From Geoff Michel, new osgtesselate example, and new features in osgUtil::Tesselator.

This commit is contained in:
Robert Osfield
2004-08-01 10:36:02 +00:00
parent 4d9bd4d825
commit f206abcd43
8 changed files with 1486 additions and 236 deletions

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@@ -1596,6 +1596,36 @@ Package=<4>
###############################################################################
Project: "Example osgtesselate"=.\examples\osgtesselate\osgtesselate.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name Core osg
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgDB
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgGA
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgProducer
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgUtil
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgText
End Project Dependency
}}}
###############################################################################
Project: "Example osgtext"=.\examples\osgtext\osgtextdemo.dsp - Package Owner=<4>
Package=<5>

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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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PRODUCER_ICON ICON DISCARDABLE "../../icons/osg.ico"

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@@ -0,0 +1,18 @@
TOPDIR = ../..
include $(TOPDIR)/Make/makedefs
CXXFILES =\
osgtesselate.cpp\
LIBS += -losgProducer -lProducer -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
INSTFILES = \
$(CXXFILES)\
GNUmakefile.inst=GNUmakefile
EXEC = osgtesselate
INC += $(X_INC)
include $(TOPDIR)/Make/makerules

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@@ -0,0 +1,13 @@
TOPDIR = ../..
include $(TOPDIR)/Make/makedefs
CXXFILES =\
osgtesselate.cpp\
LIBS += -losgProducer -lProducer -losgDB -losgText -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
EXEC = osgtesselate
INC += $(X_INC)
include $(TOPDIR)/Make/makerules

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@@ -0,0 +1,774 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial applications,
* as long as this copyright notice is maintained.
*
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
/* osgtesselator
* - this tesselator is an extension of the basic one - rather than tesselating
* individual polygons, we tesselate the entire geode with multiple contours.
* allows for overlapping contours etc.
* the tesselator has new member fuinctions
setTesselationType(osgUtil::Tesselator::TESS_TYPE_xxx);
tscx->setBoundaryOnly(bool);
tscx->setWindingType( osgUtil::Tesselator::TESS_WINDING_xxx);
* for winding rules: See the red book chap 13.
*/
#include <osgDB/ReadFile>
#include <osgUtil/Optimizer>
#include <osgProducer/Viewer>
#include <osg/Projection>
#include <osg/MatrixTransform>
#include <osgText/Text>
#include <osgUtil/Tesselator> // to tesselate multiple contours
class tesselateDemoGeometry : public osg::Geometry, public osgUtil::Tesselator {
// We add the Tesselator to the geometry because we want to access the
// tesselatable contours again; you can apply a tesselator to a Geometry
// to produce exactly a required tesselation once only, and then
// the contours could be discarded since the geometry does not need to be retesselated.
public:
tesselateDemoGeometry() {};
protected:
virtual ~tesselateDemoGeometry() {};
};
osg::Geometry *makePolsTwo (void) {
// an example of using current geometry contours to create next tesselation
// this polygon disappears once the contour rules make no polygons.
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);
static GLdouble quadstrip[8][3] =
{1900.0, 1130.0, 0.0, 2100.0, 1130.0, 0.0,
1900.0, 1350.0, 0.0, 1950.0, 1350.0, 0.0,
1900.0, 1550.0, 0.0, 2000.0, 1550.0, 0.0,
1900.0, 1750.0, 0.0, 2400.0, 1750.0, 0.0};
static GLdouble innerquadstrip[8][3] =
{2000.0, 1230.0, 0.0, 2050.0, 1230.0, 0.0,
1920.0, 1350.0, 0.0, 1940.0, 1350.0, 0.0,
1920.0, 1550.0, 0.0, 1980.0, 1550.0, 0.0,
2000.0, 1650.0, 0.0, 2400.0, 1650.0, 0.0};
// 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);
}
for (i = 0; i < 8; i++) {
coords->push_back(osg::Vec3(innerquadstrip[i][0],innerquadstrip[i][2],innerquadstrip[i][1]));
tcs->push_back(osg::Vec2(innerquadstrip[i][0],innerquadstrip[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_posy.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 derived class tesselateDemoGeometry retains the original contours for re-use.
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP,nstart,8));nstart+=8;
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLE_STRIP,nstart,8));nstart+=8;
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::Geometry *makeSideWall (const float xpos) {
// demonstrate making a rectangular 'wall' with 2 holes in it.
osg::Geometry *gtess= new osg::Geometry;
int i;
osg::Vec3Array *coords = new osg::Vec3Array;
osg::Vec3Array *nrms = new osg::Vec3Array;
osg::Vec2Array *tcs = new osg::Vec2Array;
osg::Vec3 nrm(0,0,-1);
// front wall
static GLdouble wall[4][2] =
{ 1130.0, 0.0, 1130.0, 300.0,
1340.0,300.0, 1340.0,0.0};
gtess->setVertexArray(coords);
gtess->setNormalArray(nrms);
gtess->setTexCoordArray(0,tcs);
for (i = 0; i < 4; i++) {
coords->push_back(osg::Vec3(xpos,wall[i][1],wall[i][0]));
tcs->push_back(osg::Vec2(wall[i][1],wall[i][0])/100.0);
nrms->push_back(nrm);
}
int nstart=0;
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,nstart,4));nstart+=4;
for (i = 0; i < 24; i++) { // make an ellipse hole
float y=150+50*cos(i*2*osg::PI/24.0);
float z=1300+30* sin(i*2*osg::PI/24.0);
coords->push_back(osg::Vec3(xpos,y,z));
tcs->push_back(osg::Vec2(y,z)/100.0);
nrms->push_back(nrm);
}
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,nstart,24));nstart+=24;
for (i = 0; i < 5; i++) { // make a pentagonal hole
float y=150+50*cos(i*2*osg::PI/5.0);
float z=1200+40* sin(i*2*osg::PI/5.0);
coords->push_back(osg::Vec3(xpos,y,z));
tcs->push_back(osg::Vec2(y,z)/100.0);
nrms->push_back(nrm);
}
gtess->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,nstart,5));nstart+=5;
// demonstrate that the tesselator makes textured tesselations
osg::StateSet* stateset = new osg::StateSet();
osg::Image* image = osgDB::readImageFile("Images/osg_posx.png");
if (image)
{
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
}
gtess->setStateSet( stateset );
osg::ref_ptr<osgUtil::Tesselator> tscx=new osgUtil::Tesselator; // the v1.2 multi-contour tesselator.
// we use the geometry primitives to describe the contours which are tesselated.
// Winding odd means leave hole in surface where there are 2,4,6... contours circling the point.
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::Geometry *makeFrontWall (const float zpos) {
// an example of using one tesselation to make a 'house' wall
// describe the wall as a pentagon, then door & 4 windows are further contours
// tesselate the set of contours to make a 'house wall' from the Boolean-like operations.
int nstart=0; // counts vertices used for the geometry primitives
osg::Geometry *gtess= new osg::Geometry;
int i;
osg::Vec3Array *coords = new osg::Vec3Array;
osg::Vec3Array *nrms = new osg::Vec3Array;
osg::Vec2Array *tcs = new osg::Vec2Array;
osg::Vec3 nrm(0,0,-1);
// front wall
static GLdouble wall[5][2] =
{2200.0, 1130.0, 2600.0, 1130.0,
2600.0, 1340.0, 2400.0, 1440.0, 2200.0, 1340.0};
static GLdouble door[4][2] =
{2360.0, 1130.0, 2440.0, 1130.0,
2440.0, 1230.0, 2360.0, 1230.0};
static GLdouble windows[16][2] =
{2240.0, 1180.0, 2330.0, 1180.0,
2330.0, 1220.0, 2240.0, 1220.0,
2460.0, 1180.0, 2560.0, 1180.0,
2560.0, 1220.0, 2460.0, 1220.0,
2240.0, 1280.0, 2330.0, 1280.0,
2330.0, 1320.0, 2240.0, 1320.0,
2460.0, 1280.0, 2560.0, 1280.0,
2560.0, 1320.0, 2460.0, 1320.0};
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;
}

View File

@@ -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;
};
}

View File

@@ -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
}
}
}