#include #include #include #include #include #include #include #include #include #include #include #include #include // // A simple demo demonstrating different texturing modes, // including using of texture extensions. // typedef std::vector< osg::ref_ptr > ImageList; /** create quad at specified position. */ osg::Drawable* createSquare(const osg::Vec3& corner,const osg::Vec3& width,const osg::Vec3& height, osg::Image* image=NULL) { // set up the Geometry. osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* coords = new osg::Vec3Array(4); (*coords)[0] = corner; (*coords)[1] = corner+width; (*coords)[2] = corner+width+height; (*coords)[3] = corner+height; geom->setVertexArray(coords); osg::Vec3Array* norms = new osg::Vec3Array(1); (*norms)[0] = width^height; (*norms)[0].normalize(); geom->setNormalArray(norms); geom->setNormalBinding(osg::Geometry::BIND_OVERALL); osg::Vec2Array* tcoords = new osg::Vec2Array(4); (*tcoords)[0].set(0.0f,0.0f); (*tcoords)[1].set(1.0f,0.0f); (*tcoords)[2].set(1.0f,1.0f); (*tcoords)[3].set(0.0f,1.0f); geom->setTexCoordArray(0,tcoords); geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4)); if (image) { osg::StateSet* stateset = new osg::StateSet; osg::Texture2D* texture = new osg::Texture2D; texture->setImage(image); stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); geom->setStateSet(stateset); } return geom; } osg::Drawable* createAxis(const osg::Vec3& corner,const osg::Vec3& xdir,const osg::Vec3& ydir,const osg::Vec3& zdir) { // set up the Geometry. osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* coords = new osg::Vec3Array(6); (*coords)[0] = corner; (*coords)[1] = corner+xdir; (*coords)[2] = corner; (*coords)[3] = corner+ydir; (*coords)[4] = corner; (*coords)[5] = corner+zdir; geom->setVertexArray(coords); osg::Vec4 x_color(0.0f,1.0f,1.0f,1.0f); osg::Vec4 y_color(0.0f,1.0f,1.0f,1.0f); osg::Vec4 z_color(1.0f,0.0f,0.0f,1.0f); osg::Vec4Array* color = new osg::Vec4Array(6); (*color)[0] = x_color; (*color)[1] = x_color; (*color)[2] = y_color; (*color)[3] = y_color; (*color)[4] = z_color; (*color)[5] = z_color; geom->setColorArray(color); geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX); geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,6)); osg::StateSet* stateset = new osg::StateSet; osg::LineWidth* linewidth = new osg::LineWidth(); linewidth->setWidth(4.0f); stateset->setAttributeAndModes(linewidth,osg::StateAttribute::ON); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); geom->setStateSet(stateset); return geom; } osg::Node* createModel() { // create the root node which will hold the model. osg::Group* root = new osg::Group(); // add the drawable into a single goede to be shared... osg::Billboard* center = new osg::Billboard(); center->setMode(osg::Billboard::POINT_ROT_EYE); center->addDrawable( createSquare(osg::Vec3(-0.5f,0.0f,-0.5f),osg::Vec3(1.0f,0.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),osgDB::readImageFile("Images/reflect.rgb")), osg::Vec3(0.0f,0.0f,0.0f)); osg::Billboard* x_arrow = new osg::Billboard(); x_arrow->setMode(osg::Billboard::AXIAL_ROT); x_arrow->setAxis(osg::Vec3(1.0f,0.0f,0.0f)); x_arrow->setNormal(osg::Vec3(0.0f,-1.0f,0.0f)); x_arrow->addDrawable( createSquare(osg::Vec3(-0.5f,0.0f,-0.5f),osg::Vec3(1.0f,0.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),osgDB::readImageFile("Cubemap_axis/posx.png")), osg::Vec3(5.0f,0.0f,0.0f)); osg::Billboard* y_arrow = new osg::Billboard(); y_arrow->setMode(osg::Billboard::AXIAL_ROT); y_arrow->setAxis(osg::Vec3(0.0f,1.0f,0.0f)); y_arrow->setNormal(osg::Vec3(1.0f,0.0f,0.0f)); y_arrow->addDrawable( createSquare(osg::Vec3(0.0f,-0.5f,-0.5f),osg::Vec3(0.0f,1.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),osgDB::readImageFile("Cubemap_axis/posy.png")), osg::Vec3(0.0f,5.0f,0.0f)); osg::Billboard* z_arrow = new osg::Billboard(); z_arrow->setMode(osg::Billboard::AXIAL_ROT); z_arrow->setAxis(osg::Vec3(0.0f,0.0f,1.0f)); z_arrow->setNormal(osg::Vec3(0.0f,-1.0f,0.0f)); z_arrow->addDrawable( createSquare(osg::Vec3(-0.5f,0.0f,-0.5f),osg::Vec3(1.0f,0.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),osgDB::readImageFile("Cubemap_axis/posz.png")), osg::Vec3(0.0f,0.0f,5.0f)); osg::Geode* axis = new osg::Geode(); axis->addDrawable(createAxis(osg::Vec3(0.0f,0.0f,0.0f),osg::Vec3(5.0f,0.0f,0.0f),osg::Vec3(0.0f,5.0f,0.0f),osg::Vec3(0.0f,0.0f,5.0f))); root->addChild(center); root->addChild(x_arrow); root->addChild(y_arrow); root->addChild(z_arrow); root->addChild(axis); 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 billboard nodes."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); // initialize 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(); // set the scene to render 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 before exit. viewer.sync(); return 0; }