forked from teamnwah/openmw-tes3coop
Get rid of lighting.
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parent
8d95b63180
commit
3d26ff08c4
2 changed files with 31 additions and 52 deletions
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@ -7,11 +7,12 @@
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namespace SceneUtil
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{
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const unsigned short DiamondVertexCount = 24;
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const unsigned short DiamondVertexCount = 6;
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const unsigned short DiamondIndexCount = 24;
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const float DiamondHalfHeight = 25.f;
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const float DiamondHalfWidth = 10.f;
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const osg::Vec3f DiamondPoints[6] =
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const osg::Vec3f DiamondPoints[DiamondVertexCount] =
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{
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osg::Vec3f( 0.f, 0.f, DiamondHalfHeight * 2.f),
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osg::Vec3f(-DiamondHalfWidth, -DiamondHalfWidth, DiamondHalfHeight),
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@ -21,7 +22,7 @@ namespace SceneUtil
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osg::Vec3f( 0.f, 0.f, 0.f)
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};
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const unsigned short DiamondIndices[DiamondVertexCount] =
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const unsigned short DiamondIndices[DiamondIndexCount] =
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{
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0, 2, 1,
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0, 1, 3,
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@ -41,24 +42,38 @@ namespace SceneUtil
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const size_t EdgeCount = pathgrid.mEdges.size();
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const unsigned short VertexCount = PointCount * DiamondVertexCount;
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const unsigned short ColorCount = 1;
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const size_t PointIndexCount = PointCount * DiamondIndexCount;
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const size_t EdgeIndexCount = EdgeCount * 2;
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osg::ref_ptr<osg::Geometry> gridGeometry = new osg::Geometry();
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osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array(VertexCount);
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osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array(VertexCount);
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osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array(1);
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osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array(ColorCount);
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osg::ref_ptr<osg::DrawElementsUShort> pointIndices =
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new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES, VertexCount);
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new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES, PointIndexCount);
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osg::ref_ptr<osg::DrawElementsUShort> lineIndices =
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new osg::DrawElementsUShort(osg::PrimitiveSet::LINES, EdgeCount * 2);
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new osg::DrawElementsUShort(osg::PrimitiveSet::LINES, EdgeIndexCount);
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// Add each point/node
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for (unsigned short i = 0; i < PointCount; ++i)
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for (unsigned short pointIndex = 0; pointIndex < PointCount; ++pointIndex)
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{
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const ESM::Pathgrid::Point& point = pathgrid.mPoints[i];
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const ESM::Pathgrid::Point& point = pathgrid.mPoints[pointIndex];
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osg::Vec3f position = osg::Vec3f(point.mX, point.mY, point.mZ);
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addPoint(i * DiamondVertexCount, position, vertices, normals, pointIndices);
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unsigned short vertexOffset = pointIndex * DiamondVertexCount;
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unsigned short indexOffset = pointIndex * DiamondIndexCount;
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for (unsigned short i = 0; i < DiamondVertexCount; ++i)
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{
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(*vertices)[vertexOffset + i] = position + DiamondPoints[i];
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}
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for (unsigned short i = 0; i < DiamondIndexCount; ++i)
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{
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pointIndices->setElement(indexOffset + i, vertexOffset + DiamondIndices[i]);
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}
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}
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// Add edges
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@ -84,15 +99,15 @@ namespace SceneUtil
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unsigned short diamondIndex = 0;
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if (dir.isNaN())
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diamondIndex = 2;
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diamondIndex = 1;
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else if (dir.y() >= 0 && dir.x() > 0)
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diamondIndex = 8;
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diamondIndex = 4;
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else if (dir.x() <= 0 && dir.y() > 0)
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diamondIndex = 11;
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else if (dir.y() <= 0 && dir.x() < 0)
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diamondIndex = 2;
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else if (dir.y() <= 0 && dir.x() < 0)
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diamondIndex = 1;
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else if (dir.x() >= 0 && dir.y() < 0)
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diamondIndex = 5;
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diamondIndex = 3;
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unsigned short fromIndex = static_cast<unsigned short>(edge->mV0);
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unsigned short toIndex = static_cast<unsigned short>(edge->mV1);
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@ -106,10 +121,10 @@ namespace SceneUtil
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(*colors)[0] = DiamondColor;
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gridGeometry->setVertexArray(vertices);
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gridGeometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
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gridGeometry->setColorArray(colors, osg::Array::BIND_OVERALL);
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gridGeometry->addPrimitiveSet(pointIndices);
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gridGeometry->addPrimitiveSet(lineIndices);
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gridGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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return gridGeometry;
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}
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@ -122,34 +137,5 @@ namespace SceneUtil
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PathgridGeometryFactory::PathgridGeometryFactory()
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{
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generateNormals();
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}
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void PathgridGeometryFactory::generateNormals()
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{
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mGeneratedNormals.resize(DiamondVertexCount);
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for (unsigned short i = 0; i < DiamondVertexCount; i += 3)
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{
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osg::Vec3f v1 = DiamondPoints[DiamondIndices[i + 1]] - DiamondPoints[DiamondIndices[i]];
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osg::Vec3f v2 = DiamondPoints[DiamondIndices[i + 2]] - DiamondPoints[DiamondIndices[i]];
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osg::Vec3f normal = v1 ^ v2;
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mGeneratedNormals[i] = normal;
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mGeneratedNormals[i + 1] = normal;
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mGeneratedNormals[i + 2] = normal;
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}
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}
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void PathgridGeometryFactory::addPoint(unsigned short offset, const osg::Vec3f& position, osg::Vec3Array* vertices,
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osg::Vec3Array* normals, osg::DrawElementsUShort* indices)
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{
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for (unsigned short i = 0; i < DiamondVertexCount; ++i)
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{
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(*vertices)[i + offset] = position + DiamondPoints[DiamondIndices[i]];
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(*normals)[i + offset] = mGeneratedNormals[i];
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indices->setElement(i + offset, i + offset);
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}
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}
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}
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@ -23,16 +23,9 @@ namespace SceneUtil
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PathgridGeometryFactory();
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void generateNormals();
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void addPoint(unsigned short offset, const osg::Vec3f& position, osg::Vec3Array* vertices,
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osg::Vec3Array* normals, osg::DrawElementsUShort* indices);
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// Not implemented
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PathgridGeometryFactory(const PathgridGeometryFactory&);
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PathgridGeometryFactory& operator=(const PathgridGeometryFactory&);
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std::vector<osg::Vec3f> mGeneratedNormals;
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};
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}
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