// redraw the window void display(void) { WindowPtr win = mgr->getWindow(); //mgr->redraw(); win->activate(); win->frameInit(); //RenderAction *rAct = (RenderAction*)mgr->getAction(); if (multipass) { RenderAction *rAct = RenderAction::create(); fbo_vp->setParent(win); rAct->setWindow(get_pointer(win)); fbo_vp->render(rAct); fbo_vp->setParent(NullFC); delete rAct; //multipass = false; } win->getPort(0)->render(dynamic_cast<RenderAction *>(mgr->getAction())); //win->renderAllViewports(rAct); win->swap(); win->frameExit(); win->deactivate(); }
void setCamera(CameraPtr c) { _camera = c; ViewportPtr vp = _win->getPort(0); beginEditCP(vp); vp->setCamera(_camera); endEditCP(vp); }
virtual void initialize(void) { // Check necessary stuff if(_win == NullFC) { FWARNING(("SceneManager::initialize: window not set, " "ignoring!\n")); return; } // the rendering action _ownAction = RenderAction::create(); _action = _ownAction; // the camera and light beacon NodePtr cartN = Node::create(); _cart = Transform::create(); beginEditCP(cartN); cartN->setCore(_cart); endEditCP(cartN); // the headlight _internalRoot = Node::create(); _headlight = DirectionalLight::create(); addRefCP(_internalRoot); beginEditCP(_internalRoot); _internalRoot->setCore(_headlight); _internalRoot->addChild(cartN); endEditCP(_internalRoot); beginEditCP(_headlight); _headlight->setAmbient (.3, .3, .3, 1); _headlight->setDiffuse ( 1, 1, 1, 1); _headlight->setSpecular ( 1, 1, 1, 1); _headlight->setDirection( 0, 0, 1); _headlight->setBeacon (cartN); endEditCP(_headlight); // the camera _camera = PerspectiveCamera::create(); addRefCP(_camera); beginEditCP(PerspectiveCameraPtr::dcast(_camera)); PerspectiveCameraPtr::dcast(_camera)->setBeacon(cartN); PerspectiveCameraPtr::dcast(_camera)->setFov (deg2rad(60.f)); PerspectiveCameraPtr::dcast(_camera)->setNear (0.1f); PerspectiveCameraPtr::dcast(_camera)->setFar (10000.f); endEditCP(PerspectiveCameraPtr::dcast(_camera)); // need a viewport? if(_win->getPort().size() == 0) { SolidBackgroundPtr bg = SolidBackground::create(); beginEditCP(bg); bg->setColor(Color3f(0, 0, 0)); endEditCP(bg); ViewportPtr vp = Viewport::create(); beginEditCP(vp); vp->setCamera (_camera); vp->setRoot (_internalRoot); vp->setSize (0,0, 1,1); vp->setBackground (bg); endEditCP(vp); beginEditCP(_win); _win->addPort(vp); endEditCP(_win); } }
void MultiDisplayWindow::serverRender(WindowPtr serverWindow, UInt32 id, DrawActionBase *action ) { TileCameraDecoratorPtr deco; ViewportPtr serverPort; ViewportPtr clientPort; StereoBufferViewportPtr clientStereoPort; UInt32 sv,cv; Int32 l,r,t,b; Int32 cleft,cright,ctop,cbottom; // sync, otherwise viewports will be out of date if(!getHServers()) { setHServers(getServers().size()); } if(!getVServers()) { setVServers(1); } UInt32 row =id/getHServers(); UInt32 column=id%getHServers(); // calculate width and height from local width and height UInt32 width = serverWindow->getWidth() ; UInt32 height = serverWindow->getHeight(); if(getWidth()==0) { setWidth( width*getHServers() ); } if(getHeight()==0) { setHeight( height*getVServers() ); } Int32 left = column * width - column * getXOverlap(); Int32 bottom = row * height - row * getYOverlap(); Int32 right = left + width - 1; Int32 top = bottom + height - 1; Real64 scaleCWidth = ((width - getXOverlap()) * (getHServers() - 1) + width) / (float)getWidth(); Real64 scaleCHeight = ((height - getYOverlap())* (getVServers() - 1) + height)/ (float)getHeight(); bool isVirtualPort = false; // duplicate viewports for(cv = 0, sv = 0; cv < getPort().size(); ++cv) { clientPort = getPort()[cv]; #if 0 isVirtualPort = clientPort->getType().isDerivedFrom(FBOViewport::getClassType()); if(isVirtualPort) { // TODO -- seems wrong to render this on all servers, though rendering // then transmitting the texture doesn't seem like a good idea either. if(serverWindow->getPort().size() <= sv) { serverPort = ViewportPtr::dcast(clientPort->shallowCopy()); beginEditCP(serverWindow); serverWindow->addPort(serverPort); endEditCP(serverWindow); } else { serverPort = serverWindow->getPort()[sv]; if(serverWindow->getPort()[sv]->getType() != clientPort->getType()) { // there is a viewport with the wrong type subRefCP(serverWindow->getPort()[sv]); serverPort = ViewportPtr::dcast(clientPort->shallowCopy()); beginEditCP(serverWindow); { serverWindow->getPort()[sv] = serverPort; } endEditCP(serverWindow); } } // update changed viewport fields updateViewport(serverPort,clientPort); } else #endif { clientStereoPort = dynamic_cast<StereoBufferViewportPtr>(clientPort); cleft = (Int32)(clientPort->getPixelLeft() * scaleCWidth) ; cbottom = (Int32)(clientPort->getPixelBottom() * scaleCHeight) ; cright = (Int32)((clientPort->getPixelRight()+1) * scaleCWidth) -1; ctop = (Int32)((clientPort->getPixelTop()+1) * scaleCHeight)-1; if(cright < left || cleft > right || ctop < bottom || cbottom > top ) { // invisible on this server screen continue; } // calculate overlapping viewport l = osgMax(cleft ,left ) - left; b = osgMax(cbottom,bottom) - bottom; r = osgMin(cright ,right ) - left; t = osgMin(ctop ,top ) - bottom; if(serverWindow->getPort().size() <= sv) { serverPort = dynamic_cast<ViewportPtr>(clientPort->shallowCopy()); deco = TileCameraDecorator::create(); serverWindow->addPort(serverPort); serverPort->setCamera(deco); } else { serverPort = serverWindow->getPort()[sv]; deco = dynamic_cast<TileCameraDecoratorPtr>( serverPort->getCamera()); if(serverWindow->getPort()[sv]->getType() != clientPort->getType()) { // there is a viewport with the wrong type serverPort = dynamic_cast<ViewportPtr>(clientPort->shallowCopy()); serverWindow->replacePort(sv, serverPort);//[sv] = serverPort; serverPort->setCamera(deco); } else { deco = dynamic_cast<TileCameraDecoratorPtr>( serverPort->getCamera()); } } // update changed viewport fields updateViewport(serverPort,clientPort); // set viewport size serverPort->setSize(Real32(l),Real32(b),Real32(r),Real32(t)); // use pixel even if pixel = 1 if(serverPort->getLeft() == 1.0) serverPort->setLeft(1.0001); if(serverPort->getRight() == 1.0) serverPort->setRight(1.0001); if(serverPort->getTop() == 1.0) serverPort->setTop(1.0001); if(serverPort->getBottom() == 1.0) serverPort->setBottom(1.0001); // calculate tile parameters deco->setFullWidth ( cright-cleft ); deco->setFullHeight( ctop-cbottom ); deco->setSize( ( l+left-cleft ) / (float)( cright-cleft ), ( b+bottom-cbottom ) / (float)( ctop-cbottom ), ( r+left-cleft ) / (float)( cright-cleft ), ( t+bottom-cbottom ) / (float)( ctop-cbottom ) ); deco->setDecoratee( clientPort->getCamera() ); } sv++; } // remove unused ports while(serverWindow->getPort().size()>sv) { serverWindow->subPort(sv); } Inherited::serverRender(serverWindow,id,action); }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // GLUT init glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); int winid = glutCreateWindow("OpenSG CGFX Shader"); // the connection between GLUT and OpenSG _gwin = GLUTWindow::create(); _gwin->setId(winid); _gwin->setSize( 800, 800 ); _gwin->init(); // init callbacks glutSetWindow(winid); glutReshapeFunc(reshape); glutDisplayFunc(display); glutIdleFunc(display); glutMouseFunc(mouse); glutMotionFunc(motion); glutKeyboardFunc(keyboard); const char *effectFile = "BumpGlossedShiny.fx"; if(argc > 1) { effectFile = argv[1]; } _cgfxmat = CGFXMaterial::create(); beginEditCP(_cgfxmat); _cgfxmat->setEffectFile(effectFile); // this multipass technique leads to a render bug, I have no idea what's wrong :-( //_cgfxmat->setTechnique(1); endEditCP(_cgfxmat); ChunkMaterialPtr mat2 = ChunkMaterial::create(); MaterialChunkPtr matc = MaterialChunk::create(); beginEditCP(matc); matc->setDiffuse(Color4f(1, 0, 0, 1)); endEditCP(matc); beginEditCP(mat2); mat2->addChunk(matc); //mat2->addChunk(texc); endEditCP(mat2); // create root node _scene = Node::create(); GeometryPtr geo1 = makeLatLongSphereGeo(50, 50, 1.0f); OSG::calcVertexTangents(geo1, 0, Geometry::TexCoords1FieldId, Geometry::TexCoords2FieldId); beginEditCP( geo1, Geometry::MaterialFieldMask); geo1->setMaterial(_cgfxmat); endEditCP(geo1, Geometry::MaterialFieldMask); NodePtr sphere1 = Node::create(); beginEditCP(sphere1, Node::CoreFieldMask); sphere1->setCore(geo1); endEditCP(sphere1, Node::CoreFieldMask); TransformPtr trans1 = Transform::create(); beginEditCP(trans1); trans1->getMatrix().setTranslate(-2 , 0, 0); endEditCP(trans1); NodePtr transn1 = Node::create(); beginEditCP(transn1); transn1->setCore(trans1); transn1->addChild(sphere1); beginEditCP(transn1); // GeometryPtr geo2 = makeLatLongSphereGeo(50, 50, 1.0f); beginEditCP( geo2, Geometry::MaterialFieldMask); geo2->setMaterial(mat2); endEditCP(geo2, Geometry::MaterialFieldMask); NodePtr sphere2 = Node::create(); beginEditCP(sphere2, Node::CoreFieldMask); sphere2->setCore(geo2); endEditCP(sphere2, Node::CoreFieldMask); TransformPtr trans2 = Transform::create(); beginEditCP(trans2); trans2->getMatrix().setTranslate(2 , 0, 0); endEditCP(trans2); NodePtr transn2 = Node::create(); beginEditCP(transn2); transn2->setCore(trans2); transn2->addChild(sphere2); beginEditCP(transn2); beginEditCP(_scene); _scene->setCore(Group::create()); _scene->addChild(transn1); _scene->addChild(transn2); endEditCP(_scene); // create the SimpleSceneManager _mgr = new SimpleSceneManager; // tell the manager what to manage _mgr->setWindow(_gwin); _mgr->setRoot(_scene); // show the whole scene _mgr->showAll(); // create a gradient background. GradientBackgroundPtr gback = GradientBackground::create(); beginEditCP(gback, GradientBackground::LineFieldMask); gback->clearLines(); gback->addLine(Color3f(0.7, 0.7, 0.8), 0); gback->addLine(Color3f(0.0, 0.1, 0.3), 1); endEditCP(gback, GradientBackground::LineFieldMask); WindowPtr win = _mgr->getWindow(); beginEditCP(win); for(int i=0;i<win->getPort().size();++i) { ViewportPtr vp = win->getPort()[i]; beginEditCP(vp); vp->setBackground(gback); endEditCP(vp); } endEditCP(win); // GLUT main loop glutMainLoop(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG GLUTWindowPtr gwin = GLUTWindow::create(); beginEditCP(gwin); gwin->setId(winid); gwin->setSize( 800, 800 ); gwin->init(); endEditCP(gwin); // create root node _scene = makeCoredNode<Group>(); GeometryPtr geo = makeBoxGeo(0.5, 0.5, 0.5, 1, 1, 1); // share the chunk CGChunkPtr cg = CGChunk::create(); beginEditCP(cg); cg->setVertexProfile(CG_PROFILE_ARBVP1); cg->setVertexProgram(_vp_program); cg->setFragmentProfile(CG_PROFILE_ARBFP1); cg->setFragmentProgram(_fp_program); endEditCP(cg); Int32 size = 4; // start color Vec3f sc(0.0, 0.0, 0.0); // end color Vec3f ec(1.0, 1.0, 1.0); Real32 sr = (ec[0] - sc[0]) / Real32((size*2)); Real32 sg = (ec[1] - sc[1]) / Real32((size*2)); Real32 sb = (ec[2] - sc[2]) / Real32((size*2)); Vec3f color(sc); Int32 x = - size; Int32 y = - size; Int32 z = - size; UInt32 iterations = size*2 * size*2 * size*2; printf("Creating %u cubes ...\n", iterations); for(UInt32 i=0;i<iterations;++i) { ChunkMaterialPtr cmat = ChunkMaterial::create(); // ok use one CGChunk and n CGParameterChunks CGParameterChunkPtr cgparameter = CGParameterChunk::create(); beginEditCP(cgparameter); cgparameter->setCGChunk(cg); cgparameter->setUniformParameter("SurfaceColor", color); endEditCP(cgparameter); _cgparameter = cgparameter; beginEditCP(cmat); cmat->addChunk(cg); cmat->addChunk(cgparameter); endEditCP(cmat); TransformPtr trans; NodePtr trans_node = makeCoredNode<Transform>(&trans); beginEditCP(trans); trans->getMatrix().setTranslate(Real32(x), Real32(y), Real32(z)); endEditCP(trans); MaterialGroupPtr mg; NodePtr mg_node = makeCoredNode<MaterialGroup>(&mg); beginEditCP(mg, MaterialGroup::MaterialFieldMask); mg->setMaterial(cmat); endEditCP(mg, MaterialGroup::MaterialFieldMask); NodePtr geonode = Node::create(); beginEditCP(geonode, Node::CoreFieldMask); geonode->setCore(geo); endEditCP(geonode, Node::CoreFieldMask); beginEditCP(mg_node); mg_node->addChild(geonode); endEditCP(mg_node); beginEditCP(trans_node); trans_node->addChild(mg_node); endEditCP(trans_node); // add to scene beginEditCP(_scene); _scene->addChild(trans_node); endEditCP(_scene); // ---- ++x; color[0] += sr; if(x == size) { x = - size; ++y; color[0] = sc[0]; color[1] += sg; if(y == size) { y = - size; ++z; color[1] = sc[1]; color[2] += sb; } } } // create the SimpleSceneManager helper _mgr = new SimpleSceneManager; // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot(_scene); // show the whole scene _mgr->showAll(); // create a gradient background. GradientBackgroundPtr gback = GradientBackground::create(); beginEditCP(gback, GradientBackground::LineFieldMask); gback->clearLines(); gback->addLine(Color3f(0.7, 0.7, 0.8), 0); gback->addLine(Color3f(0.0, 0.1, 0.3), 1); endEditCP(gback, GradientBackground::LineFieldMask); WindowPtr win = _mgr->getWindow(); beginEditCP(win); for(int i=0;i<win->getPort().size();++i) { ViewportPtr vp = win->getPort()[i]; beginEditCP(vp); vp->setBackground(gback); endEditCP(vp); } endEditCP(win); // GLUT main loop glutMainLoop(); return 0; }