150 lines
4.7 KiB
C++
150 lines
4.7 KiB
C++
//C++ source file - Open Producer - Copyright (C) 2002 Don Burns
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//Distributed under the terms of the GNU LIBRARY GENERAL PUBLIC LICENSE (LGPL)
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//as published by the Free Software Foundation.
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// Simple example of use of Producer::RenderSurface
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// The myGraphics class is a simple sample of how one would implement
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// graphics drawing with Producer::RenderSurface
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#include <osgUtil/UpdateVisitor>
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#include <osgDB/ReadFile>
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#include <osg/ShapeDrawable>
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#include <osg/PositionAttitudeTransform>
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#include <osgProducer/Viewer>
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#include "DepthPartitionNode.h"
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const double r_earth = 6378.137;
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const double r_sun = 695990.0;
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const double AU = 149697900.0;
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osg::Node* createScene()
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{
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// Create the Earth, in blue
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osg::ShapeDrawable *earth_sd = new osg::ShapeDrawable;
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osg::Sphere* earth_sphere = new osg::Sphere;
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earth_sphere->setRadius(r_earth);
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earth_sd->setShape(earth_sphere);
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earth_sd->setColor(osg::Vec4(0, 0, 1.0, 1.0));
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osg::Geode* earth = new osg::Geode;
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earth->setName("earth");
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earth->addDrawable(earth_sd);
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// Create the Sun, in yellow
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osg::ShapeDrawable *sun_sd = new osg::ShapeDrawable;
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osg::Sphere* sun_sphere = new osg::Sphere;
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sun_sphere->setRadius(r_sun);
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sun_sd->setShape(sun_sphere);
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sun_sd->setColor(osg::Vec4(1.0, 0.0, 0.0, 1.0));
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osg::Geode* sun_geode = new osg::Geode;
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sun_geode->setName("sun");
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sun_geode->addDrawable(sun_sd);
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// Move the sun behind the earth
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osg::PositionAttitudeTransform *pat = new osg::PositionAttitudeTransform;
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pat->setPosition(osg::Vec3d(0.0, AU, 0.0));
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osg::Group* scene = new osg::Group;
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scene->addChild(earth);
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scene->addChild(pat);
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pat->addChild(sun_geode);
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return scene;
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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()->setApplicationName(arguments.getApplicationName());
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the standard example of using osgProducer::CameraGroup.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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// construct 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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// 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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bool needToSetHomePosition = false;
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// read the scene from the list of file specified commandline args.
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osg::ref_ptr<osg::Node> scene = osgDB::readNodeFiles(arguments);
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// if one hasn't been loaded create an earth and sun test model.
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if (!scene)
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{
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scene = createScene();
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needToSetHomePosition = true;
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}
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// Create a DepthPartitionNode to manage partitioning of the scene
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osg::ref_ptr<DepthPartitionNode> dpn = new DepthPartitionNode;
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dpn->addChild(scene.get());
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dpn->setActive(true); // Control whether the node analyzes the scene
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// pass the loaded scene graph to the viewer.
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viewer.setSceneData(dpn.get());
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if (needToSetHomePosition)
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{
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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));
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}
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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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// run a clean up frame to delete all OpenGL objects.
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viewer.cleanup_frame();
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// wait for all the clean up frame to complete.
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viewer.sync();
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return 0;
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}
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