Ported following examples to osgViewer:
osgshaders osgshaderterrain osgshadow osgshadowtexture
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@@ -6,13 +6,17 @@
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#include <osg/Camera>
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#include <osg/Stencil>
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#include <osg/CullFace>
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#include <osg/Geometry>
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#include <osgProducer/Viewer>
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#include <osgGA/TrackballManipulator>
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#include <osgViewer/Viewer>
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#include <osgShadow/OccluderGeometry>
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#include <osgDB/ReadFile>
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#include <iostream>
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class ComputeBoundingBoxVisitor : public osg::NodeVisitor
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{
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@@ -124,13 +128,7 @@ int main(int argc, char** argv)
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arguments.getApplicationUsage()->addCommandLineOption("--no-base-texture", "Adde base texture to shadowed model.");
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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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@@ -189,8 +187,8 @@ int main(int argc, char** argv)
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osg::Vec3 depthVec(0.0f, bb.radius(), 0.0f);
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osg::Vec3 centerBase( (bb.xMin()+bb.xMax())*0.5f, (bb.yMin()+bb.yMax())*0.5f, bb.zMin()-bb.radius()*0.1f );
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geode->addDrawable( createTexturedQuadGeometry( centerBase-widthVec*1.5f-depthVec*1.5f,
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widthVec*3.0f, depthVec*3.0f) );
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geode->addDrawable( osg::createTexturedQuadGeometry( centerBase-widthVec*1.5f-depthVec*1.5f,
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widthVec*3.0f, depthVec*3.0f) );
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newGroup->addChild(geode);
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model = newGroup.get();
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@@ -381,14 +379,18 @@ int main(int argc, char** argv)
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viewer.setSceneData(group.get());
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viewer.setCameraManipulator(new osgGA::TrackballManipulator());
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osg::notify(osg::NOTICE)<<"Warning: Stencil buffer required, but not yet switched on."<<std::endl;
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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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if (updateLightPosition)
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{
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float t = viewer.getFrameStamp()->getReferenceTime();
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@@ -402,24 +404,10 @@ int main(int argc, char** argv)
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}
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light->setPosition(lightpos);
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occluder->computeShadowVolumeGeometry(lightpos, *shadowVolume);
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}
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}
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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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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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}
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