本文整理汇总了C++中TextureChunkPtr::setWrapS方法的典型用法代码示例。如果您正苦于以下问题:C++ TextureChunkPtr::setWrapS方法的具体用法?C++ TextureChunkPtr::setWrapS怎么用?C++ TextureChunkPtr::setWrapS使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类TextureChunkPtr
的用法示例。
在下文中一共展示了TextureChunkPtr::setWrapS方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: main
int main(int argc, char **argv)
{
osgInit(argc,argv);
// GLUT init
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow("OpenSG");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutIdleFunc(idle);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
PassiveWindowPtr pwin=PassiveWindow::create();
pwin->init();
// create the texture
tx1 = TextureChunk::create();
const UInt16 width = 16, height = 1;
ImagePtr pImg1 = Image::create();
pImg1->set(Image::OSG_RGB_PF, width, height );
beginEditCP(pImg1);
UInt8 *d = pImg1->editData();
for(UInt16 y = 0; y < height; ++y)
{
for(UInt16 x = 0; x < width; ++x)
{
*d++ = static_cast<UInt8>(x * 255.f / width);
*d++ = static_cast<UInt8>(y * 255.f / height);
*d++ = static_cast<UInt8>(128);
}
}
endEditCP(pImg1);
beginEditCP(tx1);
tx1->setImage(pImg1);
tx1->setMinFilter(GL_NEAREST);
tx1->setMagFilter(GL_NEAREST);
tx1->setWrapS(GL_REPEAT);
tx1->setWrapT(GL_REPEAT);
endEditCP(tx1);
tg = TexGenChunk::create();
beginEditCP(tg);
tg->setGenFuncS(GL_EYE_LINEAR);
tg->setGenFuncSPlane(Vec4f(0,.15,0,0));
endEditCP(tg);
// create the material
SimpleMaterialPtr mat = SimpleMaterial::create();
beginEditCP(mat);
mat->setDiffuse(Color3f(1,1,1));
mat->setLit(false);
mat->addChunk(tx1);
mat->addChunk(tg);
endEditCP(mat);
// create the scene
NodePtr torus = makeTorus( .5, 2, 16, 32 );
GeometryPtr geo = GeometryPtr::dcast(torus->getCore());
beginEditCP(geo, Geometry::MaterialFieldMask);
geo->setMaterial(mat);
endEditCP(geo, Geometry::MaterialFieldMask);
transn1 = makeCoredNode<Transform>(&trans1);
beginEditCP(transn1, Node::CoreFieldMask | Node::ChildrenFieldMask);
{
transn1->addChild(torus);
}
endEditCP (transn1, Node::CoreFieldMask | Node::ChildrenFieldMask);
transn2 = makeCoredNode<Transform>(&trans2);
NodePtr scene = makeCoredNode<Group>();
beginEditCP(scene);
scene->addChild(transn1);
scene->addChild(transn2);
endEditCP(scene);
beginEditCP(tg);
tg->setSBeacon(torus);
endEditCP(tg);
//.........这里部分代码省略.........
示例2: updateScene
void updateScene()
{
statfg->editCollector().getElem(majorAlignDesc)->set(alignmentToString(layoutParam.majorAlignment));
statfg->editCollector().getElem(minorAlignDesc)->set(alignmentToString(layoutParam.minorAlignment));
statfg->editCollector().getElem(dirDesc)->set(layoutParam.horizontal ? "Horizontal" : "Vertical");
statfg->editCollector().getElem(horiDirDesc)->set(layoutParam.leftToRight ? "Left to right" : "Right to left");
statfg->editCollector().getElem(vertDirDesc)->set(layoutParam.topToBottom ? "Top to bottom" : "Bottom to top");
if(face == NULL)
return;
// Put it all together into a Geometry NodeCore.
TextLayoutResult layoutResult;
Real32 scale = 2.f;
face->layout(lines, layoutParam, layoutResult);
#if 0
GeometryPtr geo = Geometry::create();
face->fillGeo(geo, layoutResult, scale);
NodePtr textNode = Node::create();
beginEditCP(textNode, Node::CoreFieldMask);
{
textNode->setCore(geo);
}
endEditCP(textNode, Node::CoreFieldMask);
#else
NodePtr textNode = face->makeNode(layoutResult, scale);
GeometryPtr geo = GeometryPtr::dcast(textNode->getCore());
#endif
NodePtr transNodePtr = Node::create();
TransformPtr transPtr = Transform::create();
Matrix transMatrix;
transMatrix.setTranslate(0.f, 0.f, -0.03f);
beginEditCP(transPtr);
{
transPtr->setMatrix(transMatrix);
}
endEditCP(transPtr);
beginEditCP(transNodePtr, Node::CoreFieldMask | Node::ChildrenFieldMask);
{
transNodePtr->setCore(transPtr);
transNodePtr->addChild(textNode);
}
endEditCP(transNodePtr, Node::CoreFieldMask | Node::ChildrenFieldMask);
ImagePtr imagePtr = face->getTexture();
TextureChunkPtr texChunk = TextureChunk::create();
beginEditCP(texChunk);
{
texChunk->setImage(imagePtr);
texChunk->setWrapS(GL_CLAMP);
texChunk->setWrapT(GL_CLAMP);
texChunk->setMagFilter(GL_NEAREST);
texChunk->setMinFilter(GL_NEAREST);
texChunk->setEnvMode(GL_MODULATE);
}
endEditCP(texChunk);
MaterialChunkPtr matChunk = MaterialChunk::create();
beginEditCP(matChunk);
{
matChunk->setAmbient(Color4f(1.f, 1.f, 1.f, 1.f));
matChunk->setDiffuse(Color4f(1.f, 1.f, 1.f, 1.f));
matChunk->setEmission(Color4f(0.f, 0.f, 0.f, 1.f));
matChunk->setSpecular(Color4f(0.f, 0.f, 0.f, 1.f));
matChunk->setShininess(0);
}
endEditCP(matChunk);
BlendChunkPtr blendChunk = BlendChunk::create();
beginEditCP(blendChunk);
{
blendChunk->setSrcFactor(GL_SRC_ALPHA);
blendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);
}
endEditCP(blendChunk);
ChunkMaterialPtr m = ChunkMaterial::create();
beginEditCP(m);
{
m->addChunk(texChunk);
m->addChunk(matChunk);
m->addChunk(blendChunk);
}
endEditCP(m);
beginEditCP(geo, Geometry::MaterialFieldMask);
{
geo->setMaterial(m);
}
endEditCP(geo, Geometry::MaterialFieldMask);
beginEditCP(scene, Node::ChildrenFieldMask);
{
scene->editMFChildren()->clear();
scene->addChild(createCoordinateCross());
scene->addChild(createMetrics(face, scale, layoutParam, layoutResult));
scene->addChild(transNodePtr);
}
endEditCP(scene, Node::ChildrenFieldMask);
//.........这里部分代码省略.........
示例3: createVideoMaterial
MaterialPtr createVideoMaterial(void)
{
// Ok, now for the meat of the code...
// first we need an Image to hold the picture(s) to show
//image = Image::create();
//beginEditCP(image);
//{
// set the image's size and type, and allocate memory
// this example uses RGB. On some systems (e.g. Windows) BGR
// or BGRA might be faster, it depends on how the images are
// acquired
// image->set(Image::OSG_RGB_PF, 2, 2);
//}
//endEditCP(image);
// Now create the texture to be used for the background
tex = TextureChunk::create();
beginEditCP(tex);
{
// Associate image and texture
//tex->setImage(image);
// Set filtering modes. LINEAR is cheap and good if the image size
// changes very little (i.e. the window is about the same size as
// the images).
//tex->setMinFilter(GL_LINEAR);
tex->setMinFilter(GL_NEAREST);
tex->setMagFilter(GL_LINEAR);
//tex->setMagFilter(GL_NEAREST);
// Set the wrapping modes. We don't need repetition, it might actually
// introduce artifactes at the borders, so switch it off.
tex->setWrapS(GL_CLAMP_TO_EDGE);
tex->setWrapT(GL_CLAMP_TO_EDGE);
// Newer versions of OpenGl can handle NPOT textures directly.
// OpenSG will do that internally automatically.
//
// Older versions need POT textures. By default OpenSG
// will scale an NPOT texture to POT while defining it.
// For changing textures that's too slow.
// So tell OpenSG not to scale the image, but use the texture
// matrix to scale. This only works if we're not using the
// texture matrix for anything else, which is fine for video
// backgrounds.
// This does not do anything if NPOT textures are supported, so
// it is safe to just set it.
tex->setScale(false);
tex->setNPOTMatrixScale(true);
}
endEditCP(tex);
ChunkMaterialPtr TheMaterial = ChunkMaterial::create();
beginEditCP(TheMaterial, ChunkMaterial::ChunksFieldMask);
TheMaterial->addChunk(tex);
TheMaterial->addChunk(MaterialChunk::create());
endEditCP(TheMaterial, ChunkMaterial::ChunksFieldMask);
return TheMaterial;
}
示例4: createSceneFBO
//.........这里部分代码省略.........
// Make Torus Node (creates Torus in background of scene)
NodePtr TorusGeometryNode = makeTorus(.5, 2, 24, 48);
beginEditCP(TorusGeometryNode->getCore());
GeometryPtr::dcast(TorusGeometryNode->getCore())->setMaterial(TheMaterial);
endEditCP(TorusGeometryNode->getCore());
calcVertexNormals(GeometryPtr::dcast(TorusGeometryNode->getCore()));
calcVertexTangents(GeometryPtr::dcast(TorusGeometryNode->getCore()),0,Geometry::TexCoords7FieldId, Geometry::TexCoords6FieldId);
RootTransformCore = Transform::create();
NodePtr TorusTransformNode = Node::create();
beginEditCP(TorusTransformNode, Node::CoreFieldMask);
TorusTransformNode->setCore(RootTransformCore);
TorusTransformNode->addChild(TorusGeometryNode);
endEditCP(TorusTransformNode, Node::CoreFieldMask);
//Create Light Beacon
Matrix LightMat;
LightMat.setTranslate(0.0f,10.0f,1.0f);
TransformPtr LightBeconCore = Transform::create();
beginEditCP(LightBeconCore, Transform::MatrixFieldMask);
LightBeconCore->setMatrix(LightMat);
endEditCP(LightBeconCore, Transform::MatrixFieldMask);
NodePtr LightBeconNode = Node::create();
beginEditCP(LightBeconNode, Node::CoreFieldMask);
LightBeconNode->setCore(LightBeconCore);
endEditCP(LightBeconNode, Node::CoreFieldMask);
//Create Light
TheLight = PointLight::create();
beginEditCP(TheLight);
TheLight->setBeacon(LightBeconNode);
endEditCP(TheLight);
NodePtr LightNode = Node::create();
beginEditCP(LightNode, Node::CoreFieldMask);
LightNode->setCore(TheLight);
LightNode->addChild(TorusTransformNode);
endEditCP(LightNode, Node::CoreFieldMask);
//Create Root
NodePtr TheRoot = Node::create();
beginEditCP(TheRoot);
TheRoot->setCore(Group::create());
TheRoot->addChild(CameraBeconNode);
TheRoot->addChild(LightNode);
TheRoot->addChild(LightBeconNode);
endEditCP(TheRoot);
//Create Background
SolidBackgroundPtr TheBackground = SolidBackground::create();
TheBackground->setColor(Color3f(1.0,0.0,0.0));
//DepthClearBackgroundPtr TheBackground = DepthClearBackground::create();
//Create the Image
ImagePtr TheColorImage = Image::create();
TheColorImage->set(Image::OSG_RGB_PF,2,2,1,1,1,0.0f,0,Image::OSG_FLOAT16_IMAGEDATA);
//Create the texture
TextureChunkPtr TheColorTextureChunk = TextureChunk::create();
beginEditCP(TheColorTextureChunk);
TheColorTextureChunk->setImage(TheColorImage);
TheColorTextureChunk->setMinFilter(GL_NEAREST);
TheColorTextureChunk->setMagFilter(GL_NEAREST);
TheColorTextureChunk->setWrapS(GL_CLAMP_TO_EDGE);
TheColorTextureChunk->setWrapR(GL_CLAMP_TO_EDGE);
TheColorTextureChunk->setScale(false);
TheColorTextureChunk->setNPOTMatrixScale(true);
TheColorTextureChunk->setEnvMode(GL_REPLACE);
TheColorTextureChunk->setInternalFormat(GL_RGB16F);
endEditCP(TheColorTextureChunk);
//Create FBO
FBOViewportPtr TheFBO = FBOViewport::create();
beginEditCP(TheFBO);
TheFBO->setBackground(TheBackground);
TheFBO->setRoot(TheRoot);
TheFBO->setCamera(TheCamera);
TheFBO->setEnabled(true);
TheFBO->getTextures().push_back(TheColorTextureChunk);
TheFBO->setStorageWidth(TheColorTextureChunk->getImage()->getWidth());
TheFBO->setStorageHeight(TheColorTextureChunk->getImage()->getHeight());
TheFBO->setSize(0,0,TheColorTextureChunk->getImage()->getWidth()-1, TheColorTextureChunk->getImage()->getHeight()-1);
endEditCP(TheFBO);
return TheFBO;
}
示例5: main
//.........这里部分代码省略.........
{ Vec2f(0,0), Vec2f(1,0), Vec2f(1,.1), Vec2f(0,.1) },
{ Vec2f(1,-100), Vec2f(-2,-100), Vec2f(-2,-2), Vec2f(1,-2) },
{ Vec2f(-1000,-1000), Vec2f(0,0), Vec2f(0,0), Vec2f(0,0) }
};
bool normx[] = { true, true, false };
bool normy[] = { true, true, false };
for(UInt16 ind = 0; pos[ind][0][0] != -1000; ++ind)
{
PolygonForegroundPtr pg = PolygonForeground::create();
beginEditCP(pg);
pg->setMaterial(mat);
pg->editMFTexCoords()->push_back(Vec3f( 0.,0.,0.));
pg->editMFPositions()->push_back(pos[ind][0]);
pg->editMFTexCoords()->push_back(Vec3f( 1.,0.,0.));
pg->editMFPositions()->push_back(pos[ind][1]);
pg->editMFTexCoords()->push_back(Vec3f( 1.,1.,0.));
pg->editMFPositions()->push_back(pos[ind][2]);
pg->editMFTexCoords()->push_back(Vec3f( 0.,1.,0.));
pg->editMFPositions()->push_back(pos[ind][3]);
pg->setNormalizedX(normx[ind]);
pg->setNormalizedY(normy[ind]);
endEditCP(pg);
// take the viewport
ViewportPtr vp = gwin->getPort(0);
beginEditCP(vp);
vp->editMFForegrounds()->push_back(pg);
endEditCP (vp);
}
// Create the edgeblend foreground
const int blendpixel = 50;
UChar8 ebimgdata[] =
{ 0,0,0,0, 0,0,0,255 };
ImagePtr ebimg = Image::create();
beginEditCP(ebimg);
ebimg->set( Image::OSG_RGBA_PF, 2, 1, 1, 1, 1, 0, ebimgdata );
endEditCP(ebimg);
addRefCP(ebimg);
TextureChunkPtr tc = TextureChunk::create();
beginEditCP(tc);
tc->setImage(ebimg);
tc->setMinFilter(GL_NEAREST);
tc->setMagFilter(GL_LINEAR);
tc->setEnvMode(GL_REPLACE);
tc->setWrapS(GL_CLAMP);
endEditCP(tc);
BlendChunkPtr bl = BlendChunk::create();
beginEditCP(bl);
bl->setSrcFactor(GL_SRC_ALPHA);
bl->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);
endEditCP(bl);
ChunkMaterialPtr ebmat = ChunkMaterial::create();
beginEditCP(ebmat);
ebmat->addChunk(tc);
ebmat->addChunk(bl);
endEditCP(ebmat);
PolygonForegroundPtr ebpg = PolygonForeground::create();
beginEditCP(ebpg);
ebpg->setMaterial(ebmat);
ebpg->editMFTexCoords()->push_back(Vec3f( 0.25,0.,0.));
ebpg->editMFTexCoords()->push_back(Vec3f( 0.75,0.,0.));
ebpg->editMFTexCoords()->push_back(Vec3f( 0.75,1.,0.));
ebpg->editMFTexCoords()->push_back(Vec3f( 0.25,1.,0.));
ebpg->editMFPositions()->push_back(Pnt2f(-blendpixel-1, 0));
ebpg->editMFPositions()->push_back(Pnt2f( -1, 0));
ebpg->editMFPositions()->push_back(Pnt2f( -1, 1));
ebpg->editMFPositions()->push_back(Pnt2f(-blendpixel-1, 1));
ebpg->setNormalizedX(false);
ebpg->setNormalizedY(true);
endEditCP(ebpg);
// take the viewport
ViewportPtr vp = gwin->getPort(0);
beginEditCP(vp);
vp->editMFForegrounds()->push_back(ebpg);
endEditCP (vp);
// show the whole scene
mgr->showAll();
// GLUT main loop
glutMainLoop();
return 0;
}
示例6: main
//.........这里部分代码省略.........
mchunk1 = MaterialChunk::create();
mchunk1->setDiffuse( Color4f( 1,0,0,0 ) );
mchunk1->setAmbient( Color4f( 1,0,0,0 ) );
mchunk1->setShininess( 20 );
mchunk2 = MaterialChunk::create();
mchunk2->setDiffuse( Color4f( 0,1,0,0 ) );
mchunk2->setAmbient( Color4f( 0,1,0,0 ) );
mchunk2->setShininess( 50 );
// Texture chunk
// UChar8 imgdata[] =
// { 255,0,0,0, 0,255,0,0, 0,0,255,255, 255,255,255,255 };
UChar8 imgdata[] =
{ 255,0,0, 255,0,0, 255,0,255,
255,0,0, 255,0,0, 255,0,255,
255,255,0, 255,255,0, 255,255,255,
255,255,0, 255,255,0, 255,255,255, };
// UChar8 limgdata[] =
// { 0, 128, 64, 255 };
pImage->set( Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, imgdata );
if ( argc > 1 )
pImage->read( argv[1] );
xchunk1 = TextureChunk::create();
beginEditCP(xchunk1);
xchunk1->setImage( pImage );
xchunk1->setMinFilter( GL_LINEAR );
xchunk1->setMagFilter( GL_NEAREST );
xchunk1->setWrapS( GL_REPEAT );
xchunk1->setWrapT( GL_REPEAT );
xchunk1->setEnvMode( GL_REPLACE );
xchunk1->setScale( false );
endEditCP(xchunk1);
xchunk1->imageContentChanged();
beginEditCP(xchunk1);
xchunk1->setImage( pImage );
xchunk1->setLodBias( 10 );
endEditCP(xchunk1);
UChar8 imgdata2[] =
{ 255,0,0, 0,255,0, 0,0,255, 255,255,255 };
ImagePtr pImage2 = Image::create();
pImage2->set(Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, imgdata2);
xchunk2 = TextureChunk::create();
beginEditCP(xchunk2);
xchunk2->setImage( pImage2 );
xchunk2->setMinFilter( GL_LINEAR );
xchunk2->setMagFilter( GL_NEAREST );
xchunk2->setWrapS( GL_REPEAT );
xchunk2->setWrapT( GL_REPEAT );
xchunk2->setEnvMode( GL_MODULATE );
xchunk2->setLodBias( 10 );
endEditCP(xchunk2);
// Cube Texture chunk
UChar8 negz[] = { 255,0,0, 128,0,0, 64,0,0, 255,255,255 },
示例7: traverseGState
//.........这里部分代码省略.........
default:
type = Image::OSG_UINT8_IMAGEDATA;
FWARNING(("PerformerLoader::traverseGState: "
"Unknown tex format %d!\n",
tex->getFormat(PFTEX_EXTERNAL_FORMAT)));
extformat = tex->getFormat(PFTEX_EXTERNAL_FORMAT);
break;
}
intformat = tex->getFormat(PFTEX_INTERNAL_FORMAT);
ImagePtr img = Image::create();
beginEditCP(img);
img->set(pf, w, h, d, 1, 1, 0, NULL, type, 1, sides);
if(sides == 1)
{
memcpy(img->getData(), pdata, img->getSize());
}
else
{
FWARNING(("PerformerLoader::traverseGState: "
"CubeTex not impl yet!\n"));
}
endEditCP(img);
texc->setImage(img);
texc->setInternalFormat(intformat);
texc->setWrapS(tex->getRepeat(PFTEX_WRAP_S));
texc->setWrapT(tex->getRepeat(PFTEX_WRAP_T));
texc->setWrapR(tex->getRepeat(PFTEX_WRAP_R));
static int ptexfilter[] = { PFTEX_POINT,
PFTEX_LINEAR,
PFTEX_BILINEAR,
PFTEX_TRILINEAR,
PFTEX_QUADLINEAR,
PFTEX_MIPMAP_POINT,
PFTEX_MIPMAP_LINEAR,
PFTEX_MIPMAP_BILINEAR,
PFTEX_MIPMAP_TRILINEAR,
PFTEX_MIPMAP_QUADLINEAR,
-1
};
static int otexfilter[] = { GL_NEAREST,
GL_LINEAR,
GL_LINEAR,
GL_LINEAR,
GL_LINEAR,
GL_NEAREST_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR,
GL_LINEAR_MIPMAP_NEAREST,
GL_LINEAR_MIPMAP_LINEAR,
GL_LINEAR_MIPMAP_LINEAR
};
int ptf = tex->getFilter(PFTEX_MINFILTER);
UInt32 otf = GL_NONE;
for (UInt16 i = 0; ptexfilter[i] != -1; ++i)
if(ptexfilter[i] == ptf)
otf = otexfilter[i];
示例8: main
int main (int argc, char **argv)
{
// GLUT init
osgInit(argc, argv);
osgLog().setLogLevel ( OSG::LOG_DEBUG );
FieldContainerPtr pProto = Geometry::getClassType().getPrototype();
GeometryPtr pGeoProto = GeometryPtr::dcast(pProto);
if(pGeoProto != NullFC)
{
pGeoProto->setDlistCache(true);
}
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
UInt32 id = glutCreateWindow("OpenSG");
glutKeyboardFunc(key);
glutReshapeFunc(resize);
glutDisplayFunc(display);
// glutMouseFunc(mouse);
// glutMotionFunc(motion);
glutIdleFunc(display);
// create a material (need that to test textures)
ChunkMaterialPtr mat;
beginEditCP(mat);
mat = ChunkMaterial::create();
MaterialChunkPtr mc = MaterialChunk::create();
beginEditCP(mc);
mc->setDiffuse( Color4f( 1,.8,.8,1 ) );
mc->setAmbient( Color4f( 0.1,0.1,0.1,1 ) );
mc->setSpecular( Color4f( 1,1,1,1 ) );
mc->setShininess( 20 );
mc->setBackMaterial(true);
mc->setBackColorMaterial(GL_DIFFUSE);
mc->setBackDiffuse( Color4f( 1,0,0,1 ) );
mc->setBackAmbient( Color4f( 0.1,0.1,0.1,1 ) );
mc->setBackSpecular( Color4f( 0,1,0,1 ) );
mc->setBackShininess( 10 );
mc->setLit(true);
endEditCP(mc);
mat->addChunk(mc);
// Texture chunk
UChar8 imgdata[] =
{ 255,0,0,128, 0,255,0,128, 0,0,255,255, 255,255,255,255 };
ImagePtr pImage = Image::create();
pImage->set( Image::OSG_RGBA_PF, 2, 2, 1, 1, 1, 0, imgdata );
if ( argc > 1 )
pImage->read( argv[1] );
TextureChunkPtr xchunk;
xchunk = TextureChunk::create();
xchunk->setImage( pImage );
xchunk->setMinFilter( GL_NEAREST );
xchunk->setMagFilter( GL_NEAREST );
xchunk->setWrapS( GL_REPEAT );
xchunk->setWrapT( GL_REPEAT );
xchunk->setEnvMode( GL_MODULATE );
mat->addChunk( xchunk );
endEditCP(mat);
objects[0] = makePolygon(ccwSquare,
sizeof(ccwSquare)/sizeof(double[3]));
objects[1] = makePolygon(ccwSquare,
sizeof(ccwSquare)/sizeof(double[3]));
objects[2] = makePolygon(star,
sizeof(star)/sizeof(double[3]));
objects[3] = makePolygon(star,
sizeof(star)/sizeof(double[3]));
objects[4] = makePolygon(cwSquare,
sizeof(cwSquare)/sizeof(double[3]));
objects[5] = makePolygon(cwSquare,
sizeof(cwSquare)/sizeof(double[3]));
objects[6] = makePolygon(doubleEight,
sizeof(doubleEight)/sizeof(double[3]));
objects[7] = makePolygon(doubleEight,
sizeof(doubleEight)/sizeof(double[3]));
//tesselate every second object
//.........这里部分代码省略.........
示例9: main
int main(int argc, char **argv)
{
// OSG init
osgInit(argc,argv);
// Set up Window
TutorialWindowEventProducer = createDefaultWindowEventProducer();
WindowPtr MainWindow = TutorialWindowEventProducer->initWindow();
TutorialWindowEventProducer->setDisplayCallback(display);
TutorialWindowEventProducer->setReshapeCallback(reshape);
TutorialKeyListener TheKeyListener;
TutorialWindowEventProducer->addKeyListener(&TheKeyListener);
// Create the SimpleSceneManager helper
mgr = new SimpleSceneManager;
// Tell the Manager what to manage
mgr->setWindow(MainWindow);
// Make Torus Node (creates Torus in background of scene)
NodePtr TorusGeometryNode = makeTorus(.5, 2, 16, 16);
// Make Main Scene Node and add the Torus
NodePtr scene = osg::Node::create();
beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask);
scene->setCore(osg::Group::create());
scene->addChild(TorusGeometryNode);
endEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask);
//Create the Image
Path ImagePath("./Data/TutorialImage.jpg");
ImagePtr TheImage = ImageFileHandler::the().read(ImagePath.string().c_str());
//Create the texture
TextureChunkPtr TheTextureChunk = TextureChunk::create();
beginEditCP(TheTextureChunk);
TheTextureChunk->setImage(TheImage);
TheTextureChunk->setMinFilter(GL_NEAREST);
TheTextureChunk->setMagFilter(GL_NEAREST);
TheTextureChunk->setWrapS(GL_CLAMP_TO_EDGE);
TheTextureChunk->setWrapR(GL_CLAMP_TO_EDGE);
TheTextureChunk->setScale(false);
TheTextureChunk->setNPOTMatrixScale(true);
TheTextureChunk->setEnvMode(GL_REPLACE);
endEditCP(TheTextureChunk);
//Create a Texture Source
TextureSourceTextureFilterPtr TutorialTextureSourceTextureFilter = TextureSourceTextureFilter::create();
beginEditCP(TutorialTextureSourceTextureFilter, TextureSourceTextureFilter::TextureFieldMask);
TutorialTextureSourceTextureFilter->setTexture(TheTextureChunk);
endEditCP(TutorialTextureSourceTextureFilter, TextureSourceTextureFilter::TextureFieldMask);
//Create a Grayscale filter
std::string GrayScaleFragProg = "uniform sampler2D Slot0Texture; void main() { gl_FragColor = vec4(vec3( dot(vec3(0.3,0.59,0.11), texture2D(Slot0Texture,gl_TexCoord[0].st).rgb)), 1.0); }";
//Create a shader Filter
ShaderTextureFilterPtr GrayscaleTextureFilter = ShaderTextureFilter::create();
GrayscaleTextureFilter->attachSource(TutorialTextureSourceTextureFilter, 0, 0);
GrayscaleTextureFilter->setFragmentSource(GrayScaleFragProg);
//Create a Color Mult filter
std::string ColorMultFragProg = "uniform sampler2D Slot0Texture; void main() { gl_FragColor = vec4(vec3(1.0,0.0,0.0) * texture2D(Slot0Texture,gl_TexCoord[0].st).rgb, 1.0); }";
//Create a shader Filter
ShaderTextureFilterPtr ColorMultTextureFilter = ShaderTextureFilter::create();
ColorMultTextureFilter->attachSource(GrayscaleTextureFilter,0,0);
ColorMultTextureFilter->setFragmentSource(ColorMultFragProg);
////Create a Blur filter
//std::string BlurFragProg = "";
//BlurFragProg +=
//"uniform sampler2D Slot0Texture;"
//"void main()"
//"{"
//" vec2 offsets[9];"
//" offsets[0] = vec2(-0.000625,0.00111111111);"
//" offsets[1] = vec2(0.0,0.00111111111);"
//" offsets[2] = vec2(0.000625,0.00111111111);"
//" offsets[3] = vec2(-0.000625,0.0);"
//" offsets[4] = vec2(0.0,0.0);"
//" offsets[5] = vec2(0.0,0.0);"
//" offsets[6] = vec2(-0.000625,-0.00111111111);"
//" offsets[7] = vec2(0.0,-0.00111111111);"
//" offsets[8] = vec2(0.000625,-0.00111111111);"
//" vec4 kernel[9];"
////" kernel[0] = vec4(0.0);"
////" kernel[1] = vec4(0.0);"
////" kernel[2] = vec4(0.0);"
////" kernel[3] = vec4(0.0);"
////" kernel[4] = vec4(1.0);"
////" kernel[5] = vec4(0.0);"
////" kernel[6] = vec4(0.0);"
//.........这里部分代码省略.........
示例10: main
//.........这里部分代码省略.........
mchunk1 = MaterialChunk::create();
mchunk1->setDiffuse( Color4f( 1,0,0,0 ) );
mchunk1->setAmbient( Color4f( 1,0,0,0 ) );
mchunk1->setShininess( 20 );
mchunk2 = MaterialChunk::create();
mchunk2->setDiffuse( Color4f( 0,1,0,0 ) );
mchunk2->setAmbient( Color4f( 0,1,0,0 ) );
mchunk2->setShininess( 50 );
// Texture chunk
// UChar8 imgdata[] =
// { 255,0,0,0, 0,255,0,0, 0,0,255,255, 255,255,255,255 };
UChar8 imgdata[] =
{ 255,0,0, 255,0,0, 255,0,255,
255,0,0, 255,0,0, 255,0,255,
255,255,0, 255,255,0, 255,255,255,
255,255,0, 255,255,0, 255,255,255, };
// UChar8 limgdata[] =
// { 0, 128, 64, 255 };
pImage->set( Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, imgdata );
if ( argc > 1 )
pImage->read( argv[1] );
xchunk1 = TextureChunk::create();
beginEditCP(xchunk1);
xchunk1->setImage( pImage ); // NOTE: the image is NOT copied, the variable
// needs to be kept around as long as the
// texture is used
xchunk1->setMinFilter( GL_LINEAR );
xchunk1->setMagFilter( GL_NEAREST );
xchunk1->setWrapS( GL_REPEAT );
xchunk1->setWrapT( GL_REPEAT );
xchunk1->setEnvMode( GL_REPLACE );
xchunk1->setEnvColor( Color4f(.5,.5,.5,0) );
xchunk1->setScale( false );
// xchunk1->setShaderOperation(GL_PASS_THROUGH_NV);
endEditCP(xchunk1);
xchunk1->imageContentChanged();
beginEditCP(xchunk1);
xchunk1->setImage( pImage );
endEditCP(xchunk1);
// blend chunk
blchunk = BlendChunk::create();
#ifdef GL_EXT_blend_color
blchunk->setSrcFactor( GL_CONSTANT_ALPHA );
blchunk->setDestFactor( GL_ONE_MINUS_CONSTANT_ALPHA );
#endif
blchunk->setColor( Color4f( .5,.5,.5,0.1 ) );
blchunk->setEquation(GL_FUNC_SUBTRACT);
std::cout << "BlendChunk is trans:" << blchunk->isTransparent() << std::endl;
// texture transform chunk
txchunk = TextureTransformChunk::create();
beginEditCP(txchunk);
txchunk->setMatrix( Matrix(4,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1) );