#include #include #include #include #include #include #include #include #include #include #include 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. arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates how to use multi-pass and state inheritance to create a scribed rendered effect."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); 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; } if (arguments.argc()<=1) { arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION); return 1; } // 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); #if 1 osg::Material* material = new osg::Material; stateset->setAttributeAndModes(material,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF); #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 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. 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. viewer.sync(); // run a clean up frame to delete all OpenGL objects. viewer.cleanup_frame(); // wait for all the clean up frame to complete. viewer.sync(); return 0; }