83 lines
3.0 KiB
C++
83 lines
3.0 KiB
C++
// C++ source file - (C) 2003 Robert Osfield, released under the OSGPL.
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//
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// Simple example of use of Producer::RenderSurface to create an OpenGL
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// graphics window, and OSG for rendering.
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#include <Producer/RenderSurface>
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#include <osg/Timer>
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#include <osgUtil/SceneView>
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#include <osgDB/ReadFile>
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int main( int argc, char **argv )
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{
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if (argc<2)
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{
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std::cout << argv[0] <<": requires filename argument." << std::endl;
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return 1;
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}
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// load the scene.
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFile(argv[1]);
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if (!loadedModel)
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{
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std::cout << argv[0] <<": No data loaded." << std::endl;
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return 1;
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}
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// create the window to draw to.
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osg::ref_ptr<Producer::RenderSurface> renderSurface = new Producer::RenderSurface;
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renderSurface->setWindowName("osgsimple");
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renderSurface->setWindowRectangle(100,100,800,600);
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renderSurface->useBorder(true);
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renderSurface->realize();
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// create the view of the scene.
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osg::ref_ptr<osgUtil::SceneView> sceneView = new osgUtil::SceneView;
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sceneView->setDefaults();
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sceneView->setSceneData(loadedModel.get());
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// initialize the view to look at the center of the scene graph
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const osg::BoundingSphere& bs = loadedModel->getBound();
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osg::Matrix viewMatrix;
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viewMatrix.makeLookAt(bs.center()-osg::Vec3(0.0,2.0f*bs.radius(),0.0),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
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// record the timer tick at the start of rendering.
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osg::Timer_t start_tick = osg::Timer::instance()->tick();
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unsigned int frameNum = 0;
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// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
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while( renderSurface->isRealized() )
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{
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// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
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osg::ref_ptr<osg::FrameStamp> frameStamp = new osg::FrameStamp;
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frameStamp->setReferenceTime(osg::Timer::instance()->delta_s(start_tick,osg::Timer::instance()->tick()));
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frameStamp->setFrameNumber(frameNum++);
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// pass frame stamp to the SceneView so that the update, cull and draw traversals all use the same FrameStamp
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sceneView->setFrameStamp(frameStamp.get());
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// update the viewport dimensions, incase the window has been resized.
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sceneView->setViewport(0,0,renderSurface->getWindowWidth(),renderSurface->getWindowHeight());
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// set the view
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sceneView->setViewMatrix(viewMatrix);
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// do the update traversal the scene graph - such as updating animations
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sceneView->update();
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// do the cull traversal, collect all objects in the view frustum into a sorted set of rendering bins
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sceneView->cull();
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// draw the rendering bins.
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sceneView->draw();
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// Swap Buffers
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renderSurface->swapBuffers();
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}
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return 0;
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}
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