/* OpenSceneGraph example, osgtexture3D. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include #include #include #include #include #include #include #include #include #include #include osg::Camera* createHUD(const std::string& label) { // create a camera to set up the projection and model view matrices, and the subgraph to drawn in the HUD osg::Camera* camera = new osg::Camera; // set the projection matrix camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024)); // set the view matrix camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrix(osg::Matrix::identity()); // only clear the depth buffer camera->setClearMask(GL_DEPTH_BUFFER_BIT); // draw subgraph after main camera view. camera->setRenderOrder(osg::Camera::POST_RENDER); // we don't want the camera to grab event focus from the viewers main camera(s). camera->setAllowEventFocus(false); // add to this camera a subgraph to render { osg::Geode* geode = new osg::Geode(); std::string font("fonts/arial.ttf"); // turn lighting off for the text and disable depth test to ensure its always ontop. osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); osg::Vec3 position(150.0f,150.0f,0.0f); osgText::Text* text = new osgText::Text; geode->addDrawable( text ); text->setFont(font); text->setPosition(position); text->setCharacterSize(100.0f); text->setText(label); camera->addChild(geode); } return camera; } osg::Node* creatQuad(const std::string& name, osg::Image* image, osg::Texture::InternalFormatMode formatMode, osg::Texture::FilterMode minFilter) { osg::Group* group = new osg::Group; { osg::Geode* geode = new osg::Geode; geode->addDrawable(createTexturedQuadGeometry( osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(float(image->s()),0.0f,0.0f), osg::Vec3(0.0f,0.0f,float(image->t())))); geode->setName(name); osg::StateSet* stateset = geode->getOrCreateStateSet(); osg::Texture2D* texture = new osg::Texture2D(image); texture->setInternalFormatMode(formatMode); texture->setFilter(osg::Texture::MIN_FILTER, minFilter); stateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); group->addChild(geode); } { group->addChild(createHUD(name)); } return group; } int main(int argc, char** argv) { osg::ArgumentParser arguments(&argc, argv); // construct the viewer. osgViewer::CompositeViewer viewer(arguments); if (arguments.argc()<=1) { std::cout<<"Please supply an image filename on the commnand line."< image = osgDB::readRefImageFile(filename); if (!image) { std::cout<<"Error: unable able to read image from "<getScreenResolution(main_screen_id, width, height); osg::ref_ptr traits = new osg::GraphicsContext::Traits; traits->x = 0; traits->y = 0; traits->width = width; traits->height = height; traits->windowDecoration = false; traits->doubleBuffer = true; traits->readDISPLAY(); traits->setUndefinedScreenDetailsToDefaultScreen(); osg::ref_ptr gc = osg::GraphicsContext::createGraphicsContext(traits.get()); if (!gc) { std::cout<<"Error: GraphicsWindow has not been created successfully."<setClearColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); gc->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); osg::ref_ptr trackball = new osgGA::TrackballManipulator; typedef std::vector< osg::ref_ptr > Models; Models models; models.push_back(creatQuad("no compression", image.get(), osg::Texture::USE_IMAGE_DATA_FORMAT, osg::Texture::LINEAR)); models.push_back(creatQuad("ARB compression", image.get(), osg::Texture::USE_ARB_COMPRESSION, osg::Texture::LINEAR)); models.push_back(creatQuad("DXT1 compression", image.get(), osg::Texture::USE_S3TC_DXT1_COMPRESSION, osg::Texture::LINEAR)); models.push_back(creatQuad("DXT3 compression", image.get(), osg::Texture::USE_S3TC_DXT3_COMPRESSION, osg::Texture::LINEAR)); models.push_back(creatQuad("DXT5 compression", image.get(), osg::Texture::USE_S3TC_DXT5_COMPRESSION, osg::Texture::LINEAR)); int numX = 1; int numY = 1; // compute the number of views up and across that are need { float aspectRatio = float(width)/float(height); float multiplier = sqrtf(float(models.size())/aspectRatio);; float multiplier_x = multiplier*aspectRatio; float multiplier_y = multiplier; if ((multiplier_x/ceilf(multiplier_x)) > (multiplier_y/ceilf(multiplier_y))) { numX = int(ceilf(multiplier_x)); numY = int(ceilf(float(models.size())/float(numX))); } else { numY = int(ceilf(multiplier_y)); numX = int(ceilf(float(models.size())/float(numY))); } } // populate the view with the required view to view each model. for(unsigned int i=0; isetSceneData(models[i].get()); view->getCamera()->setProjectionMatrixAsPerspective(30.0, double(vw) / double(vh), 1.0, 1000.0); view->getCamera()->setViewport(new osg::Viewport(vx, vy, vw, vh)); view->getCamera()->setGraphicsContext(gc.get()); view->getCamera()->setClearMask(0); view->setCameraManipulator(trackball.get()); viewer.addView(view); } return viewer.run(); }