#include #include #include #include #include #include #include #include #include #include #include #include /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // filter wall and animation callback. // class FilterCallback : public osg::NodeCallback { public: FilterCallback(osg::Texture2D* texture,osgText::Text* text,double delay=1.0): _texture(texture), _text(text), _delay(delay), _currPos(0), _prevTime(0.0) { // start with a mip mapped mode to ensure that _minFilterList.push_back(osg::Texture2D::LINEAR_MIPMAP_LINEAR); _magFilterList.push_back(osg::Texture2D::LINEAR); _textList.push_back("Tri-linear mip mapping (default filtering)\nsetFilter(MIN_FILTER,LINEAR_MIP_LINEAR)\nsetFilter(MAG_FILTER,LINEAR)"); _minFilterList.push_back(osg::Texture2D::NEAREST); _magFilterList.push_back(osg::Texture2D::NEAREST); _textList.push_back("Nearest filtering\nsetFilter(MIN_FILTER,NEAREST)\nsetFilter(MAG_FILTER,NEAREST)"); _minFilterList.push_back(osg::Texture2D::LINEAR); _magFilterList.push_back(osg::Texture2D::LINEAR); _textList.push_back("Linear filtering\nsetFilter(MIN_FILTER,LINEAR)\nsetFilter(MAG_FILTER,LINEAR)"); _minFilterList.push_back(osg::Texture2D::NEAREST_MIPMAP_NEAREST); _magFilterList.push_back(osg::Texture2D::LINEAR); _textList.push_back("nearest mip mapping (default filtering)\nsetFilter(MIN_FILTER,)\nsetFilter(MAG_FILTER,LINEAR)"); _minFilterList.push_back(osg::Texture2D::LINEAR_MIPMAP_NEAREST); _magFilterList.push_back(osg::Texture2D::LINEAR); _textList.push_back("bi-linear mip mapping\nsetFilter(MIN_FILTER,LINEAR_MIPMAP_NEAREST)\nsetFilter(MAG_FILTER,LINEAR)"); _minFilterList.push_back(osg::Texture2D::NEAREST_MIPMAP_LINEAR); _magFilterList.push_back(osg::Texture2D::LINEAR); _textList.push_back("bi-linear mip mapping\nsetFilter(MIN_FILTER,NEAREST_MIPMAP_LINEAR)\nsetFilter(MAG_FILTER,LINEAR)"); setValues(); } virtual void operator()(osg::Node*, osg::NodeVisitor* nv) { if (nv->getFrameStamp()) { double currTime = nv->getFrameStamp()->getReferenceTime(); if (currTime-_prevTime>_delay) { // update filter modes and text. setValues(); // advance the current positon, wrap round if required. _currPos++; if (_currPos>=_minFilterList.size()) _currPos=0; // record time _prevTime = currTime; } } } void setValues() { _texture->setFilter(osg::Texture2D::MIN_FILTER,_minFilterList[_currPos]); _texture->setFilter(osg::Texture2D::MAG_FILTER,_magFilterList[_currPos]); _text->setText(_textList[_currPos]); } protected: typedef std::vector FilterList; typedef std::vector TextList; osg::ref_ptr _texture; osg::ref_ptr _text; double _delay; FilterList _minFilterList; FilterList _magFilterList; TextList _textList; unsigned int _currPos; double _prevTime; }; osg::Node* createFilterWall(osg::BoundingBox& bb,const std::string& filename) { osg::Group* group = new osg::Group; // left hand side of bounding box. osg::Vec3 top_left(bb.xMin(),bb.yMin(),bb.zMax()); osg::Vec3 bottom_left(bb.xMin(),bb.yMin(),bb.zMin()); osg::Vec3 bottom_right(bb.xMin(),bb.yMax(),bb.zMin()); osg::Vec3 top_right(bb.xMin(),bb.yMax(),bb.zMax()); osg::Vec3 center(bb.xMin(),(bb.yMin()+bb.yMax())*0.5f,(bb.zMin()+bb.zMax())*0.5f); float height = bb.zMax()-bb.zMin(); // create the geometry for the wall. osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array(4); (*vertices)[0] = top_left; (*vertices)[1] = bottom_left; (*vertices)[2] = bottom_right; (*vertices)[3] = top_right; geom->setVertexArray(vertices); osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(0.0f,1.0f); (*texcoords)[1].set(0.0f,0.0f); (*texcoords)[2].set(1.0f,0.0f); (*texcoords)[3].set(1.0f,1.0f); geom->setTexCoordArray(0,texcoords); osg::Vec3Array* normals = new osg::Vec3Array(1); (*normals)[0].set(1.0f,0.0f,0.0f); geom->setNormalArray(normals); geom->setNormalBinding(osg::Geometry::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array(1); (*colors)[0].set(1.0f,1.0f,1.0f,1.0f); geom->setColorArray(colors); geom->setColorBinding(osg::Geometry::BIND_OVERALL); geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::Geode* geom_geode = new osg::Geode; geom_geode->addDrawable(geom); group->addChild(geom_geode); // set up the texture state. osg::Texture2D* texture = new osg::Texture2D; texture->setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state. texture->setImage(osgDB::readImageFile(filename)); osg::StateSet* stateset = geom->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); // create the text label. osgText::Text* text = new osgText::Text; text->setFont("fonts/arial.ttf"); text->setPosition(center); text->setCharacterSize(height*0.03f); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::YZ_PLANE); osg::Geode* text_geode = new osg::Geode; text_geode->addDrawable(text); osg::StateSet* text_stateset = text_geode->getOrCreateStateSet(); text_stateset->setAttributeAndModes(new osg::PolygonOffset(-1.0f,-1.0f),osg::StateAttribute::ON); group->addChild(text_geode); // set the update callback to cycle through the various min and mag filter modes. group->setUpdateCallback(new FilterCallback(texture,text)); return group; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // anisotropic wall and animation callback. // class AnisotropicCallback : public osg::NodeCallback { public: AnisotropicCallback(osg::Texture2D* texture,osgText::Text* text,double delay=1.0): _texture(texture), _text(text), _delay(delay), _currPos(0), _prevTime(0.0) { _maxAnisotropyList.push_back(1.0f); _textList.push_back("No anisotropic filtering (default)\nsetMaxAnisotropy(1.0f)"); _maxAnisotropyList.push_back(2.0f); _textList.push_back("Anisotropic filtering\nsetMaxAnisotropy(2.0f)"); _maxAnisotropyList.push_back(4.0f); _textList.push_back("Anisotropic filtering\nsetMaxAnisotropy(4.0f)"); _maxAnisotropyList.push_back(8.0f); _textList.push_back("Anisotropic filtering\nsetMaxAnisotropy(8.0f)"); _maxAnisotropyList.push_back(16.0f); _textList.push_back("Higest quality anisotropic filtering\nsetMaxAnisotropy(16.0f)"); setValues(); } virtual void operator()(osg::Node*, osg::NodeVisitor* nv) { if (nv->getFrameStamp()) { double currTime = nv->getFrameStamp()->getReferenceTime(); if (currTime-_prevTime>_delay) { // update filter modes and text. setValues(); // advance the current positon, wrap round if required. _currPos++; if (_currPos>=_maxAnisotropyList.size()) _currPos=0; // record time _prevTime = currTime; } } } void setValues() { _texture->setMaxAnisotropy(_maxAnisotropyList[_currPos]); _text->setText(_textList[_currPos]); } protected: typedef std::vector AnisotropyList; typedef std::vector TextList; osg::ref_ptr _texture; osg::ref_ptr _text; double _delay; AnisotropyList _maxAnisotropyList; TextList _textList; unsigned int _currPos; double _prevTime; }; osg::Node* createAnisotripicWall(osg::BoundingBox& bb,const std::string& filename) { osg::Group* group = new osg::Group; // left hand side of bounding box. osg::Vec3 top_left(bb.xMin(),bb.yMax(),bb.zMin()); osg::Vec3 bottom_left(bb.xMin(),bb.yMin(),bb.zMin()); osg::Vec3 bottom_right(bb.xMax(),bb.yMin(),bb.zMin()); osg::Vec3 top_right(bb.xMax(),bb.yMax(),bb.zMin()); osg::Vec3 center((bb.xMin()+bb.xMax())*0.5f,(bb.yMin()+bb.yMax())*0.5f,bb.zMin()); float height = bb.yMax()-bb.yMin(); // create the geometry for the wall. osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array(4); (*vertices)[0] = top_left; (*vertices)[1] = bottom_left; (*vertices)[2] = bottom_right; (*vertices)[3] = top_right; geom->setVertexArray(vertices); osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(0.0f,1.0f); (*texcoords)[1].set(0.0f,0.0f); (*texcoords)[2].set(1.0f,0.0f); (*texcoords)[3].set(1.0f,1.0f); geom->setTexCoordArray(0,texcoords); osg::Vec3Array* normals = new osg::Vec3Array(1); (*normals)[0].set(0.0f,0.0f,1.0f); geom->setNormalArray(normals); geom->setNormalBinding(osg::Geometry::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array(1); (*colors)[0].set(1.0f,1.0f,1.0f,1.0f); geom->setColorArray(colors); geom->setColorBinding(osg::Geometry::BIND_OVERALL); geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::Geode* geom_geode = new osg::Geode; geom_geode->addDrawable(geom); group->addChild(geom_geode); // set up the texture state. osg::Texture2D* texture = new osg::Texture2D; texture->setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state. texture->setImage(osgDB::readImageFile(filename)); osg::StateSet* stateset = geom->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); // create the text label. osgText::Text* text = new osgText::Text; text->setFont("fonts/arial.ttf"); text->setPosition(center); text->setCharacterSize(height*0.03f); text->setColor(osg::Vec4(1.0f,0.0f,1.0f,1.0f)); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::XY_PLANE); osg::Geode* text_geode = new osg::Geode; text_geode->addDrawable(text); osg::StateSet* text_stateset = text_geode->getOrCreateStateSet(); text_stateset->setAttributeAndModes(new osg::PolygonOffset(-1.0f,-1.0f),osg::StateAttribute::ON); group->addChild(text_geode); // set the update callback to cycle through the various min and mag filter modes. group->setUpdateCallback(new AnisotropicCallback(texture,text)); return group; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // wrap wall and animation callback. // class WrapCallback : public osg::NodeCallback { public: WrapCallback(osg::Texture2D* texture,osgText::Text* text,double delay=1.0): _texture(texture), _text(text), _delay(delay), _currPos(0), _prevTime(0.0) { _wrapList.push_back(osg::Texture2D::CLAMP); _textList.push_back("Default tex coord clamp\nsetWrap(WRAP_S,CLAMP)"); _wrapList.push_back(osg::Texture2D::CLAMP_TO_EDGE); _textList.push_back("Clamp to edge extension\nsetWrap(WRAP_S,CLAMP_TO_EDGE)"); _wrapList.push_back(osg::Texture2D::CLAMP_TO_BORDER); _textList.push_back("Clamp to border color extension\nsetWrap(WRAP_S,CLAMP_TO_BORDER)"); _wrapList.push_back(osg::Texture2D::REPEAT); _textList.push_back("Repeat wrap\nsetWrap(WRAP_S,REPEAT)"); _wrapList.push_back(osg::Texture2D::MIRROR); _textList.push_back("Mirror wrap extension\nsetWrap(WRAP_S,MIRROR)"); setValues(); } virtual void operator()(osg::Node*, osg::NodeVisitor* nv) { if (nv->getFrameStamp()) { double currTime = nv->getFrameStamp()->getReferenceTime(); if (currTime-_prevTime>_delay) { // update filter modes and text. setValues(); // advance the current positon, wrap round if required. _currPos++; if (_currPos>=_wrapList.size()) _currPos=0; // record time _prevTime = currTime; } } } void setValues() { _texture->setWrap(osg::Texture2D::WRAP_S,_wrapList[_currPos]); _texture->setWrap(osg::Texture2D::WRAP_T,_wrapList[_currPos]); _text->setText(_textList[_currPos]); } protected: typedef std::vector WrapList; typedef std::vector TextList; osg::ref_ptr _texture; osg::ref_ptr _text; double _delay; WrapList _wrapList; TextList _textList; unsigned int _currPos; double _prevTime; }; osg::Node* createWrapWall(osg::BoundingBox& bb,const std::string& filename) { osg::Group* group = new osg::Group; // left hand side of bounding box. osg::Vec3 top_left(bb.xMax(),bb.yMax(),bb.zMax()); osg::Vec3 bottom_left(bb.xMax(),bb.yMax(),bb.zMin()); osg::Vec3 bottom_right(bb.xMax(),bb.yMin(),bb.zMin()); osg::Vec3 top_right(bb.xMax(),bb.yMin(),bb.zMax()); osg::Vec3 center(bb.xMax(),(bb.yMin()+bb.yMax())*0.5f,(bb.zMin()+bb.zMax())*0.5f); float height = bb.zMax()-bb.zMin(); // create the geometry for the wall. osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array(4); (*vertices)[0] = top_left; (*vertices)[1] = bottom_left; (*vertices)[2] = bottom_right; (*vertices)[3] = top_right; geom->setVertexArray(vertices); osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(-1.0f,2.0f); (*texcoords)[1].set(-1.0f,-1.0f); (*texcoords)[2].set(2.0f,-1.0f); (*texcoords)[3].set(2.0f,2.0f); geom->setTexCoordArray(0,texcoords); osg::Vec3Array* normals = new osg::Vec3Array(1); (*normals)[0].set(-1.0f,0.0f,0.0f); geom->setNormalArray(normals); geom->setNormalBinding(osg::Geometry::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array(1); (*colors)[0].set(1.0f,1.0f,1.0f,1.0f); geom->setColorArray(colors); geom->setColorBinding(osg::Geometry::BIND_OVERALL); geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::Geode* geom_geode = new osg::Geode; geom_geode->addDrawable(geom); group->addChild(geom_geode); // set up the texture state. osg::Texture2D* texture = new osg::Texture2D; texture->setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state. texture->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,0.5f)); // only used when wrap is set to CLAMP_TO_BORDER texture->setImage(osgDB::readImageFile(filename)); osg::StateSet* stateset = geom->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); stateset->setMode(GL_BLEND,osg::StateAttribute::ON); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); // create the text label. osgText::Text* text = new osgText::Text; text->setFont("fonts/arial.ttf"); text->setPosition(center); text->setCharacterSize(height*0.03f); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::YZ_PLANE); osg::Geode* text_geode = new osg::Geode; text_geode->addDrawable(text); osg::StateSet* text_stateset = text_geode->getOrCreateStateSet(); text_stateset->setAttributeAndModes(new osg::PolygonOffset(-1.0f,-1.0f),osg::StateAttribute::ON); group->addChild(text_geode); // set the update callback to cycle through the various min and mag filter modes. group->setUpdateCallback(new WrapCallback(texture,text)); return group; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // // sublooad wall and animation callback. // class ImageUpdateCallback : public osg::NodeCallback { public: ImageUpdateCallback(osg::Texture2D* texture,osgText::Text* text,double delay=1.0): _texture(texture), _text(text), _delay(delay), _currPos(0), _prevTime(0.0) { _imageList.push_back(osgDB::readImageFile("Images/dog_left_eye.jpg")); _textList.push_back("Subloaded Image 1 - dog_left_eye.jpg"); _imageList.push_back(osgDB::readImageFile("Images/dog_right_eye.jpg")); _textList.push_back("Subloaded Image 2 - dog_right_eye.jpg"); setValues(); } virtual void operator()(osg::Node*, osg::NodeVisitor* nv) { if (nv->getFrameStamp()) { double currTime = nv->getFrameStamp()->getReferenceTime(); if (currTime-_prevTime>_delay) { // update filter modes and text. setValues(); // advance the current positon, wrap round if required. _currPos++; if (_currPos>=_imageList.size()) _currPos=0; // record time _prevTime = currTime; } } } void setValues() { // Note, as long as the images are the same dimensions subloading will be used // to update the textures. If dimensions change then the texture objects have // to be deleted and re-recreated. // // The load/subload happens during the draw traversal so doesn't happen on // the setImage which just updates internal pointers and modifed flags. _texture->setImage(_imageList[_currPos].get()); //_texture->dirtyTextureObject(); _text->setText(_textList[_currPos]); } protected: typedef std::vector< osg::ref_ptr > ImageList; typedef std::vector TextList; osg::ref_ptr _texture; osg::ref_ptr _text; double _delay; ImageList _imageList; TextList _textList; unsigned int _currPos; double _prevTime; }; osg::Node* createSubloadWall(osg::BoundingBox& bb) { osg::Group* group = new osg::Group; // left hand side of bounding box. osg::Vec3 top_left(bb.xMin(),bb.yMax(),bb.zMax()); osg::Vec3 bottom_left(bb.xMin(),bb.yMax(),bb.zMin()); osg::Vec3 bottom_right(bb.xMax(),bb.yMax(),bb.zMin()); osg::Vec3 top_right(bb.xMax(),bb.yMax(),bb.zMax()); osg::Vec3 center((bb.xMax()+bb.xMin())*0.5f,bb.yMax(),(bb.zMin()+bb.zMax())*0.5f); float height = bb.zMax()-bb.zMin(); // create the geometry for the wall. osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array(4); (*vertices)[0] = top_left; (*vertices)[1] = bottom_left; (*vertices)[2] = bottom_right; (*vertices)[3] = top_right; geom->setVertexArray(vertices); osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(0.0f,1.0f); (*texcoords)[1].set(0.0f,0.0f); (*texcoords)[2].set(1.0f,0.0f); (*texcoords)[3].set(1.0f,1.0f); geom->setTexCoordArray(0,texcoords); osg::Vec3Array* normals = new osg::Vec3Array(1); (*normals)[0].set(0.0f,-1.0f,0.0f); geom->setNormalArray(normals); geom->setNormalBinding(osg::Geometry::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array(1); (*colors)[0].set(1.0f,1.0f,1.0f,1.0f); geom->setColorArray(colors); geom->setColorBinding(osg::Geometry::BIND_OVERALL); geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::Geode* geom_geode = new osg::Geode; geom_geode->addDrawable(geom); group->addChild(geom_geode); // set up the texture state. osg::Texture2D* texture = new osg::Texture2D; texture->setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state. texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); osg::StateSet* stateset = geom->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); // create the text label. osgText::Text* text = new osgText::Text; text->setFont("fonts/arial.ttf"); text->setPosition(center); text->setCharacterSize(height*0.03f); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::XZ_PLANE); osg::Geode* text_geode = new osg::Geode; text_geode->addDrawable(text); osg::StateSet* text_stateset = text_geode->getOrCreateStateSet(); text_stateset->setAttributeAndModes(new osg::PolygonOffset(-1.0f,-1.0f),osg::StateAttribute::ON); group->addChild(text_geode); // set the update callback to cycle through the various min and mag filter modes. group->setUpdateCallback(new ImageUpdateCallback(texture,text)); return group; } osg::Node* createModel() { // create the root node which will hold the model. osg::Group* root = new osg::Group(); // turn off lighting root->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF); osg::BoundingBox bb(0.0f,0.0f,0.0f,1.0f,1.0f,1.0f); root->addChild(createFilterWall(bb,"Images/lz.rgb")); root->addChild(createAnisotripicWall(bb,"Images/primitives.gif")); root->addChild(createWrapWall(bb,"Images/tree0.rgba")); root->addChild(createSubloadWall(bb)); return root; } 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 use of 2D textures."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); // 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; } // create a model from the images. osg::Node* rootNode = createModel(); // add model to viewer. viewer.setSceneData( rootNode ); // 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. viewer.sync(); // run a clean up frame to delete all OpenGL objects. viewer.cleanup_frame(); // wait for all the clean up frame to complete. viewer.sync(); return 0; }