Hi Robert,
On 15/09/10 20:53 , Robert Osfield wrote:
> that the fix works, but I didn't feel the modifications for the
> example were appropriate to become the default of this example, as it
> rather complicates the setup and the final view. Perhaps one could
> add an command line option to the request for this particular test,
I've added a command line switch '--testOcclusion' that enables display of
other models in
front and behind the outlined object.
Cheers,
/ulrich
// -*-c++-*-
/*
* Draw an outline around a model.
*/
#include <osg/Group>
#include <osg/PositionAttitudeTransform>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <osgFX/Outline>
int main(int argc, char** argv)
{
osg::ArgumentParser arguments(&argc,argv);
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+"
[options] <file>");
arguments.getApplicationUsage()->addCommandLineOption("--testOcclusion","Test
occlusion by other objects");
arguments.getApplicationUsage()->addCommandLineOption("-h or
--help","Display this information");
bool testOcclusion = false;
while (arguments.read("--testOcclusion")) { testOcclusion = true; }
// load outlined object
std::string modelFilename = arguments.argc() > 1 ? arguments[1] :
"dumptruck.osg";
osg::ref_ptr<osg::Node> outlineModel = osgDB::readNodeFile(modelFilename);
if (!outlineModel)
{
osg::notify(osg::FATAL) << "Unable to load model '" << modelFilename <<
"'\n";
return -1;
}
// create scene
osg::ref_ptr<osg::Group> root = new osg::Group;
{
// create outline effect
osg::ref_ptr<osgFX::Outline> outline = new osgFX::Outline;
root->addChild(outline.get());
outline->setWidth(8);
outline->setColor(osg::Vec4(1,1,0,1));
outline->addChild(outlineModel.get());
}
if (testOcclusion)
{
// load occluder
std::string occludedModelFilename = "cow.osg";
osg::ref_ptr<osg::Node> occludedModel =
osgDB::readNodeFile(occludedModelFilename);
if (!occludedModel)
{
osg::notify(osg::FATAL) << "Unable to load model '" <<
occludedModelFilename << "'\n";
return -1;
}
// occluder offset
const osg::BoundingSphere& bsphere = outlineModel->getBound();
const osg::Vec3 occluderOffset = osg::Vec3(0,1,0) * bsphere.radius() *
1.2f;
// occluder behind outlined model
osg::ref_ptr<osg::PositionAttitudeTransform> modelTransform0 = new
osg::PositionAttitudeTransform;
modelTransform0->setPosition(bsphere.center() + occluderOffset);
modelTransform0->addChild(occludedModel.get());
root->addChild(modelTransform0.get());
// occluder in front of outlined model
osg::ref_ptr<osg::PositionAttitudeTransform> modelTransform1 = new
osg::PositionAttitudeTransform;
modelTransform1->setPosition(bsphere.center() - occluderOffset);
modelTransform1->addChild(occludedModel.get());
root->addChild(modelTransform1.get());
}
// must have stencil buffer...
osg::DisplaySettings::instance()->setMinimumNumStencilBits(1);
// construct the viewer
osgViewer::Viewer viewer;
viewer.setSceneData(root.get());
// must clear stencil buffer...
unsigned int clearMask = viewer.getCamera()->getClearMask();
viewer.getCamera()->setClearMask(clearMask | GL_STENCIL_BUFFER_BIT);
viewer.getCamera()->setClearStencil(0);
return viewer.run();
}
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