Files
OpenSceneGraph/examples/osgviewerMFC/MFC_OSG.cpp
Robert Osfield 7f1cb32fc1 From Michael Hartman, "I have gone in and created a CMakeList.txt file for osgviewerMFC application.
Below is the changes made to the included files.  The examples CMakeList.txt file was not included but the code change needed for osgviewerMFC inclusion is listed below.

 

CMakeList.txt:

This is a little different than other example cmakelist.txt files in that I could not use the setup_example macro.   I had to go in and extract out the important parts of the macro and inline them in the CMakeList.txt file so that I could add the WIN32 declaration into the ADD_EXECUTABLE() statement.  In the future the setup_example macro might be modified to support osgviewerMFC but this is special case so you might not want to muddy the water for one example.

 

 

MFC_OSG.h:

This file had some small changes:

From: #include <osgViewer/GraphicsWindowWin32>

To:   #include <osgViewer/api/win32/GraphicsWindowWin32>

 

Also added two new function declarations

      Void PreFrameUpdate(void);

      Void PostFrameUpdate(void);

 

 

MFC_OSG.cpp:

This file changed only in that I am explicitly showing the viewer run loop and added the two new functions in the MFC_OSG.h file.

 

"
2007-05-17 11:04:57 +00:00

186 lines
4.7 KiB
C++

// MFC_OSG.cpp : implementation of the cOSG class
//
#include "stdafx.h"
#include "MFC_OSG.h"
cOSG::cOSG(HWND hWnd) :
m_hWnd(hWnd)
{
//
// We must set the pixelformat before we can create the OSG Rendering Surface
//
PIXELFORMATDESCRIPTOR pixelFormat =
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL,
PFD_TYPE_RGBA,
24,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0,
24,
0,
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
};
HDC hdc = ::GetDC(m_hWnd);
if (hdc==0)
{
::DestroyWindow(m_hWnd);
return;
}
int pixelFormatIndex = ::ChoosePixelFormat(hdc, &pixelFormat);
if (pixelFormatIndex==0)
{
::ReleaseDC(m_hWnd, hdc);
::DestroyWindow(m_hWnd);
return;
}
if (!::SetPixelFormat(hdc, pixelFormatIndex, &pixelFormat))
{
::ReleaseDC(m_hWnd, hdc);
::DestroyWindow(m_hWnd);
return;
}
}
void cOSG::InitOSG(std::string modelname)
{
// Store the name of the model to load
m_ModelName = modelname;
// Init different parts of OSG
InitManipulators();
InitSceneGraph();
InitCameraConfig();
}
void cOSG::InitManipulators(void)
{
// Create a trackball manipulator
trackball = new osgGA::TrackballManipulator();
// Create a Manipulator Switcher
keyswitchManipulator = new osgGA::KeySwitchMatrixManipulator;
// Add our trackball manipulator to the switcher
keyswitchManipulator->addMatrixManipulator( '1', "Trackball", trackball.get());
// Init the switcher to the first manipulator (in this case the only manipulator)
keyswitchManipulator->selectMatrixManipulator(0); // Zero based index Value
}
void cOSG::InitSceneGraph(void)
{
// Init the main Root Node/Group
mRoot = new osg::Group;
// Load the Model from the model name
mModel = osgDB::readNodeFile(m_ModelName);
// Optimize the model
osgUtil::Optimizer optimizer;
optimizer.optimize(mModel.get());
optimizer.reset();
// Add the model to the scene
mRoot->addChild(mModel.get());
}
void cOSG::InitCameraConfig(void)
{
// Local Variable to hold window size data
RECT rect;
// Create the viewer for this window
mViewer = new osgViewer::Viewer;
// Add a Stats Handler to the viewer
mViewer->addEventHandler(new osgViewer::StatsHandler);
// Get the current window size
::GetWindowRect(m_hWnd, &rect);
// Init the GraphicsContext Traits
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
// Init the Windata Variable that holds the handle for the Window to display OSG in.
osg::ref_ptr<osg::Referenced> windata = new osgViewer::GraphicsWindowWin32::WindowData(m_hWnd);
// Setup the traits parameters
traits->x = 0;
traits->y = 0;
traits->width = rect.right - rect.left;
traits->height = rect.bottom - rect.top;
traits->windowDecoration = false;
traits->doubleBuffer = true;
traits->sharedContext = 0;
traits->inheritedWindowData = windata;
// Create the Graphics Context
osg::GraphicsContext* gc = osg::GraphicsContext::createGraphicsContext(traits.get());
// Init a new Camera (Master for this View)
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
// Assign Graphics Context to the Camera
camera->setGraphicsContext(gc);
// Set the viewport for the Camera
camera->setViewport(new osg::Viewport(traits->x, traits->y, traits->width, traits->height));
// Add the Camera to the Viewer
mViewer->addSlave(camera.get());
// Add the Camera Manipulator to the Viewer
mViewer->setCameraManipulator(keyswitchManipulator.get());
// Set the Scene Data
mViewer->setSceneData(mRoot.get());
// Realize the Viewer
mViewer->realize();
}
void cOSG::PreFrameUpdate()
{
// Due any preframe updates in this routine
}
void cOSG::PostFrameUpdate()
{
// Due any postframe updates in this routine
}
void cOSG::Render(void* ptr)
{
cOSG* osg = (cOSG*)ptr;
osgViewer::Viewer* viewer = osg->getViewer();
// You have two options for the main viewer loop
// viewer->run() or
// while(!viewer->done()) { viewer->frame(); }
//viewer->run();
while(!viewer->done())
{
osg->PreFrameUpdate();
viewer->frame();
osg->PostFrameUpdate();
//Sleep(10); // Use this command if you need to allow other processes to have cpu time
}
// For some reason this has to be here to avoid issue:
// if you have multiple OSG windows up
// and you exit one then all stop rendering
AfxMessageBox("Exit Rendering Thread");
}