/usr/share/openscenegraph/examples/osghangglide/sky.cpp is in openscenegraph-examples 3.2.0~rc1-4.
This file is owned by root:root, with mode 0o644.
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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 | /* OpenSceneGraph example, osghangglide.
*
* 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 <math.h>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Texture2D>
#include <osg/TexEnv>
#include <osg/Depth>
#include <osg/StateSet>
#include <osgDB/ReadFile>
#ifdef _MSC_VER
#pragma warning( disable : 4244 )
#pragma warning( disable : 4305 )
#endif
using namespace osg;
Node *makeSky( void )
{
int i, j;
float lev[] = { -5, -1.0, 1.0, 15.0, 30.0, 60.0, 90.0 };
float cc[][4] =
{
{ 0.0, 0.0, 0.15 },
{ 0.0, 0.0, 0.15 },
{ 0.4, 0.4, 0.7 },
{ 0.2, 0.2, 0.6 },
{ 0.1, 0.1, 0.6 },
{ 0.1, 0.1, 0.6 },
{ 0.1, 0.1, 0.6 },
};
float x, y, z;
float alpha, theta;
float radius = 20.0f;
int nlev = sizeof( lev )/sizeof(float);
Geometry *geom = new Geometry;
Vec3Array& coords = *(new Vec3Array(19*nlev));
Vec4Array& colors = *(new Vec4Array(19*nlev));
Vec2Array& tcoords = *(new Vec2Array(19*nlev));
int ci = 0;
for( i = 0; i < nlev; i++ )
{
for( j = 0; j <= 18; j++ )
{
alpha = osg::DegreesToRadians(lev[i]);
theta = osg::DegreesToRadians((float)(j*20));
x = radius * cosf( alpha ) * cosf( theta );
y = radius * cosf( alpha ) * -sinf( theta );
z = radius * sinf( alpha );
coords[ci][0] = x;
coords[ci][1] = y;
coords[ci][2] = z;
colors[ci][0] = cc[i][0];
colors[ci][1] = cc[i][1];
colors[ci][2] = cc[i][2];
colors[ci][3] = 1.0;
tcoords[ci][0] = (float)j/18.0;
tcoords[ci][1] = (float)i/(float)(nlev-1);
ci++;
}
}
for( i = 0; i < nlev-1; i++ )
{
DrawElementsUShort* drawElements = new DrawElementsUShort(PrimitiveSet::TRIANGLE_STRIP);
drawElements->reserve(38);
for( j = 0; j <= 18; j++ )
{
drawElements->push_back((i+1)*19+j);
drawElements->push_back((i+0)*19+j);
}
geom->addPrimitiveSet(drawElements);
}
geom->setVertexArray( &coords );
geom->setTexCoordArray( 0, &tcoords );
geom->setColorArray( &colors, Array::BIND_PER_VERTEX );
Texture2D *tex = new Texture2D;
tex->setImage(osgDB::readImageFile("Images/white.rgb"));
StateSet *dstate = new StateSet;
dstate->setTextureAttributeAndModes(0, tex, StateAttribute::OFF );
dstate->setTextureAttribute(0, new TexEnv );
dstate->setMode( GL_LIGHTING, StateAttribute::OFF );
dstate->setMode( GL_CULL_FACE, StateAttribute::ON );
// clear the depth to the far plane.
osg::Depth* depth = new osg::Depth;
depth->setFunction(osg::Depth::ALWAYS);
depth->setRange(1.0,1.0);
dstate->setAttributeAndModes(depth,StateAttribute::ON );
dstate->setRenderBinDetails(-2,"RenderBin");
geom->setStateSet( dstate );
Geode *geode = new Geode;
geode->addDrawable( geom );
geode->setName( "Sky" );
return geode;
}
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