Added text hud instructions.
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@ -1,22 +1,27 @@
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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/Billboard>
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#include <osg/BlendFunc>
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#include <osg/StateSet>
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#include <osg/Depth>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/Math>
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#include <osg/MatrixTransform>
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#include <osg/PolygonOffset>
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#include <osg/Projection>
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#include <osg/ShapeDrawable>
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#include <osg/StateSet>
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#include <osg/Switch>
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#include <osgProducer/Viewer>
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#include <osg/Texture2D>
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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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#include <osgText/Text>
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#include <osgProducer/Viewer>
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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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@ -102,14 +107,20 @@ public:
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osg::Node* createXGraph(Cell* cell,osg::StateSet* stateset);
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osg::Node* createTransformGraph(Cell* cell,osg::StateSet* stateset);
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osg::Node* createHUDWithText(const std::string& text);
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osg::Node* createScene();
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osg::Node* createScene(unsigned int numTreesToCreates);
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void advanceToNextTechnique(int delta=1)
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{
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if (_techniqueSwitch.valid())
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{
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_currentTechnique = (_currentTechnique + delta)%_techniqueSwitch->getNumChildren();
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_currentTechnique += delta;
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if (_currentTechnique<0)
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_currentTechnique = _techniqueSwitch->getNumChildren()-1;
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if (_currentTechnique>=(int)_techniqueSwitch->getNumChildren())
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_currentTechnique = 0;
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_techniqueSwitch->setSingleChildOn(_currentTechnique);
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}
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}
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@ -701,12 +712,53 @@ osg::Node* ForestTechniqueManager::createTransformGraph(Cell* cell,osg::StateSet
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else return transform_group;
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}
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osg::Node* ForestTechniqueManager::createHUDWithText(const std::string& str)
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{
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osg::Geode* geode = new osg::Geode();
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std::string timesFont("fonts/arial.ttf");
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osg::Node* ForestTechniqueManager::createScene()
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// turn lighting off for the text and disable depth test to ensure its always ontop.
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osg::StateSet* stateset = geode->getOrCreateStateSet();
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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// or disable depth test, and make sure that the hud is drawn after everything
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// else so that it always appears ontop.
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stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
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stateset->setRenderBinDetails(11,"RenderBin");
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osg::Vec3 position(150.0f,800.0f,0.0f);
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osg::Vec3 delta(0.0f,-120.0f,0.0f);
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{
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osgText::Text* text = new osgText::Text;
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geode->addDrawable( text );
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text->setFont(timesFont);
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text->setPosition(position);
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text->setText(str);
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position += delta;
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}
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// create the hud.
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osg::MatrixTransform* modelview_abs = new osg::MatrixTransform;
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modelview_abs->setReferenceFrame(osg::Transform::RELATIVE_TO_ABSOLUTE);
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modelview_abs->setMatrix(osg::Matrix::identity());
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modelview_abs->addChild(geode);
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osg::Projection* projection = new osg::Projection;
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projection->setMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
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projection->addChild(modelview_abs);
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return projection;
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}
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osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates)
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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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std::cout<<"Creating terrain...";
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osg::ref_ptr<osg::Node> terrain = createTerrain(origin,size);
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@ -746,17 +798,32 @@ osg::Node* ForestTechniqueManager::createScene()
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_techniqueSwitch = new osg::Switch;
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std::cout<<"Creating billboard based forest...";
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_techniqueSwitch->addChild(createBillboardGraph(cell.get(),dstate));
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std::cout<<"done."<<std::endl;
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{
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std::cout<<"Creating billboard based forest...";
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osg::Group* group = new osg::Group;
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group->addChild(createBillboardGraph(cell.get(),dstate));
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group->addChild(createHUDWithText("Using osg::Billboard's to create a forest\n\nPress left cursor key to select osg::MatrixTransform based forest\nPress right cursor key to select double quad based forest"));
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_techniqueSwitch->addChild(group);
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std::cout<<"done."<<std::endl;
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}
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{
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std::cout<<"Creating billboard based forest...";
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osg::Group* group = new osg::Group;
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group->addChild(createXGraph(cell.get(),dstate));
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group->addChild(createHUDWithText("Using double quads to create a forest\n\nPress left cursor key to select osg::Billboard based forest\nPress right cursor key to select osg::MatrixTransform based forest\n"));
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_techniqueSwitch->addChild(group);
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std::cout<<"done."<<std::endl;
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}
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std::cout<<"Creating double quad based forest...";
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_techniqueSwitch->addChild(createXGraph(cell.get(),dstate));
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std::cout<<"done."<<std::endl;
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std::cout<<"Creating transform based forest...";
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_techniqueSwitch->addChild(createTransformGraph(cell.get(),dstate));
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std::cout<<"done."<<std::endl;
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{
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std::cout<<"Creating billboard based forest...";
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osg::Group* group = new osg::Group;
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group->addChild(createTransformGraph(cell.get(),dstate));
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group->addChild(createHUDWithText("Using osg::MatrixTransform's to create a forest\n\nPress left cursor key to select double quad based forest\nPress right cursor key to select osg::Billboard based forest"));
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_techniqueSwitch->addChild(group);
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std::cout<<"done."<<std::endl;
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}
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_currentTechnique = 0;
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_techniqueSwitch->setSingleChildOn(_currentTechnique);
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@ -780,10 +847,14 @@ int main( int argc, char **argv )
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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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arguments.getApplicationUsage()->addCommandLineOption("--trees <number>","Set the number of trees to create");
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// construct the viewer.
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osgProducer::Viewer viewer(arguments);
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float numTreesToCreates = 10000;
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arguments.read("--trees",numTreesToCreates);
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// set up the value with sensible default event handlers.
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viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
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@ -811,7 +882,7 @@ int main( int argc, char **argv )
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return 1;
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}
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osg::Node* node = ttm->createScene();
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osg::Node* node = ttm->createScene((unsigned int)numTreesToCreates);
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// add model to viewer.
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viewer.setSceneData( node );
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