OpenSceneGraph/examples/osgtexture2D/osgtexture2D.cpp

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/* OpenSceneGraph example, osgtexture2D.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <osg/Node>
#include <osg/Geometry>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/DrawPixels>
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#include <osg/PolygonOffset>
#include <osg/Geode>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
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#include <osgText/Text>
#include <osgViewer/Viewer>
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
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// filter wall and animation callback.
//
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class FilterCallback : public osg::NodeCallback
{
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public:
FilterCallback(osg::Texture2D* texture,osgText::Text* text,double delay=1.0):
_texture(texture),
_text(text),
_delay(delay),
_currPos(0),
_prevTime(0.0)
{
// start with a mip mapped mode to ensure that
_minFilterList.push_back(osg::Texture2D::LINEAR_MIPMAP_LINEAR);
_magFilterList.push_back(osg::Texture2D::LINEAR);
_textList.push_back("Tri-linear mip mapping (default filtering)\nsetFilter(MIN_FILTER,LINEAR_MIP_LINEAR)\nsetFilter(MAG_FILTER,LINEAR)");
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_minFilterList.push_back(osg::Texture2D::NEAREST);
_magFilterList.push_back(osg::Texture2D::NEAREST);
_textList.push_back("Nearest filtering\nsetFilter(MIN_FILTER,NEAREST)\nsetFilter(MAG_FILTER,NEAREST)");
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_minFilterList.push_back(osg::Texture2D::LINEAR);
_magFilterList.push_back(osg::Texture2D::LINEAR);
_textList.push_back("Linear filtering\nsetFilter(MIN_FILTER,LINEAR)\nsetFilter(MAG_FILTER,LINEAR)");
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_minFilterList.push_back(osg::Texture2D::NEAREST_MIPMAP_NEAREST);
_magFilterList.push_back(osg::Texture2D::LINEAR);
_textList.push_back("nearest mip mapping (default filtering)\nsetFilter(MIN_FILTER,)\nsetFilter(MAG_FILTER,LINEAR)");
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_minFilterList.push_back(osg::Texture2D::LINEAR_MIPMAP_NEAREST);
_magFilterList.push_back(osg::Texture2D::LINEAR);
_textList.push_back("bi-linear mip mapping\nsetFilter(MIN_FILTER,LINEAR_MIPMAP_NEAREST)\nsetFilter(MAG_FILTER,LINEAR)");
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_minFilterList.push_back(osg::Texture2D::NEAREST_MIPMAP_LINEAR);
_magFilterList.push_back(osg::Texture2D::LINEAR);
_textList.push_back("bi-linear mip mapping\nsetFilter(MIN_FILTER,NEAREST_MIPMAP_LINEAR)\nsetFilter(MAG_FILTER,LINEAR)");
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setValues();
}
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virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
{
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if (nv->getFrameStamp())
{
double currTime = nv->getFrameStamp()->getSimulationTime();
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if (currTime-_prevTime>_delay)
{
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// update filter modes and text.
setValues();
// advance the current positon, wrap round if required.
_currPos++;
if (_currPos>=_minFilterList.size()) _currPos=0;
// record time
_prevTime = currTime;
}
}
}
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void setValues()
{
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_texture->setFilter(osg::Texture2D::MIN_FILTER,_minFilterList[_currPos]);
_texture->setFilter(osg::Texture2D::MAG_FILTER,_magFilterList[_currPos]);
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_text->setText(_textList[_currPos]);
}
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protected:
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typedef std::vector<osg::Texture2D::FilterMode> FilterList;
typedef std::vector<std::string> TextList;
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osg::ref_ptr<osg::Texture2D> _texture;
osg::ref_ptr<osgText::Text> _text;
double _delay;
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FilterList _minFilterList;
FilterList _magFilterList;
TextList _textList;
unsigned int _currPos;
double _prevTime;
};
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osg::Node* createFilterWall(osg::BoundingBox& bb,const std::string& filename)
{
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osg::Group* group = new osg::Group;
// left hand side of bounding box.
osg::Vec3 top_left(bb.xMin(),bb.yMin(),bb.zMax());
osg::Vec3 bottom_left(bb.xMin(),bb.yMin(),bb.zMin());
osg::Vec3 bottom_right(bb.xMin(),bb.yMax(),bb.zMin());
osg::Vec3 top_right(bb.xMin(),bb.yMax(),bb.zMax());
osg::Vec3 center(bb.xMin(),(bb.yMin()+bb.yMax())*0.5f,(bb.zMin()+bb.zMax())*0.5f);
float height = bb.zMax()-bb.zMin();
// create the geometry for the wall.
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array(4);
(*vertices)[0] = top_left;
(*vertices)[1] = bottom_left;
(*vertices)[2] = bottom_right;
(*vertices)[3] = top_right;
geom->setVertexArray(vertices);
osg::Vec2Array* texcoords = new osg::Vec2Array(4);
(*texcoords)[0].set(0.0f,1.0f);
(*texcoords)[1].set(0.0f,0.0f);
(*texcoords)[2].set(1.0f,0.0f);
(*texcoords)[3].set(1.0f,1.0f);
geom->setTexCoordArray(0,texcoords);
osg::Vec3Array* normals = new osg::Vec3Array(1);
(*normals)[0].set(1.0f,0.0f,0.0f);
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
osg::Vec4Array* colors = new osg::Vec4Array(1);
(*colors)[0].set(1.0f,1.0f,1.0f,1.0f);
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
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geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4));
osg::Geode* geom_geode = new osg::Geode;
geom_geode->addDrawable(geom);
group->addChild(geom_geode);
// set up the texture state.
osg::Texture2D* texture = new osg::Texture2D;
texture->setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state.
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texture->setImage(osgDB::readImageFile(filename));
osg::StateSet* stateset = geom->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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// create the text label.
osgText::Text* text = new osgText::Text;
text->setFont("fonts/arial.ttf");
text->setPosition(center);
text->setCharacterSize(height*0.03f);
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::YZ_PLANE);
osg::Geode* text_geode = new osg::Geode;
text_geode->addDrawable(text);
osg::StateSet* text_stateset = text_geode->getOrCreateStateSet();
text_stateset->setAttributeAndModes(new osg::PolygonOffset(-1.0f,-1.0f),osg::StateAttribute::ON);
group->addChild(text_geode);
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// set the update callback to cycle through the various min and mag filter modes.
group->setUpdateCallback(new FilterCallback(texture,text));
return group;
}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// anisotropic wall and animation callback.
//
class AnisotropicCallback : public osg::NodeCallback
{
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public:
AnisotropicCallback(osg::Texture2D* texture,osgText::Text* text,double delay=1.0):
_texture(texture),
_text(text),
_delay(delay),
_currPos(0),
_prevTime(0.0)
{
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_maxAnisotropyList.push_back(1.0f);
_textList.push_back("No anisotropic filtering (default)\nsetMaxAnisotropy(1.0f)");
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_maxAnisotropyList.push_back(2.0f);
_textList.push_back("Anisotropic filtering\nsetMaxAnisotropy(2.0f)");
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_maxAnisotropyList.push_back(4.0f);
_textList.push_back("Anisotropic filtering\nsetMaxAnisotropy(4.0f)");
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_maxAnisotropyList.push_back(8.0f);
_textList.push_back("Anisotropic filtering\nsetMaxAnisotropy(8.0f)");
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_maxAnisotropyList.push_back(16.0f);
_textList.push_back("Higest quality anisotropic filtering\nsetMaxAnisotropy(16.0f)");
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setValues();
}
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virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
{
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if (nv->getFrameStamp())
{
double currTime = nv->getFrameStamp()->getSimulationTime();
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if (currTime-_prevTime>_delay)
{
// update filter modes and text.
setValues();
// advance the current positon, wrap round if required.
_currPos++;
if (_currPos>=_maxAnisotropyList.size()) _currPos=0;
// record time
_prevTime = currTime;
}
}
}
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void setValues()
{
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_texture->setMaxAnisotropy(_maxAnisotropyList[_currPos]);
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_text->setText(_textList[_currPos]);
}
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protected:
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typedef std::vector<float> AnisotropyList;
typedef std::vector<std::string> TextList;
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osg::ref_ptr<osg::Texture2D> _texture;
osg::ref_ptr<osgText::Text> _text;
double _delay;
AnisotropyList _maxAnisotropyList;
TextList _textList;
unsigned int _currPos;
double _prevTime;
};
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osg::Node* createAnisotripicWall(osg::BoundingBox& bb,const std::string& filename)
{
osg::Group* group = new osg::Group;
// left hand side of bounding box.
osg::Vec3 top_left(bb.xMin(),bb.yMax(),bb.zMin());
osg::Vec3 bottom_left(bb.xMin(),bb.yMin(),bb.zMin());
osg::Vec3 bottom_right(bb.xMax(),bb.yMin(),bb.zMin());
osg::Vec3 top_right(bb.xMax(),bb.yMax(),bb.zMin());
osg::Vec3 center((bb.xMin()+bb.xMax())*0.5f,(bb.yMin()+bb.yMax())*0.5f,bb.zMin());
float height = bb.yMax()-bb.yMin();
// create the geometry for the wall.
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array(4);
(*vertices)[0] = top_left;
(*vertices)[1] = bottom_left;
(*vertices)[2] = bottom_right;
(*vertices)[3] = top_right;
geom->setVertexArray(vertices);
osg::Vec2Array* texcoords = new osg::Vec2Array(4);
(*texcoords)[0].set(0.0f,1.0f);
(*texcoords)[1].set(0.0f,0.0f);
(*texcoords)[2].set(1.0f,0.0f);
(*texcoords)[3].set(1.0f,1.0f);
geom->setTexCoordArray(0,texcoords);
osg::Vec3Array* normals = new osg::Vec3Array(1);
(*normals)[0].set(0.0f,0.0f,1.0f);
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
osg::Vec4Array* colors = new osg::Vec4Array(1);
(*colors)[0].set(1.0f,1.0f,1.0f,1.0f);
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
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geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4));
osg::Geode* geom_geode = new osg::Geode;
geom_geode->addDrawable(geom);
group->addChild(geom_geode);
// set up the texture state.
osg::Texture2D* texture = new osg::Texture2D;
texture->setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state.
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texture->setImage(osgDB::readImageFile(filename));
osg::StateSet* stateset = geom->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
// create the text label.
osgText::Text* text = new osgText::Text;
text->setFont("fonts/arial.ttf");
text->setPosition(center);
text->setCharacterSize(height*0.03f);
text->setColor(osg::Vec4(1.0f,0.0f,1.0f,1.0f));
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text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::XY_PLANE);
osg::Geode* text_geode = new osg::Geode;
text_geode->addDrawable(text);
osg::StateSet* text_stateset = text_geode->getOrCreateStateSet();
text_stateset->setAttributeAndModes(new osg::PolygonOffset(-1.0f,-1.0f),osg::StateAttribute::ON);
group->addChild(text_geode);
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// set the update callback to cycle through the various min and mag filter modes.
group->setUpdateCallback(new AnisotropicCallback(texture,text));
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return group;
}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// wrap wall and animation callback.
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//
class WrapCallback : public osg::NodeCallback
{
public:
WrapCallback(osg::Texture2D* texture,osgText::Text* text,double delay=1.0):
_texture(texture),
_text(text),
_delay(delay),
_currPos(0),
_prevTime(0.0)
{
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_wrapList.push_back(osg::Texture2D::CLAMP);
_textList.push_back("Default tex coord clamp\nsetWrap(WRAP_S,CLAMP)");
_wrapList.push_back(osg::Texture2D::CLAMP_TO_EDGE);
_textList.push_back("Clamp to edge extension\nsetWrap(WRAP_S,CLAMP_TO_EDGE)");
_wrapList.push_back(osg::Texture2D::CLAMP_TO_BORDER);
_textList.push_back("Clamp to border color extension\nsetWrap(WRAP_S,CLAMP_TO_BORDER)");
_wrapList.push_back(osg::Texture2D::REPEAT);
_textList.push_back("Repeat wrap\nsetWrap(WRAP_S,REPEAT)");
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_wrapList.push_back(osg::Texture2D::MIRROR);
_textList.push_back("Mirror wrap extension\nsetWrap(WRAP_S,MIRROR)");
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setValues();
}
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virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
{
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if (nv->getFrameStamp())
{
double currTime = nv->getFrameStamp()->getSimulationTime();
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if (currTime-_prevTime>_delay)
{
// update filter modes and text.
setValues();
// advance the current positon, wrap round if required.
_currPos++;
if (_currPos>=_wrapList.size()) _currPos=0;
// record time
_prevTime = currTime;
}
}
}
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void setValues()
{
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_texture->setWrap(osg::Texture2D::WRAP_S,_wrapList[_currPos]);
_texture->setWrap(osg::Texture2D::WRAP_T,_wrapList[_currPos]);
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_text->setText(_textList[_currPos]);
}
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protected:
typedef std::vector<osg::Texture2D::WrapMode> WrapList;
typedef std::vector<std::string> TextList;
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osg::ref_ptr<osg::Texture2D> _texture;
osg::ref_ptr<osgText::Text> _text;
double _delay;
WrapList _wrapList;
TextList _textList;
unsigned int _currPos;
double _prevTime;
};
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osg::Node* createWrapWall(osg::BoundingBox& bb,const std::string& filename)
{
osg::Group* group = new osg::Group;
// left hand side of bounding box.
osg::Vec3 top_left(bb.xMax(),bb.yMax(),bb.zMax());
osg::Vec3 bottom_left(bb.xMax(),bb.yMax(),bb.zMin());
osg::Vec3 bottom_right(bb.xMax(),bb.yMin(),bb.zMin());
osg::Vec3 top_right(bb.xMax(),bb.yMin(),bb.zMax());
osg::Vec3 center(bb.xMax(),(bb.yMin()+bb.yMax())*0.5f,(bb.zMin()+bb.zMax())*0.5f);
float height = bb.zMax()-bb.zMin();
// create the geometry for the wall.
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array(4);
(*vertices)[0] = top_left;
(*vertices)[1] = bottom_left;
(*vertices)[2] = bottom_right;
(*vertices)[3] = top_right;
geom->setVertexArray(vertices);
osg::Vec2Array* texcoords = new osg::Vec2Array(4);
(*texcoords)[0].set(-1.0f,2.0f);
(*texcoords)[1].set(-1.0f,-1.0f);
(*texcoords)[2].set(2.0f,-1.0f);
(*texcoords)[3].set(2.0f,2.0f);
geom->setTexCoordArray(0,texcoords);
osg::Vec3Array* normals = new osg::Vec3Array(1);
(*normals)[0].set(-1.0f,0.0f,0.0f);
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geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
osg::Vec4Array* colors = new osg::Vec4Array(1);
(*colors)[0].set(1.0f,1.0f,1.0f,1.0f);
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
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geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4));
osg::Geode* geom_geode = new osg::Geode;
geom_geode->addDrawable(geom);
group->addChild(geom_geode);
// set up the texture state.
osg::Texture2D* texture = new osg::Texture2D;
texture->setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state.
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texture->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,0.5f)); // only used when wrap is set to CLAMP_TO_BORDER
texture->setImage(osgDB::readImageFile(filename));
osg::StateSet* stateset = geom->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
// create the text label.
osgText::Text* text = new osgText::Text;
text->setFont("fonts/arial.ttf");
text->setPosition(center);
text->setCharacterSize(height*0.03f);
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::YZ_PLANE);
osg::Geode* text_geode = new osg::Geode;
text_geode->addDrawable(text);
osg::StateSet* text_stateset = text_geode->getOrCreateStateSet();
text_stateset->setAttributeAndModes(new osg::PolygonOffset(-1.0f,-1.0f),osg::StateAttribute::ON);
group->addChild(text_geode);
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// set the update callback to cycle through the various min and mag filter modes.
group->setUpdateCallback(new WrapCallback(texture,text));
return group;
}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// sublooad wall and animation callback.
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//
class ImageUpdateCallback : public osg::NodeCallback
{
public:
ImageUpdateCallback(osg::Texture2D* texture,osgText::Text* text,double delay=1.0):
_texture(texture),
_text(text),
_delay(delay),
_currPos(0),
_prevTime(0.0)
{
_imageList.push_back(osgDB::readImageFile("Images/dog_left_eye.jpg"));
_textList.push_back("Subloaded Image 1 - dog_left_eye.jpg");
_imageList.push_back(osgDB::readImageFile("Images/dog_right_eye.jpg"));
_textList.push_back("Subloaded Image 2 - dog_right_eye.jpg");
setValues();
}
virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
{
if (nv->getFrameStamp())
{
double currTime = nv->getFrameStamp()->getSimulationTime();
if (currTime-_prevTime>_delay)
{
// update filter modes and text.
setValues();
// advance the current positon, wrap round if required.
_currPos++;
if (_currPos>=_imageList.size()) _currPos=0;
// record time
_prevTime = currTime;
}
}
}
void setValues()
{
// Note, as long as the images are the same dimensions subloading will be used
// to update the textures. If dimensions change then the texture objects have
// to be deleted and re-recreated.
//
// The load/subload happens during the draw traversal so doesn't happen on
// the setImage which just updates internal pointers and modifed flags.
_texture->setImage(_imageList[_currPos].get());
//_texture->dirtyTextureObject();
_text->setText(_textList[_currPos]);
}
protected:
typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;
typedef std::vector<std::string> TextList;
osg::ref_ptr<osg::Texture2D> _texture;
osg::ref_ptr<osgText::Text> _text;
double _delay;
ImageList _imageList;
TextList _textList;
unsigned int _currPos;
double _prevTime;
};
osg::Node* createSubloadWall(osg::BoundingBox& bb)
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{
osg::Group* group = new osg::Group;
// left hand side of bounding box.
osg::Vec3 top_left(bb.xMin(),bb.yMax(),bb.zMax());
osg::Vec3 bottom_left(bb.xMin(),bb.yMax(),bb.zMin());
osg::Vec3 bottom_right(bb.xMax(),bb.yMax(),bb.zMin());
osg::Vec3 top_right(bb.xMax(),bb.yMax(),bb.zMax());
osg::Vec3 center((bb.xMax()+bb.xMin())*0.5f,bb.yMax(),(bb.zMin()+bb.zMax())*0.5f);
float height = bb.zMax()-bb.zMin();
// create the geometry for the wall.
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array(4);
(*vertices)[0] = top_left;
(*vertices)[1] = bottom_left;
(*vertices)[2] = bottom_right;
(*vertices)[3] = top_right;
geom->setVertexArray(vertices);
osg::Vec2Array* texcoords = new osg::Vec2Array(4);
(*texcoords)[0].set(0.0f,1.0f);
(*texcoords)[1].set(0.0f,0.0f);
(*texcoords)[2].set(1.0f,0.0f);
(*texcoords)[3].set(1.0f,1.0f);
geom->setTexCoordArray(0,texcoords);
osg::Vec3Array* normals = new osg::Vec3Array(1);
(*normals)[0].set(0.0f,-1.0f,0.0f);
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
osg::Vec4Array* colors = new osg::Vec4Array(1);
(*colors)[0].set(1.0f,1.0f,1.0f,1.0f);
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4));
osg::Geode* geom_geode = new osg::Geode;
geom_geode->addDrawable(geom);
group->addChild(geom_geode);
// set up the texture state.
osg::Texture2D* texture = new osg::Texture2D;
texture->setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state.
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
osg::StateSet* stateset = geom->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
// create the text label.
osgText::Text* text = new osgText::Text;
text->setFont("fonts/arial.ttf");
text->setPosition(center);
text->setCharacterSize(height*0.03f);
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::XZ_PLANE);
osg::Geode* text_geode = new osg::Geode;
text_geode->addDrawable(text);
osg::StateSet* text_stateset = text_geode->getOrCreateStateSet();
text_stateset->setAttributeAndModes(new osg::PolygonOffset(-1.0f,-1.0f),osg::StateAttribute::ON);
group->addChild(text_geode);
// set the update callback to cycle through the various min and mag filter modes.
group->setUpdateCallback(new ImageUpdateCallback(texture,text));
return group;
}
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osg::Node* createModel()
{
// create the root node which will hold the model.
osg::Group* root = new osg::Group();
// turn off lighting
root->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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osg::BoundingBox bb(0.0f,0.0f,0.0f,1.0f,1.0f,1.0f);
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root->addChild(createFilterWall(bb,"Images/lz.rgb"));
root->addChild(createAnisotripicWall(bb,"Images/primitives.gif"));
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root->addChild(createWrapWall(bb,"Images/tree0.rgba"));
root->addChild(createSubloadWall(bb));
return root;
}
int main(int , char **)
{
// construct the viewer.
osgViewer::Viewer viewer;
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// add model to viewer.
viewer.setSceneData( createModel() );
return viewer.run();
}