New osgtexture2D example code.

This commit is contained in:
Robert Osfield
2003-04-01 16:00:33 +00:00
parent 49b62ff92c
commit b63a49ca3f

View File

@@ -4,381 +4,505 @@
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/DrawPixels>
#include <osg/PolygonOffset>
#include <osg/Geode>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgText/Text>
#include <osgProducer/Viewer>
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// A simple demo demonstrating different texturing modes,
// including using of texture extensions.
// filter wall and animation callback.
//
// include std to get round dumb compilers which can't handle std::hex/dec.
using namespace std;
typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;
class Texture2DCallback : public osg::NodeCallback
class FilterCallback : public osg::NodeCallback
{
public:
Texture2DCallback(osg::Texture2D* texture):_texture(texture)
{
_filterRange.push_back(osg::Texture2D::LINEAR);
_filterRange.push_back(osg::Texture2D::LINEAR_MIPMAP_LINEAR);
_filterRange.push_back(osg::Texture2D::LINEAR_MIPMAP_NEAREST);
_filterRange.push_back(osg::Texture2D::NEAREST);
_filterRange.push_back(osg::Texture2D::NEAREST_MIPMAP_LINEAR);
_filterRange.push_back(osg::Texture2D::NEAREST_MIPMAP_NEAREST);
_currPos = 0;
_prevTime = 0.0;
}
public:
FilterCallback(osg::Texture2D* texture,osgText::Text* text,double delay=1.0):
_texture(texture),
_text(text),
_delay(delay),
_currPos(0),
_prevTime(0.0)
{
_minFilterList.push_back(osg::Texture2D::NEAREST);
_magFilterList.push_back(osg::Texture2D::NEAREST);
_textList.push_back("Nearest filtering\nsetFilter(MIN_FILTER,NEAREST)\nsetFilter(MAG_FILTER,NEAREST)");
virtual ~Texture2DCallback() {}
_minFilterList.push_back(osg::Texture2D::LINEAR);
_magFilterList.push_back(osg::Texture2D::LINEAR);
_textList.push_back("Linear filtering\nsetFilter(MIN_FILTER,LINEAR)\nsetFilter(MAG_FILTER,LINEAR)");
virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
_minFilterList.push_back(osg::Texture2D::NEAREST_MIPMAP_NEAREST);
_magFilterList.push_back(osg::Texture2D::LINEAR);
_textList.push_back("nearest mip mapping (default filtering)\nsetFilter(MIN_FILTER,)\nsetFilter(MAG_FILTER,LINEAR)");
_minFilterList.push_back(osg::Texture2D::LINEAR_MIPMAP_NEAREST);
_magFilterList.push_back(osg::Texture2D::LINEAR);
_textList.push_back("bi-linear mip mapping\nsetFilter(MIN_FILTER,LINEAR_MIPMAP_NEAREST)\nsetFilter(MAG_FILTER,LINEAR)");
_minFilterList.push_back(osg::Texture2D::NEAREST_MIPMAP_LINEAR);
_magFilterList.push_back(osg::Texture2D::LINEAR);
_textList.push_back("bi-linear mip mapping\nsetFilter(MIN_FILTER,NEAREST_MIPMAP_LINEAR)\nsetFilter(MAG_FILTER,LINEAR)");
_minFilterList.push_back(osg::Texture2D::LINEAR_MIPMAP_LINEAR);
_magFilterList.push_back(osg::Texture2D::LINEAR);
_textList.push_back("Tri-linear mip mapping (default filtering)\nsetFilter(MIN_FILTER,LINEAR_MIP_LINEAR)\nsetFilter(MAG_FILTER,LINEAR)");
setValues();
}
virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
{
if (nv->getFrameStamp())
{
if (nv->getFrameStamp())
double currTime = nv->getFrameStamp()->getReferenceTime();
if (currTime-_prevTime>_delay)
{
double currTime = nv->getFrameStamp()->getReferenceTime();
if (currTime-_prevTime>1.0)
{
cout<<"Updating texturing filter to "<<hex<<_filterRange[_currPos]<<dec<<std::endl;
_texture->setFilter(osg::Texture2D::MAG_FILTER,_filterRange[_currPos]);
_currPos++;
if (_currPos>=_filterRange.size()) _currPos=0;
_prevTime = currTime;
}
// update filter modes and text.
setValues();
// advance the current positon, wrap round if required.
_currPos++;
if (_currPos>=_minFilterList.size()) _currPos=0;
// record time
_prevTime = currTime;
}
}
osg::ref_ptr<osg::Texture2D> _texture;
std::vector<osg::Texture2D::FilterMode> _filterRange;
unsigned int _currPos;
double _prevTime;
}
void setValues()
{
_texture->setFilter(osg::Texture2D::MIN_FILTER,_minFilterList[_currPos]);
_texture->setFilter(osg::Texture2D::MAG_FILTER,_magFilterList[_currPos]);
_text->setText(_textList[_currPos]);
}
protected:
typedef std::vector<osg::Texture2D::FilterMode> FilterList;
typedef std::vector<std::string> TextList;
osg::ref_ptr<osg::Texture2D> _texture;
osg::ref_ptr<osgText::Text> _text;
double _delay;
FilterList _minFilterList;
FilterList _magFilterList;
TextList _textList;
unsigned int _currPos;
double _prevTime;
};
/**
* Function to read several images files (typically one) as specified
* on the command line, and return them in an ImageList
*/
ImageList getImagesFromFiles(osg::ArgumentParser& arguments)
osg::Node* createFilterWall(osg::BoundingBox& bb,const std::string& filename)
{
osg::Group* group = new osg::Group;
// left hand side of bounding box.
osg::Vec3 top_left(bb.xMin(),bb.yMin(),bb.zMax());
osg::Vec3 bottom_left(bb.xMin(),bb.yMin(),bb.zMin());
osg::Vec3 bottom_right(bb.xMin(),bb.yMax(),bb.zMin());
osg::Vec3 top_right(bb.xMin(),bb.yMax(),bb.zMax());
osg::Vec3 center(bb.xMin(),(bb.yMin()+bb.yMax())*0.5f,(bb.zMin()+bb.zMax())*0.5f);
float height = bb.zMax()-bb.zMin();
// create the geometry for the wall.
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array(4);
(*vertices)[0] = top_left;
(*vertices)[1] = bottom_left;
(*vertices)[2] = bottom_right;
(*vertices)[3] = top_right;
geom->setVertexArray(vertices);
osg::Vec2Array* texcoords = new osg::Vec2Array(4);
(*texcoords)[0].set(0.0f,1.0f);
(*texcoords)[1].set(0.0f,0.0f);
(*texcoords)[2].set(1.0f,0.0f);
(*texcoords)[3].set(1.0f,1.0f);
geom->setTexCoordArray(0,texcoords);
ImageList imageList;
osg::Vec3Array* normals = new osg::Vec3Array(1);
(*normals)[0].set(1.0f,0.0f,0.0f);
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4));
osg::Geode* geom_geode = new osg::Geode;
geom_geode->addDrawable(geom);
group->addChild(geom_geode);
// set up the texture state.
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(osgDB::readImageFile(filename));
osg::StateSet* stateset = geom->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
// create the text label.
osgText::Text* text = new osgText::Text;
text->setFont("fonts/arial.ttf");
text->setPosition(center);
text->setCharacterSize(height*0.03f);
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::YZ_PLANE);
osg::Geode* text_geode = new osg::Geode;
text_geode->addDrawable(text);
osg::StateSet* text_stateset = text_geode->getOrCreateStateSet();
text_stateset->setAttributeAndModes(new osg::PolygonOffset(-1.0f,-1.0f),osg::StateAttribute::ON);
group->addChild(text_geode);
for(int i=1;i<arguments.argc();++i)
// set the update callback to cycle through the various min and mag filter modes.
group->setUpdateCallback(new FilterCallback(texture,text));
return group;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// anisotropic wall and animation callback.
//
class AnisotropicCallback : public osg::NodeCallback
{
public:
AnisotropicCallback(osg::Texture2D* texture,osgText::Text* text,double delay=1.0):
_texture(texture),
_text(text),
_delay(delay),
_currPos(0),
_prevTime(0.0)
{
if (!arguments.isOption(i))
{
// not an option so assume string is a filename.
osg::Image *image = osgDB::readImageFile( arguments[i] );
if (image)
{
imageList.push_back(image);
}
_maxAnisotropyList.push_back(1.0f);
_textList.push_back("No anisotropic filtering (default)\nsetMaxAnisotropy(1.0f)");
_maxAnisotropyList.push_back(2.0f);
_textList.push_back("Anisotropic filtering\nsetMaxAnisotropy(2.0f)");
_maxAnisotropyList.push_back(4.0f);
_textList.push_back("Anisotropic filtering\nsetMaxAnisotropy(4.0f)");
_maxAnisotropyList.push_back(8.0f);
_textList.push_back("Anisotropic filtering\nsetMaxAnisotropy(8.0f)");
_maxAnisotropyList.push_back(16.0f);
_textList.push_back("Higest quality anisotropic filtering\nsetMaxAnisotropy(16.0f)");
setValues();
}
virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
{
if (nv->getFrameStamp())
{
double currTime = nv->getFrameStamp()->getReferenceTime();
if (currTime-_prevTime>_delay)
{
// update filter modes and text.
setValues();
// advance the current positon, wrap round if required.
_currPos++;
if (_currPos>=_maxAnisotropyList.size()) _currPos=0;
// record time
_prevTime = currTime;
}
}
}
if (imageList.size()==0)
void setValues()
{
osg::notify(osg::WARN) << "No image data loaded."<<endl;
_texture->setMaxAnisotropy(_maxAnisotropyList[_currPos]);
_text->setText(_textList[_currPos]);
}
return imageList;
}
protected:
/** create 2,2 square with center at 0,0,0 and aligned along the XZ plan */
osg::Drawable* createSquare(float textureCoordMax=1.0f)
typedef std::vector<float> AnisotropyList;
typedef std::vector<std::string> TextList;
osg::ref_ptr<osg::Texture2D> _texture;
osg::ref_ptr<osgText::Text> _text;
double _delay;
AnisotropyList _maxAnisotropyList;
TextList _textList;
unsigned int _currPos;
double _prevTime;
};
osg::Node* createAnisotripicWall(osg::BoundingBox& bb,const std::string& filename)
{
// set up the Geometry.
osg::Group* group = new osg::Group;
// left hand side of bounding box.
osg::Vec3 top_left(bb.xMin(),bb.yMax(),bb.zMin());
osg::Vec3 bottom_left(bb.xMin(),bb.yMin(),bb.zMin());
osg::Vec3 bottom_right(bb.xMax(),bb.yMin(),bb.zMin());
osg::Vec3 top_right(bb.xMax(),bb.yMax(),bb.zMin());
osg::Vec3 center((bb.xMin()+bb.xMax())*0.5f,(bb.yMin()+bb.yMax())*0.5f,bb.zMin());
float height = bb.yMax()-bb.yMin();
// create the geometry for the wall.
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array(4);
(*vertices)[0] = top_left;
(*vertices)[1] = bottom_left;
(*vertices)[2] = bottom_right;
(*vertices)[3] = top_right;
geom->setVertexArray(vertices);
osg::Vec2Array* texcoords = new osg::Vec2Array(4);
(*texcoords)[0].set(0.0f,1.0f);
(*texcoords)[1].set(0.0f,0.0f);
(*texcoords)[2].set(1.0f,0.0f);
(*texcoords)[3].set(1.0f,1.0f);
geom->setTexCoordArray(0,texcoords);
osg::Vec3Array* coords = new osg::Vec3Array(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);
geom->setVertexArray(coords);
osg::Vec3Array* norms = new osg::Vec3Array(1);
(*norms)[0].set(0.0f,-1.0f,0.0f);
geom->setNormalArray(norms);
osg::Vec3Array* normals = new osg::Vec3Array(1);
(*normals)[0].set(0.0f,0.0f,1.0f);
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
osg::Vec2Array* tcoords = new osg::Vec2Array(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);
geom->setTexCoordArray(0,tcoords);
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
return geom;
}
osg::Node* createTexturedItem(const osg::Vec3& offset,osg::Texture2D* 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::MatrixTransform* local_transform = new osg::MatrixTransform;
local_transform->postMult(osg::Matrix::translate(offset));
// create the StateSet to store the texture data
osg::StateSet* stateset = new osg::StateSet;
geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4));
osg::Geode* geom_geode = new osg::Geode;
geom_geode->addDrawable(geom);
group->addChild(geom_geode);
// set up the texture state.
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(osgDB::readImageFile(filename));
osg::StateSet* stateset = geom->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0,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;
// create the text label.
osgText::Text* text = new osgText::Text;
text->setFont("fonts/arial.ttf");
text->setPosition(center);
text->setCharacterSize(height*0.03f);
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::XY_PLANE);
osg::Geode* text_geode = new osg::Geode;
text_geode->addDrawable(text);
osg::StateSet* text_stateset = text_geode->getOrCreateStateSet();
text_stateset->setAttributeAndModes(new osg::PolygonOffset(-1.0f,-1.0f),osg::StateAttribute::ON);
group->addChild(text_geode);
// set the update callback to cycle through the various min and mag filter modes.
group->setUpdateCallback(new AnisotropicCallback(texture,text));
return group;
}
osg::Node* createLayer(const osg::Vec3& offset,osg::Image* image,osg::Node* geometry,osg::Node* geometryRep)
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// filter wall and animation callback.
//
class WrapCallback : public osg::NodeCallback
{
if (image==NULL) return NULL;
osg::MatrixTransform* top_transform = new osg::MatrixTransform;
top_transform->postMult(osg::Matrix::translate(offset));
public:
osg::Vec3 local_offset(0.0f,0.0f,0.0f);
osg::Vec3 local_delta(3.0f,0.0f,0.0f);
// // use DrawPixels drawable to draw a pixel image.
// {
//
// osg::DrawPixels* drawimage = new osg::DrawPixels;
// drawimage->setPosition(local_offset);
// drawimage->setImage(image);
//
// osg::Geode* geode = new osg::Geode;
// geode->addDrawable(drawimage);
//
// // add the transform node to root group node.
// top_transform->addChild(geode);
//
// local_offset += local_delta;
// }
// defaults mipmapped texturing.
WrapCallback(osg::Texture2D* texture,osgText::Text* text,double delay=1.0):
_texture(texture),
_text(text),
_delay(delay),
_currPos(0),
_prevTime(0.0)
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
local_offset += local_delta;
// top_transform->setUpdateCallback(new TextureCallback(texture));
}
// bilinear
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
// set up bilinear filtering.
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_NEAREST);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
local_offset += local_delta;
_wrapList.push_back(osg::Texture2D::CLAMP);
_textList.push_back("Default tex coord clamp\nsetWrap(WRAP_S,CLAMP)");
_wrapList.push_back(osg::Texture2D::CLAMP_TO_EDGE);
_textList.push_back("Clamp to edge extension\nsetWrap(WRAP_S,CLAMP_TO_EDGE)");
_wrapList.push_back(osg::Texture2D::CLAMP_TO_BORDER);
_textList.push_back("Clamp to border color extension\nsetWrap(WRAP_S,CLAMP_TO_BORDER)");
_wrapList.push_back(osg::Texture2D::REPEAT);
_textList.push_back("Repear wrap\nsetWrap(WRAP_S,REPEAT)");
_wrapList.push_back(osg::Texture2D::MIRROR);
_textList.push_back("Mirror wrap extension\nsetWrap(WRAP_S,MIRROR)");
setValues();
}
// trilinear
virtual void operator()(osg::Node*, osg::NodeVisitor* nv)
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
// set up trilinear filtering.
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::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::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
// set up anistropic filtering.
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
texture->setMaxAnisotropy(2.0f);
// 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::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
texture->setInternalFormatMode(osg::Texture2D::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::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
texture->setInternalFormatMode(osg::Texture2D::USE_S3TC_DXT1_COMPRESSION);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometry));
local_offset += local_delta;
if (nv->getFrameStamp())
{
double currTime = nv->getFrameStamp()->getReferenceTime();
if (currTime-_prevTime>_delay)
{
// update filter modes and text.
setValues();
// advance the current positon, wrap round if required.
_currPos++;
if (_currPos>=_wrapList.size()) _currPos=0;
// record time
_prevTime = currTime;
}
}
}
// default wrap mode. (osg::Texture2D::CLAMP)
void setValues()
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometryRep));
local_offset += local_delta;
_texture->setWrap(osg::Texture2D::WRAP_S,_wrapList[_currPos]);
_texture->setWrap(osg::Texture2D::WRAP_T,_wrapList[_currPos]);
_text->setText(_textList[_currPos]);
}
// clamp-to-edge mode.
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
protected:
texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_EDGE);
typedef std::vector<osg::Texture2D::WrapMode> WrapList;
typedef std::vector<std::string> TextList;
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometryRep));
osg::ref_ptr<osg::Texture2D> _texture;
osg::ref_ptr<osgText::Text> _text;
double _delay;
WrapList _wrapList;
TextList _textList;
unsigned int _currPos;
double _prevTime;
};
local_offset += local_delta;
osg::Node* createWrapWall(osg::BoundingBox& bb,const std::string& filename)
{
osg::Group* group = new osg::Group;
// left hand side of bounding box.
osg::Vec3 top_left(bb.xMax(),bb.yMax(),bb.zMax());
osg::Vec3 bottom_left(bb.xMax(),bb.yMax(),bb.zMin());
osg::Vec3 bottom_right(bb.xMax(),bb.yMin(),bb.zMin());
osg::Vec3 top_right(bb.xMax(),bb.yMin(),bb.zMax());
osg::Vec3 center(bb.xMax(),(bb.yMin()+bb.yMax())*0.5f,(bb.zMin()+bb.zMax())*0.5f);
float height = bb.zMax()-bb.zMin();
// create the geometry for the wall.
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array(4);
(*vertices)[0] = top_left;
(*vertices)[1] = bottom_left;
(*vertices)[2] = bottom_right;
(*vertices)[3] = top_right;
geom->setVertexArray(vertices);
osg::Vec2Array* texcoords = new osg::Vec2Array(4);
(*texcoords)[0].set(-1.0f,2.0f);
(*texcoords)[1].set(-1.0f,-1.0f);
(*texcoords)[2].set(2.0f,-1.0f);
(*texcoords)[3].set(2.0f,2.0f);
geom->setTexCoordArray(0,texcoords);
}
osg::Vec3Array* normals = new osg::Vec3Array(1);
(*normals)[0].set(0.0f,-1.0f,0.0f);
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4));
osg::Geode* geom_geode = new osg::Geode;
geom_geode->addDrawable(geom);
group->addChild(geom_geode);
// set up the texture state.
osg::Texture2D* texture = new osg::Texture2D;
texture->setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,0.5f)); // only used when wrap is set to CLAMP_TO_BORDER
texture->setImage(osgDB::readImageFile(filename));
osg::StateSet* stateset = geom->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
// create the text label.
osgText::Text* text = new osgText::Text;
text->setFont("fonts/arial.ttf");
text->setPosition(center);
text->setCharacterSize(height*0.03f);
text->setAlignment(osgText::Text::CENTER_CENTER);
text->setAxisAlignment(osgText::Text::YZ_PLANE);
osg::Geode* text_geode = new osg::Geode;
text_geode->addDrawable(text);
osg::StateSet* text_stateset = text_geode->getOrCreateStateSet();
text_stateset->setAttributeAndModes(new osg::PolygonOffset(-1.0f,-1.0f),osg::StateAttribute::ON);
group->addChild(text_geode);
// repeat wrap mode.
{
// create the texture attribute
osg::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::REPEAT);
texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::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::Texture2D* texture = new osg::Texture2D;
texture->setImage(image);
texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::MIRROR);
texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::MIRROR);
// add the transform node to root group node.
top_transform->addChild(createTexturedItem(local_offset,texture,geometryRep));
local_offset += local_delta;
}
return top_transform;
// set the update callback to cycle through the various min and mag filter modes.
group->setUpdateCallback(new WrapCallback(texture,text));
return group;
}
osg::Node* createModelFromImages(ImageList& imageList)
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// filter wall and animation callback.
//
osg::Node* createSubloadWall(osg::BoundingBox& bb,const std::string& filename)
{
return 0;
}
osg::Node* createModel()
{
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::Geode* geode_noTexCoodRep = new osg::Geode();
geode_noTexCoodRep->addDrawable(drawable_noTexCoodRep);
osg::BoundingBox bb(0.0f,0.0f,0.0f,1.0f,1.0f,1.0f);
// 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::Geode* geode_texCoodRep = new osg::Geode();
geode_texCoodRep->addDrawable(drawable_texCoodRep);
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;
}
root->addChild(createFilterWall(bb,"Images/lz.rgb"));
root->addChild(createAnisotripicWall(bb,"Images/tank.rgb"));
root->addChild(createWrapWall(bb,"Images/tree0.rgba"));
root->addChild(createSubloadWall(bb,"Images/tree0.rgba"));
return root;
}
@@ -419,45 +543,31 @@ int main( int argc, char **argv )
return 1;
}
// load the images specified on command line
ImageList imageList = getImagesFromFiles(arguments);
if (!imageList.empty())
// create a model from the images.
osg::Node* rootNode = createModel();
// add model to viewer.
viewer.setSceneData( rootNode );
// create the windows and run the threads.
viewer.realize(Producer::CameraGroup::ThreadPerCamera);
while( !viewer.done() )
{
// create a model from the images.
osg::Node* rootNode = createModelFromImages(imageList);
imageList.clear();
// add model to viewer.
viewer.setSceneData( rootNode );
// create the windows and run the threads.
viewer.realize(Producer::CameraGroup::ThreadPerCamera);
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 before exit.
// 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();
}
else
{
return 0;
}
// wait for all cull and draw threads to complete before exit.
viewer.sync();