223 lines
7.2 KiB
C++
223 lines
7.2 KiB
C++
/* OpenSceneGraph example, osgpoints.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <osgDB/ReadFile>
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#include <osgUtil/Optimizer>
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#include <osgViewer/Viewer>
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#include <osg/Point>
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#include <osg/BlendFunc>
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#include <osg/Texture2D>
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#include <osg/PointSprite>
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#include <iostream>
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class KeyboardEventHandler : public osgGA::GUIEventHandler
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{
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public:
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KeyboardEventHandler(osg::StateSet* stateset):
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_stateset(stateset)
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{
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_point = new osg::Point;
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_point->setDistanceAttenuation(osg::Vec3(0.0,0.0000,0.05f));
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_stateset->setAttribute(_point.get());
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}
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virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&)
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{
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switch(ea.getEventType())
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{
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case(osgGA::GUIEventAdapter::KEYDOWN):
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{
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if (ea.getKey()=='+' || ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Add)
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{
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changePointSize(1.0f);
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return true;
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}
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else if (ea.getKey()=='-' || ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Subtract)
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{
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changePointSize(-1.0f);
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return true;
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}
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else if (ea.getKey()=='<')
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{
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changePointAttenuation(1.1f);
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return true;
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}
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else if (ea.getKey()=='>')
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{
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changePointAttenuation(1.0f/1.1f);
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return true;
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}
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break;
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}
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default:
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break;
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}
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return false;
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}
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float getPointSize() const
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{
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return _point->getSize();
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}
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void setPointSize(float psize)
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{
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if (psize>0.0)
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{
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_point->setSize(psize);
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}
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std::cout<<"Point size "<<psize<<std::endl;
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}
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void changePointSize(float delta)
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{
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setPointSize(getPointSize()+delta);
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}
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void changePointAttenuation(float scale)
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{
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_point->setDistanceAttenuation(_point->getDistanceAttenuation()*scale);
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}
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osg::ref_ptr<osg::StateSet> _stateset;
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osg::ref_ptr<osg::Point> _point;
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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()->setApplicationName(arguments.getApplicationName());
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" example provides an interactive viewer for visualising point clouds..");
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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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arguments.getApplicationUsage()->addCommandLineOption("--sprites","Point sprites.");
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// construct the viewer.
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osgViewer::Viewer viewer;
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bool shader = false;
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while (arguments.read("--shader")) shader = true;
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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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bool usePointSprites = false;
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while (arguments.read("--sprites")) { usePointSprites = true; };
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if (arguments.argc()<=1)
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{
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arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
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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> loadedModel = osgDB::readNodeFiles(arguments);
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// if no model has been successfully loaded report failure.
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if (!loadedModel)
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{
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std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
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return 1;
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}
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// optimize the scene graph, remove rendundent nodes and state etc.
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osgUtil::Optimizer optimizer;
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optimizer.optimize(loadedModel.get());
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// set the scene to render
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viewer.setSceneData(loadedModel.get());
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if (usePointSprites)
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{
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osg::StateSet* stateset = loadedModel->getOrCreateStateSet();
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/// Setup cool blending
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osg::BlendFunc *fn = new osg::BlendFunc();
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stateset->setAttributeAndModes(fn, osg::StateAttribute::ON);
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/// Setup the point sprites
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osg::PointSprite *sprite = new osg::PointSprite();
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stateset->setTextureAttributeAndModes(0, sprite, osg::StateAttribute::ON);
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/// The texture for the sprites
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osg::Texture2D *tex = new osg::Texture2D();
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tex->setImage(osgDB::readImageFile("Images/particle.rgb"));
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stateset->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON);
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}
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// register the handler for modifying the point size
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viewer.addEventHandler(new KeyboardEventHandler(viewer.getCamera()->getOrCreateStateSet()));
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if (shader)
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{
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osg::StateSet* stateset = loadedModel->getOrCreateStateSet();
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///////////////////////////////////////////////////////////////////
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// vertex shader using just Vec4 coefficients
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char vertexShaderSource[] =
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"void main(void) \n"
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"{ \n"
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"\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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"}\n";
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osg::Program* program = new osg::Program;
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stateset->setAttribute(program);
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
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program->addShader(vertex_shader);
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#if 0
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//////////////////////////////////////////////////////////////////
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// fragment shader
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//
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char fragmentShaderSource[] =
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"void main(void) \n"
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"{ \n"
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" gl_FragColor = gl_Color; \n"
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"}\n";
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
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program->addShader(fragment_shader);
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#endif
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}
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return viewer.run();
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}
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