Added osgSim::OverlayNode to osganimate and osgspheresegment examples, and
added support for setting texture size hint and coping with scene graphs with CoordinateSystemNode in them.
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@ -4,7 +4,7 @@ include $(TOPDIR)/Make/makedefs
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CXXFILES =\
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osganimate.cpp\
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LIBS += -losgProducer -lProducer -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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LIBS += -losgProducer -lProducer -losgSim -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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INSTFILES = \
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$(CXXFILES)\
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@ -13,6 +13,8 @@
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#include <osgGA/FlightManipulator>
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#include <osgGA/DriveManipulator>
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#include <osgSim/OverlayNode>
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#include <osgProducer/Viewer>
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@ -179,9 +181,19 @@ osg::Node* createModel()
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osg::Group* root = new osg::Group;
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root->addChild(createMovingModel(center,radius*0.8f));
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osg::Node* baseModel = createBase(center-osg::Vec3(0.0f,0.0f,radius*0.5),radius);
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osg::Node* movingModel = createMovingModel(center,radius*0.8f);
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root->addChild(createBase(center-osg::Vec3(0.0f,0.0f,radius*0.5),radius));
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#if 1
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osgSim::OverlayNode* overlayNode = new osgSim::OverlayNode;
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overlayNode->setOverlaySubgraph(movingModel);
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overlayNode->addChild(baseModel);
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root->addChild(overlayNode);
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#else
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root->addChild(baseModel);
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#endif
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root->addChild(movingModel);
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return root;
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}
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@ -12,6 +12,7 @@
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#include <osgText/Text>
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#include <osgSim/SphereSegment>
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#include <osgSim/OverlayNode>
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#include <osgParticle/ExplosionEffect>
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#include <osgParticle/SmokeEffect>
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@ -173,9 +174,11 @@ osg::Vec3 computeTerrainIntersection(osg::Node* subgraph,float x,float y)
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void build_world(osg::Group *root)
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{
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osg::Geode* terrainGeode = new osg::Geode;
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// create terrain
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osg::ref_ptr<osg::Geode> terrainGeode = 0;
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{
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terrainGeode = new osg::Geode;
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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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@ -205,13 +208,15 @@ void build_world(osg::Group *root)
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}
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terrainGeode->addDrawable(new osg::ShapeDrawable(grid));
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root->addChild(terrainGeode);
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}
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// create sphere segment
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osg::ref_ptr<osgSim::SphereSegment> ss = 0;
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{
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osgSim::SphereSegment* ss = new osgSim::SphereSegment(
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computeTerrainIntersection(terrainGeode,550.0f,780.0f), // center
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ss = new osgSim::SphereSegment(
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computeTerrainIntersection(terrainGeode.get(),550.0f,780.0f), // center
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500.0f, // radius
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osg::DegreesToRadians(135.0f),
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osg::DegreesToRadians(245.0f),
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@ -221,13 +226,24 @@ void build_world(osg::Group *root)
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ss->setAllColors(osg::Vec4(1.0f,1.0f,1.0f,0.5f));
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ss->setSideColor(osg::Vec4(0.0f,1.0f,1.0f,0.1f));
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root->addChild(ss);
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root->addChild(ss.get());
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}
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#if 1
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osgSim::OverlayNode* overlayNode = new osgSim::OverlayNode;
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overlayNode->setOverlaySubgraph(ss.get());
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overlayNode->setOverlayTextureSizeHint(2048);
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overlayNode->addChild(terrainGeode.get());
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root->addChild(overlayNode);
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#else
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root->addChild(terrainGeode);
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#endif
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// create particle effects
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{
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osg::Vec3 position = computeTerrainIntersection(terrainGeode,100.0f,100.0f);
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osg::Vec3 position = computeTerrainIntersection(terrainGeode.get(),100.0f,100.0f);
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osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, 10.0f);
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osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, 10.0f);
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@ -240,7 +256,7 @@ void build_world(osg::Group *root)
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// create particle effects
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{
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osg::Vec3 position = computeTerrainIntersection(terrainGeode,200.0f,100.0f);
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osg::Vec3 position = computeTerrainIntersection(terrainGeode.get(),200.0f,100.0f);
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osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, 1.0f);
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osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, 1.0f);
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@ -53,6 +53,11 @@ class OSGSIM_EXPORT OverlayNode : public osg::Group
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/** Get the texture unit that the texture should be assigned to.*/
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unsigned int getOverlayTextureUnit() const { return _textureUnit; }
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/** Set the texture size hint. The size hint is used to request a texture of specified size.*/
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void setOverlayTextureSizeHint(unsigned int size);
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/** Get the texture size hint.*/
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unsigned int getOverlayTextureSizeHint() const { return _textureSizeHint; }
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protected :
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@ -77,7 +82,8 @@ class OSGSIM_EXPORT OverlayNode : public osg::Group
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// texture to render to, and to read from.
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unsigned int _textureUnit;
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osg::ref_ptr<osg::Texture> _texture;
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unsigned int _textureSizeHint;
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osg::ref_ptr<osg::Texture2D> _texture;
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};
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@ -12,13 +12,16 @@
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*/
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#include <osg/Texture2D>
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#include <osg/CoordinateSystemNode>
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#include <osgUtil/CullVisitor>
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#include <osgSim/OverlayNode>
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using namespace osgSim;
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OverlayNode::OverlayNode():
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_textureUnit(1)
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_textureUnit(1),
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_textureSizeHint(1024)
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{
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init();
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}
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@ -26,34 +29,38 @@ OverlayNode::OverlayNode():
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OverlayNode::OverlayNode(const OverlayNode& copy, const osg::CopyOp& copyop):
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Group(copy,copyop),
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_overlaySubgraph(copy._overlaySubgraph),
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_textureUnit(copy._textureUnit)
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_textureUnit(copy._textureUnit),
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_textureSizeHint(copy._textureSizeHint)
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{
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init();
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}
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void OverlayNode::init()
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{
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unsigned int tex_width = 1024;
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unsigned int tex_height = 1024;
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unsigned int tex_width = _textureSizeHint;
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unsigned int tex_height = _textureSizeHint;
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setTextureSize(tex_width, tex_height);
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texture->setInternalFormat(GL_RGBA);
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texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
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texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
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texture->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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_texture = texture;
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if (!_texture)
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{
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setTextureSize(tex_width, tex_height);
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texture->setInternalFormat(GL_RGBA);
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texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER);
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texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER);
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texture->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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_texture = texture;
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}
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// set up the render to texture camera.
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if (!_camera)
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{
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// create the camera
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_camera = new osg::CameraNode;
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_camera->setClearColor(osg::Vec4(1.0f,0.5f,0.5f,1.0f));
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_camera = new osg::CameraNode;
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_camera->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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// set viewport
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_camera->setViewport(0,0,tex_width,tex_height);
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@ -68,11 +75,11 @@ void OverlayNode::init()
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_camera->attach(osg::CameraNode::COLOR_BUFFER, _texture.get());
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}
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_texgenNode = new osg::TexGenNode;
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if (!_texgenNode) _texgenNode = new osg::TexGenNode;
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_mainSubgraphStateSet = new osg::StateSet;
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if (!_mainSubgraphStateSet) _mainSubgraphStateSet = new osg::StateSet;
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setOverlayTextureUnit(1);
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setOverlayTextureUnit(_textureUnit);
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}
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@ -97,8 +104,7 @@ void OverlayNode::traverse(osg::NodeVisitor& nv)
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// if we need to redraw then do cull traversal on camera.
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if (!_textureObjectValidList[contextID])
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{
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osg::Vec3 _position(0,0,0);
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// now compute the camera's view and projection matrix to point at the shadower (the camera's children)
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osg::BoundingSphere bs;
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for(unsigned int i=0; i<_camera->getNumChildren(); ++i)
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@ -108,30 +114,66 @@ void OverlayNode::traverse(osg::NodeVisitor& nv)
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if (!bs.valid())
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{
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osg::notify(osg::WARN) << "bb invalid"<<_camera.get()<<std::endl;
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osg::notify(osg::WARN) << "OverlayNode::traverse() - bb invalid"<<_camera.get()<<std::endl;
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return;
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}
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float centerDistance = (_position-bs.center()).length();
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float znear = centerDistance-bs.radius();
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float zfar = centerDistance+bs.radius();
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float zNearRatio = 0.001f;
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if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
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float top = (bs.radius()/centerDistance)*znear;
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float right = top;
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// see if we are within a coordinate system node.
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osg::CoordinateSystemNode* csn = 0;
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osg::NodePath& nodePath = nv.getNodePath();
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for(osg::NodePath::reverse_iterator itr = nodePath.rbegin();
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itr != nodePath.rend() && csn==0;
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++itr)
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{
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csn = dynamic_cast<osg::CoordinateSystemNode*>(*itr);
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}
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_camera->setReferenceFrame(osg::CameraNode::ABSOLUTE_RF);
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_camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
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_camera->setViewMatrixAsLookAt(_position,bs.center(),osg::Vec3(0.0f,1.0f,0.0f));
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if (csn)
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{
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osg::Vec3d eyePoint(0.0,0.0,0.0); // center of the planet
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double centerDistance = (eyePoint-osg::Vec3d(bs.center())).length();
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double znear = centerDistance-bs.radius();
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double zfar = centerDistance+bs.radius();
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double zNearRatio = 0.001f;
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if (znear<zfar*zNearRatio) znear = zfar*zNearRatio;
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double top = (bs.radius()/centerDistance)*znear;
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double right = top;
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_camera->setProjectionMatrixAsFrustum(-right,right,-top,top,znear,zfar);
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_camera->setViewMatrixAsLookAt(eyePoint, bs.center(), osg::Vec3(0.0f,1.0f,0.0f));
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}
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else
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{
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osg::Vec3d upDirection(0.0,1.0,0.0);
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osg::Vec3d viewDirection(0.0,0.0,1.0);
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double viewDistance = 2.0*bs.radius();
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osg::Vec3d center = bs.center();
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osg::Vec3d eyePoint = center+viewDirection*viewDistance;
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double znear = viewDistance-bs.radius();
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double zfar = viewDistance+bs.radius();
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float top = bs.radius();
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float right = top;
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_camera->setProjectionMatrixAsOrtho(-right,right,-top,top,znear,zfar);
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_camera->setViewMatrixAsLookAt(eyePoint,center,upDirection);
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}
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// compute the matrix which takes a vertex from local coords into tex coords
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// will use this later to specify osg::TexGen..
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osg::Matrix MVPT = _camera->getViewMatrix() *
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_camera->getProjectionMatrix() *
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osg::Matrix::translate(1.0,1.0,1.0) *
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osg::Matrix::scale(0.5f,0.5f,0.5f);
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osg::Matrix::scale(0.5,0.5,0.5);
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_texgenNode->getTexGen()->setMode(osg::TexGen::EYE_LINEAR);
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_texgenNode->getTexGen()->setPlanesFromMatrix(MVPT);
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@ -139,7 +181,7 @@ void OverlayNode::traverse(osg::NodeVisitor& nv)
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_camera->accept(*cv);
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// _textureObjectValidList[contextID] = 1;
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_textureObjectValidList[contextID] = 1;
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}
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@ -186,3 +228,14 @@ void OverlayNode::setOverlayTextureUnit(unsigned int unit)
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_mainSubgraphStateSet->setTextureMode(_textureUnit, GL_TEXTURE_GEN_R, osg::StateAttribute::ON);
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_mainSubgraphStateSet->setTextureMode(_textureUnit, GL_TEXTURE_GEN_Q, osg::StateAttribute::ON);
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}
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void OverlayNode::setOverlayTextureSizeHint(unsigned int size)
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{
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if (_textureSizeHint == size) return;
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_textureSizeHint = size;
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//_texture->dirtyTextureObject();
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_texture->setTextureSize(_textureSizeHint, _textureSizeHint);
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_camera->setViewport(0,0,_textureSizeHint,_textureSizeHint);
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}
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