282 lines
9.4 KiB
C++
282 lines
9.4 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This application is open source and may be redistributed and/or modified
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* freely and without restriction, both in commericial and non commericial applications,
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* as long as this copyright notice is maintained.
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*
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* This application is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*/
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#include <osgDB/ReadFile>
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#include <osgDB/FileUtils>
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#include <osgUtil/Optimizer>
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#include <osgProducer/Viewer>
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#include <osg/Point>
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#include <osg/BlendFunc>
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#include <osg/Texture2D>
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#include <osg/PointSprite>
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#include <osg/Program>
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float random(float min,float max) { return min + (max-min)*(float)rand()/(float)RAND_MAX; }
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osg::Node* createRainEffect(const osg::BoundingBox& bb, const osg::Vec3& velocity, unsigned int numParticles, bool useShaders)
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{
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osg::Geometry* geometry = new osg::Geometry;
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osg::StateSet* stateset = geometry->getOrCreateStateSet();
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// set up geometry.
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{
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// per vertex properties
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osg::Vec3Array* vertices = new osg::Vec3Array(numParticles*2);
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osg::FloatArray* offsets = new osg::FloatArray(numParticles*2);
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osg::Vec3 frameDelta = velocity*(2.0f/60.0f);
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for(unsigned int i=0; i< numParticles; ++i)
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{
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(*vertices)[i*2].set(random(bb.xMin(), bb.xMax()), random(bb.yMin(),bb.yMax()), bb.zMax());
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(*vertices)[i*2+1] = (*vertices)[i*2] + frameDelta;
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(*offsets)[i*2] = random(0.0, 1.0);
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(*offsets)[i*2+1] = (*offsets)[i*2];
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}
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geometry->setVertexArray(vertices);
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geometry->setTexCoordArray(0, offsets);
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// overall attributes
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osg::Vec4Array* colours = new osg::Vec4Array(1);
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(*colours)[0].set(0.5f,0.5f,0.5f,0.5f);
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geometry->setColorArray(colours);
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geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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geometry->addPrimitiveSet(new osg::DrawArrays(GL_LINES, 0, numParticles));
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}
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// set up state.
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{
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// time taken to get from start to the end of cycle
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float period = fabs((bb.zMax()-bb.zMin()) / velocity.z());
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// distance between start point and end of cyclce
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osg::Vec3 delta = velocity * period;
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// set up uniforms
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osg::Uniform* deltaUniform = new osg::Uniform("delta",delta);
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osg::Uniform* inversePeriodUniform = new osg::Uniform("inversePeriod",1.0f/period);
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osg::Uniform* startTime = new osg::Uniform("startTime",0.0f);
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osg::Program* program = new osg::Program;
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stateset->setAttribute(program);
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// get shaders from source
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program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("rain.vert")));
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program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("rain.frag")));
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stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateset->addUniform(deltaUniform);
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stateset->addUniform(inversePeriodUniform);
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stateset->addUniform(startTime);
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}
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geometry->setUseVertexBufferObjects(true);
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geometry->setInitialBound(bb);
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(geometry);
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return geode;
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}
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/*
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osg::Node* createSnowEffect(const osg::BoundingBox& bb, const osg::Vec3& velocity, unsigned int numParticles, bool useShaders)
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{
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osg::Geometry* geometry = new osg::Geometry;
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osg::StateSet* stateset = geometry->getOrCreateStateSet();
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// set up geometry.
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{
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// per vertex properties
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osg::Vec3Array* vertices = new osg::Vec3Array(numParticles);
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osg::FloatArray* offsets = new osg::FloatArray(numParticles);
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for(unsigned int i=0; i< numParticles; ++i)
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{
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(*vertices)[i].set(random(bb.xMin(), bb.xMax()), random(bb.yMin(),bb.yMax()), bb.zMax());
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(*offsets)[i] = random(0.0, 1.0);
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}
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geometry->setVertexArray(vertices);
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geometry->setTexCoordArray(0, offsets);
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// overall attributes
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osg::Vec4Array* colours = new osg::Vec4Array(1);
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(*colours)[0].set(1.0f,1.0f,1.0f,1.0f);
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geometry->setColorArray(colours);
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geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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geometry->addPrimitiveSet(new osg::DrawArrays(GL_POINTS, 0, numParticles));
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}
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// set up state.
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{
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// time taken to get from start to the end of cycle
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float period = fabs((bb.zMax()-bb.zMin()) / velocity.z());
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// distance between start point and end of cyclce
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osg::Vec3 delta = velocity * period;
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// set up uniforms
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osg::Uniform* deltaUniform = new osg::Uniform("delta",delta);
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osg::Uniform* inversePeriodUniform = new osg::Uniform("inversePeriod",1.0f/period);
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osg::Uniform* startTime = new osg::Uniform("startTime",0.0f);
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osg::Program* program = new osg::Program;
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stateset->setAttribute(program);
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// get shaders from source
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program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("snow.vert")));
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program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("snow.frag")));
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stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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stateset->addUniform(deltaUniform);
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stateset->addUniform(inversePeriodUniform);
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stateset->addUniform(startTime);
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}
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geometry->setInitialBound(bb);
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(geometry);
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return geode;
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}
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*/
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osg::Node* createModel(osg::Node* loadedModel, bool useShaders)
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{
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osg::Group* group = new osg::Group;
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osg::BoundingBox bb(0.0, 0.0, 0.0, 100.0, 100.0, 100.0);
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osg::Vec3 velocity(0.0,0.0,-2.0);
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unsigned int numParticles = 100000;
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if (loadedModel)
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{
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group->addChild(loadedModel);
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osg::BoundingSphere bs = loadedModel->getBound();
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bs.radius() *= 0.75;
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bb.init();
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bb.expandBy(bs);
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}
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group->addChild(createRainEffect(bb, velocity, numParticles, useShaders));
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return group;
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}
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int main( int argc, char **argv )
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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()->setApplicationName(arguments.getApplicationName());
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" example provides an interactive viewer for visualising point clouds..");
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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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arguments.getApplicationUsage()->addCommandLineOption("--shader","Use GLSL shaders.");
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arguments.getApplicationUsage()->addCommandLineOption("--fixed","Use fixed function pipeline.");
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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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bool shader = true;
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while (arguments.read("--shader")) shader = true;
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while (arguments.read("--fixed")) shader = false;
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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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osg::Timer timer;
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osg::Timer_t start_tick = timer.tick();
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// read the scene from the list of file specified commandline args.
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
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loadedModel = createModel(loadedModel.get(), shader);
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// if no model has been successfully loaded report failure.
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if (!loadedModel)
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{
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std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
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return 1;
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}
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osg::Timer_t end_tick = timer.tick();
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std::cout << "Time to load = "<<timer.delta_s(start_tick,end_tick)<<std::endl;
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// optimize the scene graph, remove rendundent nodes and state etc.
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osgUtil::Optimizer optimizer;
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optimizer.optimize(loadedModel.get());
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// set the scene to render
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viewer.setSceneData(loadedModel.get());
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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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// fire off the cull and draw traversals of the scene.
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viewer.frame();
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}
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// wait for all cull and draw threads to complete before exit.
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viewer.sync();
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return 0;
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}
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