source: osgVisual/src/draw3D/visual_draw3D.cpp @ 153

Last change on this file since 153 was 88, checked in by Torben Dannhauer, 14 years ago

Moved memory leak detection from source file to headerfile. Its still in the class but at least not in the source file.

The leak detection works, but the false positives are not stopped.
Use Linux/Valgrind? to make your final leak detection beyond the easy first approach in MSVC

File size: 3.0 KB
Line 
1/* -*-c++-*- osgVisual - Copyright (C) 2009-2010 Torben Dannhauer
2 *
3 * This library is based on OpenSceneGraph, open source and may be redistributed and/or modified under
4 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
5 * (at your option) any later version.  The full license is in LICENSE file
6 * included with this distribution, and on the openscenegraph.org website.
7 *
8 * osgVisual requires for some proprietary modules a license from the correspondig manufacturer.
9 * You have to aquire licenses for all used proprietary modules.
10 *
11 * This library is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 * OpenSceneGraph Public License for more details.
15*/
16
17#include <visual_draw3D.h>
18
19using namespace osgVisual;
20
21visual_draw3D::visual_draw3D(void)
22{
23}
24
25visual_draw3D::~visual_draw3D(void)
26{
27}
28
29void visual_draw3D::init( osg::CoordinateSystemNode* rootNode_, osgViewer::Viewer *viewer_ )
30{
31        osg::Matrix testmatrix = viewer_->getCamera()->getViewMatrix();
32
33        testmatrix.makeTranslate( 2.0, 2.0, 2.0 );
34        //testmatrix.
35        osg::ref_ptr<osg::Geode> hudGeode = new osg::Geode();
36        rootNode_->addChild( hudGeode );
37
38
39    // create background
40       
41        // configuring background shape
42        float depth = -0.1; // Paint background behind text.
43        osg::Vec4f bgColor_rgba = osg::Vec4(1.0f,1.0,0.8f,0.2f);
44        osg::Vec3 hudCenter = osg::Vec3(0.0, 0.0, 0.0);
45        float baseSize = 200;
46        float addSize = 70;
47
48
49        osg::Geometry* hudBackground = new osg::Geometry;
50
51        osg::Vec3Array* vertices = new osg::Vec3Array;
52        vertices->push_back(hudCenter+osg::Vec3(baseSize+addSize, baseSize, depth));
53        vertices->push_back(hudCenter+osg::Vec3(baseSize, baseSize+addSize, depth));
54        vertices->push_back(hudCenter+osg::Vec3(-baseSize , baseSize+addSize, depth));
55        vertices->push_back(hudCenter+osg::Vec3(-baseSize-addSize, baseSize,depth));
56        vertices->push_back(hudCenter+osg::Vec3(-baseSize-addSize, -baseSize,depth));
57        vertices->push_back(hudCenter+osg::Vec3(-baseSize , -baseSize-addSize, depth));
58        vertices->push_back(hudCenter+osg::Vec3(baseSize, -baseSize-addSize, depth));
59        vertices->push_back(hudCenter+osg::Vec3(baseSize+addSize, -baseSize, depth));
60        hudBackground->setVertexArray(vertices);
61       
62        osg::Vec3Array* normals = new osg::Vec3Array;
63        normals->push_back(osg::Vec3(0.0f,0.0f,1.0f));
64        hudBackground->setNormalArray(normals);
65        hudBackground->setNormalBinding(osg::Geometry::BIND_OVERALL);
66       
67        osg::Vec4Array* colors = new osg::Vec4Array;
68        colors->push_back( bgColor_rgba );
69        hudBackground->setColorArray(colors);
70        hudBackground->setColorBinding(osg::Geometry::BIND_OVERALL);
71       
72        hudBackground->addPrimitiveSet(new osg::DrawArrays(GL_POLYGON,0,8));
73       
74        osg::StateSet* stateset = hudBackground->getOrCreateStateSet();
75        stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
76        stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
77
78}
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