212 lines
7.3 KiB
C++
212 lines
7.3 KiB
C++
#include <osg/MatrixTransform>
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#include <osg/ClipNode>
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#include <osg/Billboard>
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#include <osg/Geode>
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#include <osg/Group>
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#include <osg/Notify>
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#include <osg/Material>
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#include <osg/PolygonOffset>
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#include <osg/PolygonMode>
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#include <osg/LineStipple>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgGA/TrackballManipulator>
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#include <osgGA/FlightManipulator>
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#include <osgGA/DriveManipulator>
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#include <osgUtil/TransformCallback>
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#include <osgProducer/Viewer>
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#include <osgUtil/Optimizer>
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void write_usage(std::ostream& out,const std::string& name)
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{
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out << std::endl;
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out <<"usage:"<< std::endl;
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out <<" "<<name<<" [options] infile1 [infile2 ...]"<< std::endl;
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out << std::endl;
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out <<"options:"<< std::endl;
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out <<" -l libraryName - load plugin of name libraryName"<< std::endl;
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out <<" i.e. -l osgdb_pfb"<< std::endl;
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out <<" Useful for loading reader/writers which can load"<< std::endl;
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out <<" other file formats in addition to its extension."<< std::endl;
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out <<" -e extensionName - load reader/wrter plugin for file extension"<< std::endl;
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out <<" i.e. -e pfb"<< std::endl;
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out <<" Useful short hand for specifying full library name as"<< std::endl;
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out <<" done with -l above, as it automatically expands to"<< std::endl;
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out <<" the full library name appropriate for each platform."<< std::endl;
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out <<std::endl;
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out <<" -stereo - switch on stereo rendering, using the default of,"<< std::endl;
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out <<" ANAGLYPHIC or the value set in the OSG_STEREO_MODE "<< std::endl;
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out <<" environmental variable. See doc/stereo.html for "<< std::endl;
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out <<" further details on setting up accurate stereo "<< std::endl;
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out <<" for your system. "<< std::endl;
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out <<" -stereo ANAGLYPHIC - switch on anaglyphic(red/cyan) stereo rendering."<< std::endl;
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out <<" -stereo QUAD_BUFFER - switch on quad buffered stereo rendering."<< std::endl;
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out <<std::endl;
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out <<" -stencil - use a visual with stencil buffer enabled, this "<< std::endl;
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out <<" also allows the depth complexity statistics mode"<< std::endl;
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out <<" to be used (press 'p' three times to cycle to it)."<< std::endl;
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out << std::endl;
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}
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osg::Node* decorate_with_clip_node(osg::Node* subgraph)
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{
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osg::Group* rootnode = new osg::Group;
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// create wireframe view of the model so the user can see
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// what parts are being culled away.
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osg::StateSet* stateset = new osg::StateSet;
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//osg::Material* material = new osg::Material;
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osg::PolygonMode* polymode = new osg::PolygonMode;
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polymode->setMode(osg::PolygonMode::FRONT_AND_BACK,osg::PolygonMode::LINE);
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stateset->setAttributeAndModes(polymode,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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osg::Group* wireframe_subgraph = new osg::Group;
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wireframe_subgraph->setStateSet(stateset);
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wireframe_subgraph->addChild(subgraph);
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rootnode->addChild(wireframe_subgraph);
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/*
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// simple approach to adding a clipnode above a subrgaph.
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// create clipped part.
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osg::ClipNode* clipped_subgraph = new osg::ClipNode;
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osg::BoundingSphere bs = subgraph->getBound();
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bs.radius()*= 0.4f;
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osg::BoundingBox bb;
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bb.expandBy(bs);
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clipped_subgraph->createClipBox(bb);
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clipped_subgraph->addChild(subgraph);
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rootnode->addChild(clipped_subgraph);
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*/
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// more complex approach to managing ClipNode, allowing
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// ClipNode node to be transformed independantly from the subgraph
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// that it is clipping.
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osg::MatrixTransform* transform= new osg::MatrixTransform;
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osg::NodeCallback* nc = new osgUtil::TransformCallback(subgraph->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f));
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transform->setUpdateCallback(nc);
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osg::ClipNode* clipnode = new osg::ClipNode;
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osg::BoundingSphere bs = subgraph->getBound();
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bs.radius()*= 0.4f;
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osg::BoundingBox bb;
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bb.expandBy(bs);
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clipnode->createClipBox(bb);
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clipnode->setCullingActive(false);
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transform->addChild(clipnode);
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rootnode->addChild(transform);
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// create clipped part.
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osg::Group* clipped_subgraph = new osg::Group;
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clipped_subgraph->setStateSet(clipnode->getStateSet());
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clipped_subgraph->addChild(subgraph);
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rootnode->addChild(clipped_subgraph);
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return rootnode;
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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 use multi-pass and osg::ClipNode to clip parts of the scene away..");
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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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// initialize the viewer.
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osgProducer::Viewer viewer(arguments);
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// set up the value with sensible default event handlers.
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viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
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// get details on keyboard and mouse bindings used by the viewer.
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viewer.getUsage(*arguments.getApplicationUsage());
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// if user request 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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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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// report any errors if they have occured when parsing the program aguments.
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if (arguments.errors())
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{
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arguments.writeErrorMessages(std::cout);
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return 1;
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}
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if (arguments.argc()<=1)
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{
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arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
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return 1;
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}
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// load the nodes from the commandline arguments.
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osg::Node* loadedModel = osgDB::readNodeFiles(arguments);
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if (!loadedModel)
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{
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write_usage(osg::notify(osg::NOTICE),argv[0]);
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return 1;
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}
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// decorate the scenegraph with a clip node.
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osg::Node* rootnode = decorate_with_clip_node(loadedModel);
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// run optimization over the scene graph
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osgUtil::Optimizer optimzer;
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optimzer.optimize(rootnode);
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// set the scene to render
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viewer.setSceneData(rootnode);
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// create the windows and run the threads.
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viewer.realize();
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while( !viewer.done() )
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{
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// wait for all cull and draw threads to complete.
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viewer.sync();
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// update the scene by traversing it with the the update visitor which will
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// call all node update callbacks and animations.
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viewer.update();
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// fire off the cull and draw traversals of the scene.
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viewer.frame();
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}
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// wait for all cull and draw threads to complete before exit.
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viewer.sync();
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return 0;
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}
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