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/* OpenSceneGraph example, osghangglide.
*
* Permission is hereby granted , free of charge , to any person obtaining a copy
* of this software and associated documentation files ( the " Software " ) , to deal
* in the Software without restriction , including without limitation the rights
* to use , copy , modify , merge , publish , distribute , sublicense , and / or sell
* copies of the Software , and to permit persons to whom the Software is
* furnished to do so , subject to the following conditions :
*
* THE SOFTWARE IS PROVIDED " AS IS " , WITHOUT WARRANTY OF ANY KIND , EXPRESS OR
* IMPLIED , INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY ,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT . IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM , DAMAGES OR OTHER
* LIABILITY , WHETHER IN AN ACTION OF CONTRACT , TORT OR OTHERWISE , ARISING FROM ,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE .
*/
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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>
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# include <osgViewer/Viewer>
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# include "GliderManipulator.h"
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# include <iostream>
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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 ) ;
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class MoveEarthySkyWithEyePointTransform : public osg : : Transform
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{
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public :
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/** Get the transformation matrix which moves from local coords to world coords.*/
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virtual bool computeLocalToWorldMatrix ( osg : : Matrix & matrix , osg : : NodeVisitor * nv ) const
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{
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.*/
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virtual bool computeWorldToLocalMatrix ( osg : : Matrix & matrix , osg : : NodeVisitor * nv ) const
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{
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std : : cout < < " computing transform " < < std : : endl ;
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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.
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osg : : Transform * transform = new MoveEarthySkyWithEyePointTransform ;
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// 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. " ) ;
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arguments . getApplicationUsage ( ) - > setCommandLineUsage ( arguments . getApplicationName ( ) + " [options] filename ... " ) ;
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arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -h or --help " , " Display this information " ) ;
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// construct the viewer.
osgViewer : : Viewer viewer ;
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// if user request help write it out to cout.
if ( arguments . read ( " -h " ) | | arguments . read ( " --help " ) )
{
arguments . getApplicationUsage ( ) - > write ( std : : cout ) ;
return 1 ;
}
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bool customWindows = false ;
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while ( arguments . read ( " -2 " ) ) customWindows = true ;
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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 ;
}
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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 ;
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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 ( ) )
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{
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// 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 ) ;
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}
else
{
osg : : notify ( osg : : NOTICE ) < < " GraphicsWindow has not been created successfully. " < < std : : endl ;
}
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unsigned int numCameras = 2 ;
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double aspectRatioScale = 1.0 ;
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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 ) ) ;
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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 ) ) ;
}
}
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else
{
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viewer . setUpViewAcrossAllScreens ( ) ;
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}
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// set up the camera manipulation with out custom manipultor
viewer . setCameraManipulator ( new GliderManipulator ( ) ) ;
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// pass the scene graph to the viewer
viewer . setSceneData ( createModel ( ) ) ;
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return viewer . run ( ) ;
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}