Ported osgcopy, osgcubemap, osgdelaunay, osgdepthpartion, osgdistortion, osgfadetext, osgforest and osgfxbrowser to osgViewer
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@@ -6,7 +6,7 @@
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#include <osg/BlendFunc>
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#include <osg/LightSource>
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#include <osgProducer/Viewer>
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#include <osgViewer/Viewer>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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@@ -25,6 +25,7 @@
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#include <vector>
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#include <string>
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#include <iostream>
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class RotateCallback: public osg::NodeCallback {
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public:
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@@ -259,13 +260,13 @@ EffectPanel* build_gui(osg::Group* root)
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return effect_panel.release();
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}
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void build_world(osg::Group* root, osg::Node* scene, osgProducer::Viewer& viewer)
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void build_world(osg::Group* root, osg::Node* scene, osgViewer::Viewer& viewer)
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{
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osg::ref_ptr<EffectPanel> effect_panel = build_gui(root);
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effect_panel->setScene(scene);
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effect_panel->rebuild();
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viewer.getEventHandlerList().push_front(new EffectPanel::KeyboardHandler(effect_panel.get()));
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viewer.addEventHandler(new EffectPanel::KeyboardHandler(effect_panel.get()));
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root->addChild(effect_panel->getRoot());
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}
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@@ -288,13 +289,7 @@ int main(int argc, char *argv[])
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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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osgViewer::Viewer viewer;
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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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@@ -358,31 +353,5 @@ int main(int argc, char *argv[])
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// set the scene to render
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viewer.setSceneData(root.get());
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// create the windows and run the threads.
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viewer.realize();
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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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// wait for all cull and draw threads to complete.
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viewer.sync();
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// run a clean up frame to delete all OpenGL objects.
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viewer.cleanup_frame();
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// wait for all the clean up frame to complete.
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viewer.sync();
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return 0;
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return viewer.run();
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}
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