OpenSceneGraph/examples/osgviewerIPhone/iphoneViewerAppDelegate.mm

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// Created by Thomas Hogarth 2009
// Cleaned up by Stephan Huber 2013
// Added gles3 support 2017 TH
//
// this example will create a fullscreen window showing a box. You can interact with it via
// multi-touch gestures.
#import "iphoneViewerAppDelegate.h"
#include <osgGA/MultiTouchTrackballManipulator>
#include <osg/ShapeDrawable>
#include <osgUtil/Optimizer>
//include the iphone specific windowing stuff
#include <osgViewer/api/IOS/GraphicsWindowIOS>
#include "shaders.h"
// global programs
osg::ref_ptr<osg::Program> _vertColorProgram;
@interface MyViewController : UIViewController
- (BOOL)shouldAutorotate;
@end
@implementation MyViewController
- (BOOL)shouldAutorotate
{
return YES;
}
@end
@implementation iphoneViewerAppDelegate
@synthesize _window;
//
// Shape drawables sometimes use gl_quads so use this function to convert
//
void optimizeNode(osg::Node* node) {
osgUtil::Optimizer optimizer;
optimizer.optimize(node, osgUtil::Optimizer::TRISTRIP_GEOMETRY);
}
//
// create a camera to set up the projection and model view matrices, and the subgraph to draw in the HUD
//
osg::Camera* createHUD(unsigned int w, unsigned int h)
{
osg::Camera* camera = new osg::Camera;
// set the projection matrix
camera->setProjectionMatrix(osg::Matrix::ortho2D(0,w,0,h));
// set the view matrix
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(osg::Matrix::identity());
// only clear the depth buffer
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
// draw subgraph after main camera view.
camera->setRenderOrder(osg::Camera::POST_RENDER);
// we don't want the camera to grab event focus from the viewers main camera(s).
camera->setAllowEventFocus(false);
// add to this camera a subgraph to render
{
osg::Geode* geode = new osg::Geode();
osg::Vec3 position(50.0f,h-50,0.0f);
{
osgText::Text* text = new osgText::Text();
text->setUseVertexBufferObjects(true);
text->setFont(0);//"fonts/arial.ttf");
text->setPosition(position);
text->setText("A simple multi-touch-example\n1 touch = rotate, \n2 touches = drag + scale, \n3 touches = home");
text->setColor(osg::Vec4(0.9,0.1,0.1,1.0));
geode->addDrawable( text );
}
camera->addChild(geode);
}
return camera;
}
class TestMultiTouchEventHandler : public osgGA::GUIEventHandler {
public:
TestMultiTouchEventHandler(osg::Group* parent_group)
: osgGA::GUIEventHandler(),
_cleanupOnNextFrame(false)
{
createTouchRepresentations(parent_group, 10);
}
private:
void createTouchRepresentations(osg::Group* parent_group, unsigned int num_objects)
{
// create some geometry which is shown for every touch-point
for(unsigned int i = 0; i != num_objects; ++i)
{
std::ostringstream ss;
osg::Geode* geode = new osg::Geode();
osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0), 100));
drawable->setUseVertexBufferObjects(true);
drawable->setDataVariance(osg::Object::DYNAMIC);
#if defined(OSG_GLES2_AVAILABLE) || defined(OSG_GLES3_AVAILABLE)
drawable->getOrCreateStateSet()->setAttributeAndModes(_vertColorProgram, osg::StateAttribute::ON);
optimizeNode(drawable);
#endif
drawable->setColor(osg::Vec4(0.5, 0.5, 0.5,1));
geode->addDrawable(drawable);
ss << "Touch " << i;
osgText::Text* text = new osgText::Text;
text->setUseVertexBufferObjects(true);
text->setFont(0); //"fonts/arial.ttf");
text->setPosition(osg::Vec3(110,0,0));
text->setDataVariance(osg::Object::DYNAMIC);
text->setText(ss.str());
geode->addDrawable( text );
_drawables.push_back(drawable);
_texts.push_back(text);
osg::MatrixTransform* mat = new osg::MatrixTransform();
mat->addChild(geode);
mat->setNodeMask(0x0);
_mats.push_back(mat);
parent_group->addChild(mat);
}
}
virtual bool handle (const osgGA::GUIEventAdapter &ea, osgGA::GUIActionAdapter &aa, osg::Object *, osg::NodeVisitor *)
{
switch(ea.getEventType())
{
case osgGA::GUIEventAdapter::FRAME:
if (_cleanupOnNextFrame) {
cleanup(0);
_cleanupOnNextFrame = false;
}
break;
case osgGA::GUIEventAdapter::PUSH:
case osgGA::GUIEventAdapter::DRAG:
case osgGA::GUIEventAdapter::RELEASE:
{
// is this a multi-touch event?
if (!ea.isMultiTouchEvent())
return false;
unsigned int j(0);
// iterate over all touch-points and update the geometry
unsigned num_touch_ended(0);
for(osgGA::GUIEventAdapter::TouchData::iterator i = ea.getTouchData()->begin(); i != ea.getTouchData()->end(); ++i, ++j)
{
const osgGA::GUIEventAdapter::TouchData::TouchPoint& tp = (*i);
if (ea.getMouseYOrientation() == osgGA::GUIEventAdapter::Y_INCREASING_DOWNWARDS)
_mats[j]->setMatrix(osg::Matrix::translate(tp.x, ea.getWindowHeight() - tp.y, 0));
else
_mats[j]->setMatrix(osg::Matrix::translate(tp.x, tp.y, 0));
_mats[j]->setNodeMask(0xffff);
std::ostringstream ss;
ss << "Touch " << tp.id;
_texts[j]->setText(ss.str());
switch (tp.phase)
{
case osgGA::GUIEventAdapter::TOUCH_BEGAN:
_drawables[j]->setColor(osg::Vec4(0,1,0,1));
OSG_INFO << "touch began: " << ss.str() << std::endl;
break;
case osgGA::GUIEventAdapter::TOUCH_MOVED:
//OSG_INFO << "touch moved: " << ss.str() << std::endl;
_drawables[j]->setColor(osg::Vec4(1,1,1,1));
break;
case osgGA::GUIEventAdapter::TOUCH_ENDED:
_drawables[j]->setColor(osg::Vec4(1,0,0,1));
OSG_INFO << "touch ended: " << ss.str() << std::endl;
++num_touch_ended;
break;
case osgGA::GUIEventAdapter::TOUCH_STATIONERY:
_drawables[j]->setColor(osg::Vec4(0.5,0.5,0.5,1));
break;
default:
break;
}
}
// hide unused geometry
cleanup(j);
//check if all touches ended
if ((ea.getTouchData()->getNumTouchPoints() > 0) && (ea.getTouchData()->getNumTouchPoints() == num_touch_ended))
{
_cleanupOnNextFrame = true;
}
// reposition mouse-pointer
aa.requestWarpPointer((ea.getWindowX() + ea.getWindowWidth()) / 2.0, (ea.getWindowY() + ea.getWindowHeight()) / 2.0);
}
break;
default:
break;
}
return false;
}
void cleanup(unsigned int j)
{
for(unsigned k = j; k < _mats.size(); ++k) {
_mats[k]->setNodeMask(0x0);
}
}
std::vector<osg::ShapeDrawable*> _drawables;
std::vector<osg::MatrixTransform*> _mats;
std::vector<osgText::Text*> _texts;
bool _cleanupOnNextFrame;
};
//
//Called once app has finished launching, create the viewer then realize. Can't call viewer->run as will
//block the final inialization of the windowing system
//
- (void)applicationDidFinishLaunching:(UIApplication *)application {
//get the screen size
CGRect lFrame = [[UIScreen mainScreen] bounds];
unsigned int w = lFrame.size.width * [[UIScreen mainScreen] scale];
unsigned int h = lFrame.size.height * [[UIScreen mainScreen] scale];
//create the viewer
_viewer = new osgViewer::Viewer();
if(1) {
// If you want full control over the graphics context / window creation, please uncomment this section
// create the main window at screen size
self._window = [[UIWindow alloc] initWithFrame: lFrame];
//show window
[_window makeKeyAndVisible];
UIView* parent_view = [[UIView alloc] initWithFrame: CGRectMake(0,0, w, h)];
parent_view.backgroundColor = [UIColor redColor];
[self._window addSubview: parent_view];
MyViewController* view_controller = [[MyViewController alloc] init];
view_controller.view = parent_view;
self._window.rootViewController = view_controller;
//create our graphics context directly so we can pass our own window
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
// Init the Windata Variable that holds the handle for the Window to display OSG in.
osg::ref_ptr<osg::Referenced> windata = new osgViewer::GraphicsWindowIOS::WindowData(parent_view);
// Setup the traits parameters
traits->x = 0;
traits->y = 0;
traits->width = w;
traits->height = h;
traits->depth = 16; //can be 16 or 24
traits->windowDecoration = false;
traits->doubleBuffer = true;
traits->sharedContext = 0;
traits->setInheritedWindowPixelFormat = true;
traits->samples = 4;
traits->sampleBuffers = 1;
traits->inheritedWindowData = windata;
// Create the Graphics Context
osg::ref_ptr<osg::GraphicsContext> graphicsContext = osg::GraphicsContext::createGraphicsContext(traits.get());
// if the context was created then attach to our viewer
if(graphicsContext)
{
_viewer->getCamera()->setGraphicsContext(graphicsContext);
_viewer->getCamera()->setViewport(new osg::Viewport(0, 0, traits->width, traits->height));
_viewer->getCamera()->setProjectionMatrixAsPerspective(60.0, (double)traits->width/(double)traits->height, 0.1, 1000.0);
}
}
// create our default programs
#if defined(OSG_GLES2_AVAILABLE) || defined(OSG_GLES3_AVAILABLE)
_vertColorProgram = new osg::Program();
_vertColorProgram->addShader( new osg::Shader(osg::Shader::VERTEX, ColorShaderVert));
_vertColorProgram->addShader( new osg::Shader(osg::Shader::FRAGMENT, ColorShaderFrag));
#endif
//create root
_root = new osg::MatrixTransform();
_root->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
//load and attach scene model
osg::ref_ptr<osg::Node> model = osgDB::readNodeFile("hog.osg");
if (!model) {
osg::Geode* geode = new osg::Geode();
osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0), 1));
drawable->setColor(osg::Vec4(0.1,0.1,0.9,1.0));
geode->addDrawable(drawable);
model = geode;
}
// attach shader program if needed
#if defined(OSG_GLES2_AVAILABLE) || defined(OSG_GLES3_AVAILABLE)
model->getOrCreateStateSet()->setAttributeAndModes(_vertColorProgram, osg::StateAttribute::ON);
optimizeNode(model);
#endif
_root->addChild(model);
// create text hud
osg::Camera* hud_camera = createHUD(w,h);
_root->addChild(hud_camera);
// attach root to viewer and add event handlers
_viewer->setSceneData(_root.get());
_viewer->setCameraManipulator(new osgGA::MultiTouchTrackballManipulator());
_viewer->addEventHandler(new TestMultiTouchEventHandler(hud_camera));
// run single-threaded
_viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);
osg::setNotifyLevel(osg::INFO);
_viewer->realize();
// render a frame so the window-manager shows some content and not only an empty + black window
_viewer->frame();
osg::setNotifyLevel(osg::WARN);
// create a display link, which will update our scene on every screen-refresh
_displayLink = [application.keyWindow.screen displayLinkWithTarget:self selector:@selector(updateScene)];
[_displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
//
//Timer called function to update our scene and render the viewer
//
- (void)updateScene {
_viewer->frame();
}
- (void)applicationWillResignActive:(UIApplication *)application {
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
}
-(void)applicationWillTerminate:(UIApplication *)application {
if (_displayLink)
[_displayLink invalidate];
_displayLink = NULL;
_root = NULL;
_viewer = NULL;
}
- (void)dealloc {
_root = NULL;
_viewer = NULL;
[super dealloc];
}
@end