// -*-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

  1. 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 ...

  2. 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 ...

  3. 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 ...

  4. [原][osg][粒子特效]spark粒子特效生成流程

  5. 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 ...

  6. 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 ...

  7. [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: ...

  8. [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 ...

  9. [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

  1. 【转】linux之mkfs/mke2fs格式化

    转自:http://blog.csdn.net/andyhooo/article/details/5321584 mkfs [root@www ~]# mkfs [-t 檔案系統格式] 裝置檔名 選項 ...

  2. Linux man命令数字含义

    1,用户在shell环境中可以操作的命令或可执行文件   2,系统内核可调用的函数与工具等,即由内核提供的函数. 如open,write之类的(通过这个,可以很方便的查到调用这个函数时需要加什么头文件 ...

  3. 北邮网关登录python脚本

    闲来无聊,来码一发 安装 pip install byrlogin 登录 登出

  4. 程序世界系列之-struts2安全漏洞引发的安全杂谈(上)

    目录: 1.讨论关于struts 安全问题. 2.黑客文化. 3.如何降低安全漏洞的出现. 4.忠告建议. 题记: 这篇文章本来很早应该和大家见面的,中间由于个人原因调整了系列文章发布时间,实属罪过. ...

  5. 坑爹的gltools编译错误解决

    搭边手游,看opengl superbible, 书中代码需要一个gltools库.作者自己提供的code google地址里gltools项目是空的,此一坑. 他的网站(www.starstones ...

  6. python中隐式的内存共享

    在python中,基本上使用的是引用,那么就会造成一个隐式的内存共享,特别是在容器对象中,例如list,dictionary 对于不可变对象,是不会造成隐式的内存共享情况,如下所示: >> ...

  7. Pregel: A System for Large-Scale Graph Processing(译)

    [说明:Pregel这篇是发表在2010年的SIGMOD上,Pregel这个名称是为了纪念欧拉,在他提出的格尼斯堡七桥问题中,那些桥所在的河就叫Pregel.最初是为了解决PageRank计算问题,由 ...

  8. Cocos手游录制插件:cocos-plugin

    Cocos手游录制插件:cocos-plugin Testinlab2014-10-29 13:42:27153 次阅读 Cocos手游录制插件,用于添加Testin手游自动化测试支持,支持cocos ...

  9. 【JSON】JSON字符串的操作(不断积累中)

    一.JS遍历JSON串 示例01 目标:返回的JSON串中,一个Key对应的Value是一个数组(若在Java程序中,是一个List). 现在要求获取每个数组中的第一个对象元素中的name属性的值. ...

  10. ASP.NET自定义控件入门Demo

    最近看了MSDN关于自定义控件的介绍,根据官方的文档,自己学着做了一个简单的Demo给需要的朋友参考. ASP.NET 源生的TextBox是不带Label标签的,这里我要实现的是创建一个带Label ...