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flightgear/src/Scenery/redout.cxx
frohlich 19e2e7a461 Modified Files:
src/Main/renderer.cxx src/Scenery/Makefile.am
Added Files:
	src/Scenery/redout.cxx src/Scenery/redout.hxx:
	Add simple redout effect.
2007-05-03 18:47:39 +00:00

116 lines
3.8 KiB
C++

// redout.hxx
//
// Written by Mathias Froehlich,
//
// Copyright (C) 2007 Mathias Froehlich
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program 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 GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include "redout.hxx"
#include <assert.h>
#include <osg/BlendFunc>
#include <osg/Depth>
#include <osg/Geometry>
#include <osg/Geode>
#include <osg/Switch>
#include <osg/StateSet>
#include <simgear/props/props.hxx>
#include <Main/fg_props.hxx>
class FGRedoutCallback : public osg::NodeCallback {
public:
FGRedoutCallback(osg::Vec4Array* colorArray) :
_colorArray(colorArray),
_redoutNode(fgGetNode("/sim/rendering/redout", true))
{
fgGetNode("/sim/rendering/redout/alpha", true);
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
assert(dynamic_cast<osg::Switch*>(node));
osg::Switch* sw = static_cast<osg::Switch*>(node);
// Check if we need to do something further ...
float alpha = _redoutNode->getFloatValue("alpha", 0);
bool enabled = (0 < alpha);
sw->setValue(0, enabled);
if (!enabled)
return;
(*_colorArray)[0][0] = _redoutNode->getFloatValue("red", 1);
(*_colorArray)[0][1] = _redoutNode->getFloatValue("green", 0);
(*_colorArray)[0][2] = _redoutNode->getFloatValue("blue", 0);
(*_colorArray)[0][3] = alpha;
_colorArray->dirty();
}
private:
osg::ref_ptr<osg::Vec4Array> _colorArray;
SGSharedPtr<SGPropertyNode> _redoutNode;
};
osg::Node* FGCreateRedoutNode()
{
osg::Geometry* geometry = new osg::Geometry;
geometry->setUseDisplayList(false);
osg::StateSet* stateSet = geometry->getOrCreateStateSet();
stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
stateSet->setAttribute(new osg::BlendFunc);
stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
stateSet->setAttribute(new osg::Depth(osg::Depth::ALWAYS, 0, 1, false));
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
osg::Vec3Array* vertexArray = new osg::Vec3Array;
vertexArray->push_back(osg::Vec3(-1, -1, 0));
vertexArray->push_back(osg::Vec3( 1, -1, 0));
vertexArray->push_back(osg::Vec3( 1, 1, 0));
vertexArray->push_back(osg::Vec3(-1, 1, 0));
geometry->setVertexArray(vertexArray);
osg::Vec4Array* colorArray = new osg::Vec4Array;
colorArray->push_back(osg::Vec4(1, 0, 0, 1));
geometry->setColorArray(colorArray);
geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
geometry->addPrimitiveSet(new osg::DrawArrays(GL_POLYGON, 0, 4));
osg::Geode* geode = new osg::Geode;
geode->addDrawable(geometry);
osg::Camera* camera = new osg::Camera;
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setProjectionMatrix(osg::Matrix::ortho2D(-1, 1, -1, 1));
camera->setViewMatrix(osg::Matrix::identity());
camera->setRenderOrder(osg::Camera::POST_RENDER, 10);
camera->setClearMask(0);
camera->setAllowEventFocus(false);
camera->setCullingActive(false);
camera->addChild(geode);
osg::Switch* sw = new osg::Switch;
sw->setUpdateCallback(new FGRedoutCallback(colorArray));
sw->addChild(camera);
return sw;
}