OpenSceneGraph/examples/osghangglide/osghangglide.cpp

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#include <osg/Group>
#include <osg/Notify>
#include <osg/Depth>
#include <osg/StateSet>
#include <osg/ClearNode>
#include <osg/Transform>
#include <osgUtil/CullVisitor>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include "GliderManipulator.h"
#include <iostream>
extern osg::Node *makeTerrain( void );
extern osg::Node *makeTrees( void );
extern osg::Node *makeTank( void );
extern osg::Node *makeWindsocks( void );
extern osg::Node *makeGliders( void );
extern osg::Node *makeGlider( void );
extern osg::Node *makeSky( void );
extern osg::Node *makeBase( void );
extern osg::Node *makeClouds( void );
class MoveEarthySkyWithEyePointTransform : public osg::Transform
{
public:
/** Get the transformation matrix which moves from local coords to world coords.*/
virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const
{
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
if (cv)
{
osg::Vec3 eyePointLocal = cv->getEyeLocal();
matrix.preMult(osg::Matrix::translate(eyePointLocal.x(),eyePointLocal.y(),0.0f));
}
return true;
}
/** Get the transformation matrix which moves from world coords to local coords.*/
virtual bool computeWorldToLocalMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const
{
std::cout<<"computing transform"<<std::endl;
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
if (cv)
{
osg::Vec3 eyePointLocal = cv->getEyeLocal();
matrix.postMult(osg::Matrix::translate(-eyePointLocal.x(),-eyePointLocal.y(),0.0f));
}
return true;
}
};
osg::Group* createModel()
{
// no database loaded so automatically create Ed Levin Park..
osg::Group* group = new osg::Group;
// the base and sky subgraphs go to set the earth sky of the
// model and clear the color and depth buffer for us, by using
// osg::Depth, and setting their bin numbers to less than 0,
// to force them to draw before the rest of the scene.
osg::ClearNode* clearNode = new osg::ClearNode;
clearNode->setRequiresClear(false); // we've got base and sky to do it.
// use a transform to make the sky and base around with the eye point.
osg::Transform* transform = new MoveEarthySkyWithEyePointTransform;
// transform's value isn't knowm until in the cull traversal so its bounding
// volume is can't be determined, therefore culling will be invalid,
// so switch it off, this cause all our paresnts to switch culling
// off as well. But don't worry culling will be back on once underneath
// this node or any other branch above this transform.
transform->setCullingActive(false);
// add the sky and base layer.
transform->addChild(makeSky()); // bin number -2 so drawn first.
transform->addChild(makeBase()); // bin number -1 so draw second.
// add the transform to the earth sky.
clearNode->addChild(transform);
// add to earth sky to the scene.
group->addChild(clearNode);
// the rest of the scene drawn after the base and sky above.
group->addChild(makeTrees()); // will drop into a transparent, depth sorted bin (1)
group->addChild(makeTerrain()); // will drop into default bin - state sorted 0
group->addChild(makeTank()); // will drop into default bin - state sorted 0
// add the following in the future...
// makeGliders
// makeClouds
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.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates how to create a scene programatically, in this case a hang gliding flying site.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
// construct the viewer.
osgViewer::Viewer viewer;
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
bool customWindows = false;
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while(arguments.read("-2")) customWindows = true;
if (customWindows)
{
osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
if (!wsi)
{
osg::notify(osg::NOTICE)<<"View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
return 0;
}
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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traits->x = 250;
traits->y = 200;
traits->width = 800;
traits->height = 600;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = 0;
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
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if (gc.valid())
{
// need to ensure that the window is cleared make sure that the complete window is set the correct colour
// rather than just the parts of the window that are under the camera's viewports
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gc->setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
gc->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else
{
osg::notify(osg::NOTICE)<<" GraphicsWindow has not been created successfully."<<std::endl;
}
unsigned int numCameras = 2;
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double aspectRatioScale = 1.0;
for(unsigned int i=0; i<numCameras;++i)
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
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camera->setViewport(new osg::Viewport((i* traits->width)/numCameras,(i* traits->height)/numCameras, traits->width/numCameras, traits->height/numCameras));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::scale(aspectRatioScale,1.0,1.0));
}
}
else
{
viewer.setUpViewAcrossAllScreens();
}
// set up the camera manipulation with out custom manipultor
viewer.setCameraManipulator(new GliderManipulator());
// pass the scene graph to the viewer
viewer.setSceneData( createModel() );
return viewer.run();
}