//C++ source file - Open Producer - Copyright (C) 2002 Don Burns //Distributed under the terms of the GNU LIBRARY GENERAL PUBLIC LICENSE (LGPL) //as published by the Free Software Foundation. // Simple example of use of Producer::RenderSurface // The myGraphics class is a simple sample of how one would implement // graphics drawing with Producer::RenderSurface #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include int main( int argc, char **argv ) { // threading model. Producer::CameraGroup::ThreadingModel threadingModel = Producer::CameraGroup::SingleThreaded; threadingModel = Producer::CameraGroup::ThreadPerCamera; // configuration file. std::string configFile; //configFile = "twoWindows.cfg"; // set up the database files to read. std::vector filenameList; if (argc>1) filenameList.push_back(argv[1]); else filenameList.push_back("cow.osg"); // create the camera group. osgProducer::OsgCameraGroup *cg = configFile.empty() ? (new osgProducer::OsgCameraGroup()): (new osgProducer::OsgCameraGroup(configFile)); // set up the maximum number of graphics contexts, before loading the scene graph // to ensure that texture objects and display buffers are configured to the correct size. osg::DisplaySettings::instance()->setMaxNumberOfGraphicsContexts( cg->getNumberOfCameras() ); // read the scene. osg::ref_ptr loadedModel = osgDB::readNodeFiles(filenameList); if (!loadedModel) return 1; osgUtil::Optimizer optimizer; optimizer.optimize(loadedModel.get()); // set up the keyboard and mouse handling. Producer::InputArea *ia = cg->getCameraConfig()->getInputArea(); Producer::KeyboardMouse *kbm = ia ? (new Producer::KeyboardMouse(ia)) : (new Producer::KeyboardMouse(cg->getCamera(0)->getRenderSurface())); // set up the time and frame counter. unsigned int frameNumber = 0; osg::Timer timer; osg::Timer_t start_tick = timer.tick(); // set the keyboard mouse callback to catch the events from the windows. bool done = false; osgProducer::KeyboardMouseCallback kbmcb(done); kbmcb.setStartTick(start_tick); // register the callback with the keyboard mouse manger. kbm->setCallback( &kbmcb ); //kbm->allowContinuousMouseMotionUpdate(true); kbm->startThread(); // set the globa state osg::ref_ptr globalStateSet = new osg::StateSet; globalStateSet->setGlobalDefaults(); cg->setGlobalStateSet(globalStateSet.get()); // add either a headlight or sun light to the scene. osg::LightSource* lightsource = new osg::LightSource; osg::Light* light = new osg::Light; lightsource->setLight(light); lightsource->setReferenceFrame(osg::LightSource::RELATIVE_TO_ABSOLUTE); // headlight. lightsource->setLocalStateSetModes(osg::StateAttribute::ON); lightsource->addChild(loadedModel.get()); // set the scene to render // cg->setSceneData(scene.get()); cg->setSceneData(lightsource); // set up the pthread stack size to large enough to run into problems. cg->setStackSize( 20*1024*1024); // create the windows and run the threads. cg->realize(threadingModel); osg::ref_ptr frameStamp = cg->getFrameStamp(); osgUtil::UpdateVisitor update; update.setFrameStamp(frameStamp.get()); // create a camera to use with the manipulators. osg::ref_ptr old_style_osg_camera = new osg::Camera; osg::ref_ptr keyswitchManipulator = new osgGA::KeySwitchCameraManipulator; keyswitchManipulator->addNumberedCameraManipulator(new osgGA::TrackballManipulator); keyswitchManipulator->addNumberedCameraManipulator(new osgGA::FlightManipulator); keyswitchManipulator->addNumberedCameraManipulator(new osgGA::DriveManipulator); keyswitchManipulator->setCamera(old_style_osg_camera.get()); keyswitchManipulator->setNode(loadedModel.get()); osg::ref_ptr statesetManipulator = new osgGA::StateSetManipulator; statesetManipulator->setStateSet(globalStateSet.get()); // create an event handler list, we'll dispatch our event to these.. typedef std::list< osg::ref_ptr > EventHandlerList; EventHandlerList eventHandlerList; eventHandlerList.push_back(keyswitchManipulator.get()); eventHandlerList.push_back(statesetManipulator.get()); // create a dummy action adapter right now. osgProducer::ActionAdapter actionAdapter; osg::ref_ptr init_event = new osgProducer::EventAdapter; init_event->adaptFrame(0.0); keyswitchManipulator->getCurrentCameraManipulator()->home(*init_event,actionAdapter); while( !done ) { // syncronize to screen refresh. cg->sync(); // set the frame stamp for the new frame. double time_since_start = timer.delta_s(start_tick,timer.tick()); frameStamp->setFrameNumber(frameNumber); frameStamp->setReferenceTime(time_since_start); // get the event since the last frame. osgProducer::KeyboardMouseCallback::EventQueue queue; kbmcb.getEventQueue(queue); // create an event to signal the new frame. osg::ref_ptr frame_event = new osgProducer::EventAdapter; frame_event->adaptFrame(frameStamp->getReferenceTime()); queue.push_back(frame_event); // dispatch the events in order of arrival. for(osgProducer::KeyboardMouseCallback::EventQueue::iterator event_itr=queue.begin(); event_itr!=queue.end(); ++event_itr) { bool handled = false; for(EventHandlerList::iterator handler_itr=eventHandlerList.begin(); handler_itr!=eventHandlerList.end() && !handled; ++handler_itr) { handled = (*handler_itr)->handle(*(*event_itr),actionAdapter); } } // update the scene by traversing it with the the update visitor which will // call all node update callbacks and animations. cg->getSceneData()->accept(update); // update the main producer camera cg->setView(old_style_osg_camera->getModelViewMatrix().ptr()); // fire off the cull and draw traversals of the scene. cg->frame(); // increment the frame number ready for the next frame ++frameNumber; } return 0; }