573 lines
19 KiB
C++
573 lines
19 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
|
|
*
|
|
* This application is open source and may be redistributed and/or modified
|
|
* freely and without restriction, both in commericial and non commericial applications,
|
|
* as long as this copyright notice is maintained.
|
|
*
|
|
* This application is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
*/
|
|
|
|
#include <osgDB/ReadFile>
|
|
#include <osgDB/FileUtils>
|
|
#include <osgUtil/Optimizer>
|
|
#include <osgUtil/CullVisitor>
|
|
#include <osgProducer/Viewer>
|
|
|
|
#include <osg/Point>
|
|
#include <osg/BlendFunc>
|
|
#include <osg/Texture2D>
|
|
#include <osg/PointSprite>
|
|
#include <osg/Program>
|
|
#include <osg/Fog>
|
|
#include <osg/io_utils>
|
|
|
|
float random(float min,float max) { return min + (max-min)*(float)rand()/(float)RAND_MAX; }
|
|
|
|
class PrecipitationGeometry : public osg::Geometry
|
|
{
|
|
public:
|
|
virtual bool supports(const osg::PrimitiveFunctor&) const { return false; }
|
|
virtual void accept(osg::PrimitiveFunctor&) const {}
|
|
virtual bool supports(const osg::PrimitiveIndexFunctor&) const { return false; }
|
|
virtual void accept(osg::PrimitiveIndexFunctor&) const {}
|
|
|
|
virtual osg::BoundingBox computeBound() const
|
|
{
|
|
return osg::BoundingBox();
|
|
}
|
|
|
|
};
|
|
|
|
class CullCallback : public osg::NodeCallback
|
|
{
|
|
public:
|
|
|
|
CullCallback(osg::Uniform* uniform):
|
|
_previousFrame(0),
|
|
_initialized(false),
|
|
_uniform(uniform)
|
|
{
|
|
}
|
|
|
|
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
|
|
{
|
|
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
|
|
if (cv)
|
|
{
|
|
if (!_initialized)
|
|
{
|
|
_previousModelViewMatrix = cv->getModelViewMatrix();
|
|
_previousFrame = nv->getFrameStamp()->getFrameNumber();
|
|
_initialized = true;
|
|
}
|
|
|
|
_uniform->set(_previousModelViewMatrix);
|
|
|
|
// osg::notify(osg::NOTICE)<<"Updating uniform "<<_previousModelViewMatrix<<std::endl;
|
|
|
|
traverse(node, nv);
|
|
|
|
if (_previousFrame != nv->getFrameStamp()->getFrameNumber())
|
|
{
|
|
_previousModelViewMatrix = cv->getModelViewMatrix();
|
|
_previousFrame = nv->getFrameStamp()->getFrameNumber();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
traverse(node, nv);
|
|
}
|
|
}
|
|
|
|
int _previousFrame;
|
|
bool _initialized;
|
|
osg::Matrix _previousModelViewMatrix;
|
|
osg::ref_ptr<osg::Uniform> _uniform;
|
|
};
|
|
|
|
void fillSpotLightImage(unsigned char* ptr, const osg::Vec4& centerColour, const osg::Vec4& backgroudColour, unsigned int size, float power)
|
|
{
|
|
float mid = (float(size)-1.0f)*0.5f;
|
|
float div = 2.0f/float(size);
|
|
for(unsigned int r=0;r<size;++r)
|
|
{
|
|
//unsigned char* ptr = image->data(0,r,0);
|
|
for(unsigned int c=0;c<size;++c)
|
|
{
|
|
float dx = (float(c) - mid)*div;
|
|
float dy = (float(r) - mid)*div;
|
|
float r = powf(1.0f-sqrtf(dx*dx+dy*dy),power);
|
|
if (r<0.0f) r=0.0f;
|
|
osg::Vec4 color = centerColour*r+backgroudColour*(1.0f-r);
|
|
*ptr++ = (unsigned char)((color[0])*255.0f);
|
|
*ptr++ = (unsigned char)((color[1])*255.0f);
|
|
*ptr++ = (unsigned char)((color[2])*255.0f);
|
|
*ptr++ = (unsigned char)((color[3])*255.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
osg::Image* createSpotLightImage(const osg::Vec4& centerColour, const osg::Vec4& backgroudColour, unsigned int size, float power)
|
|
{
|
|
|
|
#if 0
|
|
osg::Image* image = new osg::Image;
|
|
unsigned char* ptr = image->data(0,0,0);
|
|
fillSpotLightImage(ptr, centerColour, backgroudColour, size, power);
|
|
|
|
return image;
|
|
#else
|
|
osg::Image* image = new osg::Image;
|
|
osg::Image::MipmapDataType mipmapData;
|
|
unsigned int s = size;
|
|
unsigned int totalSize = 0;
|
|
unsigned i;
|
|
for(i=0; s>0; s>>=1, ++i)
|
|
{
|
|
if (i>0) mipmapData.push_back(totalSize);
|
|
totalSize += s*s*4;
|
|
std::cout<<" i= "<<i<<" s="<<s<<" p="<<totalSize<<std::endl;
|
|
}
|
|
|
|
std::cout<<"Total size ="<<totalSize<<std::endl;
|
|
|
|
unsigned char* ptr = new unsigned char[totalSize];
|
|
image->setImage(size, size, size, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, ptr, osg::Image::USE_NEW_DELETE,1);
|
|
|
|
image->setMipmapLevels(mipmapData);
|
|
|
|
s = size;
|
|
for(i=0; s>0; s>>=1, ++i)
|
|
{
|
|
fillSpotLightImage(ptr, centerColour, backgroudColour, s, power);
|
|
ptr += s*s*4;
|
|
}
|
|
|
|
return image;
|
|
#endif
|
|
}
|
|
|
|
/** create quad, line and point geometry data all with consistent particle positions.*/
|
|
void createGeometry(unsigned int numParticles,
|
|
osg::Geometry* quad_geometry,
|
|
osg::Geometry* line_geometry,
|
|
osg::Geometry* point_geometry)
|
|
{
|
|
// particle corner offsets
|
|
osg::Vec2 offset00(0.0f,0.0f);
|
|
osg::Vec2 offset10(1.0f,0.0f);
|
|
osg::Vec2 offset01(0.0f,1.0f);
|
|
osg::Vec2 offset11(1.0f,1.0f);
|
|
|
|
osg::Vec2 offset0(0.5f,0.0f);
|
|
osg::Vec2 offset1(0.5f,1.0f);
|
|
|
|
osg::Vec2 offset(0.5f,0.5f);
|
|
|
|
|
|
// configure quad_geometry;
|
|
osg::Vec3Array* quad_vertices = 0;
|
|
osg::Vec2Array* quad_offsets = 0;
|
|
if (quad_geometry)
|
|
{
|
|
quad_vertices = new osg::Vec3Array(numParticles*4);
|
|
quad_offsets = new osg::Vec2Array(numParticles*4);
|
|
|
|
quad_geometry->setVertexArray(quad_vertices);
|
|
quad_geometry->setTexCoordArray(0, quad_offsets);
|
|
quad_geometry->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, numParticles*4));
|
|
}
|
|
|
|
// configure line_geometry;
|
|
osg::Vec3Array* line_vertices = 0;
|
|
osg::Vec2Array* line_offsets = 0;
|
|
if (line_geometry)
|
|
{
|
|
line_vertices = new osg::Vec3Array(numParticles*2);
|
|
line_offsets = new osg::Vec2Array(numParticles*2);
|
|
|
|
line_geometry->setVertexArray(line_vertices);
|
|
line_geometry->setTexCoordArray(0, line_offsets);
|
|
line_geometry->addPrimitiveSet(new osg::DrawArrays(GL_LINES, 0, numParticles*2));
|
|
}
|
|
|
|
// configure point_geometry;
|
|
osg::Vec3Array* point_vertices = 0;
|
|
osg::Vec2Array* point_offsets = 0;
|
|
if (point_geometry)
|
|
{
|
|
point_vertices = new osg::Vec3Array(numParticles);
|
|
point_offsets = new osg::Vec2Array(numParticles);
|
|
|
|
point_geometry->setVertexArray(point_vertices);
|
|
point_geometry->setTexCoordArray(0, point_offsets);
|
|
point_geometry->addPrimitiveSet(new osg::DrawArrays(GL_POINTS, 0, numParticles));
|
|
}
|
|
|
|
// set up vertex attribute data.
|
|
for(unsigned int i=0; i< numParticles; ++i)
|
|
{
|
|
osg::Vec3 pos( random(0.0f, 1.0f), random(0.0f, 1.0f), random(0.0f, 1.0f));
|
|
|
|
// quad particles
|
|
if (quad_vertices)
|
|
{
|
|
(*quad_vertices)[i*4] = pos;
|
|
(*quad_vertices)[i*4+1] = pos;
|
|
(*quad_vertices)[i*4+2] = pos;
|
|
(*quad_vertices)[i*4+3] = pos;
|
|
(*quad_offsets)[i*4] = offset00;
|
|
(*quad_offsets)[i*4+1] = offset01;
|
|
(*quad_offsets)[i*4+2] = offset11;
|
|
(*quad_offsets)[i*4+3] = offset10;
|
|
}
|
|
|
|
// line particles
|
|
if (line_vertices)
|
|
{
|
|
(*line_vertices)[i*2] = pos;
|
|
(*line_vertices)[i*2+1] = pos;
|
|
(*line_offsets)[i*2] = offset0;
|
|
(*line_offsets)[i*2+1] = offset1;
|
|
}
|
|
|
|
// point particles
|
|
if (point_vertices)
|
|
{
|
|
(*point_vertices)[i] = pos;
|
|
(*point_offsets)[i] = offset;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
osg::Node* createRainEffect(const osg::BoundingBox& bb, const osg::Vec3& velocity, unsigned int numParticles, bool useShaders)
|
|
{
|
|
osg::Geode* geode = new osg::Geode;
|
|
|
|
osg::Geometry* quad_geometry = 0;
|
|
osg::Geometry* line_geometry = 0;
|
|
osg::Geometry* point_geometry = 0;
|
|
|
|
#if 1
|
|
quad_geometry = new PrecipitationGeometry;
|
|
quad_geometry->setUseVertexBufferObjects(true);
|
|
quad_geometry->setInitialBound(bb);
|
|
geode->addDrawable(quad_geometry);
|
|
|
|
osg::StateSet* quad_stateset = quad_geometry->getOrCreateStateSet();
|
|
{
|
|
osg::Program* program = new osg::Program;
|
|
quad_stateset->setAttribute(program);
|
|
|
|
// get shaders from source
|
|
program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("quad_rain.vert")));
|
|
program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("rain.frag")));
|
|
}
|
|
#endif
|
|
|
|
#if 0
|
|
line_geometry = new PrecipitationGeometry;
|
|
line_geometry->setUseVertexBufferObjects(true);
|
|
line_geometry->setInitialBound(bb);
|
|
geode->addDrawable(line_geometry);
|
|
|
|
osg::StateSet* line_stateset = line_geometry->getOrCreateStateSet();
|
|
{
|
|
osg::Program* program = new osg::Program;
|
|
line_stateset->setAttribute(program);
|
|
|
|
// get shaders from source
|
|
program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("line_rain.vert")));
|
|
program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("rain.frag")));
|
|
}
|
|
#endif
|
|
|
|
|
|
#if 0
|
|
point_geometry = new PrecipitationGeometry;
|
|
point_geometry->setUseVertexBufferObjects(true);
|
|
point_geometry->setInitialBound(bb);
|
|
geode->addDrawable(point_geometry);
|
|
|
|
osg::StateSet* point_stateset = point_geometry->getOrCreateStateSet();
|
|
{
|
|
osg::Program* program = new osg::Program;
|
|
point_stateset->setAttribute(program);
|
|
|
|
// get shaders from source
|
|
program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("point_rain.vert")));
|
|
program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("point_rain.frag")));
|
|
}
|
|
#endif
|
|
|
|
|
|
createGeometry(numParticles, quad_geometry, line_geometry, point_geometry);
|
|
|
|
|
|
// set up state.
|
|
osg::StateSet* stateset = geode->getOrCreateStateSet();
|
|
{
|
|
// time taken to get from start to the end of cycle
|
|
float period = fabs((bb.zMax()-bb.zMin()) / velocity.z());
|
|
|
|
// distance between start point and end of cyclce
|
|
osg::Vec3 position(bb.xMin(), bb.yMin(), bb.zMax());
|
|
osg::Vec3 dv_i( bb.xMax()-bb.xMin(), 0.0f, 0.0f );
|
|
osg::Vec3 dv_j( 0.0f, bb.yMax()-bb.yMin(), 0.0f );
|
|
osg::Vec3 dv_k( velocity * period );
|
|
|
|
// set up uniforms
|
|
osg::Uniform* position_Uniform = new osg::Uniform("position",position);
|
|
osg::Uniform* dv_i_Uniform = new osg::Uniform("dv_i",dv_i);
|
|
osg::Uniform* dv_j_Uniform = new osg::Uniform("dv_j",dv_j);
|
|
osg::Uniform* dv_k_Uniform = new osg::Uniform("dv_k",dv_k);
|
|
|
|
osg::Uniform* inversePeriodUniform = new osg::Uniform("inversePeriod",1.0f/period);
|
|
osg::Uniform* startTime = new osg::Uniform("startTime",0.0f);
|
|
|
|
|
|
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
|
|
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
|
|
|
|
stateset->addUniform(position_Uniform);
|
|
stateset->addUniform(dv_i_Uniform);
|
|
stateset->addUniform(dv_j_Uniform);
|
|
stateset->addUniform(dv_k_Uniform);
|
|
stateset->addUniform(inversePeriodUniform);
|
|
stateset->addUniform(startTime);
|
|
stateset->addUniform(new osg::Uniform("particleColour", osg::Vec4(0.6,0.6,0.6,1.0)));
|
|
|
|
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
|
|
stateset->addUniform(baseTextureSampler);
|
|
|
|
// osg::Texture2D* texture = new osg::Texture2D(osgDB::readImageFile("Images/particle.rgb"));
|
|
osg::Texture2D* texture = new osg::Texture2D(createSpotLightImage(osg::Vec4(1.0f,1.0f,1.0f,1.0f),osg::Vec4(1.0f,1.0f,1.0f,0.0f),32,1.0));
|
|
// texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
|
|
stateset->setTextureAttribute(0, texture);
|
|
|
|
// make it render after the normal transparent bin
|
|
stateset->setRenderBinDetails(11,"DepthSortedBin");
|
|
|
|
osg::Uniform* previousModelViewUniform = new osg::Uniform("previousModelViewMatrix",osg::Matrix());
|
|
stateset->addUniform(previousModelViewUniform);
|
|
geode->setCullCallback(new CullCallback(previousModelViewUniform));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return geode;
|
|
}
|
|
/*
|
|
osg::Node* createSnowEffect(const osg::BoundingBox& bb, const osg::Vec3& velocity, unsigned int numParticles, bool useShaders)
|
|
{
|
|
osg::Geometry* geometry = new osg::Geometry;
|
|
|
|
osg::StateSet* stateset = geometry->getOrCreateStateSet();
|
|
|
|
// set up geometry.
|
|
{
|
|
|
|
// per vertex properties
|
|
osg::Vec3Array* vertices = new osg::Vec3Array(numParticles);
|
|
osg::FloatArray* offsets = new osg::FloatArray(numParticles);
|
|
|
|
for(unsigned int i=0; i< numParticles; ++i)
|
|
{
|
|
(*vertices)[i].set(random(bb.xMin(), bb.xMax()), random(bb.yMin(),bb.yMax()), bb.zMax());
|
|
(*offsets)[i] = random(0.0, 1.0);
|
|
}
|
|
|
|
geometry->setVertexArray(vertices);
|
|
geometry->setTexCoordArray(0, offsets);
|
|
|
|
// overall attributes
|
|
osg::Vec4Array* colours = new osg::Vec4Array(1);
|
|
(*colours)[0].set(1.0f,1.0f,1.0f,1.0f);
|
|
geometry->setColorArray(colours);
|
|
geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
|
|
|
|
geometry->addPrimitiveSet(new osg::DrawArrays(GL_POINTS, 0, numParticles));
|
|
}
|
|
|
|
// set up state.
|
|
{
|
|
// time taken to get from start to the end of cycle
|
|
float period = fabs((bb.zMax()-bb.zMin()) / velocity.z());
|
|
|
|
// distance between start point and end of cyclce
|
|
osg::Vec3 delta = velocity * period;
|
|
|
|
// set up uniforms
|
|
osg::Uniform* deltaUniform = new osg::Uniform("delta",delta);
|
|
osg::Uniform* inversePeriodUniform = new osg::Uniform("inversePeriod",1.0f/period);
|
|
osg::Uniform* startTime = new osg::Uniform("startTime",0.0f);
|
|
|
|
osg::Program* program = new osg::Program;
|
|
stateset->setAttribute(program);
|
|
|
|
// get shaders from source
|
|
program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("snow.vert")));
|
|
program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("snow.frag")));
|
|
|
|
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
|
|
|
|
stateset->addUniform(deltaUniform);
|
|
stateset->addUniform(inversePeriodUniform);
|
|
stateset->addUniform(startTime);
|
|
}
|
|
|
|
geometry->setInitialBound(bb);
|
|
|
|
|
|
osg::Geode* geode = new osg::Geode;
|
|
geode->addDrawable(geometry);
|
|
|
|
return geode;
|
|
}
|
|
*/
|
|
osg::Node* createModel(osg::Node* loadedModel, bool useShaders)
|
|
{
|
|
osg::Group* group = new osg::Group;
|
|
|
|
osg::BoundingBox bb(0.0, 0.0, 0.0, 100.0, 100.0, 100.0);
|
|
osg::Vec3 velocity(0.0,2.0,-5.0);
|
|
unsigned int numParticles = 150000;
|
|
|
|
if (loadedModel)
|
|
{
|
|
group->addChild(loadedModel);
|
|
|
|
osg::BoundingSphere bs = loadedModel->getBound();
|
|
|
|
bb.set( -100, -100, 0, +100, +100, 10);
|
|
|
|
osg::StateSet* stateset = loadedModel->getOrCreateStateSet();
|
|
|
|
osg::Fog* fog = new osg::Fog;
|
|
fog->setMode(osg::Fog::LINEAR);
|
|
fog->setDensity(0.1f);
|
|
fog->setStart(0.0f);
|
|
fog->setEnd(1000.0f);
|
|
fog->setColor(osg::Vec4(0.5f,0.5f,0.5f,1.0f));
|
|
stateset->setAttributeAndModes(fog, osg::StateAttribute::ON);
|
|
|
|
osg::LightSource* lightSource = new osg::LightSource;
|
|
group->addChild(lightSource);
|
|
|
|
osg::Light* light = lightSource->getLight();
|
|
light->setLightNum(0);
|
|
light->setPosition(osg::Vec4(0.0f,0.0f,1.0f,0.0f)); // directional light from above
|
|
light->setAmbient(osg::Vec4(0.8f,0.8f,0.8f,1.0f));
|
|
light->setDiffuse(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
|
|
light->setSpecular(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
|
|
|
|
|
|
}
|
|
|
|
group->addChild(createRainEffect(bb, velocity, numParticles, useShaders));
|
|
|
|
return group;
|
|
}
|
|
|
|
int main( int argc, char **argv )
|
|
{
|
|
|
|
// use an ArgumentParser object to manage the program arguments.
|
|
osg::ArgumentParser arguments(&argc,argv);
|
|
|
|
// set up the usage document, in case we need to print out how to use this program.
|
|
arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());
|
|
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" example provides an interactive viewer for visualising point clouds..");
|
|
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
|
|
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
|
|
arguments.getApplicationUsage()->addCommandLineOption("--shader","Use GLSL shaders.");
|
|
arguments.getApplicationUsage()->addCommandLineOption("--fixed","Use fixed function pipeline.");
|
|
|
|
|
|
// construct the viewer.
|
|
osgProducer::Viewer viewer(arguments);
|
|
|
|
// set up the value with sensible default event handlers.
|
|
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
|
|
|
|
// get details on keyboard and mouse bindings used by the viewer.
|
|
viewer.getUsage(*arguments.getApplicationUsage());
|
|
|
|
bool shader = true;
|
|
while (arguments.read("--shader")) shader = true;
|
|
while (arguments.read("--fixed")) shader = false;
|
|
|
|
// if user request help write it out to cout.
|
|
if (arguments.read("-h") || arguments.read("--help"))
|
|
{
|
|
arguments.getApplicationUsage()->write(std::cout);
|
|
return 1;
|
|
}
|
|
|
|
// any option left unread are converted into errors to write out later.
|
|
arguments.reportRemainingOptionsAsUnrecognized();
|
|
|
|
// report any errors if they have occured when parsing the program aguments.
|
|
if (arguments.errors())
|
|
{
|
|
arguments.writeErrorMessages(std::cout);
|
|
return 1;
|
|
}
|
|
|
|
osg::Timer timer;
|
|
osg::Timer_t start_tick = timer.tick();
|
|
|
|
// read the scene from the list of file specified commandline args.
|
|
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
|
|
|
|
loadedModel = createModel(loadedModel.get(), shader);
|
|
|
|
// if no model has been successfully loaded report failure.
|
|
if (!loadedModel)
|
|
{
|
|
std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
|
|
return 1;
|
|
}
|
|
|
|
osg::Timer_t end_tick = timer.tick();
|
|
|
|
std::cout << "Time to load = "<<timer.delta_s(start_tick,end_tick)<<std::endl;
|
|
|
|
// optimize the scene graph, remove rendundent nodes and state etc.
|
|
osgUtil::Optimizer optimizer;
|
|
optimizer.optimize(loadedModel.get());
|
|
|
|
// set the scene to render
|
|
viewer.setSceneData(loadedModel.get());
|
|
|
|
// create the windows and run the threads.
|
|
viewer.realize();
|
|
|
|
while( !viewer.done() )
|
|
{
|
|
// wait for all cull and draw threads to complete.
|
|
viewer.sync();
|
|
|
|
// update the scene by traversing it with the the update visitor which will
|
|
// call all node update callbacks and animations.
|
|
viewer.update();
|
|
|
|
// fire off the cull and draw traversals of the scene.
|
|
viewer.frame();
|
|
|
|
}
|
|
|
|
// wait for all cull and draw threads to complete before exit.
|
|
viewer.sync();
|
|
|
|
return 0;
|
|
}
|
|
|