Added ability to set which tree rendering techniques to build (via --featuers bitmask command line) and
output scene to using -o outputfilename.extension command line.
This commit is contained in:
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f263ad29db
commit
9e18a7542b
@ -38,6 +38,7 @@
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#include <osg/FragmentProgram>
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#include <osg/FragmentProgram>
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#include <osgDB/ReadFile>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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#include <osgDB/FileUtils>
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#include <osgDB/FileUtils>
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#include <osgUtil/LineSegmentIntersector>
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#include <osgUtil/LineSegmentIntersector>
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@ -64,6 +65,18 @@ public:
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ForestTechniqueManager() {}
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ForestTechniqueManager() {}
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enum Features
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{
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HUD_TEXT = 1,
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BILLBOARD_GRAPH = 2,
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X_GRAPH = 4,
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TRANSFORM_GRAPH = 8,
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SHADER_GRAPH = 16,
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GEOMETRY_SHADER_GRAPH = 32,
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TEXTURE_BUFFER_GRAPH = 64,
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ALL_FEATURES = (TEXTURE_BUFFER_GRAPH<<1)-1
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};
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class Tree : public osg::Referenced
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class Tree : public osg::Referenced
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{
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{
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public:
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public:
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@ -150,7 +163,7 @@ public:
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osg::Node* createHUDWithText(const std::string& text);
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osg::Node* createHUDWithText(const std::string& text);
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osg::Node* createScene(unsigned int numTreesToCreates, unsigned int maxNumTreesPerCell);
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osg::Node* createScene(unsigned int numTreesToCreates, unsigned int maxNumTreesPerCell, unsigned int mask=ALL_FEATURES);
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void advanceToNextTechnique(int delta=1)
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void advanceToNextTechnique(int delta=1)
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{
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{
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@ -1172,7 +1185,7 @@ osg::Node* ForestTechniqueManager::createHUDWithText(const std::string& str)
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return projection;
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return projection;
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}
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}
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osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates, unsigned int maxNumTreesPerCell)
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osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates, unsigned int maxNumTreesPerCell, unsigned int mask)
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{
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{
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osg::Vec3 origin(0.0f,0.0f,0.0f);
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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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osg::Vec3 size(1000.0f,1000.0f,200.0f);
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@ -1218,33 +1231,37 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates, u
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_techniqueSwitch = new osg::Switch;
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_techniqueSwitch = new osg::Switch;
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if ((mask & BILLBOARD_GRAPH)!=0)
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{
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{
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std::cout<<"Creating osg::Billboard based forest...";
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std::cout<<"Creating osg::Billboard based forest...";
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osg::Group* group = new osg::Group;
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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(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 geometry instancing with Texture Buffer Object\nPress right cursor key to select double quad based forest"));
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if ((mask & HUD_TEXT)!=0) group->addChild(createHUDWithText("Using osg::Billboard's to create a forest\n\nPress left cursor key to select geometry instancing with Texture Buffer Object\nPress right cursor key to select double quad based forest"));
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_techniqueSwitch->addChild(group);
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_techniqueSwitch->addChild(group);
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std::cout<<"done."<<std::endl;
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std::cout<<"done."<<std::endl;
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}
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}
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if ((mask & X_GRAPH)!=0)
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{
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{
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std::cout<<"Creating double quad based forest...";
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std::cout<<"Creating double quad based forest...";
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osg::Group* group = new osg::Group;
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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(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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if ((mask & HUD_TEXT)!=0) 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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_techniqueSwitch->addChild(group);
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std::cout<<"done."<<std::endl;
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std::cout<<"done."<<std::endl;
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}
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}
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if ((mask & TRANSFORM_GRAPH)!=0)
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{
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{
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std::cout<<"Creating osg::MatrixTransform based forest...";
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std::cout<<"Creating osg::MatrixTransform based forest...";
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osg::Group* group = new osg::Group;
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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(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::Vertex/FragmentProgram based forest"));
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if ((mask & HUD_TEXT)!=0) 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::Vertex/FragmentProgram based forest"));
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_techniqueSwitch->addChild(group);
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_techniqueSwitch->addChild(group);
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std::cout<<"done."<<std::endl;
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std::cout<<"done."<<std::endl;
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}
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}
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if ((mask & SHADER_GRAPH)!=0)
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{
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{
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std::cout<<"Creating osg::Vertex/FragmentProgram based forest...";
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std::cout<<"Creating osg::Vertex/FragmentProgram based forest...";
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osg::Group* group = new osg::Group;
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osg::Group* group = new osg::Group;
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@ -1301,11 +1318,12 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates, u
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}
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}
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group->addChild(createShaderGraph(cell.get(),stateset));
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group->addChild(createShaderGraph(cell.get(),stateset));
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group->addChild(createHUDWithText("Using osg::Vertex/FragmentProgram to create a forest\n\nPress left cursor key to select osg::MatrixTransform's based forest\nPress right cursor key to select OpenGL shader based forest"));
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if ((mask & HUD_TEXT)!=0) group->addChild(createHUDWithText("Using osg::Vertex/FragmentProgram to create a forest\n\nPress left cursor key to select osg::MatrixTransform's based forest\nPress right cursor key to select OpenGL shader based forest"));
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_techniqueSwitch->addChild(group);
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_techniqueSwitch->addChild(group);
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std::cout<<"done."<<std::endl;
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std::cout<<"done."<<std::endl;
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}
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}
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if ((mask & SHADER_GRAPH)!=0)
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{
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{
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std::cout<<"Creating OpenGL shader based forest...";
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std::cout<<"Creating OpenGL shader based forest...";
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osg::Group* group = new osg::Group;
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osg::Group* group = new osg::Group;
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@ -1363,11 +1381,12 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates, u
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}
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}
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group->addChild(createShaderGraph(cell.get(),stateset));
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group->addChild(createShaderGraph(cell.get(),stateset));
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group->addChild(createHUDWithText("Using OpenGL Shader to create a forest\n\nPress left cursor key to select osg::Vertex/FragmentProgram based forest\nPress right cursor key to select osg::Vertex/Geometry/FragmentProgram based forest"));
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if ((mask & HUD_TEXT)!=0) group->addChild(createHUDWithText("Using OpenGL Shader to create a forest\n\nPress left cursor key to select osg::Vertex/FragmentProgram based forest\nPress right cursor key to select osg::Vertex/Geometry/FragmentProgram based forest"));
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_techniqueSwitch->addChild(group);
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_techniqueSwitch->addChild(group);
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std::cout<<"done."<<std::endl;
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std::cout<<"done."<<std::endl;
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}
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}
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if ((mask & GEOMETRY_SHADER_GRAPH)!=0)
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{
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{
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std::cout<<"Creating Geometry Shader based forest...";
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std::cout<<"Creating Geometry Shader based forest...";
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@ -1375,12 +1394,13 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates, u
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osg::Group* group = new osg::Group;
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osg::Group* group = new osg::Group;
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group->addChild(createGeometryShaderGraph(cell.get(), stateset));
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group->addChild(createGeometryShaderGraph(cell.get(), stateset));
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group->addChild(createHUDWithText("Using osg::Vertex/Geometry/FragmentProgram to create a forest\n\nPress left cursor key to select OpenGL Shader based forest\nPress right cursor key to select geometry instancing with Texture Buffer Object"));
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if ((mask & HUD_TEXT)!=0) group->addChild(createHUDWithText("Using osg::Vertex/Geometry/FragmentProgram to create a forest\n\nPress left cursor key to select OpenGL Shader based forest\nPress right cursor key to select geometry instancing with Texture Buffer Object"));
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_techniqueSwitch->addChild(group);
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_techniqueSwitch->addChild(group);
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std::cout<<"done."<<std::endl;
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std::cout<<"done."<<std::endl;
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}
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}
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if ((mask & TEXTURE_BUFFER_GRAPH)!=0)
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{
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{
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std::cout<<"Creating forest using geometry instancing and texture buffer objects ...";
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std::cout<<"Creating forest using geometry instancing and texture buffer objects ...";
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@ -1442,7 +1462,7 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates, u
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textureBufferGraph->setStateSet( stateset );
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textureBufferGraph->setStateSet( stateset );
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osg::Group* group = new osg::Group;
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osg::Group* group = new osg::Group;
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group->addChild(textureBufferGraph);
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group->addChild(textureBufferGraph);
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group->addChild(createHUDWithText("Using geometry instancing to create a forest\n\nPress left cursor key to select osg::Vertex/Geometry/FragmentProgram based forest\nPress right cursor key to select osg::Billboard based forest"));
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if ((mask & HUD_TEXT)!=0) group->addChild(createHUDWithText("Using geometry instancing to create a forest\n\nPress left cursor key to select osg::Vertex/Geometry/FragmentProgram based forest\nPress right cursor key to select osg::Billboard based forest"));
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_techniqueSwitch->addChild(group);
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_techniqueSwitch->addChild(group);
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@ -1478,6 +1498,16 @@ int main( int argc, char **argv )
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arguments.read("--trees-per-cell",maxNumTreesPerCell);
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arguments.read("--trees-per-cell",maxNumTreesPerCell);
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unsigned int features = ForestTechniqueManager::ALL_FEATURES;
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while(arguments.read("--features", features))
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{
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std::cout<<"features = "<<features<<std::endl;
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}
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std::string outputFilename;
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while(arguments.read("-o", outputFilename)) {}
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osg::ref_ptr<ForestTechniqueManager> ttm = new ForestTechniqueManager;
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osg::ref_ptr<ForestTechniqueManager> ttm = new ForestTechniqueManager;
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// add the stats handler
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// add the stats handler
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@ -1487,8 +1517,13 @@ int main( int argc, char **argv )
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viewer.addEventHandler(new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()));
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viewer.addEventHandler(new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()));
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// add model to viewer.
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// add model to viewer.
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viewer.setSceneData( ttm->createScene(numTreesToCreate, maxNumTreesPerCell) );
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viewer.setSceneData( ttm->createScene(numTreesToCreate, maxNumTreesPerCell, features) );
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if (!outputFilename.empty())
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{
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osgDB::writeNodeFile(*viewer.getSceneData(), outputFilename);
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return 0;
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}
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return viewer.run();
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return viewer.run();
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}
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}
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