/* OpenSceneGraph example, osghud. * * 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 #include #include #include #include osg::Camera* createHUD() { // create a camera to set up the projection and model view matrices, and the subgraph to draw 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 timesFont("fonts/arial.ttf"); // turn lighting off for the text and disable depth test to ensure it's always ontop. osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); osg::Vec3 position(150.0f,800.0f,0.0f); osg::Vec3 delta(0.0f,-120.0f,0.0f); { osgText::Text* text = new osgText::Text; geode->addDrawable( text ); text->setFont(timesFont); text->setPosition(position); text->setText("Head Up Displays are simple :-)"); position += delta; } { osgText::Text* text = new osgText::Text; geode->addDrawable( text ); text->setFont(timesFont); text->setPosition(position); text->setText("All you need to do is create your text in a subgraph."); position += delta; } { osgText::Text* text = new osgText::Text; geode->addDrawable( text ); text->setFont(timesFont); text->setPosition(position); text->setText("Then place an osg::Camera above the subgraph\n" "to create an orthographic projection.\n"); position += delta; } { osgText::Text* text = new osgText::Text; geode->addDrawable( text ); text->setFont(timesFont); text->setPosition(position); text->setText("Set the Camera's ReferenceFrame to ABSOLUTE_RF to ensure\n" "it remains independent from any external model view matrices."); position += delta; } { osgText::Text* text = new osgText::Text; geode->addDrawable( text ); text->setFont(timesFont); text->setPosition(position); text->setText("And set the Camera's clear mask to just clear the depth buffer."); position += delta; } { osgText::Text* text = new osgText::Text; geode->addDrawable( text ); text->setFont(timesFont); text->setPosition(position); text->setText("And finally set the Camera's RenderOrder to POST_RENDER\n" "to make sure it's drawn last."); position += delta; } { osg::BoundingBox bb; for(unsigned int i=0;igetNumDrawables();++i) { bb.expandBy(geode->getDrawable(i)->getBoundingBox()); } osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array; float depth = bb.zMin()-0.1; vertices->push_back(osg::Vec3(bb.xMin(),bb.yMax(),depth)); vertices->push_back(osg::Vec3(bb.xMin(),bb.yMin(),depth)); vertices->push_back(osg::Vec3(bb.xMax(),bb.yMin(),depth)); vertices->push_back(osg::Vec3(bb.xMax(),bb.yMax(),depth)); geom->setVertexArray(vertices); osg::Vec3Array* normals = new osg::Vec3Array; normals->push_back(osg::Vec3(0.0f,0.0f,1.0f)); geom->setNormalArray(normals, osg::Array::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.0f,1.0,0.8f,0.2f)); geom->setColorArray(colors, osg::Array::BIND_OVERALL); geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::StateSet* ss = geom->getOrCreateStateSet(); ss->setMode(GL_BLEND,osg::StateAttribute::ON); //ss->setAttribute(new osg::PolygonOffset(1.0f,1.0f),osg::StateAttribute::ON); ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); geode->addDrawable(geom); } camera->addChild(geode); } return camera; } struct SnapImage : public osg::Camera::DrawCallback { SnapImage(const std::string& filename): _filename(filename), _snapImage(false) { _image = new osg::Image; } virtual void operator () (osg::RenderInfo& renderInfo) const { if (!_snapImage) return; osg::notify(osg::NOTICE)<<"Camera callback"<getViewport() : 0; osg::notify(osg::NOTICE)<<"Camera callback "<readPixels(int(viewport->x()),int(viewport->y()),int(viewport->width()),int(viewport->height()), GL_RGBA, GL_UNSIGNED_BYTE); osgDB::writeImageFile(*_image, _filename); osg::notify(osg::NOTICE)<<"Taken screenshot, and written to '"<<_filename<<"'"< _image; }; struct SnapeImageHandler : public osgGA::GUIEventHandler { SnapeImageHandler(int key,SnapImage* si): _key(key), _snapImage(si) {} bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa) { if (ea.getHandled()) return false; switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYUP): { if (ea.getKey() == 'o' ) { osgViewer::View* view = dynamic_cast(&aa); osg::Node* node = view ? view->getSceneData() : 0; if (node) { osgDB::writeNodeFile(*node, "hud.osgt"); osgDB::writeNodeFile(*node, "hud.osgb"); } return true; } if (ea.getKey() == _key) { osg::notify(osg::NOTICE)<<"event handler"<_snapImage = true; return true; } break; } default: break; } return false; } int _key; osg::ref_ptr _snapImage; }; int main( int argc, char **argv ) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(&argc,argv); // read the scene from the list of file specified commandline args. osg::ref_ptr scene = osgDB::readRefNodeFiles(arguments); // if not loaded assume no arguments passed in, try use default model instead. if (!scene) scene = osgDB::readRefNodeFile("dumptruck.osgt"); if (!scene) { osg::notify(osg::NOTICE)<<"No model loaded"<setGraphicsContext(windows[0]); hudCamera->setViewport(0,0,windows[0]->getTraits()->width, windows[0]->getTraits()->height); viewer.addSlave(hudCamera, false); // set the scene to render viewer.setSceneData(scene); return viewer.run(); } if (arguments.read("--CompositeViewer")) { // construct the viewer. osgViewer::CompositeViewer viewer; // create the main 3D view osgViewer::View* view = new osgViewer::View; viewer.addView(view); view->setSceneData(scene); view->setUpViewAcrossAllScreens();; view->setCameraManipulator(new osgGA::TrackballManipulator); // now create the HUD camera's view osgViewer::Viewer::Windows windows; viewer.getWindows(windows); if (windows.empty()) return 1; osg::Camera* hudCamera = createHUD(); // set up cameras to render on the first window available. hudCamera->setGraphicsContext(windows[0]); hudCamera->setViewport(0,0,windows[0]->getTraits()->width, windows[0]->getTraits()->height); osgViewer::View* hudView = new osgViewer::View; hudView->setCamera(hudCamera); viewer.addView(hudView); return viewer.run(); } else { // construct the viewer. osgViewer::Viewer viewer; SnapImage* postDrawCallback = new SnapImage("PostDrawCallback.png"); viewer.getCamera()->setPostDrawCallback(postDrawCallback); viewer.addEventHandler(new SnapeImageHandler('p',postDrawCallback)); SnapImage* finalDrawCallback = new SnapImage("FinalDrawCallback.png"); viewer.getCamera()->setFinalDrawCallback(finalDrawCallback); viewer.addEventHandler(new SnapeImageHandler('f',finalDrawCallback)); osg::ref_ptr group = new osg::Group; // add the HUD subgraph. if (scene.valid()) group->addChild(scene); group->addChild(createHUD()); // set the scene to render viewer.setSceneData(group); return viewer.run(); } }