OpenSceneGraph/include/osgViewer/Viewer

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGVIEWER_Viewer
#define OSGVIEWER_Viewer 1
#include <osgViewer/GraphicsWindow>
#include <osgViewer/View>
#include <osgGA/EventVisitor>
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namespace osgViewer {
/** Viewer holds a single view on to a single scene..*/
class OSGVIEWER_EXPORT Viewer : public osgViewer::View
{
public:
Viewer();
virtual ~Viewer();
/** Get whether at least of one of this viewers windows are realized.*/
bool isRealized() const;
/** set up windows and associated threads.*/
void realize();
void setDone(bool done) { _done = done; }
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bool done() const { return _done; }
void setStartTick(osg::Timer_t tick);
osg::Timer_t getStartTick() const { return _startTick; }
void setReferenceTime(double time=0.0);
osg::FrameStamp* getFrameStamp() { return _frameStamp.get(); }
const osg::FrameStamp* getFrameStamp() const { return _frameStamp.get(); }
virtual void setSceneData(osg::Node* node);
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enum ThreadingModel
{
SingleThreaded,
CullDrawThreadPerContext,
DrawThreadPerContext,
CullThreadPerCameraDrawThreadPerContext,
AutomaticSelection
};
/** Set the threading model the rendering traversals will use.*/
void setThreadingModel(ThreadingModel threadingModel);
/** Get the threading model the rendering traversals will use.*/
ThreadingModel getThreadingModel() const { return _threadingModel; }
/** Set whether the main thread, calling frame(), should be used for the rendering traversals.*/
void setUseMainThreadForRenderingTraversals(bool flag);
/** Get whether the main thread, calling frame(), should be used for the rendering traversals.*/
bool getUseMainThreadForRenderingTraversals() const { return _useMainThreadForRenderingTraversal; }
/** Let the viewer suggest the best threading model for the viewers camera/window setup and the hardware available.*/
ThreadingModel suggestBestThreadingModel();
enum BarrierPosition
{
BeforeSwapBuffers,
AfterSwapBuffers
};
/** Set the position of the end barrier.
* AfterSwapBuffers will may result is slightly higher framerates, by may
* lead to inconcistent swapping between different windows.
* BeforeSwapBuffers may lead to slightly lower framerate, but improve consistency in timing of swap buffers,
* especially important if you are likely to consistently break frame.*/
void setEndBarrierPosition(BarrierPosition bp);
/** Get the end barrier position.*/
BarrierPosition getEndBarrierPosition() const { return _endBarrierPosition; }
/** Set the key event that the viewer checks on each frame to see if the viewer's done flag should be set to
* signal end of viewers main loop.
* Default value is Escape (osgGA::GUIEVentAdapter::KEY_Escape).
* Setting to 0 switches off the feature.*/
void setKeyEventSetsDone(int key) { _keyEventSetsDone = key; }
/** get the key event that the viewer checks on each frame to see if the viewer's done flag.*/
int getKeyEventSetsDone() const { return _keyEventSetsDone; }
/** if the flag is true, the viewer set its done flag when a QUIT_APPLICATION is received, false disables this feature */
void setQuitEventSetsDone(bool flag) { _quitEventSetsDone = flag; }
/** @return true if the viewer respond to the QUIT_APPLICATION-event */
bool getQuitEventSetsDone() const { return _quitEventSetsDone; }
/** Execute a main frame loop.
* Equivialant to while (!viewer.done()) viewer.frame();
* Also calls realize() if the viewer is not already realized,
* and installs trackball manipulator if one is not already assigned.
*/
virtual int run();
/** Render a complete new frame.
* Calls advance(), eventTraversal(), updateTraversal(), renderingTraversals(). */
virtual void frame(double simulationTime=USE_REFERENCE_TIME);
virtual void advance(double simulationTime=USE_REFERENCE_TIME);
virtual void eventTraversal();
virtual void updateTraversal();
virtual void renderingTraversals();
void setCameraWithFocus(osg::Camera* camera) { _cameraWithFocus = camera; }
osg::Camera* getCameraWithFocus() { return _cameraWithFocus.get(); }
const osg::Camera* getCameraWithFocus() const { return _cameraWithFocus.get(); }
typedef std::vector<osg::GraphicsContext*> Contexts;
void getContexts(Contexts& contexts, bool onlyValid=true);
typedef std::vector<osgViewer::GraphicsWindow*> Windows;
void getWindows(Windows& windows, bool onlyValid=true);
typedef std::vector<osg::Camera*> Cameras;
void getCameras(Cameras& cameras, bool onlyActive=true);
typedef std::vector<OpenThreads::Thread*> Threads;
void getAllThreads(Threads& threads, bool onlyActive=true);
typedef std::vector<osg::OperationsThread*> OperationsThreads;
void getOperationsThreads(OperationsThreads& threads, bool onlyActive=true);
/** Set the graphics operation to call on realization of the viewers graphics windows.*/
void setRealizeOperation(osg::Operation* op) { _realizeOperation = op; }
/** Get the graphics operation to call on realization of the viewers graphics windows.*/
osg::Operation* getRealizeOperation() { return _realizeOperation.get(); }
/** Set up the threading and processor affinity as per the viewers threading model.*/
void setUpThreading();
/** Stop any threads begin run by viewer.*/
void stopThreading();
/** Start any threads required by the viewer.*/
void startThreading();
/** Set up the Operations to render the various viewer cameras on the viewers graphics windows.*/
void setUpRenderingSupport();
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/** Get the keyboard and mouse usage of this viewer.*/
virtual void getUsage(osg::ApplicationUsage& usage) const;
protected:
void checkWindowStatus();
inline void makeCurrent(osg::GraphicsContext* gc)
{
if (_currentContext==gc) return;
releaseContext();
if (gc && gc->makeCurrent()) _currentContext = gc;
}
inline void releaseContext()
{
if (_currentContext.valid())
{
_currentContext->releaseContext();
_currentContext = 0;
}
}
bool _firstFrame;
bool _done;
int _keyEventSetsDone;
bool _quitEventSetsDone;
ThreadingModel _threadingModel;
bool _threadsRunning;
bool _useMainThreadForRenderingTraversal;
BarrierPosition _endBarrierPosition;
osg::ref_ptr<osg::BarrierOperation> _startRenderingBarrier;
osg::ref_ptr<osg::BarrierOperation> _endRenderingDispatchBarrier;
osg::ref_ptr<EndOfDynamicDrawBlock> _endDynamicDrawBlock;
unsigned int _numWindowsOpenAtLastSetUpThreading;
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typedef std::list< osg::ref_ptr<osgUtil::SceneView> > SceneViews;
SceneViews _sceneViews;
osg::Timer_t _startTick;
osg::ref_ptr<osg::FrameStamp> _frameStamp;
osg::observer_ptr<osg::Camera> _cameraWithFocus;
osg::ref_ptr<osgGA::EventVisitor> _eventVisitor;
osg::ref_ptr<osg::Operation> _realizeOperation;
osg::observer_ptr<osg::GraphicsContext> _currentContext;
};
}
#endif