HI Florian,

I can't any obvious mistakes, but the use of the SmoothingVisitor looks
redudent to me as you are providing your own normals.  Try comment it out.

Robert.

On 3 May 2016 at 21:13, Florian GOLESTIN <florian.goles...@gmail.com> wrote:

> Hi Robert,
>
> Sorry my mistake, I wanted to put only the interesting part but this is
> not efficient.
> No more censure!
>
>
> Code:
>
> namespace Soleil
> {
>
>   LevelReader::LevelReader()
>   {
>     //supportsExtension("level", "Text map format for Donjon");
>   }
>
>   LevelReader::~LevelReader()
>   {
>   }
>
>
>   osg::ref_ptr<Level>  LevelReader::readFile(const std::string &file) const
>   {
>     std::string fileName = osgDB::findDataFile(file);
>     if (fileName.empty()) return nullptr; // TODO throw e?
>
>     errno = 0;
>     std::cout << "Stream: " << fileName.c_str() << "\n";
>     std::ifstream stream;
>     stream.exceptions(std::ifstream::failbit); //  | std::ifstream::badbit
>     stream.open(fileName.c_str(), std::ios::in);
>     if (!stream) return nullptr; // TODO throw e
>
>     return readStream(stream);
>   }
>
>   osg::ref_ptr<Level> LevelReader::readStream(std::istream &stream) const
>   {
>     char        block;                  // current reading block
>     float       x = 0;                  // Current position on x
>     float       y = 0;                  // Current position on y
>     int         wallCount = 0;          // Number of cubes
>     float       maxX = 0;               // Max size of the map in X
>
>
>     osg::ref_ptr<Soleil::Level> level = new Soleil::Level();
>     std::string line;
>     while(std::getline(stream, line))
>       {
>         std::stringstream linestream(line);
>
>         while (linestream >> block)
>           {
>             /* TODO Configurable size for the blocks */
>             float posx = 1.0 * x;
>             float posy = 1.0 * y;
>             float endx = posx + 1.0;
>             float endy = posy + 1.0;
>
>             bool blockFound = false;
>             switch (block)
>               {
>               case '.':
>                 break;
>               case 'D':
>                 level->_startingPosition = osg::Vec3(posx + .5, posy + .5,
> .3);
>                 blockFound = true;
>                 break;
>               case 'd':
>                 level->_startingOrientation = osg::Vec3(posx + .5, posy +
> .5, .3);
>                 blockFound = true;
>                 break;
>               case 'x':
>                 if (wallCount % 2)
>                   {
>                     std::cout << "1" << "\n";
>                     createCube(level.get(), *level->texcoords,
> *level->texcoords2, posx, posy, endx, endy);
>                   }
>                 else
>                   {
>                     std::cout << "2" << "\n";
>                     createCube(level.get(), *level->texcoords2,
> *level->texcoords, posx, posy, endx, endy);
>                   }
>                 blockFound = true;
>                 wallCount++;
>                 break;
>                 // default:
>                 //      blockFound = levelConfiguration(block);
>                 //      break;
>               }
>             if (blockFound == false)
>               std::cout << "Unexpected character: " <<  block << std::endl;
>
>             x += 1.0;
>             maxX = std::max(x, maxX);
>           }
>         x  = 0;
>         y -= 1.0; // TODO Cube size
>       }
>     // TODO read failed?
>
>     // Floor -------------
>     level->vertices->push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
>     level->vertices->push_back(osg::Vec3(maxX, 0.0f, 0.0f));
>     level->vertices->push_back(osg::Vec3(maxX, y, 0.0f));
>     level->vertices->push_back(osg::Vec3(0, y, 0.0f));
>
>     level->normals->push_back(osg::Vec3(0.0f, 0.0f, -1.0f));
>     level->normals->push_back(osg::Vec3(0.0f, 0.0f, -1.0f));
>     level->normals->push_back(osg::Vec3(0.0f, 0.0f, -1.0f));
>     level->normals->push_back(osg::Vec3(0.0f, 0.0f, -1.0f));
>
>     level->texcoords->push_back( osg::Vec2(0.0f, 0.0f) ); // 0
>     level->texcoords->push_back( osg::Vec2(0.0f, 1.0f) ); // 1
>     level->texcoords->push_back( osg::Vec2(1.0f, 1.0f) ); // 2
>     level->texcoords->push_back( osg::Vec2(1.0f, 0.0f) ); // 3
>
>
>     osg::ref_ptr<osg::Geometry> geom = new osg::Geometry;
>     geom->setVertexArray(level->vertices);
>     geom->setNormalArray(level->normals,
> osg::Array::Binding::BIND_PER_VERTEX);
>     geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0,
> 24*wallCount+4)); // +4 for the floor texture coordinates
>     osgUtil::SmoothingVisitor::smooth(*geom);
>     //
>
>     //
>     osg::ref_ptr<osg::Geode> geode = new osg::Geode;
>     geode->addDrawable(geom);
>
>
>     /* I added this in the hope to have the second texture appearing */
>     // osg::Material* material = new osg::Material;
>     // material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
>     // material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1,
> 1, 1));
>     // material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1,
> 1, 1));
>     // material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1,
> 1, 1, 1));
>     // material->setShininess(osg::Material::FRONT_AND_BACK, 64.0f);
>     //
> level->getOrCreateStateSet()->setAttribute(material,osg::StateAttribute::ON
> | osg::StateAttribute::OVERRIDE);
>
>
>
>     level->addChild(geode);
>
>
>     // Texture 1
>     geom->setTexCoordArray(0, level->texcoords.get());
>     {
>       osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D;
>       osg::ref_ptr<osg::Image> image =
> osgDB::readImageFile("media/textures/stone_3_2048x2048.jpg");
>       texture->setImage(image);
>       texture->setUnRefImageDataAfterApply(true);
>       level->getOrCreateStateSet()->setTextureAttributeAndModes(0,
> texture);
>     }
>     //Texture 2
>     geom->setTexCoordArray(1, level->texcoords2.get());
>     {
>       osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D;
>       osg::ref_ptr<osg::Image> image =
> osgDB::readImageFile("media/textures/Metal_seamless2_ch16.jpg");
>       texture->setImage(image);
>       texture->setUnRefImageDataAfterApply(true);
>       level->getOrCreateStateSet()->setTextureAttributeAndModes(1,
> texture);
>     }
>
>     std::cout << "done.\n";
>     return level;
>   }
>
>   /*
>    * @param Level       Is the container of the vertices, normals and
> textures for the walls of our labyrinth
>    * @param tex         Is the Vector that should receive the coordinate
> for the textures
>    * @param skip        Is the second vector for texture filled with '0'
> to 'skip' this wall
>    */
>   void LevelReader::createCube(Soleil::Level *level, osg::Vec2Array &tex,
> osg::Vec2Array &skip,
>                   float posx, float posy, float endx, float endy) const
> {
>     // ------ Front
>     level->vertices->push_back(osg::Vec3(posx, posy, 0.0f));
>     level->vertices->push_back(osg::Vec3(endx, posy, 0.0f));
>     level->vertices->push_back(osg::Vec3(endx, posy, 1.0f));
>     level->vertices->push_back(osg::Vec3(posx, posy, 1.0f));
>
>     level->normals->push_back(osg::Vec3(0.0f,-1.0f, 0.0f));
>     level->normals->push_back(osg::Vec3(0.0f,-1.0f, 0.0f));
>     level->normals->push_back(osg::Vec3(0.0f,-1.0f, 0.0f));
>     level->normals->push_back(osg::Vec3(0.0f,-1.0f, 0.0f));
>
>     tex.push_back( osg::Vec2(0.0f, 0.0f));
>     tex.push_back( osg::Vec2(0.0f, 1.0f));
>     tex.push_back( osg::Vec2(1.0f, 1.0f));
>     tex.push_back( osg::Vec2(1.0f, 0.0f));
>     //
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>
>
>     // ------ top
>     level->vertices->push_back(osg::Vec3(posx, posy, 1.0f));
>     level->vertices->push_back(osg::Vec3(endx, posy, 1.0f));
>     level->vertices->push_back(osg::Vec3(endx, endy, 1.0f));
>     level->vertices->push_back(osg::Vec3(posx, endy, 1.0f));
>
>     level->normals->push_back(osg::Vec3(0.0f, 0.0f, 1.0f));
>     level->normals->push_back(osg::Vec3(0.0f, 0.0f, 1.0f));
>     level->normals->push_back(osg::Vec3(0.0f, 0.0f, 1.0f));
>     level->normals->push_back(osg::Vec3(0.0f, 0.0f, 1.0f));
>
>     tex.push_back( osg::Vec2(0.0f, 0.0f));
>     tex.push_back( osg::Vec2(0.0f, 1.0f));
>     tex.push_back( osg::Vec2(1.0f, 1.0f));
>     tex.push_back( osg::Vec2(1.0f, 0.0f));
>     //
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>
>
>     // ------ back
>     level->vertices->push_back(osg::Vec3(posx, endy, 0.0f));
>     level->vertices->push_back(osg::Vec3(endx, endy, 0.0f));
>     level->vertices->push_back(osg::Vec3(endx, endy, 1.0f));
>     level->vertices->push_back(osg::Vec3(posx, endy, 1.0f));
>
>     level->normals->push_back(osg::Vec3(0.0f, 1.0f, 0.0f));
>     level->normals->push_back(osg::Vec3(0.0f, 1.0f, 0.0f));
>     level->normals->push_back(osg::Vec3(0.0f, 1.0f, 0.0f));
>     level->normals->push_back(osg::Vec3(0.0f, 1.0f, 0.0f));
>
>     tex.push_back( osg::Vec2(0.0f, 0.0f));
>     tex.push_back( osg::Vec2(0.0f, 1.0f));
>     tex.push_back( osg::Vec2(1.0f, 1.0f));
>     tex.push_back( osg::Vec2(1.0f, 0.0f));
>       //
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>
>
>     // ------ Bottom
>     level->vertices->push_back(osg::Vec3(posx, posy, 0.0f));
>     level->vertices->push_back(osg::Vec3(endx, posy, 0.0f));
>     level->vertices->push_back(osg::Vec3(endx, endy, 0.0f));
>     level->vertices->push_back(osg::Vec3(posx, endy, 0.0f));
>
>     level->normals->push_back(osg::Vec3(0.0f, 0.0f, -1.0f));
>     level->normals->push_back(osg::Vec3(0.0f, 0.0f, -1.0f));
>     level->normals->push_back(osg::Vec3(0.0f, 0.0f, -1.0f));
>     level->normals->push_back(osg::Vec3(0.0f, 0.0f, -1.0f));
>
>     tex.push_back( osg::Vec2(0.0f, 0.0f));
>     tex.push_back( osg::Vec2(0.0f, 1.0f));
>     tex.push_back( osg::Vec2(1.0f, 1.0f));
>     tex.push_back( osg::Vec2(1.0f, 0.0f));
>     //
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>
>
>     // ------ Left
>     level->vertices->push_back(osg::Vec3(posx, posy, 0.0f));
>     level->vertices->push_back(osg::Vec3(posx, endy, 0.0f));
>     level->vertices->push_back(osg::Vec3(posx, endy, 1.0f));
>     level->vertices->push_back(osg::Vec3(posx, posy, 1.0f));
>
>     level->normals->push_back(osg::Vec3(-1.0f, 0.0f, 0.0f));
>     level->normals->push_back(osg::Vec3(-1.0f, 0.0f, 0.0f));
>     level->normals->push_back(osg::Vec3(-1.0f, 0.0f, 0.0f));
>     level->normals->push_back(osg::Vec3(-1.0f, 0.0f, 0.0f));
>
>     tex.push_back( osg::Vec2(0.0f, 0.0f));
>     tex.push_back( osg::Vec2(0.0f, 1.0f));
>     tex.push_back( osg::Vec2(1.0f, 1.0f));
>     tex.push_back( osg::Vec2(1.0f, 0.0f));
>       //
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>
>
>     // ------ Right
>     level->vertices->push_back(osg::Vec3(endx, posy, 0.0f));
>     level->vertices->push_back(osg::Vec3(endx, endy, 0.0f));
>     level->vertices->push_back(osg::Vec3(endx, endy, 1.0f));
>     level->vertices->push_back(osg::Vec3(endx, posy, 1.0f));
>
>     level->normals->push_back(osg::Vec3(1.0f, 0.0f, 0.0f));
>     level->normals->push_back(osg::Vec3(1.0f, 0.0f, 0.0f));
>     level->normals->push_back(osg::Vec3(1.0f, 0.0f, 0.0f));
>     level->normals->push_back(osg::Vec3(1.0f, 0.0f, 0.0f));
>
>     tex.push_back( osg::Vec2(0.0f, 0.0f));
>     tex.push_back( osg::Vec2(0.0f, 1.0f));
>     tex.push_back( osg::Vec2(1.0f, 1.0f));
>     tex.push_back( osg::Vec2(1.0f, 0.0f));
>     //
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>     skip.push_back( osg::Vec2(0.0f, 0.0f));
>
>   }
> }
>
>
>
>
>
> Here is the original file:
> https://github.com/fulezi/soleil/blob/master/LevelReader.cpp
>
>
> An idea?
>
> Florian
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=67046#67046
>
>
>
>
>
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>
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