fd2ffeb310
Added beginnings of new osgViewer::Scene,View,Viewer,CompositeViewer and GraphicsWindowProxy files.
608 lines
21 KiB
C++
608 lines
21 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osgUtil/Optimizer>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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#include <osgDB/Registry>
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#include <osgProducer/Viewer>
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#include <osg/Geode>
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#include <osg/Camera>
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#include <osg/ShapeDrawable>
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#include <osg/Sequence>
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#include <osgText/Font>
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#include <osgText/Text>
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osg::Group* createHUDText()
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{
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osg::Group* rootNode = new osg::Group;
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osgText::Font* font = osgText::readFontFile("fonts/arial.ttf");
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osg::Geode* geode = new osg::Geode;
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rootNode->addChild(geode);
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float windowHeight = 1024.0f;
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float windowWidth = 1280.0f;
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float margin = 50.0f;
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////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Examples of how to set up different text layout
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//
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osg::Vec4 layoutColor(1.0f,1.0f,0.0f,1.0f);
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float layoutCharacterSize = 20.0f;
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{
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osgText::Text* text = new osgText::Text;
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text->setFont(font);
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text->setColor(layoutColor);
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text->setCharacterSize(layoutCharacterSize);
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text->setPosition(osg::Vec3(margin,windowHeight-margin,0.0f));
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// the default layout is left to right, typically used in languages
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// originating from europe such as English, French, German, Spanish etc..
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text->setLayout(osgText::Text::LEFT_TO_RIGHT);
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text->setText("text->setLayout(osgText::Text::LEFT_TO_RIGHT);");
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geode->addDrawable(text);
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}
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{
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osgText::Text* text = new osgText::Text;
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text->setFont(font);
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text->setColor(layoutColor);
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text->setCharacterSize(layoutCharacterSize);
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text->setPosition(osg::Vec3(windowWidth-margin,windowHeight-margin,0.0f));
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// right to left layouts would be used for hebrew or arabic fonts.
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text->setLayout(osgText::Text::RIGHT_TO_LEFT);
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text->setAlignment(osgText::Text::RIGHT_BASE_LINE);
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text->setText("text->setLayout(osgText::Text::RIGHT_TO_LEFT);");
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geode->addDrawable(text);
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}
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{
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osgText::Text* text = new osgText::Text;
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text->setFont(font);
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text->setColor(layoutColor);
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text->setPosition(osg::Vec3(margin,windowHeight-margin,0.0f));
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text->setCharacterSize(layoutCharacterSize);
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// vertical font layout would be used for asian fonts.
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text->setLayout(osgText::Text::VERTICAL);
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text->setText("text->setLayout(osgText::Text::VERTICAL);");
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geode->addDrawable(text);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Examples of how to set up different font resolution
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//
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osg::Vec4 fontSizeColor(0.0f,1.0f,1.0f,1.0f);
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float fontSizeCharacterSize = 30;
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osg::Vec3 cursor = osg::Vec3(margin*2,windowHeight-margin*2,0.0f);
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{
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osgText::Text* text = new osgText::Text;
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text->setFont(font);
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text->setColor(fontSizeColor);
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text->setCharacterSize(fontSizeCharacterSize);
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text->setPosition(cursor);
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// use text that uses 10 by 10 texels as a target resolution for fonts.
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text->setFontResolution(10,10); // blocky but small texture memory usage
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text->setText("text->setFontResolution(10,10); // blocky but small texture memory usage");
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geode->addDrawable(text);
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}
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cursor.y() -= fontSizeCharacterSize;
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{
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osgText::Text* text = new osgText::Text;
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text->setFont(font);
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text->setColor(fontSizeColor);
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text->setCharacterSize(fontSizeCharacterSize);
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text->setPosition(cursor);
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// use text that uses 20 by 20 texels as a target resolution for fonts.
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text->setFontResolution(20,20); // smoother but higher texture memory usage (but still quite low).
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text->setText("text->setFontResolution(20,20); // smoother but higher texture memory usage (but still quite low).");
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geode->addDrawable(text);
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}
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cursor.y() -= fontSizeCharacterSize;
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{
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osgText::Text* text = new osgText::Text;
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text->setFont(font);
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text->setColor(fontSizeColor);
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text->setCharacterSize(fontSizeCharacterSize);
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text->setPosition(cursor);
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// use text that uses 40 by 40 texels as a target resolution for fonts.
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text->setFontResolution(40,40); // even smoother but again higher texture memory usage.
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text->setText("text->setFontResolution(40,40); // even smoother but again higher texture memory usage.");
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geode->addDrawable(text);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Examples of how to set up different sized text
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//
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osg::Vec4 characterSizeColor(1.0f,0.0f,1.0f,1.0f);
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cursor.y() -= fontSizeCharacterSize*2.0f;
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{
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osgText::Text* text = new osgText::Text;
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text->setFont(font);
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text->setColor(characterSizeColor);
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text->setFontResolution(20,20);
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text->setPosition(cursor);
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// use text that is 20 units high.
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text->setCharacterSize(20); // small
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text->setText("text->setCharacterSize(20.0f); // small");
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geode->addDrawable(text);
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}
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cursor.y() -= 30.0f;
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{
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osgText::Text* text = new osgText::Text;
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text->setFont(font);
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text->setColor(characterSizeColor);
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text->setFontResolution(30,30);
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text->setPosition(cursor);
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// use text that is 30 units high.
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text->setCharacterSize(30.0f); // medium
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text->setText("text->setCharacterSize(30.0f); // medium");
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geode->addDrawable(text);
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}
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cursor.y() -= 50.0f;
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{
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osgText::Text* text = new osgText::Text;
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text->setFont(font);
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text->setColor(characterSizeColor);
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text->setFontResolution(40,40);
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text->setPosition(cursor);
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// use text that is 60 units high.
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text->setCharacterSize(60.0f); // large
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text->setText("text->setCharacterSize(60.0f); // large");
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geode->addDrawable(text);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Examples of how to set up different alignments
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//
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osg::Vec4 alignmentSizeColor(0.0f,1.0f,0.0f,1.0f);
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float alignmentCharacterSize = 25.0f;
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cursor.x() = 640;
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cursor.y() = margin*4.0f;
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typedef std::pair<osgText::Text::AlignmentType,std::string> AlignmentPair;
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typedef std::vector<AlignmentPair> AlignmentList;
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AlignmentList alignmentList;
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alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_TOP,"text->setAlignment(\nosgText::Text::LEFT_TOP);"));
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alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_CENTER,"text->setAlignment(\nosgText::Text::LEFT_CENTER);"));
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alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_BOTTOM,"text->setAlignment(\nosgText::Text::LEFT_BOTTOM);"));
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alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_TOP,"text->setAlignment(\nosgText::Text::CENTER_TOP);"));
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alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_CENTER,"text->setAlignment(\nosgText::Text::CENTER_CENTER);"));
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alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_BOTTOM,"text->setAlignment(\nosgText::Text::CENTER_BOTTOM);"));
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alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_TOP,"text->setAlignment(\nosgText::Text::RIGHT_TOP);"));
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alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_CENTER,"text->setAlignment(\nosgText::Text::RIGHT_CENTER);"));
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alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_BOTTOM,"text->setAlignment(\nosgText::Text::RIGHT_BOTTOM);"));
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alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_BASE_LINE,"text->setAlignment(\nosgText::Text::LEFT_BASE_LINE);"));
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alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_BASE_LINE,"text->setAlignment(\nosgText::Text::CENTER_BASE_LINE);"));
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alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_BASE_LINE,"text->setAlignment(\nosgText::Text::RIGHT_BASE_LINE);"));
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alignmentList.push_back(AlignmentPair(osgText::Text::LEFT_BOTTOM_BASE_LINE,"text->setAlignment(\nosgText::Text::LEFT_BOTTOM_BASE_LINE);"));
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alignmentList.push_back(AlignmentPair(osgText::Text::CENTER_BOTTOM_BASE_LINE,"text->setAlignment(\nosgText::Text::CENTER_BOTTOM_BASE_LINE);"));
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alignmentList.push_back(AlignmentPair(osgText::Text::RIGHT_BOTTOM_BASE_LINE,"text->setAlignment(\nosgText::Text::RIGHT_BOTTOM_BASE_LINE);"));
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osg::Sequence* sequence = new osg::Sequence;
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{
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for(AlignmentList::iterator itr=alignmentList.begin();
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itr!=alignmentList.end();
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++itr)
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{
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osg::Geode* alignmentGeode = new osg::Geode;
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sequence->addChild(alignmentGeode);
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sequence->setTime(sequence->getNumChildren(), 1.0f);
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osgText::Text* text = new osgText::Text;
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text->setFont(font);
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text->setColor(alignmentSizeColor);
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text->setCharacterSize(alignmentCharacterSize);
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text->setPosition(cursor);
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text->setDrawMode(osgText::Text::TEXT|osgText::Text::ALIGNMENT|osgText::Text::BOUNDINGBOX);
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text->setAlignment(itr->first);
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text->setText(itr->second);
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alignmentGeode->addDrawable(text);
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}
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}
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sequence->setMode(osg::Sequence::START);
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sequence->setInterval(osg::Sequence::LOOP, 0, -1);
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sequence->setDuration(1.0f, -1);
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rootNode->addChild(sequence);
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////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Examples of how to set up different fonts...
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//
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cursor.x() = margin*2.0f;
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cursor.y() = margin*2.0f;
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osg::Vec4 fontColor(1.0f,0.5f,0.0f,1.0f);
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float fontCharacterSize = 20.0f;
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float spacing = 40.0f;
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{
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osgText::Text* text = new osgText::Text;
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text->setColor(fontColor);
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text->setPosition(cursor);
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text->setCharacterSize(fontCharacterSize);
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text->setFont(0);
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text->setText("text->setFont(0); // inbuilt font.");
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geode->addDrawable(text);
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cursor.x() = text->getBound().xMax() + spacing ;
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}
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{
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osgText::Font* arial = osgText::readFontFile("fonts/arial.ttf");
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osgText::Text* text = new osgText::Text;
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text->setColor(fontColor);
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text->setPosition(cursor);
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text->setCharacterSize(fontCharacterSize);
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text->setFont(arial);
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text->setText(arial!=0?
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"text->setFont(\"fonts/arial.ttf\");":
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"unable to load \"fonts/arial.ttf\"");
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geode->addDrawable(text);
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cursor.x() = text->getBound().xMax() + spacing ;
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}
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{
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osgText::Font* times = osgText::readFontFile("fonts/times.ttf");
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osgText::Text* text = new osgText::Text;
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text->setColor(fontColor);
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text->setPosition(cursor);
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text->setCharacterSize(fontCharacterSize);
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geode->addDrawable(text);
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text->setFont(times);
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text->setText(times!=0?
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"text->setFont(\"fonts/times.ttf\");":
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"unable to load \"fonts/times.ttf\"");
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cursor.x() = text->getBound().xMax() + spacing ;
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}
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cursor.x() = margin*2.0f;
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cursor.y() = margin;
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{
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osgText::Font* dirtydoz = osgText::readFontFile("fonts/dirtydoz.ttf");
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osgText::Text* text = new osgText::Text;
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text->setColor(fontColor);
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text->setPosition(cursor);
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text->setCharacterSize(fontCharacterSize);
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text->setFont(dirtydoz);
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text->setText(dirtydoz!=0?
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"text->setFont(\"fonts/dirtydoz.ttf\");":
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"unable to load \"fonts/dirtydoz.ttf\"");
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geode->addDrawable(text);
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cursor.x() = text->getBound().xMax() + spacing ;
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}
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{
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osgText::Font* fudd = osgText::readFontFile("fonts/fudd.ttf");
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osgText::Text* text = new osgText::Text;
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text->setColor(fontColor);
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text->setPosition(cursor);
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text->setCharacterSize(fontCharacterSize);
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text->setFont(fudd);
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text->setText(fudd!=0?
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"text->setFont(\"fonts/fudd.ttf\");":
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"unable to load \"fonts/fudd.ttf\"");
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geode->addDrawable(text);
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cursor.x() = text->getBound().xMax() + spacing ;
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}
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return rootNode;
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}
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// create text which sits in 3D space such as would be inserted into a normal model
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osg::Group* create3DText(const osg::Vec3& center,float radius)
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{
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osg::Geode* geode = new osg::Geode;
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////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Examples of how to set up axis/orientation alignments
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//
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float characterSize=radius*0.2f;
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osg::Vec3 pos(center.x()-radius*.5f,center.y()-radius*.5f,center.z()-radius*.5f);
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osgText::Text* text1 = new osgText::Text;
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text1->setFont("fonts/times.ttf");
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text1->setCharacterSize(characterSize);
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text1->setPosition(pos);
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text1->setAxisAlignment(osgText::Text::XY_PLANE);
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text1->setText("XY_PLANE");
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geode->addDrawable(text1);
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osgText::Text* text2 = new osgText::Text;
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text2->setFont("fonts/times.ttf");
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text2->setCharacterSize(characterSize);
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text2->setPosition(pos);
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text2->setAxisAlignment(osgText::Text::YZ_PLANE);
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text2->setText("YZ_PLANE");
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geode->addDrawable(text2);
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osgText::Text* text3 = new osgText::Text;
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text3->setFont("fonts/times.ttf");
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text3->setCharacterSize(characterSize);
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text3->setPosition(pos);
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text3->setAxisAlignment(osgText::Text::XZ_PLANE);
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text3->setText("XZ_PLANE");
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geode->addDrawable(text3);
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osgText::Text* text4 = new osgText::Text;
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text4->setFont("fonts/times.ttf");
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text4->setCharacterSize(characterSize);
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text4->setPosition(center);
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text4->setAxisAlignment(osgText::Text::SCREEN);
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osg::Vec4 characterSizeModeColor(1.0f,0.0f,0.5f,1.0f);
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osgText::Text* text5 = new osgText::Text;
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text5->setColor(characterSizeModeColor);
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text5->setFont("fonts/times.ttf");
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//text5->setCharacterSize(characterSize);
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text5->setCharacterSize(32.0f); // medium
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text5->setPosition(center - osg::Vec3(0.0, 0.0, 0.2));
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text5->setAxisAlignment(osgText::Text::SCREEN);
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text5->setCharacterSizeMode(osgText::Text::SCREEN_COORDS);
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text5->setText("CharacterSizeMode SCREEN_COORDS(size 32.0)");
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geode->addDrawable(text5);
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osgText::Text* text6 = new osgText::Text;
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text6->setColor(characterSizeModeColor);
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text6->setFont("fonts/times.ttf");
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text6->setCharacterSize(characterSize);
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text6->setPosition(center - osg::Vec3(0.0, 0.0, 0.4));
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text6->setAxisAlignment(osgText::Text::SCREEN);
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text6->setCharacterSizeMode(osgText::Text::OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT);
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text6->setText("CharacterSizeMode OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT");
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geode->addDrawable(text6);
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osgText::Text* text7 = new osgText::Text;
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text7->setColor(characterSizeModeColor);
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text7->setFont("fonts/times.ttf");
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text7->setCharacterSize(characterSize);
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text7->setPosition(center - osg::Vec3(0.0, 0.0, 0.6));
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text7->setAxisAlignment(osgText::Text::SCREEN);
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text7->setCharacterSizeMode(osgText::Text::OBJECT_COORDS);
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text7->setText("CharacterSizeMode OBJECT_COORDS (default)");
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geode->addDrawable(text7);
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#if 1
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// reproduce outline bounding box compute problem with backdrop on.
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text4->setBackdropType(osgText::Text::OUTLINE);
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text4->setDrawMode(osgText::Text::TEXT | osgText::Text::BOUNDINGBOX);
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#endif
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text4->setText("SCREEN");
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geode->addDrawable(text4);
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osg::ShapeDrawable* shape = new osg::ShapeDrawable(new osg::Sphere(center,characterSize*0.2f));
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shape->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::ON);
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geode->addDrawable(shape);
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osg::Group* rootNode = new osg::Group;
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rootNode->addChild(geode);
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return rootNode;
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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);
|
|
|
|
// 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 use of text.");
|
|
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] [filename] ...");
|
|
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
|
|
|
|
|
|
// 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;
|
|
}
|
|
|
|
|
|
// read the scene from the list of file specified commandline args.
|
|
osg::ref_ptr<osg::Node> rootNode = osgDB::readNodeFiles(arguments);
|
|
|
|
// prepare scene.
|
|
{
|
|
|
|
osg::Vec3 center(0.0f,0.0f,0.0f);
|
|
float radius = 1.0f;
|
|
|
|
if (rootNode.valid())
|
|
{
|
|
// optimize the scene graph, remove rendundent nodes and state etc.
|
|
osgUtil::Optimizer optimizer;
|
|
optimizer.optimize(rootNode.get());
|
|
|
|
const osg::BoundingSphere& bs = rootNode->getBound();
|
|
center = bs.center();
|
|
radius = bs.radius();
|
|
}
|
|
|
|
// make sure the root node is group so we can add extra nodes to it.
|
|
osg::Group* group = dynamic_cast<osg::Group*>(rootNode.get());
|
|
if (!group)
|
|
{
|
|
group = new osg::Group;
|
|
|
|
if (rootNode.valid()) group->addChild(rootNode.get());
|
|
|
|
rootNode = group;
|
|
}
|
|
|
|
{
|
|
// 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);
|
|
}
|
|
|
|
group->addChild(create3DText(center,radius));
|
|
|
|
}
|
|
|
|
// set the scene to render
|
|
viewer.setSceneData(rootNode.get());
|
|
|
|
|
|
// create the windows and run the threads.
|
|
viewer.realize();
|
|
|
|
#if 0
|
|
// this optional compile block is done as a test against graphics
|
|
// drivers that claim support for generate mip map, but the actual
|
|
// implementation is flacky. It is not compiled by default.
|
|
|
|
// go through each graphics context and switch off the generate mip map extension.
|
|
// note, this must be done after the realize so that init of texture state and as
|
|
// result extension structures have been iniatilized.
|
|
for(unsigned int contextID = 0;
|
|
contextID<viewer.getDisplaySettings()->getMaxNumberOfGraphicsContexts();
|
|
++contextID)
|
|
{
|
|
osg::Texture::Extensions* textureExt = osg::Texture::getExtensions(contextID,false);
|
|
if (textureExt) textureExt->setGenerateMipMapSupported(false);
|
|
}
|
|
#endif
|
|
|
|
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;
|
|
}
|
|
|