예제 #1
0
void key(unsigned char key, int x, int y)
{
    switch ( key )
    {
        case 27:    osgExit(); exit(0);
        case 'a':   glDisable( GL_LIGHTING );
            std::cerr << "Lighting disabled." << std::endl;
            break;
        case 's':   glEnable( GL_LIGHTING );
            std::cerr << "Lighting enabled." << std::endl;
            break;
        case 'z':   glPolygonMode( GL_FRONT_AND_BACK, GL_POINT);
            std::cerr << "PolygonMode: Point." << std::endl;
            break;
        case 'x':   glPolygonMode( GL_FRONT_AND_BACK, GL_LINE);
            std::cerr << "PolygonMode: Line." << std::endl;
            break;
        case 'c':   glPolygonMode( GL_FRONT_AND_BACK, GL_FILL);
            std::cerr << "PolygonMode: Fill." << std::endl;
            break;
        case 'r':   
            {
            std::cerr << "Sending ray through " << x << "," << y << std::endl;
            Line l;
            cam->calcViewRay( l, x, y, *vp );
            std::cerr << "From " << l.getPosition() << ", dir " 
                 << l.getDirection() << std::endl;
            }
            break;
        case 'S':   std::cerr << "Saving Image" << std::endl;
            image->write("test.ppm");
            break;
    }
}
예제 #2
0
int main (int argc, char **argv)
{
    osgInit(argc,argv);

    // GLUT init

    glutInit(&argc, argv);
    glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
    int winid = glutCreateWindow("OpenSG");
    glutKeyboardFunc(key);
    glutVisibilityFunc(vis);
    glutReshapeFunc(reshape);
    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);

    glutIdleFunc(display);


    if ( argc > 1 && isdigit(argv[1][0]) )
    {
        nhviewports = atoi( argv[1] );
        argv++;
        argc--;
    }
    if ( argc > 1 && isdigit(argv[1][0]) )
    {
        nvviewports = atoi( argv[1] );
        argv++;
        argc--;
    }
    else
        nvviewports = nhviewports;

    // glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );

    glEnable( GL_DEPTH_TEST );
    glEnable( GL_LIGHTING );
    glEnable( GL_LIGHT0 );

    // OSG

    SceneFileHandler::the().print();

    // create the graph

    // beacon for camera and light
    NodePtr b1n = Node::create();
    GroupPtr b1 = Group::create();
    beginEditCP(b1n);
    b1n->setCore( b1 );
    endEditCP(b1n);

    // transformation
    NodePtr t1n = Node::create();
    TransformPtr t1 = Transform::create();
    beginEditCP(t1n);
    t1n->setCore( t1 );
    t1n->addChild( b1n );
    endEditCP(t1n);

    cam_trans = t1;

    // light

    NodePtr dlight = Node::create();
    DirectionalLightPtr dl = DirectionalLight::create();

    beginEditCP(dlight);
    dlight->setCore( dl );
    endEditCP(dlight);

    beginEditCP(dl);
    dl->setAmbient( .3, .3, .3, 1 );
    dl->setDiffuse( 1, 1, 1, 1 );
    dl->setDirection(0,0,1);
    dl->setBeacon( b1n);
    endEditCP(dl);

    // root
    root = Node::create();
    GroupPtr gr1 = Group::create();
    beginEditCP(root);
    root->setCore( gr1 );
    root->addChild( t1n );
    root->addChild( dlight );
    endEditCP(root);

    // Load the file

    NodePtr file = NullFC;

    if ( argc > 1 )
        file = SceneFileHandler::the().read(argv[1]);

    if ( file == NullFC )
    {
        std::cerr << "Couldn't load file, ignoring" << std::endl;
        file = makeTorus( .5, 2, 16, 16 );
        file = makeBox( 1,1,1, 1,1,1 );
    }

    file->updateVolume();

    Vec3f min,max;
    file->getVolume().getBounds( min, max );

    std::cout << "Volume: from " << min << " to " << max << std::endl;

    beginEditCP(dlight);
    dlight->addChild( file );
    endEditCP(dlight);

    std::cerr << "Tree: " << std::endl;
    root->dump();

    // Camera

    cam = PerspectiveCamera::create();
    cam->setBeacon( b1n );
    cam->setFov( deg2rad( 90 ) );
    cam->setNear( 0.1 );
    cam->setFar( 100 );

    // Background
#if 1 // doesn't work right now
    SkyBackgroundPtr sbkgnd = SkyBackground::create();


    sbkgnd->editMFSkyColor()->push_back(Color4f(1, 0, 0,0.5));
    sbkgnd->editMFSkyAngle()->push_back(Pi / 2);
    sbkgnd->editMFSkyColor()->push_back(Color4f(0, 1, 0,0.5));
    sbkgnd->editMFSkyAngle()->push_back(Pi);
    sbkgnd->editMFSkyColor()->push_back(Color4f(0, 0, 1,0.5));

#else
    SolidBackgroundPtr sbkgnd = SolidBackground::create();
    sbkgnd->setColor( Color3f(.5, .5, 1) );
#endif

    // Window
    std::cout << "GLUT winid: " << winid << std::endl;

    GLUTWindowPtr gwin;

    GLint glvp[4];
    glGetIntegerv( GL_VIEWPORT, glvp );

    gwin = GLUTWindow::create();
    gwin->setId(winid);
    gwin->setSize( glvp[2], glvp[3] );

    win = gwin;

    // Viewports & Decorators

    vp = new ViewportPtr [ nhviewports * nvviewports ];
    deco = new TileCameraDecoratorPtr [ nhviewports * nvviewports ];

    for ( int i = 0; i < nhviewports; i++ )
    {
        for ( int j = 0; j < nvviewports; j++ )
        {
            int ind = i * nvviewports + j;
            vp[ind] = Viewport::create();
            vp[ind]->setBackground( sbkgnd );
            vp[ind]->setRoot( root );
            vp[ind]->setSize(   1./nhviewports * i,1./nvviewports * j,
                                1./nhviewports * (i+1),1./nvviewports * (j+1) );

            deco[ind] = TileCameraDecorator::create();
            deco[ind]->setDecoratee( cam );
            deco[ind]->setSize( 1./nhviewports * i,1./nvviewports * j,
                                1./nhviewports * (i+1),1./nvviewports * (j+1) );

            deco[ind]->setFullSize( 800, 800 );

            vp[ind]->setCamera( deco[ind] );
            // for debugging: vp[ind]->setCamera( cam );

            win->addPort( vp[ind] );
        }
    }

    win->init();

#if 0
    // Test write, to check generic access

    ofstream outFileStream( "test.osg" );
    if( !outFileStream )
    {
        std::cerr << "Can not open output stream to file" << std::endl;
        return -1;
    }

    OSGWriter writer( outFileStream, 4 );
    writer.write( win );


#endif

    // Action

    ract = DrawAction::create();
    ract->setFrustumCulling( false );

    // tball

    Vec3f pos( 0, 0, max[2] + ( max[2] - min[2] ) * 1.5 );

    tball.setMode( Trackball::OSGObject );
    tball.setStartPosition( pos, true );
    tball.setSum( true );
    tball.setTranslationMode( Trackball::OSGFree );

    // run...

    glutMainLoop();

    return 0;
}
예제 #3
0
int main(int argc, char **argv)
{
    osgInit(argc,argv);

    // GLUT init
    glutInit(&argc, argv);
    
    bool stereobuffer = false;
    bool amberblue = false;
    if(argc >= 2 && !strcmp(argv[1],"-s"))
    {
        stereobuffer = true;
        --argc, ++argv;
    }
    if(argc >= 2 && !strcmp(argv[1],"-a"))
    {
        amberblue = true;
        --argc, ++argv;
    }
    
    
    glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE |
                        (stereobuffer?GLUT_STEREO:0) );
    
    glutCreateWindow("OpenSG");
    
    glutReshapeFunc(reshape);
    glutDisplayFunc(display);
    glutIdleFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard);

    PassiveWindowPtr pwin=PassiveWindow::create();
    pwin->init();

    // create the scene
    NodePtr scene;
    
    if(argc > 1)
    {
        scene = SceneFileHandler::the().read(argv[1]);
    }
    else
    {
        scene = makeBox(2,2,2, 1,1,1);
    }

    // create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // create the window and initial camera/viewport
    mgr->setWindow(pwin );
    // tell the manager what to manage
    mgr->setRoot  (scene);
    
    // now create the second vp for stereo
    ViewportPtr vp = pwin->getPort(0);
    
    PerspectiveCameraPtr cam = PerspectiveCameraPtr::dcast(vp->getCamera());
    beginEditCP(cam);
    cam->setFov(deg2rad(90));
    cam->setAspect(1);
    endEditCP  (cam);

    Navigator *nav = mgr->getNavigator();
    nav->setAt(Pnt3f(0,0,0));
    nav->setDistance(1.5);
    
    mgr->showAll();
    
    // create the decorators and the second viewport
    ViewportPtr vpleft,vpright;
       
    decoleft = ShearedStereoCameraDecorator::create();
    decoright = ShearedStereoCameraDecorator::create();
    
    beginEditCP(decoleft);
    decoleft->setEyeSeparation(ed);
    decoleft->setZeroParallaxDistance(zpp);
    decoleft->setLeftEye(true);  
    decoleft->setDecoratee(cam);  
    endEditCP  (decoleft);
    
    beginEditCP(decoright);
    decoright->setEyeSeparation(ed);
    decoright->setZeroParallaxDistance(zpp);
    decoright->setLeftEye(false);  
    decoright->setDecoratee(cam);  
    endEditCP  (decoright);

    if(amberblue)
    {
        ColorBufferViewportPtr svpleft = ColorBufferViewport::create();
        ColorBufferViewportPtr svpright = ColorBufferViewport::create();
 
        beginEditCP(svpleft);
        svpleft->setLeft(0);
        svpleft->setRight(1);
        svpleft->setBottom(0);
        svpleft->setTop(1);
        svpleft->setCamera(decoleft);
        svpleft->setBackground(vp->getBackground());
        svpleft->setRoot(vp->getRoot());
        svpleft->setRed(GL_TRUE);
        svpleft->setGreen(GL_TRUE);
        svpleft->setBlue(GL_FALSE);
        svpleft->setAlpha(GL_TRUE);
        endEditCP  (svpleft);
 
        beginEditCP(svpright);
        svpright->setLeft(0);
        svpright->setRight(1);
        svpright->setBottom(0);
        svpright->setTop(1);
        svpright->setCamera(decoright);
        svpright->setBackground(vp->getBackground());
        svpright->setRoot(vp->getRoot());
        svpright->setRed(GL_FALSE);
        svpright->setGreen(GL_FALSE);
        svpright->setBlue(GL_TRUE);
        svpright->setAlpha(GL_FALSE);
        endEditCP  (svpright);
        
        vpleft = svpleft;
        vpright = svpright;
    }
    else if(stereobuffer)
    {
        StereoBufferViewportPtr svpleft = StereoBufferViewport::create();
        StereoBufferViewportPtr svpright = StereoBufferViewport::create();
 
        beginEditCP(svpleft);
        svpleft->setLeft(0);
        svpleft->setRight(1);
        svpleft->setBottom(0);
        svpleft->setTop(1);
        svpleft->setCamera(decoleft);
        svpleft->setBackground(vp->getBackground());
        svpleft->setRoot(vp->getRoot());
        svpleft->setLeftBuffer(true);
        svpleft->setRightBuffer(false);
        endEditCP  (svpleft);
 
        beginEditCP(svpright);
        svpright->setLeft(0);
        svpright->setRight(1);
        svpright->setBottom(0);
        svpright->setTop(1);
        svpright->setCamera(decoright);
        svpright->setBackground(vp->getBackground());
        svpright->setRoot(vp->getRoot());
        svpright->setLeftBuffer(false);
        svpright->setRightBuffer(true);
        endEditCP  (svpright);
        
        vpleft = svpleft;
        vpright = svpright;
    }
    else
    {
        vpleft = vp;
        vpright = Viewport::create();

        beginEditCP(vpleft);
        vpleft->setLeft(0);
        vpleft->setRight(1);
        vpleft->setBottom(0);
        vpleft->setTop(0.5);
        endEditCP  (vpleft);

        beginEditCP(vpright);
        vpright->setLeft(0);
        vpright->setRight(1);
        vpright->setBottom(0.5);
        vpright->setTop(1);
        vpright->setBackground(vp->getBackground());
        vpright->setRoot(vp->getRoot());
        endEditCP  (vpright);
    }
    
    beginEditCP(vpleft);
    vpleft->setCamera(decoleft);
    endEditCP  (vpleft);
    
    beginEditCP(vpright);
    vpright->setCamera(decoright);
    endEditCP  (vpright);
 
    beginEditCP(pwin); 
    pwin->subPort(vp);  
    pwin->addPort(vpleft);  
    pwin->addPort(vpright);  
    endEditCP  (pwin); 

    // make it notice the changes
    mgr->setWindow(pwin );
    
    // show the whole scene
    mgr->showAll();
    
    // OpenGL info
    GLint val;
    
#define cv(v)\
    glGetIntegerv((v),&val);\
    printf("%s: %d\n", #v, val)
    
    cv(GL_RED_BITS);
    cv(GL_GREEN_BITS);
    cv(GL_BLUE_BITS);
    cv(GL_DEPTH_BITS);
    
    glEnable(GL_DEPTH_TEST);
    
    // GLUT main loop
    glutMainLoop();

    return 0;
}
예제 #4
0
int main (int argc, char **argv)
{
    osgInit(argc,argv);

    // GLUT init

    glutInit(&argc, argv);
    glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
    int winid = glutCreateWindow("OpenSG");
    glutKeyboardFunc(key);
    glutVisibilityFunc(vis);
    glutReshapeFunc(reshape);
    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);

    glutIdleFunc(display);

    // glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );

    glEnable( GL_DEPTH_TEST );
    glEnable( GL_LIGHTING );
    glEnable( GL_LIGHT0 );

    // OSG

    SceneFileHandler::the().print();

    // create the graph

    // beacon for camera and light
    NodePtr b1n = Node::create();
    GroupPtr b1 = Group::create();
    beginEditCP(b1n);
    b1n->setCore( b1 );
    endEditCP(b1n);

    // transformation
    NodePtr t1n = Node::create();
    TransformPtr t1 = Transform::create();
    beginEditCP(t1n);
    t1n->setCore( t1 );
    t1n->addChild( b1n );
    endEditCP(t1n);

    cam_trans = t1;

    // light

    NodePtr dlight = Node::create();
    DirectionalLightPtr dl = DirectionalLight::create();

    beginEditCP(dlight);
    dlight->setCore( dl );
    endEditCP(dlight);

    beginEditCP(dl);
    dl->setAmbient( .3, .3, .3, 1 );
    dl->setDiffuse( 1, 1, 1, 1 );
    dl->setDirection(0,0,1);
    dl->setBeacon( b1n);
    endEditCP(dl);

    // root
    root = Node::create();
    GroupPtr gr1 = Group::create();
    beginEditCP(root);
    root->setCore( gr1 );
    root->addChild( t1n );
    root->addChild( dlight );
    endEditCP(root);

    // Load the file

    NodePtr file = NullFC;

    if ( argc > 1 )
        file = SceneFileHandler::the().read(argv[1]);

    if ( file == NullFC )
    {
        std::cerr << "Couldn't load file, ignoring" << std::endl;
        file = makeTorus( .5, 2, 16, 16 );
    }

    file->updateVolume();

    Vec3f min,max;
    file->getVolume().getBounds( min, max );

    std::cout << "Volume: from " << min << " to " << max << std::endl;

    beginEditCP(dlight);
    dlight->addChild( file );
    endEditCP(dlight);

    std::cerr << "Tree: " << std::endl;
//  root->dump();

    // Camera

    cam = PerspectiveCamera::create();
    cam->setBeacon( b1n );
    cam->setFov( deg2rad( 90 ) );
    cam->setNear( 0.1 );
    cam->setFar( 10000 );

    // Background
    SolidBackgroundPtr bkgnd = SolidBackground::create();

    // Foreground
    GrabForegroundPtr fgnd = GrabForeground::create();

    image = Image::create();
    beginEditCP(image);
    image->set(Image::OSG_RGB_PF, 1);
    endEditCP(image);

    fgnd->setImage(image);

    // Viewport

    vp = Viewport::create();
    vp->setCamera( cam );
    vp->setBackground( bkgnd );
    vp->editMFForegrounds()->push_back( fgnd );
    vp->setRoot( root );
    vp->setSize( 0,0, 1,1 );

    // Window
    std::cout << "GLUT winid: " << winid << std::endl;

    GLUTWindowPtr gwin;

    GLint glvp[4];
    glGetIntegerv( GL_VIEWPORT, glvp );

    gwin = GLUTWindow::create();
    gwin->setId(winid);
    gwin->setSize( glvp[2], glvp[3] );

    win = gwin;

    win->addPort( vp );

    win->init();

    // Action

    ract = DrawAction::create();

    // tball

    Vec3f pos( 0, 0, max[2] + ( max[2] - min[2] ) * 1.5 );

    tball.setMode( Trackball::OSGObject );
    tball.setStartPosition( pos, true );
    tball.setSum( true );
    tball.setTranslationMode( Trackball::OSGFree );

    // run...

    glutMainLoop();

    return 0;
}
예제 #5
0
int main(int argc, char** argv)
{
    std::cout << "osgInit()..." << std::endl;
    osgInit( argc, argv );
    
    std::cout << "glutInit()..." <<  std::endl;
    glutInit( &argc, argv );
    glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
    int winID = glutCreateWindow("OpenSG");
    
    glutKeyboardFunc(key);
    glutVisibilityFunc(vis);
    glutReshapeFunc(resize);
    glutDisplayFunc(display);       
    glutMouseFunc(mouse);   
    glutMotionFunc(motion); 
    
    glutIdleFunc(display);
            
    glEnable( GL_DEPTH_TEST );
    glEnable( GL_LIGHTING );
    glEnable( GL_LIGHT0 );
    glClearColor( .3, .3, .8, 1 );
    
    std::cout << "Creating objects..." << std::endl;
    
    //BEACON
    NodePtr beaconNode = Node::create();
    GroupPtr beaconCore = Group::create();
    beginEditCP( beaconNode );
    beaconNode->setCore( beaconCore );
    endEditCP( beaconNode );
    
    /*
    //LIGHT
    NodePtr dlightNode = Node::create();
    DirectionalLightPtr dlightCore = DirectionalLight::create();
    beginEditCP(dlightNode);
    dlightNode->setCore(dlightCore);
    endEditCP(dlightNode);
    
    beginEditCP(dlightCore);
    dlightCore->setAmbient( .3, .3, .3, 1 );
    dlightCore->setDiffuse( .5, .5, .5, 1 );
    dlightCore->setDirection( 0, 0 , 1 );
    dlightCore->setBeacon( beaconNode );
    endEditCP(dlightCore);
    */
        
    //TRANSFORM
    NodePtr transNode = Node::create();
    TransformPtr transCore = Transform::create();
    beginEditCP( transNode );
    transNode->setCore( transCore );
    transNode->addChild( beaconNode );
    endEditCP( transNode );
    cam_trans = transCore;
    
    //LOD
    NodePtr lowDetailNode = makeBox( 1,1,1, 1,1,1 );
    GeometryPtr boxCore = GeometryPtr::dcast(lowDetailNode->getCore());
    SimpleMaterialPtr lowDetailMat = SimpleMaterial::create();
    lowDetailMat->setDiffuse( Color3f( 1,0,0 ) );
    lowDetailMat->setAmbient( Color3f( 1,0,0 ) );
    boxCore->setMaterial( lowDetailMat );
    
    NodePtr     medDetailNode = makeSphere( 1, 1 );
    GeometryPtr medSphereCore = GeometryPtr::dcast(medDetailNode->getCore());
    SimpleMaterialPtr medDetailMat = SimpleMaterial::create();
    medDetailMat->setDiffuse( Color3f( 0,1,0 ) );
    medDetailMat->setAmbient( Color3f( 0,1,0 ) );
    medSphereCore->setMaterial( medDetailMat );
    
    NodePtr highDetailNode = makeSphere( 2, 1 );
    GeometryPtr highSphereCore = GeometryPtr::dcast(highDetailNode->getCore());
    SimpleMaterialPtr highDetailMat = SimpleMaterial::create();
    highDetailMat->setDiffuse( Color3f( 0,0,1 ) );
    highDetailMat->setAmbient( Color3f( 0,0,1 ) );
    highDetailMat->setSpecular( Color3f(1, 1, 1) );
    highDetailMat->setShininess( 10 );
    highSphereCore->setMaterial( highDetailMat );
    
    NodePtr lodNode = Node::create();
    DistanceLODPtr lodNodeCore = DistanceLOD::create();
    beginEditCP(lodNode);
    lodNode->setCore(lodNodeCore);
    lodNode->addChild( highDetailNode );
    lodNode->addChild( medDetailNode );
    lodNode->addChild( lowDetailNode );
    endEditCP(lodNode);
    
    beginEditCP(lodNodeCore);
    lodNodeCore->editSFCenter()->setValue( Pnt3f(0, 0, 2) );
    lodNodeCore->editMFRange()->push_back( 4.0 );
    lodNodeCore->editMFRange()->push_back( 8.0 );
    lodNodeCore->editMFRange()->push_back( 11.0 );
    endEditCP(lodNodeCore);
    
        
    //TRANSFORM LOD
    NodePtr transLODNode = Node::create();
    TransformPtr transLODCore = Transform::create();
    transMat.setTranslate( 1, -1, -1 );
    beginEditCP(transLODCore);
    transLODCore->editSFMatrix()->setValue( transMat );
    endEditCP(transLODCore);
    beginEditCP( transLODNode );
    transLODNode->setCore( transLODCore );
    transLODNode->addChild( lodNode );
    endEditCP( transLODNode );
    
    
        
    //ROOT
    root = Node::create();
    GroupPtr rootCore = Group::create();
    beginEditCP(root);
    root->setCore(rootCore);
    root->addChild(transNode);
    root->addChild(transLODNode);
    endEditCP(root);
    
    
    
    camera = PerspectiveCamera::create();
    beginEditCP(camera);
    camera->setBeacon( beaconNode );
    camera->setFov( deg2rad(90) );
    camera->setNear( 0.1 );
    camera->setFar( 10000 );
    endEditCP(camera);
    
    SolidBackgroundPtr background = SolidBackground::create();
    
    viewp = Viewport::create();
    beginEditCP(viewp);
    viewp->setCamera( camera );
    viewp->setBackground( background );
    viewp->setRoot( root );
    viewp->setSize( 0,0, 1,1 );
    endEditCP(viewp);
    
    GLint glVP[4];
    glGetIntegerv( GL_VIEWPORT, glVP );
    
    GLUTWindowPtr gwin = GLUTWindow::create();
    gwin->setId(winID);
    gwin->setSize(glVP[2], glVP[3]);
    
    window = gwin;
    beginEditCP(window);
    window->addPort( viewp );
    window->init();
    endEditCP(window);
    
    drAct = DrawAction::create();
    
    Vec3f pos( 0, 0, 3 );
    tball.setMode( Trackball::OSGObject );
    tball.setStartPosition( pos, true );
    tball.setSum( true );
    tball.setTranslationMode( Trackball::OSGFree );

    glutMainLoop();
    return 0;
}
void ApplicationBuilder::attachApplication(void)
{
	Inherited::attachApplication();

	beginEditCP(ApplicationBuilderPtr(this) , ApplicationBuilder::EditingProjectFieldMask);
		setEditingProject(MainApplication::the()->getProject());
	endEditCP(ApplicationBuilderPtr(this) , ApplicationBuilder::EditingProjectFieldMask);

	
	//Camera Beacon
	Matrix TransformMatrix;
	TransformPtr CameraBeaconTransform = Transform::create();
	beginEditCP(CameraBeaconTransform, Transform::MatrixFieldMask);
		CameraBeaconTransform->setMatrix(TransformMatrix);
	endEditCP(CameraBeaconTransform, Transform::MatrixFieldMask);

	NodePtr CameraBeaconNode = Node::create();
	beginEditCP(CameraBeaconNode, Node::CoreFieldMask);
		CameraBeaconNode->setCore(CameraBeaconTransform);
	endEditCP(CameraBeaconNode, Node::CoreFieldMask);

    // Make Main Scene Node empty
    NodePtr DefaultRootNode = osg::Node::create();
    beginEditCP(DefaultRootNode, Node::CoreFieldMask | Node::ChildrenFieldMask);
        DefaultRootNode->setCore(osg::Group::create());
        DefaultRootNode->addChild(CameraBeaconNode);
    endEditCP(DefaultRootNode, Node::CoreFieldMask | Node::ChildrenFieldMask);
	
	//Camera
	PerspectiveCameraPtr DefaultCamera = PerspectiveCamera::create();
	beginEditCP(DefaultCamera);
		DefaultCamera->setBeacon(CameraBeaconNode);
		DefaultCamera->setFov   (deg2rad(60.f));
		DefaultCamera->setNear  (0.1f);
		DefaultCamera->setFar   (10000.f);
	endEditCP(DefaultCamera);

	//Background
	SolidBackgroundPtr DefaultBackground = SolidBackground::create();
	beginEditCP(DefaultBackground, SolidBackground::ColorFieldMask);
		DefaultBackground->setColor(Color3f(0.0f,0.0f,0.0f));
	endEditCP(DefaultBackground, SolidBackground::ColorFieldMask);

	//Icon Manager
	_IconManager = DefaultIconManager::create();
	
	//User Interface
	ForegroundPtr UserInterfaceForeground = createInterface();
    beginEditCP(_TheBuilderInterface->getDrawingSurface(), UIDrawingSurface::EventProducerFieldMask);
        _TheBuilderInterface->getDrawingSurface()->setEventProducer(MainApplication::the()->getMainWindowEventProducer());
    endEditCP(_TheBuilderInterface->getDrawingSurface(), UIDrawingSurface::EventProducerFieldMask);

	//Viewport
	if(MainApplication::the()->getMainWindowEventProducer()->getWindow() != NullFC && MainApplication::the()->getMainWindowEventProducer()->getWindow()->getPort().size() == 0)
	{
		ViewportPtr DefaultViewport = Viewport::create();
		beginEditCP(DefaultViewport);
			DefaultViewport->setCamera                  (DefaultCamera);
			DefaultViewport->setRoot                    (DefaultRootNode);
			DefaultViewport->setSize                    (0.0f,0.0f, 1.0f,1.0f);
			DefaultViewport->setBackground              (DefaultBackground);
			DefaultViewport->getForegrounds().push_back    (UserInterfaceForeground);
		endEditCP(DefaultViewport);

		beginEditCP(MainApplication::the()->getMainWindowEventProducer()->getWindow(), Window::PortFieldMask);
			MainApplication::the()->getMainWindowEventProducer()->getWindow()->addPort(DefaultViewport);
		endEditCP(MainApplication::the()->getMainWindowEventProducer()->getWindow(), Window::PortFieldMask);
	}
}
예제 #7
0
int main (int argc, char **argv)
{
	osgInit(argc,argv);

	// GLUT init

	glutInit(&argc, argv);
	glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
	int winid = glutCreateWindow("OpenSG");
	glutKeyboardFunc(key);
	glutVisibilityFunc(vis);
	glutReshapeFunc(reshape);
	glutDisplayFunc(display);       
	glutMouseFunc(mouse);   
	glutMotionFunc(motion); 
	
	glutIdleFunc(display);	


    glEnable( GL_NORMALIZE );
    glEnable( GL_DEPTH_TEST );

	// OSG

	// create the graph

	// beacon for camera and light	
    NodePtr b1n = Node::create();
    GroupPtr b1 = Group::create();
	beginEditCP(b1n);
	b1n->setCore( b1 );
	endEditCP(b1n);

	// transformation
    NodePtr t1n = Node::create();
    TransformPtr t1 = Transform::create();
	beginEditCP(t1n);
	t1n->setCore( t1 );
	t1n->addChild( b1n );
	endEditCP(t1n);

	cam_trans = t1;

	// light
	
	NodePtr dlight = Node::create();
	headlight = DirectionalLight::create();

	beginEditCP(dlight);
	dlight->setCore( headlight );
	endEditCP(dlight);
	
	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( b1n);
	endEditCP(headlight);

	// root
    root = Node::create();
    GroupPtr gr1 = Group::create();
	beginEditCP(root);
	root->setCore( gr1 );
	root->addChild( t1n );
	root->addChild( dlight );
	endEditCP(root);

	// Create the scene

    NodePtr sroot = Node::create();

 	beginEditCP(dlight);
    dlight->addChild(sroot);
   	endEditCP(dlight);

    GroupPtr gr = Group::create();

    beginEditCP(sroot);
    sroot->setCore(gr);
    endEditCP(sroot);

    // a transform to move it around
 
    NodePtr tnode = Node::create();
    tr = Transform::create();
    beginEditCP(tnode);
    tnode->setCore( tr );
    endEditCP(tnode);

    beginEditCP(sroot);
    sroot->addChild(tnode);
    endEditCP(sroot);

    // the billboard
 
    NodePtr bnode = Node::create();
    bill = Billboard::create();
    beginEditCP(bnode);
    bnode->setCore( bill );
    endEditCP(bnode);

    beginEditCP(tnode);
    tnode->addChild(bnode);
    endEditCP(tnode);
  
    // a geometry to billboard
    NodePtr geo = makeTorus( .2, 1, 16, 3);

    beginEditCP(bnode);
    bnode->addChild( geo );
    endEditCP(bnode);
 
    // a geometry to lead the render action somewhere else
    geo = makePlane( 2, 2, 2, 2 );

    beginEditCP(sroot);
    sroot->addChild( geo );
    endEditCP(sroot);

    dlight->updateVolume();
        
    Vec3f min,max;
    dlight->getVolume().getBounds( min, max );
	
    std::cout << "Volume: from " << min << " to " << max << std::endl;

    //std::cerr << "Tree: " << std::endl;
    //root->dump();

	// Camera
	PerspectiveCameraPtr cam = PerspectiveCamera::create();

	cam->setBeacon( b1n );
	cam->setFov( deg2rad( 60 ) );
	cam->setNear( .1 );
	cam->setFar( 20. );

	// Background
	GradientBackgroundPtr bkgnd = GradientBackground::create();
	
	bkgnd->addLine( Color3f( 0,0,0 ), 0 );
	bkgnd->addLine( Color3f( .5,.5,0 ), 0.5 );
	bkgnd->addLine( Color3f( .7,.7,1 ), 0.5 );
	bkgnd->addLine( Color3f( 0,0,1 ), 1 );

	// Viewport

	ViewportPtr vp = Viewport::create();
	vp->setCamera( cam );
	vp->setBackground( bkgnd );
	vp->setRoot( root );
	vp->setSize( 0,0, 1,1 );

	// Window
	std::cout << "GLUT winid: " << winid << std::endl;

	GLUTWindowPtr gwin;

	GLint glvp[4];
	glGetIntegerv( GL_VIEWPORT, glvp );

	gwin = GLUTWindow::create();
	gwin->setId(winid);
	gwin->setSize( glvp[2], glvp[3] );

	win = gwin;

	win->addPort( vp );

	// Actions
	
	dact = DrawAction::create();
	ract = RenderAction::create();

	// tball

	Vec3f pos(0,
              0,
              max[2] + 1.5 * (max[2] - min[2]));

	tball.setMode( Trackball::OSGObject );
	tball.setStartPosition( pos, true );
	tball.setSum( true );
	tball.setTranslationMode( Trackball::OSGFree );
    tball.setTranslationScale(10.);
	// run...
	
	glutMainLoop();
	
    return 0;
}
예제 #8
0
int main(int argc, char **argv)
{
    for(int i = 0; i < argc; i++)
    {
        std::cout << "Param " << i << ":" << argv[i] << std::endl;
    }

    OSG::osgInit(argc, argv);

    const char    *inFileName = "tie.bin";

    if(argc > 1)
        inFileName = argv[1];

    std::ifstream in(inFileName, std::ios::binary);
    if(!in)
    {
        std::cerr <<
            "ERROR: Cannot open file " <<
            inFileName <<
            "" <<
            std::endl;
        return -1;
    }

    OSG::BINLoader loader(in);
    loader.read();
    in.close();
    std::cout <<
        "MAIN: " <<
        getContainerId(loader.getRootNode()) <<
        " is root" <<
        std::endl;

    // GLUT init
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);

    int winid = glutCreateWindow("OpenSG");
    glutKeyboardFunc(key);
    glutVisibilityFunc(vis);
    glutReshapeFunc(reshape);
    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);

    glutIdleFunc(display);

    // glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_NORMALIZE);
    glDisable(GL_LIGHTING);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

    glClearColor(0.5, 0.5, 0.5, 1.);

    // OSG
    //    OSGSceneFileHandler::the().print();
    //    FhsFile::touch();
    // create the graph
    // beacon for camera and light
    NodePtr     b1n = Node::create();
    GroupPtr    b1 = Group::create();
    beginEditCP(b1n);
    b1n->setCore(b1);
    endEditCP(b1n);

    // transformation
    NodePtr         t1n = Node::create();
    TransformPtr    t1 = Transform::create();
    beginEditCP(t1n);
    t1n->setCore(t1);
    t1n->addChild(b1n);
    endEditCP(t1n);

    cam_trans = t1;

    // light
    NodePtr dlight = Node::create();
    headlight = DirectionalLight::create();

    beginEditCP(dlight);
    dlight->setCore(headlight);
    endEditCP(dlight);

    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(b1n);
    endEditCP(headlight);

    // root
    root = Node::create();

    GroupPtr    gr1 = Group::create();
    beginEditCP(root);
    root->setCore(gr1);
    root->addChild(t1n);
    root->addChild(dlight);
    endEditCP(root);

    // Load the file
    NodePtr     fileRoot = Node::create();

    //  OSGActivateColMatPtr colMat = OSGActivateColMat::create();
    GroupPtr    gr = Group::create();

    beginEditCP(fileRoot);

    //  fileRoot->setCore(colMat);
    fileRoot->setCore(gr);
    endEditCP(fileRoot);

    beginEditCP(dlight);
    dlight->addChild(fileRoot);
    endEditCP(dlight);

    //   for(UInt32 numFiles = 1; numFiles < argc; numFiles++)
    //    {
    //       file = SceneFileHandler::the().read(argv[1]);
    file = loader.getRootNode();
    beginEditCP(fileRoot);
    fileRoot->addChild(file);
    fileRoot->invalidateVolume();
    endEditCP(fileRoot);

    //    }
    dlight->updateVolume();

    Vec3f   min, max;
    dlight->getVolume().getBounds(min, max);

    std::cout << "Volume: from " << min << " to " << max << std::endl;

    //std::cerr << "Tree: " << std::endl;
    //root->dump();
    // Camera
    PerspectiveCameraPtr    cam = PerspectiveCamera::create();

    cam->setBeacon(b1n);
    cam->setFov(deg2rad(60));
    cam->setNear(1.);
    cam->setFar(100000.);

    // Background
    GradientBackgroundPtr   bkgnd = GradientBackground::create();

    bkgnd->addLine(Color3f(0, 0, 0), 0);
    bkgnd->addLine(Color3f(.5, .5, 0), 0.5);
    bkgnd->addLine(Color3f(.7, .7, 1), 0.5);
    bkgnd->addLine(Color3f(0, 0, 1), 1);

    // Viewport
    ViewportPtr vp = Viewport::create();
    vp->setCamera(cam);
    vp->setBackground(bkgnd);
    vp->setRoot(root);
    vp->setSize(0, 0, 1, 1);

    // Window
    std::cout << "GLUT winid: " << winid << std::endl;

    GLUTWindowPtr   gwin;

    GLint           glvp[4];
    glGetIntegerv(GL_VIEWPORT, glvp);

    gwin = GLUTWindow::create();
    gwin->setId(winid);
    gwin->setSize(glvp[2], glvp[3]);

    win = gwin;

    win->addPort(vp);

    // Actions
    dact = DrawAction::create();
    ract = RenderAction::create();

    // tball
    /*
	Vec3f pos(min[0] + 0.5 * (max[0] - min[0]),
              min[1] + 0.5 * (max[1] - min[1]),
              max[2] + 1.5 * (max[2] - min[2]));
*/
    Vec3f   pos(0, 0, max[2] + 1.5 * (max[2] - min[2]));

    tball.setMode(Trackball::OSGObject);
    tball.setStartPosition(pos, true);
    tball.setSum(true);
    tball.setTranslationMode(Trackball::OSGFree);
    tball.setTranslationScale(10000.);

    // run...
    glutMainLoop();

    return 0;
}
ComponentPtr createGLPanel(void)
{
    //Create the nessicary parts for a viewport

    //Camera Beacon
    Matrix TransformMatrix;
    TransformMatrix.setTranslate(0.0f,0.0f, 0.0f);
    TransformPtr CameraBeaconTransform = Transform::create();
    beginEditCP(CameraBeaconTransform, Transform::MatrixFieldMask);
        CameraBeaconTransform->setMatrix(TransformMatrix);
    endEditCP(CameraBeaconTransform, Transform::MatrixFieldMask);

    NodePtr CameraBeaconNode = Node::create();
    beginEditCP(CameraBeaconNode, Node::CoreFieldMask);
        CameraBeaconNode->setCore(CameraBeaconTransform);
    endEditCP(CameraBeaconNode, Node::CoreFieldMask);

    //Light Beacon
    Matrix LightTransformMatrix;
    LightTransformMatrix.setTranslate(0.0f,0.0f, 0.0f);
    TransformPtr LightBeaconTransform = Transform::create();
    beginEditCP(LightBeaconTransform, Transform::MatrixFieldMask);
        LightBeaconTransform->setMatrix(TransformMatrix);
    endEditCP(LightBeaconTransform, Transform::MatrixFieldMask);

    NodePtr LightBeaconNode = Node::create();
    beginEditCP(LightBeaconNode, Node::CoreFieldMask);
        LightBeaconNode->setCore(CameraBeaconTransform);
    endEditCP(LightBeaconNode, Node::CoreFieldMask);
    
    //Light Node
    DirectionalLightPtr TheDirectionLight = DirectionalLight::create();
    beginEditCP(TheDirectionLight, DirectionalLight::DirectionFieldMask);
        TheDirectionLight->setDirection(0.0f,1.0f,0.0f);
    endEditCP(TheDirectionLight, DirectionalLight::DirectionFieldMask);

    NodePtr LightNode = Node::create();
    beginEditCP(LightNode, Node::CoreFieldMask | Node::ChildrenFieldMask);
        LightNode->setCore(TheDirectionLight);
        LightNode->addChild(createScene());
    endEditCP(LightNode, Node::CoreFieldMask | Node::ChildrenFieldMask);

    // Make Torus Node (creates Torus in background of scene)
    NodePtr GeometryNode = makeTorus(.5, 2, 32, 32);

    // Make Main Scene Node and add the Torus
    NodePtr DefaultRootNode = osg::Node::create();
    beginEditCP(DefaultRootNode, Node::CoreFieldMask | Node::ChildrenFieldMask);
        DefaultRootNode->setCore(osg::Group::create());
        DefaultRootNode->addChild(CameraBeaconNode);
        DefaultRootNode->addChild(LightBeaconNode);
        DefaultRootNode->addChild(LightNode);
    endEditCP(DefaultRootNode, Node::CoreFieldMask | Node::ChildrenFieldMask);

    //Camera
    PerspectiveCameraPtr DefaultCamera = PerspectiveCamera::create();
     beginEditCP(DefaultCamera);
         DefaultCamera->setBeacon(CameraBeaconNode);
         DefaultCamera->setFov   (deg2rad(60.f));
         DefaultCamera->setNear  (0.1f);
         DefaultCamera->setFar   (100.f);
     endEditCP(DefaultCamera);

    //Background
    GradientBackgroundPtr DefaultBackground = GradientBackground::create();
    beginEditCP(DefaultBackground, GradientBackground::ColorFieldMask | GradientBackground::PositionFieldMask);
        DefaultBackground->addLine(Color3f(0.0f,0.0f,0.0f), 0.0f);
        DefaultBackground->addLine(Color3f(0.0f,0.0f,1.0f), 1.0f);
    endEditCP(DefaultBackground, GradientBackground::ColorFieldMask | GradientBackground::PositionFieldMask);
    
    //Viewport
    ViewportPtr DefaultViewport = Viewport::create();
    beginEditCP(DefaultViewport);
        DefaultViewport->setCamera                  (DefaultCamera);
        DefaultViewport->setRoot                    (DefaultRootNode);
        DefaultViewport->setSize                    (0.0f,0.0f, 1.0f,1.0f);
        DefaultViewport->setBackground              (DefaultBackground);
    endEditCP(DefaultViewport);

    //GL Viewport Component

    GLViewportPtr TheGLViewport = GLViewport::create();
    beginEditCP(TheGLViewport, GLViewport::PortFieldMask | GLViewport::PreferredSizeFieldMask | GLViewport::BordersFieldMask);
        TheGLViewport->setPort(DefaultViewport);
        TheGLViewport->setPreferredSize(Vec2f(1024.0f,768.0f));
    endEditCP(TheGLViewport, GLViewport::PortFieldMask | GLViewport::PreferredSizeFieldMask | GLViewport::BordersFieldMask);
    
    TheGLViewport->showAll();

    return TheGLViewport;
}
예제 #10
0
FBOViewportPtr createSceneFBO(void)
{
    //Create Camera Beacon
    Matrix CameraMat;
    CameraMat.setTranslate(0.0f,0.0f,4.0f);
    TransformPtr CameraBeconCore = Transform::create();
    beginEditCP(CameraBeconCore, Transform::MatrixFieldMask);
        CameraBeconCore->setMatrix(CameraMat);
    endEditCP(CameraBeconCore, Transform::MatrixFieldMask);

    NodePtr CameraBeconNode = Node::create();
    beginEditCP(CameraBeconNode, Node::CoreFieldMask);
        CameraBeconNode->setCore(CameraBeconCore);
    endEditCP(CameraBeconNode, Node::CoreFieldMask);

    //Create Camera
    PerspectiveCameraPtr TheCamera = PerspectiveCamera::create();
    beginEditCP(TheCamera);
        TheCamera->setFov(deg2rad(60.0f));
        TheCamera->setAspect(1.0f);
        TheCamera->setNear(0.1f);
        TheCamera->setFar(100.0f);
        TheCamera->setBeacon(CameraBeconNode);
    endEditCP(TheCamera);
    
    //Make the Material
    BlinnMaterialPtr TheMaterial = BlinnMaterial::create();
    beginEditCP(TheMaterial);
        TheMaterial->setDiffuse(0.8);
        TheMaterial->setColor(Color3f(1.0,1.0,1.0));
        TheMaterial->setAmbientColor(Color3f(1.0,1.0,1.0));
        TheMaterial->setNumLights(1);
    endEditCP(TheMaterial);

										
    // Make Torus Node (creates Torus in background of scene)
    NodePtr TorusGeometryNode = makeTorus(.5, 2, 24, 48);

    beginEditCP(TorusGeometryNode->getCore());
        GeometryPtr::dcast(TorusGeometryNode->getCore())->setMaterial(TheMaterial);
    endEditCP(TorusGeometryNode->getCore());
    calcVertexNormals(GeometryPtr::dcast(TorusGeometryNode->getCore()));
    calcVertexTangents(GeometryPtr::dcast(TorusGeometryNode->getCore()),0,Geometry::TexCoords7FieldId, Geometry::TexCoords6FieldId);

    RootTransformCore = Transform::create();

    NodePtr TorusTransformNode = Node::create();
    beginEditCP(TorusTransformNode, Node::CoreFieldMask);
        TorusTransformNode->setCore(RootTransformCore);
        TorusTransformNode->addChild(TorusGeometryNode);
    endEditCP(TorusTransformNode, Node::CoreFieldMask);

    //Create Light Beacon
    Matrix LightMat;
    LightMat.setTranslate(0.0f,10.0f,1.0f);
    TransformPtr LightBeconCore = Transform::create();
    beginEditCP(LightBeconCore, Transform::MatrixFieldMask);
        LightBeconCore->setMatrix(LightMat);
    endEditCP(LightBeconCore, Transform::MatrixFieldMask);

    NodePtr LightBeconNode = Node::create();
    beginEditCP(LightBeconNode, Node::CoreFieldMask);
        LightBeconNode->setCore(LightBeconCore);
    endEditCP(LightBeconNode, Node::CoreFieldMask);

    //Create Light
    TheLight = PointLight::create();
    beginEditCP(TheLight);
        TheLight->setBeacon(LightBeconNode);
    endEditCP(TheLight);

    NodePtr LightNode = Node::create();
    beginEditCP(LightNode, Node::CoreFieldMask);
        LightNode->setCore(TheLight);
        LightNode->addChild(TorusTransformNode);
    endEditCP(LightNode, Node::CoreFieldMask);


    //Create Root

    NodePtr TheRoot = Node::create();
    beginEditCP(TheRoot);
        TheRoot->setCore(Group::create());
        TheRoot->addChild(CameraBeconNode);
        TheRoot->addChild(LightNode);
        TheRoot->addChild(LightBeconNode);
    endEditCP(TheRoot);

    //Create Background
    SolidBackgroundPtr TheBackground = SolidBackground::create();
    TheBackground->setColor(Color3f(1.0,0.0,0.0));

    //DepthClearBackgroundPtr TheBackground = DepthClearBackground::create();

    //Create the Image
    ImagePtr TheColorImage = Image::create();
    TheColorImage->set(Image::OSG_RGB_PF,2,2,1,1,1,0.0f,0,Image::OSG_FLOAT16_IMAGEDATA);

    //Create the texture
    TextureChunkPtr TheColorTextureChunk = TextureChunk::create();
    beginEditCP(TheColorTextureChunk);
        TheColorTextureChunk->setImage(TheColorImage);

        TheColorTextureChunk->setMinFilter(GL_NEAREST);
        TheColorTextureChunk->setMagFilter(GL_NEAREST);

        TheColorTextureChunk->setWrapS(GL_CLAMP_TO_EDGE);
        TheColorTextureChunk->setWrapR(GL_CLAMP_TO_EDGE);

        TheColorTextureChunk->setScale(false);
        TheColorTextureChunk->setNPOTMatrixScale(true);
        
        TheColorTextureChunk->setEnvMode(GL_REPLACE);
        TheColorTextureChunk->setInternalFormat(GL_RGB16F);

    endEditCP(TheColorTextureChunk);


    //Create FBO
    FBOViewportPtr TheFBO = FBOViewport::create();
    beginEditCP(TheFBO);
        TheFBO->setBackground(TheBackground);
        TheFBO->setRoot(TheRoot);
        TheFBO->setCamera(TheCamera);

        TheFBO->setEnabled(true);
        TheFBO->getTextures().push_back(TheColorTextureChunk);

        TheFBO->setStorageWidth(TheColorTextureChunk->getImage()->getWidth());
        TheFBO->setStorageHeight(TheColorTextureChunk->getImage()->getHeight());
        
        TheFBO->setSize(0,0,TheColorTextureChunk->getImage()->getWidth()-1, TheColorTextureChunk->getImage()->getHeight()-1);
    endEditCP(TheFBO);
    return TheFBO;
}
예제 #11
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);
    gwin = GLUTWindow::create();

    // create root
    rootNode = makeCoredNode<Group>();
    NodePtr scene = makeCoredNode<Group>();

    // create lights
    TransformPtr point1_trans;
    NodePtr point1 = makeCoredNode<PointLight>(&_point1_core);
    NodePtr point1_beacon = makeCoredNode<Transform>(&point1_trans);
    beginEditCP(point1_trans);
        point1_trans->editMatrix().setTranslate(0.0, 0.0, 25.0);
    endEditCP(point1_trans);

    beginEditCP(_point1_core);
        _point1_core->setAmbient(0.15,0.15,0.15,1);
        _point1_core->setDiffuse(0.4,0.4,0.4,1);
        _point1_core->setSpecular(0.0,0.0,0.0,1);
        _point1_core->setBeacon(point1_beacon);
        _point1_core->setOn(true);
    endEditCP(_point1_core);

    TransformPtr point2_trans;
    NodePtr point2 = makeCoredNode<PointLight>(&_point2_core);
    NodePtr point2_beacon = makeCoredNode<Transform>(&point2_trans);
    beginEditCP(point2_trans);
        point2_trans->editMatrix().setTranslate(5.0, 5.0, 20.0);
    endEditCP(point2_trans);

    beginEditCP(_point2_core);
        _point2_core->setAmbient(0.15,0.15,0.15,1);
        _point2_core->setDiffuse(0.4,0.4,0.4,1);
        _point2_core->setSpecular(0.0,0.0,0.0,1);
        _point2_core->setBeacon(point2_beacon);
        _point2_core->setOn(true);
    endEditCP(_point2_core);

    beginEditCP(point1);
        point1->addChild(point2);
    endEditCP(point1);

    beginEditCP(point2);
        point2->addChild(scene);
    endEditCP(point2);

    // create scene
    
    // bottom
    NodePtr plane = makePlane(25.0, 25.0, 128, 128);
    
    int size = imageWinWidth*imageWinHeight*256;

    ImagePtr plane_img = Image::create();

    beginEditCP(plane_img);
    plane_img->set(Image::OSG_RGBA_PF, imageWinWidth, imageWinHeight, 1, 1, 1, 0, NULL);
    endEditCP(plane_img);

    TextureChunkPtr plane_tex = TextureChunk::create();
    beginEditCP(plane_tex);
        plane_tex->setImage(plane_img);
        plane_tex->setMinFilter(GL_LINEAR);
        plane_tex->setMagFilter(GL_LINEAR);
        plane_tex->setTarget(GL_TEXTURE_2D);
        plane_tex->setInternalFormat(GL_RGBA16F_ARB);
    endEditCP(plane_tex);

    SHLChunkPtr shl = SHLChunk::create();
    beginEditCP(shl);
        shl->setVertexProgram(_vp_program);
        shl->setFragmentProgram(_fp_program);
        shl->setUniformParameter("tex0", 0);
    endEditCP(shl);

    SimpleMaterialPtr plane_mat = SimpleMaterial::create();
    beginEditCP(plane_mat);
        plane_mat->setAmbient(Color3f(0.3,0.3,0.3));
        plane_mat->setDiffuse(Color3f(1.0,1.0,1.0));
        plane_mat->addChunk(plane_tex);
        plane_mat->addChunk(shl);
    endEditCP(plane_mat);

    GeometryPtr plane_geo = GeometryPtr::dcast(plane->getCore());
    beginEditCP(plane_geo);
        plane_geo->setMaterial(plane_mat);
    beginEditCP(plane_geo);
    
    // box
    box_trans_node = makeCoredNode<Transform>(&_box_trans);
    beginEditCP(_box_trans);
        _box_trans->editMatrix().setTranslate(0.0, 0.0, 12.0);
    endEditCP(_box_trans);
    NodePtr box = makeBox(4.0, 4.0, 0.8, 10, 10 , 10);
    beginEditCP(box_trans_node);
        box_trans_node->addChild(box);
    endEditCP(box_trans_node);
    
    PolygonChunkPtr pchunk = osg::PolygonChunk::create();
    beginEditCP(pchunk);
        pchunk->setCullFace(GL_BACK);
    endEditCP(pchunk);

    SimpleMaterialPtr box_mat = SimpleMaterial::create();
    beginEditCP(box_mat);
        box_mat->setAmbient(Color3f(0.0,0.0,0.0));
        box_mat->setDiffuse(Color3f(0.0,0.0,1.0));
        box_mat->addChunk(pchunk);
    endEditCP(box_mat);

    GeometryPtr box_geo = GeometryPtr::dcast(box->getCore());
    beginEditCP(box_geo);
        box_geo->setMaterial(box_mat);
    beginEditCP(box_geo);

    // cylinder1
    NodePtr cylinder1_trans_node = makeCoredNode<Transform>(&_cylinder1_trans);
    beginEditCP(_cylinder1_trans);
        _cylinder1_trans->editMatrix().setTranslate(0.0, 0.0, 5.0);
    endEditCP(_cylinder1_trans);
    NodePtr cylinder1 = OSG::makeCylinder(10.0, 0.4, 32, true, true ,true);
    beginEditCP(cylinder1_trans_node);
        cylinder1_trans_node->addChild(cylinder1);
    endEditCP(cylinder1_trans_node);

    SimpleMaterialPtr cylinder1_mat = SimpleMaterial::create();
    beginEditCP(cylinder1_mat);
        cylinder1_mat->setAmbient(Color3f(0.0,0.0,0.0));
        cylinder1_mat->setDiffuse(Color3f(1.0,0.0,0.0));
        cylinder1_mat->addChunk(pchunk);
    endEditCP(cylinder1_mat);

    GeometryPtr cylinder1_geo = GeometryPtr::dcast(cylinder1->getCore());
    beginEditCP(cylinder1_geo);
        cylinder1_geo->setMaterial(cylinder1_mat);
    beginEditCP(cylinder1_geo);
    
    // cylinder2
    NodePtr cylinder2_trans_node = makeCoredNode<Transform>(&_cylinder2_trans);
    beginEditCP(_cylinder2_trans);
        _cylinder2_trans->editMatrix().setTranslate(0.0, 0.0, 8.0);
    endEditCP(_cylinder2_trans);
    NodePtr cylinder2 = OSG::makeCylinder(10.0, 0.4, 32, true, true ,true);
    beginEditCP(cylinder2_trans_node);
        cylinder2_trans_node->addChild(cylinder2);
    endEditCP(cylinder2_trans_node);

    SimpleMaterialPtr cylinder2_mat = SimpleMaterial::create();
    beginEditCP(cylinder2_mat);
        cylinder2_mat->setAmbient(Color3f(0.0,0.0,0.0));
        cylinder2_mat->setDiffuse(Color3f(0.0,1.0,0.0));
        cylinder2_mat->addChunk(pchunk);
    endEditCP(cylinder2_mat);

    GeometryPtr cylinder2_geo = GeometryPtr::dcast(cylinder2->getCore());
    beginEditCP(cylinder2_geo);
        cylinder2_geo->setMaterial(cylinder2_mat);
    beginEditCP(cylinder2_geo);

    // scene
    beginEditCP(scene);
        scene->addChild(plane);
        scene->addChild(box_trans_node);
        scene->addChild(cylinder1_trans_node);
        scene->addChild(cylinder2_trans_node);
    endEditCP(scene);

    vp = ShadowViewport::create();
    
    GradientBackgroundPtr gbg = GradientBackground::create();
    SolidBackgroundPtr sbg = SolidBackground::create();

    UChar8 imgdata[] = {  255,0,0,  0,255,0,  0,0,255, 255,255,0 };
    ImagePtr img1 = Image::create();
    img1->set(Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, imgdata);

    TextureChunkPtr tcPtr = TextureChunk::create();
    beginEditCP(tcPtr);
        tcPtr->setImage(img1);
    endEditCP(tcPtr);
    TextureBackgroundPtr bkg = TextureBackground::create();
    beginEditCP(bkg);
        bkg->setTexture(tcPtr);
    endEditCP(bkg);
    
    beginEditCP(sbg);
        sbg->setColor(Color3f(0.2,0.4,0.6));
    endEditCP(sbg);
    
    beginEditCP(gbg);
        gbg->addLine(Color3f(0.7, 0.7, 0.8), 0);
        gbg->addLine(Color3f(0.1, 0.1, 0.3), 1);
    endEditCP(gbg);

    beginEditCP(rootNode);
        rootNode->addChild(point1);
        rootNode->addChild(point1_beacon);
        rootNode->addChild(point2_beacon);
    endEditCP(rootNode);

    //FBOViewportPtr
    fbo_vp = FBOViewport::create();
    addRefCP(fbo_vp);

    // the Camera for the map
    cam = PerspectiveCamera::create();
    beginEditCP(cam);
        cam->setFov(osgdegree2rad(90));
        cam->setAspect(1);
        cam->setNear(0.001);
        cam->setFar(10000);
        cam->setBeacon(box_trans_node);
    endEditCP(cam);

    beginEditCP(fbo_vp);
        fbo_vp->setBackground(bkg);
        fbo_vp->setRoot(rootNode);
        fbo_vp->setCamera(cam);
        fbo_vp->setSize(0,0,imageWinWidth-1, imageWinHeight-1);
        fbo_vp->setStorageWidth(imageWinWidth);
        fbo_vp->setStorageHeight(imageWinHeight);
        fbo_vp->setDirty(true);
        fbo_vp->editMFTextures    ()->push_back(plane_tex);
        fbo_vp->editMFExcludeNodes()->push_back(plane);
        fbo_vp->setFboOn(true);
    endEditCP(fbo_vp);

    // normal shadow viewport
    beginEditCP(vp);
        vp->setBackground(gbg);
        vp->setRoot(rootNode);
        vp->setSize(0,0,1,1);
    endEditCP(vp);

    beginEditCP(gwin); //Window
        gwin->setId(winid);
        gwin->addPort(vp);
        gwin->init();
    endEditCP(gwin);

    Vec3f min,max;
    rootNode->updateVolume();
    rootNode->getVolume().getBounds( min, max );

    // create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    mgr->setWindow(gwin);
    mgr->setRoot(rootNode);

    //Viewport
    beginEditCP(vp);
        vp->setCamera(mgr->getCamera());
    endEditCP(vp);

    mgr->turnHeadlightOff();

    mgr->showAll();

    // GLUT main loop
    glutMainLoop();

    return 0;
}
예제 #12
0
int main( int argc, char **argv )
{
    Int32 i,
          retVal;

    // OSG init

    osgInit(argc, argv);
    basetime = getSystemTime();
    gThreadManager = ThreadManager::the();  


    SceneFileHandler::the().print();

    // create the graph

    // beacon for camera and light  
    NodePtr b1n = Node::create();
    GroupPtr b1 = Group::create();
    beginEditCP(b1n);
    b1n->setCore( b1 );
    endEditCP(b1n);

    // transformation
    NodePtr t1n = Node::create();
    TransformPtr t1 = Transform::create();
    beginEditCP(t1n);
    t1n->setCore( t1 );
    t1n->addChild( b1n );
    endEditCP(t1n);

    cam_trans = t1;

    // light
    
    NodePtr dlight = Node::create();
    DirectionalLightPtr dl = DirectionalLight::create();

    beginEditCP(dlight);
    dlight->setCore( dl );
    endEditCP(dlight);
    
    beginEditCP(dl);
    dl->setAmbient( .3, .3, .3, 1 );
    dl->setDiffuse( 1, 1, 1, 1 );
    dl->setDirection(0,0,1);
    dl->setBeacon( b1n);
    endEditCP(dl);

    // root
    root = Node::create();
    GroupPtr gr1 = Group::create();
    beginEditCP(root);
    root->setCore( gr1 );
    root->addChild( t1n );
    root->addChild( dlight );
    endEditCP(root);

    // Load the file

    NodePtr file = NullFC;
    
    if ( argc > 1 )
        file = SceneFileHandler::the().read(argv[1]);
    
    if ( file == NullFC )
    {
        std::cerr << "Couldn't load file, ignoring" << std::endl;
        file = makePlane( 2,2,2,2 );
    }
    
    file->updateVolume();

    Vec3f min,max;
    file->getVolume().getBounds( min, max );
    
    std::cout << "Volume: from " << min << " to " << max << std::endl;

    beginEditCP(dlight);
    dlight->addChild( file );
    endEditCP(dlight);

    std::cerr << "Tree: " << std::endl;
    root->dump();

    // Camera
    PerspectiveCameraPtr cam = PerspectiveCamera::create();

    cam->setBeacon( b1n );
    cam->setFov( deg2rad( 60 ) );
    cam->setNear( 0.1 );
    cam->setFar( 10000 );

    // Background
    GradientBackgroundPtr bkgnd = GradientBackground::create();
    bkgnd->addLine( Color3f( 0,0,0 ), 0 );
    bkgnd->addLine( Color3f( 0,0,1 ), 0 );

    
    // Action
    

    // QT init

    QApplication::setColorSpec( QApplication::CustomColor );
    a = new QApplication( argc, argv );

    if ( !QGLFormat::hasOpenGL() )
    {
        qWarning( "This system has no OpenGL support. Exiting." );
        return -1;
    }

    Vec3f pos( 0, 0, max[2] + ( max[2] - min[2] ) * 1.5 );
    
    tball.setMode( Trackball::OSGObject );
    tball.setStartPosition( pos, true );
    tball.setSum( true );
    tball.setTranslationMode( Trackball::OSGFree );

    // Create Windows

    QGLFormat::setDefaultFormat(QGLFormat(QGL::DirectRendering | 
                                          QGL::DoubleBuffer    |  
                                          QGL::DepthBuffer     |
                                          QGL::Rgba            ));
    
    for ( i = 0; i < NUM_THREADS; i++ )
    {   
        glWidget[i] = new MyOSGQGLWidget();

        // Viewport

        vp = Viewport::create();
        vp->setCamera( cam );
        vp->setBackground( bkgnd );
        vp->setRoot( root );
        vp->setSize( 0,0, 1,1 );

        glWidget[i]->_osgWin = QTWindow::create();
        glWidget[i]->_osgWin->setGlWidget( glWidget[i] );
        glWidget[i]->_osgWin->addPort( vp );
        glWidget[i]->_osgWin->init();
        
        if ( i == 0 )
        {         
            a->setMainWidget( glWidget[0] );
        }

        glWidget[i]->show();
    }
    
    for (i = 0; i < NUM_THREADS; i++)
    {     
        drawThread[i] = 
            dynamic_cast<Thread *>(gThreadManager->getThread(NULL));

        if ( drawThread[i] != NULL )
        {      
            drawThreadID[i] = i;
            drawThread[i]->runFunction( drawThreadProc, 0, (void *) &(drawThreadID[i]) );
        }
    }

    drawBarrier = gThreadManager->getBarrier( "drawBarrier" );

//    glWidget[0]->paintGL();
    
    retVal = a->exec();    // execute QT main loop
    
    // stop th ethreads
    for ( i=0; i<NUM_THREADS; i++ )
        glWidget[i]->_stop = true;

    drawBarrier->enter( NUM_THREADS + 1 );

    for ( i=0; i<NUM_THREADS; i++ )
        Thread::join( drawThread[i] );

    return (retVal);
}
예제 #13
0
int main (int argc, char **argv)
{
    osgInit(argc,argv);

    FieldContainerPtr pProto = Geometry::getClassType().getPrototype();

    GeometryPtr pGeoProto = GeometryPtr::dcast(pProto);

    if(pGeoProto != NullFC)
    {
        pGeoProto->setDlistCache(false);
    }

    // GLUT init

    glutInit(&argc, argv);
    glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_STENCIL);
    int winid = glutCreateWindow("OpenSG");
    glutKeyboardFunc(key);
    glutVisibilityFunc(vis);
    glutReshapeFunc(reshape);
    glutDisplayFunc(display);       
    glutMouseFunc(mouse);   
    glutMotionFunc(motion); 
    
    glutIdleFunc(display);  

    // glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
    
    glEnable( GL_DEPTH_TEST );
    glEnable( GL_LIGHTING );
//    glEnable( GL_LIGHT0 );
    glEnable(GL_NORMALIZE);

    // OSG

    SceneFileHandler::the().print();

    // create the graph

    // beacon for camera and light  
    NodePtr b1n = Node::create();
    GroupPtr b1 = Group::create();
    beginEditCP(b1n);
    b1n->setCore( b1 );
    endEditCP(b1n);

    // transformation
    NodePtr t1n = Node::create();
    TransformPtr t1 = Transform::create();
    beginEditCP(t1n);
    t1n->setCore( t1 );
    t1n->addChild( b1n );
    endEditCP(t1n);

    cam_trans = t1;

    // light
    
//#define OSG_HLIGHT

    NodePtr dlight = Node::create();
#ifdef OSG_HLIGHT
    DirectionalLightPtr dl = DirectionalLight::create();
#else
    GroupPtr dl = Group::create();
#endif

    beginEditCP(dlight);
    dlight->setCore( dl );
    endEditCP(dlight);
    
#ifdef OSG_HLIGHT
    beginEditCP(dl);
    dl->setAmbient( .2, .2, .2, 1 );
    dl->setDiffuse( .8, .8, .8, 1 );
    dl->setDirection(0,0,1);
    dl->setBeacon( b1n);
    endEditCP(dl);
#endif

    // root
    root = Node::create();
    GroupPtr gr1 = Group::create();
    beginEditCP(root);
    root->setCore( gr1 );
    root->addChild( t1n );
    root->addChild( dlight );
    endEditCP(root);

    // Load the file

    NodePtr file = NullFC;
    
/*
    if ( argc > 1 )
        file = SceneFileHandler::the().read(argv[1]);
    
    if ( file == NullFC )
    {
        cerr << "Couldn't load file, ignoring" << endl;
        file = makeTorus( .5, 2, 16, 16 );
    }
*/

    VRMLLoader *pFile = new VRMLLoader;

    pFile->scanFile(argv[1], 0);

    VRMLToOSGAction                      aVRMLToOSG;

    FieldContainerPtr           pFC         = NullFC;
    VRMLBindings::NodeBinderPtr pNodeBinder = NULL;

    fprintf(stderr, "Resnode %p\n", pFile->getFileTree());
    
    aVRMLToOSG.setNameNodeMap(pFile->getNameNodeMap());
    aVRMLToOSG.setDataTransferMode(VRMLToOSGAction::SwapData);
    aVRMLToOSG.apply(pFile->getFileTree());

/*    
    pNodeBinder = (pFile->getFileTree())->getBinder();
    
    if(pNodeBinder != NULL)
    {
        pFC = pNodeBinder->getFCPtr();  
        
        if(pFC != NullFC)
        {
            file = NodePtr::dcast(pFC);
        }
        else
        {
            fprintf(stderr, "FCPtr NULL\n");
        }
    }
    else
    {
        fprintf(stderr, "Binder NULL\n");
    }
    */

    file = aVRMLToOSG.getRoot();

    if(file == NullFC)
        return 0;
 
    file->updateVolume();

    Vec3f min,max;
    file->getVolume().getBounds( min, max );
    
    cout << "Volume: from " << min << " to " << max << endl;

    beginEditCP(dlight);
    dlight->addChild( file );
    endEditCP(dlight);

    cerr << "Tree: " << endl;
//  root->dump();

    // Camera
    
    cam = PerspectiveCamera::create();
    cam->setBeacon( b1n );
    cam->setFov( deg2rad( 90 ) );
    cam->setNear( 0.1 );
    cam->setFar( 10000 );

    // Background
    SolidBackgroundPtr bkgnd = SolidBackground::create();

    // Viewport

    vp = Viewport::create();
    vp->setCamera( cam );
    vp->setBackground( bkgnd );
    vp->setRoot( root );
    vp->setSize( 0,0, 1,1 );

    // Window
    cout << "GLUT winid: " << winid << endl;

    GLUTWindowPtr gwin;

    GLint glvp[4];
    glGetIntegerv( GL_VIEWPORT, glvp );

    gwin = GLUTWindow::create();
    gwin->setId(winid);
    gwin->setSize( glvp[2], glvp[3] );

    win = gwin;

    win->addPort( vp );

    win->init();

    // Action
    
    ract = DrawAction::create();

    // tball

    Vec3f pos(min[0] + ((max[0] - min[0]) * 0.5), 
              min[1] + ((max[1] - min[1]) * 0.5), 
              max[2] + ( max[2] - min[2] ) * 1.5 );

    float scale = (max[2] - min[2] + max[1] - min[1] + max[0] - min[0]) / 6;

    Pnt3f tCenter(min[0] + (max[0] - min[0]) / 2,
                  min[1] + (max[1] - min[1]) / 2,
                  min[2] + (max[2] - min[2]) / 2);

    tball.setMode( Trackball::OSGObject );
    tball.setStartPosition( pos, true );
    tball.setSum( true );
    tball.setTranslationMode( Trackball::OSGFree );
    tball.setTranslationScale(scale);
    tball.setRotationCenter(tCenter);
    // run...

#ifdef PAR_SCHEDULER
    Thread::getCurrent()->getChangeList()->applyTo(1);

    VSC::VSCScheduler::the()->run();
#endif
    
    glutMainLoop();
    
    return 0;
}
예제 #14
0
int main (int argc, char **argv)
{
    osgInit(argc,argv);

    // GLUT init

    glutInit(&argc, argv);
    glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
    int winid = glutCreateWindow("OpenSG");
    glutKeyboardFunc(key);
    glutVisibilityFunc(vis);
    glutReshapeFunc(reshape);
    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);

    glutIdleFunc(display);

    // glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );

    glEnable( GL_DEPTH_TEST );
    glEnable( GL_LIGHTING );
    glEnable( GL_LIGHT0 );

    // OSG

    SceneFileHandler::the().print();

    // create the graph

    // beacon for camera and light
    NodePtr b1n = Node::create();
    GroupPtr b1 = Group::create();
    beginEditCP(b1n);
    b1n->setCore( b1 );
    endEditCP(b1n);

    // transformation
    NodePtr t1n = Node::create();
    TransformPtr t1 = Transform::create();
    beginEditCP(t1n);
    t1n->setCore( t1 );
    t1n->addChild( b1n );
    endEditCP(t1n);

    cam_trans = t1;

    // light

    NodePtr dlight = Node::create();
    DirectionalLightPtr dl = DirectionalLight::create();

    beginEditCP(dlight);
    dlight->setCore( dl );
    endEditCP(dlight);

    beginEditCP(dl);
    dl->setAmbient( .3, .3, .3, 1 );
    dl->setDiffuse( 1, 1, 1, 1 );
    dl->setDirection(0,0,1);
    dl->setBeacon( b1n);
    endEditCP(dl);

    // root
    root = Node::create();
    GroupPtr gr1 = Group::create();
    beginEditCP(root);
    root->setCore( gr1 );
    root->addChild( t1n );
    root->addChild( dlight );
    endEditCP(root);

    // Load the file

    NodePtr file = NullFC;
    NodePtr file1 = NullFC;

    if ( argc > 1 )
        file1 = SceneFileHandler::the().read(argv[1]);

    if ( file1 == NullFC )
    {
        std::cerr << "Couldn't load file, ignoring" << std::endl;
        file1 = makeTorus( .5, 2, 16, 16 );
    }

    file1->updateVolume();

//    file->dump();

//    subRefCP(file);

//    return 0;


    Vec3f min,max;
    file1->getVolume().getBounds( min, max );

    std::cout << "Volume: from " << min << " to " << max << std::endl;


    file = Node::create();
    MaterialGroupPtr testMat = MaterialGroup::create();

    SimpleMaterialPtr defaultMaterial = SimpleMaterial::create();

    beginEditCP(defaultMaterial);
    defaultMaterial->setDiffuse(Color3f(1,.0,.0));
    defaultMaterial->setAmbient(Color3f(0.1,0.1,0.1));
    defaultMaterial->setSpecular(Color3f(1,1,1));
    defaultMaterial->setShininess(20);
    endEditCP  (defaultMaterial);


    testMat->setMaterial(defaultMaterial);

    beginEditCP(file);
    {
//        file->setCore(testMat);
        file->setCore(Group::create());
        file->addChild(file1);
    }
    endEditCP  (file);

    scene_trans      = Transform::create();
    NodePtr sceneTrN = Node::create();

    beginEditCP(sceneTrN);
    {
        sceneTrN->setCore(scene_trans);
        sceneTrN->addChild(file);
        sceneTrN->addChild(makeTorus( .5, 2, 16, 16 ));
    }
    endEditCP(sceneTrN);

    beginEditCP(dlight);
    dlight->addChild(sceneTrN);
    endEditCP(dlight);

    std::cerr << "Tree: " << std::endl;
//  root->dump();

    // Camera

    cam = PerspectiveCamera::create();
    cam->setBeacon( b1n );
    cam->setFov( deg2rad( 90 ) );
    cam->setNear( 0.1 );
    cam->setFar( 100000 );

    // Background
    SolidBackgroundPtr bkgnd = SolidBackground::create();
    beginEditCP(bkgnd, SolidBackground::ColorFieldMask);
    bkgnd->setColor(Color3f(1,1,1));
    endEditCP(bkgnd, SolidBackground::ColorFieldMask);

    // Viewport

    vp = Viewport::create();
    vp->setCamera( cam );
    vp->setBackground( bkgnd );
    vp->setRoot( root );
    vp->setSize( 0,0, 1,1 );

    // Window
    std::cout << "GLUT winid: " << winid << std::endl;

    GLUTWindowPtr gwin;

    GLint glvp[4];
    glGetIntegerv( GL_VIEWPORT, glvp );

    gwin = GLUTWindow::create();
    gwin->setId(winid);
    gwin->setSize( glvp[2], glvp[3] );

    win = gwin;

    win->addPort( vp );

    win->init();

    // Action

    ract = DrawAction::create();
    renact = RenderAction::create();

    // tball

    Vec3f pos;
    pos.setValues(min[0] + ((max[0] - min[0]) * 0.5),
                  min[1] + ((max[1] - min[1]) * 0.5),
                  max[2] + ( max[2] - min[2] ) * 1.5 );

    float scale = (max[2] - min[2] + max[1] - min[1] + max[0] - min[0]) / 6;

    Pnt3f tCenter(min[0] + (max[0] - min[0]) / 2,
                  min[1] + (max[1] - min[1]) / 2,
                  min[2] + (max[2] - min[2]) / 2);

    tball.setMode( Trackball::OSGObject );
    tball.setStartPosition( pos, true );
    tball.setSum( true );
    tball.setTranslationMode( Trackball::OSGFree );
    tball.setTranslationScale(scale);
    tball.setRotationCenter(tCenter);

    // run...

    glutMainLoop();

    return 0;
}
예제 #15
0
void key(unsigned char key, int x, int y)
{
    switch ( key )
    {
    case 27:
        osgExit();
        exit(0);
    case 'a':
        glDisable( GL_LIGHTING );
        std::cerr << "Lighting disabled." << std::endl;
        break;
    case 's':
        glEnable( GL_LIGHTING );
        std::cerr << "Lighting enabled." << std::endl;
        break;
    case 'z':
        glPolygonMode( GL_FRONT_AND_BACK, GL_POINT);
        std::cerr << "PolygonMode: Point." << std::endl;
        break;
    case 'x':
        glPolygonMode( GL_FRONT_AND_BACK, GL_LINE);
        std::cerr << "PolygonMode: Line." << std::endl;
        break;
    case 'c':
        glPolygonMode( GL_FRONT_AND_BACK, GL_FILL);
        std::cerr << "PolygonMode: Fill." << std::endl;
        break;
    case 'r':
    {
        std::cerr << "Sending ray through " << x << "," << y << std::endl;
        Line l;
        cam->calcViewRay( l, x, y, *vp );
        std::cerr << "From " << l.getPosition() << ", dir "
                  << l.getDirection()
                  << std::endl;
    }
    break;

    case ' ':
    {
        Matrix     m;
        Quaternion q;
        Vec3f      v;

        q = oldq;
        v = oldv;

        oldq = tball.getRotation();
        oldv = tball.getPosition();

        move_obj = ! move_obj;
        if ( move_obj )
        {
            puts("moving object");
//                m = scene_trans->getSFMatrix()->getValue();
            tball.setMode( OSG::Trackball::OSGCamera );

        }
        else
        {
            puts("moving camera");
//                m = cam_trans->getSFMatrix()->getValue();
            tball.setMode( OSG::Trackball::OSGObject );
        }

//            q.setValue(m);
        tball.setStartPosition( v, true );
        tball.setStartRotation( q, true );

//            std::cout << q << std::endl;
//            std::cout << v << std::endl;

//            std::cout << " " << m[3][0] << " " << m[3][1] << " " << m[3][2] << std::endl;

    }
    break;
    }
}
예제 #16
0
int main (int argc, char **argv)
{
  osgInit( argc, argv );
  
  glutInit( &argc, argv );
  glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
  int winID = glutCreateWindow("OpenSG");
  
  glutKeyboardFunc(key);
  glutVisibilityFunc(vis);
  glutReshapeFunc(resize);
  glutDisplayFunc(display);       
  glutMouseFunc(mouse);   
  glutMotionFunc(motion); 
  
  glutIdleFunc(display);
  
  glEnable( GL_DEPTH_TEST );
  glEnable( GL_LIGHTING );
  glEnable( GL_LIGHT0 );
  glClearColor( .1, .6, .2, 1 );
  //glCullFace( GL_BACK );
  //glEnable( GL_CULL_FACE );

  //BEACON
  NodePtr beaconNode = Node::create();
  GroupPtr beaconCore = Group::create();
  beginEditCP( beaconNode );
  beaconNode->setCore( beaconCore );
  endEditCP( beaconNode );

  //TRANSFORM
  NodePtr transNode = Node::create();
  TransformPtr transCore = Transform::create();
  beginEditCP( transNode );
  transNode->setCore( transCore );
  transNode->addChild( beaconNode );
  endEditCP( transNode );
  cam_trans = transCore;
  
  //OBJECT0: Plane
  objects[0] = makeBox( 3,3,2, 2,2,1 );
  calcFaceNormals( GeometryPtr::dcast(objects[0]->getCore()) );
  normals[0] = calcFaceNormalsGeo( GeometryPtr::dcast(objects[0]->getCore()), 0.5 );
  
  //OBJECT1: Sphere
  objects[1] = makeSphere( 2, 2 );
  calcFaceNormals( GeometryPtr::dcast(objects[1]->getCore()) );
  normals[1] = calcFaceNormalsGeo( GeometryPtr::dcast(objects[1]->getCore()), 0.5 );
  
  //OBJECT2: Cone
  objects[2] = makeConicalFrustum( 1.5, 0.75, 2, 8, true, true, true );
  calcFaceNormals( GeometryPtr::dcast(objects[2]->getCore()) );
  normals[2] = calcFaceNormalsGeo( GeometryPtr::dcast(objects[2]->getCore()), 0.5 );
    
  //OBJECT3: Custom Single Indexed Geometry
  objects[3] = Node::create();
  GeometryPtr obj3Core= Geometry::create();
  GeoIndicesUI32Ptr obj3Index = GeoIndicesUI32::create();
  GeoPositions3f::PtrType obj3Pnts = GeoPositions3f::create();
  GeoColors3f::PtrType obj3Colors = GeoColors3f::create();
  GeoPTypesPtr obj3Types = GeoPTypesUI8::create();
  GeoPLengthsPtr obj3Lengths = GeoPLengthsUI32::create();
 
  beginEditCP( obj3Pnts );
  obj3Pnts->addValue( Pnt3f(0, 0,0) );
  obj3Pnts->addValue( Pnt3f(1,-1,0) );
  obj3Pnts->addValue( Pnt3f(1, 1,0) );
  
  obj3Pnts->addValue( Pnt3f(1, 1,0) );
  obj3Pnts->addValue( Pnt3f(1,-1,0) );
  obj3Pnts->addValue( Pnt3f(3,-1.3,0) );
  obj3Pnts->addValue( Pnt3f(3, 1.3,0) );
  
  obj3Pnts->addValue( Pnt3f(3, 1.3,0) );
  obj3Pnts->addValue( Pnt3f(3,-1.3,0) );
  obj3Pnts->addValue( Pnt3f(4, 0,0) );
  endEditCP( obj3Pnts );
  
  beginEditCP( obj3Types );
  //obj3Types->addValue( GL_TRIANGLES );
  //obj3Types->addValue( GL_QUADS );
  //obj3Types->addValue( GL_TRIANGLES );
  obj3Types->addValue( GL_POLYGON );
  endEditCP( obj3Types );
  
  beginEditCP( obj3Lengths );
  //obj3Lengths->addValue( 3 );
  //obj3Lengths->addValue( 4 );
  //obj3Lengths->addValue( 3 );
  
  obj3Lengths->addValue( 6 );
  endEditCP( obj3Lengths );
   
  beginEditCP( obj3Colors );
  for( UInt32 i=0; i<obj3Pnts->getSize(); ++i )
  {
      obj3Colors->addValue( Color3f(.7,.7,.7) );
  }
  endEditCP( obj3Colors );
  
  beginEditCP( obj3Index );
  //for( UInt32 i=0; i<obj3Pnts->getSize(); ++i )
  //{
  // obj3Index->addValue( i );
  //}
  obj3Index->addValue( 0 );
  obj3Index->addValue( 1 );
  obj3Index->addValue( 5 );
  obj3Index->addValue( 9 );
  obj3Index->addValue( 6 );
  obj3Index->addValue( 2 );
  endEditCP( obj3Index );
  
  beginEditCP( obj3Core );
  obj3Core->setIndices( obj3Index );
  obj3Core->setPositions( obj3Pnts );
  obj3Core->setTypes( obj3Types );
  obj3Core->setLengths( obj3Lengths );
  obj3Core->setColors( obj3Colors );
  endEditCP( obj3Core );
  
  beginEditCP( objects[3] );
  objects[3]->setCore( obj3Core );
  endEditCP( objects[3] );
  calcFaceNormals( GeometryPtr::dcast(objects[3]->getCore()) );
  normals[3] = calcFaceNormalsGeo( GeometryPtr::dcast(objects[3]->getCore()), 0.5 );
    
  //ROOT
  root = Node::create();
  GroupPtr rootCore = Group::create();
  beginEditCP(root);
  root->setCore(rootCore);
  root->addChild(transNode);
  root->addChild(objects[0]);
  root->addChild(normals[0]);
  activeObj = root->findChild( objects[0] );
  activeNorm = root->findChild( normals[0] );
  endEditCP(root);
  
  camera = PerspectiveCamera::create();
  camera->setBeacon( beaconNode );
  camera->setFov( 90 );
  camera->setNear( 0.1 );
  camera->setFar( 10000 );
  
  SolidBackgroundPtr background = SolidBackground::create();
  
  viewp = Viewport::create();
  viewp->setCamera( camera );
  viewp->setBackground( background );
  viewp->setRoot( root );
  viewp->setSize( 0,0, 1,1 );
  
  GLint glVP[4];
  glGetIntegerv( GL_VIEWPORT, glVP );
  
  GLUTWindowPtr gwin = GLUTWindow::create();
  gwin->setId(winID);
  gwin->setSize(glVP[2], glVP[3]);
  
  window = gwin;
  window->addPort( viewp );
  window->init();
  
  drAct = DrawAction::create();
  
  Vec3f pos( 0, 0, 3 );
  tball.setMode( Trackball::OSGObject );
  tball.setStartPosition( pos, true );
  tball.setSum( true );
  tball.setTranslationMode( Trackball::OSGFree );
  
  glutMainLoop();
  return 0;
}