root/OpenSceneGraph/trunk/examples/osgpointsprite/osgpointsprite.cpp @ 5954

Revision 5954, 2.9 kB (checked in by robert, 7 years ago)

Ported following examples to osgViewer:

osgparticleeffects
osgphotoalbum
osgpick
osgpoints
osgpointsprite
osgprecipitation
osgprerender
osgprerendercubemap
osgreflect
osgscalarbar
osgscribe
osgsequence
osgplanets

  • Property svn:eol-style set to native
  • Property svn:executable set to *
  • Property svn:keywords set to Author Date Id Revision
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1#include <osg/PointSprite>
2#include <osg/BlendFunc>
3#include <osg/StateAttribute>
4#include <osg/Point>
5#include <osg/Geometry>
6#include <osg/Texture2D>
7#include <osg/TexEnv>
8#include <osg/GLExtensions>
9#include <osg/TexEnv>
10
11#include <osgDB/ReadFile>
12
13#include <osgViewer/Viewer>
14
15osg::Geode *makeGalaxy(unsigned nvertices)
16{
17    osg::Geode *geode = new osg::Geode();
18    osg::Geometry *galaxy = new osg::Geometry();
19    osg::Vec3Array *vertices = new osg::Vec3Array();
20    osg::Vec4Array *colors = new osg::Vec4Array();
21    osg::Vec4 ini(1,1,0,1);
22    osg::Vec4 fin(0,0,1,1);
23
24    /** Formula for the two spirals */
25    for (unsigned i=0;i<nvertices/2;i++) {
26        float val = (i*2/(float)nvertices * 2 * 3.14159265359);
27        float modx1 = rand() / (float)RAND_MAX*2;
28        float mody1 = rand() / (float)RAND_MAX*2;
29        float modx2 = rand() / (float)RAND_MAX*2;
30        float mody2 = rand() / (float)RAND_MAX*2;
31        float modz1 = ((rand()-RAND_MAX/2) / (float)(RAND_MAX))*3/(val+1);
32        float modz2 = ((rand()-RAND_MAX/2) / (float)(RAND_MAX))*3/(val+1);
33        vertices->push_back(osg::Vec3(cos(val)*val+modx1, sin(val)*val+mody1, modz1));
34        vertices->push_back(osg::Vec3(-cos(val)*val+modx2, -sin(val)*val+mody2, modz2));
35
36        colors->push_back(ini+(fin-ini)*(i*2/(float)nvertices));
37        colors->push_back(ini+(fin-ini)*(i*2/(float)nvertices));
38    }
39    galaxy->setVertexArray(vertices);
40    galaxy->setColorArray(colors);
41    galaxy->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
42    galaxy->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, nvertices));
43    geode->addDrawable(galaxy);
44    return geode;
45}
46
47osg::StateSet* makeStateSet(float size)
48{
49    osg::StateSet *set = new osg::StateSet();
50
51    /// Setup cool blending
52    set->setMode(GL_BLEND, osg::StateAttribute::ON);
53    osg::BlendFunc *fn = new osg::BlendFunc();
54    fn->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::DST_ALPHA);
55    set->setAttributeAndModes(fn, osg::StateAttribute::ON);
56
57    /// Setup the point sprites
58    osg::PointSprite *sprite = new osg::PointSprite();
59    set->setTextureAttributeAndModes(0, sprite, osg::StateAttribute::ON);
60
61    /// Give some size to the points to be able to see the sprite
62    osg::Point *point = new osg::Point();
63    point->setSize(size);
64    set->setAttribute(point);
65
66    /// Disable depth test to avoid sort problems and Lighting
67    set->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
68    set->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
69
70    /// The texture for the sprites
71    osg::Texture2D *tex = new osg::Texture2D();
72    tex->setImage(osgDB::readImageFile("Images/particle.rgb"));
73    set->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON);
74
75    return set;
76}
77
78int main(int, char *[])
79{
80    osgViewer::Viewer viewer;
81
82    /// Make the galaxy of points
83    osg::Node *node = makeGalaxy(5000);
84
85    node->setStateSet(makeStateSet(10.0f));
86
87    viewer.setSceneData(node);
88
89    return viewer.run();
90}
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