OpenSceneGraph/examples/osgsimplepager/osgsimplepager.cpp

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// C++ source file - (C) 2003 Robert Osfield, released under the OSGPL.
//
// Simple example of use of Producer::RenderSurface + KeyboardMouseCallback + SceneView
// example that provides the user with control over view position with support for
// enabling the osgDB::DatabasePager as required by the PagedLOD and TXP databases.
#include <Producer/RenderSurface>
#include <Producer/KeyboardMouse>
#include <Producer/Trackball>
#include <osg/Timer>
#include <osgUtil/SceneView>
#include <osgUtil/IntersectVisitor>
#include <osgDB/ReadFile>
#include <osgFX/Scribe>
class MyKeyboardMouseCallback : public Producer::KeyboardMouseCallback
{
public:
MyKeyboardMouseCallback(osgUtil::SceneView* sceneView) :
Producer::KeyboardMouseCallback(),
_mx(0.0f),_my(0.0f),_mbutton(0),
_done(false),
_trackBall(new Producer::Trackball),
_sceneView(sceneView)
{
resetTrackball();
}
virtual void specialKeyPress( Producer::KeyCharacter key )
{
if (key==Producer::KeyChar_Escape)
shutdown();
}
virtual void shutdown()
{
_done = true;
}
virtual void keyPress( Producer::KeyCharacter key)
{
if (key==' ') resetTrackball();
}
virtual void mouseMotion( float mx, float my )
{
_mx = mx;
_my = my;
}
virtual void buttonPress( float mx, float my, unsigned int mbutton )
{
_mx = mx;
_my = my;
_mbutton |= (1<<(mbutton-1));
_mx_buttonPress = _mx;
_my_buttonPress = _my;
}
virtual void buttonRelease( float mx, float my, unsigned int mbutton )
{
_mx = mx;
_my = my;
_mbutton &= ~(1<<(mbutton-1));
}
bool done() { return _done; }
float mx() { return _mx; }
float my() { return _my; }
unsigned int mbutton() { return _mbutton; }
void resetTrackball()
{
osg::Node* scene = _sceneView->getSceneData();
if (scene)
{
const osg::BoundingSphere& bs = scene->getBound();
_trackBall->reset();
_trackBall->setOrientation( Producer::Trackball::Z_UP );
_trackBall->setDistance(bs.radius()*2.0f);
_trackBall->translate(-bs.center().x(),-bs.center().y(),-bs.center().z());
}
}
osg::Matrixd getViewMatrix()
{
_trackBall->input( mx(), my(), mbutton() );
return osg::Matrixd(_trackBall->getMatrix().ptr());
}
private:
float _mx, _my;
float _mx_buttonPress, _my_buttonPress;
unsigned int _mbutton;
bool _done;
osg::ref_ptr<Producer::Trackball> _trackBall;
osg::ref_ptr<osgUtil::SceneView> _sceneView;
};
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;
}
// When numTimesToRun>1 allow the user to test opening and closing graphics contexts whilst
// still keep scene graph around.
unsigned int numTimesToRun = 1;
if (argc>2)
{
numTimesToRun = atoi(argv[2]);
}
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// do the set up of the DatabasePager...
// create the database pager via the osgDB::Registry
osgDB::DatabasePager* databasePager = osgDB::Registry::instance()->getOrCreateDatabasePager();
// set wether the DatabasePager thread should be blocked while the scene graph is being used to render a frame
// setting frame block to true can help achieve constant frame rates on single CPU systems.
databasePager->setUseFrameBlock(false);
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// set whether to pre compile GL objects before merging new subgraphs with main scene graph
// databasePager->setCompileGLObjectsForContextID(sceneView->getState()->getContextID(),true);
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// register any PagedLOD that need to be tracked in the scene graph
databasePager->registerPagedLODs(loadedModel.get());
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// record the timer tick at the start of rendering.
osg::Timer_t start_tick = osg::Timer::instance()->tick();
// set the frame number count. Note, this is outside the window loop, so that
// frame numbers increment even a graphics context is closed down and another opened
// this is to ensure the record of the frame numbers in the scene graph are kept valid.
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unsigned int frameNum = 0;
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if (numTimesToRun>1)
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{
// make sure the database pager doesn't unref images as otherwise they won't be around the next time
// they are needed when the a new graphics context comes up.
databasePager->setUnrefImageDataAfterApplyPolicy(true,false);
}
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for(unsigned int i=0;i<numTimesToRun;++i)
{
// create the view of the scene.
osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
sceneView->setDefaults();
sceneView->setSceneData(loadedModel.get());
sceneView->setLightingMode(osgUtil::SceneView::SKY_LIGHT);
// need to register the DatabasePager with the SceneView's CullVisitor so it can pass on request
// for files to be loaded.
sceneView->getCullVisitor()->setDatabaseRequestHandler(databasePager);
// create the window to draw to.
osg::ref_ptr<Producer::RenderSurface> renderSurface = new Producer::RenderSurface;
renderSurface->setWindowName("osgsimplepager");
renderSurface->setWindowRectangle(100,100,800,600);
renderSurface->useBorder(true);
renderSurface->realize();
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// set up a KeyboardMouse to manage the events comming in from the RenderSurface
osg::ref_ptr<Producer::KeyboardMouse> kbm = new Producer::KeyboardMouse(renderSurface.get());
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// create a KeyboardMouseCallback to handle the mouse events within this applications
osg::ref_ptr<MyKeyboardMouseCallback> kbmcb = new MyKeyboardMouseCallback(sceneView.get());
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// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
while( renderSurface->isRealized() && !kbmcb->done())
{
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// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
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);
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// pass any keyboard mouse events onto the local keyboard mouse callback.
kbm->update( *kbmcb );
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// set the view
sceneView->setViewMatrix(kbmcb->getViewMatrix());
// update the viewport dimensions, incase the window has been resized.
sceneView->setViewport(0,0,renderSurface->getWindowWidth(),renderSurface->getWindowHeight());
// tell the DatabasePager the frame number of that the scene graph is being actively used to render a frame
databasePager->signalBeginFrame(frameStamp);
// syncronize changes required by the DatabasePager thread to the scene graph
databasePager->updateSceneGraph(frameStamp->getReferenceTime());
// 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();
// tell the DatabasePager that the frame is complete and that scene graph is no longer be activity traversed.
databasePager->signalEndFrame();
// Swap Buffers
renderSurface->swapBuffers();
// clean up and compile gl objects with a specified limit
double availableTime = 0.0025; // 2.5 ms
// compile any GL objects that are required.
databasePager->compileGLObjects(*(sceneView->getState()),availableTime);
// flush deleted GL objects.
sceneView->flushDeletedGLObjects(availableTime);
}
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// clear the database pager so its starts a fresh on the next update/cull/draw traversals
databasePager->clear();
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// release the GL objects stored in the scene graph.
sceneView->releaseAllGLObjects();
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// do a flush to delete all the OpenGL objects that have been deleted or released from the scene graph.
sceneView->flushAllDeletedGLObjects();
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// reset the osg::State so that next time its used its in a cleaned state.
// sceneView->getState()->reset();
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}
// switch off the database pager by unreferencing it.
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osgDB::Registry::instance()->setDatabasePager(0);
return 0;
}