// Created by Thomas Hogarth 2009 // Cleaned up by Stephan Huber 2013 // Added gles3 support 2017 TH // // this example will create a fullscreen window showing a box. You can interact with it via // multi-touch gestures. #import "iphoneViewerAppDelegate.h" #include #include #include #include //include the iphone specific windowing stuff #include #include "shaders.h" // global programs osg::ref_ptr _vertColorProgram; osg::ref_ptr _textureProgram; @interface MyViewController : UIViewController - (BOOL)shouldAutorotate; @end @implementation MyViewController - (BOOL)shouldAutorotate { return YES; } @end @implementation iphoneViewerAppDelegate @synthesize _window; // // Shape drawables sometimes use gl_quads so use this function to convert // void optimizeNode(osg::Node* node) { osgUtil::Optimizer optimizer; optimizer.optimize(node, osgUtil::Optimizer::TRISTRIP_GEOMETRY); } // // create a camera to set up the projection and model view matrices, and the subgraph to draw in the HUD // osg::Camera* createHUD(unsigned int w, unsigned int h) { osg::Camera* camera = new osg::Camera; // set the projection matrix camera->setProjectionMatrix(osg::Matrix::ortho2D(0,w,0,h)); // set the view matrix camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrix(osg::Matrix::identity()); // only clear the depth buffer camera->setClearMask(GL_DEPTH_BUFFER_BIT); // draw subgraph after main camera view. camera->setRenderOrder(osg::Camera::POST_RENDER); // we don't want the camera to grab event focus from the viewers main camera(s). camera->setAllowEventFocus(false); // add to this camera a subgraph to render { osg::Geode* geode = new osg::Geode(); osg::Vec3 position(50.0f,h-50,0.0f); { osgText::Text* text = new osgText::Text(); text->setUseVertexBufferObjects(true); text->setFont(0);//"fonts/arial.ttf"); text->setPosition(position); text->setText("A simple multi-touch-example\n1 touch = rotate, \n2 touches = drag + scale, \n3 touches = home"); text->setColor(osg::Vec4(0.9,0.1,0.1,1.0)); geode->addDrawable( text ); } camera->addChild(geode); } return camera; } class TestMultiTouchEventHandler : public osgGA::GUIEventHandler { public: TestMultiTouchEventHandler(osg::Group* parent_group) : osgGA::GUIEventHandler(), _cleanupOnNextFrame(false) { createTouchRepresentations(parent_group, 10); } private: void createTouchRepresentations(osg::Group* parent_group, unsigned int num_objects) { // create some geometry which is shown for every touch-point for(unsigned int i = 0; i != num_objects; ++i) { std::ostringstream ss; osg::Geode* geode = new osg::Geode(); osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0), 100)); drawable->setUseVertexBufferObjects(true); drawable->setDataVariance(osg::Object::DYNAMIC); #if defined(OSG_GLES2_AVAILABLE) || defined(OSG_GLES3_AVAILABLE) drawable->getOrCreateStateSet()->setAttributeAndModes(_vertColorProgram, osg::StateAttribute::ON); optimizeNode(drawable); #endif drawable->setColor(osg::Vec4(0.5, 0.5, 0.5,1)); geode->addDrawable(drawable); ss << "Touch " << i; osgText::Text* text = new osgText::Text; text->setUseVertexBufferObjects(true); text->setFont(0); //"fonts/arial.ttf"); text->setPosition(osg::Vec3(110,0,0)); text->setDataVariance(osg::Object::DYNAMIC); text->setText(ss.str()); geode->addDrawable( text ); _drawables.push_back(drawable); _texts.push_back(text); osg::MatrixTransform* mat = new osg::MatrixTransform(); mat->addChild(geode); mat->setNodeMask(0x0); _mats.push_back(mat); parent_group->addChild(mat); } } virtual bool handle (const osgGA::GUIEventAdapter &ea, osgGA::GUIActionAdapter &aa, osg::Object *, osg::NodeVisitor *) { switch(ea.getEventType()) { case osgGA::GUIEventAdapter::FRAME: if (_cleanupOnNextFrame) { cleanup(0); _cleanupOnNextFrame = false; } break; case osgGA::GUIEventAdapter::PUSH: case osgGA::GUIEventAdapter::DRAG: case osgGA::GUIEventAdapter::RELEASE: { // is this a multi-touch event? if (!ea.isMultiTouchEvent()) return false; unsigned int j(0); // iterate over all touch-points and update the geometry unsigned num_touch_ended(0); for(osgGA::GUIEventAdapter::TouchData::iterator i = ea.getTouchData()->begin(); i != ea.getTouchData()->end(); ++i, ++j) { const osgGA::GUIEventAdapter::TouchData::TouchPoint& tp = (*i); if (ea.getMouseYOrientation() == osgGA::GUIEventAdapter::Y_INCREASING_DOWNWARDS) _mats[j]->setMatrix(osg::Matrix::translate(tp.x, ea.getWindowHeight() - tp.y, 0)); else _mats[j]->setMatrix(osg::Matrix::translate(tp.x, tp.y, 0)); _mats[j]->setNodeMask(0xffff); std::ostringstream ss; ss << "Touch " << tp.id; _texts[j]->setText(ss.str()); switch (tp.phase) { case osgGA::GUIEventAdapter::TOUCH_BEGAN: _drawables[j]->setColor(osg::Vec4(0,1,0,1)); OSG_INFO << "touch began: " << ss.str() << std::endl; break; case osgGA::GUIEventAdapter::TOUCH_MOVED: //OSG_INFO << "touch moved: " << ss.str() << std::endl; _drawables[j]->setColor(osg::Vec4(1,1,1,1)); break; case osgGA::GUIEventAdapter::TOUCH_ENDED: _drawables[j]->setColor(osg::Vec4(1,0,0,1)); OSG_INFO << "touch ended: " << ss.str() << std::endl; ++num_touch_ended; break; case osgGA::GUIEventAdapter::TOUCH_STATIONERY: _drawables[j]->setColor(osg::Vec4(0.5,0.5,0.5,1)); break; default: break; } } // hide unused geometry cleanup(j); //check if all touches ended if ((ea.getTouchData()->getNumTouchPoints() > 0) && (ea.getTouchData()->getNumTouchPoints() == num_touch_ended)) { _cleanupOnNextFrame = true; } // reposition mouse-pointer aa.requestWarpPointer((ea.getWindowX() + ea.getWindowWidth()) / 2.0, (ea.getWindowY() + ea.getWindowHeight()) / 2.0); } break; default: break; } return false; } void cleanup(unsigned int j) { for(unsigned k = j; k < _mats.size(); ++k) { _mats[k]->setNodeMask(0x0); } } std::vector _drawables; std::vector _mats; std::vector _texts; bool _cleanupOnNextFrame; }; // //Called once app has finished launching, create the viewer then realize. Can't call viewer->run as will //block the final inialization of the windowing system // - (void)applicationDidFinishLaunching:(UIApplication *)application { //get the screen size CGRect lFrame = [[UIScreen mainScreen] bounds]; unsigned int w = lFrame.size.width * [[UIScreen mainScreen] scale]; unsigned int h = lFrame.size.height * [[UIScreen mainScreen] scale]; //create the viewer _viewer = new osgViewer::Viewer(); if(1) { // If you want full control over the graphics context / window creation, please uncomment this section // create the main window at screen size self._window = [[UIWindow alloc] initWithFrame: lFrame]; //show window [_window makeKeyAndVisible]; UIView* parent_view = [[UIView alloc] initWithFrame: CGRectMake(0,0, w, h)]; parent_view.backgroundColor = [UIColor redColor]; [self._window addSubview: parent_view]; MyViewController* view_controller = [[MyViewController alloc] init]; view_controller.view = parent_view; self._window.rootViewController = view_controller; //create our graphics context directly so we can pass our own window osg::ref_ptr traits = new osg::GraphicsContext::Traits; // Init the Windata Variable that holds the handle for the Window to display OSG in. osg::ref_ptr windata = new osgViewer::GraphicsWindowIOS::WindowData(parent_view); // Setup the traits parameters traits->x = 0; traits->y = 0; traits->width = w; traits->height = h; traits->depth = 16; //can be 16 or 24 traits->windowDecoration = false; traits->doubleBuffer = true; traits->sharedContext = 0; traits->setInheritedWindowPixelFormat = true; traits->samples = 4; traits->sampleBuffers = 1; traits->inheritedWindowData = windata; // Create the Graphics Context osg::ref_ptr graphicsContext = osg::GraphicsContext::createGraphicsContext(traits.get()); // if the context was created then attach to our viewer if(graphicsContext) { _viewer->getCamera()->setGraphicsContext(graphicsContext); _viewer->getCamera()->setViewport(new osg::Viewport(0, 0, traits->width, traits->height)); _viewer->getCamera()->setProjectionMatrixAsPerspective(60.0, (double)traits->width/(double)traits->height, 0.1, 1000.0); } } // create our default programs #if defined(OSG_GLES2_AVAILABLE) || defined(OSG_GLES3_AVAILABLE) _vertColorProgram = new osg::Program(); _vertColorProgram->addShader( new osg::Shader(osg::Shader::VERTEX, ColorShaderVert)); _vertColorProgram->addShader( new osg::Shader(osg::Shader::FRAGMENT, ColorShaderFrag)); _textureProgram = new osg::Program(); _textureProgram->addShader( new osg::Shader(osg::Shader::VERTEX, TextureShaderVert)); _textureProgram->addShader( new osg::Shader(osg::Shader::FRAGMENT, TextureShaderFrag)); #endif //create root _root = new osg::MatrixTransform(); _root->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE); //load and attach scene model osg::ref_ptr model = osgDB::readRefNodeFile(osgDB::findDataFile("lz.osg")); if (!model) { osg::Geode* geode = new osg::Geode(); osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0), 1)); drawable->setColor(osg::Vec4(0.1,0.1,0.9,1.0)); geode->addDrawable(drawable); model = geode; } // attach shader program if needed #if defined(OSG_GLES2_AVAILABLE) || defined(OSG_GLES3_AVAILABLE) //model->getOrCreateStateSet()->setAttributeAndModes(_vertColorProgram, osg::StateAttribute::ON); model->getOrCreateStateSet()->setAttributeAndModes(_textureProgram, osg::StateAttribute::ON); optimizeNode(model); #endif _root->addChild(model); // create text hud osg::Camera* hud_camera = createHUD(w,h); _root->addChild(hud_camera); // attach root to viewer and add event handlers _viewer->setSceneData(_root.get()); _viewer->setCameraManipulator(new osgGA::MultiTouchTrackballManipulator()); _viewer->addEventHandler(new TestMultiTouchEventHandler(hud_camera)); // run single-threaded _viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded); osg::setNotifyLevel(osg::INFO); _viewer->realize(); // render a frame so the window-manager shows some content and not only an empty + black window _viewer->frame(); osg::setNotifyLevel(osg::WARN); // create a display link, which will update our scene on every screen-refresh _displayLink = [application.keyWindow.screen displayLinkWithTarget:self selector:@selector(updateScene)]; [_displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; } // //Timer called function to update our scene and render the viewer // - (void)updateScene { _viewer->frame(); } - (void)applicationWillResignActive:(UIApplication *)application { } - (void)applicationDidBecomeActive:(UIApplication *)application { } -(void)applicationWillTerminate:(UIApplication *)application { if (_displayLink) [_displayLink invalidate]; _displayLink = NULL; _root = NULL; _viewer = NULL; } - (void)dealloc { _root = NULL; _viewer = NULL; [super dealloc]; } @end