236 lines
9.0 KiB
C++
236 lines
9.0 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library 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. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGVIEWER_Viewer
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#define OSGVIEWER_Viewer 1
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#include <osgViewer/GraphicsWindow>
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#include <osgViewer/View>
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#include <osgGA/EventVisitor>
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namespace osgViewer {
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/** Viewer holds a single view on to a single scene.*/
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class OSGVIEWER_EXPORT Viewer : public osgViewer::View
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{
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public:
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Viewer();
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virtual ~Viewer();
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/** Get whether at least of one of this viewers windows are realized.*/
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bool isRealized() const;
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/** set up windows and associated threads.*/
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void realize();
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void setDone(bool done) { _done = done; }
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bool done() const { return _done; }
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void setStartTick(osg::Timer_t tick);
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osg::Timer_t getStartTick() const { return _startTick; }
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void setReferenceTime(double time=0.0);
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osg::FrameStamp* getFrameStamp() { return _frameStamp.get(); }
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const osg::FrameStamp* getFrameStamp() const { return _frameStamp.get(); }
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/** Set the sene graph data that viewer with view.*/
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virtual void setSceneData(osg::Node* node);
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/** Convenience method for setting up the viewer so it can be used embedded in an external managed window.
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* Returns the GraphicsWindowEmbedded that can be used by applications to pass in events to the viewer. */
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virtual GraphicsWindowEmbedded* setUpViewerAsEmbeddedInWindow(int x, int y, int width, int height);
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enum ThreadingModel
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{
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SingleThreaded,
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CullDrawThreadPerContext,
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DrawThreadPerContext,
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CullThreadPerCameraDrawThreadPerContext,
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AutomaticSelection
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};
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/** Set the threading model the rendering traversals will use.*/
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void setThreadingModel(ThreadingModel threadingModel);
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/** Get the threading model the rendering traversals will use.*/
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ThreadingModel getThreadingModel() const { return _threadingModel; }
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/** Set whether the main thread, calling frame(), should be used for the rendering traversals.*/
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void setUseMainThreadForRenderingTraversals(bool flag);
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/** Get whether the main thread, calling frame(), should be used for the rendering traversals.*/
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bool getUseMainThreadForRenderingTraversals() const { return _useMainThreadForRenderingTraversal; }
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/** Let the viewer suggest the best threading model for the viewers camera/window setup and the hardware available.*/
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ThreadingModel suggestBestThreadingModel();
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enum BarrierPosition
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{
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BeforeSwapBuffers,
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AfterSwapBuffers
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};
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/** Set the position of the end barrier.
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* AfterSwapBuffers will may result is slightly higher framerates, by may
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* lead to inconcistent swapping between different windows.
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* BeforeSwapBuffers may lead to slightly lower framerate, but improve consistency in timing of swap buffers,
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* especially important if you are likely to consistently break frame.*/
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void setEndBarrierPosition(BarrierPosition bp);
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/** Get the end barrier position.*/
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BarrierPosition getEndBarrierPosition() const { return _endBarrierPosition; }
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/** Set the key event that the viewer checks on each frame to see if the viewer's done flag should be set to
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* signal end of viewers main loop.
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* Default value is Escape (osgGA::GUIEVentAdapter::KEY_Escape).
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* Setting to 0 switches off the feature.*/
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void setKeyEventSetsDone(int key) { _keyEventSetsDone = key; }
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/** get the key event that the viewer checks on each frame to see if the viewer's done flag.*/
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int getKeyEventSetsDone() const { return _keyEventSetsDone; }
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/** if the flag is true, the viewer set its done flag when a QUIT_APPLICATION is received, false disables this feature */
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void setQuitEventSetsDone(bool flag) { _quitEventSetsDone = flag; }
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/** @return true if the viewer respond to the QUIT_APPLICATION-event */
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bool getQuitEventSetsDone() const { return _quitEventSetsDone; }
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/** Execute a main frame loop.
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* Equivialant to while (!viewer.done()) viewer.frame();
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* Also calls realize() if the viewer is not already realized,
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* and installs trackball manipulator if one is not already assigned.
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*/
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virtual int run();
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/** Render a complete new frame.
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* Calls advance(), eventTraversal(), updateTraversal(), renderingTraversals(). */
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virtual void frame(double simulationTime=USE_REFERENCE_TIME);
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virtual void advance(double simulationTime=USE_REFERENCE_TIME);
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virtual void eventTraversal();
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virtual void updateTraversal();
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virtual void renderingTraversals();
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void setCameraWithFocus(osg::Camera* camera) { _cameraWithFocus = camera; }
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osg::Camera* getCameraWithFocus() { return _cameraWithFocus.get(); }
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const osg::Camera* getCameraWithFocus() const { return _cameraWithFocus.get(); }
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typedef std::vector<osg::GraphicsContext*> Contexts;
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void getContexts(Contexts& contexts, bool onlyValid=true);
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typedef std::vector<osgViewer::GraphicsWindow*> Windows;
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void getWindows(Windows& windows, bool onlyValid=true);
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typedef std::vector<osg::Camera*> Cameras;
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void getCameras(Cameras& cameras, bool onlyActive=true);
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typedef std::vector<OpenThreads::Thread*> Threads;
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void getAllThreads(Threads& threads, bool onlyActive=true);
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typedef std::vector<osg::OperationsThread*> OperationsThreads;
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void getOperationsThreads(OperationsThreads& threads, bool onlyActive=true);
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/** Set the graphics operation to call on realization of the viewers graphics windows.*/
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void setRealizeOperation(osg::Operation* op) { _realizeOperation = op; }
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/** Get the graphics operation to call on realization of the viewers graphics windows.*/
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osg::Operation* getRealizeOperation() { return _realizeOperation.get(); }
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/** Set up the threading and processor affinity as per the viewers threading model.*/
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void setUpThreading();
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/** Return true if viewer threads are running. */
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bool areThreadsRunning() const { return _threadsRunning; }
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/** Stop any threads begin run by viewer.*/
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void stopThreading();
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/** Start any threads required by the viewer.*/
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void startThreading();
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/** Set up the Operations to render the various viewer cameras on the viewers graphics windows.*/
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void setUpRenderingSupport();
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/** Get the keyboard and mouse usage of this viewer.*/
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virtual void getUsage(osg::ApplicationUsage& usage) const;
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protected:
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void checkWindowStatus();
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inline void makeCurrent(osg::GraphicsContext* gc)
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{
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if (_currentContext==gc) return;
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releaseContext();
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if (gc && gc->valid() && gc->makeCurrent()) _currentContext = gc;
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}
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inline void releaseContext()
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{
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if (_currentContext.valid() && _currentContext->valid())
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{
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_currentContext->releaseContext();
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}
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_currentContext = 0;
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}
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bool _firstFrame;
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bool _done;
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int _keyEventSetsDone;
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bool _quitEventSetsDone;
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ThreadingModel _threadingModel;
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bool _threadsRunning;
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bool _useMainThreadForRenderingTraversal;
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BarrierPosition _endBarrierPosition;
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osg::ref_ptr<osg::BarrierOperation> _startRenderingBarrier;
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osg::ref_ptr<osg::BarrierOperation> _endRenderingDispatchBarrier;
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osg::ref_ptr<EndOfDynamicDrawBlock> _endDynamicDrawBlock;
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unsigned int _numWindowsOpenAtLastSetUpThreading;
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typedef std::list< osg::ref_ptr<osgUtil::SceneView> > SceneViews;
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SceneViews _sceneViews;
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osg::Timer_t _startTick;
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osg::ref_ptr<osg::FrameStamp> _frameStamp;
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osg::observer_ptr<osg::Camera> _cameraWithFocus;
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osg::ref_ptr<osgGA::EventVisitor> _eventVisitor;
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osg::ref_ptr<osg::Operation> _realizeOperation;
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osg::observer_ptr<osg::GraphicsContext> _currentContext;
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};
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}
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#endif
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