208 lines
7.1 KiB
C++
208 lines
7.1 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 <stdio.h>
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#include <Producer/Camera>
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#include <Producer/CameraConfig>
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#include <Producer/InputArea>
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#include <Producer/KeyboardMouse>
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#include <osg/Timer>
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#include <osgUtil/Optimizer>
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#include <osgUtil/UpdateVisitor>
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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 <osgGA/KeySwitchCameraManipulator>
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#include <osgGA/StateSetManipulator>
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#include <osgProducer/OsgCameraGroup>
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#include <osgProducer/OsgSceneHandler>
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#include <osgProducer/KeyboardMouseCallback>
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#include <osgProducer/ActionAdapter>
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#include <list>
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int main( int argc, char **argv )
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{
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// threading model.
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Producer::CameraGroup::ThreadingModel threadingModel = Producer::CameraGroup::SingleThreaded;
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threadingModel = Producer::CameraGroup::ThreadPerCamera;
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// configuration file.
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std::string configFile;
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//configFile = "twoWindows.cfg";
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// set up the database files to read.
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std::vector<std::string> filenameList;
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if (argc>1) filenameList.push_back(argv[1]);
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else filenameList.push_back("cow.osg");
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// create the camera group.
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osgProducer::OsgCameraGroup *cg = configFile.empty() ?
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(new osgProducer::OsgCameraGroup()):
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(new osgProducer::OsgCameraGroup(configFile));
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// set up the maximum number of graphics contexts, before loading the scene graph
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// to ensure that texture objects and display buffers are configured to the correct size.
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osg::DisplaySettings::instance()->setMaxNumberOfGraphicsContexts( cg->getNumberOfCameras() );
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// read the scene.
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(filenameList);
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if (!loadedModel) return 1;
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osgUtil::Optimizer optimizer;
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optimizer.optimize(loadedModel.get());
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// set up the keyboard and mouse handling.
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Producer::InputArea *ia = cg->getCameraConfig()->getInputArea();
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Producer::KeyboardMouse *kbm = ia ?
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(new Producer::KeyboardMouse(ia)) :
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(new Producer::KeyboardMouse(cg->getCamera(0)->getRenderSurface()));
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// set up the time and frame counter.
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unsigned int frameNumber = 0;
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osg::Timer timer;
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osg::Timer_t start_tick = timer.tick();
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// set the keyboard mouse callback to catch the events from the windows.
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bool done = false;
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osgProducer::KeyboardMouseCallback kbmcb(done);
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kbmcb.setStartTick(start_tick);
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// register the callback with the keyboard mouse manger.
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kbm->setCallback( &kbmcb );
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//kbm->allowContinuousMouseMotionUpdate(true);
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kbm->startThread();
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// set the globa state
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osg::ref_ptr<osg::StateSet> globalStateSet = new osg::StateSet;
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globalStateSet->setGlobalDefaults();
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cg->setGlobalStateSet(globalStateSet.get());
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// add either a headlight or sun light to the scene.
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osg::LightSource* lightsource = new osg::LightSource;
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osg::Light* light = new osg::Light;
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lightsource->setLight(light);
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lightsource->setReferenceFrame(osg::LightSource::RELATIVE_TO_ABSOLUTE); // headlight.
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lightsource->setLocalStateSetModes(osg::StateAttribute::ON);
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lightsource->addChild(loadedModel.get());
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// set the scene to render
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// cg->setSceneData(scene.get());
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cg->setSceneData(lightsource);
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// set up the pthread stack size to large enough to run into problems.
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cg->setStackSize( 20*1024*1024);
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// create the windows and run the threads.
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cg->realize(threadingModel);
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osg::ref_ptr<osg::FrameStamp> frameStamp = cg->getFrameStamp();
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osgUtil::UpdateVisitor update;
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update.setFrameStamp(frameStamp.get());
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// create a camera to use with the manipulators.
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osg::ref_ptr<osg::Camera> old_style_osg_camera = new osg::Camera;
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osg::ref_ptr<osgGA::KeySwitchCameraManipulator> keyswitchManipulator = new osgGA::KeySwitchCameraManipulator;
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keyswitchManipulator->addNumberedCameraManipulator(new osgGA::TrackballManipulator);
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keyswitchManipulator->addNumberedCameraManipulator(new osgGA::FlightManipulator);
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keyswitchManipulator->addNumberedCameraManipulator(new osgGA::DriveManipulator);
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keyswitchManipulator->setCamera(old_style_osg_camera.get());
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keyswitchManipulator->setNode(loadedModel.get());
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osg::ref_ptr<osgGA::StateSetManipulator> statesetManipulator = new osgGA::StateSetManipulator;
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statesetManipulator->setStateSet(globalStateSet.get());
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// create an event handler list, we'll dispatch our event to these..
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typedef std::list< osg::ref_ptr<osgGA::GUIEventHandler> > EventHandlerList;
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EventHandlerList eventHandlerList;
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eventHandlerList.push_back(keyswitchManipulator.get());
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eventHandlerList.push_back(statesetManipulator.get());
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// create a dummy action adapter right now.
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osgProducer::ActionAdapter actionAdapter;
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osg::ref_ptr<osgProducer::EventAdapter> init_event = new osgProducer::EventAdapter;
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init_event->adaptFrame(0.0);
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keyswitchManipulator->getCurrentCameraManipulator()->home(*init_event,actionAdapter);
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while( !done )
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{
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// syncronize to screen refresh.
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cg->sync();
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// set the frame stamp for the new frame.
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double time_since_start = timer.delta_s(start_tick,timer.tick());
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frameStamp->setFrameNumber(frameNumber);
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frameStamp->setReferenceTime(time_since_start);
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// get the event since the last frame.
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osgProducer::KeyboardMouseCallback::EventQueue queue;
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kbmcb.getEventQueue(queue);
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// create an event to signal the new frame.
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osg::ref_ptr<osgProducer::EventAdapter> frame_event = new osgProducer::EventAdapter;
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frame_event->adaptFrame(frameStamp->getReferenceTime());
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queue.push_back(frame_event);
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// dispatch the events in order of arrival.
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for(osgProducer::KeyboardMouseCallback::EventQueue::iterator event_itr=queue.begin();
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event_itr!=queue.end();
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++event_itr)
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{
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bool handled = false;
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for(EventHandlerList::iterator handler_itr=eventHandlerList.begin();
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handler_itr!=eventHandlerList.end() && !handled;
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++handler_itr)
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{
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handled = (*handler_itr)->handle(*(*event_itr),actionAdapter);
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}
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}
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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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cg->getSceneData()->accept(update);
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// update the main producer camera
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cg->setView(old_style_osg_camera->getModelViewMatrix().ptr());
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// fire off the cull and draw traversals of the scene.
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cg->frame();
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// increment the frame number ready for the next frame
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++frameNumber;
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}
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return 0;
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}
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