (txt) {
|
||||
const osg::Vec4& ct=txt->getColor(); // pick the text to be changed by its color
|
||||
if (ct.z()<0.9) {
|
||||
txt->setText(str.c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
traverse(geode);
|
||||
}
|
||||
|
||||
std::string str; // a label for on screen display
|
||||
};
|
||||
|
||||
class KeyboardEventHandler : public osgGA::GUIEventHandler
|
||||
{ // extra event handler traps 'n' key to re-tesselate any tesselated geodes.
|
||||
public:
|
||||
|
||||
KeyboardEventHandler(osg::Node *nd):
|
||||
_scene(nd) {}
|
||||
|
||||
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
|
||||
{
|
||||
switch(ea.getEventType())
|
||||
{
|
||||
case(osgGA::GUIEventAdapter::KEYDOWN):
|
||||
{
|
||||
if (_scene && ea.getKey()=='n')
|
||||
{
|
||||
// re-tesselate the scene graph.
|
||||
// the same contours are re-tesselated using a new method. Old contours
|
||||
// & tesselation type are held internally in the derived Geode class tesselateDemoGeometry.
|
||||
cxTesselateVisitor tsv;
|
||||
_scene->accept(tsv);
|
||||
return true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual void accept(osgGA::GUIEventHandlerVisitor& v)
|
||||
{
|
||||
v.visit(*this);
|
||||
}
|
||||
|
||||
osg::Node *_scene;
|
||||
|
||||
};
|
||||
|
||||
|
||||
int main( int argc, char **argv )
|
||||
{
|
||||
|
||||
// use an ArgumentParser object to manage the program arguments.
|
||||
osg::ArgumentParser arguments(&argc,argv);
|
||||
|
||||
// set up the usage document, in case we need to print out how to use this program.
|
||||
arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());
|
||||
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the standard OpenSceneGraph example which loads and visualises 3d models.");
|
||||
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
|
||||
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
|
||||
|
||||
|
||||
// construct the viewer.
|
||||
osgProducer::Viewer viewer(arguments);
|
||||
|
||||
// set up the value with sensible default event handlers.
|
||||
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
|
||||
|
||||
// get details on keyboard and mouse bindings used by the viewer.
|
||||
viewer.getUsage(*arguments.getApplicationUsage());
|
||||
|
||||
// if user request help write it out to cout.
|
||||
if (arguments.read("-h") || arguments.read("--help"))
|
||||
{
|
||||
arguments.getApplicationUsage()->write(std::cout);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// report any errors if they have occured when parsing the program aguments.
|
||||
if (arguments.errors())
|
||||
{
|
||||
arguments.writeErrorMessages(std::cout);
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (arguments.argc()<=1)
|
||||
{
|
||||
arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
|
||||
/// return 1;
|
||||
}
|
||||
|
||||
osg::Timer timer;
|
||||
osg::Timer_t start_tick = timer.tick();
|
||||
|
||||
// read the scene from the list of file specified commandline args.
|
||||
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
|
||||
|
||||
// if no model has been successfully loaded report failure.
|
||||
if (!loadedModel)
|
||||
{
|
||||
loadedModel=makeTesselateExample();
|
||||
} else { // if there is a loaded model:
|
||||
// tesselate by searching for geode called tesselate & tesselate it
|
||||
setTesselateVisitor tsv;
|
||||
loadedModel->accept(tsv);
|
||||
}
|
||||
|
||||
// create the hud.
|
||||
osg::Group *gload= dynamic_cast<osg::Group *> (loadedModel.get());
|
||||
gload->addChild(createHUD());
|
||||
|
||||
|
||||
// any option left unread are converted into errors to write out later.
|
||||
arguments.reportRemainingOptionsAsUnrecognized();
|
||||
|
||||
// report any errors if they have occured when parsing the program aguments.
|
||||
if (arguments.errors())
|
||||
{
|
||||
arguments.writeErrorMessages(std::cout);
|
||||
}
|
||||
|
||||
osg::Timer_t end_tick = timer.tick();
|
||||
|
||||
std::cout << "Time to load = "<<timer.delta_s(start_tick,end_tick)<<std::endl;
|
||||
|
||||
|
||||
osgUtil::Optimizer optimizer;
|
||||
optimizer.optimize(loadedModel.get() );
|
||||
|
||||
// set the scene to render
|
||||
viewer.setSceneData(loadedModel.get());
|
||||
|
||||
// add event handler for keyboard 'n' to retesselate
|
||||
viewer.getEventHandlerList().push_front(new KeyboardEventHandler(loadedModel.get()));
|
||||
|
||||
// create the windows and run the threads.
|
||||
viewer.realize();
|
||||
|
||||
while( !viewer.done() )
|
||||
{
|
||||
// wait for all cull and draw threads to complete.
|
||||
viewer.sync();
|
||||
|
||||
// update the scene by traversing it with the the update visitor which will
|
||||
// call all node update callbacks and animations.
|
||||
viewer.update();
|
||||
|
||||
// fire off the cull and draw traversals of the scene.
|
||||
viewer.frame();
|
||||
|
||||
}
|
||||
|
||||
// wait for all cull and draw threads to complete before exit.
|
||||
viewer.sync();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -30,23 +30,55 @@
|
||||
|
||||
namespace osgUtil {
|
||||
|
||||
/** A simple class for tessellating a single polygon boundary.
|
||||
* Currently uses old style glu tessellation functions for portability.
|
||||
* It be nice to use the modern glu tessellation functions or to find
|
||||
* a small set of code for doing this job better.*/
|
||||
class OSGUTIL_EXPORT Tesselator
|
||||
/** Originally a simple class for tessellating a single polygon boundary.
|
||||
* Using old style glu tessellation functions for portability.
|
||||
* Upgraded Jan 2004 to use the modern glu tessellation functions.*/
|
||||
|
||||
class OSGUTIL_EXPORT Tesselator : public osg::Referenced
|
||||
{
|
||||
public:
|
||||
|
||||
Tesselator();
|
||||
~Tesselator();
|
||||
|
||||
enum InputBoundaryDirection
|
||||
{
|
||||
CLOCK_WISE,
|
||||
COUNTER_CLOCK_WISE
|
||||
/** The winding rule, see red book ch 11. */
|
||||
enum WindingType{
|
||||
TESS_WINDING_ODD = GLU_TESS_WINDING_ODD,
|
||||
TESS_WINDING_NONZERO = GLU_TESS_WINDING_NONZERO ,
|
||||
TESS_WINDING_POSITIVE = GLU_TESS_WINDING_POSITIVE ,
|
||||
TESS_WINDING_NEGATIVE = GLU_TESS_WINDING_NEGATIVE ,
|
||||
TESS_WINDING_ABS_GEQ_TWO = GLU_TESS_WINDING_ABS_GEQ_TWO
|
||||
} ;
|
||||
|
||||
/** we interpret all contours in the geometry as a single set to be tesselated or
|
||||
* each separate drawable's contours needs to be tesselated. */
|
||||
enum TesselationType {
|
||||
TESS_TYPE_GEOMETRY, // tesselate everything in the geometry object
|
||||
TESS_TYPE_DRAWABLE, // tesselate each polygon, triangles & quads drawables in geometry separately
|
||||
TESS_TYPE_POLYGONS // tesselate ONLY polygon drawables in geometry separately
|
||||
};
|
||||
|
||||
|
||||
/** Set and get tesselation request boundary only on/off */
|
||||
void setBoundaryOnly (const bool tt) { _boundaryOnly=tt;}
|
||||
inline const bool getBoundaryOnly ( ) { return _boundaryOnly;}
|
||||
|
||||
/** Set and get tesselation windong rule */
|
||||
void setWindingType (const WindingType wt) { _wtype=wt;}
|
||||
inline const WindingType getWindingType ( ) { return _wtype;}
|
||||
|
||||
/** Set and get tesselation type */
|
||||
void setTesselationType (const TesselationType tt) { _ttype=tt;}
|
||||
inline const TesselationType getTesselationType ( ) { return _ttype;}
|
||||
|
||||
/** Change the contours lists of the geometry into tesselated primitives (the
|
||||
* list of primitives in the original geometry is stored in the tesselator for
|
||||
* possible re-use.
|
||||
* The name remains retesselatePolygons although it now handles trifans, strips, quads etc.
|
||||
* as well as Polygons so as to not break old codes relying on this function name. */
|
||||
void retesselatePolygons(osg::Geometry &cxgeom);
|
||||
|
||||
osg::Geometry::PrimitiveSetList getContours() { return _Contours;}
|
||||
|
||||
typedef std::vector<osg::Vec3*> VertexPointList;
|
||||
|
||||
struct Prim : public osg::Referenced
|
||||
@@ -71,12 +103,21 @@ class OSGUTIL_EXPORT Tesselator
|
||||
|
||||
PrimList& getPrimList() { return _primList; }
|
||||
|
||||
void retesselatePolygons(osg::Geometry& geom);
|
||||
|
||||
void reset();
|
||||
|
||||
protected:
|
||||
|
||||
/** remove unused parts of the array, eg for wehn retesselating
|
||||
* tesselation can introduce extra vertices for concave or crossing boundaries,
|
||||
* these will leak memory if not removed when retesselating. */
|
||||
void reduceArray(osg::Array * cold, const unsigned int nnu);
|
||||
|
||||
void collectTesselation(osg::Geometry &cxgeom);
|
||||
|
||||
typedef std::map<osg::Vec3*,unsigned int> VertexPtrToIndexMap;
|
||||
void addContour(osg::PrimitiveSet* primitive, osg::Vec3Array* vertices);
|
||||
void handleNewVertices(osg::Geometry& geom,VertexPtrToIndexMap &vertexPtrToIndexMap);
|
||||
|
||||
void begin(GLenum mode);
|
||||
void vertex(osg::Vec3* vertex);
|
||||
void combine(osg::Vec3* vertex,void* vertex_data[4],GLfloat weight[4]);
|
||||
@@ -103,6 +144,7 @@ class OSGUTIL_EXPORT Tesselator
|
||||
{
|
||||
|
||||
NewVertex():
|
||||
_vpos(0),
|
||||
_f1(0),
|
||||
_v1(0),
|
||||
_f2(0),
|
||||
@@ -113,6 +155,7 @@ class OSGUTIL_EXPORT Tesselator
|
||||
_v4(0) {}
|
||||
|
||||
NewVertex(const NewVertex& nv):
|
||||
_vpos(nv._vpos),
|
||||
_f1(nv._f1),
|
||||
_v1(nv._v1),
|
||||
_f2(nv._f2),
|
||||
@@ -122,10 +165,12 @@ class OSGUTIL_EXPORT Tesselator
|
||||
_f4(nv._f4),
|
||||
_v4(nv._v4) {}
|
||||
|
||||
NewVertex(float f1,osg::Vec3* v1,
|
||||
NewVertex(osg::Vec3* vx,
|
||||
float f1,osg::Vec3* v1,
|
||||
float f2,osg::Vec3* v2,
|
||||
float f3,osg::Vec3* v3,
|
||||
float f4,osg::Vec3* v4):
|
||||
_vpos(vx),
|
||||
_f1(f1),
|
||||
_v1(v1),
|
||||
_f2(f2),
|
||||
@@ -134,6 +179,8 @@ class OSGUTIL_EXPORT Tesselator
|
||||
_v3(v3),
|
||||
_f4(f4),
|
||||
_v4(v4) {}
|
||||
|
||||
osg::Vec3 *_vpos; // added gwm Jan 2004 the vertex coords s.t. NewVertex can be used in a std::vector
|
||||
|
||||
float _f1;
|
||||
osg::Vec3* _v1;
|
||||
@@ -149,7 +196,10 @@ class OSGUTIL_EXPORT Tesselator
|
||||
|
||||
};
|
||||
|
||||
typedef std::map<osg::Vec3*,NewVertex> NewVertexList;
|
||||
//change NewVertexList from std::map<osg::Vec3*,NewVertex> NewVertexList;
|
||||
// because this has undefined order of insertion for new vertices.
|
||||
// which occasionally corrupted the texture mapping.
|
||||
typedef std::vector<NewVertex> NewVertexList;
|
||||
typedef std::vector<Vec3d*> Vec3dList;
|
||||
|
||||
GLUtesselator* _tobj;
|
||||
@@ -158,6 +208,22 @@ class OSGUTIL_EXPORT Tesselator
|
||||
NewVertexList _newVertexList;
|
||||
GLenum _errorCode;
|
||||
|
||||
/** winding rule, which parts will become solid */
|
||||
WindingType _wtype;
|
||||
|
||||
/** tesselation rule, which parts will become solid */
|
||||
TesselationType _ttype;
|
||||
|
||||
bool _boundaryOnly; // see gluTessProperty - if true: make the boundary edges only.
|
||||
|
||||
/** number of vertices that are part of the 'original' set of contours */
|
||||
unsigned int _numberVerts;
|
||||
|
||||
/** List of primitives that define the contours */
|
||||
osg::Geometry::PrimitiveSetList _Contours;
|
||||
|
||||
/** count number of primitives in a geometry to get right no. of norms/colurs etc for per_primitive attributes. */
|
||||
unsigned int _index;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -19,10 +19,15 @@
|
||||
using namespace osg;
|
||||
using namespace osgUtil;
|
||||
|
||||
Tesselator::Tesselator()
|
||||
|
||||
Tesselator::Tesselator() :
|
||||
_wtype(TESS_WINDING_ODD),
|
||||
_ttype(TESS_TYPE_POLYGONS),
|
||||
_boundaryOnly(false), _numberVerts(0)
|
||||
{
|
||||
_tobj = 0;
|
||||
_errorCode = 0;
|
||||
_index=0;
|
||||
}
|
||||
|
||||
Tesselator::~Tesselator()
|
||||
@@ -145,11 +150,12 @@ class InsertNewVertices : public osg::ArrayVisitor
|
||||
virtual void apply(osg::Vec4Array& ba) { apply_imp(ba,Vec4()); }
|
||||
|
||||
};
|
||||
|
||||
|
||||
void Tesselator::retesselatePolygons(osg::Geometry& geom)
|
||||
void Tesselator::retesselatePolygons(osg::Geometry &geom)
|
||||
{
|
||||
// turn the contour list into primitives, a little like tesselator does but more generally
|
||||
osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geom.getVertexArray());
|
||||
|
||||
if (!vertices || vertices->empty() || geom.getPrimitiveSetList().empty()) return;
|
||||
|
||||
|
||||
@@ -166,246 +172,285 @@ void Tesselator::retesselatePolygons(osg::Geometry& geom)
|
||||
if (geom.getTexCoordIndices(unit)) return;
|
||||
}
|
||||
|
||||
// process the primitives
|
||||
int noPrimitiveAtStart = geom.getPrimitiveSetList().size();
|
||||
for(int primNo=0;primNo<noPrimitiveAtStart;++primNo)
|
||||
{
|
||||
osg::PrimitiveSet* primitive = geom.getPrimitiveSetList()[primNo].get();
|
||||
if (primitive->getMode()==osg::PrimitiveSet::POLYGON && primitive->getNumIndices()>3)
|
||||
{
|
||||
beginTesselation();
|
||||
beginContour();
|
||||
if (_ttype==TESS_TYPE_POLYGONS || _ttype==TESS_TYPE_DRAWABLE) _numberVerts=0; // 09.04.04 GWM reset tesselator
|
||||
// the reset is needed by the flt loader which reuses a tesselator for triangulating polygons.
|
||||
// as such it might be reset by other loaders/developers in future.
|
||||
_index=0; // reset the counter for indexed vertices
|
||||
if (!_numberVerts) {
|
||||
_numberVerts=geom.getVertexArray()->getNumElements();
|
||||
// save the contours for complex (winding rule) tesselations
|
||||
_Contours=geom.getPrimitiveSetList();
|
||||
}
|
||||
|
||||
switch(primitive->getType())
|
||||
// now cut out vertex attributes added on any previous tesselation
|
||||
reduceArray(geom.getVertexArray(), _numberVerts);
|
||||
reduceArray(geom.getColorArray(), _numberVerts);
|
||||
reduceArray(geom.getNormalArray(), _numberVerts);
|
||||
reduceArray(geom.getFogCoordArray(), _numberVerts);
|
||||
for(unsigned int unit1=0;unit1<geom.getNumTexCoordArrays();++unit1)
|
||||
{
|
||||
reduceArray(geom.getTexCoordArray(unit1), _numberVerts);
|
||||
}
|
||||
|
||||
// remove the existing primitives.
|
||||
unsigned int nprimsetoriginal= geom.getNumPrimitiveSets();
|
||||
if (nprimsetoriginal) geom.removePrimitiveSet(0, nprimsetoriginal);
|
||||
|
||||
// the main difference from osgUtil::tesselator for Geometry sets of multiple contours is that the begin/end tesselation
|
||||
// occurs around the whole set of contours.
|
||||
if (_ttype==TESS_TYPE_GEOMETRY) {
|
||||
beginTesselation();
|
||||
gluTessProperty(_tobj, GLU_TESS_WINDING_RULE, _wtype);
|
||||
gluTessProperty(_tobj, GLU_TESS_BOUNDARY_ONLY , _boundaryOnly);
|
||||
}
|
||||
// process all the contours into the tesselator
|
||||
int noContours = _Contours.size();
|
||||
for(int primNo=0;primNo<noContours;++primNo)
|
||||
{
|
||||
osg::ref_ptr<osg::PrimitiveSet> primitive = _Contours[primNo].get();
|
||||
if (_ttype==TESS_TYPE_POLYGONS || _ttype==TESS_TYPE_DRAWABLE) {
|
||||
if (primitive->getMode()==osg::PrimitiveSet::POLYGON ||_ttype==TESS_TYPE_DRAWABLE) {
|
||||
beginTesselation();
|
||||
addContour(primitive.get(), vertices);
|
||||
endTesselation();
|
||||
|
||||
collectTesselation(geom);
|
||||
} else { // copy the contour primitive as it is not being tesselated
|
||||
geom.addPrimitiveSet(primitive.get());
|
||||
}
|
||||
} else {
|
||||
if (primitive->getMode()==osg::PrimitiveSet::POLYGON ||
|
||||
primitive->getMode()==osg::PrimitiveSet::QUADS ||
|
||||
primitive->getMode()==osg::PrimitiveSet::TRIANGLES ||
|
||||
primitive->getMode()==osg::PrimitiveSet::LINE_LOOP ||
|
||||
primitive->getMode()==osg::PrimitiveSet::QUAD_STRIP ||
|
||||
primitive->getMode()==osg::PrimitiveSet::TRIANGLE_FAN ||
|
||||
primitive->getMode()==osg::PrimitiveSet::TRIANGLE_STRIP)
|
||||
{
|
||||
case(osg::PrimitiveSet::DrawArraysPrimitiveType):
|
||||
addContour(primitive.get(), vertices);
|
||||
} else { // copy the contour primitive as it is not being tesselated
|
||||
// in this case points, lines or line_strip
|
||||
geom.addPrimitiveSet(primitive.get());
|
||||
}
|
||||
}
|
||||
}
|
||||
if (_ttype==TESS_TYPE_GEOMETRY) {
|
||||
endTesselation();
|
||||
|
||||
collectTesselation(geom);
|
||||
}
|
||||
}
|
||||
|
||||
void Tesselator::addContour(osg::PrimitiveSet* primitive, osg::Vec3Array* vertices)
|
||||
{
|
||||
// adds a single primitive as a contour.
|
||||
beginContour();
|
||||
unsigned int nperprim=0; // number of vertices per primitive
|
||||
if (primitive->getMode()==osg::PrimitiveSet::QUADS) nperprim=4;
|
||||
if (primitive->getMode()==osg::PrimitiveSet::TRIANGLES) nperprim=3;
|
||||
unsigned int idx=0;
|
||||
|
||||
switch(primitive->getType())
|
||||
{
|
||||
case(osg::PrimitiveSet::DrawArraysPrimitiveType):
|
||||
{
|
||||
unsigned int i;
|
||||
osg::DrawArrays* drawArray = static_cast<osg::DrawArrays*>(primitive);
|
||||
unsigned int first = drawArray->getFirst();
|
||||
unsigned int last = first+drawArray->getCount();
|
||||
|
||||
switch (primitive->getMode()) {
|
||||
case osg::PrimitiveSet::QUADS:
|
||||
case osg::PrimitiveSet::TRIANGLES:
|
||||
case osg::PrimitiveSet::POLYGON:
|
||||
case osg::PrimitiveSet::LINE_LOOP:
|
||||
case osg::PrimitiveSet::TRIANGLE_FAN:
|
||||
{
|
||||
osg::DrawArrays* drawArray = static_cast<osg::DrawArrays*>(primitive);
|
||||
unsigned int first = drawArray->getFirst();
|
||||
unsigned int last = first+drawArray->getCount();
|
||||
for(unsigned int i=first;i<last;++i)
|
||||
for(i=first;i<last;++i, idx++)
|
||||
{
|
||||
addVertex(&((*vertices)[i]));
|
||||
if (nperprim>0 && i<last-1 && idx%nperprim==nperprim-1) {
|
||||
endContour();
|
||||
beginContour();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case osg::PrimitiveSet::QUAD_STRIP:
|
||||
{ // always has an even number of vertices
|
||||
for( i=first;i<last;i+=2)
|
||||
{ // 0,2,4...
|
||||
addVertex(&((*vertices)[i]));
|
||||
}
|
||||
for(i=last-1;i>=first;i-=2)
|
||||
{ // ...5,3,1
|
||||
addVertex(&((*vertices)[i]));
|
||||
}
|
||||
}
|
||||
break;
|
||||
case osg::PrimitiveSet::TRIANGLE_STRIP:
|
||||
{
|
||||
for( i=first;i<last;i+=2)
|
||||
{// 0,2,4,...
|
||||
addVertex(&((*vertices)[i]));
|
||||
}
|
||||
for(i=((last-first)%2)?(last-2):(last-1) ;i>first&& i<last;i-=2)
|
||||
{
|
||||
addVertex(&((*vertices)[i]));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case(osg::PrimitiveSet::DrawElementsUBytePrimitiveType):
|
||||
break;
|
||||
default: // lines, points, line_strip
|
||||
{
|
||||
osg::DrawElementsUByte* drawElements = static_cast<osg::DrawElementsUByte*>(primitive);
|
||||
for(osg::DrawElementsUByte::iterator indexItr=drawElements->begin();
|
||||
indexItr!=drawElements->end();
|
||||
++indexItr)
|
||||
for(i=first;i<last;++i, idx++)
|
||||
{
|
||||
addVertex(&((*vertices)[*indexItr]));
|
||||
addVertex(&((*vertices)[i]));
|
||||
if (nperprim>0 && i<last-1 && idx%nperprim==nperprim-1) {
|
||||
endContour();
|
||||
beginContour();
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case(osg::PrimitiveSet::DrawElementsUShortPrimitiveType):
|
||||
{
|
||||
osg::DrawElementsUShort* drawElements = static_cast<osg::DrawElementsUShort*>(primitive);
|
||||
for(osg::DrawElementsUShort::iterator indexItr=drawElements->begin();
|
||||
indexItr!=drawElements->end();
|
||||
++indexItr)
|
||||
{
|
||||
addVertex(&((*vertices)[*indexItr]));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case(osg::PrimitiveSet::DrawElementsUIntPrimitiveType):
|
||||
{
|
||||
osg::DrawElementsUInt* drawElements = static_cast<osg::DrawElementsUInt*>(primitive);
|
||||
for(osg::DrawElementsUInt::iterator indexItr=drawElements->begin();
|
||||
indexItr!=drawElements->end();
|
||||
++indexItr)
|
||||
{
|
||||
addVertex(&((*vertices)[*indexItr]));
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
break;
|
||||
}
|
||||
|
||||
endContour();
|
||||
endTesselation();
|
||||
|
||||
typedef std::map<osg::Vec3*,unsigned int> VertexPtrToIndexMap;
|
||||
VertexPtrToIndexMap vertexPtrToIndexMap;
|
||||
|
||||
// populate the VertexPtrToIndexMap.
|
||||
for(unsigned int vi=0;vi<vertices->size();++vi)
|
||||
break;
|
||||
}
|
||||
case(osg::PrimitiveSet::DrawElementsUBytePrimitiveType):
|
||||
{
|
||||
osg::DrawElementsUByte* drawElements = static_cast<osg::DrawElementsUByte*>(primitive);
|
||||
for(osg::DrawElementsUByte::iterator indexItr=drawElements->begin();
|
||||
indexItr!=drawElements->end();
|
||||
++indexItr, idx++)
|
||||
{
|
||||
vertexPtrToIndexMap[&((*vertices)[vi])] = vi;
|
||||
}
|
||||
|
||||
if (!_newVertexList.empty())
|
||||
{
|
||||
|
||||
osg::Vec3Array* normals = NULL;
|
||||
if (geom.getNormalBinding()==osg::Geometry::BIND_PER_VERTEX)
|
||||
{
|
||||
normals = geom.getNormalArray();
|
||||
addVertex(&((*vertices)[*indexItr]));
|
||||
if (nperprim>0 && indexItr!=drawElements->end() && idx%nperprim==nperprim-1) {
|
||||
endContour();
|
||||
beginContour();
|
||||
}
|
||||
|
||||
typedef std::vector<osg::Array*> ArrayList;
|
||||
ArrayList arrays;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case(osg::PrimitiveSet::DrawElementsUShortPrimitiveType):
|
||||
{
|
||||
osg::DrawElementsUShort* drawElements = static_cast<osg::DrawElementsUShort*>(primitive);
|
||||
for(osg::DrawElementsUShort::iterator indexItr=drawElements->begin();
|
||||
indexItr!=drawElements->end();
|
||||
++indexItr, idx++)
|
||||
{
|
||||
addVertex(&((*vertices)[*indexItr]));
|
||||
if (nperprim>0 && indexItr!=drawElements->end() && idx%nperprim==nperprim-1) {
|
||||
endContour();
|
||||
beginContour();
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case(osg::PrimitiveSet::DrawElementsUIntPrimitiveType):
|
||||
{
|
||||
osg::DrawElementsUInt* drawElements = static_cast<osg::DrawElementsUInt*>(primitive);
|
||||
for(osg::DrawElementsUInt::iterator indexItr=drawElements->begin();
|
||||
indexItr!=drawElements->end();
|
||||
++indexItr, idx++)
|
||||
{
|
||||
addVertex(&((*vertices)[*indexItr]));
|
||||
if (nperprim>0 && indexItr!=drawElements->end() && idx%nperprim==nperprim-1) {
|
||||
endContour();
|
||||
beginContour();
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (geom.getColorBinding()==osg::Geometry::BIND_PER_VERTEX)
|
||||
{
|
||||
arrays.push_back(geom.getColorArray());
|
||||
}
|
||||
|
||||
if (geom.getSecondaryColorBinding()==osg::Geometry::BIND_PER_VERTEX)
|
||||
{
|
||||
arrays.push_back(geom.getSecondaryColorArray());
|
||||
}
|
||||
endContour();
|
||||
}
|
||||
|
||||
if (geom.getFogCoordBinding()==osg::Geometry::BIND_PER_VERTEX)
|
||||
{
|
||||
arrays.push_back(geom.getFogCoordArray());
|
||||
}
|
||||
|
||||
osg::Geometry::ArrayList& tcal = geom.getTexCoordArrayList();
|
||||
for(osg::Geometry::ArrayList::iterator tcalItr=tcal.begin();
|
||||
tcalItr!=tcal.end();
|
||||
++tcalItr)
|
||||
{
|
||||
if (tcalItr->array.valid())
|
||||
{
|
||||
arrays.push_back(tcalItr->array.get());
|
||||
}
|
||||
}
|
||||
|
||||
// now add any new vertices that are required.
|
||||
for(NewVertexList::iterator itr=_newVertexList.begin();
|
||||
itr!=_newVertexList.end();
|
||||
++itr)
|
||||
{
|
||||
osg::Vec3* vertex = itr->first;
|
||||
NewVertex& newVertex = itr->second;
|
||||
|
||||
// assign vertex.
|
||||
vertexPtrToIndexMap[vertex]=vertices->size();
|
||||
vertices->push_back(*vertex);
|
||||
|
||||
// assign normals
|
||||
if (normals)
|
||||
{
|
||||
osg::Vec3 norm(0.0f,0.0f,0.0f);
|
||||
if (newVertex._v1) norm += (*normals)[vertexPtrToIndexMap[newVertex._v1]] * newVertex._f1;
|
||||
if (newVertex._v2) norm += (*normals)[vertexPtrToIndexMap[newVertex._v2]] * newVertex._f2;
|
||||
if (newVertex._v3) norm += (*normals)[vertexPtrToIndexMap[newVertex._v3]] * newVertex._f3;
|
||||
if (newVertex._v4) norm += (*normals)[vertexPtrToIndexMap[newVertex._v4]] * newVertex._f4;
|
||||
norm.normalize();
|
||||
normals->push_back(norm);
|
||||
}
|
||||
|
||||
if (!arrays.empty())
|
||||
{
|
||||
InsertNewVertices inv(newVertex._f1,vertexPtrToIndexMap[newVertex._v1],
|
||||
newVertex._f2,vertexPtrToIndexMap[newVertex._v2],
|
||||
newVertex._f3,vertexPtrToIndexMap[newVertex._v3],
|
||||
newVertex._f4,vertexPtrToIndexMap[newVertex._v4]);
|
||||
|
||||
// assign the rest of the attributes.
|
||||
for(ArrayList::iterator aItr=arrays.begin();
|
||||
aItr!=arrays.end();
|
||||
++aItr)
|
||||
{
|
||||
(*aItr)->accept(inv);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// we don't properly handle per primitive and per primitive_set bindings yet
|
||||
// will need to address this soon. Robert Oct 2002.
|
||||
void Tesselator::handleNewVertices(osg::Geometry& geom,VertexPtrToIndexMap &vertexPtrToIndexMap)
|
||||
{
|
||||
if (!_newVertexList.empty())
|
||||
{
|
||||
|
||||
osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geom.getVertexArray());
|
||||
osg::Vec3Array* normals = NULL;
|
||||
if (geom.getNormalBinding()==osg::Geometry::BIND_PER_VERTEX)
|
||||
{
|
||||
normals = geom.getNormalArray();
|
||||
}
|
||||
|
||||
typedef std::vector<osg::Array*> ArrayList;
|
||||
ArrayList arrays;
|
||||
|
||||
if (geom.getColorBinding()==osg::Geometry::BIND_PER_VERTEX)
|
||||
{
|
||||
arrays.push_back(geom.getColorArray());
|
||||
}
|
||||
|
||||
if (geom.getSecondaryColorBinding()==osg::Geometry::BIND_PER_VERTEX)
|
||||
{
|
||||
arrays.push_back(geom.getSecondaryColorArray());
|
||||
}
|
||||
|
||||
if (geom.getFogCoordBinding()==osg::Geometry::BIND_PER_VERTEX)
|
||||
{
|
||||
arrays.push_back(geom.getFogCoordArray());
|
||||
}
|
||||
|
||||
osg::Geometry::ArrayList& tcal = geom.getTexCoordArrayList();
|
||||
for(osg::Geometry::ArrayList::iterator tcalItr=tcal.begin();
|
||||
tcalItr!=tcal.end();
|
||||
++tcalItr)
|
||||
{
|
||||
if (tcalItr->array.valid())
|
||||
{
|
||||
arrays.push_back(tcalItr->array.get());
|
||||
}
|
||||
}
|
||||
|
||||
// now add any new vertices that are required.
|
||||
for(NewVertexList::iterator itr=_newVertexList.begin();
|
||||
itr!=_newVertexList.end();
|
||||
++itr)
|
||||
{
|
||||
NewVertex& newVertex = (*itr);
|
||||
osg::Vec3* vertex = newVertex._vpos;
|
||||
|
||||
// assign vertex.
|
||||
vertexPtrToIndexMap[vertex]=vertices->size();
|
||||
vertices->push_back(*vertex);
|
||||
|
||||
// assign normals
|
||||
if (normals)
|
||||
{
|
||||
osg::Vec3Array* normals = NULL; // GWM Sep 2002 - add normals for extra facets
|
||||
int iprim=0;
|
||||
if (geom.getNormalBinding()==osg::Geometry::BIND_PER_PRIMITIVE ||
|
||||
geom.getNormalBinding()==osg::Geometry::BIND_PER_PRIMITIVE_SET)
|
||||
{
|
||||
normals = geom.getNormalArray(); // GWM Sep 2002
|
||||
}
|
||||
// GWM Dec 2003 - nneded to add colours for extra facets
|
||||
osg::Vec4Array* cols4 = NULL; // GWM Dec 2003 colours are vec4
|
||||
osg::Vec3Array* cols3 = NULL; // GWM Dec 2003 colours are vec3
|
||||
if (geom.getColorBinding()==osg::Geometry::BIND_PER_PRIMITIVE/* ||
|
||||
geom.getColorBinding()==osg::Geometry::BIND_PER_PRIMITIVE_SET*/)
|
||||
{
|
||||
Array* colours = geom.getColorArray(); // GWM Dec 2003 - need to duplicate face colours
|
||||
switch (colours->getType()) {
|
||||
case osg::Array::Vec4ArrayType:
|
||||
cols4=dynamic_cast<osg::Vec4Array *> (colours);
|
||||
break;
|
||||
case osg::Array::Vec3ArrayType:
|
||||
cols3=dynamic_cast<osg::Vec3Array *> (colours);
|
||||
break;
|
||||
default:
|
||||
// not handled cases
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
// GWM Dec 2003 - these holders need to go outside the loop to
|
||||
// retain the flat shaded colour &/or normal for each tesselated polygon
|
||||
osg::Vec3 norm(0.0f,0.0f,0.0f);
|
||||
osg::Vec4 primCol4(0.0f,0.0f,0.0f,1.0f);
|
||||
osg::Vec3 primCol3(0.0f,0.0f,0.0f);
|
||||
for(PrimList::iterator primItr=_primList.begin();
|
||||
primItr!=_primList.end();
|
||||
++primItr)
|
||||
{
|
||||
Prim* prim = primItr->get();
|
||||
osg::Vec3 norm(0.0f,0.0f,0.0f);
|
||||
|
||||
osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(prim->_mode);
|
||||
for(Prim::VecList::iterator vitr=prim->_vertices.begin();
|
||||
vitr!=prim->_vertices.end();
|
||||
++vitr)
|
||||
{
|
||||
elements->push_back(vertexPtrToIndexMap[*vitr]);
|
||||
}
|
||||
|
||||
if (primItr==_primList.begin())
|
||||
{ // first new primitive so overwrite the previous polygon & collect primitive normal & colour.
|
||||
geom.getPrimitiveSetList()[primNo] = elements;
|
||||
if (normals) {
|
||||
norm=(*normals)[iprim]; // GWM Sep 2002 the flat shaded normal
|
||||
}
|
||||
if (cols4) {
|
||||
primCol4=(*cols4)[iprim]; // GWM Dec 2003 the flat shaded rgba colour
|
||||
}
|
||||
if (cols3) {
|
||||
primCol3=(*cols3)[iprim]; // GWM Dec 2003 flat shaded rgb colour
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// subsequent primitives add to the back of the primitive list, and may have same colour as hte original facet.
|
||||
geom.addPrimitiveSet(elements);
|
||||
if (normals) normals->push_back(norm); // GWM Sep 2002 add flat shaded normal for new facet
|
||||
if (cols4) cols4->push_back(primCol4); // GWM Dec 2003 add flat shaded colour for new facet
|
||||
if (cols3) cols3->push_back(primCol3); // GWM Dec 2003 add flat shaded colour for new facet
|
||||
if (prim->_mode==GL_TRIANGLES) { // also need one per triangle?
|
||||
int ntris=elements->getNumIndices()/3;
|
||||
for (int ii=1; ii<ntris; ii++) {
|
||||
if (normals) normals->push_back(norm); // GWM Sep 2002 add flat shaded normal for new facet
|
||||
if (cols4) cols4->push_back(primCol4);
|
||||
}
|
||||
}
|
||||
// osg::notify(osg::WARN)<<"Add: "<< iprim << std::endl;
|
||||
}
|
||||
iprim++; // GWM Sep 2002 count which normal we should use
|
||||
}
|
||||
if (newVertex._v1) norm += (*normals)[vertexPtrToIndexMap[newVertex._v1]] * newVertex._f1;
|
||||
if (newVertex._v2) norm += (*normals)[vertexPtrToIndexMap[newVertex._v2]] * newVertex._f2;
|
||||
if (newVertex._v3) norm += (*normals)[vertexPtrToIndexMap[newVertex._v3]] * newVertex._f3;
|
||||
if (newVertex._v4) norm += (*normals)[vertexPtrToIndexMap[newVertex._v4]] * newVertex._f4;
|
||||
norm.normalize();
|
||||
normals->push_back(norm);
|
||||
}
|
||||
|
||||
if (!arrays.empty())
|
||||
{
|
||||
InsertNewVertices inv(newVertex._f1,vertexPtrToIndexMap[newVertex._v1],
|
||||
newVertex._f2,vertexPtrToIndexMap[newVertex._v2],
|
||||
newVertex._f3,vertexPtrToIndexMap[newVertex._v3],
|
||||
newVertex._f4,vertexPtrToIndexMap[newVertex._v4]);
|
||||
|
||||
// assign the rest of the attributes.
|
||||
for(ArrayList::iterator aItr=arrays.begin();
|
||||
aItr!=arrays.end();
|
||||
++aItr)
|
||||
{
|
||||
(*aItr)->accept(inv);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Tesselator::begin(GLenum mode)
|
||||
@@ -425,10 +470,11 @@ void Tesselator::vertex(osg::Vec3* vertex)
|
||||
|
||||
void Tesselator::combine(osg::Vec3* vertex,void* vertex_data[4],GLfloat weight[4])
|
||||
{
|
||||
_newVertexList[vertex]=NewVertex(weight[0],(Vec3*)vertex_data[0],
|
||||
_newVertexList.push_back(NewVertex(vertex,
|
||||
weight[0],(Vec3*)vertex_data[0],
|
||||
weight[1],(Vec3*)vertex_data[1],
|
||||
weight[2],(Vec3*)vertex_data[2],
|
||||
weight[3],(Vec3*)vertex_data[3]);
|
||||
weight[3],(Vec3*)vertex_data[3]));
|
||||
}
|
||||
|
||||
void Tesselator::end()
|
||||
@@ -469,3 +515,204 @@ void CALLBACK Tesselator::errorCallback(GLenum errorCode, void* userData)
|
||||
{
|
||||
((Tesselator*)userData)->error(errorCode);
|
||||
}
|
||||
|
||||
void Tesselator::reduceArray(osg::Array * cold, const unsigned int nnu)
|
||||
{ // shrinks size of array to N
|
||||
if (cold && cold->getNumElements()>nnu) {
|
||||
osg::Vec2Array* v2arr = NULL;
|
||||
osg::Vec3Array* v3arr = NULL;
|
||||
osg::Vec4Array* v4arr = NULL;
|
||||
switch (cold->getType()) {
|
||||
case osg::Array::Vec2ArrayType: {
|
||||
v2arr = dynamic_cast<osg::Vec2Array*>(cold);
|
||||
osg::Vec2Array::iterator itr=v2arr->begin()+nnu;
|
||||
(*v2arr).erase(itr, v2arr->end());
|
||||
}
|
||||
break;
|
||||
case osg::Array::Vec3ArrayType: {
|
||||
v3arr = dynamic_cast<osg::Vec3Array*>(cold);
|
||||
osg::Vec3Array::iterator itr=v3arr->begin()+nnu;
|
||||
(*v3arr).erase(itr, v3arr->end());
|
||||
}
|
||||
break;
|
||||
case osg::Array::Vec4ArrayType: {
|
||||
v4arr = dynamic_cast<osg::Vec4Array*>(cold);
|
||||
osg::Vec4Array::iterator itr=v4arr->begin()+nnu;
|
||||
(*v4arr).erase(itr, v4arr->end());
|
||||
}
|
||||
break;
|
||||
default: // should also handle:ArrayType' ByteArrayType' ShortArrayType' IntArrayType'
|
||||
// `UShortArrayType' `UIntArrayType' `UByte4ArrayType' `FloatArrayType'
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
unsigned int _computeNumberOfPrimitives(const osg::Geometry& geom)
|
||||
{
|
||||
|
||||
unsigned int totalNumberOfPrimitives = 0;
|
||||
|
||||
for(Geometry::PrimitiveSetList::const_iterator itr=geom.getPrimitiveSetList().begin();
|
||||
itr!=geom.getPrimitiveSetList().end();
|
||||
++itr)
|
||||
{
|
||||
const PrimitiveSet* primitiveset = itr->get();
|
||||
GLenum mode=primitiveset->getMode();
|
||||
|
||||
unsigned int primLength;
|
||||
switch(mode)
|
||||
{
|
||||
case(GL_POINTS): primLength=1; break;
|
||||
case(GL_LINES): primLength=2; break;
|
||||
case(GL_TRIANGLES): primLength=3; break;
|
||||
case(GL_QUADS): primLength=4; break;
|
||||
default: primLength=0; break; // compute later when =0.
|
||||
}
|
||||
|
||||
// draw primtives by the more flexible "slow" path,
|
||||
// sending OpenGL glBegin/glVertex.../glEnd().
|
||||
switch(primitiveset->getType())
|
||||
{
|
||||
case(PrimitiveSet::DrawArrayLengthsPrimitiveType):
|
||||
{
|
||||
|
||||
const DrawArrayLengths* drawArrayLengths = static_cast<const DrawArrayLengths*>(primitiveset);
|
||||
for(DrawArrayLengths::const_iterator primItr=drawArrayLengths->begin();
|
||||
primItr!=drawArrayLengths->end();
|
||||
++primItr)
|
||||
{
|
||||
if (primLength==0) totalNumberOfPrimitives += 1;
|
||||
else totalNumberOfPrimitives += *primItr/primLength; // Dec 2003 - increment not set
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
if (primLength==0) totalNumberOfPrimitives += 1;
|
||||
else totalNumberOfPrimitives += primitiveset->getNumIndices()/primLength;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return totalNumberOfPrimitives;
|
||||
}
|
||||
//
|
||||
void Tesselator::collectTesselation(osg::Geometry &geom)
|
||||
{
|
||||
osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geom.getVertexArray());
|
||||
VertexPtrToIndexMap vertexPtrToIndexMap;
|
||||
|
||||
// populate the VertexPtrToIndexMap.
|
||||
for(unsigned int vi=0;vi<vertices->size();++vi)
|
||||
{
|
||||
vertexPtrToIndexMap[&((*vertices)[vi])] = vi;
|
||||
}
|
||||
|
||||
handleNewVertices(geom, vertexPtrToIndexMap);
|
||||
|
||||
// we don't properly handle per primitive and per primitive_set bindings yet
|
||||
// will need to address this soon. Robert Oct 2002.
|
||||
{
|
||||
osg::Vec3Array* normals = NULL; // GWM Sep 2002 - add normals for extra facets
|
||||
int iprim=0;
|
||||
if (geom.getNormalBinding()==osg::Geometry::BIND_PER_PRIMITIVE ||
|
||||
geom.getNormalBinding()==osg::Geometry::BIND_PER_PRIMITIVE_SET)
|
||||
{
|
||||
normals = geom.getNormalArray(); // GWM Sep 2002
|
||||
}
|
||||
// GWM Dec 2003 - needed to add colours for extra facets
|
||||
osg::Vec4Array* cols4 = NULL; // GWM Dec 2003 colours are vec4
|
||||
osg::Vec3Array* cols3 = NULL; // GWM Dec 2003 colours are vec3
|
||||
if (geom.getColorBinding()==osg::Geometry::BIND_PER_PRIMITIVE ||
|
||||
geom.getColorBinding()==osg::Geometry::BIND_PER_PRIMITIVE_SET)
|
||||
{
|
||||
Array* colours = geom.getColorArray(); // GWM Dec 2003 - need to duplicate face colours
|
||||
switch (colours->getType()) {
|
||||
case osg::Array::Vec4ArrayType:
|
||||
cols4=dynamic_cast<osg::Vec4Array *> (colours);
|
||||
break;
|
||||
case osg::Array::Vec3ArrayType:
|
||||
cols3=dynamic_cast<osg::Vec3Array *> (colours);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
// GWM Dec 2003 - these holders need to go outside the loop to
|
||||
// retain the flat shaded colour &/or normal for each tesselated polygon
|
||||
osg::Vec3 norm(0.0f,0.0f,0.0f);
|
||||
osg::Vec4 primCol4(0.0f,0.0f,0.0f,1.0f);
|
||||
osg::Vec3 primCol3(0.0f,0.0f,0.0f);
|
||||
|
||||
for(PrimList::iterator primItr=_primList.begin();
|
||||
primItr!=_primList.end();
|
||||
++primItr, ++_index)
|
||||
{
|
||||
Prim* prim = primItr->get();
|
||||
|
||||
osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(prim->_mode);
|
||||
for(Prim::VecList::iterator vitr=prim->_vertices.begin();
|
||||
vitr!=prim->_vertices.end();
|
||||
++vitr)
|
||||
{
|
||||
elements->push_back(vertexPtrToIndexMap[*vitr]);
|
||||
}
|
||||
|
||||
// add to the drawn primitive list.
|
||||
geom.addPrimitiveSet(elements);
|
||||
if (primItr==_primList.begin())
|
||||
{ // first primitive so collect primitive normal & colour.
|
||||
if (normals) {
|
||||
norm=(*normals)[iprim]; // GWM Sep 2002 the flat shaded normal
|
||||
}
|
||||
if (cols4) {
|
||||
primCol4=(*cols4)[iprim]; // GWM Dec 2003 the flat shaded rgba colour
|
||||
if (_index>=cols4->size()) {
|
||||
cols4->push_back(primCol4); // GWM Dec 2003 add flat shaded colour for new facet
|
||||
}
|
||||
}
|
||||
if (cols3) {
|
||||
primCol3=(*cols3)[iprim]; // GWM Dec 2003 flat shaded rgb colour
|
||||
if (_index>=cols4->size()) {
|
||||
cols3->push_back(primCol3); // GWM Dec 2003 add flat shaded colour for new facet
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // later primitives use same colour
|
||||
if (normals) normals->push_back(norm); // GWM Sep 2002 add flat shaded normal for new facet
|
||||
if (cols4 && _index>=cols4->size()) {
|
||||
cols4->push_back(primCol4); // GWM Dec 2003 add flat shaded colour for new facet
|
||||
}
|
||||
if (cols3 && _index>=cols3->size()) {
|
||||
if (cols3) cols3->push_back(primCol3); // GWM Dec 2003 add flat shaded colour for new facet
|
||||
}
|
||||
if (prim->_mode==GL_TRIANGLES) {
|
||||
int ntris=elements->getNumIndices()/3;
|
||||
if (geom.getNormalBinding()==osg::Geometry::BIND_PER_PRIMITIVE_SET ||
|
||||
geom.getNormalBinding()==osg::Geometry::BIND_PER_PRIMITIVE) { // need one per triangle? Not one per set.
|
||||
for (int ii=1; ii<ntris; ii++) {
|
||||
if (normals) normals->push_back(norm); // GWM Sep 2002 add flat shaded normal for new facet
|
||||
}
|
||||
}
|
||||
if (geom.getColorBinding()==osg::Geometry::BIND_PER_PRIMITIVE_SET ||
|
||||
geom.getColorBinding()==osg::Geometry::BIND_PER_PRIMITIVE) { // need one per triangle? Not one per set.
|
||||
for (int ii=1; ii<ntris; ii++) {
|
||||
if (cols3 && _index>=cols3->size()) {
|
||||
if (cols3) cols3->push_back(primCol3);
|
||||
}
|
||||
if (cols4 && _index>=cols4->size()) {
|
||||
if (cols4) cols4->push_back(primCol4);
|
||||
}
|
||||
_index++;
|
||||
}
|
||||
}
|
||||
}
|
||||
// osg::notify(osg::WARN)<<"Add: "<< iprim << std::endl;
|
||||
}
|
||||
iprim++; // GWM Sep 2002 count which normal we should use
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user