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# include <osg/Geode>
# include <osg/ShapeDrawable>
# include <osg/Material>
# include <osg/Texture2D>
# include <osg/MatrixTransform>
# include <osg/PositionAttitudeTransform>
# include <osg/BlendFunc>
# include <osg/ClearNode>
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# include <osg/Projection>
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# include <osgUtil/Tesselator>
# include <osgUtil/TransformCallback>
# include <osgUtil/CullVisitor>
# include <osgGA/TrackballManipulator>
# include <osgProducer/Viewer>
# include <osgDB/ReadFile>
# include <osgSim/ScalarsToColors>
# include <osgSim/ColorRange>
# include <osgSim/ScalarBar>
# include <sstream>
# include <math.h>
using namespace osgSim ;
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using osgSim : : ScalarBar ;
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# if defined(_MSC_VER)
// not have to have this pathway for just VS6.0 as its unable to handle the full
// ScalarBar::ScalarPrinter::printScalar scoping.
// Create a custom scalar printer
struct MyScalarPrinter : public ScalarBar : : ScalarPrinter
{
std : : string printScalar ( float scalar )
{
std : : cout < < " In MyScalarPrinter::printScalar " < < std : : endl ;
if ( scalar = = 0.0f ) return ScalarPrinter : : printScalar ( scalar ) + " Bottom " ;
else if ( scalar = = 0.5f ) return ScalarPrinter : : printScalar ( scalar ) + " Middle " ;
else if ( scalar = = 1.0f ) return ScalarPrinter : : printScalar ( scalar ) + " Top " ;
else return ScalarPrinter : : printScalar ( scalar ) ;
}
} ;
# else
// Create a custom scalar printer
struct MyScalarPrinter : public ScalarBar : : ScalarPrinter
{
std : : string printScalar ( float scalar )
{
std : : cout < < " In MyScalarPrinter::printScalar " < < std : : endl ;
if ( scalar = = 0.0f ) return ScalarBar : : ScalarPrinter : : printScalar ( scalar ) + " Bottom " ;
else if ( scalar = = 0.5f ) return ScalarBar : : ScalarPrinter : : printScalar ( scalar ) + " Middle " ;
else if ( scalar = = 1.0f ) return ScalarBar : : ScalarPrinter : : printScalar ( scalar ) + " Top " ;
else return ScalarBar : : ScalarPrinter : : printScalar ( scalar ) ;
}
} ;
# endif
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osg : : Node * createScalarBar ( )
{
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# if 1
//ScalarsToColors* stc = new ScalarsToColors(0.0f,1.0f);
//ScalarBar* sb = new ScalarBar(2,3,stc,"STC_ScalarBar");
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// Create a custom color set
std : : vector < osg : : Vec4 > cs ;
cs . push_back ( osg : : Vec4 ( 1.0f , 0.0f , 0.0f , 1.0f ) ) ; // R
cs . push_back ( osg : : Vec4 ( 0.0f , 1.0f , 0.0f , 1.0f ) ) ; // G
cs . push_back ( osg : : Vec4 ( 1.0f , 1.0f , 0.0f , 1.0f ) ) ; // G
cs . push_back ( osg : : Vec4 ( 0.0f , 0.0f , 1.0f , 1.0f ) ) ; // B
cs . push_back ( osg : : Vec4 ( 0.0f , 1.0f , 1.0f , 1.0f ) ) ; // R
ColorRange * cr = new ColorRange ( 0.0f , 1.0f , cs ) ;
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ScalarBar * sb = new ScalarBar ( 20 , 11 , cr , " ScalarBar " , ScalarBar : : VERTICAL , 0.1f , new MyScalarPrinter ) ;
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sb - > setScalarPrinter ( new MyScalarPrinter ) ;
return sb ;
# else
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ScalarBar * sb = new ScalarBar ;
ScalarBar : : TextProperties tp ;
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tp . _fontFile = " fonts/times.ttf " ;
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sb - > setTextProperties ( tp ) ;
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return sb ;
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# endif
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}
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osg : : Node * createScalarBar_HUD ( )
{
osgSim : : ScalarBar * geode = new osgSim : : ScalarBar ;
osgSim : : ScalarBar : : TextProperties tp ;
tp . _fontFile = " fonts/times.ttf " ;
geode - > setTextProperties ( tp ) ;
osg : : StateSet * stateset = geode - > getOrCreateStateSet ( ) ;
stateset - > setMode ( GL_LIGHTING , osg : : StateAttribute : : OFF ) ;
stateset - > setMode ( GL_DEPTH_TEST , osg : : StateAttribute : : OFF ) ;
stateset - > setRenderBinDetails ( 11 , " RenderBin " ) ;
osg : : MatrixTransform * modelview = new osg : : MatrixTransform ;
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modelview - > setReferenceFrame ( osg : : Transform : : ABSOLUTE_RF ) ;
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osg : : Matrixd matrix ( osg : : Matrixd : : scale ( 1000 , 1000 , 1000 ) * osg : : Matrixd : : translate ( 120 , 10 , 0 ) ) ; // I've played with these values a lot and it seems to work, but I have no idea why
modelview - > setMatrix ( matrix ) ;
modelview - > addChild ( geode ) ;
osg : : Projection * projection = new osg : : Projection ;
projection - > setMatrix ( osg : : Matrix : : ortho2D ( 0 , 1280 , 0 , 1024 ) ) ; // or whatever the OSG window res is
projection - > addChild ( modelview ) ;
return projection ; //make sure you delete the return sb line
}
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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.
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 ;
}
// 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 ;
}
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osg : : Group * group = new osg : : Group ;
group - > addChild ( createScalarBar ( ) ) ;
group - > addChild ( createScalarBar_HUD ( ) ) ;
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// add model to viewer.
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viewer . setSceneData ( group ) ;
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// create the windows and run the threads.
viewer . realize ( ) ;
while ( ! viewer . done ( ) )
{
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// 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 ;
}