From Ulrich Hertlein & Iskander Prins, added rotation of skydown on

fixed handling of updating one image per frame.
This commit is contained in:
Robert Osfield 2004-06-04 08:40:15 +00:00
parent 2cf45b50c9
commit de52abcdd3

View File

@ -11,8 +11,11 @@
#include <osg/ShapeDrawable>
#include <osg/PositionAttitudeTransform>
#include <osg/MatrixTransform>
#include <osgUtil/RenderToTextureStage>
#include <osgUtil/Optimizer>
#include <osgUtil/TransformCallback>
#include <osgDB/ReadFile>
#include <osgDB/Registry>
@ -27,8 +30,7 @@
#include <string>
#include <vector>
//#define UPDATE_ONE_IMAGE_PER_FRAME 1
#define UPDATE_ONE_IMAGE_PER_FRAME 1
class PrerenderAppCallback : public osg::NodeCallback
@ -72,6 +74,11 @@ class PrerenderCullCallback : public osg::NodeCallback
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
// Reset this counter to zero, otherwise it wont do the while loop down below.
// And the cubemap will never update the newer frames.
if (_updateCubemapFace > 5)
_updateCubemapFace = 0;
osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
if (cv && _cubemap.valid() && _subgraph.valid())
{
@ -94,13 +101,13 @@ class PrerenderCullCallback : public osg::NodeCallback
if ((_updateCubemapFace >= 0) && (_updateCubemapFace <= 5))
{
_clearColor = clearColArray[_updateCubemapFace];
doPreRender(*cv, _updateCubemapFace++);
doPreRender(*node, *cv, _updateCubemapFace++);
}
#else
while (_updateCubemapFace<6)
{
_clearColor = clearColArray[_updateCubemapFace];
doPreRender(*cv, _updateCubemapFace++);
doPreRender(*node, *cv, _updateCubemapFace++);
}
#endif
}
@ -109,7 +116,7 @@ class PrerenderCullCallback : public osg::NodeCallback
traverse(node,nv);
}
void doPreRender(osgUtil::CullVisitor& cv, const int nFace);
void doPreRender(osg::Node& node, osgUtil::CullVisitor& cv, const int nFace);
struct ImageData
{
@ -127,7 +134,7 @@ class PrerenderCullCallback : public osg::NodeCallback
};
void PrerenderCullCallback::doPreRender(osgUtil::CullVisitor& cv, const int nFace)
void PrerenderCullCallback::doPreRender(osg::Node& /*node*/, osgUtil::CullVisitor& cv, const int nFace)
{
const ImageData id[] =
{
@ -221,8 +228,8 @@ void PrerenderCullCallback::doPreRender(osgUtil::CullVisitor& cv, const int nFac
return;
}
int height = 128;
int width = 128;
int height = 512;
int width = 512;
const osg::Viewport& viewport = *cv.getViewport();
@ -243,7 +250,7 @@ void PrerenderCullCallback::doPreRender(osgUtil::CullVisitor& cv, const int nFac
cv.getCurrentRenderBin()->_stage->addToDependencyList(rtts.get());
// if one exist attach image to the RenderToTextureStage.
// if (_image.valid()) rtts->setImage(_image.get());
// if (image.valid()) rtts->setImage(_image.get());
if (image) rtts->setImage(image);
}
@ -254,7 +261,6 @@ osg::Drawable* makeGeometry()
return new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),radius));
}
osg::Node* createPreRenderSubGraph(osg::Node* subgraph)
{
if (!subgraph) return 0;
@ -446,8 +452,25 @@ int main( int argc, char **argv )
#if 1
osg::Node* sky = osgDB::readNodeFile("skydome.osg");
if (sky)
rootNode->addChild(createPreRenderSubGraph(sky));
// Proof of concept to see if the skydome really rotates and that the cubemap gets updated.
// create a transform to spin the model.
osg::MatrixTransform* loadedModelTransform = new osg::MatrixTransform;
loadedModelTransform->addChild(sky);
osg::NodeCallback* nc = new osgUtil::TransformCallback(loadedModelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(5.0f));
loadedModelTransform->setUpdateCallback(nc);
// osg::Group* rootNode = new osg::Group();
// rootNode->addChild(loadedModelTransform);
// rootNode->addChild(createPreRenderSubGraph(loadedModelTransform));
if (loadedModelTransform)
{
rootNode->addChild(createPreRenderSubGraph(loadedModelTransform));
}
#endif
#if 1
@ -456,16 +479,15 @@ int main( int argc, char **argv )
pat->addChild(createReferenceSphere());
rootNode->addChild(pat);
#endif
// load the nodes from the commandline arguments.
osg::Node* loadedModel = osgDB::readNodeFiles(arguments);
if (loadedModel)
rootNode->addChild(loadedModel);
// add model to the viewer.
viewer.setSceneData( rootNode );
// create the windows and run the threads.
viewer.realize();