osg轮廓特效 【转】
// -*-c++-*-
/*
* OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
/*
* osgFX::Outline - Copyright (C) 2004,2009 Ulrich Hertlein
*/
#ifndef OSGFX_OUTLINE_
#define OSGFX_OUTLINE_
#include <osgFX/Export>
#include <osgFX/Effect>
namespace osgFX
{
/**
* Outline effect.
*/
class Outline : public Effect
{
public:
/// Constructor.
Outline();
Outline(const Outline& copy,
const osg::CopyOp& op = osg::CopyOp::SHALLOW_COPY)
: Effect(copy, op) {
_width = copy._width;
_color = copy._color;
}
// Effect class info
META_Effect(osgFX, Outline, "Outline",
"Stencil buffer based object outlining.",
"Ulrich Hertlein <u.hertlein@sandbox.de>");
/// Set outline width.
void setWidth(float w) {
_width = w;
}
/// Get outline width.
float getWidth() const {
return _width;
}
/// Set outline color.
void setColor(const osg::Vec4& col) {
_color = col;
}
/// Get outline color.
const osg::Vec4& getColor() const {
return _color;
}
protected:
/// Destructor.
virtual ~Outline() {
}
/// Define available techniques.
bool define_techniques();
private:
/// Outline width.
float _width;
/// Outline color.
osg::Vec4 _color;
};
};
#endif
// -*-c++-*-
/*
* OpenSceneGraph - Copyright (C) 1998-2009 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
/*
* osgFX::Outline - Copyright (C) 2004,2009 Ulrich Hertlein
*/
#include <osgFX/Outline>
#include <osgFX/Registry>
#include <osg/Group>
#include <osg/Stencil>
#include <osg/CullFace>
#include <osg/PolygonMode>
#include <osg/LineWidth>
#include <osg/Material>
#include <osg/NodeCallback>
#include <osgUtil/CullVisitor>
#include <iostream>
const unsigned int Override_On = osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE;
const unsigned int Override_Off = osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE;
namespace osgFX
{
/// Register prototype.
Registry::Proxy proxy(new Outline);
/**
* Outline technique.
*/
class OutlineTechnique : public Technique
{
public:
/// Constructor.
OutlineTechnique(const Outline& outline) : Technique() {
_outline = &outline;
}
/// Validate.
bool validate(osg::State&) const {
return true;
}
protected:
/// Define render passes.
void define_passes() {
/*
* draw
* - set stencil buffer to ref=1 where draw occurs
* - clear stencil buffer to 0 where test fails
*/
{
osg::StateSet* state = new osg::StateSet;
// stencil op
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::ALWAYS, 1, ~0);
stencil->setOperation(osg::Stencil::KEEP,
osg::Stencil::KEEP,
osg::Stencil::REPLACE);
state->setAttributeAndModes(stencil, Override_On);
addPass(state);
}
/*
* post-draw
* - only draw where draw didn't set the stencil buffer
* - draw only back-facing polygons
* - draw back-facing polys as lines
* - disable depth-test, lighting & texture
*/
{
osg::StateSet* state = new osg::StateSet;
// stencil op
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::NOTEQUAL, 1, ~0);
stencil->setOperation(osg::Stencil::KEEP,
osg::Stencil::KEEP,
osg::Stencil::REPLACE);
state->setAttributeAndModes(stencil, Override_On);
// cull front-facing polys
osg::CullFace* cf = new osg::CullFace;
cf->setMode(osg::CullFace::FRONT);
state->setAttributeAndModes(cf, Override_On);
// poly mode for back-facing polys
osg::PolygonMode* pm = new osg::PolygonMode;
pm->setMode(osg::PolygonMode::BACK, osg::PolygonMode::LINE);
state->setAttributeAndModes(pm, Override_On);
// outline width
osg::LineWidth* lw = new osg::LineWidth;
lw->setWidth(_outline->getWidth());
state->setAttributeAndModes(lw, Override_On);
// outline color/material
const osg::Material::Face face = osg::Material::FRONT_AND_BACK;
osg::Material* mtl = new osg::Material;
mtl->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
mtl->setAmbient(face, _outline->getColor());
mtl->setDiffuse(face, _outline->getColor());
mtl->setEmission(face, _outline->getColor());
state->setAttributeAndModes(mtl, Override_On);
// disable modes
state->setMode(GL_BLEND, Override_Off);
state->setMode(GL_DEPTH_TEST, Override_Off);
state->setTextureMode(0, GL_TEXTURE_1D, Override_Off);
state->setTextureMode(0, GL_TEXTURE_2D, Override_Off);
state->setTextureMode(0, GL_TEXTURE_3D, Override_Off);
addPass(state);
}
}
private:
/// Outline effect.
osg::ref_ptr<const Outline> _outline;
};
/**
* Enable stencil clear callback.
*/
class EnableStencilCallback : public osg::NodeCallback
{
public:
EnableStencilCallback() {}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) {
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
if (cv) {
// enable stencil clear on render stage
osgUtil::RenderStage* render = cv->getRenderStage();
unsigned int mask = render->getClearMask();
if ((mask & GL_STENCIL_BUFFER_BIT) == 0) {
render->setClearMask(mask | GL_STENCIL_BUFFER_BIT);
render->setClearStencil(0);
//std::cerr << "osgFX::Outline activated stencil/n";
}
}
traverse(node, nv);
}
private:
};
/// Constructor.
Outline::Outline() : Effect()
{
_width = 3.0f;
_color.set(1.0f,1.0f,1.0f,1.0f);
addCullCallback(new EnableStencilCallback);
}
/// Define available techniques.
bool Outline::define_techniques()
{
addTechnique(new OutlineTechnique(*this));
return true;
}
};
osg轮廓特效 【转】的更多相关文章
- C# vb .net实现轮廓特效滤镜
在.net中,如何简单快捷地实现Photoshop滤镜组中的轮廓特效呢?答案是调用SharpImage!专业图像特效滤镜和合成类库.下面开始演示关键代码,您也可以在文末下载全部源码: 设置授权 第一步 ...
- OSG描边特效osgFX::Outline的修改
对一个三维场景中的物体实现描边特效,可以参考osg范例osgoutline 这个描边特效使用了模板缓存Stencil来实现,参见源代码osgFX/Outline.cpp 使用了两个Pass 第一个Pa ...
- OSG报警特效学习总结
方法一:粒子系统 OSG的粒子系统有自己定义好的模块,如osgParticle::ExplosionEffect(爆炸模拟):osgParticle::SmokeEffect(烟雾模拟 ...
- [原][osg][粒子特效]spark粒子特效生成流程
- PDF 文件编写器 C# 类库(版本 1.28.0)使用详解
PDF File Writer 是一个 C# .NET 类库,允许应用程序创建 PDF 文件. PDF File Writer C# 类库使 .NET 应用程序能够生成 PDF 文档.该库使应用程序免 ...
- 对osg节点添加glsl特效(片断着色器FragmentShader)
读取一个模型到节点node,然后想对node施加一些特效,这时可以只使用片段着色器 其中: gl_Color表示固定管线计算出来的颜色,包含光照效果 gl_TexCoord[]表示纹理坐标 unifo ...
- [原][osg][osgEarth][粒子特效]关于粒子特效库在osgEarth中,位置摆放问题,跟踪节点移动问题
首先粒子在地球上位置摆放很简单: //传入的经纬度坐标 osg::Vec3d geoPoint; const SpatialReference* latLong = SpatialReference: ...
- [粒子特效]osg的自带粒子系统osgParticle::ParticleSystem
osgParticle示例简单的演示了在osg中使用粒子系统的效果,用到了osgParticle库中的相关类,在osgParticle中主要有: (以下部分材料摘取自osg向场景中添加osgParti ...
- [比较老的文章]三维渲染引擎 OGRE 与 OSG 的比较综述
1 .引言随着计算机可视化.虚拟现实技术的飞速发展,人们对实时真实感渲染以及场景复杂度提出了更高的要求.传统的直接使用底层图形接口如OpenGL.DirectX开发图形应用的模式越来越暴露出开发复杂性 ...
随机推荐
- Linux下安装loadrunner步骤及遇到的问题
Linux下实现压力测试,只能在Linux下安装加压器---load-generator,然后通过本地录制脚本,通过loadrunner controller 的Scenario-->Load ...
- open file 值修改
有时候在程序里面需要打开多个文件,进行分析,系统一般默认数量是1024,(用ulimit -a可以看到)对于正常使用是够了,但是对于程序来讲,就太少了. 修改办法: 重启就OK 修改2个文件. 1./ ...
- JavaScript对象(document对象 图片轮播)
图片轮播: 需要注意的HTML需要img标签,他和input标签一样,是非封闭的标签 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Tran ...
- 数往知来C#之接口 值类型与引用类型 静态非静态 异常处理 GC垃圾回收 值类型引用类型内存分配<四>
C# 基础接口篇 一.多态复习 使用个new来实现,使用virtual与override -->new隐藏父类方法 根据当前类型,电泳对应的方法(成员) -->override ...
- Spring Boot 学习笔记 - 认识Spring Boot框架
因各种原因,.NET前端工程师重新接触JAVA,真是向全栈的路上又迈出了无奈的一步. 下面正文: Spring Boot是由Pivotal团队提供的全新框架,其设计目的是用来简化新Spring应用的初 ...
- Div高度百分比
有时候设置高度百分比,没有效果. 原因是父元素没有设置高度. 父元素可以设置高度为具体的px.或是100%等百分比. 这样子元素再能根据百分比来设置高度. <style type="t ...
- Apache Spark的部署环境的小记
Spark的单机版便于测试,同时通过SSH用Spark的内置部署脚本搭建Spark集群,使用Mesos.Yarn或者Chef来部署Spark.对于Spark在云环境中的部署,比如在EC2(基本环境和E ...
- UTC+0800是什么意思
<%@ language="javascript" %> <html> <body> <% var d=new Date() var h= ...
- 细说OpenSessionInView问题
[环境参数] 环境:SSH框架 [问题描述] NoSession问题 HibernateTemplate对象提供的方法如果使用“延迟加载”,Session对象的管理不受开发者控制,此时如果在表现层获 ...
- UVA 624 (0 1背包 + 打印路径)
#include<stdio.h> #include<string.h> #include<stdlib.h> #include<ctype.h> #i ...