8d613019ce
As Rafa and I told you earlier this can't be integrated in the CMAKE chain. It needs to be compiled by the user out of the OSG standard compilation. It could be stored in the examples. That way users will not come here asking for the examples. Main characteristics are: -Menu with loading and unloading by path. -Return to home view -Keyboard capabilities with manipilator switch and basic state changing. -Change color screen. -Osg log bypassed to LogCat (This comes practically straight from Marcin Hajder example I've only added personal TAG) -Earmbi / Earmbi V7 -Install to SD (if the device supports the feature) And that's all. Now I'm looking to fix the environmental mapping with true GLES (it does not work well in Android) I will try to make it in time for 3.0. The other work that i'm studying Dynamic build with Android but that will need a lot of time to test.
183 lines
6.4 KiB
C++
183 lines
6.4 KiB
C++
/*
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* OsgMainApp.hpp
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*
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* Created on: 29/05/2011
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* Author: Jorge Izquierdo Ciges
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*/
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#ifndef OSGMAINAPP_HPP_
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#define OSGMAINAPP_HPP_
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//Android log
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#include <android/log.h>
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#include <iostream>
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#include <cstdlib>
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#include <math.h>
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//Standard libraries
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#include <string>
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//osg
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#include <osg/GL>
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#include <osg/GLExtensions>
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#include <osg/Depth>
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#include <osg/Program>
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#include <osg/Shader>
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#include <osg/Node>
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#include <osg/Notify>
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//osgText
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#include <osgText/Text>
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//osgDB
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#include <osgDB/DatabasePager>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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//osg_viewer
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#include <osgViewer/Viewer>
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#include <osgViewer/Renderer>
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#include <osgViewer/ViewerEventHandlers>
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//osgGA
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#include <osgGA/GUIEventAdapter>
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#include <osgGA/MultiTouchTrackballManipulator>
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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/KeySwitchMatrixManipulator>
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#include <osgGA/StateSetManipulator>
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#include <osgGA/AnimationPathManipulator>
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#include <osgGA/TerrainManipulator>
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#include <osgGA/SphericalManipulator>
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//Self headers
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#include "OsgAndroidNotifyHandler.hpp"
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//Static plugins Macro
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USE_OSGPLUGIN(ive)
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USE_OSGPLUGIN(osg)
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USE_OSGPLUGIN(osg2)
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USE_OSGPLUGIN(terrain)
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USE_OSGPLUGIN(rgb)
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USE_OSGPLUGIN(OpenFlight)
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USE_OSGPLUGIN(dds)
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//Static DOTOSG
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USE_DOTOSGWRAPPER_LIBRARY(osg)
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USE_DOTOSGWRAPPER_LIBRARY(osgFX)
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USE_DOTOSGWRAPPER_LIBRARY(osgParticle)
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USE_DOTOSGWRAPPER_LIBRARY(osgTerrain)
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USE_DOTOSGWRAPPER_LIBRARY(osgText)
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USE_DOTOSGWRAPPER_LIBRARY(osgViewer)
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USE_DOTOSGWRAPPER_LIBRARY(osgVolume)
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//Static serializer
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USE_SERIALIZER_WRAPPER_LIBRARY(osg)
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USE_SERIALIZER_WRAPPER_LIBRARY(osgAnimation)
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USE_SERIALIZER_WRAPPER_LIBRARY(osgFX)
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USE_SERIALIZER_WRAPPER_LIBRARY(osgManipulator)
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USE_SERIALIZER_WRAPPER_LIBRARY(osgParticle)
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USE_SERIALIZER_WRAPPER_LIBRARY(osgTerrain)
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USE_SERIALIZER_WRAPPER_LIBRARY(osgText)
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USE_SERIALIZER_WRAPPER_LIBRARY(osgVolume)
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#define LOG_TAG "osgNativeLib"
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
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#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)
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struct Model{
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std::string filename;
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std::string name;
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};
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static const char gVertexShader[] =
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"varying vec4 color; \n"
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"const vec3 lightPos =vec3(0.0, 0.0, 10.0); \n"
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"const vec4 cessnaColor =vec4(0.8, 0.8, 0.8, 1.0); \n"
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"const vec4 lightAmbient =vec4(0.1, 0.1, 0.1, 1.0); \n"
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"const vec4 lightDiffuse =vec4(0.4, 0.4, 0.4, 1.0); \n"
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"const vec4 lightSpecular =vec4(0.8, 0.8, 0.8, 1.0); \n"
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"void DirectionalLight(in vec3 normal, \n"
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" in vec3 ecPos, \n"
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" inout vec4 ambient, \n"
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" inout vec4 diffuse, \n"
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" inout vec4 specular) \n"
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"{ \n"
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" float nDotVP; \n"
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" vec3 L = normalize(gl_ModelViewMatrix*vec4(lightPos, 0.0)).xyz; \n"
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" nDotVP = max(0.0, dot(normal, L)); \n"
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" \n"
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" if (nDotVP > 0.0) { \n"
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" vec3 E = normalize(-ecPos); \n"
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" vec3 R = normalize(reflect( L, normal )); \n"
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" specular = pow(max(dot(R, E), 0.0), 16.0) * lightSpecular; \n"
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" } \n"
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" ambient = lightAmbient; \n"
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" diffuse = lightDiffuse * nDotVP; \n"
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"} \n"
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"void main() { \n"
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" vec4 ambiCol = vec4(0.0); \n"
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" vec4 diffCol = vec4(0.0); \n"
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" vec4 specCol = vec4(0.0); \n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n"
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" vec3 normal = normalize(gl_NormalMatrix * gl_Normal); \n"
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" vec4 ecPos = gl_ModelViewMatrix * gl_Vertex; \n"
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" DirectionalLight(normal, ecPos.xyz, ambiCol, diffCol, specCol); \n"
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" color = cessnaColor * (ambiCol + diffCol + specCol); \n"
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"} \n";
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static const char gFragmentShader[] =
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"precision mediump float; \n"
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"varying mediump vec4 color; \n"
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"void main() { \n"
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" gl_FragColor = color; \n"
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"} \n";
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class OsgMainApp{
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private:
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osg::ref_ptr<osgViewer::Viewer> _viewer;
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osg::ref_ptr<osg::Group> _root;
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osg::ref_ptr<osg::StateSet> _state;
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osg::ref_ptr<osgGA::KeySwitchMatrixManipulator> _manipulator;
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float _lodScale;
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unsigned int _prevFrame;
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bool _initialized;
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bool _clean_scene;
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OsgAndroidNotifyHandler *_notifyHandler;
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std::vector<Model> _vModels;
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std::vector<Model> _vModelsToLoad;
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std::vector<Model> _vModelsToDelete;
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void loadModels();
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void deleteModels();
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public:
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OsgMainApp();
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~OsgMainApp();
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//Initialization function
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void initOsgWindow(int x,int y,int width,int height);
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//Draw
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void draw();
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//Events
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void mouseButtonPressEvent(float x,float y,int button);
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void mouseButtonReleaseEvent(float x,float y,int button);
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void mouseMoveEvent(float x,float y);
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void keyboardDown(int key);
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void keyboardUp(int key);
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//Loading and unloading
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void loadObject(std::string filePath);
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void loadObject(std::string name,std::string filePath);
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void unLoadObject(int number);
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void clearScene();
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//Other functions
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int getNumberObjects();
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std::string getObjectName(int nunmber);
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void setClearColor(osg::Vec4f color);
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osg::Vec4f getClearColor();
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};
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#endif /* OSGMAINAPP_HPP_ */
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