#include #include #include #include #include #include #include #include const int _eq_nb=8; const osg::BlendEquation::Equation _equations[_eq_nb]= { osg::BlendEquation::FUNC_ADD, osg::BlendEquation::FUNC_SUBTRACT, osg::BlendEquation::FUNC_REVERSE_SUBTRACT, osg::BlendEquation::RGBA_MIN, osg::BlendEquation::RGBA_MAX, osg::BlendEquation::ALPHA_MIN, osg::BlendEquation::ALPHA_MAX, osg::BlendEquation::LOGIC_OP }; const char* _equations_name[_eq_nb]= { "osg::BlendEquation::FUNC_ADD", "osg::BlendEquation::FUNC_SUBTRACT", "osg::BlendEquation::FUNC_REVERSE_SUBTRACT", "osg::BlendEquation::RGBA_MIN", "osg::BlendEquation::RGBA_MAX", "osg::BlendEquation::ALPHA_MIN", "osg::BlendEquation::ALPHA_MAX", "osg::BlendEquation::LOGIC_OP" }; class TechniqueEventHandler : public osgGA::GUIEventHandler { public: TechniqueEventHandler(osg::BlendEquation* blendEq) { _blendEq=blendEq; _eq_index=0;} TechniqueEventHandler() { std::cerr<<"Error, can't initialize it!";} META_Object(osgBlendEquationApp,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::BlendEquation* _blendEq; int _eq_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) { _eq_index++; if (_eq_index>=_eq_nb) _eq_index=0; _blendEq->setEquation(_equations[_eq_index]); std::cout<<"Equation name = "<<_equations_name[_eq_index]<setEquation(_equations[_eq_index]); std::cout<<"Operation name = "<<_equations_name[_eq_index]<setDescription(arguments.getApplicationName()+" is the example which demonstrates how to use glBlendEquation 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) { std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl; return 1; } osg::Group* root = new osg::Group; root->addChild(loadedModel); osg::StateSet* stateset = new osg::StateSet; osg::BlendEquation* blendEquation = new osg::BlendEquation(osg::BlendEquation::FUNC_ADD); stateset->setAttributeAndModes(blendEquation,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(blendEquation)); // 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; }