Hi Robert and osgUsers,
I have modified my code in order to use 2 Camera Node but the problem is the
same. I have used an osg::Camera in order to render some text in screen with
ortho2D projection with resolution 1600x1200. When I attach, as a child, a
new camera node (with viewport sets as a rectangle of 100x100) dimension is
refering to Default projection (Monitor resolution, in my case 1280x800)
not in resolution that I have specified in parent Camera Node.
In attach there is an example of what I mean
Thank you very much
Carlo
2006/12/14, Carlo Camporesi <[EMAIL PROTECTED]>:
Hi Robert,
Thank you for your suggestion.
Carlo
2006/12/14, Robert Osfield <[EMAIL PROTECTED]>:
>
> Hi Alberto,
>
> On 12/14/06, Alberto Luaces <[EMAIL PROTECTED]> wrote:
> > Is osg::Camera only available on CVS? Here on OSG 1.2 I can only find
> > Producer::Camera and osg::CameraNode
>
> In CVS osg::CameraNode has been simply renamed osg::Camera, there now
> a typedef from Camera to CameraNode so old code work without any
> changes.
>
> Robert.
> _______________________________________________
> osg-users mailing list
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> http://www.openscenegraph.org/
>
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osgUtil/Optimizer>
#include <osgDB/ReadFile>
#include <osgProducer/Viewer>
#include <osg/Material>
#include <osg/Geode>
#include <osg/BlendFunc>
#include <osg/Depth>
#include <osg/Projection>
#include <osg/PolygonOffset>
#include <osg/MatrixTransform>
#include <osg/Camera>
#include <osg/FrontFace>
#include <osgText/Text>
osg::Node* createRearView(osg::Node* subgraph, const osg::Vec4& clearColour)
{
osg::Camera* camera = new osg::Camera;
osg::Vec3 centermodel = subgraph->getBound().center();
osg::Vec3 center(centermodel.x(), centermodel.y(), centermodel.z() -90);
osg::Vec3 eye(center.x(), center.y(), center.z() -100);
osg::Vec3 up(0.0,-1.0,0.0);
// set the viewport
camera->setViewport(10,10,400,300);
// set the view matrix
camera->setCullingActive(false);
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setTransformOrder(osg::Camera::POST_MULTIPLY);
//camera->setProjectionMatrix(osg::Matrixd::scale(-1.0f,1.0f,1.0f));
//camera->setViewMatrix(osg::Matrixd::rotate(osg::inDegrees(180.0f),0.0f,1.0f,0.0f));
camera->setViewMatrixAsLookAt(eye, center, up);
camera->setProjectionMatrixAsFrustum(-100,100,-100,100,-1000,1000);
// set clear the color and depth buffer
camera->setClearColor(clearColour);
camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
// draw subgraph after main camera view.
camera->setRenderOrder(osg::Camera::POST_RENDER);
// add the subgraph to draw.
camera->addChild(subgraph);
// switch of back face culling as we've swapped over the projection matrix
making back faces become front faces.
camera->getOrCreateStateSet()->setAttribute(new
osg::FrontFace(osg::FrontFace::CLOCKWISE));
return camera;
}
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this
program.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+"
is the example which demonstrates how to do Head Up Displays.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+"
[options] [filename] ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or
--help","Display this information");
// construct the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
// read the scene from the list of file specified commandline args.
osg::ref_ptr<osg::Node> scene = osgDB::readNodeFiles(arguments);
osg::ref_ptr<osg::Group> group = new osg::Group;
// add the HUD subgraph.
if (scene.valid()) group->addChild(scene.get());
osg::Vec4 colour = viewer.getClearColor();
colour.r() *= 0.5f;
colour.g() *= 0.5f;
colour.b() *= 0.5f;
//INIT - EXAMPLE CODE: camera 1
osg::Camera* cam = new osg::Camera;
cam->setProjectionMatrixAsOrtho2D(0, 1600, 0, 1200); //I'm setting
Projection To 1600x1200
cam->setReferenceFrame( osg::Transform::ABSOLUTE_RF );
cam->setViewMatrix( osg::Matrix::identity() );
cam->setRenderOrder( osg::Camera::POST_RENDER );
cam->setClearMask( GL_DEPTH_BUFFER_BIT );
//EXAMPLE CODE: camera 2
osg::Camera* camera = new osg::Camera;
osg::Vec3 centermodel = scene.get()->getBound().center();
osg::Vec3 center(centermodel.x(), centermodel.y(), centermodel.z() -90);
osg::Vec3 eye(center.x(), center.y(), center.z() -100);
osg::Vec3 up(0.0,-1.0,0.0);
// set the viewport
camera->setViewport(0,0,100,100); //I'm setting the Viewport (THESE
coordinates live in monitor resolution not in 1600x1200)
// set the view matrix
camera->setCullingActive(false);
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setTransformOrder(osg::Camera::POST_MULTIPLY);
camera->setViewMatrixAsLookAt(eye, center, up);
camera->setProjectionMatrixAsFrustum(-100,100,-100,100,-1000,1000);
// set clear the color and depth buffer
camera->setClearColor(colour);
camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
// draw subgraph after main camera view.
camera->setRenderOrder(osg::Camera::POST_RENDER);
// add the subgraph to draw.
camera->addChild(scene.get());
//add Camera in Camera
cam->addChild(camera);
osg::ref_ptr<osg::Geode> geode = new osg::Geode();
osg::ref_ptr<osgText::Text> text = new osgText::Text; //This text
lives in 1600x1200
osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
stateset->setMode( GL_DEPTH_TEST,osg::StateAttribute::OFF );
geode->setName( "Label Message" );
cam->addChild( geode.get() );
geode->addDrawable( text.get() );
text->setFont( "Arial.ttf" );
text->setText( "TEXTTTTTTTTTT" );
text->setPosition( osg::Vec3(20.0f, 600.0f, 0.0f) );
text->setCharacterSize( 30.0f );
// note tone down the normal back ground colour to make it obvious that
there is a seperate camera inserted.
group->addChild(cam);
//END - EXAMPLE CODE
// set the scene to render
viewer.setSceneData(group.get());
// create the windows and run the threads.
viewer.realize();
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.
viewer.sync();
// run a clean up frame to delete all OpenGL objects.
viewer.cleanup_frame();
// wait for all the clean up frame to complete.
viewer.sync();
return 0;
}
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