#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace osgSim; using osgSim::ScalarBar; #if defined(_MSC_VER) // not have to have this pathway for just VS6.0 as its unable to handle the full // ScalarBar::ScalarPrinter::printScalar scoping. // Create a custom scalar printer struct MyScalarPrinter: public ScalarBar::ScalarPrinter { std::string printScalar(float scalar) { std::cout<<"In MyScalarPrinter::printScalar"< cs; cs.push_back(osg::Vec4(1.0f,0.0f,0.0f,1.0f)); // R cs.push_back(osg::Vec4(0.0f,1.0f,0.0f,1.0f)); // G cs.push_back(osg::Vec4(1.0f,1.0f,0.0f,1.0f)); // G cs.push_back(osg::Vec4(0.0f,0.0f,1.0f,1.0f)); // B cs.push_back(osg::Vec4(0.0f,1.0f,1.0f,1.0f)); // R ColorRange* cr = new ColorRange(0.0f,1.0f,cs); ScalarBar* sb = new ScalarBar(20, 11, cr, "ScalarBar", ScalarBar::VERTICAL, 0.1f, new MyScalarPrinter); sb->setScalarPrinter(new MyScalarPrinter); return sb; #else ScalarBar *sb = new ScalarBar; ScalarBar::TextProperties tp; tp._fontFile = "fonts/times.ttf"; sb->setTextProperties(tp); return sb; #endif } osg::Node * createScalarBar_HUD() { osgSim::ScalarBar * geode = new osgSim::ScalarBar; osgSim::ScalarBar::TextProperties tp; tp._fontFile = "fonts/times.ttf"; geode->setTextProperties(tp); osg::StateSet * stateset = geode->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF); stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); stateset->setRenderBinDetails(11, "RenderBin"); osg::MatrixTransform * modelview = new osg::MatrixTransform; modelview->setReferenceFrame(osg::Transform::ABSOLUTE_RF); osg::Matrixd matrix(osg::Matrixd::scale(1000,1000,1000) * osg::Matrixd::translate(120,10,0)); // I've played with these values a lot and it seems to work, but I have no idea why modelview->setMatrix(matrix); modelview->addChild(geode); osg::Projection * projection = new osg::Projection; projection->setMatrix(osg::Matrix::ortho2D(0,1280,0,1024)); // or whatever the OSG window res is projection->addChild(modelview); return projection; //make sure you delete the return sb line } 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"); // 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; } osg::Group* group = new osg::Group; group->addChild(createScalarBar()); group->addChild(createScalarBar_HUD()); // add model to viewer. viewer.setSceneData( group ); // 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; }