// 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 class ExitHandler : public osgGA::GUIEventHandler { public: ExitHandler(): _done(false) {} bool done() const { return _done; } bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter&) { switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYUP): { if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Escape) { _done = true; } return false; } case(osgGA::GUIEventAdapter::CLOSE_WINDOW): case(osgGA::GUIEventAdapter::QUIT_APPLICATION): { _done = true; } default: break; } return false; } bool _done; }; 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; } osgViewer::SimpleViewer viewer; osg::ref_ptr traits = new osg::GraphicsContext::Traits; traits->x = 200; traits->y = 200; traits->width = 800; traits->height = 600; traits->windowDecoration = true; traits->doubleBuffer = true; traits->sharedContext = 0; osg::ref_ptr gc = osg::GraphicsContext::createGraphicsContext(traits.get()); osgViewer::GraphicsWindow* gw = dynamic_cast(gc.get()); if (!gw) { osg::notify(osg::NOTICE)<<"Error: unable to create graphics window."<getEventQueue()); viewer.getEventQueue()->windowResize(traits->x,traits->y,traits->width,traits->height); gc->realize(); gc->makeCurrent(); viewer.setSceneData(loadedModel.get()); // add the exit handler' ExitHandler* exitHandler = new ExitHandler; viewer.addEventHandler(exitHandler); // 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)); // main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.) while( gw->isRealized() && !exitHandler->done() ) { // check the window evnts gw->checkEvents(); // set the view viewer.getCamera()->setViewMatrix(viewMatrix); // advance the frame, handle events, update the scene and render it. viewer.frame(); // Swap Buffers gw->swapBuffers(); } return 0; }