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// redout.hxx
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//
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// Written by Mathias Froehlich,
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//
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// Copyright (C) 2007 Mathias Froehlich
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include "redout.hxx"
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#include <assert.h>
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#include <osg/BlendFunc>
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#include <osg/Depth>
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#include <osg/Geometry>
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#include <osg/Geode>
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#include <osg/Switch>
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#include <osg/StateSet>
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#include <simgear/props/props.hxx>
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#include <Main/fg_props.hxx>
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class FGRedoutCallback : public osg::NodeCallback {
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public:
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FGRedoutCallback(osg::Vec4Array* colorArray) :
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_colorArray(colorArray),
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_redoutNode(fgGetNode("/sim/rendering/redout", true))
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{
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fgGetNode("/sim/rendering/redout/alpha", true);
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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assert(dynamic_cast<osg::Switch*>(node));
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osg::Switch* sw = static_cast<osg::Switch*>(node);
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// Check if we need to do something further ...
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float alpha = _redoutNode->getFloatValue("alpha", 0);
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bool enabled = (0 < alpha);
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sw->setValue(0, enabled);
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if (!enabled)
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return;
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(*_colorArray)[0][0] = _redoutNode->getFloatValue("red", 1);
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(*_colorArray)[0][1] = _redoutNode->getFloatValue("green", 0);
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(*_colorArray)[0][2] = _redoutNode->getFloatValue("blue", 0);
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(*_colorArray)[0][3] = alpha;
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_colorArray->dirty();
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}
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private:
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osg::ref_ptr<osg::Vec4Array> _colorArray;
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SGSharedPtr<SGPropertyNode> _redoutNode;
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};
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osg::Node* FGCreateRedoutNode()
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{
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osg::Geometry* geometry = new osg::Geometry;
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geometry->setUseDisplayList(false);
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osg::StateSet* stateSet = geometry->getOrCreateStateSet();
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stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
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stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateSet->setAttribute(new osg::BlendFunc);
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stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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stateSet->setAttribute(new osg::Depth(osg::Depth::ALWAYS, 0, 1, false));
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stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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stateSet->setRenderBinDetails(1000, "RenderBin");
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osg::Vec3Array* vertexArray = new osg::Vec3Array;
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vertexArray->push_back(osg::Vec3(-1, -1, 0));
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vertexArray->push_back(osg::Vec3( 1, -1, 0));
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vertexArray->push_back(osg::Vec3( 1, 1, 0));
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vertexArray->push_back(osg::Vec3(-1, 1, 0));
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geometry->setVertexArray(vertexArray);
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osg::Vec4Array* colorArray = new osg::Vec4Array;
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colorArray->push_back(osg::Vec4(1, 0, 0, 1));
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geometry->setColorArray(colorArray);
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geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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geometry->addPrimitiveSet(new osg::DrawArrays(GL_POLYGON, 0, 4));
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(geometry);
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osg::Camera* camera = new osg::Camera;
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setProjectionMatrix(osg::Matrix::ortho2D(-1, 1, -1, 1));
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camera->setViewMatrix(osg::Matrix::identity());
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camera->setRenderOrder(osg::Camera::NESTED_RENDER);
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camera->setClearMask(0);
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camera->setAllowEventFocus(false);
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camera->setCullingActive(false);
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camera->addChild(geode);
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osg::Switch* sw = new osg::Switch;
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sw->setUpdateCallback(new FGRedoutCallback(colorArray));
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sw->addChild(camera);
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return sw;
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}
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