// C++ source file - (C) 2003 Robert Osfield, released under the OSGPL. // // Simple example of use of Producer::RenderSurface + KeyboardMouseCallback + SceneView // example that provides the user with control over view position with support for // enabling the osgDB::DatabasePager as required by the PagedLOD and TXP databases. #include #include #include #include #include #include #include #include class MyKeyboardMouseCallback : public Producer::KeyboardMouseCallback { public: MyKeyboardMouseCallback(osgUtil::SceneView* sceneView) : Producer::KeyboardMouseCallback(), _mx(0.0f),_my(0.0f),_mbutton(0), _done(false), _trackBall(new Producer::Trackball), _sceneView(sceneView) { resetTrackball(); } virtual void specialKeyPress( Producer::KeyCharacter key ) { if (key==Producer::KeyChar_Escape) shutdown(); } virtual void shutdown() { _done = true; } virtual void keyPress( Producer::KeyCharacter key) { if (key==' ') resetTrackball(); } virtual void mouseMotion( float mx, float my ) { _mx = mx; _my = my; } virtual void buttonPress( float mx, float my, unsigned int mbutton ) { _mx = mx; _my = my; _mbutton |= (1<<(mbutton-1)); _mx_buttonPress = _mx; _my_buttonPress = _my; } virtual void buttonRelease( float mx, float my, unsigned int mbutton ) { _mx = mx; _my = my; _mbutton &= ~(1<<(mbutton-1)); } bool done() { return _done; } float mx() { return _mx; } float my() { return _my; } unsigned int mbutton() { return _mbutton; } void resetTrackball() { osg::Node* scene = _sceneView->getSceneData(); if (scene) { const osg::BoundingSphere& bs = scene->getBound(); _trackBall->reset(); _trackBall->setOrientation( Producer::Trackball::Z_UP ); _trackBall->setDistance(bs.radius()*2.0f); _trackBall->translate(-bs.center().x(),-bs.center().y(),-bs.center().z()); } } osg::Matrixd getViewMatrix() { _trackBall->input( mx(), my(), mbutton() ); return osg::Matrixd(_trackBall->getMatrix().ptr()); } private: float _mx, _my; float _mx_buttonPress, _my_buttonPress; unsigned int _mbutton; bool _done; osg::ref_ptr _trackBall; osg::ref_ptr _sceneView; }; 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; } // When numTimesToRun>1 allow the user to test opening and closing graphics contexts whilst // still keep scene graph around. unsigned int numTimesToRun = 1; if (argc>2) { numTimesToRun = atoi(argv[2]); } // do the set up of the DatabasePager... // create the database pager via the osgDB::Registry osgDB::DatabasePager* databasePager = osgDB::Registry::instance()->getOrCreateDatabasePager(); // set wether the DatabasePager thread should be blocked while the scene graph is being used to render a frame // setting frame block to true can help achieve constant frame rates on single CPU systems. databasePager->setUseFrameBlock(false); // set whether to pre compile GL objects before merging new subgraphs with main scene graph // databasePager->setCompileGLObjectsForContextID(sceneView->getState()->getContextID(),true); // register any PagedLOD that need to be tracked in the scene graph databasePager->registerPagedLODs(loadedModel.get()); // record the timer tick at the start of rendering. osg::Timer_t start_tick = osg::Timer::instance()->tick(); // set the frame number count. Note, this is outside the window loop, so that // frame numbers increment even a graphics context is closed down and another opened // this is to ensure the record of the frame numbers in the scene graph are kept valid. unsigned int frameNum = 0; if (numTimesToRun>1) { // make sure the database pager doesn't unref images as otherwise they won't be around the next time // they are needed when the a new graphics context comes up. databasePager->setUnrefImageDataAfterApplyPolicy(true,false); } for(unsigned int i=0;i sceneView = new osgUtil::SceneView; sceneView->setDefaults(); sceneView->setSceneData(loadedModel.get()); sceneView->setLightingMode(osgUtil::SceneView::SKY_LIGHT); // need to register the DatabasePager with the SceneView's CullVisitor so it can pass on request // for files to be loaded. sceneView->getCullVisitor()->setDatabaseRequestHandler(databasePager); // create the window to draw to. osg::ref_ptr renderSurface = new Producer::RenderSurface; renderSurface->setWindowName("osgsimplepager"); renderSurface->setWindowRectangle(100,100,800,600); renderSurface->useBorder(true); renderSurface->realize(); // set up a KeyboardMouse to manage the events comming in from the RenderSurface osg::ref_ptr kbm = new Producer::KeyboardMouse(renderSurface.get()); // create a KeyboardMouseCallback to handle the mouse events within this applications osg::ref_ptr kbmcb = new MyKeyboardMouseCallback(sceneView.get()); // main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.) while( renderSurface->isRealized() && !kbmcb->done()) { // set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly osg::FrameStamp* 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); // pass any keyboard mouse events onto the local keyboard mouse callback. kbm->update( *kbmcb ); // set the view sceneView->setViewMatrix(kbmcb->getViewMatrix()); // update the viewport dimensions, incase the window has been resized. sceneView->setViewport(0,0,renderSurface->getWindowWidth(),renderSurface->getWindowHeight()); // tell the DatabasePager the frame number of that the scene graph is being actively used to render a frame databasePager->signalBeginFrame(frameStamp); // syncronize changes required by the DatabasePager thread to the scene graph databasePager->updateSceneGraph(frameStamp->getReferenceTime()); // 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(); // tell the DatabasePager that the frame is complete and that scene graph is no longer be activity traversed. databasePager->signalEndFrame(); // Swap Buffers renderSurface->swapBuffers(); // clean up and compile gl objects with a specified limit double availableTime = 0.0025; // 2.5 ms // compile any GL objects that are required. databasePager->compileGLObjects(*(sceneView->getState()),availableTime); // flush deleted GL objects. sceneView->flushDeletedGLObjects(availableTime); } // clear the database pager so its starts a fresh on the next update/cull/draw traversals databasePager->clear(); // release the GL objects stored in the scene graph. sceneView->releaseAllGLObjects(); // do a flush to delete all the OpenGL objects that have been deleted or released from the scene graph. sceneView->flushAllDeletedGLObjects(); // reset the osg::State so that next time its used its in a cleaned state. // sceneView->getState()->reset(); } // switch off the database pager by unreferencing it. osgDB::Registry::instance()->setDatabasePager(0); return 0; }