OpenSceneGraph/examples/osgviewerIPhone/iphoneViewerAppDelegate.mm

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//Created by Thomas Hogarth 2009
//
//This exampe shows how to render osg into an existing windw. Apple recommends apps only have one window on IPhone so this
// will be your best bet.
//
#import "iphoneViewerAppDelegate.h"
#include <osgGA/TrackballManipulator>
#include <osg/ShapeDrawable>
//inckude the iphone specific windowing stuff
#include <osgViewer/api/IOS/GraphicsWindowIOS>
#define kAccelerometerFrequency 30.0 // Hz
#define kFilteringFactor 0.1
@implementation iphoneViewerAppDelegate
@synthesize _window;
//
//Called once app has finished launching, create the viewer then realize. Can't call viewer->run as will
//block the final inialization of the windowing system
//
- (void)applicationDidFinishLaunching:(UIApplication *)application {
std::string test_string;
test_string = "huhu";
//get the screen size
CGRect lFrame = [[UIScreen mainScreen] bounds];
unsigned int w = lFrame.size.width;
unsigned int h = lFrame.size.height;
// create the main window at screen size
self._window = [[UIWindow alloc] initWithFrame: lFrame];
//show window
[_window makeKeyAndVisible];
//create our graphics context directly so we can pass our own window
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::GraphicsWindowIOS::WindowData(_window);
// Setup the traits parameters
traits->x = 0;
traits->y = 0;
traits->width = w;
traits->height = h;
traits->depth = 16; //keep memory down, default is currently 24
//traits->alpha = 8;
//traits->stencil = 8;
traits->windowDecoration = false;
traits->doubleBuffer = true;
traits->sharedContext = 0;
traits->setInheritedWindowPixelFormat = true;
//traits->windowName = "osgViewer";
traits->inheritedWindowData = windata;
// Create the Graphics Context
osg::ref_ptr<osg::GraphicsContext> graphicsContext = osg::GraphicsContext::createGraphicsContext(traits.get());
//create the viewer
_viewer = new osgViewer::Viewer();
//if the context was created then attach to our viewer
if(graphicsContext)
{
_viewer->getCamera()->setGraphicsContext(graphicsContext);
_viewer->getCamera()->setViewport(new osg::Viewport(0, 0, traits->width, traits->height));
}
//create scene and attch to viewer
//create root
_root = new osg::MatrixTransform();
//load and attach scene model
osg::ref_ptr<osg::Node> model = (osgDB::readNodeFile("hog.osg"));
_root->addChild(model);
osg::Geode* geode = new osg::Geode();
osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(1,1,1), 1));
geode->addDrawable(drawable);
_root->addChild(geode);
//create and attach ortho camera for hud text
osg::ref_ptr<osg::CameraNode> _hudCamera = new osg::CameraNode;
// set the projection matrix
_hudCamera->setProjectionMatrix(osg::Matrix::ortho2D(0,w,0,h));
// set the view matrix
_hudCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
_hudCamera->setViewMatrix(osg::Matrix::identity());
// only clear the depth buffer
_hudCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
// draw subgraph after main camera view.
_hudCamera->setRenderOrder(osg::CameraNode::POST_RENDER);
_root->addChild(_hudCamera.get());
//attcg text to hud
/*osg::ref_ptr<osgText::Text> text = new osgText::Text;
osg::ref_ptr<osg::Geode> textGeode = new osg::Geode();
osg::StateSet* stateset = textGeode->getOrCreateStateSet();
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
textGeode->addDrawable( text );
_hudCamera->addChild(textGeode.get());
std::string timesFont("arial.ttf");
osg::Vec3 position = osg::Vec3(w/2.0f, h/2.0f, 0.0f);
osg::Vec3 delta(0.0f,-120.0f,0.0f);
text->setFont(timesFont);
text->setCharacterSize(20.0,1.0);
text->setColor(osg::Vec4(0.8,0.8,0.8,1.0));
text->setPosition(position);
text->setMaximumHeight(480);
text->setMaximumWidth(320);
text->setAlignment(osgText::Text::CENTER_CENTER );
text->setText("It's a Hogs life...");*/
_viewer->setSceneData(_root.get());
_viewer->setCameraManipulator(new osgGA::TrackballManipulator);
_viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);//SingleThreaded DrawThreadPerContext
//
//_viewer->realize();
osg::setNotifyLevel(osg::DEBUG_FP);
[NSTimer scheduledTimerWithTimeInterval:1.0/30.0 target:self selector:@selector(updateScene) userInfo:nil repeats:YES];
//Configure and start accelerometer
[[UIAccelerometer sharedAccelerometer] setUpdateInterval:(1.0 / kAccelerometerFrequency)];
[[UIAccelerometer sharedAccelerometer] setDelegate:self];
}
//
//Timer called function to update our scene and render the viewer
//
- (void)updateScene {
_viewer->frame();
}
- (void)applicationWillResignActive:(UIApplication *)application {
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
}
-(void)applicationWillTerminate:(UIApplication *)application{
_root = NULL;
_viewer = NULL;
}
//
//Accelorometer
//
- (void)accelerometer:(UIAccelerometer*)accelerometer didAccelerate:(UIAcceleration*)acceleration
{
//Use a basic low-pass filter to only keep the gravity in the accelerometer values
accel[0] = acceleration.x * kFilteringFactor + accel[0] * (1.0 - kFilteringFactor);
accel[1] = acceleration.y * kFilteringFactor + accel[1] * (1.0 - kFilteringFactor);
accel[2] = acceleration.z * kFilteringFactor + accel[2] * (1.0 - kFilteringFactor);
}
- (void)dealloc {
_root = NULL;
_viewer = NULL;
[super dealloc];
}
@end