139 lines
4.9 KiB
C++
139 lines
4.9 KiB
C++
#include <osg/Group>
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#include <osg/Notify>
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#include <osg/Depth>
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#include <osg/StateSet>
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#include <osg/EarthSky>
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#include <osg/Transform>
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#include <osgUtil/CullVisitor>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgGLUT/glut>
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#include <osgGLUT/Viewer>
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#include "GliderManipulator.h"
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extern osg::Node *makeTerrain( void );
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extern osg::Node *makeTrees( void );
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extern osg::Node *makeTank( void );
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extern osg::Node *makeWindsocks( void );
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extern osg::Node *makeGliders( void );
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extern osg::Node *makeGlider( void );
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extern osg::Node *makeSky( void );
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extern osg::Node *makeBase( void );
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extern osg::Node *makeClouds( void );
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struct MoveEarthySkyWithEyePointCallback : public osg::Transform::ComputeTransformCallback
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{
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/** Get the transformation matrix which moves from local coords to world coords.*/
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virtual const bool computeLocalToWorldMatrix(osg::Matrix& matrix,const osg::Transform*, osg::NodeVisitor* nv) const
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{
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cv)
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{
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osg::Vec3 eyePointLocal = cv->getEyeLocal();
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matrix.preMult(osg::Matrix::translate(eyePointLocal.x(),eyePointLocal.y(),0.0f));
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}
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return true;
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}
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/** Get the transformation matrix which moves from world coords to local coords.*/
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virtual const bool computeWorldToLocalMatrix(osg::Matrix& matrix,const osg::Transform*, osg::NodeVisitor* nv) const
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{
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cv)
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{
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osg::Vec3 eyePointLocal = cv->getEyeLocal();
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matrix.postMult(osg::Matrix::translate(-eyePointLocal.x(),-eyePointLocal.y(),0.0f));
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}
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return true;
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}
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};
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int main( int argc, char **argv )
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{
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glutInit( &argc, argv );
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// create the commandline args.
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std::vector<std::string> commandLine;
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for(int i=1;i<argc;++i) commandLine.push_back(argv[i]);
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// initialize the viewer.
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osgGLUT::Viewer viewer;
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viewer.setWindowTitle(argv[0]);
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// configure the viewer from the commandline arguments, and eat any
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// parameters that have been matched.
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viewer.readCommandLine(commandLine);
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// configure the plugin registry from the commandline arguments, and
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// eat any parameters that have been matched.
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osgDB::readCommandLine(commandLine);
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// load the nodes from the commandline arguments.
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osg::Node* rootnode = osgDB::readNodeFiles(commandLine);
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if (!rootnode)
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{
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// no database loaded so automatically create Ed Levin Park..
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osg::Group* group = new osg::Group;
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rootnode = group;
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// the base and sky subgraphs go to set the earth sky of the
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// model and clear the color and depth buffer for us, by using
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// osg::Depth, and setting their bin numbers to less than 0,
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// to force them to draw before the rest of the scene.
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osg::EarthSky* earthSky = osgNew osg::EarthSky;
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earthSky->setRequiresClear(false); // we've got base and sky to do it.
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// use a transform to make the sky and base around with the eye point.
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osg::Transform* transform = osgNew osg::Transform;
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// transform's value isn't knowm until in the cull traversal so its bounding
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// volume is can't be determined, therefore culling will be invalid,
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// so switch it off, this cause all our paresnts to switch culling
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// off as well. But don't worry culling will be back on once underneath
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// this node or any other branch above this transform.
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transform->setCullingActive(false);
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// set the compute transform callback to do all the work of
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// determining the transform according to the current eye point.
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transform->setComputeTransformCallback(osgNew MoveEarthySkyWithEyePointCallback);
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// add the sky and base layer.
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transform->addChild(makeSky()); // bin number -2 so drawn first.
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transform->addChild(makeBase()); // bin number -1 so draw second.
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// add the transform to the earth sky.
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earthSky->addChild(transform);
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// add to earth sky to the scene.
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group->addChild(earthSky);
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// the rest of the scene drawn after the base and sky above.
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group->addChild(makeTrees()); // will drop into a transparent, depth sorted bin (1)
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group->addChild(makeTerrain()); // will drop into default bin - state sorted 0
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group->addChild(makeTank()); // will drop into default bin - state sorted 0
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// add the following in the future...
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// makeGliders
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// makeClouds
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}
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viewer.addViewport( rootnode );
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unsigned int pos = viewer.registerCameraManipulator(new GliderManipulator());
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// Open window so camera manipulator's warp pointer request will succeed
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viewer.open();
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viewer.selectCameraManipulator(pos);
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viewer.run();
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return 0;
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}
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