OpenSceneGraph/examples/osgdepthpartition/osgdepthpartition.cpp
2005-11-17 20:22:55 +00:00

150 lines
4.6 KiB
C++

//C++ source file - Open Producer - Copyright (C) 2002 Don Burns
//Distributed under the terms of the GNU LIBRARY GENERAL PUBLIC LICENSE (LGPL)
//as published by the Free Software Foundation.
// Simple example of use of Producer::RenderSurface
// The myGraphics class is a simple sample of how one would implement
// graphics drawing with Producer::RenderSurface
#include <osgUtil/UpdateVisitor>
#include <osgDB/ReadFile>
#include <osg/ShapeDrawable>
#include <osg/PositionAttitudeTransform>
#include <osgProducer/Viewer>
#include "DepthPartitionNode.h"
const double r_earth = 6378.137;
const double r_sun = 695990.0;
const double AU = 149697900.0;
osg::Node* createScene()
{
// Create the Earth, in blue
osg::ShapeDrawable *earth_sd = new osg::ShapeDrawable;
osg::Sphere* earth_sphere = new osg::Sphere;
earth_sphere->setRadius(r_earth);
earth_sd->setShape(earth_sphere);
earth_sd->setColor(osg::Vec4(0, 0, 1.0, 1.0));
osg::Geode* earth = new osg::Geode;
earth->setName("earth");
earth->addDrawable(earth_sd);
// Create the Sun, in yellow
osg::ShapeDrawable *sun_sd = new osg::ShapeDrawable;
osg::Sphere* sun_sphere = new osg::Sphere;
sun_sphere->setRadius(r_sun);
sun_sd->setShape(sun_sphere);
sun_sd->setColor(osg::Vec4(1.0, 0.0, 0.0, 1.0));
osg::Geode* sun = new osg::Geode;
sun->setName("sun");
sun->addDrawable(sun_sd);
// Move the sun behind the earth
osg::PositionAttitudeTransform *pat = new osg::PositionAttitudeTransform;
pat->setPosition(osg::Vec3d(0.0, AU, 0.0));
osg::Group* scene = new osg::Group;
scene->addChild(earth);
scene->addChild(pat);
pat->addChild(sun);
return scene;
}
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the standard example of using osgProducer::CameraGroup.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
// construct the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
bool needToSetHomePosition = false;
// read the scene from the list of file specified commandline args.
osg::ref_ptr<osg::Node> scene = osgDB::readNodeFiles(arguments);
// if one hasn't been loaded create an earth and sun test model.
if (!scene)
{
scene = createScene();
needToSetHomePosition = true;
}
// Create a DepthPartitionNode to manage partitioning of the scene
osg::ref_ptr<DepthPartitionNode> dpn = new DepthPartitionNode;
dpn->addChild(scene.get());
dpn->setActive(true); // Control whether the node analyzes the scene
// pass the loaded scene graph to the viewer.
viewer.setSceneData(dpn.get());
if (needToSetHomePosition)
{
viewer.getKeySwitchMatrixManipulator()->setHomePosition(osg::Vec3d(0.0,-5.0*r_earth,0.0),osg::Vec3d(0.0,0.0,0.0),osg::Vec3d(0.0,0.0,1.0));
}
// create the windows and run the threads.
viewer.realize();
while( !viewer.done() )
{
// wait for all cull and draw threads to complete.
viewer.sync();
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer.update();
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
// wait for all cull and draw threads to complete before exit.
viewer.sync();
// run a clean up frame to delete all OpenGL objects.
viewer.cleanup_frame();
// wait for all the clean up frame to complete.
viewer.sync();
return 0;
}