root/OpenSceneGraph/trunk/examples/osghangglide/osghangglide.cpp @ 5863

Revision 5863, 7.3 kB (checked in by robert, 8 years ago)

Various work on osgViewer library, including warp point and graphics window resize support

  • Property svn:eol-style set to native
  • Property svn:keywords set to Author Date Id Revision
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1#include <osg/Group>
2#include <osg/Notify>
3#include <osg/Depth>
4#include <osg/StateSet>
5#include <osg/ClearNode>
6#include <osg/Transform>
7
8#include <osgUtil/CullVisitor>
9
10#include <osgDB/Registry>
11#include <osgDB/ReadFile>
12
13#include <osgViewer/Viewer>
14
15#include "GliderManipulator.h"
16
17#include <iostream>
18
19extern osg::Node *makeTerrain( void );
20extern osg::Node *makeTrees( void );
21extern osg::Node *makeTank( void );
22extern osg::Node *makeWindsocks( void );
23extern osg::Node *makeGliders( void );
24extern osg::Node *makeGlider( void );
25extern osg::Node *makeSky( void );
26extern osg::Node *makeBase( void );
27extern osg::Node *makeClouds( void );
28
29class MoveEarthySkyWithEyePointTransform : public osg::Transform
30{
31public:
32    /** Get the transformation matrix which moves from local coords to world coords.*/
33    virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const 
34    {
35        osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
36        if (cv)
37        {
38            osg::Vec3 eyePointLocal = cv->getEyeLocal();
39            matrix.preMult(osg::Matrix::translate(eyePointLocal.x(),eyePointLocal.y(),0.0f));
40        }
41        return true;
42    }
43
44    /** Get the transformation matrix which moves from world coords to local coords.*/
45    virtual bool computeWorldToLocalMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const
46    {
47        std::cout<<"computing transform"<<std::endl;
48   
49        osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
50        if (cv)
51        {
52            osg::Vec3 eyePointLocal = cv->getEyeLocal();
53            matrix.postMult(osg::Matrix::translate(-eyePointLocal.x(),-eyePointLocal.y(),0.0f));
54        }
55        return true;
56    }
57};
58
59osg::Group* createModel()
60{
61    // no database loaded so automatically create Ed Levin Park..
62    osg::Group* group = new osg::Group;
63
64    // the base and sky subgraphs go to set the earth sky of the
65    // model and clear the color and depth buffer for us, by using
66    // osg::Depth, and setting their bin numbers to less than 0,
67    // to force them to draw before the rest of the scene.
68
69    osg::ClearNode* clearNode = new osg::ClearNode;
70    clearNode->setRequiresClear(false); // we've got base and sky to do it.
71
72    // use a transform to make the sky and base around with the eye point.
73    osg::Transform* transform = new MoveEarthySkyWithEyePointTransform;
74
75    // transform's value isn't knowm until in the cull traversal so its bounding
76    // volume is can't be determined, therefore culling will be invalid,
77    // so switch it off, this cause all our paresnts to switch culling
78    // off as well. But don't worry culling will be back on once underneath
79    // this node or any other branch above this transform.
80    transform->setCullingActive(false);
81
82    // add the sky and base layer.
83    transform->addChild(makeSky());  // bin number -2 so drawn first.
84    transform->addChild(makeBase()); // bin number -1 so draw second.     
85
86    // add the transform to the earth sky.
87    clearNode->addChild(transform);
88
89    // add to earth sky to the scene.
90    group->addChild(clearNode);
91
92    // the rest of the scene drawn after the base and sky above.
93    group->addChild(makeTrees()); // will drop into a transparent, depth sorted bin (1)
94    group->addChild(makeTerrain()); // will drop into default bin - state sorted 0
95    group->addChild(makeTank()); // will drop into default bin - state sorted 0
96    // add the following in the future...
97    // makeGliders
98    // makeClouds
99
100    return group;
101}
102
103int main( int argc, char **argv )
104{
105
106    // use an ArgumentParser object to manage the program arguments.
107    osg::ArgumentParser arguments(&argc,argv);
108
109    // set up the usage document, in case we need to print out how to use this program.
110    arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates how to create a scene programatically, in this case a hang gliding flying site.");
111    arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
112    arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
113
114    osg::DisplaySettings::instance()->setMaxNumberOfGraphicsContexts(2);
115    osg::Referenced::setThreadSafeReferenceCounting(true);
116
117    // construct the viewer.
118    osgViewer::Viewer viewer;
119
120
121    viewer.setCameraManipulator(new GliderManipulator());
122
123    // if user request help write it out to cout.
124    if (arguments.read("-h") || arguments.read("--help"))
125    {
126        arguments.getApplicationUsage()->write(std::cout);
127        return 1;
128    }
129
130    // any option left unread are converted into errors to write out later.
131    arguments.reportRemainingOptionsAsUnrecognized();
132
133    // report any errors if they have occured when parsing the program aguments.
134    if (arguments.errors())
135    {
136        arguments.writeErrorMessages(std::cout);
137        return 1;
138    }
139   
140    // load the nodes from the commandline arguments.
141    osg::Node* rootnode = osgDB::readNodeFiles(arguments);
142    if (!rootnode) rootnode = createModel();
143
144    viewer.setSceneData( rootnode );
145
146#if 0
147
148    osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
149    if (!wsi)
150    {
151        osg::notify(osg::NOTICE)<<"View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
152        return 0;
153    }
154   
155    unsigned int width, height;
156    wsi->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height);
157
158    width -= 500;
159    height -= 500;
160
161    osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
162    traits->x = 500;
163    traits->y = 500;
164    traits->width = width;
165    traits->height = height;
166#if 0
167    traits->windowDecoration = false;
168#else
169    traits->windowDecoration = true;
170#endif           
171    traits->doubleBuffer = true;
172    traits->sharedContext = 0;
173
174    osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
175
176    osgViewer::GraphicsWindow* gw = dynamic_cast<osgViewer::GraphicsWindow*>(gc.get());
177    if (gw)
178    {
179        osg::notify(osg::NOTICE)<<"  GraphicsWindow has been created successfully."<<gw<<std::endl;
180
181        gw->getEventQueue()->getCurrentEventState()->setWindowRectangle(0, 0, width, height );
182    }
183    else
184    {
185        osg::notify(osg::NOTICE)<<"  GraphicsWindow has not been created successfully."<<std::endl;
186    }
187
188    unsigned int numCameras = 2;
189    double aspectRatioScale = 1.0/(double)numCameras;
190    for(unsigned int i=0; i<numCameras;++i)
191    {
192        osg::ref_ptr<osg::Camera> camera = new osg::Camera;
193        camera->setGraphicsContext(gc.get());
194        camera->setViewport(new osg::Viewport((i*width)/numCameras,(i*height)/numCameras, width/numCameras, height/numCameras));
195        GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
196        camera->setDrawBuffer(buffer);
197        camera->setReadBuffer(buffer);
198
199        viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::scale(aspectRatioScale,1.0,1.0));
200    }
201
202    viewer.setUpRenderingSupport();
203    viewer.assignSceneDataToCameras();
204   
205#else
206
207    viewer.setUpViewAcrossAllScreens();
208   
209#endif   
210
211    viewer.realize();
212
213    while( !viewer.done() )
214    {
215        // fire off the cull and draw traversals of the scene.
216        viewer.frame();
217       
218    }
219
220    return 0;
221}
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