コード例 #1
0
ファイル: Window.pypp.cpp プロジェクト: chengzg/OSGAddOnsGV
static void render_22e9d27a9747c1d070461eaa54f6f567( ::OSG::Window & inst, ::OSG::RenderActionBase * action ){
    PyThreadState* _save;
    _save = PyEval_SaveThread();
    try
    {
    inst.render(action);
        PyEval_RestoreThread(_save);
    }
    catch(...)
    {
        PyEval_RestoreThread(_save);
        throw;
    }
}
コード例 #2
0
// Initialize GLUT & OpenSG and set up the scene
int doMain(int argc, char **argv)
{
    // OSG init
    OSG::osgInit(argc,argv);

    // GLUT init
    int winid = setupGLUT(&argc, argv);

    // the connection between GLUT and OpenSG
    OSG::GLUTWindowUnrecPtr gwin = OSG::GLUTWindow::create();

    gwin->setGlutId(winid);
    gwin->setSize( 800, 800 );
    gwin->init();

    // create root node
    _scene = OSG::makeCoredNode<OSG::Group>();

    OSG::GeometryUnrecPtr geo = OSG::makeBoxGeo(0.5, 0.5, 0.5, 1, 1, 1);

    // share the chunk
    OSG::SimpleSHLChunkUnrecPtr shl = OSG::SimpleSHLChunk::create();

    shl->setVertexProgram(_vp_program);
    shl->setFragmentProgram(_fp_program);
    // These parameters are the same for all geometries so we
    // keep them in here.
    shl->addUniformVariable("Scale", OSG::Vec2f(20.0f, 20.0f));
    shl->addUniformVariable("Threshold", OSG::Vec2f(0.7f, 0.7f));

    OSG::Int32 size = 4;

    // start color
    OSG::Vec3f sc(0.0, 0.0, 0.0);

    // end color
    OSG::Vec3f ec(1.0, 1.0, 1.0);

    OSG::Real32 sr = (ec[0] - sc[0]) / OSG::Real32((size*2));
    OSG::Real32 sg = (ec[1] - sc[1]) / OSG::Real32((size*2));
    OSG::Real32 sb = (ec[2] - sc[2]) / OSG::Real32((size*2));

    OSG::Vec3f color(sc);

    OSG::Int32 x = - size;
    OSG::Int32 y = - size;
    OSG::Int32 z = - size;

    OSG::UInt32 iterations = size*2 * size*2 * size*2;

    printf("Creating %u cubes ...\n", iterations);
    for(OSG::UInt32 i=0; i<iterations; ++i)
    {
        OSG::ChunkMaterialUnrecPtr cmat = OSG::ChunkMaterial::create();

        // ok use one SHLChunk and n SHLParameterChunks
        // Assing a different "SurfaceColor" parameter to each geometry.
        OSG::SimpleSHLVariableChunkUnrecPtr shlparameter =
            OSG::SimpleSHLVariableChunk::create();

//        shlparameter->setSHLChunk(shl);
        shlparameter->addUniformVariable("SurfaceColor", color);

        _shlparameter = shlparameter;

        cmat->addChunk(shl);
        cmat->addChunk(shlparameter);

        OSG::TransformUnrecPtr trans;
        OSG::NodeUnrecPtr trans_node =
            OSG::makeCoredNode<OSG::Transform>(&trans);

        trans->editMatrix().setTranslate(OSG::Real32(x),
                                         OSG::Real32(y),
                                         OSG::Real32(z));

        OSG::MaterialGroupUnrecPtr mg;

        OSG::NodeUnrecPtr mg_node = OSG::makeCoredNode<OSG::MaterialGroup>(&mg);

        mg->setMaterial(cmat);

        OSG::NodeUnrecPtr geonode = OSG::Node::create();

        geonode->setCore(geo);

        mg_node->addChild(geonode);

        trans_node->addChild(mg_node);

        // add to scene
        _scene->addChild(trans_node);

        // ----
        ++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 = OSG::SimpleSceneManager::create();

    // tell the manager what to manage
    _mgr->setWindow(gwin );
    _mgr->setRoot(_scene);

    // show the whole scene
    _mgr->showAll();

    // create a gradient background.
    OSG::GradientBackgroundUnrecPtr gback = OSG::GradientBackground::create();

    gback->clearLines();
    gback->addLine(OSG::Color3f(0.7f, 0.7f, 0.8f), 0);
    gback->addLine(OSG::Color3f(0.0f, 0.1f, 0.3f), 1);

    OSG::Window *win = _mgr->getWindow();

    for(unsigned int i=0; i<win->getMFPort()->size(); ++i)
    {
        OSG::Viewport *vp = win->getPort(i);
        vp->setBackground(gback);
    }

    return 0;
}
コード例 #3
0
// Initialize GLUT & OpenSG and set up the scene
int doMain(int argc, char **argv)
{
    // OSG init
    OSG::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 = OSG::GLUTWindow::create();

    _gwin->setGlutId(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 = "blinn_bump_reflect.vinstruct.cgfx";

    if(argc > 1)
    {
        effectFile = argv[1];
    }

    _cgfxmat = OSG::CgFXMaterial::create();

    _cgfxmat->setEffectFile(effectFile);

    // this multipass technique leads to a render bug, 
    // I have no idea what's wrong :-(
    //_cgfxmat->setTechnique(1);

    OSG::ChunkMaterialUnrecPtr mat2 = OSG::ChunkMaterial::create();
    OSG::MaterialChunkUnrecPtr matc = OSG::MaterialChunk::create();

    matc->setDiffuse(OSG::Color4f(1, 0, 0, 1));
    mat2->addChunk(matc);
    //mat2->addChunk(texc);

    // create root node
    _scene = OSG::Node::create();

    OSG::GeometryUnrecPtr geo1 = OSG::makeLatLongSphereGeo(50, 50, 2.0f);
    
    OSG::calcVertexTangents(geo1, 
                            0, 
                            OSG::Geometry::TexCoords6Index, 
                            OSG::Geometry::TexCoords7Index);

    geo1->setMaterial(_cgfxmat);

    OSG::NodeUnrecPtr sphere1 = OSG::Node::create();

    sphere1->setCore(geo1);

    OSG::TransformUnrecPtr trans1 = OSG::Transform::create();

    trans1->editMatrix().setTranslate(-2 , 0, 0);

    OSG::NodeUnrecPtr transn1 = OSG::Node::create();

    transn1->setCore(trans1);
    transn1->addChild(sphere1);

    //
    OSG::GeometryUnrecPtr geo2 = OSG::makeLatLongSphereGeo(50, 50, 1.0f);
    
    geo2->setMaterial(mat2);


    OSG::NodeUnrecPtr sphere2 = OSG::Node::create();

    sphere2->setCore(geo2);

    OSG::TransformUnrecPtr trans2 = OSG::Transform::create();

    trans2->editMatrix().setTranslate(2 , 0, 0);


    OSG::NodeUnrecPtr transn2 = OSG::Node::create();

    transn2->setCore(trans2);
    transn2->addChild(sphere2);

    _scene->setCore (OSG::Group::create());
    _scene->addChild(transn1             );
    _scene->addChild(transn2             );

    // create the SimpleSceneManager
    _mgr = new OSG::SimpleSceneManager;

    // tell the manager what to manage
    _mgr->setWindow(_gwin);

    _mgr->setRoot(_scene);

    // show the whole scene
    _mgr->showAll();

    // create a gradient background.
    OSG::GradientBackgroundUnrecPtr gback = OSG::GradientBackground::create();

    gback->clearLines();
    gback->addLine(OSG::Color3f(0.7, 0.7, 0.8), 0);
    gback->addLine(OSG::Color3f(0.0, 0.1, 0.3), 1);

    OSG::Window *win = _mgr->getWindow();

    for(OSG::UInt32 i = 0; i < win->getMFPort()->size(); ++i)
    {
        OSG::Viewport *vp = win->getPort(i);

        vp->setBackground(gback);
    }

    return 0;
}