463 lines
13 KiB
C++
463 lines
13 KiB
C++
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#include <osg/Geode>
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#include <osg/ShapeDrawable>
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#include <osg/Material>
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#include <osg/Texture2D>
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#include <osg/Billboard>
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#include <osg/AlphaFunc>
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#include <osg/BlendFunc>
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#include <osg/StateSet>
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#include <osg/Geometry>
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#include <osg/MatrixTransform>
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#include <osg/Switch>
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#include <osgProducer/Viewer>
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#include <osgDB/ReadFile>
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#include <osgUtil/IntersectVisitor>
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#include <osgUtil/SmoothingVisitor>
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#include <osg/Math>
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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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class Tree : public osg::Referenced
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{
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public:
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Tree():
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_color(255,255,255,255),
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_width(1.0f),
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_height(1.0f),
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_type(0) {}
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Tree(const osg::Vec3& position, const osg::UByte4& color, float width, float height, unsigned int type):
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_position(position),
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_color(color),
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_width(width),
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_height(height),
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_type(type) {}
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osg::Vec3 _position;
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osg::UByte4 _color;
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float _width;
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float _height;
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unsigned int _type;
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};
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osg::Geode* createTerrain(const osg::Vec3& origin, const osg::Vec3& size)
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{
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osg::Geode* geode = new osg::Geode();
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// ---------------------------------------
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// Set up a StateSet to texture the objects
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// ---------------------------------------
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osg::StateSet* stateset = new osg::StateSet();
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osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
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if (image)
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{
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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geode->setStateSet( stateset );
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unsigned int numColumns = 38;
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unsigned int numRows = 39;
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unsigned int r;
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unsigned int c;
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// compute z range of z values of grid data so we can scale it.
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float min_z = FLT_MAX;
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float max_z = -FLT_MAX;
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for(r=0;r<numRows;++r)
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{
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for(c=0;c<numColumns;++c)
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{
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min_z = osg::minimum(min_z,vertex[r+c*numRows][2]);
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max_z = osg::maximum(max_z,vertex[r+c*numRows][2]);
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}
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}
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float scale_z = size.z()/(max_z-min_z);
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bool createGrid = false;
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if (createGrid)
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{
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osg::Grid* grid = new osg::Grid;
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grid->allocateGrid(numColumns,numRows);
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grid->setOrigin(origin);
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grid->setXInterval(size.x()/(float)(numColumns-1));
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grid->setYInterval(size.y()/(float)(numRows-1));
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for(r=0;r<numRows;++r)
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{
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for(c=0;c<numColumns;++c)
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{
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grid->setHeight(c,r,(vertex[r+c*numRows][2]-min_z)*scale_z);
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}
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}
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geode->addDrawable(new osg::ShapeDrawable(grid));
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}
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else
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{
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osg::Geometry* geometry = new osg::Geometry;
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osg::Vec3Array& v = *(new osg::Vec3Array(numColumns*numRows));
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osg::Vec2Array& t = *(new osg::Vec2Array(numColumns*numRows));
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osg::UByte4Array& color = *(new osg::UByte4Array(1));
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color[0].set(255,255,255,255);
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float rowCoordDelta = size.y()/(float)(numRows-1);
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float columnCoordDelta = size.x()/(float)(numColumns-1);
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float rowTexDelta = 1.0f/(float)(numRows-1);
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float columnTexDelta = 1.0f/(float)(numColumns-1);
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osg::Vec3 pos = origin;
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osg::Vec2 tex(0.0f,0.0f);
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int vi=0;
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for(r=0;r<numRows;++r)
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{
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pos.x() = origin.x();
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tex.x() = 0.0f;
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for(c=0;c<numColumns;++c)
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{
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v[vi].set(pos.x(),pos.y(),pos.z()+(vertex[r+c*numRows][2]-min_z)*scale_z);
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t[vi].set(tex.x(),tex.y());
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pos.x()+=columnCoordDelta;
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tex.x()+=columnTexDelta;
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++vi;
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}
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pos.y() += rowCoordDelta;
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tex.y() += rowTexDelta;
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}
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geometry->setVertexArray(&v);
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geometry->setColorArray(&color);
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geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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geometry->setTexCoordArray(0,&t);
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for(r=0;r<numRows-1;++r)
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{
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osg::DrawElementsUShort& drawElements = *(new osg::DrawElementsUShort(GL_QUAD_STRIP,2*numColumns));
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geometry->addPrimitiveSet(&drawElements);
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int ei=0;
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for(c=0;c<numColumns;++c)
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{
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drawElements[ei++] = (r+1)*numColumns+c;
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drawElements[ei++] = (r)*numColumns+c;
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}
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}
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geode->addDrawable(geometry);
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osgUtil::SmoothingVisitor sv;
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sv.smooth(*geometry);
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}
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return geode;
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}
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typedef std::vector< osg::ref_ptr<Tree> > TreeList;
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float random(float min,float max) { return min + (max-min)*(float)rand()/(float)RAND_MAX; }
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int random(int min,int max) { return min + (int)((float)(max-min)*(float)rand()/(float)RAND_MAX); }
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void createTreeList(osg::Node* terrain,const osg::Vec3& origin, const osg::Vec3& size,unsigned int numTreesToCreate,TreeList& trees)
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{
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float max_TreeHeight = sqrtf(size.length2()/(float)numTreesToCreate);
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float max_TreeWidth = max_TreeHeight*0.5f;
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float min_TreeHeight = max_TreeHeight*0.3f;
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float min_TreeWidth = min_TreeHeight*0.5f;
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trees.reserve(trees.size()+numTreesToCreate);
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for(unsigned int i=0;i<numTreesToCreate;++i)
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{
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Tree* tree = new Tree;
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tree->_position.set(random(origin.x(),origin.x()+size.x()),random(origin.y(),origin.y()+size.y()),origin.z());
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tree->_color.set(random(128,255),random(128,255),random(128,255),255);
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tree->_width = random(min_TreeWidth,max_TreeWidth);
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tree->_height = random(min_TreeHeight,max_TreeHeight);
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tree->_type = 0;
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if (terrain)
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{
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osgUtil::IntersectVisitor iv;
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osg::ref_ptr<osg::LineSegment> segDown = new osg::LineSegment;
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segDown->set(tree->_position,tree->_position+osg::Vec3(0.0f,0.0f,size.z()));
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iv.addLineSegment(segDown.get());
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terrain->accept(iv);
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if (iv.hits())
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{
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osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segDown.get());
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if (!hitList.empty())
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{
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osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
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osg::Vec3 np = hitList.front().getWorldIntersectNormal();
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tree->_position = ip;
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}
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}
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}
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trees.push_back(tree);
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}
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}
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osg::Geometry* createSprite( float w, float h, osg::UByte4 color )
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{
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// set up the coords
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osg::Vec3Array& v = *(new osg::Vec3Array(4));
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osg::Vec2Array& t = *(new osg::Vec2Array(4));
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osg::UByte4Array& c = *(new osg::UByte4Array(1));
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v[0].set(-w*0.5f,0.0f,0.0f);
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v[1].set( w*0.5f,0.0f,0.0f);
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v[2].set( w*0.5f,0.0f,h);
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v[3].set(-w*0.5f,0.0f,h);
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c[0] = color;
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t[0].set(0.0f,0.0f);
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t[1].set(1.0f,0.0f);
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t[2].set(1.0f,1.0f);
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t[3].set(0.0f,1.0f);
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osg::Geometry *geom = new osg::Geometry;
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geom->setVertexArray( &v );
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geom->setTexCoordArray( 0, &t );
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geom->setColorArray( &c );
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geom->setColorBinding( osg::Geometry::BIND_OVERALL );
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geom->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4) );
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return geom;
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}
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osg::Geometry* createOrthogonalQuads( const osg::Vec3& pos, float w, float h, osg::UByte4 color )
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{
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// set up the coords
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osg::Vec3Array& v = *(new osg::Vec3Array(8));
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osg::Vec2Array& t = *(new osg::Vec2Array(8));
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osg::UByte4Array& c = *(new osg::UByte4Array(1));
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float rotation = random(0.0f,osg::PI/2.0f);
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float sw = sinf(rotation)*w*0.5f;
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float cw = cosf(rotation)*w*0.5f;
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v[0].set(pos.x()-sw,pos.y()-cw,pos.z()+0.0f);
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v[1].set(pos.x()+sw,pos.y()+cw,pos.z()+0.0f);
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v[2].set(pos.x()+sw,pos.y()+cw,pos.z()+h);
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v[3].set(pos.x()-sw,pos.y()-cw,pos.z()+h);
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v[4].set(pos.x()-cw,pos.y()+sw,pos.z()+0.0f);
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v[5].set(pos.x()+cw,pos.y()-sw,pos.z()+0.0f);
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v[6].set(pos.x()+cw,pos.y()-sw,pos.z()+h);
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v[7].set(pos.x()-cw,pos.y()+sw,pos.z()+h);
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c[0] = color;
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t[0].set(0.0f,0.0f);
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t[1].set(1.0f,0.0f);
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t[2].set(1.0f,1.0f);
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t[3].set(0.0f,1.0f);
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t[4].set(0.0f,0.0f);
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t[5].set(1.0f,0.0f);
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t[6].set(1.0f,1.0f);
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t[7].set(0.0f,1.0f);
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osg::Geometry *geom = new osg::Geometry;
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geom->setVertexArray( &v );
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geom->setTexCoordArray( 0, &t );
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geom->setColorArray( &c );
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geom->setColorBinding( osg::Geometry::BIND_OVERALL );
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geom->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,8) );
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return geom;
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}
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osg::Node* createScene()
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{
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osg::Vec3 origin(0.0f,0.0f,0.0f);
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osg::Vec3 size(1000.0f,1000.0f,200.0f);
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unsigned int numTreesToCreates = 10000;
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osg::ref_ptr<osg::Node> terrain = createTerrain(origin,size);
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TreeList trees;
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createTreeList(terrain.get(),origin,size,numTreesToCreates,trees);
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osg::Texture2D *tex = new osg::Texture2D;
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tex->setImage(osgDB::readImageFile("Images/tree0.rgba"));
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osg::StateSet *dstate = new osg::StateSet;
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{
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dstate->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
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dstate->setTextureAttribute(0, new osg::TexEnv );
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dstate->setAttributeAndModes( new osg::BlendFunc, osg::StateAttribute::ON );
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osg::AlphaFunc* alphaFunc = new osg::AlphaFunc;
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alphaFunc->setFunction(osg::AlphaFunc::GEQUAL,0.05f);
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dstate->setAttributeAndModes( alphaFunc, osg::StateAttribute::ON );
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dstate->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
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dstate->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
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}
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osg::Switch* switchNode = new osg::Switch;
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{
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osg::Billboard* billboard = new osg::Billboard;
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billboard->setStateSet(dstate);
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for(TreeList::iterator itr=trees.begin();
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itr!=trees.end();
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++itr)
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{
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Tree& tree = **itr;
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billboard->addDrawable(createSprite(tree._width,tree._height,tree._color),tree._position);
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}
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switchNode->addChild(billboard);
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}
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{
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osg::Geode* geode = new osg::Geode;
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geode->setStateSet(dstate);
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for(TreeList::iterator itr=trees.begin();
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itr!=trees.end();
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++itr)
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{
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Tree& tree = **itr;
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geode->addDrawable(createOrthogonalQuads(tree._position,tree._width,tree._height,tree._color));
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}
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switchNode->addChild(geode);
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}
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{
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osg::Group* transform_group = new osg::Group;
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//group->setStateSet(dstate);
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osg::Geometry* geometry = createOrthogonalQuads(osg::Vec3(0.0f,0.0f,0.0f),1.0f,1.0f,osg::UByte4(255,255,255,255));
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for(TreeList::iterator itr=trees.begin();
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itr!=trees.end();
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++itr)
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{
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Tree& tree = **itr;
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osg::MatrixTransform* transform = new osg::MatrixTransform;
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transform->setMatrix(osg::Matrix::scale(tree._width,tree._width,tree._height)*osg::Matrix::translate(tree._position));
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osg::Geode* geode = new osg::Geode;
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geode->setStateSet(dstate);
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geode->addDrawable(geometry);
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transform->addChild(geode);
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transform_group->addChild(transform);
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}
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switchNode->addChild(transform_group);
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}
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switchNode->setSingleChildOn(1);
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osg::Group* scene = new osg::Group;
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scene->addChild(terrain.get());
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scene->addChild(switchNode);
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return scene;
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}
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// 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 the osg::Shape classes.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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// construct the viewer.
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osgProducer::Viewer viewer(arguments);
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// set up the value with sensible default event handlers.
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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;
|
||
|
}
|
||
|
|
||
|
osg::Node* node = createScene();
|
||
|
|
||
|
// 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;
|
||
|
}
|