OpenSceneGraph/examples/osgtext/osgtext.cpp

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/* OpenSceneGraph example, osgtext.
*
* 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 <osgUtil/Optimizer>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgDB/Registry>
#include <osgGA/StateSetManipulator>
#include <osgViewer/Viewer>
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#include <osgViewer/ViewerEventHandlers>
#include <osg/Geode>
#include <osg/Camera>
#include <osg/ShapeDrawable>
#include <osg/Sequence>
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#include <osg/PolygonMode>
#include <osg/io_utils>
#include <osgText/Font>
#include <osgText/Text>
// These shaders are only required for GL3/GL4 core profile.
// The fragment shader uses the red component of the font texture and not the alpha channel (GL_ALPHA is deprecated in the core profile),.
// osgText will write to GL_RED instead of GL_ALPHA if it is compiled with OSG_GL3_AVAILABLE but not with OSG_GL2_AVAILABLE or OSG_GL1_AVAILABLE.
#if defined(OSG_GL3_AVAILABLE) && !defined(OSG_GL2_AVAILABLE) && !defined(OSG_GL1_AVAILABLE)
static const char *gl3TextVertexShader = {
"#version 330 core\n"
"in vec4 osg_Vertex;\n"
"in vec4 osg_Color;\n"
"in vec4 osg_MultiTexCoord0;\n"
"uniform mat4 osg_ModelViewProjectionMatrix;\n"
"out vec2 texCoord;\n"
"out vec4 vertexColor;\n"
"void main(void)\n"
"{\n"
" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;\n"
" texCoord = osg_MultiTexCoord0.xy;\n"
" vertexColor = osg_Color; \n"
"}\n"
};
static const char *gl3TextFragmentShader = {
"#version 330 core\n"
"uniform sampler2D glyphTexture;\n"
"in vec2 texCoord;\n"
"in vec4 vertexColor;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" color = vertexColor * texture(glyphTexture, texCoord).rrrr;\n"
"}\n"
};
#endif
osg::Group* createHUDText()
{
osg::Group* rootNode = new osg::Group;
osgText::Font* font = osgText::readFontFile("fonts/arial.ttf");
//osg::setNotifyLevel(osg::INFO);
osg::Geode* geode = new osg::Geode;
rootNode->addChild(geode);
bool useVBOs = false;
#if defined(OSG_GL3_AVAILABLE) && !defined(OSG_GL2_AVAILABLE) && !defined(OSG_GL1_AVAILABLE)
useVBOs = true;
osg::Program* program = new osg::Program;
program->addShader(new osg::Shader(osg::Shader::VERTEX, gl3TextVertexShader));
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, gl3TextFragmentShader));
geode->getOrCreateStateSet()->setAttributeAndModes(program, osg::StateAttribute::ON);
#endif
float windowHeight = 1024.0f;
float windowWidth = 1280.0f;
float margin = 50.0f;
////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Examples of how to set up different text layout
//
osg::Vec4 layoutColor(1.0f,1.0f,0.0f,1.0f);
float layoutCharacterSize = 20.0f;
{
osgText::Text* text = new osgText::Text;
text->setUseVertexBufferObjects(useVBOs);
text->setFont(font);
text->setColor(layoutColor);
text->setCharacterSize(layoutCharacterSize);
text->setPosition(osg::Vec3(margin,windowHeight-margin,0.0f));
// the default layout is left to right, typically used in languages
// originating from europe such as English, French, German, Spanish etc..
text->setLayout(osgText::Text::LEFT_TO_RIGHT);
text->setText("text->setLayout(osgText::Text::LEFT_TO_RIGHT);");
geode->addDrawable(text);
}
{
osgText::Text* text = new osgText::Text;
text->setUseVertexBufferObjects(useVBOs);
text->setFont(font);
text->setColor(layoutColor);
text->setCharacterSize(layoutCharacterSize);
text->setPosition(osg::Vec3(windowWidth-margin,windowHeight-margin,0.0f));
// right to left layouts would be used for hebrew or arabic fonts.
text->setLayout(osgText::Text::RIGHT_TO_LEFT);
text->setAlignment(osgText::Text::RIGHT_BASE_LINE);
text->setText("text->setLayout(osgText::Text::RIGHT_TO_LEFT);");
geode->addDrawable(text);
}
{
osgText::Text* text = new osgText::Text;
text->setUseVertexBufferObjects(useVBOs);
text->setFont(font);
text->setColor(layoutColor);
text->setPosition(osg::Vec3(margin,windowHeight-margin,0.0f));
text->setCharacterSize(layoutCharacterSize);
// vertical font layout would be used for asian fonts.
text->setLayout(osgText::Text::VERTICAL);
text->setText("text->setLayout(osgText::Text::VERTICAL);");
geode->addDrawable(text);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Examples of how to set up different font resolution
//
osg::Vec4 fontSizeColor(0.0f,1.0f,1.0f,1.0f);
float fontSizeCharacterSize = 30;
osg::Vec3 cursor = osg::Vec3(margin*2,windowHeight-margin*2,0.0f);
{
osgText::Text* text = new osgText::Text;
text->setUseVertexBufferObjects(useVBOs);
text->setFont(font);
text->setColor(fontSizeColor);
text->setCharacterSize(fontSizeCharacterSize);
text->setPosition(cursor);
// use text that uses 10 by 10 texels as a target resolution for fonts.
text->setFontResolution(10,10); // blocky but small texture memory usage
text->setText("text->setFontResolution(10,10); // blocky but small texture memory usage");
geode->addDrawable(text);
}
cursor.y() -= fontSizeCharacterSize;
{
osgText::Text* text = new osgText::Text;
text->setUseVertexBufferObjects(useVBOs);
text->setFont(font);
text->setColor(fontSizeColor);
text->setCharacterSize(fontSizeCharacterSize);
text->setPosition(cursor);
// use text that uses 20 by 20 texels as a target resolution for fonts.
text->setFontResolution(20,20); // smoother but higher texture memory usage (but still quite low).
text->setText("text->setFontResolution(20,20); // smoother but higher texture memory usage (but still quite low).");
geode->addDrawable(text);
}
cursor.y() -= fontSizeCharacterSize;
{
osgText::Text* text = new osgText::Text;
text->setUseVertexBufferObjects(useVBOs);
text->setFont(font);
text->setColor(fontSizeColor);
text->setCharacterSize(fontSizeCharacterSize);
text->setPosition(cursor);
// use text that uses 40 by 40 texels as a target resolution for fonts.
text->setFontResolution(40,40); // even smoother but again higher texture memory usage.
text->setText("text->setFontResolution(40,40); // even smoother but again higher texture memory usage.");
geode->addDrawable(text);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Examples of how to set up different sized text
//
osg::Vec4 characterSizeColor(1.0f,0.0f,1.0f,1.0f);
cursor.y() -= fontSizeCharacterSize*2.0f;
{
osgText::Text* text = new osgText::Text;
text->setUseVertexBufferObjects(useVBOs);
text->setFont(font);
text->setColor(characterSizeColor);
text->setFontResolution(20,20);
text->setPosition(cursor);
// use text that is 20 units high.
text->setCharacterSize(20); // small
text->setText("text->setCharacterSize(20.0f); // small");
geode->addDrawable(text);
}
cursor.y() -= 30.0f;
{
osgText::Text* text = new osgText::Text;
text->setUseVertexBufferObjects(useVBOs);
text->setFont(font);
text->setColor(characterSizeColor);
text->setFontResolution(30,30);
text->setPosition(cursor);
// use text that is 30 units high.
text->setCharacterSize(30.0f); // medium
text->setText("text->setCharacterSize(30.0f); // medium");
geode->addDrawable(text);
}
cursor.y() -= 50.0f;
{
osgText::Text* text = new osgText::Text;
text->setUseVertexBufferObjects(useVBOs);
text->setFont(font);
text->setColor(characterSizeColor);
text->setFontResolution(40,40);
text->setPosition(cursor);
// use text that is 60 units high.
text->setCharacterSize(60.0f); // large
text->setText("text->setCharacterSize(60.0f); // large");
geode->addDrawable(text);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Examples of how to set up different alignments
//
osg::Vec4 alignmentSizeColor(0.0f,1.0f,0.0f,1.0f);
float alignmentCharacterSize = 25.0f;
cursor.x() = 640;
cursor.y() = margin*4.0f;
typedef std::pair<osgText::Text::AlignmentType,std::string> AlignmentPair;
typedef std::vector<AlignmentPair> AlignmentList;
AlignmentList alignmentList;
alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_TOP,"text->setAlignment(\nosgText::Text::LEFT_TOP);"));
alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_CENTER,"text->setAlignment(\nosgText::Text::LEFT_CENTER);"));
alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_BOTTOM,"text->setAlignment(\nosgText::Text::LEFT_BOTTOM);"));
alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_TOP,"text->setAlignment(\nosgText::Text::CENTER_TOP);"));
alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_CENTER,"text->setAlignment(\nosgText::Text::CENTER_CENTER);"));
alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_BOTTOM,"text->setAlignment(\nosgText::Text::CENTER_BOTTOM);"));
alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_TOP,"text->setAlignment(\nosgText::Text::RIGHT_TOP);"));
alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_CENTER,"text->setAlignment(\nosgText::Text::RIGHT_CENTER);"));
alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_BOTTOM,"text->setAlignment(\nosgText::Text::RIGHT_BOTTOM);"));
alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_BASE_LINE,"text->setAlignment(\nosgText::Text::LEFT_BASE_LINE);"));
alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_BASE_LINE,"text->setAlignment(\nosgText::Text::CENTER_BASE_LINE);"));
alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_BASE_LINE,"text->setAlignment(\nosgText::Text::RIGHT_BASE_LINE);"));
alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_BOTTOM_BASE_LINE,"text->setAlignment(\nosgText::Text::LEFT_BOTTOM_BASE_LINE);"));
alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_BOTTOM_BASE_LINE,"text->setAlignment(\nosgText::Text::CENTER_BOTTOM_BASE_LINE);"));
alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_BOTTOM_BASE_LINE,"text->setAlignment(\nosgText::Text::RIGHT_BOTTOM_BASE_LINE);"));
osg::Sequence* sequence = new osg::Sequence;
{
for(AlignmentList::iterator itr=alignmentList.begin();
itr!=alignmentList.end();
++itr)
{
osg::Geode* alignmentGeode = new osg::Geode;
sequence->addChild(alignmentGeode);
sequence->setTime(sequence->getNumChildren(), 1.0f);
osgText::Text* text = new osgText::Text;
text->setFont(font);
text->setColor(alignmentSizeColor);
text->setCharacterSize(alignmentCharacterSize);
text->setPosition(cursor);
text->setDrawMode(osgText::Text::TEXT|osgText::Text::ALIGNMENT|osgText::Text::BOUNDINGBOX);
text->setAlignment(itr->first);
text->setText(itr->second);
alignmentGeode->addDrawable(text);
}
}
sequence->setMode(osg::Sequence::START);
sequence->setInterval(osg::Sequence::LOOP, 0, -1);
sequence->setDuration(1.0f, -1);
rootNode->addChild(sequence);
////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Examples of how to set up different fonts...
//
cursor.x() = margin*2.0f;
cursor.y() = margin*2.0f;
osg::Vec4 fontColor(1.0f,0.5f,0.0f,1.0f);
float fontCharacterSize = 20.0f;
float spacing = 40.0f;
{
osgText::Text* text = new osgText::Text;
text->setUseVertexBufferObjects(useVBOs);
text->setColor(fontColor);
text->setPosition(cursor);
text->setCharacterSize(fontCharacterSize);
text->setFont(0);
text->setText("text->setFont(0); // inbuilt font.");
geode->addDrawable(text);
cursor.x() = text->getBoundingBox().xMax() + spacing ;
}
{
osgText::Font* arial = osgText::readFontFile("fonts/arial.ttf");
osgText::Text* text = new osgText::Text;
text->setUseVertexBufferObjects(useVBOs);
text->setColor(fontColor);
text->setPosition(cursor);
text->setCharacterSize(fontCharacterSize);
text->setFont(arial);
text->setText(arial!=0?
"text->setFont(\"fonts/arial.ttf\");":
"unable to load \"fonts/arial.ttf\"");
geode->addDrawable(text);
cursor.x() = text->getBoundingBox().xMax() + spacing ;
}
{
osgText::Font* times = osgText::readFontFile("fonts/times.ttf");
osgText::Text* text = new osgText::Text;
text->setUseVertexBufferObjects(useVBOs);
text->setColor(fontColor);
text->setPosition(cursor);
text->setCharacterSize(fontCharacterSize);
geode->addDrawable(text);
text->setFont(times);
text->setText(times!=0?
"text->setFont(\"fonts/times.ttf\");":
"unable to load \"fonts/times.ttf\"");
cursor.x() = text->getBoundingBox().xMax() + spacing ;
}
cursor.x() = margin*2.0f;
cursor.y() = margin;
{
osgText::Font* dirtydoz = osgText::readFontFile("fonts/dirtydoz.ttf");
osgText::Text* text = new osgText::Text;
text->setUseVertexBufferObjects(useVBOs);
text->setColor(fontColor);
text->setPosition(cursor);
text->setCharacterSize(fontCharacterSize);
text->setFont(dirtydoz);
text->setText(dirtydoz!=0?
"text->setFont(\"fonts/dirtydoz.ttf\");":
"unable to load \"fonts/dirtydoz.ttf\"");
geode->addDrawable(text);
cursor.x() = text->getBoundingBox().xMax() + spacing ;
}
{
osgText::Font* fudd = osgText::readFontFile("fonts/fudd.ttf");
osgText::Text* text = new osgText::Text;
text->setUseVertexBufferObjects(useVBOs);
text->setColor(fontColor);
text->setPosition(cursor);
text->setCharacterSize(fontCharacterSize);
text->setFont(fudd);
text->setText(fudd!=0?
"text->setFont(\"fonts/fudd.ttf\");":
"unable to load \"fonts/fudd.ttf\"");
geode->addDrawable(text);
cursor.x() = text->getBoundingBox().xMax() + spacing ;
}
return rootNode;
}
// create text which sits in 3D space such as would be inserted into a normal model
osg::Group* create3DText(const osg::Vec3& center,float radius)
{
osg::Geode* geode = new osg::Geode;
bool useVBOs = false;
#if defined(OSG_GL3_AVAILABLE) && !defined(OSG_GL2_AVAILABLE) && !defined(OSG_GL1_AVAILABLE)
useVBOs = true;
osg::Program* program = new osg::Program;
program->addShader(new osg::Shader(osg::Shader::VERTEX, gl3TextVertexShader));
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, gl3TextFragmentShader));
geode->getOrCreateStateSet()->setAttributeAndModes(program, osg::StateAttribute::ON);
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Examples of how to set up axis/orientation alignments
//
float characterSize=radius*0.2f;
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osg::Vec3 pos(center.x()-radius*.5f,center.y()-radius*.5f,center.z()-radius*.5f);
osgText::Text* text1 = new osgText::Text;
text1->setUseVertexBufferObjects(useVBOs);
text1->setFont("fonts/times.ttf");
text1->setCharacterSize(characterSize);
text1->setPosition(pos);
text1->setAxisAlignment(osgText::Text::XY_PLANE);
text1->setText("XY_PLANE");
geode->addDrawable(text1);
osgText::Text* text2 = new osgText::Text;
text2->setUseVertexBufferObjects(useVBOs);
text2->setFont("fonts/times.ttf");
text2->setCharacterSize(characterSize);
text2->setPosition(pos);
text2->setAxisAlignment(osgText::Text::YZ_PLANE);
text2->setText("YZ_PLANE");
geode->addDrawable(text2);
osgText::Text* text3 = new osgText::Text;
text3->setUseVertexBufferObjects(useVBOs);
text3->setFont("fonts/times.ttf");
text3->setCharacterSize(characterSize);
text3->setPosition(pos);
text3->setAxisAlignment(osgText::Text::XZ_PLANE);
text3->setText("XZ_PLANE");
geode->addDrawable(text3);
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osg::Vec4 characterSizeModeColor(1.0f,0.0f,0.5f,1.0f);
osgText::Text* text4 = new osgText::Text;
text4->setUseVertexBufferObjects(useVBOs);
text4->setFont("fonts/times.ttf");
text4->setCharacterSize(characterSize);
text4->setPosition(center);
text4->setAxisAlignment(osgText::Text::SCREEN);
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// reproduce outline bounding box compute problem with backdrop on.
text4->setBackdropType(osgText::Text::OUTLINE);
text4->setDrawMode(osgText::Text::TEXT | osgText::Text::BOUNDINGBOX);
text4->setText("SCREEN");
geode->addDrawable(text4);
osgText::Text* text5 = new osgText::Text;
text5->setUseVertexBufferObjects(useVBOs);
text5->setColor(characterSizeModeColor);
text5->setFont("fonts/times.ttf");
//text5->setCharacterSize(characterSize);
text5->setCharacterSize(32.0f); // medium
text5->setPosition(center - osg::Vec3(0.0, 0.0, 0.2));
text5->setAxisAlignment(osgText::Text::SCREEN);
text5->setCharacterSizeMode(osgText::Text::SCREEN_COORDS);
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text5->setDrawMode(osgText::Text::TEXT | osgText::Text::BOUNDINGBOX);
text5->setText("CharacterSizeMode SCREEN_COORDS(size 32.0)");
geode->addDrawable(text5);
osgText::Text* text6 = new osgText::Text;
text6->setUseVertexBufferObjects(useVBOs);
text6->setColor(characterSizeModeColor);
text6->setFont("fonts/times.ttf");
text6->setCharacterSize(characterSize);
text6->setPosition(center - osg::Vec3(0.0, 0.0, 0.4));
text6->setAxisAlignment(osgText::Text::SCREEN);
text6->setCharacterSizeMode(osgText::Text::OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT);
text6->setText("CharacterSizeMode OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT");
geode->addDrawable(text6);
osgText::Text* text7 = new osgText::Text;
text7->setUseVertexBufferObjects(useVBOs);
text7->setColor(characterSizeModeColor);
text7->setFont("fonts/times.ttf");
text7->setCharacterSize(characterSize);
text7->setPosition(center - osg::Vec3(0.0, 0.0, 0.6));
text7->setAxisAlignment(osgText::Text::SCREEN);
text7->setCharacterSizeMode(osgText::Text::OBJECT_COORDS);
text7->setText("CharacterSizeMode OBJECT_COORDS (default)");
geode->addDrawable(text7);
osg::ShapeDrawable* shape = new osg::ShapeDrawable(new osg::Sphere(center,characterSize*0.2f));
shape->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::ON);
geode->addDrawable(shape);
osg::Group* rootNode = new osg::Group;
rootNode->addChild(geode);
return rootNode;
}
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class UpdateTextOperation : public osg::Operation
{
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public:
UpdateTextOperation(const osg::Vec3& center, float diameter, osg::Group* group):
osg::Referenced(true),
Operation("UpdateTextOperation", true),
_center(center),
_diameter(diameter),
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_maxNumChildren(200),
_maxNumTextPerGeode(10),
_group(group)
{
}
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virtual void operator () (osg::Object* callingObject)
{
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// decided which method to call according to whole has called me.
osgViewer::Viewer* viewer = dynamic_cast<osgViewer::Viewer*>(callingObject);
if (viewer) update();
else load();
}
void update()
{
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// osg::notify(osg::NOTICE)<<"*** Doing update"<<std::endl;
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
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if (_mergeSubgraph.valid())
{
_group->addChild(_mergeSubgraph.get());
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_mergeSubgraph = 0;
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if (_group->getNumChildren()>_maxNumChildren)
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{
osg::Geode* geode = dynamic_cast<osg::Geode*>(_group->getChild(0));
if (geode)
{
_availableSubgraph.push_back(geode);
geode->removeDrawables(0,geode->getNumDrawables());
}
_group->removeChild(0,1);
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}
_waitOnMergeBlock.release();
}
}
void load()
{
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// osg::notify(osg::NOTICE)<<"Doing load"<<std::endl;
osg::ref_ptr<osg::Geode> geode;
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
if (!_availableSubgraph.empty())
{
geode = _availableSubgraph.front();
_availableSubgraph.pop_front();
}
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}
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if (!geode) geode = new osg::Geode;
for(unsigned int i=0; i<_maxNumTextPerGeode; ++i)
{
float x = float(rand()) / float(RAND_MAX) - 0.5f;
float y = float(rand()) / float(RAND_MAX) - 0.5f;
float z = float(i) / float(_maxNumTextPerGeode) - 0.5f;
osg::Vec3 position(x, y, z);
std::string str;
unsigned int _numCharacters = 5;
for(unsigned int ni=0; ni<_numCharacters;++ni)
{
str.push_back(char(32.0 + (float(rand())/float(RAND_MAX))*128.0f));
}
osgText::Text* text = new osgText::Text;
text->setDataVariance(osg::Object::DYNAMIC);
text->setPosition(_center + position * _diameter);
text->setFont("times.ttf");
text->setText(str);
text->setCharacterSize(0.025f * _diameter);
text->setAxisAlignment(osgText::Text::SCREEN);
geode->addDrawable(text);
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}
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
_mergeSubgraph = geode;
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}
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// osg::notify(osg::NOTICE)<<"Waiting on merge"<<std::endl;
_waitOnMergeBlock.block();
}
virtual void release()
{
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_waitOnMergeBlock.release();
}
typedef std::list< osg::ref_ptr<osg::Geode> > AvailableList;
osg::Vec3 _center;
float _diameter;
unsigned int _maxNumChildren;
unsigned int _maxNumTextPerGeode;
OpenThreads::Mutex _mutex;
osg::ref_ptr<osg::Group> _group;
osg::ref_ptr<osg::Geode> _mergeSubgraph;
AvailableList _availableSubgraph;
OpenThreads::Block _waitOnMergeBlock;
unsigned int _counter;
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};
int main(int argc, char** argv)
{
osg::ArgumentParser arguments(&argc, argv);
// construct the viewer.
osgViewer::Viewer viewer(arguments);
typedef std::list< osg::ref_ptr<osg::OperationThread> > Threads;
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Threads operationThreads;
osg::ref_ptr<UpdateTextOperation> updateOperation;
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unsigned int numThreads = 0;
if (arguments.read("--mt", numThreads) || arguments.read("--mt"))
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{
// construct a multi-threaded text updating test.
if (numThreads==0) numThreads = 1;
// create a group to add everything into.
osg::Group* mainGroup = new osg::Group;
osg::Vec3 center(0.5f,0.5f,0.5f);
float diameter = 1.0f;
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
if (loadedModel.valid())
{
mainGroup->addChild(loadedModel.get());
center = loadedModel->getBound().center();
diameter = loadedModel->getBound().radius() * 2.0f;
}
for(unsigned int i=0; i<numThreads; ++i)
{
osg::Group* textGroup = new osg::Group;
mainGroup->addChild(textGroup);
// create the background thread
osg::OperationThread* operationThread = new osg::OperationThread;
operationThreads.push_back(operationThread);
// create the operation that will run in the background and
// sync once per frame with the main viewer loop.
updateOperation = new UpdateTextOperation(center, diameter, textGroup);
// add the operation to the operation thread and start it.
operationThread->add(updateOperation.get());
operationThread->startThread();
// add the operation to the viewer to sync once per frame.
viewer.addUpdateOperation(updateOperation.get());
// add a unit cube for the text to appear within.
osg::Geode* geode = new osg::Geode;
geode->getOrCreateStateSet()->setAttribute(new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK,osg::PolygonMode::LINE));
geode->addDrawable(new osg::ShapeDrawable(new osg::Box(center,diameter)));
mainGroup->addChild(geode);
}
viewer.setSceneData(mainGroup);
}
else
{
// prepare scene.
osg::Vec3 center(0.0f,0.0f,0.0f);
float radius = 1.0f;
// make sure the root node is group so we can add extra nodes to it.
osg::Group* group = new osg::Group;
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if (true)
{
// create the hud.
osg::Camera* camera = new osg::Camera;
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setProjectionMatrixAsOrtho2D(0,1280,0,1024);
camera->setViewMatrix(osg::Matrix::identity());
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
camera->addChild(createHUDText());
camera->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
group->addChild(camera);
}
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if (true)
{
group->addChild(create3DText(center,radius));
}
// set the scene to render
viewer.setSceneData(group);
}
std::string filename;
if (arguments.read("-o",filename))
{
osgDB::writeNodeFile(*viewer.getSceneData(),filename);
return 0;
}
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viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
viewer.addEventHandler(new osgViewer::StatsHandler());
viewer.run();
if (!operationThreads.empty())
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{
for(Threads::iterator itr = operationThreads.begin();
itr != operationThreads.end();
++itr)
{
(*itr)->cancel();
}
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}
return 0;
}