Ported follow examples to osgViewer:

osgshape
    osgsimplifier
    osgsimulation
    osgslice
    osgspacewarp
    osgspheresegment
    osgspotlight
    osgstereoimage
This commit is contained in:
Robert Osfield
2007-01-11 11:47:01 +00:00
parent 5ee30edbea
commit d6291a0ffc
32 changed files with 185 additions and 521 deletions

View File

@@ -11,7 +11,7 @@
* OpenSceneGraph Public License for more details.
*/
#include <osgProducer/Viewer>
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgUtil/Optimizer>
@@ -23,6 +23,8 @@
#include <osg/TexMat>
#include <osg/Texture2D>
#include <iostream>
typedef std::vector<std::string> FileList;
class SlideEventHandler : public osgGA::GUIEventHandler
@@ -386,7 +388,6 @@ osg::Switch* createScene(const FileList& fileList, osg::TexMat* texmatLeft, osg:
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
@@ -401,18 +402,11 @@ int main( int argc, char **argv )
// construct the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::ESCAPE_SETS_DONE);
osgViewer::Viewer viewer;
// register the handler to add keyboard and mosue handling.
SlideEventHandler* seh = new SlideEventHandler();
viewer.getEventHandlerList().push_front(seh);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
viewer.addEventHandler(seh);
// read any time delay argument.
float timeDelayBetweenSlides = 5.0f;
@@ -462,27 +456,13 @@ int main( int argc, char **argv )
return 1;
}
// set up the use of stereo by default.
osg::DisplaySettings* ds = viewer.getDisplaySettings();
if (!ds) ds = osg::DisplaySettings::instance();
if (ds) ds->setStereo(true);
// create the windows and run the threads.
viewer.realize();
// now the windows have been realized we switch off the cursor to prevent it
// distracting the people seeing the stereo images.
float fovy = 1.0f;
for( unsigned int i = 0; i < viewer.getNumberOfCameras(); i++ )
{
Producer::Camera* cam = viewer.getCamera(i);
Producer::RenderSurface* rs = cam->getRenderSurface();
rs->useCursor(false);
fovy = osg::DegreesToRadians(cam->getLensVerticalFov());
}
double fovy, aspectRatio, zNear, zFar;
viewer.getCamera()->getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar);
float radius = 1.0f;
float height = 2*radius*tan(fovy*0.5f);
float height = 2*radius*tan(osg::DegreesToRadians(fovy)*0.5f);
float length = osg::PI*radius; // half a cylinder.
// use a texure matrix to control the placement of the image.
@@ -498,11 +478,28 @@ int main( int argc, char **argv )
// set the scene to render
viewer.setSceneData(rootNode.get());
viewer.getCamera()->setCullMask(0xffffffff);
viewer.getCamera()->setCullMaskLeft(0x00000001);
viewer.getCamera()->setCullMaskRight(0x00000002);
viewer.getCullSettings().setCullMask(0xffffffff);
viewer.getCullSettings().setCullMaskLeft(0x00000001);
viewer.getCullSettings().setCullMaskRight(0x00000002);
// set up the use of stereo by default.
osg::DisplaySettings::instance()->setStereo(true);
// create the windows and run the threads.
viewer.realize();
// switch off the cursor
osgViewer::Viewer::Windows windows;
viewer.getWindows(windows);
for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
itr != windows.end();
++itr)
{
(*itr)->useCursor(false);
}
#if 0
// set all the sceneview's up so that their left and right add cull masks are set up.
for(osgProducer::OsgCameraGroup::SceneHandlerList::iterator itr=viewer.getSceneHandlerList().begin();
itr!=viewer.getSceneHandlerList().end();
@@ -511,40 +508,23 @@ int main( int argc, char **argv )
osgUtil::SceneView* sceneview = (*itr)->getSceneView();
sceneview->setFusionDistance(osgUtil::SceneView::USE_FUSION_DISTANCE_VALUE,radius);
}
#endif
// set up the SlideEventHandler.
seh->set(rootNode.get(),offsetX,offsetY,texmatLeft,texmatRight,timeDelayBetweenSlides,autoSteppingActive);
osg::Matrix homePosition;
homePosition.makeLookAt(osg::Vec3(0.0f,0.0f,0.0f),osg::Vec3(0.0f,1.0f,0.0f),osg::Vec3(0.0f,0.0f,1.0f));
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();
viewer.setView(homePosition);
viewer.getCamera()->setViewMatrix(homePosition);
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
// 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;
}