OpenSceneGraph/examples/osglogo/osglogo.cpp

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#include <osg/Geode>
#include <osg/ShapeDrawable>
#include <osg/Material>
#include <osg/Texture2D>
#include <osg/Geometry>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/BlendFunc>
#include <osg/ClearNode>
#include <osgUtil/Tesselator>
#include <osgUtil/CullVisitor>
#include <osgText/Text>
#include <osgGA/TrackballManipulator>
#include <osgProducer/Viewer>
#include <osgDB/ReadFile>
static bool s_ProfessionalServices = false;
class MyBillboardTransform : public osg::PositionAttitudeTransform
{
public:
MyBillboardTransform():
_axis(0.0f,0.0f,1.0f),
_normal(0.0f,-1.0f,0.0f)
{
}
bool computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const
{
osg::Quat billboardRotation;
osgUtil::CullVisitor* cullvisitor = dynamic_cast<osgUtil::CullVisitor*>(nv);
if (cullvisitor)
{
osg::Vec3 eyevector = cullvisitor->getEyeLocal()-_position;
eyevector.normalize();
osg::Vec3 side = _axis^_normal;
side.normalize();
float angle = atan2(eyevector*_normal,eyevector*side);
billboardRotation.makeRotate(osg::PI_2-angle,_axis);
}
matrix.preMult(osg::Matrix::translate(-_pivotPoint)*
osg::Matrix::rotate(_attitude)*
osg::Matrix::rotate(billboardRotation)*
osg::Matrix::translate(_position));
return true;
}
void setAxis(const osg::Vec3& axis) { _axis = axis; }
void setNormal(const osg::Vec3& normal) { _normal = normal; }
protected:
virtual ~MyBillboardTransform() {}
osg::Vec3 _axis;
osg::Vec3 _normal;
};
osg::Geometry* createWing(const osg::Vec3& left, const osg::Vec3& nose, const osg::Vec3& right,float chordRatio,const osg::Vec4& color)
{
osg::Geometry* geom = new osg::Geometry;
osg::Vec3 normal = (nose-right)^(left-nose);
normal.normalize();
osg::Vec3 left_to_right = right-left;
osg::Vec3 mid = (right+left)*0.5f;
osg::Vec3 mid_to_nose = (nose-mid)*chordRatio*0.5f;
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices->push_back(left);
//vertices->push_back(mid+mid_to_nose);
unsigned int noSteps = 40;
for(unsigned int i=1;i<noSteps;++i)
{
float ratio = (float)i/(float)noSteps;
vertices->push_back(left + left_to_right*ratio + mid_to_nose* (cosf((ratio-0.5f)*osg::PI*2.0f)+1.0f));
}
vertices->push_back(right);
vertices->push_back(nose);
geom->setVertexArray(vertices);
osg::Vec3Array* normals = new osg::Vec3Array;
normals->push_back(normal);
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(color);
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
geom->addPrimitiveSet(new osg::DrawArrays(GL_POLYGON,0,vertices->getNumElements()));
osgUtil::Tesselator tesselator;
tesselator.retesselatePolygons(*geom);
return geom;
}
osg:: Node* createTextBelow(const osg::BoundingBox& bb)
{
osg::Geode* geode = new osg::Geode();
std::string font("fonts/arial.ttf");
osgText::Text* text = new osgText::Text;
text->setFont(font);
text->setFontResolution(64,64);
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::XZ_PLANE);
text->setPosition(bb.center()-osg::Vec3(0.0f,0.0f,(bb.zMax()-bb.zMin())));
text->setColor(osg::Vec4(0.37f,0.48f,0.67f,1.0f));
text->setText("OpenSceneGraph");
geode->addDrawable( text );
return geode;
}
osg:: Node* createTextLeft(const osg::BoundingBox& bb)
{
osg::Geode* geode = new osg::Geode();
osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
//std::string font("fonts/times.ttf");
std::string font("fonts/arial.ttf");
osgText::Text* text = new osgText::Text;
text->setFont(font);
text->setFontResolution(110,120);
text->setAlignment(osgText::Text::RIGHT_CENTER);
text->setAxisAlignment(osgText::Text::XZ_PLANE);
text->setCharacterSize((bb.zMax()-bb.zMin())*1.0f);
text->setPosition(bb.center()-osg::Vec3((bb.xMax()-bb.xMin()),-(bb.yMax()-bb.yMin())*0.5f,(bb.zMax()-bb.zMin())*0.1f));
//text->setColor(osg::Vec4(0.37f,0.48f,0.67f,1.0f)); // Neil's orignal OSG colour
text->setColor(osg::Vec4(0.20f,0.45f,0.60f,1.0f)); // OGL logo colour
text->setText("OpenSceneGraph");
geode->addDrawable( text );
if (s_ProfessionalServices)
{
//osgText::Text* subscript = new osgText::Text(new osgText::TextureFont(font,45));
osgText::Text* subscript = new osgText::Text;
subscript->setFont(font);
subscript->setText("Professional Services");
subscript->setAlignment(osgText::Text::RIGHT_CENTER);
subscript->setAxisAlignment(osgText::Text::XZ_PLANE);
subscript->setPosition(bb.center()-osg::Vec3((bb.xMax()-bb.xMin())*4.3f,-(bb.yMax()-bb.yMin())*0.5f,(bb.zMax()-bb.zMin())*0.6f));
subscript->setColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); // black
geode->addDrawable( subscript );
}
return geode;
}
osg:: Node* createGlobe(const osg::BoundingBox& bb,float ratio, const std::string& filename)
{
osg::MatrixTransform* xform = new osg::MatrixTransform;
xform->setUpdateCallback(new osg::AnimationPathCallback(bb.center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(10.0f)));
osg::Node* bluemarble = osgDB::readNodeFile(filename.c_str());
if (bluemarble)
{
const osg::BoundingSphere& bs = bluemarble->getBound();
float s = 1.2*bb.radius()/bs.radius();
osg::MatrixTransform* positioner = new osg::MatrixTransform;
positioner->setMatrix(osg::Matrix::translate(-bs.center())*osg::Matrix::scale(s,s,s)*osg::Matrix::translate(bb.center()));
positioner->addChild(bluemarble);
xform->addChild(positioner);
}
else
{
osg::Geode* geode = new osg::Geode();
osg::StateSet* stateset = geode->getOrCreateStateSet();
osg::Image* image = osgDB::readImageFile("Images/land_shallow_topo_2048.jpg");
if (image)
{
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osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
texture->setMaxAnisotropy(8);
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
}
osg::Material* material = new osg::Material;
stateset->setAttribute(material);
// the globe
geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(bb.center(),bb.radius()*ratio)));
xform->addChild(geode);
}
return xform;
}
osg:: Node* createBox(const osg::BoundingBox& bb,float chordRatio)
{
osg::Geode* geode = new osg::Geode();
osg::Vec4 white(1.0f,1.0f,1.0f,1.0f);
// front faces.
geode->addDrawable(createWing(bb.corner(4),bb.corner(6),bb.corner(7),chordRatio,white));
geode->addDrawable(createWing(bb.corner(7),bb.corner(5),bb.corner(4),chordRatio,white));
geode->addDrawable(createWing(bb.corner(4),bb.corner(5),bb.corner(1),chordRatio,white));
geode->addDrawable(createWing(bb.corner(1),bb.corner(0),bb.corner(4),chordRatio,white));
geode->addDrawable(createWing(bb.corner(1),bb.corner(5),bb.corner(7),chordRatio,white));
geode->addDrawable(createWing(bb.corner(7),bb.corner(3),bb.corner(1),chordRatio,white));
// back faces
geode->addDrawable(createWing(bb.corner(2),bb.corner(0),bb.corner(1),chordRatio,white));
geode->addDrawable(createWing(bb.corner(1),bb.corner(3),bb.corner(2),chordRatio,white));
geode->addDrawable(createWing(bb.corner(2),bb.corner(3),bb.corner(7),chordRatio,white));
geode->addDrawable(createWing(bb.corner(7),bb.corner(6),bb.corner(2),chordRatio,white));
geode->addDrawable(createWing(bb.corner(2),bb.corner(6),bb.corner(4),chordRatio,white));
geode->addDrawable(createWing(bb.corner(4),bb.corner(0),bb.corner(2),chordRatio,white));
return geode;
}
osg:: Node* createBoxNo5(const osg::BoundingBox& bb,float chordRatio)
{
osg::Geode* geode = new osg::Geode();
osg::Vec4 white(1.0f,1.0f,1.0f,1.0f);
// front faces.
geode->addDrawable(createWing(bb.corner(4),bb.corner(6),bb.corner(7),chordRatio,white));
geode->addDrawable(createWing(bb.corner(1),bb.corner(0),bb.corner(4),chordRatio,white));
geode->addDrawable(createWing(bb.corner(7),bb.corner(3),bb.corner(1),chordRatio,white));
// back faces
geode->addDrawable(createWing(bb.corner(2),bb.corner(0),bb.corner(1),chordRatio,white));
geode->addDrawable(createWing(bb.corner(1),bb.corner(3),bb.corner(2),chordRatio,white));
geode->addDrawable(createWing(bb.corner(2),bb.corner(3),bb.corner(7),chordRatio,white));
geode->addDrawable(createWing(bb.corner(7),bb.corner(6),bb.corner(2),chordRatio,white));
geode->addDrawable(createWing(bb.corner(2),bb.corner(6),bb.corner(4),chordRatio,white));
geode->addDrawable(createWing(bb.corner(4),bb.corner(0),bb.corner(2),chordRatio,white));
return geode;
}
osg:: Node* createBoxNo5No2(const osg::BoundingBox& bb,float chordRatio)
{
osg::Geode* geode = new osg::Geode();
// osg::Vec4 red(1.0f,0.0f,0.0f,1.0f);
// osg::Vec4 green(0.0f,1.0f,0.0f,1.0f);
// osg::Vec4 blue(0.0f,0.0f,1.0f,1.0f);
osg::Vec4 red(1.0f,0.12f,0.06f,1.0f);
osg::Vec4 green(0.21f,0.48f,0.03f,1.0f);
osg::Vec4 blue(0.20f,0.45f,0.60f,1.0f);
// front faces.
geode->addDrawable(createWing(bb.corner(4),bb.corner(6),bb.corner(7),chordRatio,red));
geode->addDrawable(createWing(bb.corner(1),bb.corner(0),bb.corner(4),chordRatio,green));
geode->addDrawable(createWing(bb.corner(7),bb.corner(3),bb.corner(1),chordRatio,blue));
return geode;
}
osg:: Node* createBackdrop(const osg::Vec3& corner,const osg::Vec3& top,const osg::Vec3& right)
{
osg::Geometry* geom = new osg::Geometry;
osg::Vec3 normal = (corner-top)^(right-corner);
normal.normalize();
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices->push_back(top);
vertices->push_back(corner);
vertices->push_back(right);
vertices->push_back(right+(top-corner));
geom->setVertexArray(vertices);
osg::Vec3Array* normals = new osg::Vec3Array;
normals->push_back(normal);
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,vertices->getNumElements()));
osg::Geode* geode = new osg::Geode();
geode->addDrawable(geom);
return geode;
}
osg::Node* createLogo(const std::string& filename)
{
osg::BoundingBox bb(osg::Vec3(0.0f,0.0f,0.0f),osg::Vec3(100.0f,100.0f,100.0f));
float chordRatio = 0.5f;
float sphereRatio = 0.6f;
// create a group to hold the whole model.
osg::Group* logo_group = new osg::Group;
osg::Quat r1,r2;
r1.makeRotate(-osg::inDegrees(45.0f),0.0f,0.0f,1.0f);
r2.makeRotate(osg::inDegrees(45.0f),1.0f,0.0f,0.0f);
MyBillboardTransform* xform = new MyBillboardTransform;
xform->setPivotPoint(bb.center());
xform->setPosition(bb.center());
xform->setAttitude(r1*r2);
// // create a transform to orientate the box and globe.
// osg::MatrixTransform* xform = new osg::MatrixTransform;
// xform->setDataVariance(osg::Object::STATIC);
// xform->setMatrix(osg::Matrix::translate(-bb.center())*
// osg::Matrix::rotate(-osg::inDegrees(45.0f),0.0f,0.0f,1.0f)*
// osg::Matrix::rotate(osg::inDegrees(45.0f),1.0f,0.0f,0.0f)*
// osg::Matrix::translate(bb.center()));
// add the box and globe to it.
//xform->addChild(createBox(bb,chordRatio));
//xform->addChild(createBoxNo5(bb,chordRatio));
xform->addChild(createBoxNo5No2(bb,chordRatio));
// add the transform to the group.
logo_group->addChild(xform);
logo_group->addChild(createGlobe(bb,sphereRatio,filename));
// add the text to the group.
//group->addChild(createTextBelow(bb));
logo_group->addChild(createTextLeft(bb));
// create the backdrop to render the shadow to.
osg::Vec3 corner(-900.0f,150.0f,-100.0f);
osg::Vec3 top(0.0f,0.0f,300.0f); top += corner;
osg::Vec3 right(1100.0f,0.0f,0.0f); right += corner;
// osg::Group* backdrop = new osg::Group;
// backdrop->addChild(createBackdrop(corner,top,right));
osg::ClearNode* backdrop = new osg::ClearNode;
backdrop->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
//osg::Vec3 lightPosition(-500.0f,-2500.0f,500.0f);
//osg::Node* scene = createShadowedScene(logo_group,backdrop,lightPosition,0.0f,0);
osg::Group* scene = new osg::Group;
osg::StateSet* stateset = scene->getOrCreateStateSet();
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
scene->addChild(logo_group);
scene->addChild(backdrop);
return scene;
}
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates both text, animation and billboard via custom transform to create the OpenSceneGraph logo..");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+"[options] [filename] ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
arguments.getApplicationUsage()->addCommandLineOption("ps","Render the Professional Services logo");
// construct the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
while (arguments.read("ps")) s_ProfessionalServices = true;
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
osg::Node* node = 0;
if (arguments.argc()>1) createLogo(arguments[1]);
else node = createLogo("bluemarble.ive");
// add model to viewer.
viewer.setSceneData( node );
// create the windows and run the threads.
viewer.realize();
while( !viewer.done() )
{
// wait for all cull and draw threads to complete.
viewer.sync();
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer.update();
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
// wait for all cull and draw threads to complete before exit.
viewer.sync();
return 0;
}