240 lines
7.4 KiB
C++
240 lines
7.4 KiB
C++
#include <osgProducer/Viewer>
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#include <osg/Group>
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#include <osg/Geode>
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#include <osg/ShapeDrawable>
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#include <osg/Texture2D>
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#include <osg/PositionAttitudeTransform>
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#include <osg/MatrixTransform>
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#include <osg/CoordinateSystemNode>
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#include <osg/ClusterCullingCallback>
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#include <osgDB/FileUtils>
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#include <osgDB/ReadFile>
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#include <osgText/FadeText>
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#include <osgTerrain/DataSet>
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#include <osgSim/OverlayNode>
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#include <osgSim/SphereSegment>
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#include <osgGA/NodeTrackerManipulator>
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class GraphicsContext {
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public:
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GraphicsContext()
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{
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rs = new Producer::RenderSurface;
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rs->setWindowRectangle(0,0,1,1);
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rs->useBorder(false);
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rs->useConfigEventThread(false);
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rs->realize();
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}
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virtual ~GraphicsContext()
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{
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}
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private:
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Producer::ref_ptr<Producer::RenderSurface> rs;
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};
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osg::Node* createEarth()
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{
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osg::ref_ptr<osg::Node> scene;
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{
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std::string filename = osgDB::findDataFile("Images/land_shallow_topo_2048.jpg");
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// make osgTerrain::DataSet quieter..
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osgTerrain::DataSet::setNotifyOffset(1);
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osg::ref_ptr<osgTerrain::DataSet> dataSet = new osgTerrain::DataSet;
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// register the source imagery
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{
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osgTerrain::DataSet::Source* source = new osgTerrain::DataSet::Source(osgTerrain::DataSet::Source::IMAGE, filename);
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source->setCoordinateSystemPolicy(osgTerrain::DataSet::Source::PREFER_CONFIG_SETTINGS);
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source->setCoordinateSystem(osgTerrain::DataSet::coordinateSystemStringToWTK("WGS84"));
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source->setGeoTransformPolicy(osgTerrain::DataSet::Source::PREFER_CONFIG_SETTINGS_BUT_SCALE_BY_FILE_RESOLUTION);
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source->setGeoTransformFromRange(-180.0, 180.0, -90.0, 90.0);
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dataSet->addSource(source);
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}
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// set up destination database paramters.
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dataSet->setDatabaseType(osgTerrain::DataSet::LOD_DATABASE);
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dataSet->setConvertFromGeographicToGeocentric(true);
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dataSet->setDestinationName("test.osg");
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// load the source data and record sizes.
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dataSet->loadSources();
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GraphicsContext context;
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dataSet->createDestination(30);
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if (dataSet->getDatabaseType()==osgTerrain::DataSet::LOD_DATABASE) dataSet->buildDestination();
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else dataSet->writeDestination();
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scene = dataSet->getDestinationRootNode();
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// now we must get rid of all the old OpenGL objects before we start using the scene graph again
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// otherwise it'll end up in an inconsistent state.
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scene->releaseGLObjects(dataSet->getState());
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osg::Texture::flushAllDeletedTextureObjects(0);
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osg::Drawable::flushAllDeletedDisplayLists(0);
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}
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return scene.release();
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}
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osgText::Text* createText(osg::EllipsoidModel* ellipsoid, double latitude, double longitude, double height, const std::string& str)
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{
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double X,Y,Z;
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ellipsoid->convertLatLongHeightToXYZ( osg::DegreesToRadians(latitude), osg::DegreesToRadians(longitude), height, X, Y, Z);
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osgText::Text* text = new osgText::FadeText;
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osg::Vec3 normal = ellipsoid->computeLocalUpVector( X, Y, Z);
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text->setCullCallback(new osg::ClusterCullingCallback(osg::Vec3(X,Y,Z), normal, 0.0));
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text->setText(str);
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text->setFont("fonts/arial.ttf");
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text->setPosition(osg::Vec3(X,Y,Z));
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text->setCharacterSize(300000.0f);
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text->setCharacterSizeMode(osgText::Text::OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT);
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text->setAutoRotateToScreen(true);
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return text;
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}
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osg::Node* createFadeText(osg::EllipsoidModel* ellipsoid)
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{
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osg::Group* group = new osg::Group;
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group->getOrCreateStateSet()->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
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osg::Geode* geode = new osg::Geode;
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group->addChild(geode);
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std::vector<std::string> textList;
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textList.push_back("Town");
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textList.push_back("City");
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textList.push_back("Village");
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textList.push_back("River");
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textList.push_back("Mountain");
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textList.push_back("Road");
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textList.push_back("Lake");
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unsigned int numLat = 15;
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unsigned int numLong = 20;
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double latitude = 0.0;
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double longitude = -100.0;
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double deltaLatitude = 1.0f;
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double deltaLongitude = 1.0f;
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unsigned int t = 0;
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for(unsigned int i = 0; i < numLat; ++i, latitude += deltaLatitude)
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{
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double lgnt = longitude;
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for(unsigned int j = 0; j < numLong; ++j, ++t, lgnt += deltaLongitude)
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{
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geode->addDrawable( createText( ellipsoid, latitude, lgnt, 0, textList[t % textList.size()]) );
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}
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}
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return group;
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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 of node tracker.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName());
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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// construct 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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viewer.getCullSettings().setComputeNearFarMode(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
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viewer.getCullSettings().setNearFarRatio(0.00001f);
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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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// read the scene from the list of file specified commandline args.
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osg::ref_ptr<osg::Node> root = createEarth();
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if (!root) return 0;
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// add a viewport to the viewer and attach the scene graph.
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viewer.setSceneData(root.get());
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osg::CoordinateSystemNode* csn = dynamic_cast<osg::CoordinateSystemNode*>(root.get());
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if (csn)
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{
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// add fade text around the globe
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csn->addChild(createFadeText(csn->getEllipsoidModel()));
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}
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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.
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viewer.sync();
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// run a clean up frame to delete all OpenGL objects.
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viewer.cleanup_frame();
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// wait for all the clean up frame to complete.
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viewer.sync();
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return 0;
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}
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