385cfa0cbf
(when display not :0.0)
207 lines
7.8 KiB
C++
207 lines
7.8 KiB
C++
/* OpenSceneGraph example, osghangglide.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <osg/Group>
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#include <osg/Notify>
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#include <osg/Depth>
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#include <osg/StateSet>
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#include <osg/ClearNode>
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#include <osg/Transform>
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#include <osgUtil/CullVisitor>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgViewer/Viewer>
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#include "GliderManipulator.h"
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#include <iostream>
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extern osg::Node *makeTerrain( void );
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extern osg::Node *makeTrees( void );
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extern osg::Node *makeTank( void );
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extern osg::Node *makeWindsocks( void );
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extern osg::Node *makeGliders( void );
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extern osg::Node *makeGlider( void );
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extern osg::Node *makeSky( void );
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extern osg::Node *makeBase( void );
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extern osg::Node *makeClouds( void );
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class MoveEarthySkyWithEyePointTransform : public osg::Transform
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{
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public:
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/** Get the transformation matrix which moves from local coords to world coords.*/
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virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const
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{
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cv)
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{
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osg::Vec3 eyePointLocal = cv->getEyeLocal();
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matrix.preMultTranslate(osg::Vec3(eyePointLocal.x(),eyePointLocal.y(),0.0f));
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}
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return true;
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}
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/** Get the transformation matrix which moves from world coords to local coords.*/
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virtual bool computeWorldToLocalMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const
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{
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std::cout<<"computing transform"<<std::endl;
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cv)
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{
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osg::Vec3 eyePointLocal = cv->getEyeLocal();
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matrix.postMultTranslate(osg::Vec3(-eyePointLocal.x(),-eyePointLocal.y(),0.0f));
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}
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return true;
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}
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};
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osg::Group* createModel()
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{
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// no database loaded so automatically create Ed Levin Park
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osg::Group* group = new osg::Group;
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// the base and sky subgraphs go to set the earth sky of the
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// model and clear the color and depth buffer for us, by using
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// osg::Depth, and setting their bin numbers to less than 0,
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// to force them to draw before the rest of the scene.
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osg::ClearNode* clearNode = new osg::ClearNode;
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clearNode->setRequiresClear(false); // we've got base and sky to do it.
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// use a transform to make the sky and base move around with the eye point.
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osg::Transform* transform = new MoveEarthySkyWithEyePointTransform;
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// transform's value isn't knowm until in the cull traversal so its bounding
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// volume is can't be determined, therefore culling will be invalid,
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// so switch it off, this causes all our paresnts to switch culling
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// off as well. But don't worry, culling will be back on once underneath
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// this node or any other branch above this transform.
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transform->setCullingActive(false);
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// add the sky and base layer.
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transform->addChild(makeSky()); // bin number -2 so drawn first.
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transform->addChild(makeBase()); // bin number -1 so draw second.
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// add the transform to the earth sky.
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clearNode->addChild(transform);
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// add to earth sky to the scene.
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group->addChild(clearNode);
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// the rest of the scene is drawn after the base and sky above.
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group->addChild(makeTrees()); // will drop into a transparent, depth sorted bin (1)
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group->addChild(makeTerrain()); // will drop into default bin - state sorted 0
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group->addChild(makeTank()); // will drop into default bin - state sorted 0
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// add the following in the future...
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// makeGliders
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// makeClouds
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return group;
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}
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates how to create a scene programmatically, in this case a hang gliding flying site.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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// construct the viewer.
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osgViewer::Viewer viewer;
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// if user requests help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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{
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arguments.getApplicationUsage()->write(std::cout);
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return 1;
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}
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bool customWindows = false;
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while(arguments.read("-2")) customWindows = true;
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if (customWindows)
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{
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osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
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if (!wsi)
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{
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osg::notify(osg::NOTICE)<<"View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
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return 0;
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}
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osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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traits->x = 250;
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traits->y = 200;
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traits->width = 800;
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traits->height = 600;
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traits->windowDecoration = true;
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traits->doubleBuffer = true;
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traits->sharedContext = 0;
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traits->readDISPLAY();
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traits->setUndefinedScreenDetailsToDefaultScreen();
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osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
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if (gc.valid())
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{
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// need to ensure that the window is cleared make sure that the complete window is set the correct colour
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// rather than just the parts of the window that are under the camera's viewports
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gc->setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
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gc->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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else
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{
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osg::notify(osg::NOTICE)<<" GraphicsWindow has not been created successfully."<<std::endl;
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}
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unsigned int numCameras = 2;
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double aspectRatioScale = 1.0;
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for(unsigned int i=0; i<numCameras;++i)
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{
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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camera->setGraphicsContext(gc.get());
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camera->setViewport(new osg::Viewport((i* traits->width)/numCameras,(i* traits->height)/numCameras, traits->width/numCameras, traits->height/numCameras));
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GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
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camera->setDrawBuffer(buffer);
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camera->setReadBuffer(buffer);
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viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::scale(aspectRatioScale,1.0,1.0));
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}
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}
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else
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{
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viewer.setUpViewAcrossAllScreens();
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}
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// set up the camera manipulation with our custom manipultor
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viewer.setCameraManipulator(new GliderManipulator());
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// pass the scene graph to the viewer
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viewer.setSceneData( createModel() );
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return viewer.run();
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}
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