Added examples directory, a place for all new OSG demo code.
Added osgcameragroup, osgviewer, osgtext, osgconv to the new examples directory.
This commit is contained in:
336
examples/osgtext/osgtext.cpp
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336
examples/osgtext/osgtext.cpp
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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 <osgProducer/Viewer>
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#include <osg/Material>
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#include <osg/Geode>
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#include <osg/BlendFunc>
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#include <osg/Depth>
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#include <osg/Projection>
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#include <osg/MatrixTransform>
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#include <osgText/Text>
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///////////////////////////////////////////////////////////////////////////////
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// globals
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#define TEXT_POLYGON "Polygon Font - jygq"
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#define TEXT_OUTLINE "Outline Font - jygq"
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#define TEXT_TEXTURE "Texture Font - jygq"
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#define TEXT_BITMAP "Bitmap Font - jygq"
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#define TEXT_PIXMAP "Pixmap Font - jygq"
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#define TEXT_COL_2D osg::Vec4(.9,.9,.9,1)
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#define TEXT_COL_3D osg::Vec4(.99,.3,.2,1)
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std::string ttfPath("fonts/times.ttf");
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std::string ttfPath1("fonts/arial.ttf");
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int gFontSize=18;
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int gFontSize1=24;
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std::vector<osg::ref_ptr<osgText::Text > > gTextList;
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osgText::Text::AlignmentType gAlignment=osgText::Text::LEFT_BOTTOM;
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osg::Group* createText()
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{
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osg::Group* rootNode = new osg::Group;
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osgText::Text* text;
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osg::Geode* geode;
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osg::Material* textMaterial;
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osg::StateSet* textState;
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double xOffset=150;
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double yOffset=gFontSize+10;
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///////////////////////////////////////////////////////////////////////////
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// setup the texts
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///////////////////////////////////////////////////////////////////////////
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// BitmapFont
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osgText::BitmapFont* bitmapFont= new osgText::BitmapFont(ttfPath,
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gFontSize1);
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text= new osgText::Text(bitmapFont);
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gTextList.push_back(text);
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text->setText(std::string("2d ")+std::string(TEXT_BITMAP));
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text->setPosition(osg::Vec3(xOffset,yOffset,0));
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text->setDrawMode( osgText::Text::TEXT |
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osgText::Text::BOUNDINGBOX |
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osgText::Text::ALIGNMENT );
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text->setAlignment(gAlignment);
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geode = new osg::Geode();
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geode->setName("BitmapFont");
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geode->addDrawable( text );
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textMaterial = new osg::Material();
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textMaterial->setColorMode( osg::Material::AMBIENT_AND_DIFFUSE);
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textMaterial->setDiffuse( osg::Material::FRONT_AND_BACK, TEXT_COL_2D);
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textState = new osg::StateSet();
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textState->setAttribute(textMaterial );
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geode->setStateSet( textState );
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rootNode->addChild(geode);
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xOffset+=90;
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yOffset+=120;
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///////////////////////////////////////////////////////////////////////////
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// PixmapFont
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osgText::PixmapFont* pixmapFont= new osgText::PixmapFont(ttfPath,
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gFontSize1);
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text= new osgText::Text(pixmapFont);
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gTextList.push_back(text);
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text->setText(std::string("2d ")+std::string(TEXT_PIXMAP));
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text->setPosition(osg::Vec3(xOffset,yOffset,0));
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text->setDrawMode( osgText::Text::TEXT |
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osgText::Text::BOUNDINGBOX |
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osgText::Text::ALIGNMENT );
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text->setAlignment(gAlignment);
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geode = new osg::Geode();
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geode->setName("PixmapFont");
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geode->addDrawable( text );
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textMaterial = new osg::Material();
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textMaterial->setColorMode( osg::Material::AMBIENT_AND_DIFFUSE);
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textMaterial->setDiffuse( osg::Material::FRONT_AND_BACK,TEXT_COL_2D);
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// to get antiaA pixmapFonts we have to draw them with blending
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osg::BlendFunc *transp= new osg::BlendFunc();
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transp->setFunction(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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textState = new osg::StateSet();
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textState->setAttribute(textMaterial );
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textState->setAttribute(transp);
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textState->setMode(GL_BLEND,osg::StateAttribute::ON);
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textState->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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geode->setStateSet( textState );
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rootNode->addChild(geode);
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xOffset+=90;
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yOffset+=120;
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///////////////////////////////////////////////////////////////////////////
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// TextureFont
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osgText::TextureFont* textureFont= new osgText::TextureFont(ttfPath1,
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gFontSize1);
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text= new osgText::Text(textureFont);
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gTextList.push_back(text);
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text->setText(std::string("2d ")+std::string(TEXT_TEXTURE));
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text->setPosition(osg::Vec3(xOffset,yOffset,0));
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text->setDrawMode( osgText::Text::TEXT |
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osgText::Text::BOUNDINGBOX |
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osgText::Text::ALIGNMENT );
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text->setAlignment(gAlignment);
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geode = new osg::Geode();
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geode->setName("TextureFont");
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geode->addDrawable( text );
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textMaterial = new osg::Material();
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textMaterial->setColorMode( osg::Material::AMBIENT_AND_DIFFUSE);
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textMaterial->setDiffuse( osg::Material::FRONT_AND_BACK, TEXT_COL_2D);
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// to get antiaA pixmapFonts we have to draw them with blending
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transp= new osg::BlendFunc();
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transp->setFunction(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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textState = new osg::StateSet();
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textState->setAttribute(textMaterial );
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textState->setAttribute(transp);
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textState->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::ON);
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textState->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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geode->setStateSet( textState );
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rootNode->addChild(geode);
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xOffset+=90;
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yOffset+=120;
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///////////////////////////////////////////////////////////////////////////
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// PolygonFont
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osgText::PolygonFont* polygonFont= new osgText::PolygonFont(ttfPath,
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gFontSize1,
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3);
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text= new osgText::Text(polygonFont);
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gTextList.push_back(text);
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text->setText(std::string("2d ")+std::string("TEXT_POLYGON"));
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text->setPosition(osg::Vec3(xOffset,yOffset,0));
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text->setDrawMode( osgText::Text::TEXT |
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osgText::Text::BOUNDINGBOX |
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osgText::Text::ALIGNMENT );
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text->setAlignment(gAlignment);
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geode = new osg::Geode();
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geode->setName("PolygonFont");
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geode->addDrawable( text );
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textMaterial = new osg::Material();
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textMaterial->setColorMode( osg::Material::AMBIENT_AND_DIFFUSE);
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textMaterial->setDiffuse( osg::Material::FRONT_AND_BACK, TEXT_COL_2D);
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textState = new osg::StateSet();
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textState->setAttribute(textMaterial );
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geode->setStateSet( textState );
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rootNode->addChild(geode);
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xOffset+=90;
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yOffset+=120;
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///////////////////////////////////////////////////////////////////////////
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// OutlineFont
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osgText::OutlineFont* outlineFont= new osgText::OutlineFont(ttfPath,
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gFontSize1,
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3);
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text= new osgText::Text(outlineFont);
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gTextList.push_back(text);
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text->setText(std::string("2d ")+std::string(TEXT_OUTLINE));
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text->setPosition(osg::Vec3(xOffset,yOffset,0));
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text->setDrawMode( osgText::Text::TEXT |
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osgText::Text::BOUNDINGBOX |
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osgText::Text::ALIGNMENT );
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text->setAlignment(gAlignment);
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geode = new osg::Geode();
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geode->setName("OutlineFont");
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geode->addDrawable( text );
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textMaterial = new osg::Material();
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textMaterial->setColorMode( osg::Material::AMBIENT_AND_DIFFUSE);
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textMaterial->setDiffuse( osg::Material::FRONT_AND_BACK, TEXT_COL_2D);
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textState = new osg::StateSet();
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textState->setAttribute(textMaterial );
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geode->setStateSet( textState );
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rootNode->addChild(geode);
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// now add a depth attribute to the scene to force it to draw on top.
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osg::Depth* depth = new osg::Depth;
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depth->setRange(0.0,0.0);
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osg::StateSet* rootState = new osg::StateSet();
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rootState->setAttribute(depth);
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rootState->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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rootNode->setStateSet(rootState);
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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);
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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()->setCommandLineUsage(arguments.getProgramName()+" [options] [filename] ...");
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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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// 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(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(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> rootNode = osgDB::readNodeFiles(arguments);
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// prepare scene.
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{
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if (rootNode.valid())
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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(rootNode.get());
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}
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// make sure the root node is group so we can add extra nodes to it.
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osg::Group* group = dynamic_cast<osg::Group*>(rootNode.get());
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if (!group)
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{
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group = new osg::Group;
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if (rootNode.valid()) group->addChild(rootNode.get());
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rootNode = group;
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}
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// create the hud.
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osg::Projection* projection = new osg::Projection;
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projection->setMatrix(osg::Matrix::ortho2D(0,1024,0,768));
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osg::MatrixTransform* modelview_abs = new osg::MatrixTransform;
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modelview_abs->setReferenceFrame(osg::Transform::RELATIVE_TO_ABSOLUTE);
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modelview_abs->setMatrix(osg::Matrix::identity());
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modelview_abs->addChild(createText());
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projection->addChild(modelview_abs);
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group->addChild(projection);
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}
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// set the scene to render
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viewer.setSceneData(rootNode.get());
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// create the windows and run the threads.
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viewer.realize(Producer::CameraGroup::ThreadPerCamera);
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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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return 0;
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}
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