// C++ source file - (C) 2003 Robert Osfield, released under the OSGPL. // // Simple example of use of Producer::RenderSurface to create an OpenGL // graphics window, and OSG for rendering. #include #include #include #include #include int main( int argc, char **argv ) { if (argc<2) { std::cout << argv[0] <<": requires filename argument." << std::endl; return 1; } // load the scene. osg::ref_ptr loadedModel = osgDB::readNodeFile(argv[1]); if (!loadedModel) { std::cout << argv[0] <<": No data loaded." << std::endl; return 1; } osg::ref_ptr traits = new osg::GraphicsContext::Traits; traits->_windowName = "osgcamera"; traits->_x = 100; traits->_y = 100; traits->_width = 800; traits->_height = 800; traits->_windowDecoration = true; traits->_doubleBuffer = true; osg::ref_ptr gfxc = osg::GraphicsContext::createGraphicsContext(traits.get()); if (!gfxc) { std::cout<<"Unable to create window."<realize(); // create the view of the scene. osg::ref_ptr sceneView = new osgUtil::SceneView; sceneView->setDefaults(); sceneView->setSceneData(loadedModel.get()); // initialize the view to look at the center of the scene graph const osg::BoundingSphere& bs = loadedModel->getBound(); osg::Matrix viewMatrix; viewMatrix.makeLookAt(bs.center()-osg::Vec3(0.0,2.0f*bs.radius(),0.0),bs.center(),osg::Vec3(0.0f,0.0f,1.0f)); // record the timer tick at the start of rendering. osg::Timer_t start_tick = osg::Timer::instance()->tick(); unsigned int frameNum = 0; // make the graphics context current gfxc->makeCurrent(); // main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.) while( gfxc->isRealized() ) { // set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly osg::ref_ptr frameStamp = new osg::FrameStamp; frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,osg::Timer::instance()->tick())); frameStamp->setFrameNumber(frameNum++); // pass frame stamp to the SceneView so that the update, cull and draw traversals all use the same FrameStamp sceneView->setFrameStamp(frameStamp.get()); // update the viewport dimensions, incase the window has been resized. sceneView->setViewport(0,0,traits->_width,traits->_height); // set the view sceneView->setViewMatrix(viewMatrix); // do the update traversal the scene graph - such as updating animations sceneView->update(); // do the cull traversal, collect all objects in the view frustum into a sorted set of rendering bins sceneView->cull(); // draw the rendering bins. sceneView->draw(); // Swap Buffers gfxc->swapBuffers(); } return 0; }