Added bare bones osgGA::SimpleViewer class to help simplify OSG setup when embedding the OSG
into existing GUI applications, and for one one a single camera, single window is required.
This commit is contained in:
@@ -300,9 +300,13 @@ class DataConverter
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writeUInt(event.getEventType());
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writeUInt(event.getKey());
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writeUInt(event.getButton());
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writeInt(event.getWindowX());
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writeInt(event.getWindowY());
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writeUInt(event.getWindowWidth());
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writeUInt(event.getWindowHeight());
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writeFloat(event.getXmin());
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writeFloat(event.getXmax());
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writeFloat(event.getYmin());
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writeFloat(event.getXmax());
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writeFloat(event.getYmax());
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writeFloat(event.getX());
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writeFloat(event.getY());
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@@ -316,10 +320,16 @@ class DataConverter
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event.setEventType((osgGA::GUIEventAdapter::EventType)readUInt());
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event.setKey(readUInt());
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event.setButton(readUInt());
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event.setXmin(readFloat());
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event.setXmax(readFloat());
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event.setYmin(readFloat());
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event.setYmax(readFloat());
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int x = readInt();
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int y = readInt();
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int width = readUInt();
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int height = readUInt();
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event.setWindowRectangle(x,y,width,height);
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float xmin = readFloat();
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float ymin = readFloat();
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float xmax = readFloat();
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float ymax = readFloat();
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event.setInputRange(xmin,ymin,xmax,ymax);
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event.setX(readFloat());
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event.setY(readFloat());
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event.setButtonMask(readUInt());
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@@ -4,7 +4,7 @@ include $(TOPDIR)/Make/makedefs
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CXXFILES =\
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osgkeyboardmouse.cpp\
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LIBS += -lProducer -losgFX -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS) -lOpenThreads
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LIBS += -lProducer -losgFX -losgGA -losgDB -losgUtil -losg $(X_LIBS) $(OTHER_LIBS) -lOpenThreads
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INSTFILES = \
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$(CXXFILES)\
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@@ -17,8 +17,7 @@
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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#include <osgGA/EventQueue>
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#include <osgGA/EventVisitor>
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#include <osgGA/SimpleViewer>
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#include <osgGA/TrackballManipulator>
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#include <osgGA/StateSetManipulator>
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@@ -285,132 +284,50 @@ int main( int argc, char **argv )
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// create the view of the scene.
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osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
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sceneView->setDefaults();
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sceneView->setSceneData(loadedModel.get());
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osgGA::SimpleViewer viewer;
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viewer.setSceneData(loadedModel.get());
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// create the event queue,
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// create the event queue, note that Producer has the y axis increase upwards, like OpenGL, and contary to most Windowing toolkits, so
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// we need to construct the event queue so that it knows about this convention.
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osg::ref_ptr<osgGA::EventQueue> eventQueue = new osgGA::EventQueue(osgGA::GUIEventAdapter::Y_INCREASING_UPWARDS);
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// set up a KeyboardMouse to manage the events comming in from the RenderSurface
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osg::ref_ptr<Producer::KeyboardMouse> kbm = new Producer::KeyboardMouse(renderSurface.get());
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// create a KeyboardMouseCallback to handle the mouse events within this applications
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osg::ref_ptr<MyKeyboardMouseCallback> kbmcb = new MyKeyboardMouseCallback(eventQueue.get());
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osg::ref_ptr<MyKeyboardMouseCallback> kbmcb = new MyKeyboardMouseCallback(viewer.getEventQueue());
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// create a tracball manipulator to move the camera around in response to keyboard/mouse events
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osg::ref_ptr<osgGA::TrackballManipulator> cameraManipulator = new osgGA::TrackballManipulator;
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viewer.setCameraManipulator( new osgGA::TrackballManipulator );
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// keep a list of event handlers to manipulate the application/scene with in response to keyboard/mouse events
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typedef std::list< osg::ref_ptr<osgGA::GUIEventHandler> > EventHandlers;
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EventHandlers eventHandlers;
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osg::ref_ptr<osgGA::StateSetManipulator> statesetManipulator = new osgGA::StateSetManipulator;
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statesetManipulator->setStateSet(sceneView->getGlobalStateSet());
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eventHandlers.push_back(statesetManipulator.get());
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eventHandlers.push_back(new PickHandler(sceneView.get()));
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statesetManipulator->setStateSet(viewer.getSceneView()->getGlobalStateSet());
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viewer.addEventHandler(statesetManipulator.get());
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// add the pick handler
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viewer.addEventHandler(new PickHandler(viewer.getSceneView()));
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// create an event visitor to pass the events down to the scene graph nodes
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osg::ref_ptr<osgGA::EventVisitor> eventVisitor = new osgGA::EventVisitor;
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// set the window dimensions
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viewer.getEventQueue()->getCurrentEventState()->setWindowRectangle(100,100,800,600);
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// create an action adapter to allow event handlers to request actions from the GUI.
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osg::ref_ptr<MyActionAdapter> actionAdapter = new MyActionAdapter;
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// record the timer tick at the start of rendering.
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osg::Timer_t start_tick = osg::Timer::instance()->tick();
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unsigned int frameNum = 0;
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eventQueue->setStartTick(start_tick);
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// set the mouse input range (note WindowSize name in appropriate here so osgGA::GUIEventAdapter API really needs looking at, Robert Osfield, June 2006).
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// set the mouse input range.
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// Producer defaults to using non-dimensional units, so we pass this onto osgGA, most windowing toolkits use pixel coords so use the window size instead.
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eventQueue->getCurrentEventState()->setWindowSize(-1.0, -1.0, 1.0, 1.0);
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viewer.getEventQueue()->getCurrentEventState()->setInputRange(-1.0, -1.0, 1.0, 1.0);
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// Producer has the y axis increase upwards, like OpenGL, and contary to most Windowing toolkits.
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// we need to construct the event queue so that it knows about this convention.
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viewer.getEventQueue()->getCurrentEventState()->setMouseYOrientation(osgGA::GUIEventAdapter::Y_INCREASING_UPWARDS);
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// home the manipulator.
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osg::ref_ptr<osgGA::GUIEventAdapter> dummyEvent = eventQueue->createEvent();
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cameraManipulator->setNode(sceneView->getSceneData());
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cameraManipulator->home(*dummyEvent, *actionAdapter);
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viewer.init();
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// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
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while( renderSurface->isRealized() && !kbmcb->done())
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{
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// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
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osg::FrameStamp* frameStamp = new osg::FrameStamp;
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frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,osg::Timer::instance()->tick()));
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frameStamp->setFrameNumber(frameNum++);
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// pass frame stamp to the SceneView so that the update, cull and draw traversals all use the same FrameStamp
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sceneView->setFrameStamp(frameStamp);
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// update the window dimensions, in case the window has been resized.
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viewer.getEventQueue()->windowResize(0,0,renderSurface->getWindowWidth(),renderSurface->getWindowHeight(), false);
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// pass any keyboard mouse events onto the local keyboard mouse callback.
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kbm->update( *kbmcb );
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// create an event to signal the new frame.
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eventQueue->frame(frameStamp->getReferenceTime());
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// get the event since the last frame.
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osgGA::EventQueue::Events events;
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eventQueue->takeEvents(events);
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if (eventVisitor.valid())
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{
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eventVisitor->setTraversalNumber(frameStamp->getFrameNumber());
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}
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// dispatch the events in order of arrival.
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for(osgGA::EventQueue::Events::iterator event_itr = events.begin();
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event_itr != events.end();
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++event_itr)
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{
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bool handled = false;
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if (eventVisitor.valid() && sceneView->getSceneData())
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{
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eventVisitor->reset();
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eventVisitor->addEvent(event_itr->get());
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sceneView->getSceneData()->accept(*eventVisitor);
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if (eventVisitor->getEventHandled())
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handled = true;
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}
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if (cameraManipulator.valid() && !handled)
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{
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/*handled =*/ cameraManipulator->handle(*(*event_itr), *actionAdapter);
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}
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for(EventHandlers::iterator handler_itr=eventHandlers.begin();
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handler_itr!=eventHandlers.end() && !handled;
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++handler_itr)
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{
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handled = (*handler_itr)->handle(*(*event_itr),*actionAdapter,0,0);
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}
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// osg::notify(osg::NOTICE)<<" Handled event "<<(*event_itr)->getTime()<<" "<< handled<<std::endl;
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}
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// update view matrices
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if (cameraManipulator.valid())
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{
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sceneView->setViewMatrix(cameraManipulator->getInverseMatrix());
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}
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// update the viewport dimensions, incase the window has been resized.
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sceneView->setViewport(0,0,renderSurface->getWindowWidth(),renderSurface->getWindowHeight());
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// do the update traversal the scene graph - such as updating animations
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sceneView->update();
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// do the cull traversal, collect all objects in the view frustum into a sorted set of rendering bins
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sceneView->cull();
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// draw the rendering bins.
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sceneView->draw();
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viewer.frame();
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// Swap Buffers
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renderSurface->swapBuffers();
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@@ -4,7 +4,7 @@ include $(TOPDIR)/Make/makedefs
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CXXFILES =\
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osgsimple.cpp\
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LIBS += -lProducer -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS) -lOpenThreads
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LIBS += -lProducer -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS) -lOpenThreads
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INSTFILES = \
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$(CXXFILES)\
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@@ -4,9 +4,10 @@
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// graphics window, and OSG for rendering.
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#include <Producer/RenderSurface>
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#include <osg/Timer>
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#include <osgUtil/SceneView>
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#include <osgDB/ReadFile>
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#include <osgGA/SimpleViewer>
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int main( int argc, char **argv )
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@@ -32,46 +33,26 @@ int main( int argc, char **argv )
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renderSurface->useBorder(true);
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renderSurface->realize();
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// create the view of the scene.
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osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
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sceneView->setDefaults();
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sceneView->setSceneData(loadedModel.get());
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osgGA::SimpleViewer viewer;
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viewer.setSceneData(loadedModel.get());
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// initialize the view to look at the center of the scene graph
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const osg::BoundingSphere& bs = loadedModel->getBound();
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osg::Matrix viewMatrix;
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viewMatrix.makeLookAt(bs.center()-osg::Vec3(0.0,2.0f*bs.radius(),0.0),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
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// record the timer tick at the start of rendering.
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osg::Timer_t start_tick = osg::Timer::instance()->tick();
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unsigned int frameNum = 0;
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// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
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while( renderSurface->isRealized() )
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{
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// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
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osg::ref_ptr<osg::FrameStamp> frameStamp = new osg::FrameStamp;
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frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,osg::Timer::instance()->tick()));
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frameStamp->setFrameNumber(frameNum++);
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// pass frame stamp to the SceneView so that the update, cull and draw traversals all use the same FrameStamp
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sceneView->setFrameStamp(frameStamp.get());
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// update the viewport dimensions, incase the window has been resized.
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sceneView->setViewport(0,0,renderSurface->getWindowWidth(),renderSurface->getWindowHeight());
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// set the view
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sceneView->setViewMatrix(viewMatrix);
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{
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// update the window dimensions, in case the window has been resized.
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viewer.getEventQueue()->windowResize(0,0,renderSurface->getWindowWidth(),renderSurface->getWindowHeight());
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// do the update traversal the scene graph - such as updating animations
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sceneView->update();
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// set the view
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viewer.getCamera()->setViewMatrix(viewMatrix);
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// do the cull traversal, collect all objects in the view frustum into a sorted set of rendering bins
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sceneView->cull();
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// draw the rendering bins.
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sceneView->draw();
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// advance the frame, handle events, update the scene and render it.
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viewer.frame();
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// Swap Buffers
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renderSurface->swapBuffers();
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