Get rid of lighting.

pull/933/head
Aesylwinn 9 years ago
parent 8d95b63180
commit 3d26ff08c4

@ -7,11 +7,12 @@
namespace SceneUtil
{
const unsigned short DiamondVertexCount = 24;
const unsigned short DiamondVertexCount = 6;
const unsigned short DiamondIndexCount = 24;
const float DiamondHalfHeight = 25.f;
const float DiamondHalfWidth = 10.f;
const osg::Vec3f DiamondPoints[6] =
const osg::Vec3f DiamondPoints[DiamondVertexCount] =
{
osg::Vec3f( 0.f, 0.f, DiamondHalfHeight * 2.f),
osg::Vec3f(-DiamondHalfWidth, -DiamondHalfWidth, DiamondHalfHeight),
@ -21,7 +22,7 @@ namespace SceneUtil
osg::Vec3f( 0.f, 0.f, 0.f)
};
const unsigned short DiamondIndices[DiamondVertexCount] =
const unsigned short DiamondIndices[DiamondIndexCount] =
{
0, 2, 1,
0, 1, 3,
@ -41,24 +42,38 @@ namespace SceneUtil
const size_t EdgeCount = pathgrid.mEdges.size();
const unsigned short VertexCount = PointCount * DiamondVertexCount;
const unsigned short ColorCount = 1;
const size_t PointIndexCount = PointCount * DiamondIndexCount;
const size_t EdgeIndexCount = EdgeCount * 2;
osg::ref_ptr<osg::Geometry> gridGeometry = new osg::Geometry();
osg::ref_ptr<osg::Vec3Array> vertices = new osg::Vec3Array(VertexCount);
osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array(VertexCount);
osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array(1);
osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array(ColorCount);
osg::ref_ptr<osg::DrawElementsUShort> pointIndices =
new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES, VertexCount);
new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES, PointIndexCount);
osg::ref_ptr<osg::DrawElementsUShort> lineIndices =
new osg::DrawElementsUShort(osg::PrimitiveSet::LINES, EdgeCount * 2);
new osg::DrawElementsUShort(osg::PrimitiveSet::LINES, EdgeIndexCount);
// Add each point/node
for (unsigned short i = 0; i < PointCount; ++i)
for (unsigned short pointIndex = 0; pointIndex < PointCount; ++pointIndex)
{
const ESM::Pathgrid::Point& point = pathgrid.mPoints[i];
const ESM::Pathgrid::Point& point = pathgrid.mPoints[pointIndex];
osg::Vec3f position = osg::Vec3f(point.mX, point.mY, point.mZ);
addPoint(i * DiamondVertexCount, position, vertices, normals, pointIndices);
unsigned short vertexOffset = pointIndex * DiamondVertexCount;
unsigned short indexOffset = pointIndex * DiamondIndexCount;
for (unsigned short i = 0; i < DiamondVertexCount; ++i)
{
(*vertices)[vertexOffset + i] = position + DiamondPoints[i];
}
for (unsigned short i = 0; i < DiamondIndexCount; ++i)
{
pointIndices->setElement(indexOffset + i, vertexOffset + DiamondIndices[i]);
}
}
// Add edges
@ -84,15 +99,15 @@ namespace SceneUtil
unsigned short diamondIndex = 0;
if (dir.isNaN())
diamondIndex = 2;
diamondIndex = 1;
else if (dir.y() >= 0 && dir.x() > 0)
diamondIndex = 8;
diamondIndex = 4;
else if (dir.x() <= 0 && dir.y() > 0)
diamondIndex = 11;
else if (dir.y() <= 0 && dir.x() < 0)
diamondIndex = 2;
else if (dir.y() <= 0 && dir.x() < 0)
diamondIndex = 1;
else if (dir.x() >= 0 && dir.y() < 0)
diamondIndex = 5;
diamondIndex = 3;
unsigned short fromIndex = static_cast<unsigned short>(edge->mV0);
unsigned short toIndex = static_cast<unsigned short>(edge->mV1);
@ -106,10 +121,10 @@ namespace SceneUtil
(*colors)[0] = DiamondColor;
gridGeometry->setVertexArray(vertices);
gridGeometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
gridGeometry->setColorArray(colors, osg::Array::BIND_OVERALL);
gridGeometry->addPrimitiveSet(pointIndices);
gridGeometry->addPrimitiveSet(lineIndices);
gridGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
return gridGeometry;
}
@ -122,34 +137,5 @@ namespace SceneUtil
PathgridGeometryFactory::PathgridGeometryFactory()
{
generateNormals();
}
void PathgridGeometryFactory::generateNormals()
{
mGeneratedNormals.resize(DiamondVertexCount);
for (unsigned short i = 0; i < DiamondVertexCount; i += 3)
{
osg::Vec3f v1 = DiamondPoints[DiamondIndices[i + 1]] - DiamondPoints[DiamondIndices[i]];
osg::Vec3f v2 = DiamondPoints[DiamondIndices[i + 2]] - DiamondPoints[DiamondIndices[i]];
osg::Vec3f normal = v1 ^ v2;
mGeneratedNormals[i] = normal;
mGeneratedNormals[i + 1] = normal;
mGeneratedNormals[i + 2] = normal;
}
}
void PathgridGeometryFactory::addPoint(unsigned short offset, const osg::Vec3f& position, osg::Vec3Array* vertices,
osg::Vec3Array* normals, osg::DrawElementsUShort* indices)
{
for (unsigned short i = 0; i < DiamondVertexCount; ++i)
{
(*vertices)[i + offset] = position + DiamondPoints[DiamondIndices[i]];
(*normals)[i + offset] = mGeneratedNormals[i];
indices->setElement(i + offset, i + offset);
}
}
}

@ -23,16 +23,9 @@ namespace SceneUtil
PathgridGeometryFactory();
void generateNormals();
void addPoint(unsigned short offset, const osg::Vec3f& position, osg::Vec3Array* vertices,
osg::Vec3Array* normals, osg::DrawElementsUShort* indices);
// Not implemented
PathgridGeometryFactory(const PathgridGeometryFactory&);
PathgridGeometryFactory& operator=(const PathgridGeometryFactory&);
std::vector<osg::Vec3f> mGeneratedNormals;
};
}

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