OpenSceneGraph/examples/osgpoints/osgpoints.cpp
2006-10-05 14:32:39 +00:00

265 lines
8.2 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial applications,
* as long as this copyright notice is maintained.
*
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
#include <osgDB/ReadFile>
#include <osgUtil/Optimizer>
#include <osgProducer/Viewer>
#include <osg/Point>
#include <osg/BlendFunc>
#include <osg/Texture2D>
#include <osg/PointSprite>
class KeyboardEventHandler : public osgGA::GUIEventHandler
{
public:
KeyboardEventHandler(osg::StateSet* stateset):
_stateset(stateset)
{
_point = new osg::Point;
_point->setDistanceAttenuation(osg::Vec3(0.0,0.0000,0.05f));
_stateset->setAttribute(_point.get());
}
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
{
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if (ea.getKey()=='+' || ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Add)
{
changePointSize(1.0f);
return true;
}
else if (ea.getKey()=='-' || ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Subtract)
{
changePointSize(-1.0f);
return true;
}
else if (ea.getKey()=='<')
{
changePointAttenuation(1.1f);
return true;
}
else if (ea.getKey()=='>')
{
changePointAttenuation(1.0f/1.1f);
return true;
}
break;
}
default:
break;
}
return false;
}
float getPointSize() const
{
return _point->getSize();
}
void setPointSize(float psize)
{
if (psize>0.0)
{
_point->setSize(psize);
}
std::cout<<"Point size "<<psize<<std::endl;
}
void changePointSize(float delta)
{
setPointSize(getPointSize()+delta);
}
void changePointAttenuation(float scale)
{
_point->setDistanceAttenuation(_point->getDistanceAttenuation()*scale);
}
osg::ref_ptr<osg::StateSet> _stateset;
osg::ref_ptr<osg::Point> _point;
};
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()->setApplicationName(arguments.getApplicationName());
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" example provides an interactive viewer for visualising point clouds..");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
arguments.getApplicationUsage()->addCommandLineOption("--sprites","Point sprites.");
// 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());
bool shader = false;
while (arguments.read("--shader")) shader = true;
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
bool usePointSprites = false;
while (arguments.read("--sprites")) { usePointSprites = 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;
}
if (arguments.argc()<=1)
{
arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
return 1;
}
osg::Timer timer;
osg::Timer_t start_tick = timer.tick();
// read the scene from the list of file specified commandline args.
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
// if no model has been successfully loaded report failure.
if (!loadedModel)
{
std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
return 1;
}
osg::Timer_t end_tick = timer.tick();
std::cout << "Time to load = "<<timer.delta_s(start_tick,end_tick)<<std::endl;
// optimize the scene graph, remove rendundent nodes and state etc.
osgUtil::Optimizer optimizer;
optimizer.optimize(loadedModel.get());
// set the scene to render
viewer.setSceneData(loadedModel.get());
if (usePointSprites)
{
osg::StateSet* stateset = loadedModel->getOrCreateStateSet();
/// Setup cool blending
osg::BlendFunc *fn = new osg::BlendFunc();
stateset->setAttributeAndModes(fn, osg::StateAttribute::ON);
/// Setup the point sprites
osg::PointSprite *sprite = new osg::PointSprite();
stateset->setTextureAttributeAndModes(0, sprite, osg::StateAttribute::ON);
/// The texture for the sprites
osg::Texture2D *tex = new osg::Texture2D();
tex->setImage(osgDB::readImageFile("Images/particle.rgb"));
stateset->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON);
}
// register the handler for modifying the point size
viewer.getEventHandlerList().push_front(new KeyboardEventHandler(viewer.getGlobalStateSet()));
if (shader)
{
osg::StateSet* stateset = loadedModel->getOrCreateStateSet();
///////////////////////////////////////////////////////////////////
// vertex shader using just Vec4 coefficients
char vertexShaderSource[] =
"void main(void) \n"
"{ \n"
"\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n";
osg::Program* program = new osg::Program;
stateset->setAttribute(program);
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
program->addShader(vertex_shader);
#if 0
//////////////////////////////////////////////////////////////////
// fragment shader
//
char fragmentShaderSource[] =
"void main(void) \n"
"{ \n"
" gl_FragColor = gl_Color; \n"
"}\n";
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
program->addShader(fragment_shader);
#endif
}
// 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;
}