Files
OpenSceneGraph/examples/osgcamera/osgcamera.cpp

264 lines
8.7 KiB
C++

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