273 lines
9.2 KiB
C++
273 lines
9.2 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 + KeyboardMouseCallback + SceneView
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// example that provides the user with control over view position with support for
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// enabling the osgDB::DatabasePager as required by the PagedLOD and TXP databases.
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#include <Producer/RenderSurface>
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#include <Producer/KeyboardMouse>
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#include <Producer/Trackball>
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#include <osg/Timer>
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#include <osgUtil/SceneView>
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#include <osgUtil/IntersectVisitor>
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#include <osgDB/ReadFile>
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#include <osgFX/Scribe>
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class MyKeyboardMouseCallback : public Producer::KeyboardMouseCallback
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{
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public:
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MyKeyboardMouseCallback(osgUtil::SceneView* sceneView) :
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Producer::KeyboardMouseCallback(),
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_mx(0.0f),_my(0.0f),_mbutton(0),
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_done(false),
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_trackBall(new Producer::Trackball),
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_sceneView(sceneView)
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{
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resetTrackball();
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}
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virtual void specialKeyPress( Producer::KeyCharacter key )
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{
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if (key==Producer::KeyChar_Escape)
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shutdown();
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}
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virtual void shutdown()
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{
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_done = true;
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}
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virtual void keyPress( Producer::KeyCharacter key)
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{
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if (key==' ') resetTrackball();
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}
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virtual void mouseMotion( float mx, float my )
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{
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_mx = mx;
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_my = my;
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}
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virtual void buttonPress( float mx, float my, unsigned int mbutton )
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{
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_mx = mx;
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_my = my;
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_mbutton |= (1<<(mbutton-1));
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_mx_buttonPress = _mx;
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_my_buttonPress = _my;
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}
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virtual void buttonRelease( float mx, float my, unsigned int mbutton )
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{
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_mx = mx;
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_my = my;
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_mbutton &= ~(1<<(mbutton-1));
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}
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bool done() { return _done; }
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float mx() { return _mx; }
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float my() { return _my; }
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unsigned int mbutton() { return _mbutton; }
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void resetTrackball()
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{
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osg::Node* scene = _sceneView->getSceneData();
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if (scene)
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{
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const osg::BoundingSphere& bs = scene->getBound();
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_trackBall->reset();
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_trackBall->setOrientation( Producer::Trackball::Z_UP );
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_trackBall->setDistance(bs.radius()*2.0f);
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_trackBall->translate(-bs.center().x(),-bs.center().y(),-bs.center().z());
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}
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}
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osg::Matrixd getViewMatrix()
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{
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_trackBall->input( mx(), my(), mbutton() );
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return osg::Matrixd(_trackBall->getMatrix().ptr());
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}
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private:
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float _mx, _my;
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float _mx_buttonPress, _my_buttonPress;
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unsigned int _mbutton;
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bool _done;
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osg::ref_ptr<Producer::Trackball> _trackBall;
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osg::ref_ptr<osgUtil::SceneView> _sceneView;
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};
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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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// When numTimesToRun>1 allow the user to test opening and closing graphics contexts whilst
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// still keep scene graph around.
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unsigned int numTimesToRun = 1;
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if (argc>2)
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{
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numTimesToRun = atoi(argv[2]);
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}
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// do the set up of the DatabasePager...
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// create the database pager via the osgDB::Registry
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osgDB::DatabasePager* databasePager = osgDB::Registry::instance()->getOrCreateDatabasePager();
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// set wether the DatabasePager thread should be blocked while the scene graph is being used to render a frame
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// setting frame block to true can help achieve constant frame rates on single CPU systems.
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databasePager->setUseFrameBlock(false);
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// set whether to pre compile GL objects before merging new subgraphs with main scene graph
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// databasePager->setCompileGLObjectsForContextID(sceneView->getState()->getContextID(),true);
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// register any PagedLOD that need to be tracked in the scene graph
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databasePager->registerPagedLODs(loadedModel.get());
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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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// set the frame number count. Note, this is outside the window loop, so that
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// frame numbers increment even a graphics context is closed down and another opened
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// this is to ensure the record of the frame numbers in the scene graph are kept valid.
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unsigned int frameNum = 0;
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if (numTimesToRun>1)
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{
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// make sure the database pager doesn't unref images as otherwise they won't be around the next time
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// they are needed when the a new graphics context comes up.
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databasePager->setUnrefImageDataAfterApplyPolicy(true,false);
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}
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for(unsigned int i=0;i<numTimesToRun;++i)
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{
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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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sceneView->setLightingMode(osgUtil::SceneView::SKY_LIGHT);
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// need to register the DatabasePager with the SceneView's CullVisitor so it can pass on request
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// for files to be loaded.
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sceneView->getCullVisitor()->setDatabaseRequestHandler(databasePager);
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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("osgsimplepager");
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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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// set up a KeyboardMouse to manage the events comming in from the RenderSurface
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osg::ref_ptr<Producer::KeyboardMouse> kbm = new Producer::KeyboardMouse(renderSurface.get());
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// create a KeyboardMouseCallback to handle the mouse events within this applications
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osg::ref_ptr<MyKeyboardMouseCallback> kbmcb = new MyKeyboardMouseCallback(sceneView.get());
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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() && !kbmcb->done())
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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::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);
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// pass any keyboard mouse events onto the local keyboard mouse callback.
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kbm->update( *kbmcb );
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// set the view
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sceneView->setViewMatrix(kbmcb->getViewMatrix());
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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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// tell the DatabasePager the frame number of that the scene graph is being actively used to render a frame
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databasePager->signalBeginFrame(frameStamp);
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// syncronize changes required by the DatabasePager thread to the scene graph
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databasePager->updateSceneGraph(frameStamp->getReferenceTime());
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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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// tell the DatabasePager that the frame is complete and that scene graph is no longer be activity traversed.
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databasePager->signalEndFrame();
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// Swap Buffers
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renderSurface->swapBuffers();
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// clean up and compile gl objects with a specified limit
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double availableTime = 0.0025; // 2.5 ms
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// compile any GL objects that are required.
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databasePager->compileGLObjects(*(sceneView->getState()),availableTime);
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// flush deleted GL objects.
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sceneView->flushDeletedGLObjects(availableTime);
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}
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// clear the database pager so its starts a fresh on the next update/cull/draw traversals
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databasePager->clear();
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// release the GL objects stored in the scene graph.
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sceneView->releaseAllGLObjects();
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// do a flush to delete all the OpenGL objects that have been deleted or released from the scene graph.
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sceneView->flushAllDeletedGLObjects();
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// reset the osg::State so that next time its used its in a cleaned state.
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// sceneView->getState()->reset();
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}
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// switch off the database pager by unreferencing it.
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osgDB::Registry::instance()->setDatabasePager(0);
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return 0;
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}
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