Added osgpbuffer example source.
This commit is contained in:
670
examples/osgpbuffer/osgpbuffer.cpp
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670
examples/osgpbuffer/osgpbuffer.cpp
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#include <osg/GLExtensions>
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#include <osg/Node>
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#include <osg/Geometry>
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#include <osg/Notify>
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#include <osg/MatrixTransform>
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#include <osg/Texture2D>
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#include <osg/Stencil>
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#include <osg/ColorMask>
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#include <osg/Depth>
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#include <osg/Billboard>
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#include <osg/Material>
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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 <osgUtil/TransformCallback>
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#include <osgUtil/SmoothingVisitor>
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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 "RenderToTextureStage.h"
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#include "pbuffer.h"
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PBuffer* g_pPixelBuffer;
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class MyUpdateCallback : public osg::NodeCallback
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{
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public:
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MyUpdateCallback(osg::Node* subgraph):
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_subgraph(subgraph) {}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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// traverse the subgraph to update any nodes.
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if (_subgraph.valid()) _subgraph->accept(*nv);
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// must traverse the Node's subgraph
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traverse(node,nv);
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}
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osg::ref_ptr<osg::Node> _subgraph;
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};
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class MyCullCallback : public osg::NodeCallback
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{
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public:
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MyCullCallback(osg::Node* subgraph,osg::Texture2D* texture):
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_subgraph(subgraph),
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_texture(texture)
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{
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osgUtil::CullVisitor* cullVisitor = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cullVisitor && _texture.valid() && _subgraph.valid())
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doPreRender(*node,*cullVisitor);
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// must traverse the subgraph
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traverse(node,nv);
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}
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void doPreRender(osg::Node& node, osgUtil::CullVisitor& cv);
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osg::ref_ptr<osg::Node> _subgraph;
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osg::ref_ptr<osg::Texture2D> _texture;
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osg::ref_ptr<osg::StateSet> _localState;
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};
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void MyCullCallback::doPreRender(osg::Node&, osgUtil::CullVisitor& cv)
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{
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const osg::BoundingSphere& bs = _subgraph->getBound();
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if (!bs.valid())
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{
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osg::notify(osg::WARN) << "bb invalid"<<_subgraph.get()<<std::endl;
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return;
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}
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// create the render to texture stage.
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osg::ref_ptr<MyRenderToTextureStage> rtts = new MyRenderToTextureStage;
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rtts->setPBuffer(g_pPixelBuffer);
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// set up lighting.
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// currently ignore lights in the scene graph itself..
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// will do later.
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osgUtil::RenderStage* previous_stage = cv.getCurrentRenderBin()->_stage;
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// set up the background color and clear mask.
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rtts->setClearColor(osg::Vec4(0.1f,0.9f,0.3f,1.0f));
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rtts->setClearMask(previous_stage->getClearMask());
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// set up to charge the same RenderStageLighting is the parent previous stage.
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rtts->setRenderStageLighting(previous_stage->getRenderStageLighting());
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// record the render bin, to be restored after creation
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// of the render to text
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osgUtil::RenderBin* previousRenderBin = cv.getCurrentRenderBin();
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// set the current renderbin to be the newly created stage.
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cv.setCurrentRenderBin(rtts.get());
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float znear = 1.0f*bs.radius();
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float zfar = 3.0f*bs.radius();
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// 2:1 aspect ratio as per flag geomtry below.
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float top = 0.25f*znear;
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float right = 0.5f*znear;
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znear *= 0.9f;
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zfar *= 1.1f;
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// set up projection.
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osg::RefMatrix* projection = new osg::RefMatrix;
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projection->makeFrustum(-right,right,-top,top,znear,zfar);
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cv.pushProjectionMatrix(projection);
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osg::RefMatrix* matrix = new osg::RefMatrix;
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matrix->makeLookAt(bs.center()+osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
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cv.pushModelViewMatrix(matrix);
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if (!_localState) _localState = new osg::StateSet;
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cv.pushStateSet(_localState.get());
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{
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// traverse the subgraph
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_subgraph->accept(cv);
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}
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cv.popStateSet();
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// restore the previous model view matrix.
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cv.popModelViewMatrix();
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// restore the previous model view matrix.
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cv.popProjectionMatrix();
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// restore the previous renderbin.
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cv.setCurrentRenderBin(previousRenderBin);
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if (rtts->_renderGraphList.size()==0 && rtts->_bins.size()==0)
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{
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// getting to this point means that all the subgraph has been
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// culled by small feature culling or is beyond LOD ranges.
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return;
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}
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int height = 512;
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int width = 512;
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const osg::Viewport& viewport = *cv.getViewport();
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// offset the impostor viewport from the center of the main window
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// viewport as often the edges of the viewport might be obscured by
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// other windows, which can cause image/reading writing problems.
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int center_x = viewport.x()+viewport.width()/2;
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int center_y = viewport.y()+viewport.height()/2;
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osg::Viewport* new_viewport = new osg::Viewport;
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// new_viewport->setViewport(center_x-width/2,center_y-height/2,width,height);
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new_viewport->setViewport(0,0,width,height);
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rtts->setViewport(new_viewport);
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_localState->setAttribute(new_viewport);
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// and the render to texture stage to the current stages
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// dependancy list.
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cv.getCurrentRenderBin()->_stage->addToDependencyList(rtts.get());
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// if one exist attach texture to the RenderToTextureStage.
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if (_texture.valid()) rtts->setTexture(_texture.get());
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// if one exist attach image to the RenderToTextureStage.
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// if (_image.valid()) rtts->setImage(_image.get());
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}
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// call back which cretes a deformation field to oscilate the model.
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class MyGeometryCallback :
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public osg::Drawable::UpdateCallback,
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public osg::Drawable::AttributeFunctor
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{
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public:
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MyGeometryCallback(const osg::Vec3& o,
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const osg::Vec3& x,const osg::Vec3& y,const osg::Vec3& z,
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double period,double xphase,double amplitude):
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_firstCall(true),
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_startTime(0.0),
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_time(0.0),
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_period(period),
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_xphase(xphase),
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_amplitude(amplitude),
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_origin(o),
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_xAxis(x),
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_yAxis(y),
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_zAxis(z) {}
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virtual void update(osg::NodeVisitor* nv,osg::Drawable* drawable)
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{
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const osg::FrameStamp* fs = nv->getFrameStamp();
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double referenceTime = fs->getReferenceTime();
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if (_firstCall)
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{
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_firstCall = false;
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_startTime = referenceTime;
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}
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_time = referenceTime-_startTime;
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drawable->accept(*this);
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drawable->dirtyBound();
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osg::Geometry* geometry = dynamic_cast<osg::Geometry*>(drawable);
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if (geometry)
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{
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osgUtil::SmoothingVisitor::smooth(*geometry);
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}
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}
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virtual void apply(osg::Drawable::AttributeType type,unsigned int count,osg::Vec3* begin)
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{
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if (type == osg::Drawable::VERTICES)
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{
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const float TwoPI=2.0f*osg::PI;
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const float phase = -_time/_period;
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osg::Vec3* end = begin+count;
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for (osg::Vec3* itr=begin;itr<end;++itr)
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{
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osg::Vec3 dv(*itr-_origin);
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osg::Vec3 local(dv*_xAxis,dv*_yAxis,dv*_zAxis);
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local.z() = local.x()*_amplitude*
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sinf(TwoPI*(phase+local.x()*_xphase));
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(*itr) = _origin +
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_xAxis*local.x()+
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_yAxis*local.y()+
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_zAxis*local.z();
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}
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}
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}
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bool _firstCall;
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double _startTime;
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double _time;
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double _period;
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double _xphase;
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float _amplitude;
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osg::Vec3 _origin;
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osg::Vec3 _xAxis;
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osg::Vec3 _yAxis;
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osg::Vec3 _zAxis;
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};
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// Custom Texture subload callback, just acts the the standard subload modes in osg::Texture right now
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// but code be used to define your own style callbacks.
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class MyTextureSubloadCallback : public osg::Texture2D::SubloadCallback
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{
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public:
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MyTextureSubloadCallback():
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_subloadMode(AUTO),
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_textureWidth(0),
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_textureHeight(0),
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_subloadTextureOffsetX(0),
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_subloadTextureOffsetY(0),
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_subloadImageOffsetX(0),
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_subloadImageOffsetY(0),
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_subloadImageWidth(0),
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_subloadImageHeight(0)
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{
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}
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enum SubloadMode {
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OFF,
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AUTO,
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IF_DIRTY
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};
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/** Set the texture subload mode. */
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inline void setSubloadMode(const SubloadMode mode) { _subloadMode = mode; }
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/** Get the texture subload mode. */
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inline const SubloadMode getSubloadMode() const { return _subloadMode; }
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/** Set the texture subload texture offsets. */
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inline void setSubloadTextureOffset(const int x, const int y)
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{
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_subloadTextureOffsetX = x;
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_subloadTextureOffsetY = y;
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}
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/** Get the texture subload texture offsets. */
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inline void getSubloadTextureOffset(int& x, int& y) const
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{
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x = _subloadTextureOffsetX;
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y = _subloadTextureOffsetY;
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}
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/** Set the texture subload width. If width or height are zero then
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* the repsective size value is calculated from the source image sizes. */
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inline void setSubloadTextureSize(const int width, const int height)
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{
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_textureWidth = width;
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_textureHeight = height;
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}
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/** Get the texture subload width. */
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inline void getSubloadTextureSize(int& width, int& height) const
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{
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width = _textureWidth;
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height = _textureHeight;
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}
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/** Set the subload image offsets. */
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inline void setSubloadImageOffset(const int x, const int y)
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{
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_subloadImageOffsetX = x;
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_subloadImageOffsetY = y;
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}
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/** Get the subload image offsets. */
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inline void getSubloadImageOffset(int& x, int& y) const
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{
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x = _subloadImageOffsetX;
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y = _subloadImageOffsetY;
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}
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/** Set the image subload width. If width or height are zero then
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* the repsective size value is calculated from the source image sizes. */
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inline void setSubloadImageSize(const int width, const int height)
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{
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_subloadImageWidth = width;
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_subloadImageHeight = height;
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}
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/** Get the image subload width. */
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inline void getSubloadImageSize(int& width, int& height) const
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{
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width = _subloadImageWidth;
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height = _subloadImageHeight;
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}
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virtual void load(const osg::Texture2D& texture,osg::State&) const
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{
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osg::notify(osg::INFO)<<"doing load"<<std::endl;
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/*
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static bool s_SGIS_GenMipmap = osg::isGLExtensionSupported("GL_SGIS_generate_mipmap");
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if (s_SGIS_GenMipmap && (texture.getFilter(osg::Texture2D::MIN_FILTER) != osg::Texture2D::LINEAR && texture.getFilter(osg::Texture2D::MIN_FILTER) != osg::Texture2D::NEAREST))
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{
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texture.setNumMipmapLevels(1); // will leave this at one, since the mipmap will be created internally by OpenGL.
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
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}
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else
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{
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texture.setNumMipmapLevels(1);
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}
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GLsizei width = (_subloadImageWidth>0)?_subloadImageWidth:texture.getImage()->s();
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GLsizei height = (_subloadImageHeight>0)?_subloadImageHeight:texture.getImage()->t();
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bool sizeChanged = false;
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if (_textureWidth==0)
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{
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// need to calculate texture dimension
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sizeChanged = true;
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_textureWidth = 1;
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for (; _textureWidth < (static_cast<GLsizei>(_subloadTextureOffsetX) + width); _textureWidth <<= 1) {}
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}
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if (_textureHeight==0)
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{
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// need to calculate texture dimension
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sizeChanged = true;
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_textureHeight = 1;
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for (; _textureHeight < (static_cast<GLsizei>(_subloadTextureOffsetY) + height); _textureHeight <<= 1) {}
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}
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if (sizeChanged)
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{
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texture.setTextureSize(_textureWidth, _textureHeight);
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}
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*/
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#if 0
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// reserve appropriate texture memory
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glTexImage2D(GL_TEXTURE_2D, 0, texture.getInternalFormat(),
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_textureWidth, _textureHeight, 0,
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(GLenum) texture.getImage()->getPixelFormat(), (GLenum) texture.getImage()->getDataType(),
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NULL);
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glPixelStorei(GL_UNPACK_ROW_LENGTH,texture.getImage()->s());
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glTexSubImage2D(GL_TEXTURE_2D, 0,
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_subloadTextureOffsetX, _subloadTextureOffsetY,
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width, height,
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(GLenum) texture.getImage()->getPixelFormat(), (GLenum) texture.getImage()->getDataType(),
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texture.getImage()->data(_subloadImageOffsetX,_subloadImageOffsetY));
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glPixelStorei(GL_UNPACK_ROW_LENGTH,0);
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#else
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glTexImage2D( GL_TEXTURE_2D, 0, texture.getInternalFormat(), _textureWidth, _textureHeight, 0, GL_RGB, GL_FLOAT, 0 );
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#endif
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}
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virtual void subload(const osg::Texture2D& texture,osg::State&) const
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{
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osg::notify(osg::INFO)<<"doing subload"<<std::endl;
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#if 0
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glPixelStorei(GL_UNPACK_ROW_LENGTH,texture.getImage()->s());
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glTexSubImage2D(GL_TEXTURE_2D, 0,
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_subloadTextureOffsetX, _subloadTextureOffsetY,
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(_subloadImageWidth>0)?_subloadImageWidth:texture.getImage()->s(), (_subloadImageHeight>0)?_subloadImageHeight:texture.getImage()->t(),
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(GLenum) texture.getImage()->getPixelFormat(), (GLenum) texture.getImage()->getDataType(),
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texture.getImage()->data(_subloadImageOffsetX,_subloadImageOffsetY));
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glPixelStorei(GL_UNPACK_ROW_LENGTH,0);
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#else
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#endif
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}
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SubloadMode _subloadMode;
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mutable GLsizei _textureWidth, _textureHeight;
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GLint _subloadTextureOffsetX, _subloadTextureOffsetY;
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GLint _subloadImageOffsetX, _subloadImageOffsetY;
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GLsizei _subloadImageWidth, _subloadImageHeight;
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};
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osg::Node* createPreRenderSubGraph(osg::Node* subgraph)
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{
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if (!subgraph) return 0;
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// create the quad to visualize.
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osg::Geometry* polyGeom = new osg::Geometry();
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polyGeom->setSupportsDisplayList(false);
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osg::Vec3 origin(0.0f,0.0f,0.0f);
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osg::Vec3 xAxis(1.0f,0.0f,0.0f);
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osg::Vec3 yAxis(0.0f,0.0f,1.0f);
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osg::Vec3 zAxis(0.0f,-1.0f,0.0f);
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float height = 100.0f;
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float width = 200.0f;
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int noSteps = 20;
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osg::Vec3Array* vertices = new osg::Vec3Array;
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osg::Vec3 bottom = origin;
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osg::Vec3 top = origin; top.z()+= height;
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osg::Vec3 dv = xAxis*(width/((float)(noSteps-1)));
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osg::Vec2Array* texcoords = new osg::Vec2Array;
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osg::Vec2 bottom_texcoord(0.0f,0.0f);
|
||||
osg::Vec2 top_texcoord(0.0f,1.0f);
|
||||
osg::Vec2 dv_texcoord(1.0f/(float)(noSteps-1),0.0f);
|
||||
|
||||
for(int i=0;i<noSteps;++i)
|
||||
{
|
||||
vertices->push_back(top);
|
||||
vertices->push_back(bottom);
|
||||
top+=dv;
|
||||
bottom+=dv;
|
||||
|
||||
texcoords->push_back(top_texcoord);
|
||||
texcoords->push_back(bottom_texcoord);
|
||||
top_texcoord+=dv_texcoord;
|
||||
bottom_texcoord+=dv_texcoord;
|
||||
}
|
||||
|
||||
|
||||
// pass the created vertex array to the points geometry object.
|
||||
polyGeom->setVertexArray(vertices);
|
||||
|
||||
polyGeom->setTexCoordArray(0,texcoords);
|
||||
|
||||
osg::Vec4Array* colors = new osg::Vec4Array;
|
||||
colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
|
||||
polyGeom->setColorArray(colors);
|
||||
polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
|
||||
|
||||
polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,vertices->size()));
|
||||
|
||||
// new we need to add the texture to the Drawable, we do so by creating a
|
||||
// StateSet to contain the Texture StateAttribute.
|
||||
osg::StateSet* stateset = new osg::StateSet;
|
||||
|
||||
// set up the texture.
|
||||
// osg::Image* image = new osg::Image;
|
||||
// image->setInternalTextureFormat(GL_RGBA);
|
||||
|
||||
// Dynamic texture filled with data from pbuffer.
|
||||
osg::Texture2D* texture = new osg::Texture2D;
|
||||
//texture->setSubloadMode(osg::Texture::IF_DIRTY);
|
||||
texture->setInternalFormat(GL_RGB);
|
||||
texture->setTextureSize(512,512);
|
||||
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
|
||||
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
|
||||
texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP);
|
||||
texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP);
|
||||
texture->setSubloadCallback(new MyTextureSubloadCallback());
|
||||
stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON);
|
||||
|
||||
polyGeom->setStateSet(stateset);
|
||||
|
||||
polyGeom->setUpdateCallback(new MyGeometryCallback(origin,xAxis,yAxis,zAxis,1.0,1.0/width,0.2f));
|
||||
|
||||
osg::Geode* geode = new osg::Geode();
|
||||
geode->addDrawable(polyGeom);
|
||||
|
||||
osg::Group* parent = new osg::Group;
|
||||
|
||||
parent->setUpdateCallback(new MyUpdateCallback(subgraph));
|
||||
|
||||
parent->setCullCallback(new MyCullCallback(subgraph,texture));
|
||||
|
||||
parent->addChild(geode);
|
||||
|
||||
return parent;
|
||||
}
|
||||
|
||||
void write_usage(std::ostream& out,const std::string& name)
|
||||
{
|
||||
out << std::endl;
|
||||
out <<"usage:"<< std::endl;
|
||||
out <<" "<<name<<" [options] infile1 [infile2 ...]"<< std::endl;
|
||||
out << std::endl;
|
||||
out <<"options:"<< std::endl;
|
||||
out <<" -l libraryName - load plugin of name libraryName"<< std::endl;
|
||||
out <<" i.e. -l osgdb_pfb"<< std::endl;
|
||||
out <<" Useful for loading reader/writers which can load"<< std::endl;
|
||||
out <<" other file formats in addition to its extension."<< std::endl;
|
||||
out <<" -e extensionName - load reader/wrter plugin for file extension"<< std::endl;
|
||||
out <<" i.e. -e pfb"<< std::endl;
|
||||
out <<" Useful short hand for specifying full library name as"<< std::endl;
|
||||
out <<" done with -l above, as it automatically expands to"<< std::endl;
|
||||
out <<" the full library name appropriate for each platform."<< std::endl;
|
||||
out <<std::endl;
|
||||
out <<" -stereo - switch on stereo rendering, using the default of,"<< std::endl;
|
||||
out <<" ANAGLYPHIC or the value set in the OSG_STEREO_MODE "<< std::endl;
|
||||
out <<" environmental variable. See doc/stereo.html for "<< std::endl;
|
||||
out <<" further details on setting up accurate stereo "<< std::endl;
|
||||
out <<" for your system. "<< std::endl;
|
||||
out <<" -stereo ANAGLYPHIC - switch on anaglyphic(red/cyan) stereo rendering."<< std::endl;
|
||||
out <<" -stereo QUAD_BUFFER - switch on quad buffered stereo rendering."<< std::endl;
|
||||
out <<std::endl;
|
||||
out <<" -stencil - use a visual with stencil buffer enabled, this "<< std::endl;
|
||||
out <<" also allows the depth complexity statistics mode"<< std::endl;
|
||||
out <<" to be used (press 'p' three times to cycle to it)."<< std::endl;
|
||||
out << std::endl;
|
||||
}
|
||||
|
||||
int main( int argc, char **argv )
|
||||
{
|
||||
// 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()->setCommandLineUsage(arguments.getProgramName()+" [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* loadedModel = osgDB::readNodeFiles(arguments);
|
||||
|
||||
|
||||
if (!loadedModel)
|
||||
{
|
||||
// write_usage(osg::notify(osg::NOTICE),argv[0]);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// create a transform to spin the model.
|
||||
osg::MatrixTransform* loadedModelTransform = new osg::MatrixTransform;
|
||||
loadedModelTransform->addChild(loadedModel);
|
||||
|
||||
osg::NodeCallback* nc = new osgUtil::TransformCallback(loadedModelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f));
|
||||
loadedModelTransform->setUpdateCallback(nc);
|
||||
|
||||
osg::Group* rootNode = new osg::Group();
|
||||
// rootNode->addChild(loadedModelTransform);
|
||||
rootNode->addChild(createPreRenderSubGraph(loadedModelTransform));
|
||||
|
||||
|
||||
// set the scene to render
|
||||
viewer.setSceneData(rootNode);
|
||||
|
||||
// create the windows and run the threads.
|
||||
viewer.realize(Producer::CameraGroup::ThreadPerCamera);
|
||||
|
||||
g_pPixelBuffer = new PBuffer(512,512);
|
||||
g_pPixelBuffer->initialize();
|
||||
|
||||
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();
|
||||
|
||||
// fire off the cull and draw traversals of the scene.
|
||||
viewer.frame();
|
||||
|
||||
}
|
||||
|
||||
delete g_pPixelBuffer;
|
||||
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user