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# include <osg/Geode>
# include <osg/Group>
# include <osg/Notify>
# include <osg/Material>
# include <osg/PolygonOffset>
# include <osg/PolygonMode>
# include <osg/LineStipple>
# include <osgDB/Registry>
# include <osgDB/ReadFile>
# include <osgProducer/Viewer>
# include <osgUtil/Optimizer>
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 use multi-pass and state inheritance to create a scribed rendered effect. " ) ;
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arguments . getApplicationUsage ( ) - > setCommandLineUsage ( arguments . getApplicationName ( ) + " [options] filename ... " ) ;
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arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -h or --help " , " Display this information " ) ;
// construct the viewer.
osgProducer : : Viewer viewer ( arguments ) ;
// set up the value with sensible default event handlers.
viewer . setUpViewer ( osgProducer : : Viewer : : STANDARD_SETTINGS ) ;
// get details on keyboard and mouse bindings used by the viewer.
viewer . getUsage ( * arguments . getApplicationUsage ( ) ) ;
// if user request help write it out to cout.
if ( arguments . read ( " -h " ) | | arguments . read ( " --help " ) )
{
arguments . getApplicationUsage ( ) - > write ( std : : cout ) ;
return 1 ;
}
// any option left unread are converted into errors to write out later.
arguments . reportRemainingOptionsAsUnrecognized ( ) ;
// report any errors if they have occured when parsing the program aguments.
if ( arguments . errors ( ) )
{
arguments . writeErrorMessages ( std : : cout ) ;
return 1 ;
}
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if ( arguments . argc ( ) < = 1 )
{
arguments . getApplicationUsage ( ) - > write ( std : : cout , osg : : ApplicationUsage : : COMMAND_LINE_OPTION ) ;
return 1 ;
}
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// load the nodes from the commandline arguments.
osg : : Node * loadedModel = osgDB : : readNodeFiles ( arguments ) ;
if ( ! loadedModel )
{
return 1 ;
}
// to do scribe mode we create a top most group to contain the
// original model, and then a second group contains the same model
// but overrides various state attributes, so that the second instance
// is rendered as wireframe.
osg : : Group * rootnode = new osg : : Group ;
osg : : Group * decorator = new osg : : Group ;
rootnode - > addChild ( loadedModel ) ;
rootnode - > addChild ( decorator ) ;
decorator - > addChild ( loadedModel ) ;
// set up the state so that the underlying color is not seen through
// and that the drawing mode is changed to wireframe, and a polygon offset
// is added to ensure that we see the wireframe itself, and turn off
// so texturing too.
osg : : StateSet * stateset = new osg : : StateSet ;
osg : : PolygonOffset * polyoffset = new osg : : PolygonOffset ;
polyoffset - > setFactor ( - 1.0f ) ;
polyoffset - > setUnits ( - 1.0f ) ;
osg : : PolygonMode * polymode = new osg : : PolygonMode ;
polymode - > setMode ( osg : : PolygonMode : : FRONT_AND_BACK , osg : : PolygonMode : : LINE ) ;
stateset - > setAttributeAndModes ( polyoffset , osg : : StateAttribute : : OVERRIDE | osg : : StateAttribute : : ON ) ;
stateset - > setAttributeAndModes ( polymode , osg : : StateAttribute : : OVERRIDE | osg : : StateAttribute : : ON ) ;
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# if 1
osg : : Material * material = new osg : : Material ;
stateset - > setAttributeAndModes ( material , osg : : StateAttribute : : OVERRIDE | osg : : StateAttribute : : ON ) ;
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stateset - > setMode ( GL_LIGHTING , osg : : StateAttribute : : OVERRIDE | osg : : StateAttribute : : OFF ) ;
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# else
// version which sets the color of the wireframe.
osg : : Material * material = new osg : : Material ;
material - > setColorMode ( osg : : Material : : OFF ) ; // switch glColor usage off
// turn all lighting off
material - > setAmbient ( osg : : Material : : FRONT_AND_BACK , osg : : Vec4 ( 0.0 , 0.0f , 0.0f , 1.0f ) ) ;
material - > setDiffuse ( osg : : Material : : FRONT_AND_BACK , osg : : Vec4 ( 0.0 , 0.0f , 0.0f , 1.0f ) ) ;
material - > setSpecular ( osg : : Material : : FRONT_AND_BACK , osg : : Vec4 ( 0.0 , 0.0f , 0.0f , 1.0f ) ) ;
// except emission... in which we set the color we desire
material - > setEmission ( osg : : Material : : FRONT_AND_BACK , osg : : Vec4 ( 0.0 , 1.0f , 0.0f , 1.0f ) ) ;
stateset - > setAttributeAndModes ( material , osg : : StateAttribute : : OVERRIDE | osg : : StateAttribute : : ON ) ;
stateset - > setMode ( GL_LIGHTING , osg : : StateAttribute : : OVERRIDE | osg : : StateAttribute : : ON ) ;
# endif
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stateset - > setTextureMode ( 0 , GL_TEXTURE_2D , osg : : StateAttribute : : OVERRIDE | osg : : StateAttribute : : OFF ) ;
// osg::LineStipple* linestipple = new osg::LineStipple;
// linestipple->setFactor(1);
// linestipple->setPattern(0xf0f0);
// stateset->setAttributeAndModes(linestipple,osg::StateAttribute::OVERRIDE_ON);
decorator - > setStateSet ( stateset ) ;
// run optimization over the scene graph
osgUtil : : Optimizer optimzer ;
optimzer . optimize ( rootnode ) ;
// add a viewport to the viewer and attach the scene graph.
viewer . setSceneData ( rootnode ) ;
// create the windows and run the threads.
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viewer . realize ( ) ;
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while ( ! viewer . done ( ) )
{
// wait for all cull and draw threads to complete.
viewer . sync ( ) ;
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer . update ( ) ;
// fire off the cull and draw traversals of the scene.
viewer . frame ( ) ;
}
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// wait for all cull and draw threads to complete before exit.
viewer . sync ( ) ;
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return 0 ;
}