Hi,

How do I add multiple OverlayNode to a scene? I read the post "Viewer with 2 
overlay nodes", using setOverlayTextureUnit to distinguish each OverlayNode, 
but this is limited by the number of multiple texture units supported. On my 
desktop, the number of multiple texture units supported by the graphics card is 
4, and the maximum available texture unit is 3, which means I can only add 3 
OverlayNode to the scene at most.


Code:

osg::ref_ptr<osg::Node> baseModel = createBase(osg::Vec3(center.x(), 
center.y(), baseHeight),radius);
osg::ref_ptr<osg::Node> movingModel = createMovingModel(center,radius*0.8f);

osg::ref_ptr<osg::Node> baseModel2 = createBase(osg::Vec3(center.x() + radius * 
2, center.y() + radius * 0, baseHeight), radius);
osg::ref_ptr<osg::Node> movingModel2 = createMovingModel(osg::Vec3(center.x() + 
radius * 2, center.y() + radius * 0, center.z()), radius*0.8f);

if (overlay)
{
osgSim::OverlayNode* overlayNode = new osgSim::OverlayNode(technique);
overlayNode->setContinuousUpdate(true);
overlayNode->setOverlaySubgraph(movingModel);
overlayNode->setOverlayBaseHeight(baseHeight-0.01);
overlayNode->setOverlayTextureUnit(1);//default
overlayNode->addChild(baseModel);
root->addChild(overlayNode);

osgSim::OverlayNode* overlayNode2 = new osgSim::OverlayNode(technique);
overlayNode2->setContinuousUpdate(true);
overlayNode2->setOverlaySubgraph(movingModel2);
overlayNode2->setOverlayBaseHeight(baseHeight - 0.01);
overlayNode->setOverlayTextureUnit(2);
overlayNode2->addChild(baseModel2);
root->addChild(overlayNode2);
}
else
{
root->addChild(baseModel);
root->addChild(baseModel2);
}

root->addChild(movingModel);
root->addChild(movingModel2);


 

Thank you!

Cheers,
Simen

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=76269#76269



/* OpenSceneGraph example, osganimate.
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#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/PositionAttitudeTransform>
#include <osg/Geometry>
#include <osg/Geode>

#include <osgUtil/Optimizer>

#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>

#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>

#include <osgSim/OverlayNode>

#include <osgViewer/Viewer>
#include <iostream>

osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float 
radius,double looptime)
{
    // set up the animation path
    osg::AnimationPath* animationPath = new osg::AnimationPath;
    animationPath->setLoopMode(osg::AnimationPath::LOOP);

    int numSamples = 40;
    float yaw = 0.0f;
    float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
    float roll = osg::inDegrees(30.0f);

    double time=0.0f;
    double time_delta = looptime/(double)numSamples;
    for(int i=0;i<numSamples;++i)
    {
        osg::Vec3 
position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
        osg::Quat 
rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));

        
animationPath->insert(time,osg::AnimationPath::ControlPoint(position,rotation));

        yaw += yaw_delta;
        time += time_delta;

    }
    return animationPath;
}

osg::Node* createBase(const osg::Vec3& center,float radius)
{



    int numTilesX = 10;
    int numTilesY = 10;

    float width = 2*radius;
    float height = 2*radius;

    osg::Vec3 v000(center - osg::Vec3(width*0.5f,height*0.5f,0.0f));
    osg::Vec3 dx(osg::Vec3(width/((float)numTilesX),0.0,0.0f));
    osg::Vec3 dy(osg::Vec3(0.0f,height/((float)numTilesY),0.0f));

    // fill in vertices for grid, note numTilesX+1 * numTilesY+1...
    osg::Vec3Array* coords = new osg::Vec3Array;
    int iy;
    for(iy=0;iy<=numTilesY;++iy)
    {
        for(int ix=0;ix<=numTilesX;++ix)
        {
            coords->push_back(v000+dx*(float)ix+dy*(float)iy);
        }
    }

    //Just two colours - black and white.
    osg::Vec4Array* colors = new osg::Vec4Array;
    colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); // white
    colors->push_back(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); // black

    osg::ref_ptr<osg::DrawElementsUShort> whitePrimitives = new 
osg::DrawElementsUShort(GL_QUADS);
    osg::ref_ptr<osg::DrawElementsUShort> blackPrimitives = new 
osg::DrawElementsUShort(GL_QUADS);

    int numIndicesPerRow=numTilesX+1;
    for(iy=0;iy<numTilesY;++iy)
    {
        for(int ix=0;ix<numTilesX;++ix)
        {
            osg::DrawElementsUShort* primitives = ((iy+ix)%2==0) ? 
whitePrimitives.get() : blackPrimitives.get();
            primitives->push_back(ix    +(iy+1)*numIndicesPerRow);
            primitives->push_back(ix    +iy*numIndicesPerRow);
            primitives->push_back((ix+1)+iy*numIndicesPerRow);
            primitives->push_back((ix+1)+(iy+1)*numIndicesPerRow);
        }
    }

    // set up a single normal
    osg::Vec3Array* normals = new osg::Vec3Array;
    normals->push_back(osg::Vec3(0.0f,0.0f,1.0f));

    osg::Geometry* geom = new osg::Geometry;
    geom->setVertexArray(coords);

    geom->setColorArray(colors, osg::Array::BIND_PER_PRIMITIVE_SET);

    geom->setNormalArray(normals, osg::Array::BIND_OVERALL);

    geom->addPrimitiveSet(whitePrimitives.get());
    geom->addPrimitiveSet(blackPrimitives.get());

    osg::Geode* geode = new osg::Geode;
    geode->addDrawable(geom);

    return geode;
}

osg::Node* createMovingModel(const osg::Vec3& center, float radius)
{
    float animationLength = 10.0f;

    osg::AnimationPath* animationPath = 
createAnimationPath(center,radius,animationLength);

    osg::ref_ptr<osg::Group> model = new osg::Group;

    osg::ref_ptr<osg::Node> glider = osgDB::readRefNodeFile("glider.osgt");
    if (glider)
    {
        const osg::BoundingSphere& bs = glider->getBound();

        float size = radius/bs.radius()*0.3f;
        osg::MatrixTransform* positioned = new osg::MatrixTransform;
        positioned->setDataVariance(osg::Object::STATIC);
        positioned  ->setMatrix(osg::Matrix::translate(-bs.center())*
                                     osg::Matrix::scale(size,size,size)*
                                     
osg::Matrix::rotate(osg::inDegrees(-90.0f),0.0f,0.0f,1.0f));

        positioned->addChild(glider);

        osg::PositionAttitudeTransform* xform = new 
osg::PositionAttitudeTransform;
        xform->setUpdateCallback(new 
osg::AnimationPathCallback(animationPath,0.0,1.0));
        xform->addChild(positioned);

        model->addChild(xform);
    }

    osg::ref_ptr<osg::Node> cessna = osgDB::readRefNodeFile("cessna.osgt");
    if (cessna)
    {
        const osg::BoundingSphere& bs = cessna->getBound();

        float size = radius/bs.radius()*0.3f;
        osg::MatrixTransform* positioned = new osg::MatrixTransform;
        positioned->setDataVariance(osg::Object::STATIC);
        positioned->setMatrix(osg::Matrix::translate(-bs.center())*
                                     osg::Matrix::scale(size,size,size)*
                                     
osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,1.0f));

        positioned->addChild(cessna);

        osg::ref_ptr<osg::MatrixTransform> xform = new osg::MatrixTransform;
        xform->setUpdateCallback(new 
osg::AnimationPathCallback(animationPath,0.0f,2.0));
        xform->addChild(positioned);

        model->addChild(xform);
    }

    #ifndef OSG_GLES2_AVAILABLE
    model->getOrCreateStateSet()->setMode(GL_NORMALIZE, 
osg::StateAttribute::ON);
    #endif

    return model.release();
}

osg::ref_ptr<osg::Group> createModel(bool overlay, 
osgSim::OverlayNode::OverlayTechnique technique)
{
    osg::Vec3 center(0.0f,0.0f,0.0f);
    float radius = 100.0f;

    osg::ref_ptr<osg::Group> root = new osg::Group;

    float baseHeight = center.z()-radius*0.5;
    osg::ref_ptr<osg::Node> baseModel = createBase(osg::Vec3(center.x(), 
center.y(), baseHeight),radius);
    osg::ref_ptr<osg::Node> movingModel = createMovingModel(center,radius*0.8f);

        osg::ref_ptr<osg::Node> baseModel2 = createBase(osg::Vec3(center.x() + 
radius * 2, center.y() + radius * 0, baseHeight), radius);
        osg::ref_ptr<osg::Node> movingModel2 = 
createMovingModel(osg::Vec3(center.x() + radius * 2, center.y() + radius * 0, 
center.z()), radius*0.8f);

    if (overlay)
    {
        osgSim::OverlayNode* overlayNode = new osgSim::OverlayNode(technique);
        overlayNode->setContinuousUpdate(true);
        overlayNode->setOverlaySubgraph(movingModel);
        overlayNode->setOverlayBaseHeight(baseHeight-0.01);
                overlayNode->setOverlayTextureUnit(1);//default
        overlayNode->addChild(baseModel);
        root->addChild(overlayNode);

                osgSim::OverlayNode* overlayNode2 = new 
osgSim::OverlayNode(technique);
                overlayNode2->setContinuousUpdate(true);
                overlayNode2->setOverlaySubgraph(movingModel2);
                overlayNode2->setOverlayBaseHeight(baseHeight - 0.01);
                overlayNode->setOverlayTextureUnit(2);
                overlayNode2->addChild(baseModel2);
                root->addChild(overlayNode2);
    }
    else
    {
                root->addChild(baseModel);
        root->addChild(baseModel2);
    }

    root->addChild(movingModel);
        root->addChild(movingModel2);

    return root;
}


int main( int argc, char **argv )
{

    bool overlay = false;
    osg::ArgumentParser arguments(&argc,argv);
    while (arguments.read("--overlay")) overlay = true;

    osgSim::OverlayNode::OverlayTechnique technique = 
osgSim::OverlayNode::OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY;
    while (arguments.read("--object")) { technique = 
osgSim::OverlayNode::OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY; overlay=true; }
    while (arguments.read("--ortho") || arguments.read("--orthographic")) { 
technique = osgSim::OverlayNode::VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY; 
overlay=true; }
    while (arguments.read("--persp") || arguments.read("--perspective")) { 
technique = osgSim::OverlayNode::VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY; 
overlay=true; }


    // initialize the viewer.
    osgViewer::Viewer viewer;

    // load the nodes from the commandline arguments.
    osg::ref_ptr<osg::Group> model = createModel(overlay, technique);
    if (!model)
    {
        return 1;
    }

    // tilt the scene so the default eye position is looking down on the model.
    osg::ref_ptr<osg::MatrixTransform> rootnode = new osg::MatrixTransform;
    
rootnode->setMatrix(osg::Matrix::rotate(osg::inDegrees(30.0f),1.0f,0.0f,0.0f));
    rootnode->addChild(model);

    // run optimization over the scene graph
    osgUtil::Optimizer optimzer;
    optimzer.optimize(rootnode);

    std::string filename;
    if (arguments.read("-o",filename))
    {
        osgDB::writeNodeFile(*rootnode, filename);
        return 1;
    }

    // set the scene to render
    viewer.setSceneData(rootnode);

    viewer.setCameraManipulator(new osgGA::TrackballManipulator());

    // viewer.setUpViewOnSingleScreen(1);

#if 0

    // use of custom simulation time.

    viewer.realize();

    double simulationTime = 0.0;

    while (!viewer.done())
    {
        viewer.frame(simulationTime);
        simulationTime += 0.001;
    }

    return 0;
#else

    // normal viewer usage.
    return viewer.run();

#endif
}
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