From Nathan Monteleone, rewrote the osgpbuffer example so that it uses
Producer xplatform support for pbuffer instead of Win32 specific pathways
as support before. (with a few code tweaks to simplfy the code, by Robert Osfield).
This commit is contained in:
@@ -12,180 +12,17 @@
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#include <osgUtil/TransformCallback>
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#include <osgUtil/SmoothingVisitor>
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#include <osgUtil/UpdateVisitor>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgProducer/Viewer>
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#include <Producer/Camera>
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#include <Producer/CameraConfig>
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#include "RenderToTextureStage.h"
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#include "pbuffer.h"
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PBuffer* g_pPixelBuffer;
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class MyUpdateCallback : public osg::NodeCallback
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{
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public:
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MyUpdateCallback(osg::Node* subgraph):
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_subgraph(subgraph) {}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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// traverse the subgraph to update any nodes.
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if (_subgraph.valid()) _subgraph->accept(*nv);
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// must traverse the Node's subgraph
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traverse(node,nv);
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}
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osg::ref_ptr<osg::Node> _subgraph;
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};
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class MyCullCallback : public osg::NodeCallback
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{
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public:
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MyCullCallback(osg::Node* subgraph,osg::Texture2D* texture):
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_subgraph(subgraph),
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_texture(texture)
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{
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osgUtil::CullVisitor* cullVisitor = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cullVisitor && _texture.valid() && _subgraph.valid())
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doPreRender(*node,*cullVisitor);
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// must traverse the subgraph
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traverse(node,nv);
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}
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void doPreRender(osg::Node& node, osgUtil::CullVisitor& cv);
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osg::ref_ptr<osg::Node> _subgraph;
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osg::ref_ptr<osg::Texture2D> _texture;
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osg::ref_ptr<osg::StateSet> _localState;
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};
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void MyCullCallback::doPreRender(osg::Node&, osgUtil::CullVisitor& cv)
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{
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const osg::BoundingSphere& bs = _subgraph->getBound();
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if (!bs.valid())
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{
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osg::notify(osg::WARN) << "bb invalid"<<_subgraph.get()<<std::endl;
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return;
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}
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// create the render to texture stage.
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osg::ref_ptr<MyRenderToTextureStage> rtts = new MyRenderToTextureStage;
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rtts->setPBuffer(g_pPixelBuffer);
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// set up lighting.
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// currently ignore lights in the scene graph itself..
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// will do later.
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osgUtil::RenderStage* previous_stage = cv.getCurrentRenderBin()->getStage();
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// set up the background color and clear mask.
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rtts->setClearColor(osg::Vec4(0.1f,0.9f,0.3f,1.0f));
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rtts->setClearMask(previous_stage->getClearMask());
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// set up to charge the same RenderStageLighting is the parent previous stage.
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rtts->setRenderStageLighting(previous_stage->getRenderStageLighting());
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// record the render bin, to be restored after creation
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// of the render to text
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osgUtil::RenderBin* previousRenderBin = cv.getCurrentRenderBin();
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// set the current renderbin to be the newly created stage.
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cv.setCurrentRenderBin(rtts.get());
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float znear = 1.0f*bs.radius();
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float zfar = 3.0f*bs.radius();
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// 2:1 aspect ratio as per flag geomtry below.
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float top = 0.25f*znear;
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float right = 0.5f*znear;
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znear *= 0.9f;
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zfar *= 1.1f;
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// set up projection.
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osg::RefMatrix* projection = new osg::RefMatrix;
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projection->makeFrustum(-right,right,-top,top,znear,zfar);
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cv.pushProjectionMatrix(projection);
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osg::RefMatrix* matrix = new osg::RefMatrix;
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matrix->makeLookAt(bs.center()+osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
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cv.pushModelViewMatrix(matrix);
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if (!_localState) _localState = new osg::StateSet;
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cv.pushStateSet(_localState.get());
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{
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// traverse the subgraph
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_subgraph->accept(cv);
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}
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cv.popStateSet();
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// restore the previous model view matrix.
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cv.popModelViewMatrix();
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// restore the previous model view matrix.
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cv.popProjectionMatrix();
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// restore the previous renderbin.
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cv.setCurrentRenderBin(previousRenderBin);
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if (rtts->getRenderGraphList().size()==0 && rtts->getRenderBinList().size()==0)
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{
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// getting to this point means that all the subgraph has been
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// culled by small feature culling or is beyond LOD ranges.
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return;
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}
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int height = 512;
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int width = 512;
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const osg::Viewport& viewport = *cv.getViewport();
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// offset the impostor viewport from the center of the main window
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// viewport as often the edges of the viewport might be obscured by
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// other windows, which can cause image/reading writing problems.
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int center_x = viewport.x()+viewport.width()/2;
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int center_y = viewport.y()+viewport.height()/2;
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osg::Viewport* new_viewport = new osg::Viewport;
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// new_viewport->setViewport(center_x-width/2,center_y-height/2,width,height);
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new_viewport->setViewport(0,0,width,height);
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rtts->setViewport(new_viewport);
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_localState->setAttribute(new_viewport);
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// and the render to texture stage to the current stages
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// dependancy list.
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cv.getCurrentRenderBin()->getStage()->addToDependencyList(rtts.get());
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// if one exist attach texture to the RenderToTextureStage.
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if (_texture.valid()) rtts->setTexture(_texture.get());
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// if one exist attach image to the RenderToTextureStage.
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// if (_image.valid()) rtts->setImage(_image.get());
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}
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osg::ref_ptr<Producer::Camera> gPBufferCamera;
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osg::ref_ptr<osgProducer::OsgSceneHandler> gPBufferSceneHandler;
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// call back which cretes a deformation field to oscilate the model.
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class MyGeometryCallback :
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@@ -278,189 +115,25 @@ class MyTextureSubloadCallback : public osg::Texture2D::SubloadCallback
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{
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public:
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MyTextureSubloadCallback():
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_subloadMode(AUTO),
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_textureWidth(0),
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_textureHeight(0),
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_subloadTextureOffsetX(0),
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_subloadTextureOffsetY(0),
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_subloadImageOffsetX(0),
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_subloadImageOffsetY(0),
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_subloadImageWidth(0),
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_subloadImageHeight(0)
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{
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}
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MyTextureSubloadCallback() {}
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enum SubloadMode {
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OFF,
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AUTO,
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IF_DIRTY
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};
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/** Set the texture subload mode. */
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inline void setSubloadMode(const SubloadMode mode) { _subloadMode = mode; }
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/** Get the texture subload mode. */
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inline const SubloadMode getSubloadMode() const { return _subloadMode; }
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/** Set the texture subload texture offsets. */
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inline void setSubloadTextureOffset(const int x, const int y)
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{
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_subloadTextureOffsetX = x;
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_subloadTextureOffsetY = y;
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}
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/** Get the texture subload texture offsets. */
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inline void getSubloadTextureOffset(int& x, int& y) const
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{
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x = _subloadTextureOffsetX;
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y = _subloadTextureOffsetY;
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}
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/** Set the texture subload width. If width or height are zero then
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* the repsective size value is calculated from the source image sizes. */
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inline void setSubloadTextureSize(const int width, const int height)
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{
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_textureWidth = width;
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_textureHeight = height;
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}
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/** Get the texture subload width. */
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inline void getSubloadTextureSize(int& width, int& height) const
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{
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width = _textureWidth;
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height = _textureHeight;
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}
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/** Set the subload image offsets. */
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inline void setSubloadImageOffset(const int x, const int y)
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{
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_subloadImageOffsetX = x;
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_subloadImageOffsetY = y;
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}
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/** Get the subload image offsets. */
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inline void getSubloadImageOffset(int& x, int& y) const
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{
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x = _subloadImageOffsetX;
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y = _subloadImageOffsetY;
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}
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/** Set the image subload width. If width or height are zero then
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* the repsective size value is calculated from the source image sizes. */
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inline void setSubloadImageSize(const int width, const int height)
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{
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_subloadImageWidth = width;
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_subloadImageHeight = height;
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}
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/** Get the image subload width. */
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inline void getSubloadImageSize(int& width, int& height) const
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{
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width = _subloadImageWidth;
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height = _subloadImageHeight;
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}
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virtual void load(const osg::Texture2D& texture,osg::State&) const
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{
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osg::notify(osg::INFO)<<"doing load"<<std::endl;
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/*
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static bool s_SGIS_GenMipmap = osg::isGLExtensionSupported("GL_SGIS_generate_mipmap");
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if (s_SGIS_GenMipmap && (texture.getFilter(osg::Texture2D::MIN_FILTER) != osg::Texture2D::LINEAR && texture.getFilter(osg::Texture2D::MIN_FILTER) != osg::Texture2D::NEAREST))
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{
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texture.setNumMipmapLevels(1); // will leave this at one, since the mipmap will be created internally by OpenGL.
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
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}
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else
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{
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texture.setNumMipmapLevels(1);
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}
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GLsizei width = (_subloadImageWidth>0)?_subloadImageWidth:texture.getImage()->s();
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GLsizei height = (_subloadImageHeight>0)?_subloadImageHeight:texture.getImage()->t();
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bool sizeChanged = false;
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if (_textureWidth==0)
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{
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// need to calculate texture dimension
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sizeChanged = true;
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_textureWidth = 1;
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for (; _textureWidth < (static_cast<GLsizei>(_subloadTextureOffsetX) + width); _textureWidth <<= 1) {}
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}
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if (_textureHeight==0)
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{
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// need to calculate texture dimension
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sizeChanged = true;
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_textureHeight = 1;
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for (; _textureHeight < (static_cast<GLsizei>(_subloadTextureOffsetY) + height); _textureHeight <<= 1) {}
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}
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if (sizeChanged)
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{
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texture.setTextureSize(_textureWidth, _textureHeight);
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}
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*/
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#if 0
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// reserve appropriate texture memory
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glTexImage2D(GL_TEXTURE_2D, 0, texture.getInternalFormat(),
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_textureWidth, _textureHeight, 0,
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(GLenum) texture.getImage()->getPixelFormat(), (GLenum) texture.getImage()->getDataType(),
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NULL);
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glPixelStorei(GL_UNPACK_ROW_LENGTH,texture.getImage()->s());
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glTexSubImage2D(GL_TEXTURE_2D, 0,
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_subloadTextureOffsetX, _subloadTextureOffsetY,
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width, height,
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(GLenum) texture.getImage()->getPixelFormat(), (GLenum) texture.getImage()->getDataType(),
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texture.getImage()->data(_subloadImageOffsetX,_subloadImageOffsetY));
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glPixelStorei(GL_UNPACK_ROW_LENGTH,0);
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#else
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glTexImage2D( GL_TEXTURE_2D, 0, texture.getInternalFormat(), _textureWidth, _textureHeight, 0, GL_RGB, GL_FLOAT, 0 );
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#endif
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glTexImage2D( GL_TEXTURE_2D, 0, texture.getInternalFormat(), texture.getTextureWidth(), texture.getTextureHeight(), 0, GL_RGB, GL_FLOAT, 0 );
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}
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virtual void subload(const osg::Texture2D& texture,osg::State&) const
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virtual void subload(const osg::Texture2D& ,osg::State&) const
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{
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osg::notify(osg::INFO)<<"doing subload"<<std::endl;
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#if 0
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glPixelStorei(GL_UNPACK_ROW_LENGTH,texture.getImage()->s());
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glTexSubImage2D(GL_TEXTURE_2D, 0,
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_subloadTextureOffsetX, _subloadTextureOffsetY,
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(_subloadImageWidth>0)?_subloadImageWidth:texture.getImage()->s(), (_subloadImageHeight>0)?_subloadImageHeight:texture.getImage()->t(),
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(GLenum) texture.getImage()->getPixelFormat(), (GLenum) texture.getImage()->getDataType(),
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texture.getImage()->data(_subloadImageOffsetX,_subloadImageOffsetY));
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glPixelStorei(GL_UNPACK_ROW_LENGTH,0);
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#else
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#endif
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gPBufferCamera->getRenderSurface()->bindPBufferToTexture(Producer::RenderSurface::FrontBuffer);
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}
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SubloadMode _subloadMode;
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mutable GLsizei _textureWidth, _textureHeight;
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GLint _subloadTextureOffsetX, _subloadTextureOffsetY;
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GLint _subloadImageOffsetX, _subloadImageOffsetY;
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GLsizei _subloadImageWidth, _subloadImageHeight;
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};
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osg::Node* createPreRenderSubGraph(osg::Node* subgraph)
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osg::Node* createTexturedFlag(unsigned int width, unsigned int height)
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{
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if (!subgraph) return 0;
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// create the quad to visualize.
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osg::Geometry* polyGeom = new osg::Geometry();
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@@ -470,14 +143,14 @@ osg::Node* createPreRenderSubGraph(osg::Node* subgraph)
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osg::Vec3 xAxis(1.0f,0.0f,0.0f);
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osg::Vec3 yAxis(0.0f,0.0f,1.0f);
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osg::Vec3 zAxis(0.0f,-1.0f,0.0f);
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float height = 100.0f;
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float width = 200.0f;
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float flag_height = 100.0f;
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float flag_width = 200.0f;
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int noSteps = 20;
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osg::Vec3Array* vertices = new osg::Vec3Array;
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osg::Vec3 bottom = origin;
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osg::Vec3 top = origin; top.z()+= height;
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osg::Vec3 dv = xAxis*(width/((float)(noSteps-1)));
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osg::Vec3 top = origin; top.z()+= flag_height;
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osg::Vec3 dv = xAxis*(flag_width/((float)(noSteps-1)));
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osg::Vec2Array* texcoords = new osg::Vec2Array;
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osg::Vec2 bottom_texcoord(0.0f,0.0f);
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@@ -514,70 +187,100 @@ osg::Node* createPreRenderSubGraph(osg::Node* subgraph)
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// StateSet to contain the Texture StateAttribute.
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osg::StateSet* stateset = new osg::StateSet;
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// set up the texture.
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// osg::Image* image = new osg::Image;
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// image->setInternalTextureFormat(GL_RGBA);
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// Dynamic texture filled with data from pbuffer.
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osg::Texture2D* texture = new osg::Texture2D;
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//texture->setSubloadMode(osg::Texture::IF_DIRTY);
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texture->setInternalFormat(GL_RGB);
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texture->setTextureSize(512,512);
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texture->setTextureSize(width,height);
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texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP);
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texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP);
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texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP);
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texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP);
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texture->setSubloadCallback(new MyTextureSubloadCallback());
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stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON);
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stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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polyGeom->setStateSet(stateset);
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polyGeom->setUpdateCallback(new MyGeometryCallback(origin,xAxis,yAxis,zAxis,1.0,1.0/width,0.2f));
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polyGeom->setUpdateCallback(new MyGeometryCallback(origin,xAxis,yAxis,zAxis,1.0,1.0/flag_width,0.2f));
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osg::Geode* geode = new osg::Geode();
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geode->addDrawable(polyGeom);
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osg::Group* parent = new osg::Group;
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parent->setUpdateCallback(new MyUpdateCallback(subgraph));
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parent->setCullCallback(new MyCullCallback(subgraph,texture));
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parent->addChild(geode);
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return parent;
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}
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class InitializePbufferCallback : public osgProducer::OsgCameraGroup::RealizeCallback
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void InitPBufferCamera(osg::Node* subgraph, unsigned int width, unsigned int height)
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{
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public:
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InitializePbufferCallback() {}
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virtual void operator()( osgProducer::OsgCameraGroup&, osgProducer::OsgSceneHandler& sh, const Producer::RenderSurface& )
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{
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if (!g_pPixelBuffer)
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{
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g_pPixelBuffer = new PBuffer(512,512);
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g_pPixelBuffer->initialize();
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}
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if (!subgraph) return;
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|
||||
// now safe to continue
|
||||
sh.init();
|
||||
}
|
||||
gPBufferCamera = new Producer::Camera;
|
||||
gPBufferCamera->getRenderSurface()->setDrawableType( Producer::RenderSurface::DrawableType_PBuffer );
|
||||
gPBufferCamera->getRenderSurface()->setWindowRectangle( 0, 0, width, height );
|
||||
gPBufferCamera->getRenderSurface()->setRenderToTextureMode(Producer::RenderSurface::RenderToRGBTexture);
|
||||
|
||||
gPBufferSceneHandler = new osgProducer::OsgSceneHandler;
|
||||
gPBufferSceneHandler->getSceneView()->setDefaults();
|
||||
gPBufferSceneHandler->getSceneView()->setSceneData(subgraph);
|
||||
|
||||
gPBufferCamera->setSceneHandler( gPBufferSceneHandler.get());
|
||||
|
||||
gPBufferCamera->setClearColor( 0.1f,0.9f,0.3f,1.0f );
|
||||
|
||||
const osg::BoundingSphere& bs = subgraph->getBound();
|
||||
if (!bs.valid())
|
||||
{
|
||||
osg::notify(osg::WARN) << "bb invalid"<<subgraph<<std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
float znear = 1.0f*bs.radius();
|
||||
float zfar = 3.0f*bs.radius();
|
||||
|
||||
};
|
||||
// 2:1 aspect ratio as per flag geomtry below.
|
||||
float top = 0.25f*znear;
|
||||
float right = 0.5f*znear;
|
||||
|
||||
znear *= 0.9f;
|
||||
zfar *= 1.1f;
|
||||
|
||||
osg::Vec3 eye(bs.center() + osg::Vec3(0.0f, 2.0f, 0.0f)*bs.radius());
|
||||
|
||||
gPBufferCamera->setViewByLookat(
|
||||
eye.x(), eye.y(), eye.z(),
|
||||
bs.center().x(), bs.center().y(), bs.center().z(),
|
||||
0.0f, 0.0f, 1.0f);
|
||||
|
||||
|
||||
gPBufferCamera->setLensFrustum(-right,right,-top,top,znear,zfar);
|
||||
|
||||
// The Producer PBuffer example says:
|
||||
//
|
||||
// "This line is not necessary on glX pbuffer examples, but Windows
|
||||
// seems to not like rendering to the back buffer on pbuffers"
|
||||
//
|
||||
// but I've found that doing this causes a flickering texture. Everything
|
||||
// works fine for me (on Windows) if I just comment it out.
|
||||
|
||||
//gPBufferSceneHandler->getSceneView()->setDrawBufferValue( GL_FRONT );
|
||||
}
|
||||
|
||||
int main( int argc, char **argv )
|
||||
{
|
||||
// use an ArgumentParser object to manage the program arguments.
|
||||
osg::ArgumentParser arguments(&argc,argv);
|
||||
|
||||
|
||||
osg::DisplaySettings::instance()->readCommandLine(arguments);
|
||||
|
||||
// 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 use pbuffers and render to texture..");
|
||||
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
|
||||
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
|
||||
arguments.getApplicationUsage()->addCommandLineOption("--width <integer>","Set the width of the pbuffer & texture");
|
||||
arguments.getApplicationUsage()->addCommandLineOption("--height <integer>","Set the height of the pbuffer & texture");
|
||||
|
||||
|
||||
// construct the viewer.
|
||||
osgProducer::Viewer viewer(arguments);
|
||||
|
||||
@@ -586,6 +289,12 @@ int main( int argc, char **argv )
|
||||
|
||||
// get details on keyboard and mouse bindings used by the viewer.
|
||||
viewer.getUsage(*arguments.getApplicationUsage());
|
||||
|
||||
unsigned int width=1024;
|
||||
unsigned int height=512;
|
||||
|
||||
while (arguments.read("--width",width)) {}
|
||||
while (arguments.read("--height",height)) {}
|
||||
|
||||
// if user request help write it out to cout.
|
||||
if (arguments.read("-h") || arguments.read("--help"))
|
||||
@@ -609,9 +318,9 @@ int main( int argc, char **argv )
|
||||
arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
// load the nodes from the commandline arguments.
|
||||
osg::Node* loadedModel = osgDB::readNodeFiles(arguments);
|
||||
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
|
||||
|
||||
|
||||
if (!loadedModel)
|
||||
@@ -619,28 +328,36 @@ int main( int argc, char **argv )
|
||||
// write_usage(osg::notify(osg::NOTICE),argv[0]);
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
// create a transform to spin the model.
|
||||
osg::MatrixTransform* loadedModelTransform = new osg::MatrixTransform;
|
||||
loadedModelTransform->addChild(loadedModel);
|
||||
loadedModelTransform->addChild(loadedModel.get());
|
||||
|
||||
osg::NodeCallback* nc = new osgUtil::TransformCallback(loadedModelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f));
|
||||
loadedModelTransform->setUpdateCallback(nc);
|
||||
|
||||
osg::Group* rootNode = new osg::Group();
|
||||
// rootNode->addChild(loadedModelTransform);
|
||||
rootNode->addChild(createPreRenderSubGraph(loadedModelTransform));
|
||||
|
||||
// Create a waving rectangle that will use the pbuffer as a texture.
|
||||
rootNode->addChild(createTexturedFlag(width,height));
|
||||
|
||||
// Set up a camera that will render a view of the model to the pbuffer.
|
||||
InitPBufferCamera(loadedModelTransform,width, height);
|
||||
|
||||
// set the scene to render
|
||||
viewer.setSceneData(rootNode);
|
||||
|
||||
// use a realize callback to create and initialize the PBuffer to ensure it has a valid graphics context.
|
||||
viewer.setRealizeCallback(new InitializePbufferCallback());
|
||||
|
||||
// create the windows and run the threads.
|
||||
viewer.realize();
|
||||
|
||||
#if defined(GLX_VERSION_1_1)
|
||||
// This determins where Pixel reads occur from. The main Camera will
|
||||
// set the pBuffer camera's rendersurface as the buffer to read from.
|
||||
Producer::Camera* camera = viewer.getCamera(0);
|
||||
camera->getRenderSurface()->setReadDrawable( gPBufferCamera->getRenderSurface());
|
||||
#endif
|
||||
|
||||
while( !viewer.done() )
|
||||
{
|
||||
// wait for all cull and draw threads to complete.
|
||||
@@ -648,17 +365,22 @@ int main( int argc, char **argv )
|
||||
|
||||
// update the scene by traversing it with the the update visitor which will
|
||||
// call all node update callbacks and animations.
|
||||
loadedModelTransform->accept(*viewer.getUpdateVisitor());
|
||||
viewer.update();
|
||||
|
||||
|
||||
// fire off the cull and draw traversals of the scene.
|
||||
// first the pbuffer draw
|
||||
gPBufferCamera->frame();
|
||||
|
||||
// then the main view draw.
|
||||
viewer.frame();
|
||||
|
||||
}
|
||||
|
||||
// wait for all cull and draw threads to complete before exit.
|
||||
viewer.sync();
|
||||
|
||||
delete g_pPixelBuffer;
|
||||
gPBufferCamera = 0;
|
||||
gPBufferSceneHandler = 0;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user