83d492162e
paramters in its constructor to allow it to be used to create rotations around a point. This provides the same interface and functionality as osgUtil::TransformCallback but has the advantage and AnimationPathCallback is fully supported by the .osg and .ive file formats.
475 lines
18 KiB
C++
475 lines
18 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This application is open source and may be redistributed and/or modified
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* freely and without restriction, both in commericial and non commericial applications,
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* as long as this copyright notice is maintained.
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*
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* This application is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*/
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#include <osgDB/ReadFile>
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#include <osgUtil/Optimizer>
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#include <osgProducer/Viewer>
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#include <osg/CoordinateSystemNode>
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#include <osg/Texture2D>
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#include <osg/MatrixTransform>
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#include <osgUtil/SmoothingVisitor>
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class PBufferTexture2D : public osg::Texture2D
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{
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public:
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PBufferTexture2D( Producer::RenderSurface *pbuffer ):
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_pbuffer(pbuffer) {}
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virtual void apply(osg::State& state) const
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{
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const unsigned int contextID = state.getContextID();
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TextureObject* textureObject = getTextureObject(contextID);
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if( textureObject == 0 )
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{
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GLuint format =
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_pbuffer->getRenderToTextureMode() == Producer::RenderSurface::RenderToRGBTexture ? GL_RGB:
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_pbuffer->getRenderToTextureMode() == Producer::RenderSurface::RenderToRGBATexture ? GL_RGBA : 0 ;
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unsigned int width = _pbuffer->getWindowWidth();
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unsigned int height = _pbuffer->getWindowHeight();
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_textureObjectBuffer[contextID] = textureObject =
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generateTextureObject( contextID, GL_TEXTURE_2D, 1, format, width, height, 1, 0 );
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textureObject->bind();
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applyTexParameters( GL_TEXTURE_2D, state);
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glTexImage2D( GL_TEXTURE_2D, 0,
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format, width, height, 0, format, GL_UNSIGNED_BYTE, 0 );
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textureObject->setAllocated(true);
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}
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else
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{
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textureObject->bind();
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static unsigned int frameNum = 0;
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_pbuffer->bindPBufferToTexture( Producer::RenderSurface::FrontBuffer );
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++frameNum;
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}
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}
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private:
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Producer::ref_ptr<Producer::RenderSurface> _pbuffer;
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};
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class MyGeometryCallback :
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public osg::Drawable::UpdateCallback,
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public osg::Drawable::AttributeFunctor
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{
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public:
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MyGeometryCallback(const osg::Vec3& o,
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const osg::Vec3& x,const osg::Vec3& y,const osg::Vec3& z,
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double period,double xphase,double amplitude):
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_firstCall(true),
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_startTime(0.0),
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_time(0.0),
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_period(period),
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_xphase(xphase),
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_amplitude(amplitude),
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_origin(o),
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_xAxis(x),
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_yAxis(y),
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_zAxis(z) {}
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virtual void update(osg::NodeVisitor* nv,osg::Drawable* drawable)
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{
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const osg::FrameStamp* fs = nv->getFrameStamp();
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double referenceTime = fs->getReferenceTime();
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if (_firstCall)
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{
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_firstCall = false;
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_startTime = referenceTime;
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}
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_time = referenceTime-_startTime;
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drawable->accept(*this);
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drawable->dirtyBound();
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osg::Geometry* geometry = dynamic_cast<osg::Geometry*>(drawable);
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if (geometry)
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{
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osgUtil::SmoothingVisitor::smooth(*geometry);
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}
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}
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virtual void apply(osg::Drawable::AttributeType type,unsigned int count,osg::Vec3* begin)
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{
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if (type == osg::Drawable::VERTICES)
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{
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const float TwoPI=2.0f*osg::PI;
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const float phase = -_time/_period;
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osg::Vec3* end = begin+count;
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for (osg::Vec3* itr=begin;itr<end;++itr)
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{
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osg::Vec3 dv(*itr-_origin);
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osg::Vec3 local(dv*_xAxis,dv*_yAxis,dv*_zAxis);
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local.z() = local.x()*_amplitude*
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sinf(TwoPI*(phase+local.x()*_xphase));
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(*itr) = _origin +
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_xAxis*local.x()+
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_yAxis*local.y()+
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_zAxis*local.z();
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}
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}
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}
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bool _firstCall;
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double _startTime;
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double _time;
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double _period;
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double _xphase;
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float _amplitude;
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osg::Vec3 _origin;
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osg::Vec3 _xAxis;
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osg::Vec3 _yAxis;
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osg::Vec3 _zAxis;
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};
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osg::Node* createTexturedFlag(unsigned int width, unsigned int height, Producer::RenderSurface *pbuffer)
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{
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// create the quad to visualize.
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osg::Geometry* polyGeom = new osg::Geometry();
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polyGeom->setSupportsDisplayList(false);
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osg::Vec3 origin(0.0f,0.0f,0.0f);
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osg::Vec3 xAxis(1.0f,0.0f,0.0f);
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osg::Vec3 yAxis(0.0f,0.0f,1.0f);
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osg::Vec3 zAxis(0.0f,-1.0f,0.0f);
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float flag_height = 100.0f;
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float flag_width = 200.0f;
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int noSteps = 20;
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osg::Vec3Array* vertices = new osg::Vec3Array;
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osg::Vec3 bottom = origin;
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osg::Vec3 top = origin; top.z()+= flag_height;
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osg::Vec3 dv = xAxis*(flag_width/((float)(noSteps-1)));
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osg::Vec2Array* texcoords = new osg::Vec2Array;
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osg::Vec2 bottom_texcoord(0.0f,0.0f);
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osg::Vec2 top_texcoord(0.0f,1.0f);
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osg::Vec2 dv_texcoord(1.0f/(float)(noSteps-1),0.0f);
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for(int i=0;i<noSteps;++i)
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{
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vertices->push_back(top);
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vertices->push_back(bottom);
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top+=dv;
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bottom+=dv;
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texcoords->push_back(top_texcoord);
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texcoords->push_back(bottom_texcoord);
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top_texcoord+=dv_texcoord;
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bottom_texcoord+=dv_texcoord;
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}
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// pass the created vertex array to the points geometry object.
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polyGeom->setVertexArray(vertices);
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polyGeom->setTexCoordArray(0,texcoords);
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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polyGeom->setColorArray(colors);
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polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
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polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,vertices->size()));
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// new we need to add the texture to the Drawable, we do so by creating a
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// StateSet to contain the Texture StateAttribute.
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osg::StateSet* stateset = new osg::StateSet;
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// Dynamic texture filled with data from pbuffer.
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osg::Texture2D* texture = new PBufferTexture2D(pbuffer);
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texture->setInternalFormat(GL_RGB);
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texture->setTextureSize(width,height);
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texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP);
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texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP);
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stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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polyGeom->setStateSet(stateset);
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polyGeom->setUpdateCallback(new MyGeometryCallback(origin,xAxis,yAxis,zAxis,1.0,1.0/flag_width,0.2f));
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osg::Geode* geode = new osg::Geode();
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geode->addDrawable(polyGeom);
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osg::Group* parent = new osg::Group;
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parent->addChild(geode);
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return parent;
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}
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osg::ref_ptr<osg::Node> buildSceneGraphAndSetCameraViews(osg::Node *loadedModel,
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Producer::Camera *pbufferCamera,
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Producer::Camera *mainCamera)
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{
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osg::ref_ptr<osg::Group> group = new osg::Group;
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osg::ref_ptr<osg::MatrixTransform> loadedModelTransform = new osg::MatrixTransform;
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loadedModelTransform->addChild(loadedModel);
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osg::ref_ptr<osg::NodeCallback> nc = new osg::AnimationPathCallback(
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loadedModelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f));
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loadedModelTransform->setUpdateCallback(nc.get());
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loadedModelTransform->setNodeMask( 0x1 );
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group->addChild( loadedModelTransform.get() );
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osg::ref_ptr<osg::Node> texturedFlag = createTexturedFlag( 1024, 512, pbufferCamera->getRenderSurface() );
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texturedFlag->setNodeMask( 0x2 );
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group->addChild( texturedFlag.get());
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osg::BoundingSphere bs = loadedModel->getBound();
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pbufferCamera->setLensFrustum( -0.5, 0.5, -0.25, 0.25, 1.0, 1000.0 );
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pbufferCamera->setViewByLookat(
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bs.center()[0], bs.center()[1] - bs.radius() * 3, bs.center()[2],
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bs.center()[0], bs.center()[1], bs.center()[2],
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0, 0, 1 );
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mainCamera->getRenderSurface()->setReadDrawable( pbufferCamera->getRenderSurface());
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return group.get();
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}
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osg::ref_ptr<osg::Node> buildSceneGraph(osg::Node *loadedModel, Producer::RenderSurface *pbuffer )
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{
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osg::ref_ptr<osg::Group> group = new osg::Group;
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osg::ref_ptr<osg::MatrixTransform> loadedModelTransform = new osg::MatrixTransform;
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loadedModelTransform->addChild(loadedModel);
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osg::ref_ptr<osg::NodeCallback> nc = new osg::AnimationPathCallback(
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loadedModelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f));
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loadedModelTransform->setUpdateCallback(nc.get());
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// Set the loaded model to render only in the PBuffer camera
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loadedModelTransform->setNodeMask( 0x1 );
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group->addChild( loadedModelTransform.get() );
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osg::ref_ptr<osg::Node> texturedFlag = createTexturedFlag( 1024, 512, pbuffer );
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// Set the textured flag to render only in the Main camera
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loadedModelTransform->setNodeMask( 0x1 );
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texturedFlag->setNodeMask( 0x2 );
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group->addChild( texturedFlag.get());
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return group.get();
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}
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Producer::ref_ptr<Producer::CameraConfig> buildCameraConfig( osg::Node &loadedModel )
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{
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// Set up the PBuffer camera
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Producer::ref_ptr<Producer::Camera> pbufferCamera = new Producer::Camera;
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pbufferCamera->getRenderSurface()->setWindowRectangle( 0, 0, 1024, 512 );
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pbufferCamera->getRenderSurface()->setDrawableType( Producer::RenderSurface::DrawableType_PBuffer );
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pbufferCamera->getRenderSurface()->setRenderToTextureMode(Producer::RenderSurface::RenderToRGBATexture);
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// We will manually set the PBuffer camera's Lens and View,
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// so do not share with the rest of the Camera config.
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pbufferCamera->setShareLens(false);
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pbufferCamera->setShareView(false);
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// Set the Lens and View for the Pbuffer camera according to the loaded model's size
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osg::BoundingSphere bs = loadedModel.getBound();
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pbufferCamera->setLensFrustum( -0.5, 0.5, -0.25, 0.25, 1.0, 1000.0 );
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pbufferCamera->setViewByLookat(
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bs.center()[0], bs.center()[1] - bs.radius() * 3, bs.center()[2],
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bs.center()[0], bs.center()[1], bs.center()[2],
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0, 0, 1 );
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// Set up the main camera
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Producer::ref_ptr<Producer::Camera> mainCamera = new Producer::Camera;
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mainCamera->getRenderSurface()->setWindowRectangle( 0, 0, 800, 600 );
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// Create the Camera config
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Producer::ref_ptr<Producer::CameraConfig> cfg = new Producer::CameraConfig;
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// Cameras added in "alphabetical" order
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cfg->addCamera("A_PBufferCamera", pbufferCamera.get());
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cfg->addCamera("B_MainCamera", mainCamera.get());
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// Set up the input area
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Producer::ref_ptr<Producer::InputArea> inputArea = new Producer::InputArea;
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inputArea->addRenderSurface( mainCamera->getRenderSurface());
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cfg->setInputArea( inputArea.get() );
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// Set the main Camera's read drawable to be the pbufferCamera's drawable
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mainCamera->getRenderSurface()->setReadDrawable( pbufferCamera->getRenderSurface());
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return cfg;
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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 OpenSceneGraph example which loads and visualises 3d models.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
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arguments.getApplicationUsage()->addCommandLineOption("--image <filename>","Load an image and render it on a quad");
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arguments.getApplicationUsage()->addCommandLineOption("--dem <filename>","Load an image/DEM and render it on a HeightField");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display command line paramters");
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arguments.getApplicationUsage()->addCommandLineOption("--help-env","Display environmental variables available");
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arguments.getApplicationUsage()->addCommandLineOption("--help-keys","Display keyboard & mouse bindings available");
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arguments.getApplicationUsage()->addCommandLineOption("--help-all","Display all command line, env vars and keyboard & mouse bindigs.");
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/// Load models from command line and build scene graph
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osg::Timer_t start_tick = osg::Timer::instance()->tick();
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// read the scene from the list of file specified commandline args.
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
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// if no model has been successfully loaded report failure.
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if (!loadedModel)
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{
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std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
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return 1;
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}
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// Create the camera config. We use the loaded model to set the Lens and View on the PBuffer camera
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Producer::ref_ptr<Producer::CameraConfig> cameraConfig = buildCameraConfig( *(loadedModel.get()) );
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// We need to build the rest of the scene graph after the camera config has been created because we need
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// to pass it the PBuffer, which will be the texture for the textured flag
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Producer::RenderSurface *pbuffer = cameraConfig->getCamera(0)->getRenderSurface();
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osg::ref_ptr<osg::Node >root = buildSceneGraph(loadedModel.get(), pbuffer );
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// construct the viewer with the camera config.
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osgProducer::Viewer viewer(cameraConfig.get());
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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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bool helpAll = arguments.read("--help-all");
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unsigned int helpType = ((helpAll || arguments.read("-h") || arguments.read("--help"))? osg::ApplicationUsage::COMMAND_LINE_OPTION : 0 ) |
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((helpAll || arguments.read("--help-env"))? osg::ApplicationUsage::ENVIRONMENTAL_VARIABLE : 0 ) |
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((helpAll || arguments.read("--help-keys"))? osg::ApplicationUsage::KEYBOARD_MOUSE_BINDING : 0 );
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if (helpType)
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{
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arguments.getApplicationUsage()->write(std::cout, helpType);
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return 1;
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}
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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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// 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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}
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osg::Timer_t end_tick = osg::Timer::instance()->tick();
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std::cout << "Time to load = "<<osg::Timer::instance()->delta_s(start_tick,end_tick)<<std::endl;
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// optimize the scene graph, remove rendundent nodes and state etc.
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osgUtil::Optimizer optimizer;
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optimizer.optimize(root.get());
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// pass the loaded scene graph to the viewer.
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viewer.setSceneData(root.get());
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// create the windows and run the threads.
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viewer.realize();
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// The loaded model is to be viewed in the pbuffer camera, but
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// the textured flag is viewed in the main camera. The nodes have
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// been given node masks, now set the traversal masks on the cameras.
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// Note that this must be done after viewer.realize().
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{
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osgProducer::Viewer::SceneHandlerList shl = viewer.getSceneHandlerList();
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osgProducer::Viewer::SceneHandlerList::iterator p;
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unsigned int n = 0;
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for( p = shl.begin(); p != shl.end(); p++ )
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{
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int inheritanceMask = (*p)->getSceneView()->getInheritanceMask();
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inheritanceMask &= ~(osg::CullSettings::CULL_MASK);
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(*p)->getSceneView()->setInheritanceMask( inheritanceMask );
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(*p)->getSceneView()->setCullMask( 1<<(n));
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n++;
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}
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}
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// printf( "PBuffer window: 0x%x\n", pbuffer->getWindow() );
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viewer.getCamera(0)->setClearColor( 0.1f,0.9f,0.3f,1.0f );
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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.
|
|
viewer.sync();
|
|
|
|
return 0;
|
|
}
|
|
|