Ported osgGLUT based src/Demos across to being osgProducer based, and placed
them in the new examples/ directory.
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129
examples/osgscribe/osgscribe.cpp
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129
examples/osgscribe/osgscribe.cpp
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#include <osg/Geode>
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#include <osg/Group>
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#include <osg/Notify>
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#include <osg/Material>
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#include <osg/PolygonOffset>
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#include <osg/PolygonMode>
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#include <osg/LineStipple>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgGA/TrackballManipulator>
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#include <osgGA/FlightManipulator>
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#include <osgGA/DriveManipulator>
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#include <osgProducer/Viewer>
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#include <osgUtil/Optimizer>
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getProgramName()+" [options] filename ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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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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// if user request help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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{
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arguments.getApplicationUsage()->write(std::cout);
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return 1;
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}
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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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// report any errors if they have occured when parsing the program aguments.
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if (arguments.errors())
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{
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arguments.writeErrorMessages(std::cout);
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return 1;
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}
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// load the nodes from the commandline arguments.
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osg::Node* loadedModel = osgDB::readNodeFiles(arguments);
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if (!loadedModel)
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{
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return 1;
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}
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// to do scribe mode we create a top most group to contain the
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// original model, and then a second group contains the same model
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// but overrides various state attributes, so that the second instance
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// is rendered as wireframe.
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osg::Group* rootnode = new osg::Group;
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osg::Group* decorator = new osg::Group;
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rootnode->addChild(loadedModel);
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rootnode->addChild(decorator);
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decorator->addChild(loadedModel);
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// set up the state so that the underlying color is not seen through
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// and that the drawing mode is changed to wireframe, and a polygon offset
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// is added to ensure that we see the wireframe itself, and turn off
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// so texturing too.
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osg::StateSet* stateset = new osg::StateSet;
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osg::Material* material = new osg::Material;
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osg::PolygonOffset* polyoffset = new osg::PolygonOffset;
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polyoffset->setFactor(-1.0f);
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polyoffset->setUnits(-1.0f);
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osg::PolygonMode* polymode = new osg::PolygonMode;
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polymode->setMode(osg::PolygonMode::FRONT_AND_BACK,osg::PolygonMode::LINE);
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stateset->setAttributeAndModes(material,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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stateset->setAttributeAndModes(polyoffset,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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stateset->setAttributeAndModes(polymode,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
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stateset->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
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// osg::LineStipple* linestipple = new osg::LineStipple;
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// linestipple->setFactor(1);
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// linestipple->setPattern(0xf0f0);
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// stateset->setAttributeAndModes(linestipple,osg::StateAttribute::OVERRIDE_ON);
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decorator->setStateSet(stateset);
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// run optimization over the scene graph
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osgUtil::Optimizer optimzer;
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optimzer.optimize(rootnode);
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// add a viewport to the viewer and attach the scene graph.
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viewer.setSceneData( rootnode );
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// create the windows and run the threads.
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viewer.realize(Producer::CameraGroup::ThreadPerCamera);
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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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return 0;
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}
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