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.
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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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