コード例 #1
0
def createTeapot():


    
    geode = osg.Geode()

    # add the teapot to the geode.
    geode.addDrawable( Teapot )()

    # add a reflection map to the teapot.     
    image = osgDB.readImageFile("Images/reflect.rgb")
    if image :
        texture = osg.Texture2D()
        texture.setImage(image)

        texgen = osg.TexGen()
        texgen.setMode(osg.TexGen.SPHERE_MAP)

        stateset = osg.StateSet()
        stateset.setTextureAttributeAndModes(0,texture,osg.StateAttribute.ON)
        stateset.setTextureAttributeAndModes(0,texgen,osg.StateAttribute.ON)
        
        geode.setStateSet(stateset)
   
    return geode
コード例 #2
0
def main(argv):

    
    # use an ArgumentParser object to manage the program arguments.
    arguments = osg.ArgumentParser(argv)
   
    # construct the viewer.
    viewer = osgViewer.Viewer()

    # load the nodes from the commandline arguments.
    rootnode = osgDB.readNodeFiles(arguments)
    
    # if not loaded assume no arguments passed in, try use default mode instead.
    if  not rootnode : rootnode = osgDB.readNodeFile("cessnafire.osgt")
    
    if  not rootnode :
        osg.notify(osg.NOTICE), "Please specify a model filename on the command line."
        return 1
    
    image = osgDB.readImageFile("Images/reflect.rgb")
    if image :
        texture = osg.Texture2D()
        texture.setImage(image)

        texgen = osg.TexGen()
        texgen.setMode(osg.TexGen.SPHERE_MAP)

        texenv = osg.TexEnv()
        texenv.setMode(osg.TexEnv.BLEND)
        texenv.setColor(osg.Vec4(0.3,0.3,0.3,0.3))

        stateset = osg.StateSet()
        stateset.setTextureAttributeAndModes(1,texture,osg.StateAttribute.ON)
        stateset.setTextureAttributeAndModes(1,texgen,osg.StateAttribute.ON)
        stateset.setTextureAttribute(1,texenv)
        
        rootnode.setStateSet(stateset)
    else:
        osg.notify(osg.NOTICE), "unable to load reflect map, model will not be mutlitextured"

    # run optimization over the scene graph
    optimzer = osgUtil.Optimizer()
    optimzer.optimize(rootnode)
     
    # add a viewport to the viewer and attach the scene graph.
    viewer.setSceneData( rootnode )
    
    # create the windows and run the threads.
    viewer.realize()

    for(unsigned int contextID = 0 
        contextID<osg.DisplaySettings.instance().getMaxNumberOfGraphicsContexts()
        ++contextID)
        textExt = osg.Texture.getExtensions(contextID,False)
        if textExt :
            if  not textExt.isMultiTexturingSupported() :
                print "Warning: multi-texturing not supported by OpenGL drivers, unable to run application."
                return 1
コード例 #3
0
def createSkyBox():


    

    stateset = osg.StateSet()

    te = osg.TexEnv()
    te.setMode(osg.TexEnv.REPLACE)
    stateset.setTextureAttributeAndModes(0, te, osg.StateAttribute.ON)

    tg = osg.TexGen()
    tg.setMode(osg.TexGen.NORMAL_MAP)
    stateset.setTextureAttributeAndModes(0, tg, osg.StateAttribute.ON)

    tm = osg.TexMat()
    stateset.setTextureAttribute(0, tm)

    skymap = readCubeMap()
    stateset.setTextureAttributeAndModes(0, skymap, osg.StateAttribute.ON)

    stateset.setMode( GL_LIGHTING, osg.StateAttribute.OFF )
    stateset.setMode( GL_CULL_FACE, osg.StateAttribute.OFF )

    # clear the depth to the far plane.
    depth = osg.Depth()
    depth.setFunction(osg.Depth.ALWAYS)
    depth.setRange(1.0,1.0)   
    stateset.setAttributeAndModes(depth, osg.StateAttribute.ON )

    stateset.setRenderBinDetails(-1,"RenderBin")

    drawable = osg.ShapeDrawable(osg.Sphere(osg.Vec3(0.0,0.0,0.0),1))

    geode = osg.Geode()
    geode.setCullingActive(False)
    geode.setStateSet( stateset )
    geode.addDrawable(drawable)


    transform = MoveEarthySkyWithEyePointTransform()
    transform.setCullingActive(False)
    transform.addChild(geode)

    clearNode = osg.ClearNode()
#  clearNode.setRequiresClear(False)
    clearNode.setCullCallback(TexMatCallback(*tm))
    clearNode.addChild(transform)

    return clearNode
コード例 #4
0
def create_specular_highlights(node):

    
    ss = node.getOrCreateStateSet()
    
    # create and setup the texture object
    tcm = osg.TextureCubeMap()
    tcm.setWrap(osg.Texture.WRAP_S, osg.Texture.CLAMP)
    tcm.setWrap(osg.Texture.WRAP_T, osg.Texture.CLAMP)
    tcm.setWrap(osg.Texture.WRAP_R, osg.Texture.CLAMP)
    tcm.setFilter(osg.Texture.MIN_FILTER, osg.Texture.LINEAR_MIPMAP_LINEAR)
    tcm.setFilter(osg.Texture.MAG_FILTER, osg.Texture.LINEAR)    

    # generate the six highlight map images (light direction = [1, 1, -1])
    mapgen = osgUtil.HighlightMapGenerator(
        osg.Vec3(1, 1, -1),            # light direction
        osg.Vec4(1, 0.9, 0.8, 1),    # light color
        8)                             # specular exponent
    
    mapgen.generateMap()

    # assign the six images to the texture object
    tcm.setImage(osg.TextureCubeMap.POSITIVE_X, mapgen.getImage(osg.TextureCubeMap.POSITIVE_X))
    tcm.setImage(osg.TextureCubeMap.NEGATIVE_X, mapgen.getImage(osg.TextureCubeMap.NEGATIVE_X))
    tcm.setImage(osg.TextureCubeMap.POSITIVE_Y, mapgen.getImage(osg.TextureCubeMap.POSITIVE_Y))
    tcm.setImage(osg.TextureCubeMap.NEGATIVE_Y, mapgen.getImage(osg.TextureCubeMap.NEGATIVE_Y))
    tcm.setImage(osg.TextureCubeMap.POSITIVE_Z, mapgen.getImage(osg.TextureCubeMap.POSITIVE_Z))
    tcm.setImage(osg.TextureCubeMap.NEGATIVE_Z, mapgen.getImage(osg.TextureCubeMap.NEGATIVE_Z))

    # enable texturing, replacing any textures in the subgraphs
    ss.setTextureAttributeAndModes(0, tcm, osg.StateAttribute.OVERRIDE | osg.StateAttribute.ON)

    # texture coordinate generation
    tg = osg.TexGen()
    tg.setMode(osg.TexGen.REFLECTION_MAP)
    ss.setTextureAttributeAndModes(0, tg, osg.StateAttribute.OVERRIDE | osg.StateAttribute.ON)

    # use TexEnvCombine to add the highlights to the original lighting
    te = osg.TexEnvCombine()    
    te.setCombine_RGB(osg.TexEnvCombine.ADD)
    te.setSource0_RGB(osg.TexEnvCombine.TEXTURE)
    te.setOperand0_RGB(osg.TexEnvCombine.SRC_COLOR)
    te.setSource1_RGB(osg.TexEnvCombine.PRIMARY_COLOR)
    te.setOperand1_RGB(osg.TexEnvCombine.SRC_COLOR)
    ss.setTextureAttributeAndModes(0, te, osg.StateAttribute.OVERRIDE | osg.StateAttribute.ON)
コード例 #5
0
    # note, well set the filtering up so that mip mapping is disabled,
    # gluBuild3DMipsmaps doesn't do a very good job of handled the
    # inbalanced dimensions of the 256x256x4 texture.
    texture3D = osg.Texture3D()
    texture3D.setFilter(osg.Texture3D.MIN_FILTER,osg.Texture3D.LINEAR)
    texture3D.setFilter(osg.Texture3D.MAG_FILTER,osg.Texture3D.LINEAR)
    texture3D.setWrap(osg.Texture3D.WRAP_R,osg.Texture3D.REPEAT)
    texture3D.setImage(image_3d)


    # create a texgen to generate a R texture coordinate, the geometry
    # itself will supply the S  T texture coordinates.
    # in the animateStateSet callback well alter this R value to
    # move the texture through the 3d texture, 3d texture filtering
    # will do the blending for us.
    texgen = osg.TexGen()
    texgen.setMode(osg.TexGen.OBJECT_LINEAR)
    texgen.setPlane(osg.TexGen.R, osg.Plane(0.0,0.0,0.0,0.2))

    # create the StateSet to store the texture data
    stateset = osg.StateSet()
    stateset.setTextureMode(0,GL_TEXTURE_GEN_R,osg.StateAttribute.ON)
    stateset.setTextureAttribute(0,texgen)
    stateset.setTextureAttributeAndModes(0,texture3D,osg.StateAttribute.ON)

    return stateset


class UpdateStateCallback (osg.NodeCallback) :
        UpdateStateCallback()