Added osgbillboard demo. The code is main a copy of osgtexture right now,

my plan to do change it to make it a better demo of the different types
of billboard that one can do.
This commit is contained in:
Robert Osfield
2002-01-30 15:01:02 +00:00
parent 34b93a9f9d
commit 2695342858
3 changed files with 453 additions and 2 deletions

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@@ -1,13 +1,13 @@
#!smake
SHELL=/bin/sh
DIRS = sgv osgconv osgcube osgscribe osgreflect osgtexture osgimpostor osgviews osgcopy hangglide
DIRS = sgv osgconv osgcube osgscribe osgreflect osgtexture osgimpostor osgviews osgcopy osgbillboard hangglide
# comment out if you don't have the freetype and GLU1.3 library installed.
DIRS += osgtext
# comment out if you don't have support for networking.
#DIRS += osgcluster
DIRS += osgcluster
# comment out if you don't have the wxWindows installed.
# DIRS += wxsgv

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@@ -0,0 +1,24 @@
#!smake
include $(OSGHOME)/Make/makedefs
C++FILES = \
osgbillboard.cpp
TARGET = $(OSGHOME)/bin/osgbillboard
TARGET_BIN_FILES = osgbillboard
#note, use this library list when using the Performer osgPlugin.
#LIBS = ${PFLIBS} -losgGLUT -losgUtil -losgDB -losg $(GLUTLIB) -lGLU -lGL -lm -lXmu -lX11 -lXi
#note, standard library list.
LIBS = -losgGLUT -losgUtil -losgDB -losg $(GLUTLIB) $(GL_LIBS) $(X_LIBS)
#under Darwin we have to use the framework stuff to get GLUT OpenGL etc.
MACOSXLIBS = -losgGLUT -losgUtil -losgDB -losg -lm -ldl -lstdc++ -lobjc
C++FLAGS += -I$(OSGHOME)/include
LDFLAGS += -L$(OSGHOME)/lib
include $(OSGHOME)/Make/makerules

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@@ -0,0 +1,427 @@
#include <osg/Node>
#include <osg/GeoSet>
#include <osg/Notify>
#include <osg/Transform>
#include <osg/Texture>
#include <osg/Billboard>
#include <osgUtil/TrackballManipulator>
#include <osgUtil/FlightManipulator>
#include <osgUtil/DriveManipulator>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <GL/glut.h>
#include <osgGLUT/Viewer>
//
// A simple demo demonstrating different texturing modes,
// including using of texture extensions.
//
typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;
/**
* Function to read several images files (typically one) as specified
* on the command line, and return them in an ImageList
*/
ImageList getImagesFromFiles(std::vector<std::string>& commandLine)
{
ImageList imageList;
for(std::vector<std::string>::iterator itr=commandLine.begin();
itr!=commandLine.end();
++itr)
{
if ((*itr)[0]!='-')
{
// not an option so assume string is a filename.
osg::Image *image = osgDB::readImageFile( *itr );
if (image)
{
imageList.push_back(image);
}
}
}
if (imageList.size()==0)
{
osg::notify(osg::WARN) << "No image data loaded."<<std::endl;
}
return imageList;
}
/** create 2,2 square with center at 0,0,0 and aligned along the XZ plan */
osg::Drawable* createSquare(float textureCoordMax=1.0f)
{
// set up the geoset.
osg::GeoSet* gset = new osg::GeoSet;
osg::Vec3* coords = new osg::Vec3 [4];
coords[0].set(-1.0f,0.0f,1.0f);
coords[1].set(-1.0f,0.0f,-1.0f);
coords[2].set(1.0f,0.0f,-1.0f);
coords[3].set(1.0f,0.0f,1.0f);
gset->setCoords(coords);
osg::Vec3* norms = new osg::Vec3 [1];
norms[0].set(0.0f,-1.0f,0.0f);
gset->setNormals(norms);
gset->setNormalBinding(osg::GeoSet::BIND_OVERALL);
osg::Vec2* tcoords = new osg::Vec2 [4];
tcoords[0].set(0.0f,textureCoordMax);
tcoords[1].set(0.0f,0.0f);
tcoords[2].set(textureCoordMax,0.0f);
tcoords[3].set(textureCoordMax,textureCoordMax);
gset->setTextureCoords(tcoords);
gset->setTextureBinding(osg::GeoSet::BIND_PERVERTEX);
gset->setNumPrims(1);
gset->setPrimType(osg::GeoSet::QUADS);
return gset;
}
osg::Node* createTexturedItem(const osg::Vec3& offset,osg::Texture* texture,osg::Node* geometry)
{
// create a tranform node to position each square in appropriate
// place and also to add individual texture set to it, so that
// that state is inherited down to its children.
osg::Transform* local_transform = new osg::Transform;
local_transform->postMult(osg::Matrix::translate(offset));
// create the StateSet to store the texture data
osg::StateSet* stateset = new osg::StateSet;
stateset->setAttributeAndModes(texture,osg::StateAttribute::ON);
// turn the face culling off so you can see the texture from
// all angles.
stateset->setMode(GL_CULL_FACE,osg::StateAttribute::OFF);
// attach the setset to tranform node.
local_transform->setStateSet(stateset);
// add the geode to the transform.
local_transform->addChild(geometry);
return local_transform;
}
osg::Node* createLayer(const osg::Vec3& offset,osg::Image* image,osg::Node* geometry,osg::Node* geometryRep)
{
if (image==NULL) return NULL;
osg::Transform* top_transform = new osg::Transform;
top_transform->postMult(osg::Matrix::translate(offset));
osg::Vec3 local_offset(0.0f,0.0f,0.0f);
osg::Vec3 local_delta(3.0f,0.0f,0.0f);
// defaults mipmapped texturing.
{
// create the texture attribute
osg::Texture* texture = new osg::Texture;
texture->setImage(image);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
local_offset += local_delta;
}
// bilinear
{
// create the texture attribute
osg::Texture* texture = new osg::Texture;
texture->setImage(image);
// set up bilinear filtering.
texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR_MIPMAP_NEAREST);
texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
local_offset += local_delta;
}
// trilinear
{
// create the texture attribute
osg::Texture* texture = new osg::Texture;
texture->setImage(image);
// set up trilinear filtering.
texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR_MIPMAP_LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
local_offset += local_delta;
}
// anisotropic
{
// create the texture attribute
osg::Texture* texture = new osg::Texture;
texture->setImage(image);
// set up anistropic filtering.
texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR_MIPMAP_LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::ANISOTROPIC);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
local_offset += local_delta;
}
// arb compression
{
// create the texture attribute
osg::Texture* texture = new osg::Texture;
texture->setImage(image);
texture->setInternalFormatMode(osg::Texture::USE_ARB_COMPRESSION);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
local_offset += local_delta;
}
// s3tc_dxt1 compression
{
// create the texture attribute
osg::Texture* texture = new osg::Texture;
texture->setImage(image);
texture->setInternalFormatMode(osg::Texture::USE_S3TC_DXT1_COMPRESSION);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
local_offset += local_delta;
}
// default wrap mode. (osg::Texture::CLAMP)
{
// create the texture attribute
osg::Texture* texture = new osg::Texture;
texture->setImage(image);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometryRep));
local_offset += local_delta;
}
// clamp-to-edge mode.
{
// create the texture attribute
osg::Texture* texture = new osg::Texture;
texture->setImage(image);
texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometryRep));
local_offset += local_delta;
}
// repeat wrap mode.
{
// create the texture attribute
osg::Texture* texture = new osg::Texture;
texture->setImage(image);
texture->setWrap(osg::Texture::WRAP_S,osg::Texture::REPEAT);
texture->setWrap(osg::Texture::WRAP_T,osg::Texture::REPEAT);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometryRep));
local_offset += local_delta;
}
// mirror wrap mode.
{
// create the texture attribute
osg::Texture* texture = new osg::Texture;
texture->setImage(image);
texture->setWrap(osg::Texture::WRAP_S,osg::Texture::MIRROR);
texture->setWrap(osg::Texture::WRAP_T,osg::Texture::MIRROR);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometryRep));
local_offset += local_delta;
}
return top_transform;
}
osg::Node* createModelFromImages(ImageList& imageList)
{
if (imageList.empty()) return NULL;
// create the root node which will hold the model.
osg::Group* root = new osg::Group();
// create a single drawable to be shared by each texture instance.
osg::Drawable* drawable_noTexCoodRep = createSquare(1.0f);
// add the drawable into a single goede to be shared...
osg::Billboard* geode_noTexCoodRep = new osg::Billboard();
geode_noTexCoodRep->setMode(osg::Billboard::POINT_ROT_EYE);
geode_noTexCoodRep->addDrawable(drawable_noTexCoodRep);
geode_noTexCoodRep->setPos(0,osg::Vec3(0.0f,0.0f,0.0f));
// create a single drawable to be shared by each texture instance.
osg::Drawable* drawable_texCoodRep = createSquare(2.0f);
// add the drawable into a single goede to be shared...
osg::Billboard* geode_texCoodRep = new osg::Billboard();
geode_texCoodRep->addDrawable(drawable_texCoodRep);
geode_texCoodRep->setPos(0,osg::Vec3(0.0f,0.0f,0.0f));
osg::Vec3 offset(0.0f,0.0f,0.0f);
osg::Vec3 delta(0.0f,0.0f,3.0f);
// step through the image list processing each image in turn.
for(ImageList::iterator itr=imageList.begin();
itr!=imageList.end();
++itr)
{
// add the transform node to root group node.
root->addChild(createLayer(offset,itr->get(),geode_noTexCoodRep,geode_texCoodRep));
offset += delta;
}
return root;
}
void write_usage(std::ostream& out,const std::string& name)
{
out << std::endl;
out <<"usage:"<< std::endl;
out <<" "<<name<<" [options] image_infile1 [image_infile2 ...]"<< std::endl;
out << std::endl;
out <<"options:"<< std::endl;
out <<" -l libraryName - load plugin of name libraryName"<< std::endl;
out <<" i.e. -l osgdb_pfb"<< std::endl;
out <<" Useful for loading reader/writers which can load"<< std::endl;
out <<" other file formats in addition to its extension."<< std::endl;
out <<" -e extensionName - load reader/wrter plugin for file extension"<< std::endl;
out <<" i.e. -e pfb"<< std::endl;
out <<" Useful short hand for specifying full library name as"<< std::endl;
out <<" done with -l above, as it automatically expands to"<< std::endl;
out <<" the full library name appropriate for each platform."<< std::endl;
out <<std::endl;
out <<" -stereo - switch on stereo rendering, using the default of,"<< std::endl;
out <<" ANAGLYPHIC or the value set in the OSG_STEREO_MODE "<< std::endl;
out <<" environmental variable. See doc/stereo.html for "<< std::endl;
out <<" further details on setting up accurate stereo "<< std::endl;
out <<" for your system. "<< std::endl;
out <<" -stereo ANAGLYPHIC - switch on anaglyphic(red/cyan) stereo rendering."<< std::endl;
out <<" -stereo QUAD_BUFFER - switch on quad buffered stereo rendering."<< std::endl;
out <<std::endl;
out <<" -stencil - use a visual with stencil buffer enabled, this "<< std::endl;
out <<" also allows the depth complexity statistics mode"<< std::endl;
out <<" to be used (press 'p' three times to cycle to it)."<< std::endl;
out << std::endl;
out<<"example:"<<std::endl;
out<<" osgtexture lz.rgb"<<std::endl;
out<<std::endl;
}
int main( int argc, char **argv )
{
// initialize the GLUT
glutInit( &argc, argv );
if (argc<2)
{
write_usage(osg::notify(osg::NOTICE),argv[0]);
return 0;
}
// create the commandline args.
std::vector<std::string> commandLine;
for(int i=1;i<argc;++i) commandLine.push_back(argv[i]);
// initialize the viewer.
osgGLUT::Viewer viewer;
// configure the viewer from the commandline arguments, and eat any
// parameters that have been matched.
viewer.readCommandLine(commandLine);
// configure the plugin registry from the commandline arguments, and
// eat any parameters that have been matched.
osgDB::readCommandLine(commandLine);
// load the images specified on command line
ImageList imageList = getImagesFromFiles(commandLine);
if (!imageList.empty())
{
// create a model from the images.
osg::Node* rootNode = createModelFromImages(imageList);
// add model to viewer.
viewer.addViewport( rootNode );
// register trackball, flight and drive.
viewer.registerCameraManipulator(new osgUtil::TrackballManipulator);
viewer.registerCameraManipulator(new osgUtil::FlightManipulator);
viewer.registerCameraManipulator(new osgUtil::DriveManipulator);
viewer.open();
viewer.run();
}
else
{
write_usage(osg::notify(osg::NOTICE),argv[0]);
return 0;
}
return 0;
}