192 lines
5.8 KiB
Plaintext
192 lines
5.8 KiB
Plaintext
//Created by Thomas Hogarth 2009
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//
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//This exampe shows how to render osg into an existing windw. Apple recommends apps only have one window on IPhone so this
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// will be your best bet.
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//
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#import "iphoneViewerAppDelegate.h"
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#include <osgGA/TrackballManipulator>
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#include <osg/ShapeDrawable>
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//inckude the iphone specific windowing stuff
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#include <osgViewer/api/IOS/GraphicsWindowIOS>
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#define kAccelerometerFrequency 30.0 // Hz
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#define kFilteringFactor 0.1
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@implementation iphoneViewerAppDelegate
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@synthesize _window;
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//
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//Called once app has finished launching, create the viewer then realize. Can't call viewer->run as will
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//block the final inialization of the windowing system
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//
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- (void)applicationDidFinishLaunching:(UIApplication *)application {
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std::string test_string;
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test_string = "huhu";
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//get the screen size
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CGRect lFrame = [[UIScreen mainScreen] bounds];
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unsigned int w = lFrame.size.width;
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unsigned int h = lFrame.size.height;
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// create the main window at screen size
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self._window = [[UIWindow alloc] initWithFrame: lFrame];
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//show window
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[_window makeKeyAndVisible];
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//create our graphics context directly so we can pass our own window
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osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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// Init the Windata Variable that holds the handle for the Window to display OSG in.
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osg::ref_ptr<osg::Referenced> windata = new osgViewer::GraphicsWindowIOS::WindowData(_window);
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// Setup the traits parameters
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traits->x = 0;
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traits->y = 0;
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traits->width = w;
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traits->height = h;
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traits->depth = 16; //keep memory down, default is currently 24
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//traits->alpha = 8;
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//traits->stencil = 8;
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traits->windowDecoration = false;
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traits->doubleBuffer = true;
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traits->sharedContext = 0;
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traits->setInheritedWindowPixelFormat = true;
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//traits->windowName = "osgViewer";
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traits->inheritedWindowData = windata;
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// Create the Graphics Context
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osg::ref_ptr<osg::GraphicsContext> graphicsContext = osg::GraphicsContext::createGraphicsContext(traits.get());
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//create the viewer
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_viewer = new osgViewer::Viewer();
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//if the context was created then attach to our viewer
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if(graphicsContext)
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{
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_viewer->getCamera()->setGraphicsContext(graphicsContext);
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_viewer->getCamera()->setViewport(new osg::Viewport(0, 0, traits->width, traits->height));
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}
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//create scene and attch to viewer
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//create root
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_root = new osg::MatrixTransform();
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//load and attach scene model
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osg::ref_ptr<osg::Node> model = (osgDB::readNodeFile("hog.osg"));
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_root->addChild(model);
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osg::Geode* geode = new osg::Geode();
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osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(1,1,1), 1));
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geode->addDrawable(drawable);
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_root->addChild(geode);
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//create and attach ortho camera for hud text
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osg::ref_ptr<osg::CameraNode> _hudCamera = new osg::CameraNode;
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// set the projection matrix
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_hudCamera->setProjectionMatrix(osg::Matrix::ortho2D(0,w,0,h));
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// set the view matrix
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_hudCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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_hudCamera->setViewMatrix(osg::Matrix::identity());
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// only clear the depth buffer
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_hudCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
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// draw subgraph after main camera view.
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_hudCamera->setRenderOrder(osg::CameraNode::POST_RENDER);
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_root->addChild(_hudCamera.get());
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//attcg text to hud
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/*osg::ref_ptr<osgText::Text> text = new osgText::Text;
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osg::ref_ptr<osg::Geode> textGeode = new osg::Geode();
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osg::StateSet* stateset = textGeode->getOrCreateStateSet();
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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textGeode->addDrawable( text );
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_hudCamera->addChild(textGeode.get());
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std::string timesFont("arial.ttf");
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osg::Vec3 position = osg::Vec3(w/2.0f, h/2.0f, 0.0f);
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osg::Vec3 delta(0.0f,-120.0f,0.0f);
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text->setFont(timesFont);
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text->setCharacterSize(20.0,1.0);
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text->setColor(osg::Vec4(0.8,0.8,0.8,1.0));
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text->setPosition(position);
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text->setMaximumHeight(480);
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text->setMaximumWidth(320);
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text->setAlignment(osgText::Text::CENTER_CENTER );
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text->setText("It's a Hogs life...");*/
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_viewer->setSceneData(_root.get());
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_viewer->setCameraManipulator(new osgGA::TrackballManipulator);
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_viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);//SingleThreaded DrawThreadPerContext
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//
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//_viewer->realize();
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osg::setNotifyLevel(osg::DEBUG_FP);
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[NSTimer scheduledTimerWithTimeInterval:1.0/30.0 target:self selector:@selector(updateScene) userInfo:nil repeats:YES];
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//Configure and start accelerometer
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[[UIAccelerometer sharedAccelerometer] setUpdateInterval:(1.0 / kAccelerometerFrequency)];
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[[UIAccelerometer sharedAccelerometer] setDelegate:self];
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}
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//
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//Timer called function to update our scene and render the viewer
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//
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- (void)updateScene {
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_viewer->frame();
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}
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- (void)applicationWillResignActive:(UIApplication *)application {
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}
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- (void)applicationDidBecomeActive:(UIApplication *)application {
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}
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-(void)applicationWillTerminate:(UIApplication *)application{
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_root = NULL;
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_viewer = NULL;
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}
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//
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//Accelorometer
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//
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- (void)accelerometer:(UIAccelerometer*)accelerometer didAccelerate:(UIAcceleration*)acceleration
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{
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//Use a basic low-pass filter to only keep the gravity in the accelerometer values
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accel[0] = acceleration.x * kFilteringFactor + accel[0] * (1.0 - kFilteringFactor);
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accel[1] = acceleration.y * kFilteringFactor + accel[1] * (1.0 - kFilteringFactor);
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accel[2] = acceleration.z * kFilteringFactor + accel[2] * (1.0 - kFilteringFactor);
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}
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- (void)dealloc {
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_root = NULL;
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_viewer = NULL;
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[super dealloc];
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}
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@end
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