Ported following examples to osgViewer:

osgshaders
osgshaderterrain
osgshadow
osgshadowtexture
This commit is contained in:
Robert Osfield
2007-01-10 21:05:26 +00:00
parent 8d918d951f
commit 877a32c3eb
17 changed files with 72 additions and 254 deletions

View File

@@ -11,7 +11,7 @@
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgProducer/Viewer>
#include <osgViewer/Viewer>
// include the call which creates the shadowed subgraph.
@@ -164,82 +164,13 @@ osg::Node* createModel()
}
int main( int argc, char **argv )
int main(int, char **)
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use of pre rendering to texture to create a shadow effect..");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
// construct the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
// load the nodes from the commandline arguments.
osg::Node* model = createModel();
if (!model)
{
return 1;
}
// comment out optimization over the scene graph right now as it optimizers away the shadow... will look into this..
//osgUtil::Optimizer optimzer;
//optimzer.optimize(rootnode);
// add a viewport to the viewer and attach the scene graph.
viewer.setSceneData( model );
// create the windows and run the threads.
viewer.realize();
while( !viewer.done() )
{
// wait for all cull and draw threads to complete.
viewer.sync();
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer.update();
osgViewer::Viewer viewer;
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
// pass the model to the viewer.
viewer.setSceneData( createModel() );
// wait for all cull and draw threads to complete.
viewer.sync();
// run a clean up frame to delete all OpenGL objects.
viewer.cleanup_frame();
// wait for all the clean up frame to complete.
viewer.sync();
return 0;
return viewer.run();
}