#include #include #include #include #include #include #include #include const int _ops_nb=16; const osg::LogicOp::Opcode _operations[_ops_nb]= { osg::LogicOp::CLEAR, osg::LogicOp::SET, osg::LogicOp::COPY, osg::LogicOp::COPY_INVERTED, osg::LogicOp::NOOP, osg::LogicOp::INVERT, osg::LogicOp::AND, osg::LogicOp::NAND, osg::LogicOp::OR, osg::LogicOp::NOR, osg::LogicOp::XOR, osg::LogicOp::EQUIV, osg::LogicOp::AND_REVERSE, osg::LogicOp::AND_INVERTED, osg::LogicOp::OR_REVERSE, osg::LogicOp::OR_INVERTED }; const char* _ops_name[_ops_nb]= { "osg::LogicOp::CLEAR", "osg::LogicOp::SET", "osg::LogicOp::COPY", "osg::LogicOp::COPY_INVERTED", "osg::LogicOp::NOOP", "osg::LogicOp::INVERT", "osg::LogicOp::AND", "osg::LogicOp::NAND", "osg::LogicOp::OR", "osg::LogicOp::NOR", "osg::LogicOp::XOR", "osg::LogicOp::EQUIV", "osg::LogicOp::AND_REVERSE", "osg::LogicOp::AND_INVERTED", "osg::LogicOp::OR_REVERSE", "osg::LogicOp::OR_INVERTED" }; class TechniqueEventHandler : public osgGA::GUIEventHandler { public: TechniqueEventHandler(osg::LogicOp* logicOp) { _logicOp =logicOp;_ops_index=_ops_nb-1;} TechniqueEventHandler() { std::cerr<<"Error, can't initialize it!";} META_Object(osglogicopApp,TechniqueEventHandler); virtual void accept(osgGA::GUIEventHandlerVisitor& v) { v.visit(*this); } virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&); virtual void getUsage(osg::ApplicationUsage& usage) const; protected: ~TechniqueEventHandler() {} TechniqueEventHandler(const TechniqueEventHandler&,const osg::CopyOp&) {} osg::LogicOp* _logicOp; int _ops_index; }; bool TechniqueEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&) { switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYDOWN): { if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Right || ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Right) { _ops_index++; if (_ops_index>=_ops_nb) _ops_index=0; _logicOp->setOpcode(_operations[_ops_index]); std::cout<<"Operation name = "<<_ops_name[_ops_index]<setOpcode(_operations[_ops_index]); std::cout<<"Operation name = "<<_ops_name[_ops_index]<setDescription(arguments.getApplicationName()+" is the example which demonstrates how to use glLogicOp for mixing rendered scene and the frame-buffer."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); // construct the viewer. osgProducer::Viewer viewer(arguments); // load the nodes from the commandline arguments. osg::Node* loadedModel = osgDB::readNodeFiles(arguments); if (!loadedModel) { return 1; } osg::Group* root = new osg::Group; root->addChild(loadedModel); osg::StateSet* stateset = new osg::StateSet; osg::LogicOp* logicOp = new osg::LogicOp(osg::LogicOp::OR_INVERTED); stateset->setAttributeAndModes(logicOp,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); //tell to sort the mesh before displaying it stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); loadedModel->setStateSet(stateset); // set up the value with sensible default event handlers. viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS); viewer.getEventHandlerList().push_front(new TechniqueEventHandler(logicOp)); // 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; } if (arguments.argc()<=1) { arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION); return 1; } // run optimization over the scene graph osgUtil::Optimizer optimzer; optimzer.optimize(root); // add a viewport to the viewer and attach the scene graph. viewer.setSceneData( root ); // create the windows and run the threads. viewer.realize(); 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(); } // wait for all cull and draw threads to complete before exit. viewer.sync(); return 0; }