264 lines
8.7 KiB
C++
264 lines
8.7 KiB
C++
// C++ source file - (C) 2003 Robert Osfield, released under the OSGPL.
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//
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// Simple example of use of Producer::RenderSurface to create an OpenGL
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// graphics window, and OSG for rendering.
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#include <osg/Timer>
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#include <osg/GraphicsContext>
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#include <osgUtil/UpdateVisitor>
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#include <osgUtil/CullVisitor>
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#include <osgDB/ReadFile>
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#include <iostream>
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////////////////////////////////////////////////////////////////////////////////
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//
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//
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// **************** THIS IS AN EXPERIMENTAL IMPLEMENTATION ***************
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// ************************** PLEASE DO NOT COPY ************************
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//
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//
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///////////////////////////////////////////////////////////////////////////////
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#if 1
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int main( int argc, char **argv )
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{
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if (argc<2)
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{
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std::cout << argv[0] <<": requires filename argument." << std::endl;
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return 1;
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}
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// load the scene.
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(argv[1]);
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if (!loadedModel)
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{
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std::cout << argv[0] <<": No data loaded." << std::endl;
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return 1;
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}
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osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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traits->_windowName = "osgcamera";
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traits->_x = 100;
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traits->_y = 100;
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traits->_width = 800;
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traits->_height = 800;
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traits->_windowDecoration = true;
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traits->_doubleBuffer = true;
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osg::ref_ptr<osg::GraphicsContext> gfxc = osg::GraphicsContext::createGraphicsContext(traits.get());
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if (!gfxc)
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{
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std::cout<<"Unable to create window."<<std::endl;
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return 1;
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}
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// realise the window
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gfxc->realize();
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// create the view of the scene.
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osg::ref_ptr<osg::CameraNode> camera = new osg::CameraNode;
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camera->setRenderOrder(osg::CameraNode::NESTED_RENDER);
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camera->setClearColor(osg::Vec4(1.0f,1.0f,0.0f,1.0f));
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camera->setCullingActive(false);
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camera->addChild(loadedModel.get());
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// initialize the view to look at the center of the scene graph
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const osg::BoundingSphere& bs = loadedModel->getBound();
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osg::Matrix viewMatrix;
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viewMatrix.makeLookAt(bs.center()-osg::Vec3(0.0,2.0f*bs.radius(),0.0),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
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// record the timer tick at the start of rendering.
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osg::Timer_t start_tick = osg::Timer::instance()->tick();
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unsigned int frameNum = 0;
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// make the graphics context current
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gfxc->makeCurrent();
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osg::ref_ptr<osgUtil::UpdateVisitor> updateVisitor = new osgUtil::UpdateVisitor;
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osg::ref_ptr<osgUtil::CullVisitor> cullVisitor = new osgUtil::CullVisitor;
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osg::ref_ptr<osgUtil::RenderGraph> renderGraph = new osgUtil::RenderGraph;
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cullVisitor->setRenderGraph(renderGraph.get());
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osg::ref_ptr<osgUtil::RenderStage> renderStage = new osgUtil::RenderStage;
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cullVisitor->setRenderStage(renderStage.get());
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// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
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while( gfxc->isRealized() )
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{
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// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
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osg::ref_ptr<osg::FrameStamp> frameStamp = new osg::FrameStamp;
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frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,osg::Timer::instance()->tick()));
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frameStamp->setFrameNumber(frameNum++);
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updateVisitor->reset();
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// pass frame stamp to the SceneView so that the update, cull and draw traversals all use the same FrameStamp
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updateVisitor->setFrameStamp(frameStamp.get());
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updateVisitor->setTraversalNumber(frameStamp->getFrameNumber());
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// set the view
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camera->setViewMatrix(viewMatrix);
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// do the update traversal the scene graph - such as updating animations
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camera->accept(*updateVisitor);
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cullVisitor->reset();
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cullVisitor->setFrameStamp(frameStamp.get());
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cullVisitor->setTraversalNumber(frameStamp->getFrameNumber());
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// update the viewport dimensions, incase the window has been resized.
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camera->setViewport(0,0,traits->_width,traits->_height);
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renderGraph->clean();
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renderStage->reset();
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renderStage->setViewport(camera->getViewport());
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osg::ref_ptr<osg::RefMatrix> proj = new osg::RefMatrix(camera->getProjectionMatrix());
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osg::ref_ptr<osg::RefMatrix> mv = new osg::RefMatrix(camera->getViewMatrix());
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cullVisitor->pushViewport(camera->getViewport());
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cullVisitor->pushProjectionMatrix(proj.get());
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cullVisitor->pushModelViewMatrix(mv.get());
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// do the cull traversal, collect all objects in the view frustum into a sorted set of rendering bins
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//camera->accept(*cullVisitor);
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loadedModel->accept(*cullVisitor);
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cullVisitor->popModelViewMatrix();
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cullVisitor->popProjectionMatrix();
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cullVisitor->popViewport();
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renderStage->sort();
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// prune out any empty RenderGraph children.
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// note, this would be not required if the rendergraph had been
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// reset at the start of each frame (see top of this method) but
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// a clean has been used instead to try to minimize the amount of
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// allocation and deleteing of the RenderGraph nodes.
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renderGraph->prune();
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renderStage->setClearColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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gfxc->getState()->setInitialViewMatrix(mv.get());
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std::cout<<"before"<<std::endl;
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// draw traversal
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osgUtil::RenderLeaf* previous = NULL;
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renderStage->draw(*(gfxc->getState()), previous);
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// Swap Buffers
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gfxc->swapBuffers();
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std::cout<<"swap"<<std::endl;
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}
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return 0;
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}
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#else
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int main( int argc, char **argv )
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{
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if (argc<2)
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{
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std::cout << argv[0] <<": requires filename argument." << std::endl;
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return 1;
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}
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// load the scene.
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(argv[1]);
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if (!loadedModel)
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{
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std::cout << argv[0] <<": No data loaded." << std::endl;
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return 1;
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}
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osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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traits->_windowName = "osgcamera";
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traits->_x = 100;
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traits->_y = 100;
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traits->_width = 800;
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traits->_height = 800;
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traits->_windowDecoration = true;
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traits->_doubleBuffer = true;
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osg::ref_ptr<osg::GraphicsContext> gfxc = osg::GraphicsContext::createGraphicsContext(traits.get());
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if (!gfxc)
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{
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std::cout<<"Unable to create window."<<std::endl;
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return 1;
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}
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// realise the window
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gfxc->realize();
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// create the view of the scene.
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osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
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sceneView->setDefaults();
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sceneView->setSceneData(loadedModel.get());
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// initialize the view to look at the center of the scene graph
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const osg::BoundingSphere& bs = loadedModel->getBound();
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osg::Matrix viewMatrix;
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viewMatrix.makeLookAt(bs.center()-osg::Vec3(0.0,2.0f*bs.radius(),0.0),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
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// record the timer tick at the start of rendering.
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osg::Timer_t start_tick = osg::Timer::instance()->tick();
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unsigned int frameNum = 0;
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// make the graphics context current
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gfxc->makeCurrent();
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// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
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while( gfxc->isRealized() )
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{
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// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
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osg::ref_ptr<osg::FrameStamp> frameStamp = new osg::FrameStamp;
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frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,osg::Timer::instance()->tick()));
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frameStamp->setFrameNumber(frameNum++);
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// pass frame stamp to the SceneView so that the update, cull and draw traversals all use the same FrameStamp
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sceneView->setFrameStamp(frameStamp.get());
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// update the viewport dimensions, incase the window has been resized.
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sceneView->setViewport(0,0,traits->_width,traits->_height);
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// set the view
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sceneView->setViewMatrix(viewMatrix);
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// do the update traversal the scene graph - such as updating animations
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sceneView->update();
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// do the cull traversal, collect all objects in the view frustum into a sorted set of rendering bins
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sceneView->cull();
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// draw the rendering bins.
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sceneView->draw();
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// Swap Buffers
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gfxc->swapBuffers();
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}
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return 0;
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}
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#endif
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