229 lines
7.2 KiB
C++
229 lines
7.2 KiB
C++
#include <osg/Node>
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#include <osg/Geometry>
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#include <osg/Notify>
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#include <osg/MatrixTransform>
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#include <osg/Texture2D>
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#include <osg/Billboard>
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#include <osg/LineWidth>
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#include <osgGA/TrackballManipulator>
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#include <osgGA/FlightManipulator>
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#include <osgGA/DriveManipulator>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgProducer/Viewer>
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//
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// A simple demo demonstrating different texturing modes,
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// including using of texture extensions.
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//
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typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;
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/** create quad at specified position. */
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osg::Drawable* createSquare(const osg::Vec3& corner,const osg::Vec3& width,const osg::Vec3& height, osg::Image* image=NULL)
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{
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// set up the Geometry.
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osg::Geometry* geom = new osg::Geometry;
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osg::Vec3Array* coords = new osg::Vec3Array(4);
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(*coords)[0] = corner;
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(*coords)[1] = corner+width;
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(*coords)[2] = corner+width+height;
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(*coords)[3] = corner+height;
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geom->setVertexArray(coords);
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osg::Vec3Array* norms = new osg::Vec3Array(1);
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(*norms)[0] = width^height;
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(*norms)[0].normalize();
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geom->setNormalArray(norms);
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geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
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osg::Vec2Array* tcoords = new osg::Vec2Array(4);
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(*tcoords)[0].set(0.0f,0.0f);
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(*tcoords)[1].set(1.0f,0.0f);
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(*tcoords)[2].set(1.0f,1.0f);
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(*tcoords)[3].set(0.0f,1.0f);
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geom->setTexCoordArray(0,tcoords);
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geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
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if (image)
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{
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osg::StateSet* stateset = new osg::StateSet;
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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geom->setStateSet(stateset);
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}
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return geom;
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}
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osg::Drawable* createAxis(const osg::Vec3& corner,const osg::Vec3& xdir,const osg::Vec3& ydir,const osg::Vec3& zdir)
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{
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// set up the Geometry.
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osg::Geometry* geom = new osg::Geometry;
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osg::Vec3Array* coords = new osg::Vec3Array(6);
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(*coords)[0] = corner;
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(*coords)[1] = corner+xdir;
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(*coords)[2] = corner;
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(*coords)[3] = corner+ydir;
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(*coords)[4] = corner;
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(*coords)[5] = corner+zdir;
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geom->setVertexArray(coords);
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osg::Vec4 x_color(0.0f,1.0f,1.0f,1.0f);
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osg::Vec4 y_color(0.0f,1.0f,1.0f,1.0f);
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osg::Vec4 z_color(1.0f,0.0f,0.0f,1.0f);
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osg::Vec4Array* color = new osg::Vec4Array(6);
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(*color)[0] = x_color;
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(*color)[1] = x_color;
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(*color)[2] = y_color;
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(*color)[3] = y_color;
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(*color)[4] = z_color;
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(*color)[5] = z_color;
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geom->setColorArray(color);
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geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
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geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES,0,6));
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osg::StateSet* stateset = new osg::StateSet;
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osg::LineWidth* linewidth = new osg::LineWidth();
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linewidth->setWidth(4.0f);
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stateset->setAttributeAndModes(linewidth,osg::StateAttribute::ON);
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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geom->setStateSet(stateset);
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return geom;
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}
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osg::Node* createModel()
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{
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// create the root node which will hold the model.
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osg::Group* root = new osg::Group();
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// add the drawable into a single goede to be shared...
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osg::Billboard* center = new osg::Billboard();
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center->setMode(osg::Billboard::POINT_ROT_EYE);
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center->addDrawable(
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createSquare(osg::Vec3(-0.5f,0.0f,-0.5f),osg::Vec3(1.0f,0.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),osgDB::readImageFile("Images/reflect.rgb")),
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osg::Vec3(0.0f,0.0f,0.0f));
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osg::Billboard* x_arrow = new osg::Billboard();
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x_arrow->setMode(osg::Billboard::AXIAL_ROT);
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x_arrow->setAxis(osg::Vec3(1.0f,0.0f,0.0f));
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x_arrow->setNormal(osg::Vec3(0.0f,-1.0f,0.0f));
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x_arrow->addDrawable(
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createSquare(osg::Vec3(-0.5f,0.0f,-0.5f),osg::Vec3(1.0f,0.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),osgDB::readImageFile("Cubemap_axis/posx.png")),
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osg::Vec3(5.0f,0.0f,0.0f));
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osg::Billboard* y_arrow = new osg::Billboard();
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y_arrow->setMode(osg::Billboard::AXIAL_ROT);
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y_arrow->setAxis(osg::Vec3(0.0f,1.0f,0.0f));
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y_arrow->setNormal(osg::Vec3(1.0f,0.0f,0.0f));
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y_arrow->addDrawable(
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createSquare(osg::Vec3(0.0f,-0.5f,-0.5f),osg::Vec3(0.0f,1.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),osgDB::readImageFile("Cubemap_axis/posy.png")),
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osg::Vec3(0.0f,5.0f,0.0f));
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osg::Billboard* z_arrow = new osg::Billboard();
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z_arrow->setMode(osg::Billboard::AXIAL_ROT);
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z_arrow->setAxis(osg::Vec3(0.0f,0.0f,1.0f));
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z_arrow->setNormal(osg::Vec3(0.0f,-1.0f,0.0f));
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z_arrow->addDrawable(
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createSquare(osg::Vec3(-0.5f,0.0f,-0.5f),osg::Vec3(1.0f,0.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f),osgDB::readImageFile("Cubemap_axis/posz.png")),
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osg::Vec3(0.0f,0.0f,5.0f));
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osg::Geode* axis = new osg::Geode();
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axis->addDrawable(createAxis(osg::Vec3(0.0f,0.0f,0.0f),osg::Vec3(5.0f,0.0f,0.0f),osg::Vec3(0.0f,5.0f,0.0f),osg::Vec3(0.0f,0.0f,5.0f)));
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root->addChild(center);
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root->addChild(x_arrow);
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root->addChild(y_arrow);
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root->addChild(z_arrow);
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root->addChild(axis);
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return root;
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}
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use billboard nodes.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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// initialize the viewer.
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osgProducer::Viewer viewer(arguments);
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// set up the value with sensible default event handlers.
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viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
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// get details on keyboard and mouse bindings used by the viewer.
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viewer.getUsage(*arguments.getApplicationUsage());
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// if user request help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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{
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arguments.getApplicationUsage()->write(std::cout);
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return 1;
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}
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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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// report any errors if they have occured when parsing the program aguments.
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if (arguments.errors())
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{
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arguments.writeErrorMessages(std::cout);
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return 1;
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}
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// create a model from the images.
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osg::Node* rootNode = createModel();
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// set the scene to render
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viewer.setSceneData(rootNode);
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// create the windows and run the threads.
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viewer.realize();
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while( !viewer.done() )
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{
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// wait for all cull and draw threads to complete.
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viewer.sync();
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// update the scene by traversing it with the the update visitor which will
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// call all node update callbacks and animations.
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viewer.update();
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// fire off the cull and draw traversals of the scene.
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viewer.frame();
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}
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// wait for all cull and draw threads to complete before exit.
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viewer.sync();
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return 0;
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}
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