Group* startup() { // we need the scene's state set to enable the light for the entire scene Group *scene = new Group(); lightStateSet = scene->getOrCreateStateSet(); lightStateSet->ref(); // create VideoGeometry try { videoGeode = new VideoGeode(); // stars / starfield Material *material = new Material(); material->setEmission(Material::FRONT, Vec4(1.0f, 1.0f, 1.0f, 1.0f)); material->setAmbient(Material::FRONT, Vec4(1.0f, 1.0f, 1.0f, 1.0f)); material->setShininess(Material::FRONT, 25.0f); // creating a video plane videoGeode->prepareMaterial(material); //videoPlane = videoGeode->createVideoPlane(1,1, true); videoPlane = videoGeode->createVideoPlane(2,2, true); videoPlane->setPosition(Vec3(0,0,0)); } catch (char *e) { std::cerr << e; } scene->addChild(videoPlane); return scene; }
int main(int argc, char **argv) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(&argc,argv); // read the first useful arguments for creating video geode int camNumber=0; arguments.read("--cam",camNumber); int imWidth = 640; arguments.read("--width",imWidth); int imHeight = 480; arguments.read("--height",imHeight); int threshold = 230; arguments.read("--thres",threshold); // do we want to use a movie? movieName=""; arguments.read("--video", movieName); if(!movieName.empty()) cout<<"Movie name: "<<movieName<<endl; // we need the scene's state set to enable the light for the entire scene scene = new Group(); lightStateSet = scene->getOrCreateStateSet(); lightStateSet->ref(); /*cout<<"Number of arguments: "<<arguments.argc()<<endl; movieName = ""; if(arguments.argc() >= 3 && arguments.isString(2)){ movieName = arguments[2]; cout<<"Movie name: "<<movieName<<endl; }*/ // create VideoGeometry try { videoGeode = new VideoGeode(movieName,camNumber,imWidth,imHeight); videoGeode->setThreshold(threshold); // stars / starfield Material *material = new Material(); material->setEmission(Material::FRONT, Vec4(1.0f, 1.0f, 1.0f, 1.0f)); material->setAmbient(Material::FRONT, Vec4(1.0f, 1.0f, 1.0f, 1.0f)); material->setShininess(Material::FRONT, 25.0f); // creating a video plane videoGeode->prepareMaterial(material); //videoPlane = videoGeode->createVideoPlane(1,1, true); videoPlane = videoGeode->createVideoPlane(2,2, true); videoPlane->setPosition(Vec3(0,0,0)); } catch (char *e) { std::cerr << e; } scene->addChild(videoPlane); // load the nodes from the commandline arguments. model = new PositionAttitudeTransform(); Node *osgModel = osgDB::readNodeFiles(arguments); // if not loaded assume no arguments passed in, try use default mode instead. if (!osgModel) osgModel = osgDB::readNodeFile("cessna.osg"); // I can't get Xcode to search in this directory (OSG_FILE_PATH) so this does not work if (osgModel) { // Resizing the model so that it fits in the window BoundingSphere bs = osgModel->getBound(); float bsR = bs.radius(); float targetSize = 1.0f; // we set up the projection matrix as an ortho 2d between -1 and 1 --> hence the radius of the model should be of size 1 float factor = targetSize / bsR; std::cout << "Model Bounding Sphere radius is: " << bsR << std::endl; std::cout << "Scale factor is: " << factor << std::endl; model->setScale(osg::Vec3d(factor,factor,factor)); } // Adding the model to the PAT node model->addChild(osgModel); //Group *scene = startup(); //if (!scene) return 1; // create a light lightSource = new LightSource(); lightSource->setLight(createLight(Vec4(0.9f, 0.9f, 0.9f, 1.0f))); // enable the light for the entire scene lightSource->setLocalStateSetModes(StateAttribute::ON); lightSource->setStateSetModes(*lightStateSet, StateAttribute::ON); lightTransform = new PositionAttitudeTransform(); lightTransform->addChild(lightSource); lightTransform->setPosition(Vec3(0, 0, 100)); // Adding the 3D model to the scene scene->addChild(lightTransform); scene->addChild(model); // Testing the movie //osg::Image* image = osgDB::readImageFile(arguments[2]); //cout<<"Number of arguments: "<<arguments.argc()<<endl; //if(arguments.argc() >= 3 && arguments.isString(2)){ //cout<<"Movie name: "<<arguments[2]<<endl; // not sure this is actually useful //Material *mat = new Material(); //mat->setEmission(Material::FRONT, Vec4(1.0f, 1.0f, 1.0f, 1.0f)); //mat->setAmbient(Material::FRONT, Vec4(1.0f, 1.0f, 1.0f, 1.0f)); //mat->setShininess(Material::FRONT, 25.0f); //movieGeode->prepareMaterial(mat); //moviePlane = movieGeode->createMoviePlane(Vec3(5,5,5), 5, 5, true); // position, width, height, repeatTexture //scene->addChild(moviePlane); //} // Creating the viewer osgViewer::Viewer viewer; viewer.setUpViewOnSingleScreen(0); // Checking screen specs osgViewer::Viewer::Windows windows; viewer.getWindows(windows); int x,y,w,h; windows[0]->getWindowRectangle(x,y,w,h); cout<<"Window: "<<x<<" "<<y<<" "<<w<<" "<<h<<endl; //viewer.setUpViewInWindow(0,0,1280,800,0); //viewer.setUpViewInWindow(x,y,w,h,0); // Camera management cameraPosition = osg::Vec3(0.0f,-5.0f,0.0f); cameraTarget = osg::Vec3(0.0f,0.0f,0.0f); cameraUpVector = osg::Vec3(0.0f,0.0f,1.0f); viewer.setSceneData(scene); viewer.addEventHandler( new osgViewer::StatsHandler ); viewer.setCameraManipulator(new CustomCameraManipulator(cameraPosition, cameraTarget)); ref_ptr<CustomEventHandler> customHdler = new CustomEventHandler(videoGeode.get()); viewer.addEventHandler(customHdler.get()); // New test 11/05/2011 viewer.getCamera()->setViewMatrixAsLookAt(cameraPosition, cameraTarget,cameraUpVector); //viewer.getCamera()->setProjectionMatrixAsOrtho2D(-1,1,-1,1); viewer.getCamera()->setProjectionMatrixAsOrtho(-1,1,-1,1,-5,5); //osg::Matrixd m,m2; //m = viewer.getCamera()->getInverseViewMatrix(); //std::cout << "Camera inverse view matrix: " << m << std::endl; // Compulsory call viewer.realize(); while (!viewer.done()) { update(viewer.elapsedTime()); videoGeode->updateVideoTexture(); //m2 = viewer.getCamera()->getInverseViewMatrix(); //std::cout << "Camera inverse view matrix: " << m2 << std::endl; viewer.frame(); } }