/usr/share/openscenegraph/examples/osgtexture1D/osgtexture1D.cpp is in openscenegraph-examples 3.0.1-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 | /* OpenSceneGraph example, osgtexture1D.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <osg/Notify>
#include <osg/Texture1D>
#include <osg/TexGenNode>
#include <osg/Material>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <iostream>
// Creates a stateset which contains a 1D texture which is populated by contour banded color,
// and allows tex gen to override the S texture coordinate
osg::StateSet* create1DTextureStateToDecorate(osg::Node* loadedModel)
{
osg::Image* image = new osg::Image;
int noPixels = 1024;
// allocate the image data, noPixels x 1 x 1 with 4 rgba floats - equivalent to a Vec4!
image->allocateImage(noPixels,1,1,GL_RGBA,GL_FLOAT);
image->setInternalTextureFormat(GL_RGBA);
typedef std::vector<osg::Vec4> ColorBands;
ColorBands colorbands;
colorbands.push_back(osg::Vec4(0.0f,0.0,0.0,1.0f));
colorbands.push_back(osg::Vec4(1.0f,0.0,0.0,1.0f));
colorbands.push_back(osg::Vec4(1.0f,1.0,0.0,1.0f));
colorbands.push_back(osg::Vec4(0.0f,1.0,0.0,1.0f));
colorbands.push_back(osg::Vec4(0.0f,1.0,1.0,1.0f));
colorbands.push_back(osg::Vec4(0.0f,0.0,1.0,1.0f));
colorbands.push_back(osg::Vec4(1.0f,0.0,1.0,1.0f));
colorbands.push_back(osg::Vec4(1.0f,1.0,1.0,1.0f));
float nobands = colorbands.size();
float delta = nobands/(float)noPixels;
float pos = 0.0f;
// fill in the image data.
osg::Vec4* dataPtr = (osg::Vec4*)image->data();
for(int i=0;i<noPixels;++i,pos+=delta)
{
//float p = floorf(pos);
//float r = pos-p;
//osg::Vec4 color = colorbands[(int)p]*(1.0f-r);
//if (p+1<colorbands.size()) color += colorbands[(int)p+1]*r;
osg::Vec4 color = colorbands[(int)pos];
*dataPtr++ = color;
}
osg::Texture1D* texture = new osg::Texture1D;
texture->setWrap(osg::Texture1D::WRAP_S,osg::Texture1D::MIRROR);
texture->setFilter(osg::Texture1D::MIN_FILTER,osg::Texture1D::LINEAR);
texture->setImage(image);
osg::Material* material = new osg::Material;
osg::StateSet* stateset = new osg::StateSet;
stateset->setTextureAttribute(0,texture,osg::StateAttribute::OVERRIDE);
stateset->setTextureMode(0,GL_TEXTURE_1D,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
stateset->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
stateset->setTextureMode(0,GL_TEXTURE_3D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
stateset->setTextureMode(0,GL_TEXTURE_GEN_S,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
stateset->setAttribute(material,osg::StateAttribute::OVERRIDE);
return stateset;
}
// An app callback which alternates the tex gen mode between object linear and eye linear to illustrate what differences it makes.
class AnimateTexGenCallback : public osg::NodeCallback
{
public:
AnimateTexGenCallback() {}
void animateTexGen(osg::TexGenNode* texgenNode,double time)
{
// here we simply get any existing texgen, and then increment its
// plane, pushing the R coordinate through the texture.
const double timeInterval = 2.0f;
static double previousTime = time;
static bool state = false;
while (time>previousTime+timeInterval)
{
previousTime+=timeInterval;
state = !state;
}
if (state)
{
texgenNode->getTexGen()->setMode(osg::TexGen::OBJECT_LINEAR);
}
else
{
texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
}
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::TexGenNode* texgenNode = dynamic_cast<osg::TexGenNode*>(node);
if (texgenNode && nv->getFrameStamp())
{
// we have an exisitng stateset, so lets animate it.
animateTexGen(texgenNode,nv->getFrameStamp()->getSimulationTime());
}
// note, callback is repsonsible for scenegraph traversal so
// should always include call the traverse(node,nv) to ensure
// that the rest of cullbacks and the scene graph are traversed.
traverse(node,nv);
}
};
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// construct the viewer.
osgViewer::Viewer viewer;
// load the images specified on command line
osg::Node* loadedModel = osgDB::readNodeFiles(arguments);
// if not loaded assume no arguments passed in, try use default mode instead.
if (!loadedModel) loadedModel = osgDB::readNodeFile("dumptruck.osgt");
if (!loadedModel)
{
osg::notify(osg::NOTICE)<<arguments.getApplicationUsage()->getCommandLineUsage()<<std::endl;
return 0;
}
osg::StateSet* stateset = create1DTextureStateToDecorate(loadedModel);
if (!stateset)
{
std::cout<<"Error: failed to create 1D texture state."<<std::endl;
return 1;
}
loadedModel->setStateSet(stateset);
osg:: Group *root = new osg:: Group;
root -> addChild( loadedModel );
// The contour banded color texture is used in conjunction with TexGenNode
// to create contoured models, either in object linear coords - like
// contours on a map, or eye linear which contour the distance from
// the eye. An app callback toggles between the two tex gen modes.
osg::TexGenNode* texgenNode = new osg::TexGenNode;
texgenNode->setReferenceFrame( osg::TexGenNode::ABSOLUTE_RF );
texgenNode->getTexGen()->setMode( osg::TexGen::OBJECT_LINEAR );
const osg::BoundingSphere& bs = loadedModel->getBound();
float zBase = bs.center().z()-bs.radius();
float zScale = 2.0f/bs.radius();
texgenNode->getTexGen()->setPlane(osg::TexGen::S,osg::Plane(0.0f,0.0f,zScale,-zBase));
texgenNode->setUpdateCallback(new AnimateTexGenCallback());
root -> addChild( texgenNode );
viewer.setSceneData( root );
return viewer.run();
}
|