Ported following examples to osgViewer:
osgshaders osgshaderterrain osgshadow osgshadowtexture
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@@ -11,7 +11,7 @@
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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 <osgViewer/Viewer>
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// include the call which creates the shadowed subgraph.
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@@ -164,82 +164,13 @@ osg::Node* createModel()
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}
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int main( int argc, char **argv )
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int main(int, char **)
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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()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use of pre rendering to texture to create a shadow effect..");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [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* model = createModel();
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if (!model)
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{
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return 1;
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}
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// comment out optimization over the scene graph right now as it optimizers away the shadow... will look into this..
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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( model );
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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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// 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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osgViewer::Viewer viewer;
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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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// pass the model to the viewer.
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viewer.setSceneData( createModel() );
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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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return viewer.run();
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}
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