/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include #include #include #include #include #include #include #include #include #include #include #include #include osg::Node* createRearView(osg::Node* subgraph, const osg::Vec4& clearColour) { osg::CameraNode* camera = new osg::CameraNode; // set the viewport camera->setViewport(10,10,400,200); // set the view matrix camera->setCullingActive(false); camera->setReferenceFrame(osg::Transform::RELATIVE_RF); camera->setTransformOrder(osg::CameraNode::POST_MULTIPLY); camera->setProjectionMatrix(osg::Matrixd::scale(-1.0f,1.0f,1.0f)); camera->setViewMatrix(osg::Matrixd::rotate(osg::inDegrees(180.0f),0.0f,1.0f,0.0f)); // set clear the color and depth buffer camera->setClearColor(clearColour); camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); // draw subgraph after main camera view. camera->setRenderOrder(osg::CameraNode::POST_RENDER); // add the subgraph to draw. camera->addChild(subgraph); // switch of back face culling as we've swapped over the projection matrix making back faces become front faces. camera->getOrCreateStateSet()->setAttribute(new osg::FrontFace(osg::FrontFace::CLOCKWISE)); return camera; } 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 do Head Up Displays."); 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; } // read the scene from the list of file specified commandline args. osg::ref_ptr scene = osgDB::readNodeFiles(arguments); osg::ref_ptr group = new osg::Group; // add the HUD subgraph. if (scene.valid()) group->addChild(scene.get()); osg::Vec4 colour = viewer.getClearColor(); colour.r() *= 0.5f; colour.g() *= 0.5f; colour.b() *= 0.5f; // note tone down the normal back ground colour to make it obvious that there is a seperate camera inserted. group->addChild(createRearView(scene.get(), colour)); // set the scene to render viewer.setSceneData(group.get()); // 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; }