#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include static bool s_ProfessionalServices = false; class MyBillboardTransform : public osg::PositionAttitudeTransform { public: MyBillboardTransform(): _axis(0.0f,0.0f,1.0f), _normal(0.0f,-1.0f,0.0f) { } bool computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const { osg::Quat billboardRotation; osgUtil::CullVisitor* cullvisitor = dynamic_cast(nv); if (cullvisitor) { osg::Vec3 eyevector = cullvisitor->getEyeLocal()-_position; eyevector.normalize(); osg::Vec3 side = _axis^_normal; side.normalize(); float angle = atan2(eyevector*_normal,eyevector*side); billboardRotation.makeRotate(osg::PI_2-angle,_axis); } matrix.preMult(osg::Matrix::translate(-_pivotPoint)* osg::Matrix::rotate(_attitude)* osg::Matrix::rotate(billboardRotation)* osg::Matrix::translate(_position)); return true; } void setAxis(const osg::Vec3& axis) { _axis = axis; } void setNormal(const osg::Vec3& normal) { _normal = normal; } protected: virtual ~MyBillboardTransform() {} osg::Vec3 _axis; osg::Vec3 _normal; }; osg::Geometry* createWing(const osg::Vec3& left, const osg::Vec3& nose, const osg::Vec3& right,float chordRatio,const osg::Vec4& color) { osg::Geometry* geom = new osg::Geometry; osg::Vec3 normal = (nose-right)^(left-nose); normal.normalize(); osg::Vec3 left_to_right = right-left; osg::Vec3 mid = (right+left)*0.5f; osg::Vec3 mid_to_nose = (nose-mid)*chordRatio*0.5f; osg::Vec3Array* vertices = new osg::Vec3Array; vertices->push_back(left); //vertices->push_back(mid+mid_to_nose); unsigned int noSteps = 40; for(unsigned int i=1;ipush_back(left + left_to_right*ratio + mid_to_nose* (cosf((ratio-0.5f)*osg::PI*2.0f)+1.0f)); } vertices->push_back(right); vertices->push_back(nose); geom->setVertexArray(vertices); osg::Vec3Array* normals = new osg::Vec3Array; normals->push_back(normal); geom->setNormalArray(normals); geom->setNormalBinding(osg::Geometry::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(color); geom->setColorArray(colors); geom->setColorBinding(osg::Geometry::BIND_OVERALL); geom->addPrimitiveSet(new osg::DrawArrays(GL_POLYGON,0,vertices->getNumElements())); osgUtil::Tesselator tesselator; tesselator.retesselatePolygons(*geom); return geom; } osg:: Node* createTextBelow(const osg::BoundingBox& bb) { osg::Geode* geode = new osg::Geode(); std::string font("fonts/arial.ttf"); osgText::Text* text = new osgText::Text; text->setFont(font); text->setFontResolution(64,64); text->setAlignment(osgText::Text::CENTER_CENTER); text->setAxisAlignment(osgText::Text::XZ_PLANE); text->setPosition(bb.center()-osg::Vec3(0.0f,0.0f,(bb.zMax()-bb.zMin()))); text->setColor(osg::Vec4(0.37f,0.48f,0.67f,1.0f)); text->setText("OpenSceneGraph"); geode->addDrawable( text ); return geode; } osg:: Node* createTextLeft(const osg::BoundingBox& bb) { osg::Geode* geode = new osg::Geode(); osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); //std::string font("fonts/times.ttf"); std::string font("fonts/arial.ttf"); osgText::Text* text = new osgText::Text; text->setFont(font); text->setFontResolution(110,120); text->setAlignment(osgText::Text::RIGHT_CENTER); text->setAxisAlignment(osgText::Text::XZ_PLANE); text->setCharacterSize((bb.zMax()-bb.zMin())*1.0f); text->setPosition(bb.center()-osg::Vec3((bb.xMax()-bb.xMin()),-(bb.yMax()-bb.yMin())*0.5f,(bb.zMax()-bb.zMin())*0.1f)); //text->setColor(osg::Vec4(0.37f,0.48f,0.67f,1.0f)); // Neil's orignal OSG colour text->setColor(osg::Vec4(0.20f,0.45f,0.60f,1.0f)); // OGL logo colour text->setText("OpenSceneGraph"); #if 1 text->setBackdropType(osgText::Text::OUTLINE); // text->setBackdropType(osgText::Text::DROP_SHADOW_BOTTOM_RIGHT); text->setBackdropImplementation(osgText::Text::POLYGON_OFFSET); // text->setBackdropImplementation(osgText::Text::NO_DEPTH_BUFFER); // text->setBackdropImplementation(osgText::Text::DEPTH_RANGE); // text->setBackdropImplementation(osgText::Text::STENCIL_BUFFER); text->setBackdropOffset(0.05f); text->setBackdropColor(osg::Vec4(0.0f, 0.0f, 0.5f, 1.0f)); #endif #if 1 text->setColorGradientMode(osgText::Text::OVERALL); osg::Vec4 lightblue(0.30f,0.6f,0.90f,1.0f); osg::Vec4 blue(0.10f,0.30f,0.40f,1.0f); text->setColorGradientCorners(lightblue, blue, blue, lightblue); #else text->setColorGradientMode(osgText::Text::OVERALL); osg::Vec4 light = osg::Vec4(0.0f, 1.0f, 1.0f, 1.0f); osg::Vec4 dark = osg::Vec4(0.0f, 0.0f, 0.5f, 1.0f); text->setColorGradientCorners(light, dark, dark, light); // text->setColorGradientCorners(dark, light, light, dark); #endif geode->addDrawable( text ); if (s_ProfessionalServices) { //osgText::Text* subscript = new osgText::Text(new osgText::TextureFont(font,45)); osgText::Text* subscript = new osgText::Text; subscript->setFont(font); subscript->setText("Professional Services"); subscript->setAlignment(osgText::Text::RIGHT_CENTER); subscript->setAxisAlignment(osgText::Text::XZ_PLANE); subscript->setPosition(bb.center()-osg::Vec3((bb.xMax()-bb.xMin())*4.3f,-(bb.yMax()-bb.yMin())*0.5f,(bb.zMax()-bb.zMin())*0.6f)); subscript->setColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); // black geode->addDrawable( subscript ); } return geode; } osg:: Node* createGlobe(const osg::BoundingBox& bb,float ratio, const std::string& filename) { osg::MatrixTransform* xform = new osg::MatrixTransform; xform->setUpdateCallback(new osg::AnimationPathCallback(bb.center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(10.0f))); osg::Node* bluemarble = filename.empty() ? 0 : osgDB::readNodeFile(filename.c_str()); if (bluemarble) { const osg::BoundingSphere& bs = bluemarble->getBound(); float s = 1.2*bb.radius()/bs.radius(); osg::MatrixTransform* positioner = new osg::MatrixTransform; positioner->setMatrix(osg::Matrix::translate(-bs.center())*osg::Matrix::scale(s,s,s)*osg::Matrix::translate(bb.center())); positioner->addChild(bluemarble); xform->addChild(positioner); } else { osg::Geode* geode = new osg::Geode(); osg::StateSet* stateset = geode->getOrCreateStateSet(); osg::Image* image = osgDB::readImageFile("Images/land_shallow_topo_2048.jpg"); if (image) { osg::Texture2D* texture = new osg::Texture2D; texture->setImage(image); texture->setMaxAnisotropy(8); stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); } osg::Material* material = new osg::Material; stateset->setAttribute(material); // the globe geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(bb.center(),bb.radius()*ratio))); xform->addChild(geode); } return xform; } osg:: Node* createBox(const osg::BoundingBox& bb,float chordRatio) { osg::Geode* geode = new osg::Geode(); osg::Vec4 white(1.0f,1.0f,1.0f,1.0f); // front faces. geode->addDrawable(createWing(bb.corner(4),bb.corner(6),bb.corner(7),chordRatio,white)); geode->addDrawable(createWing(bb.corner(7),bb.corner(5),bb.corner(4),chordRatio,white)); geode->addDrawable(createWing(bb.corner(4),bb.corner(5),bb.corner(1),chordRatio,white)); geode->addDrawable(createWing(bb.corner(1),bb.corner(0),bb.corner(4),chordRatio,white)); geode->addDrawable(createWing(bb.corner(1),bb.corner(5),bb.corner(7),chordRatio,white)); geode->addDrawable(createWing(bb.corner(7),bb.corner(3),bb.corner(1),chordRatio,white)); // back faces geode->addDrawable(createWing(bb.corner(2),bb.corner(0),bb.corner(1),chordRatio,white)); geode->addDrawable(createWing(bb.corner(1),bb.corner(3),bb.corner(2),chordRatio,white)); geode->addDrawable(createWing(bb.corner(2),bb.corner(3),bb.corner(7),chordRatio,white)); geode->addDrawable(createWing(bb.corner(7),bb.corner(6),bb.corner(2),chordRatio,white)); geode->addDrawable(createWing(bb.corner(2),bb.corner(6),bb.corner(4),chordRatio,white)); geode->addDrawable(createWing(bb.corner(4),bb.corner(0),bb.corner(2),chordRatio,white)); return geode; } osg:: Node* createBoxNo5(const osg::BoundingBox& bb,float chordRatio) { osg::Geode* geode = new osg::Geode(); osg::Vec4 white(1.0f,1.0f,1.0f,1.0f); // front faces. geode->addDrawable(createWing(bb.corner(4),bb.corner(6),bb.corner(7),chordRatio,white)); geode->addDrawable(createWing(bb.corner(1),bb.corner(0),bb.corner(4),chordRatio,white)); geode->addDrawable(createWing(bb.corner(7),bb.corner(3),bb.corner(1),chordRatio,white)); // back faces geode->addDrawable(createWing(bb.corner(2),bb.corner(0),bb.corner(1),chordRatio,white)); geode->addDrawable(createWing(bb.corner(1),bb.corner(3),bb.corner(2),chordRatio,white)); geode->addDrawable(createWing(bb.corner(2),bb.corner(3),bb.corner(7),chordRatio,white)); geode->addDrawable(createWing(bb.corner(7),bb.corner(6),bb.corner(2),chordRatio,white)); geode->addDrawable(createWing(bb.corner(2),bb.corner(6),bb.corner(4),chordRatio,white)); geode->addDrawable(createWing(bb.corner(4),bb.corner(0),bb.corner(2),chordRatio,white)); return geode; } osg:: Node* createBoxNo5No2(const osg::BoundingBox& bb,float chordRatio) { osg::Geode* geode = new osg::Geode(); // osg::Vec4 red(1.0f,0.0f,0.0f,1.0f); // osg::Vec4 green(0.0f,1.0f,0.0f,1.0f); // osg::Vec4 blue(0.0f,0.0f,1.0f,1.0f); osg::Vec4 red(1.0f,0.12f,0.06f,1.0f); osg::Vec4 green(0.21f,0.48f,0.03f,1.0f); osg::Vec4 blue(0.20f,0.45f,0.60f,1.0f); // front faces. geode->addDrawable(createWing(bb.corner(4),bb.corner(6),bb.corner(7),chordRatio,red)); geode->addDrawable(createWing(bb.corner(1),bb.corner(0),bb.corner(4),chordRatio,green)); geode->addDrawable(createWing(bb.corner(7),bb.corner(3),bb.corner(1),chordRatio,blue)); return geode; } osg:: Node* createBackdrop(const osg::Vec3& corner,const osg::Vec3& top,const osg::Vec3& right) { osg::Geometry* geom = new osg::Geometry; osg::Vec3 normal = (corner-top)^(right-corner); normal.normalize(); osg::Vec3Array* vertices = new osg::Vec3Array; vertices->push_back(top); vertices->push_back(corner); vertices->push_back(right); vertices->push_back(right+(top-corner)); geom->setVertexArray(vertices); osg::Vec3Array* normals = new osg::Vec3Array; normals->push_back(normal); geom->setNormalArray(normals); geom->setNormalBinding(osg::Geometry::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(osg::Vec4(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,vertices->getNumElements())); osg::Geode* geode = new osg::Geode(); geode->addDrawable(geom); return geode; } osg::Node* createLogo(const std::string& filename) { osg::BoundingBox bb(osg::Vec3(0.0f,0.0f,0.0f),osg::Vec3(100.0f,100.0f,100.0f)); float chordRatio = 0.5f; float sphereRatio = 0.6f; // create a group to hold the whole model. osg::Group* logo_group = new osg::Group; osg::Quat r1,r2; r1.makeRotate(-osg::inDegrees(45.0f),0.0f,0.0f,1.0f); r2.makeRotate(osg::inDegrees(45.0f),1.0f,0.0f,0.0f); MyBillboardTransform* xform = new MyBillboardTransform; xform->setPivotPoint(bb.center()); xform->setPosition(bb.center()); xform->setAttitude(r1*r2); // // create a transform to orientate the box and globe. // osg::MatrixTransform* xform = new osg::MatrixTransform; // xform->setDataVariance(osg::Object::STATIC); // xform->setMatrix(osg::Matrix::translate(-bb.center())* // osg::Matrix::rotate(-osg::inDegrees(45.0f),0.0f,0.0f,1.0f)* // osg::Matrix::rotate(osg::inDegrees(45.0f),1.0f,0.0f,0.0f)* // osg::Matrix::translate(bb.center())); // add the box and globe to it. //xform->addChild(createBox(bb,chordRatio)); //xform->addChild(createBoxNo5(bb,chordRatio)); xform->addChild(createBoxNo5No2(bb,chordRatio)); // add the transform to the group. logo_group->addChild(xform); logo_group->addChild(createGlobe(bb,sphereRatio,filename)); // add the text to the group. //group->addChild(createTextBelow(bb)); logo_group->addChild(createTextLeft(bb)); // create the backdrop to render the shadow to. osg::Vec3 corner(-900.0f,150.0f,-100.0f); osg::Vec3 top(0.0f,0.0f,300.0f); top += corner; osg::Vec3 right(1100.0f,0.0f,0.0f); right += corner; // osg::Group* backdrop = new osg::Group; // backdrop->addChild(createBackdrop(corner,top,right)); osg::ClearNode* backdrop = new osg::ClearNode; backdrop->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,0.0f)); //osg::Vec3 lightPosition(-500.0f,-2500.0f,500.0f); //osg::Node* scene = createShadowedScene(logo_group,backdrop,lightPosition,0.0f,0); osg::Group* scene = new osg::Group; osg::StateSet* stateset = scene->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF); scene->addChild(logo_group); scene->addChild(backdrop); return scene; } 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 both text, animation and billboard via custom transform to create the OpenSceneGraph logo.."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+"[options] [filename] ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); arguments.getApplicationUsage()->addCommandLineOption("ps","Render the Professional Services logo"); osg::DisplaySettings::instance()->setMinimumNumAlphaBits(8); // construct the viewer. osgProducer::Viewer viewer(arguments); viewer.setWriteImageFileName("logo.rgb"); // 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; } while (arguments.read("ps")) s_ProfessionalServices = true; // 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; } osg::Node* node = 0; if (arguments.argc()>1) createLogo(arguments[1]); else node = createLogo(""); // add model to viewer. viewer.setSceneData( node ); // 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; }