root/OpenSceneGraph/trunk/examples/osghangglide/osghangglide.cpp @ 5907

Revision 5907, 7.3 kB (checked in by robert, 8 years ago)

Added GraphicsContext? support for clearing the graphis context. The clearing
is off by default (ClearMask? is 0), but can be switched on when ClearMask? is
non zero. GraphicsContext::clear() is called after each swap buffers

  • Property svn:eol-style set to native
  • Property svn:keywords set to Author Date Id Revision
Line 
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    // construct the viewer.
115    osgViewer::Viewer viewer;
116
117    // if user request help write it out to cout.
118    if (arguments.read("-h") || arguments.read("--help"))
119    {
120        arguments.getApplicationUsage()->write(std::cout);
121        return 1;
122    }
123   
124    bool customWindows = false;
125    while(arguments.read("-1")) customWindows = true;
126    while(arguments.read("-2")) customWindows = false;
127
128    if (customWindows)
129    {
130        osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
131        if (!wsi)
132        {
133            osg::notify(osg::NOTICE)<<"View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
134            return 0;
135        }
136
137        unsigned int width, height;
138        wsi->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height);
139
140        width -= 500;
141        height -= 500;
142
143        osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
144        traits->x = 500;
145        traits->y = 500;
146        traits->width = width;
147        traits->height = height;
148    #if 0
149        traits->windowDecoration = false;
150    #else
151        traits->windowDecoration = true;
152    #endif           
153        traits->doubleBuffer = true;
154        traits->sharedContext = 0;
155
156        osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
157
158        osgViewer::GraphicsWindow* gw = dynamic_cast<osgViewer::GraphicsWindow*>(gc.get());
159        if (gw)
160        {
161            osg::notify(osg::NOTICE)<<"  GraphicsWindow has been created successfully."<<gw<<std::endl;
162
163            gw->getEventQueue()->getCurrentEventState()->setWindowRectangle(0, 0, width, height );
164           
165            // need to ensure that the window is cleared make sure that the complete window is set the correct colour
166            // rather than just the parts of the window that are under the camera's viewports
167            gw->setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
168            gw->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
169        }
170        else
171        {
172            osg::notify(osg::NOTICE)<<"  GraphicsWindow has not been created successfully."<<std::endl;
173        }
174
175        unsigned int numCameras = 2;
176        double aspectRatioScale = 1.0/(double)numCameras;
177        for(unsigned int i=0; i<numCameras;++i)
178        {
179            osg::ref_ptr<osg::Camera> camera = new osg::Camera;
180            camera->setGraphicsContext(gc.get());
181            camera->setViewport(new osg::Viewport((i*width)/numCameras,(i*height)/numCameras, width/numCameras, height/numCameras));
182            GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
183            camera->setDrawBuffer(buffer);
184            camera->setReadBuffer(buffer);
185
186            viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::scale(aspectRatioScale,1.0,1.0));
187        }
188    }   
189    else
190    {
191        viewer.setUpViewAcrossAllScreens();
192   
193    }
194
195    // set up the camera manipulation with out custom manipultor
196    viewer.setCameraManipulator(new GliderManipulator());
197
198    // pass the scene graph to the viewer   
199    viewer.setSceneData( createModel() );
200
201    return viewer.run();
202}
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