/* OpenSceneGraph example, osgtext. * * 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 // These shaders are only required for GL3/GL4 core profile. // The fragment shader uses the red component of the font texture and not the alpha channel (GL_ALPHA is deprecated in the core profile),. // osgText will write to GL_RED instead of GL_ALPHA if it is compiled with OSG_GL3_AVAILABLE but not with OSG_GL2_AVAILABLE or OSG_GL1_AVAILABLE. #if defined(OSG_GL3_AVAILABLE) && !defined(OSG_GL2_AVAILABLE) && !defined(OSG_GL1_AVAILABLE) static const char *gl3TextVertexShader = { "#version 330 core\n" "in vec4 osg_Vertex;\n" "in vec4 osg_Color;\n" "in vec4 osg_MultiTexCoord0;\n" "uniform mat4 osg_ModelViewProjectionMatrix;\n" "out vec2 texCoord;\n" "out vec4 vertexColor;\n" "void main(void)\n" "{\n" " gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;\n" " texCoord = osg_MultiTexCoord0.xy;\n" " vertexColor = osg_Color; \n" "}\n" }; static const char *gl3TextFragmentShader = { "#version 330 core\n" "uniform sampler2D glyphTexture;\n" "in vec2 texCoord;\n" "in vec4 vertexColor;\n" "out vec4 color;\n" "void main(void)\n" "{\n" " color = vertexColor * texture(glyphTexture, texCoord).rrrr;\n" "}\n" }; #endif osg::Group* createHUDText() { osg::Group* rootNode = new osg::Group; osgText::Font* font = osgText::readFontFile("fonts/arial.ttf"); //osg::setNotifyLevel(osg::INFO); osg::Geode* geode = new osg::Geode; rootNode->addChild(geode); bool useVBOs = false; #if defined(OSG_GL3_AVAILABLE) && !defined(OSG_GL2_AVAILABLE) && !defined(OSG_GL1_AVAILABLE) useVBOs = true; osg::Program* program = new osg::Program; program->addShader(new osg::Shader(osg::Shader::VERTEX, gl3TextVertexShader)); program->addShader(new osg::Shader(osg::Shader::FRAGMENT, gl3TextFragmentShader)); geode->getOrCreateStateSet()->setAttributeAndModes(program, osg::StateAttribute::ON); #endif float windowHeight = 1024.0f; float windowWidth = 1280.0f; float margin = 50.0f; //////////////////////////////////////////////////////////////////////////////////////////////////////// // // Examples of how to set up different text layout // osg::Vec4 layoutColor(1.0f,1.0f,0.0f,1.0f); float layoutCharacterSize = 20.0f; { osgText::Text* text = new osgText::Text; text->setUseVertexBufferObjects(useVBOs); text->setFont(font); text->setColor(layoutColor); text->setCharacterSize(layoutCharacterSize); text->setPosition(osg::Vec3(margin,windowHeight-margin,0.0f)); // the default layout is left to right, typically used in languages // originating from europe such as English, French, German, Spanish etc.. text->setLayout(osgText::Text::LEFT_TO_RIGHT); text->setText("text->setLayout(osgText::Text::LEFT_TO_RIGHT);"); geode->addDrawable(text); } { osgText::Text* text = new osgText::Text; text->setUseVertexBufferObjects(useVBOs); text->setFont(font); text->setColor(layoutColor); text->setCharacterSize(layoutCharacterSize); text->setPosition(osg::Vec3(windowWidth-margin,windowHeight-margin,0.0f)); // right to left layouts would be used for hebrew or arabic fonts. text->setLayout(osgText::Text::RIGHT_TO_LEFT); text->setAlignment(osgText::Text::RIGHT_BASE_LINE); text->setText("text->setLayout(osgText::Text::RIGHT_TO_LEFT);"); geode->addDrawable(text); } { osgText::Text* text = new osgText::Text; text->setUseVertexBufferObjects(useVBOs); text->setFont(font); text->setColor(layoutColor); text->setPosition(osg::Vec3(margin,windowHeight-margin,0.0f)); text->setCharacterSize(layoutCharacterSize); // vertical font layout would be used for asian fonts. text->setLayout(osgText::Text::VERTICAL); text->setText("text->setLayout(osgText::Text::VERTICAL);"); geode->addDrawable(text); } //////////////////////////////////////////////////////////////////////////////////////////////////////// // // Examples of how to set up different font resolution // osg::Vec4 fontSizeColor(0.0f,1.0f,1.0f,1.0f); float fontSizeCharacterSize = 30; osg::Vec3 cursor = osg::Vec3(margin*2,windowHeight-margin*2,0.0f); { osgText::Text* text = new osgText::Text; text->setUseVertexBufferObjects(useVBOs); text->setFont(font); text->setColor(fontSizeColor); text->setCharacterSize(fontSizeCharacterSize); text->setPosition(cursor); // use text that uses 10 by 10 texels as a target resolution for fonts. text->setFontResolution(10,10); // blocky but small texture memory usage text->setText("text->setFontResolution(10,10); // blocky but small texture memory usage"); geode->addDrawable(text); } cursor.y() -= fontSizeCharacterSize; { osgText::Text* text = new osgText::Text; text->setUseVertexBufferObjects(useVBOs); text->setFont(font); text->setColor(fontSizeColor); text->setCharacterSize(fontSizeCharacterSize); text->setPosition(cursor); // use text that uses 20 by 20 texels as a target resolution for fonts. text->setFontResolution(20,20); // smoother but higher texture memory usage (but still quite low). text->setText("text->setFontResolution(20,20); // smoother but higher texture memory usage (but still quite low)."); geode->addDrawable(text); } cursor.y() -= fontSizeCharacterSize; { osgText::Text* text = new osgText::Text; text->setUseVertexBufferObjects(useVBOs); text->setFont(font); text->setColor(fontSizeColor); text->setCharacterSize(fontSizeCharacterSize); text->setPosition(cursor); // use text that uses 40 by 40 texels as a target resolution for fonts. text->setFontResolution(40,40); // even smoother but again higher texture memory usage. text->setText("text->setFontResolution(40,40); // even smoother but again higher texture memory usage."); geode->addDrawable(text); } //////////////////////////////////////////////////////////////////////////////////////////////////////// // // Examples of how to set up different sized text // osg::Vec4 characterSizeColor(1.0f,0.0f,1.0f,1.0f); cursor.y() -= fontSizeCharacterSize*2.0f; { osgText::Text* text = new osgText::Text; text->setUseVertexBufferObjects(useVBOs); text->setFont(font); text->setColor(characterSizeColor); text->setFontResolution(20,20); text->setPosition(cursor); // use text that is 20 units high. text->setCharacterSize(20); // small text->setText("text->setCharacterSize(20.0f); // small"); geode->addDrawable(text); } cursor.y() -= 30.0f; { osgText::Text* text = new osgText::Text; text->setUseVertexBufferObjects(useVBOs); text->setFont(font); text->setColor(characterSizeColor); text->setFontResolution(30,30); text->setPosition(cursor); // use text that is 30 units high. text->setCharacterSize(30.0f); // medium text->setText("text->setCharacterSize(30.0f); // medium"); geode->addDrawable(text); } cursor.y() -= 50.0f; { osgText::Text* text = new osgText::Text; text->setUseVertexBufferObjects(useVBOs); text->setFont(font); text->setColor(characterSizeColor); text->setFontResolution(40,40); text->setPosition(cursor); // use text that is 60 units high. text->setCharacterSize(60.0f); // large text->setText("text->setCharacterSize(60.0f); // large"); geode->addDrawable(text); } //////////////////////////////////////////////////////////////////////////////////////////////////////// // // Examples of how to set up different alignments // osg::Vec4 alignmentSizeColor(0.0f,1.0f,0.0f,1.0f); float alignmentCharacterSize = 25.0f; cursor.x() = 640; cursor.y() = margin*4.0f; typedef std::pair AlignmentPair; typedef std::vector AlignmentList; AlignmentList alignmentList; alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_TOP,"text->setAlignment(\nosgText::Text::LEFT_TOP);")); alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_CENTER,"text->setAlignment(\nosgText::Text::LEFT_CENTER);")); alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_BOTTOM,"text->setAlignment(\nosgText::Text::LEFT_BOTTOM);")); alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_TOP,"text->setAlignment(\nosgText::Text::CENTER_TOP);")); alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_CENTER,"text->setAlignment(\nosgText::Text::CENTER_CENTER);")); alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_BOTTOM,"text->setAlignment(\nosgText::Text::CENTER_BOTTOM);")); alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_TOP,"text->setAlignment(\nosgText::Text::RIGHT_TOP);")); alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_CENTER,"text->setAlignment(\nosgText::Text::RIGHT_CENTER);")); alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_BOTTOM,"text->setAlignment(\nosgText::Text::RIGHT_BOTTOM);")); alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_BASE_LINE,"text->setAlignment(\nosgText::Text::LEFT_BASE_LINE);")); alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_BASE_LINE,"text->setAlignment(\nosgText::Text::CENTER_BASE_LINE);")); alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_BASE_LINE,"text->setAlignment(\nosgText::Text::RIGHT_BASE_LINE);")); alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_BOTTOM_BASE_LINE,"text->setAlignment(\nosgText::Text::LEFT_BOTTOM_BASE_LINE);")); alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_BOTTOM_BASE_LINE,"text->setAlignment(\nosgText::Text::CENTER_BOTTOM_BASE_LINE);")); alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_BOTTOM_BASE_LINE,"text->setAlignment(\nosgText::Text::RIGHT_BOTTOM_BASE_LINE);")); osg::Sequence* sequence = new osg::Sequence; { for(AlignmentList::iterator itr=alignmentList.begin(); itr!=alignmentList.end(); ++itr) { osg::Geode* alignmentGeode = new osg::Geode; sequence->addChild(alignmentGeode); sequence->setTime(sequence->getNumChildren(), 1.0f); osgText::Text* text = new osgText::Text; text->setFont(font); text->setColor(alignmentSizeColor); text->setCharacterSize(alignmentCharacterSize); text->setPosition(cursor); text->setDrawMode(osgText::Text::TEXT|osgText::Text::ALIGNMENT|osgText::Text::BOUNDINGBOX); text->setAlignment(itr->first); text->setText(itr->second); alignmentGeode->addDrawable(text); } } sequence->setMode(osg::Sequence::START); sequence->setInterval(osg::Sequence::LOOP, 0, -1); sequence->setDuration(1.0f, -1); rootNode->addChild(sequence); //////////////////////////////////////////////////////////////////////////////////////////////////////// // // Examples of how to set up different fonts... // cursor.x() = margin*2.0f; cursor.y() = margin*2.0f; osg::Vec4 fontColor(1.0f,0.5f,0.0f,1.0f); float fontCharacterSize = 20.0f; float spacing = 40.0f; { osgText::Text* text = new osgText::Text; text->setUseVertexBufferObjects(useVBOs); text->setColor(fontColor); text->setPosition(cursor); text->setCharacterSize(fontCharacterSize); text->setFont(0); text->setText("text->setFont(0); // inbuilt font."); geode->addDrawable(text); cursor.x() = text->getBoundingBox().xMax() + spacing ; } { osgText::Font* arial = osgText::readFontFile("fonts/arial.ttf"); osgText::Text* text = new osgText::Text; text->setUseVertexBufferObjects(useVBOs); text->setColor(fontColor); text->setPosition(cursor); text->setCharacterSize(fontCharacterSize); text->setFont(arial); text->setText(arial!=0? "text->setFont(\"fonts/arial.ttf\");": "unable to load \"fonts/arial.ttf\""); geode->addDrawable(text); cursor.x() = text->getBoundingBox().xMax() + spacing ; } { osgText::Font* times = osgText::readFontFile("fonts/times.ttf"); osgText::Text* text = new osgText::Text; text->setUseVertexBufferObjects(useVBOs); text->setColor(fontColor); text->setPosition(cursor); text->setCharacterSize(fontCharacterSize); geode->addDrawable(text); text->setFont(times); text->setText(times!=0? "text->setFont(\"fonts/times.ttf\");": "unable to load \"fonts/times.ttf\""); cursor.x() = text->getBoundingBox().xMax() + spacing ; } cursor.x() = margin*2.0f; cursor.y() = margin; { osgText::Font* dirtydoz = osgText::readFontFile("fonts/dirtydoz.ttf"); osgText::Text* text = new osgText::Text; text->setUseVertexBufferObjects(useVBOs); text->setColor(fontColor); text->setPosition(cursor); text->setCharacterSize(fontCharacterSize); text->setFont(dirtydoz); text->setText(dirtydoz!=0? "text->setFont(\"fonts/dirtydoz.ttf\");": "unable to load \"fonts/dirtydoz.ttf\""); geode->addDrawable(text); cursor.x() = text->getBoundingBox().xMax() + spacing ; } { osgText::Font* fudd = osgText::readFontFile("fonts/fudd.ttf"); osgText::Text* text = new osgText::Text; text->setUseVertexBufferObjects(useVBOs); text->setColor(fontColor); text->setPosition(cursor); text->setCharacterSize(fontCharacterSize); text->setFont(fudd); text->setText(fudd!=0? "text->setFont(\"fonts/fudd.ttf\");": "unable to load \"fonts/fudd.ttf\""); geode->addDrawable(text); cursor.x() = text->getBoundingBox().xMax() + spacing ; } return rootNode; } // create text which sits in 3D space such as would be inserted into a normal model osg::Group* create3DText(const osg::Vec3& center,float radius) { osg::Geode* geode = new osg::Geode; bool useVBOs = false; #if defined(OSG_GL3_AVAILABLE) && !defined(OSG_GL2_AVAILABLE) && !defined(OSG_GL1_AVAILABLE) useVBOs = true; osg::Program* program = new osg::Program; program->addShader(new osg::Shader(osg::Shader::VERTEX, gl3TextVertexShader)); program->addShader(new osg::Shader(osg::Shader::FRAGMENT, gl3TextFragmentShader)); geode->getOrCreateStateSet()->setAttributeAndModes(program, osg::StateAttribute::ON); #endif //////////////////////////////////////////////////////////////////////////////////////////////////////// // // Examples of how to set up axis/orientation alignments // float characterSize=radius*0.2f; osg::Vec3 pos(center.x()-radius*.5f,center.y()-radius*.5f,center.z()-radius*.5f); osgText::Text* text1 = new osgText::Text; text1->setUseVertexBufferObjects(useVBOs); text1->setFont("fonts/times.ttf"); text1->setCharacterSize(characterSize); text1->setPosition(pos); text1->setAxisAlignment(osgText::Text::XY_PLANE); text1->setText("XY_PLANE"); geode->addDrawable(text1); osgText::Text* text2 = new osgText::Text; text2->setUseVertexBufferObjects(useVBOs); text2->setFont("fonts/times.ttf"); text2->setCharacterSize(characterSize); text2->setPosition(pos); text2->setAxisAlignment(osgText::Text::YZ_PLANE); text2->setText("YZ_PLANE"); geode->addDrawable(text2); osgText::Text* text3 = new osgText::Text; text3->setUseVertexBufferObjects(useVBOs); text3->setFont("fonts/times.ttf"); text3->setCharacterSize(characterSize); text3->setPosition(pos); text3->setAxisAlignment(osgText::Text::XZ_PLANE); text3->setText("XZ_PLANE"); geode->addDrawable(text3); osg::Vec4 characterSizeModeColor(1.0f,0.0f,0.5f,1.0f); osgText::Text* text4 = new osgText::Text; text4->setUseVertexBufferObjects(useVBOs); text4->setFont("fonts/times.ttf"); text4->setCharacterSize(characterSize); text4->setPosition(center); text4->setAxisAlignment(osgText::Text::SCREEN); // reproduce outline bounding box compute problem with backdrop on. text4->setBackdropType(osgText::Text::OUTLINE); text4->setDrawMode(osgText::Text::TEXT | osgText::Text::BOUNDINGBOX); text4->setText("SCREEN"); geode->addDrawable(text4); osgText::Text* text5 = new osgText::Text; text5->setUseVertexBufferObjects(useVBOs); text5->setColor(characterSizeModeColor); text5->setFont("fonts/times.ttf"); //text5->setCharacterSize(characterSize); text5->setCharacterSize(32.0f); // medium text5->setPosition(center - osg::Vec3(0.0, 0.0, 0.2)); text5->setAxisAlignment(osgText::Text::SCREEN); text5->setCharacterSizeMode(osgText::Text::SCREEN_COORDS); text5->setDrawMode(osgText::Text::TEXT | osgText::Text::BOUNDINGBOX); text5->setText("CharacterSizeMode SCREEN_COORDS(size 32.0)"); geode->addDrawable(text5); osgText::Text* text6 = new osgText::Text; text6->setUseVertexBufferObjects(useVBOs); text6->setColor(characterSizeModeColor); text6->setFont("fonts/times.ttf"); text6->setCharacterSize(characterSize); text6->setPosition(center - osg::Vec3(0.0, 0.0, 0.4)); text6->setAxisAlignment(osgText::Text::SCREEN); text6->setCharacterSizeMode(osgText::Text::OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT); text6->setText("CharacterSizeMode OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT"); geode->addDrawable(text6); osgText::Text* text7 = new osgText::Text; text7->setUseVertexBufferObjects(useVBOs); text7->setColor(characterSizeModeColor); text7->setFont("fonts/times.ttf"); text7->setCharacterSize(characterSize); text7->setPosition(center - osg::Vec3(0.0, 0.0, 0.6)); text7->setAxisAlignment(osgText::Text::SCREEN); text7->setCharacterSizeMode(osgText::Text::OBJECT_COORDS); text7->setText("CharacterSizeMode OBJECT_COORDS (default)"); geode->addDrawable(text7); osg::ShapeDrawable* shape = new osg::ShapeDrawable(new osg::Sphere(center,characterSize*0.2f)); shape->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::ON); geode->addDrawable(shape); osg::Group* rootNode = new osg::Group; rootNode->addChild(geode); return rootNode; } class UpdateTextOperation : public osg::Operation { public: UpdateTextOperation(const osg::Vec3& center, float diameter, osg::Group* group): Operation("UpdateTextOperation", true), _center(center), _diameter(diameter), _maxNumChildren(200), _maxNumTextPerGeode(10), _group(group) { } virtual void operator () (osg::Object* callingObject) { // decided which method to call according to whole has called me. osgViewer::Viewer* viewer = dynamic_cast(callingObject); if (viewer) update(); else load(); } void update() { // osg::notify(osg::NOTICE)<<"*** Doing update"< lock(_mutex); if (_mergeSubgraph.valid()) { _group->addChild(_mergeSubgraph.get()); _mergeSubgraph = 0; if (_group->getNumChildren()>_maxNumChildren) { osg::Geode* geode = dynamic_cast(_group->getChild(0)); if (geode) { _availableSubgraph.push_back(geode); geode->removeDrawables(0,geode->getNumDrawables()); } _group->removeChild(0,1); } _waitOnMergeBlock.release(); } } void load() { // osg::notify(osg::NOTICE)<<"Doing load"< geode; { OpenThreads::ScopedLock lock(_mutex); if (!_availableSubgraph.empty()) { geode = _availableSubgraph.front(); _availableSubgraph.pop_front(); } } if (!geode) geode = new osg::Geode; for(unsigned int i=0; i<_maxNumTextPerGeode; ++i) { float x = float(rand()) / float(RAND_MAX) - 0.5f; float y = float(rand()) / float(RAND_MAX) - 0.5f; float z = float(i) / float(_maxNumTextPerGeode) - 0.5f; osg::Vec3 position(x, y, z); std::string str; unsigned int _numCharacters = 5; for(unsigned int ni=0; ni<_numCharacters;++ni) { str.push_back(char(32.0 + (float(rand())/float(RAND_MAX))*128.0f)); } osgText::Text* text = new osgText::Text; text->setDataVariance(osg::Object::DYNAMIC); text->setPosition(_center + position * _diameter); text->setFont("times.ttf"); text->setText(str); text->setCharacterSize(0.025f * _diameter); text->setAxisAlignment(osgText::Text::SCREEN); geode->addDrawable(text); } { OpenThreads::ScopedLock lock(_mutex); _mergeSubgraph = geode; } // osg::notify(osg::NOTICE)<<"Waiting on merge"< > AvailableList; osg::Vec3 _center; float _diameter; unsigned int _maxNumChildren; unsigned int _maxNumTextPerGeode; OpenThreads::Mutex _mutex; osg::ref_ptr _group; osg::ref_ptr _mergeSubgraph; AvailableList _availableSubgraph; OpenThreads::Block _waitOnMergeBlock; unsigned int _counter; }; int main(int argc, char** argv) { osg::ArgumentParser arguments(&argc, argv); // construct the viewer. osgViewer::Viewer viewer(arguments); typedef std::list< osg::ref_ptr > Threads; Threads operationThreads; osg::ref_ptr updateOperation; unsigned int numThreads = 0; if (arguments.read("--mt", numThreads) || arguments.read("--mt")) { // construct a multi-threaded text updating test. if (numThreads==0) numThreads = 1; // create a group to add everything into. osg::Group* mainGroup = new osg::Group; osg::Vec3 center(0.5f,0.5f,0.5f); float diameter = 1.0f; osg::ref_ptr loadedModel = osgDB::readNodeFiles(arguments); if (loadedModel.valid()) { mainGroup->addChild(loadedModel.get()); center = loadedModel->getBound().center(); diameter = loadedModel->getBound().radius() * 2.0f; } for(unsigned int i=0; iaddChild(textGroup); // create the background thread osg::OperationThread* operationThread = new osg::OperationThread; operationThreads.push_back(operationThread); // create the operation that will run in the background and // sync once per frame with the main viewer loop. updateOperation = new UpdateTextOperation(center, diameter, textGroup); // add the operation to the operation thread and start it. operationThread->add(updateOperation.get()); operationThread->startThread(); // add the operation to the viewer to sync once per frame. viewer.addUpdateOperation(updateOperation.get()); // add a unit cube for the text to appear within. osg::Geode* geode = new osg::Geode; geode->getOrCreateStateSet()->setAttribute(new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK,osg::PolygonMode::LINE)); geode->addDrawable(new osg::ShapeDrawable(new osg::Box(center,diameter))); mainGroup->addChild(geode); } viewer.setSceneData(mainGroup); } else { // prepare scene. osg::Vec3 center(0.0f,0.0f,0.0f); float radius = 1.0f; // make sure the root node is group so we can add extra nodes to it. osg::Group* group = new osg::Group; if (true) { // create the hud. osg::Camera* camera = new osg::Camera; camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setProjectionMatrixAsOrtho2D(0,1280,0,1024); camera->setViewMatrix(osg::Matrix::identity()); camera->setClearMask(GL_DEPTH_BUFFER_BIT); camera->addChild(createHUDText()); camera->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF); group->addChild(camera); } if (true) { group->addChild(create3DText(center,radius)); } // set the scene to render viewer.setSceneData(group); } std::string filename; if (arguments.read("-o",filename)) { osgDB::writeNodeFile(*viewer.getSceneData(),filename); return 0; } viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) ); viewer.addEventHandler(new osgViewer::StatsHandler()); viewer.run(); if (!operationThreads.empty()) { for(Threads::iterator itr = operationThreads.begin(); itr != operationThreads.end(); ++itr) { (*itr)->cancel(); } } return 0; }