460c77b7f0
Producer xplatform support for pbuffer instead of Win32 specific pathways as support before. (with a few code tweaks to simplfy the code, by Robert Osfield).
387 lines
13 KiB
C++
387 lines
13 KiB
C++
#include <osg/GLExtensions>
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#include <osg/Node>
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#include <osg/Geometry>
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#include <osg/Notify>
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#include <osg/MatrixTransform>
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#include <osg/Texture2D>
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#include <osg/Stencil>
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#include <osg/ColorMask>
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#include <osg/Depth>
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#include <osg/Billboard>
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#include <osg/Material>
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#include <osgUtil/TransformCallback>
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#include <osgUtil/SmoothingVisitor>
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#include <osgUtil/UpdateVisitor>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgProducer/Viewer>
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#include <Producer/Camera>
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#include <Producer/CameraConfig>
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osg::ref_ptr<Producer::Camera> gPBufferCamera;
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osg::ref_ptr<osgProducer::OsgSceneHandler> gPBufferSceneHandler;
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// call back which cretes a deformation field to oscilate the model.
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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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// Custom Texture subload callback, just acts the the standard subload modes in osg::Texture right now
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// but code be used to define your own style callbacks.
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class MyTextureSubloadCallback : public osg::Texture2D::SubloadCallback
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{
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public:
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MyTextureSubloadCallback() {}
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virtual void load(const osg::Texture2D& texture,osg::State&) const
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{
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osg::notify(osg::INFO)<<"doing load"<<std::endl;
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glTexImage2D( GL_TEXTURE_2D, 0, texture.getInternalFormat(), texture.getTextureWidth(), texture.getTextureHeight(), 0, GL_RGB, GL_FLOAT, 0 );
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}
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virtual void subload(const osg::Texture2D& ,osg::State&) const
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{
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osg::notify(osg::INFO)<<"doing subload"<<std::endl;
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gPBufferCamera->getRenderSurface()->bindPBufferToTexture(Producer::RenderSurface::FrontBuffer);
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}
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};
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osg::Node* createTexturedFlag(unsigned int width, unsigned int height)
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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 osg::Texture2D;
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//texture->setSubloadMode(osg::Texture::IF_DIRTY);
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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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texture->setSubloadCallback(new MyTextureSubloadCallback());
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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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void InitPBufferCamera(osg::Node* subgraph, unsigned int width, unsigned int height)
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{
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if (!subgraph) return;
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gPBufferCamera = new Producer::Camera;
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gPBufferCamera->getRenderSurface()->setDrawableType( Producer::RenderSurface::DrawableType_PBuffer );
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gPBufferCamera->getRenderSurface()->setWindowRectangle( 0, 0, width, height );
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gPBufferCamera->getRenderSurface()->setRenderToTextureMode(Producer::RenderSurface::RenderToRGBTexture);
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gPBufferSceneHandler = new osgProducer::OsgSceneHandler;
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gPBufferSceneHandler->getSceneView()->setDefaults();
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gPBufferSceneHandler->getSceneView()->setSceneData(subgraph);
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gPBufferCamera->setSceneHandler( gPBufferSceneHandler.get());
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gPBufferCamera->setClearColor( 0.1f,0.9f,0.3f,1.0f );
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const osg::BoundingSphere& bs = subgraph->getBound();
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if (!bs.valid())
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{
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osg::notify(osg::WARN) << "bb invalid"<<subgraph<<std::endl;
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return;
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}
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float znear = 1.0f*bs.radius();
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float zfar = 3.0f*bs.radius();
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// 2:1 aspect ratio as per flag geomtry below.
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float top = 0.25f*znear;
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float right = 0.5f*znear;
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znear *= 0.9f;
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zfar *= 1.1f;
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osg::Vec3 eye(bs.center() + osg::Vec3(0.0f, 2.0f, 0.0f)*bs.radius());
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gPBufferCamera->setViewByLookat(
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eye.x(), eye.y(), eye.z(),
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bs.center().x(), bs.center().y(), bs.center().z(),
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0.0f, 0.0f, 1.0f);
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gPBufferCamera->setLensFrustum(-right,right,-top,top,znear,zfar);
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// The Producer PBuffer example says:
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//
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// "This line is not necessary on glX pbuffer examples, but Windows
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// seems to not like rendering to the back buffer on pbuffers"
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//
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// but I've found that doing this causes a flickering texture. Everything
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// works fine for me (on Windows) if I just comment it out.
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//gPBufferSceneHandler->getSceneView()->setDrawBufferValue( GL_FRONT );
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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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osg::DisplaySettings::instance()->readCommandLine(arguments);
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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()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use pbuffers and render to texture..");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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arguments.getApplicationUsage()->addCommandLineOption("--width <integer>","Set the width of the pbuffer & texture");
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arguments.getApplicationUsage()->addCommandLineOption("--height <integer>","Set the height of the pbuffer & texture");
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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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// get details on keyboard and mouse bindings used by the viewer.
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viewer.getUsage(*arguments.getApplicationUsage());
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unsigned int width=1024;
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unsigned int height=512;
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while (arguments.read("--width",width)) {}
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while (arguments.read("--height",height)) {}
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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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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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// load the nodes from the commandline arguments.
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
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if (!loadedModel)
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{
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// write_usage(osg::notify(osg::NOTICE),argv[0]);
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return 1;
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}
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// create a transform to spin the model.
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osg::MatrixTransform* loadedModelTransform = new osg::MatrixTransform;
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loadedModelTransform->addChild(loadedModel.get());
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osg::NodeCallback* nc = new osgUtil::TransformCallback(loadedModelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f));
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loadedModelTransform->setUpdateCallback(nc);
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osg::Group* rootNode = new osg::Group();
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// Create a waving rectangle that will use the pbuffer as a texture.
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rootNode->addChild(createTexturedFlag(width,height));
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// Set up a camera that will render a view of the model to the pbuffer.
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InitPBufferCamera(loadedModelTransform,width, height);
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// set the scene to render
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viewer.setSceneData(rootNode);
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// create the windows and run the threads.
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viewer.realize();
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#if defined(GLX_VERSION_1_1)
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// This determins where Pixel reads occur from. The main Camera will
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// set the pBuffer camera's rendersurface as the buffer to read from.
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Producer::Camera* camera = viewer.getCamera(0);
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camera->getRenderSurface()->setReadDrawable( gPBufferCamera->getRenderSurface());
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#endif
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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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loadedModelTransform->accept(*viewer.getUpdateVisitor());
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viewer.update();
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// fire off the cull and draw traversals of the scene.
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// first the pbuffer draw
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gPBufferCamera->frame();
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// then the main view draw.
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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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gPBufferCamera = 0;
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gPBufferSceneHandler = 0;
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return 0;
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}
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