int main(int argc, char **argv) { // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //Shader Material BlendChunkUnrecPtr ExampleBlendChunk = BlendChunk::create(); ExampleBlendChunk->setSrcFactor(GL_SRC_ALPHA); ExampleBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); //Material Chunk MaterialChunkUnrecPtr ShaderMaterialChunk = MaterialChunk::create(); ShaderMaterialChunk->setAmbient(Color4f(0.4f,0.4f,0.4f,1.0f)); ShaderMaterialChunk->setDiffuse(Color4f(0.7f,0.7f,0.7f,1.0f)); ShaderMaterialChunk->setSpecular(Color4f(1.0f,1.0f,1.0f,1.0f)); //Shader Chunk SimpleSHLChunkUnrecPtr TheSHLChunk = SimpleSHLChunk::create(); TheSHLChunk->setVertexProgram(createSHLVertexProg()); TheSHLChunk->setFragmentProgram(createSHLFragProg()); //Color Parameter ShaderVariableVec4fUnrecPtr Color1Parameter = ShaderVariableVec4f::create(); Color1Parameter->setName("Color1"); Color1Parameter->setValue(Vec4f(0.0f,1.0f,0.0f,1.0f)); ShaderVariableVec4fUnrecPtr Color2Parameter = ShaderVariableVec4f::create(); Color2Parameter->setName("Color2"); Color2Parameter->setValue(Vec4f(1.0f,1.0f,1.0f,1.0f)); //Shader Parameter Chunk SHLParameterChunkUnrecPtr SHLParameters = SHLParameterChunk::create(); SHLParameters->getParameters().push_back(Color1Parameter); SHLParameters->getParameters().push_back(Color2Parameter); SHLParameters->setSHLChunk(TheSHLChunk); ChunkMaterialUnrecPtr ShaderMaterial = ChunkMaterial::create(); ShaderMaterial->addChunk(ShaderMaterialChunk); ShaderMaterial->addChunk(TheSHLChunk); ShaderMaterial->addChunk(SHLParameters); //Torus Node GeometryUnrecPtr TorusGeometry = makeTorusGeo(5.0f,20.0f, 32,32); TorusGeometry->setMaterial(ShaderMaterial); NodeUnrecPtr TorusNode = Node::create(); TorusNode->setCore(TorusGeometry); // Make Main Scene Node NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(TorusNode); mgr->setRoot(scene); // Show the whole Scene mgr->showAll(); //Create the Animations initAnimations(Color1Parameter, "value"); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "04ShaderAnimation"); //Main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
int main(int argc, char **argv) { osgInit(argc,argv); // GLUT init glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); 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; scene = Node::create(); // create the material // Pass 1: Simple red, shiny, depth-tested DepthChunkPtr cl1 = DepthChunk::create(); beginEditCP(cl1); cl1->setEnable(true); cl1->setFunc(GL_LEQUAL); endEditCP(cl1); SimpleMaterialPtr mat = SimpleMaterial::create(); beginEditCP(mat); mat->setDiffuse(Color3f(1,0,0)); mat->setSpecular(Color3f(.9,.9,.9)); mat->setShininess(30); mat->setLit(true); mat->addChunk(cl1); endEditCP(mat); // Pass 2: Green unlit, without depth testing DepthChunkPtr cl2 = DepthChunk::create(); beginEditCP(cl2); cl2->setEnable(false); endEditCP(cl2); SimpleMaterialPtr mat2 = SimpleMaterial::create(); beginEditCP(mat2); mat2->setDiffuse(Color3f(0,1,0)); mat2->setLit(false); mat2->setTransparency(.8); mat2->addChunk(cl2); endEditCP(mat2); // Bring them together MultiPassMaterialPtr mpm = MultiPassMaterial::create(); beginEditCP(mpm); mpm->editMFMaterials()->push_back(mat); mpm->editMFMaterials()->push_back(mat2); endEditCP(mpm); GeometryPtr g1 = makeTorusGeo(0.2, 2, 8, 16); beginEditCP(scene); scene->setCore(g1); endEditCP(scene); beginEditCP(g1); g1->setMaterial(mpm); endEditCP(g1); // 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); // show the whole scene mgr->showAll(); mgr->redraw(); // GLUT main loop glutMainLoop(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { TheLuaManager->init(); // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); // Create the SimpleSceneManager helper SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Setup the Lua Manager BoostPath ModulePath("./Data/"); std::string PackagePath = std::string("?;") + (ModulePath / "?.lua" ).file_string() + ";" + (ModulePath / "?" / "init.lua").file_string(); TheLuaManager->setPackagePath(PackagePath); // Make Torus Node (creates Torus in background of scene) GeometryRefPtr TorusGeometry = makeTorusGeo(.5, 2, 16, 16); setName(TorusGeometry,"Torus Geometry"); //calcVertexTangents(TorusGeometry,0,Geometry::TexCoords7FieldId, Geometry::TexCoords6FieldId); NodeRefPtr TorusGeometryNode = Node::create(); setName(TorusGeometryNode,"Torus Geometry Node"); TorusGeometryNode->setCore(TorusGeometry); //Torus Transformation Node TransformRefPtr TheTorusNodeTransform = Transform::create(); NodeRefPtr TheTorusTransfromNode = Node::create(); TheTorusTransfromNode->setCore(TheTorusNodeTransform); TheTorusTransfromNode->addChild(TorusGeometryNode); setName(TheTorusTransfromNode,"Torus Transform Node"); // Make Main Scene Node and add the Torus NodeRefPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(TheTorusTransfromNode); setName(scene,"Scene Node"); //Light Beacon Node TransformRefPtr TheLightBeaconNodeTransform = Transform::create(); NodeRefPtr TheLightBeaconNode = Node::create(); TheLightBeaconNode->setCore(TheLightBeaconNodeTransform); setName(TheLightBeaconNode,"Light Beacon Node"); //Light Node DirectionalLightRefPtr TheLightCore = DirectionalLight::create(); TheLightCore->setDirection(Vec3f(1.0,0.0,0.0)); TheLightCore->setAmbient(Color4f(1.0,1.0,1.0,1.0)); TheLightCore->setDiffuse(Color4f(1.0,1.0,1.0,1.0)); TheLightCore->setSpecular(Color4f(1.0,1.0,1.0,1.0)); TheLightCore->setBeacon(TheLightBeaconNode); NodeRefPtr TheLightNode = Node::create(); TheLightNode->setCore(TheLightCore); TheLightNode->addChild(scene); setName(TheLightNode,"Light Node"); NodeRefPtr RootNode = Node::create(); RootNode->setCore(Group::create()); RootNode->addChild(TheLightNode); RootNode->addChild(TheLightBeaconNode); setName(RootNode,"Root Node"); // Create the Graphics GraphicsRefPtr TutorialGraphics = Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); //Create the Main interface LuaDebuggerInterface TheLuaDebuggerInterface; // Create The Main InternalWindow // Create Background to be used with the Main InternalWindow ColorLayerRefPtr MainInternalWindowBackground = ColorLayer::create(); MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5)); BorderLayoutRefPtr MainInternalWindowLayout = BorderLayout::create(); //Split Panel BorderLayoutConstraintsRefPtr SplitPanelConstraints = BorderLayoutConstraints::create(); SplitPanelConstraints->setRegion(BorderLayoutConstraints::BORDER_CENTER); TheLuaDebuggerInterface.getMainSplitPanel()->setConstraints(SplitPanelConstraints); BorderLayoutConstraintsRefPtr ButtonPanelConstraints = BorderLayoutConstraints::create(); ButtonPanelConstraints->setRegion(BorderLayoutConstraints::BORDER_NORTH); TheLuaDebuggerInterface.getButtonPanel()->setConstraints(ButtonPanelConstraints); BorderLayoutConstraintsRefPtr CodeAreaInfoPanelConstraints = BorderLayoutConstraints::create(); CodeAreaInfoPanelConstraints->setRegion(BorderLayoutConstraints::BORDER_SOUTH); TheLuaDebuggerInterface.getCodeAreaInfoPanel()->setConstraints(CodeAreaInfoPanelConstraints); InternalWindowRefPtr MainInternalWindow = InternalWindow::create(); MainInternalWindow->pushToChildren(TheLuaDebuggerInterface.getButtonPanel()); MainInternalWindow->pushToChildren(TheLuaDebuggerInterface.getMainSplitPanel()); MainInternalWindow->pushToChildren(TheLuaDebuggerInterface.getCodeAreaInfoPanel()); MainInternalWindow->setLayout(MainInternalWindowLayout); MainInternalWindow->setBackgrounds(MainInternalWindowBackground); MainInternalWindow->setTitle("Lua Debugger"); setName(MainInternalWindow,"Internal Window"); // Create the Drawing Surface UIDrawingSurfaceRefPtr TutorialDrawingSurface = UIDrawingSurface::create(); TutorialDrawingSurface->setGraphics(TutorialGraphics); TutorialDrawingSurface->setEventProducer(TutorialWindow); TutorialDrawingSurface->openWindow(MainInternalWindow); // Create the UI Foreground Object UIForegroundRefPtr TutorialUIForeground = UIForeground::create(); TutorialUIForeground->setDrawingSurface(TutorialDrawingSurface); //Scene Background GradientBackgroundRefPtr SceneBackground = GradientBackground::create(); SceneBackground->addLine(Color3f(0.0,0.0,0.0),0.0); setName(SceneBackground,"Scene Background"); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); sceneManager.setRoot(RootNode); //sceneManager.setHeadlight(false); // Add the UI Foreground Object to the Scene ViewportRefPtr TutorialViewport = sceneManager.getWindow()->getPort(0); TutorialViewport->addForeground(TutorialUIForeground); TutorialViewport->setBackground(SceneBackground); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1, &TheLuaDebuggerInterface)); // Show the whole Scene sceneManager.showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "03LuaDebugger"); MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setPreferredSize(WinSize * 0.85); //Enter main Loop TutorialWindow->mainLoop(); TheLuaManager->uninit(); } osgExit(); return 0; }
// Initialize OpenSG and set up the scene int main(int argc, char **argv) { //Set the number of aspects ThreadManager::setNumAspects(2); ChangeList::setReadWriteDefault(true); // OSG init osgInit(argc,argv); { // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->setUseCallbackForDraw(true); TutorialWindow->setUseCallbackForReshape(true); //Initialize Window TutorialWindow->initWindow(); // Create the SimpleSceneManager helper SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseMoved(boost::bind(mouseMoved, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); //Torus Material MaterialRecPtr TheTorusMaterial = SimpleMaterial::create(); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setAmbient(Color3f(0.2,0.2,0.2)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setDiffuse(Color3f(0.7,0.7,0.7)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setSpecular(Color3f(0.7,0.7,0.7)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setShininess(100.0f); //Torus Geometry GeometryRecPtr TorusGeometry = makeTorusGeo(.5, 2, 32, 32); TorusGeometry->setMaterial(TheTorusMaterial); NodeRecPtr TorusGeometryNode = Node::create(); TorusGeometryNode->setCore(TorusGeometry); //Make Torus Node NodeRecPtr TorusNode = Node::create(); TransformRecPtr TorusNodeTrans = Transform::create(); setName(TorusNodeTrans, std::string("TorusNodeTransformationCore")); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeRecPtr scene = Node::create(); ComponentTransformRecPtr Trans = ComponentTransform::create(); setName(Trans, std::string("MainTransformationCore")); scene->setCore(Trans); scene->addChild(TorusNode); AnimationRecPtr TheAnimation = setupAnimation(TorusNodeTrans, TutorialWindow); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, TheAnimation.get(), TutorialWindow.get())); TheAnimation->connectAnimationStarted(boost::bind(animationStarted, _1)); TheAnimation->connectAnimationStopped(boost::bind(animationStopped, _1)); TheAnimation->connectAnimationPaused(boost::bind(animationPaused, _1)); TheAnimation->connectAnimationUnpaused(boost::bind(animationUnpaused, _1)); TheAnimation->connectAnimationEnded(boost::bind(animationEnded, _1)); TheAnimation->connectAnimationCycled(boost::bind(animationCycled, _1)); commitChanges(); // tell the manager what to manage sceneManager.setRoot (scene); // show the whole scene sceneManager.showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "OpenSG 01Animation Window"); // store a pointer to the application thread ApplicationThread = dynamic_cast<OSG::Thread *>(OSG::ThreadManager::getAppThread()); //create the thread that will run generation of new matrices RenderThread = OSG::dynamic_pointer_cast<OSG::Thread>( OSG::ThreadManager::the()->getThread("render", true)); //Start the render thread on aspect 1 RenderThread->runFunction(draw, 1, static_cast<void *>(&sceneManager)); //Enter main Loop TutorialWindow->mainLoop(); //Stop the render thread RenderThread->terminate(); } osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); getDefaultVideoManager()->init(argc, argv); TheVideo = getDefaultVideoManager()->createVideoWrapper(); TutorialVideoListener TheVideoListener; TheVideo->addVideoListener(&TheVideoListener); //TheVideo->open(Path("./Data/ExampleVideo.avi")); TheVideo->open(Path("./Data/ExampleVideo.avi")); TheVideo->pause(); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG GLUTWindowPtr gwin= GLUTWindow::create(); gwin->setId(winid); gwin->init(); // create the scene TheVideo->updateImage(); Real32 AspectRatio(static_cast<Real32>(TheVideo->getImage()->getWidth())/static_cast<Real32>(TheVideo->getImage()->getHeight())); MaterialPtr VideoMaterial = createVideoMaterial(); //Plane Geometry GeometryPtr PlaneGeometry = makePlaneGeo(10.0*AspectRatio,10.0,10,10); beginEditCP(PlaneGeometry, Geometry::MaterialFieldMask); PlaneGeometry->setMaterial(VideoMaterial); endEditCP(PlaneGeometry, Geometry::MaterialFieldMask); NodePtr PlaneGeometryNode = Node::create(); beginEditCP(PlaneGeometryNode, Node::CoreFieldMask); PlaneGeometryNode->setCore(PlaneGeometry); endEditCP(PlaneGeometryNode, Node::CoreFieldMask); //Box Geometry GeometryPtr BoxGeometry = makeBoxGeo(10.0*AspectRatio,10.0,10.0,2,2,2); beginEditCP(BoxGeometry, Geometry::MaterialFieldMask); BoxGeometry->setMaterial(VideoMaterial); endEditCP(BoxGeometry, Geometry::MaterialFieldMask); NodePtr BoxGeometryNode = Node::create(); beginEditCP(BoxGeometryNode, Node::CoreFieldMask); BoxGeometryNode->setCore(BoxGeometry); endEditCP(BoxGeometryNode, Node::CoreFieldMask); //Sphere Geometry GeometryPtr SphereGeometry = makeSphereGeo(2,5.0); beginEditCP(SphereGeometry, Geometry::MaterialFieldMask); SphereGeometry->setMaterial(VideoMaterial); endEditCP(SphereGeometry, Geometry::MaterialFieldMask); NodePtr SphereGeometryNode = Node::create(); beginEditCP(SphereGeometryNode, Node::CoreFieldMask); SphereGeometryNode->setCore(SphereGeometry); endEditCP(SphereGeometryNode, Node::CoreFieldMask); //Torus Geometry GeometryPtr TorusGeometry = makeTorusGeo(2.0,5.0,32,32); beginEditCP(TorusGeometry, Geometry::MaterialFieldMask); TorusGeometry->setMaterial(VideoMaterial); endEditCP(TorusGeometry, Geometry::MaterialFieldMask); NodePtr TorusGeometryNode = Node::create(); beginEditCP(TorusGeometryNode, Node::CoreFieldMask); TorusGeometryNode->setCore(TorusGeometry); endEditCP(TorusGeometryNode, Node::CoreFieldMask); //Switch Node GeometryNodeSwitch = Switch::create(); beginEditCP(GeometryNodeSwitch, Switch::ChoiceFieldMask); GeometryNodeSwitch->setChoice(0); endEditCP(GeometryNodeSwitch, Switch::ChoiceFieldMask); SwitchNode = Node::create(); beginEditCP(SwitchNode, Node::CoreFieldMask | Node::ChildrenFieldMask); SwitchNode->setCore(GeometryNodeSwitch); SwitchNode->addChild(PlaneGeometryNode); SwitchNode->addChild(BoxGeometryNode); SwitchNode->addChild(SphereGeometryNode); SwitchNode->addChild(TorusGeometryNode); endEditCP(SwitchNode, Node::CoreFieldMask | Node::ChildrenFieldMask); NodePtr scene = Node::create(); trans = Transform::create(); beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask); { scene->setCore(trans); scene->addChild(SwitchNode); } endEditCP (scene, Node::CoreFieldMask | Node::ChildrenFieldMask); // To check OpenGL extensions, the Window needs to have run through // frameInit at least once. This automatically happens when rendering, // but we don't don't to wait for that here. gwin->activate(); gwin->frameInit(); // Now we can check for OpenGL extensions hasNPOT = gwin->hasExtension("GL_ARB_texture_rectangle"); // Print what we've got SLOG << "Got " << (isPOT?"":"non-") << "power-of-two images and " << (hasNPOT?"can":"cannot") << " use NPOT textures, changing " << (changeOnlyPart?"part":"all") << " of the screen" << endLog; // create the SimpleSceneManager helper mgr = new SimpleSceneManager; // tell the manager what to manage mgr->setWindow(gwin ); mgr->setRoot (scene); mgr->setStatistics(true); // show the whole scene mgr->showAll(); //Start playing video TheVideo->play(); // GLUT main loop glutMainLoop(); //DeInit TheVideo->stop(); TheVideo->close(); getDefaultVideoManager()->exit(); osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); //Initialize Window TutorialWindow->initWindow(); SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); //Torus Material SimpleMaterialUnrecPtr TheTorusMaterial = SimpleMaterial::create(); TheTorusMaterial->setAmbient(Color3f(0.3,0.3,0.3)); TheTorusMaterial->setDiffuse(Color3f(0.7,0.7,0.7)); TheTorusMaterial->setSpecular(Color3f(1.0,1.0,1.0)); TheTorusMaterial->setShininess(20.0); //Torus Geometry GeometryUnrecPtr TorusGeometry = makeTorusGeo(.5, 2, 32, 32); TorusGeometry->setMaterial(TheTorusMaterial); NodeUnrecPtr TorusGeometryNode = Node::create(); TorusGeometryNode->setCore(TorusGeometry); //Make Torus Node NodeUnrecPtr TorusNode = Node::create(); TransformUnrecPtr TorusNodeTrans = Transform::create(); setName(TorusNodeTrans, std::string("TorusNodeTransformationCore")); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeUnrecPtr scene = Node::create(); ComponentTransformUnrecPtr Trans = ComponentTransform::create(); setName(Trans, std::string("MainTransformationCore")); scene->setCore(Trans); // add the torus as a child scene->addChild(TorusNode); AnimationGroupUnrecPtr TheAnimation = setupAnimation(TheTorusMaterial, TorusNodeTrans); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, TheAnimation.get(), TutorialWindow.get())); TheAnimation->attachUpdateProducer(TutorialWindow); TheAnimation->start(); // tell the manager what to manage sceneManager.setRoot (scene); //Create the Documentation SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // show the whole scene sceneManager.showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "07AnimationGroup"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); //Initialize Window TutorialWindow->initWindow(); //Torus Material TheTorusMaterial = SimpleMaterial::create(); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setAmbient(Color3f(0.2,0.2,0.2)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setDiffuse(Color3f(0.7,0.7,0.7)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setSpecular(Color3f(0.7,0.7,0.7)); dynamic_pointer_cast<SimpleMaterial>(TheTorusMaterial)->setShininess(100.0f); //Torus Geometry GeometryRefPtr TorusGeometry = makeTorusGeo(.5, 2, 32, 32); TorusGeometry->setMaterial(TheTorusMaterial); NodeRefPtr TorusGeometryNode = Node::create(); TorusGeometryNode->setCore(TorusGeometry); //Make Torus Node NodeRefPtr TorusNode = Node::create(); TorusNodeTrans = Transform::create(); setName(TorusNodeTrans, std::string("TorusNodeTransformationCore")); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeRefPtr scene = Node::create(); Trans = ComponentTransform::create(); setName(Trans, std::string("MainTransformationCore")); scene->setCore(Trans); scene->addChild(TorusNode); setupAnimation(); commitChanges(); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); // tell the manager what to manage mgr->setRoot (scene); // show the whole scene mgr->showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "OpenSG 02TransformAnimation Window"); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); //Initialize Window TutorialWindow->initWindow(); SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); TutorialWindow->connectKeyPressed(boost::bind(keyPressed, _1, TutorialWindow.get())); //Shader Chunk SimpleSHLChunkUnrecPtr TheSHLChunk = SimpleSHLChunk::create(); TheSHLChunk->setVertexProgram(createSHLVertexProg()); TheSHLChunk->setFragmentProgram(createSHLFragProg()); //TheSHLChunk->addUniformVariable("Color1",Vec4f(0.0f,1.0f,0.0f,1.0f)); //TheSHLChunk->addUniformVariable("Color2",Vec4f(1.0f,1.0f,1.0f,1.0f)); //Shader Parameter Chunk SimpleSHLVariableChunkUnrecPtr SHLParameters = SimpleSHLVariableChunk::create(); //Color Parameter SHLParameters->addUniformVariable("Color1",Vec4f(0.0f,1.0f,0.0f,1.0f)); SHLParameters->addUniformVariable("Color2",Vec4f(1.0f,1.0f,1.0f,1.0f)); ChunkMaterialUnrecPtr ShaderMaterial = ChunkMaterial::create(); ShaderMaterial->addChunk(TheSHLChunk); ShaderMaterial->addChunk(SHLParameters); //Torus Node GeometryUnrecPtr TorusGeometry = makeTorusGeo(5.0f,20.0f, 32,32); TorusGeometry->setMaterial(ShaderMaterial); NodeUnrecPtr TorusNode = Node::create(); TorusNode->setCore(TorusGeometry); // Make Main Scene Node NodeUnrecPtr scene = Node::create(); scene->setCore(Group::create()); scene->addChild(TorusNode); sceneManager.setRoot(scene); // Show the whole Scene sceneManager.showAll(); //Create the Animations ShaderVariableVec4fUnrecPtr Color1Parameter; ShaderVariableVec4fUnrecPtr Color2Parameter; Color1Parameter = dynamic_cast<ShaderVariableVec4f*>(const_cast<ShaderVariable*>(SHLParameters->getVariables()->getVariable("Color1"))); Color2Parameter = dynamic_cast<ShaderVariableVec4f*>(const_cast<ShaderVariable*>(SHLParameters->getVariables()->getVariable("Color2"))); commitChanges(); AnimationUnrecPtr TheAnimation = setupAnimation(Color1Parameter, "value"); TheAnimation->attachUpdateProducer(TutorialWindow); TheAnimation->start(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "04ShaderAnimation"); //Main Loop TutorialWindow->mainLoop(); } osgExit(); 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(); gwin->setId(winid); gwin->init(); // create the scene // this time, create just the core of the geometry GeometryPtr torus = makeTorusGeo( .5, 2, 8, 12 ); // create the scene // the scene has a single group with ncopies transformations below, // each of these carries a Node that shares the geometry /* The Switch NodeCore very similar to the Group, but it has the additional capability to only show one or none of its children. This is controlled by the choice Field, and is used below in the keys function. */ // create the root Switch node NodePtr scene = Node::create(); sw = Switch::create(); beginEditCP(sw, Switch::ChoiceFieldMask); sw->setChoice(-2); // Note: this will be Switch::ALL in 1.2 endEditCP(sw, Switch::ChoiceFieldMask); beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask); scene->setCore(sw); // create the copied geometry nodes and their transformations for(UInt16 i = 0; i<ncopies; ++i) { // create the nodes for the shared Geometry core NodePtr geonode = Node::create(); // assign the Core to the Node beginEditCP(geonode, Node::CoreFieldMask ); { geonode->setCore(torus); } endEditCP (geonode, Node::CoreFieldMask ); // add a transformation for every Geometry NodePtr transnode = Node::create(); trans[i] = Transform::create(); beginEditCP(transnode, Node::CoreFieldMask | Node::ChildrenFieldMask); { transnode->setCore (trans[i]); transnode->addChild(geonode ); } endEditCP (transnode, Node::CoreFieldMask | Node::ChildrenFieldMask); scene->addChild(transnode); } endEditCP (scene, Node::CoreFieldMask | Node::ChildrenFieldMask); // 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(); // 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(); gwin->setId(winid); gwin->setSize( 800, 800 ); gwin->init(); // Create the shader material ChunkMaterialPtr cmat = ChunkMaterial::create(); SHLChunkPtr shl = SHLChunk::create(); beginEditCP(shl); shl->setProgramParameter(GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES_ADJACENCY_EXT); shl->setProgramParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLES); // ok we create a maximum of 6 vertices. shl->setProgramParameter(GL_GEOMETRY_VERTICES_OUT_EXT, 6); shl->setVertexProgram(_vertex_shader); shl->setFragmentProgram(_fragment_shader); shl->setGeometryProgram(_geometry_shader); endEditCP(shl); beginEditCP(cmat); cmat->addChunk(shl); endEditCP(cmat); // create root node _scene = Node::create(); // create torus GeometryPtr geo = makeTorusGeo(.8, 1.8, 32, 32); beginEditCP( geo, Geometry::MaterialFieldMask); geo->setMaterial(cmat); endEditCP(geo, Geometry::MaterialFieldMask); NodePtr torus = Node::create(); beginEditCP(torus, Node::CoreFieldMask); torus->setCore(geo); endEditCP(torus, Node::CoreFieldMask); // add torus to scene GroupPtr group = Group::create(); beginEditCP(_scene); _scene->setCore(group); _scene->addChild(torus); endEditCP(_scene); // 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(); // 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); // Set up Window TutorialWindowEventProducer = createDefaultWindowEventProducer(); WindowPtr MainWindow = TutorialWindowEventProducer->initWindow(); TutorialWindowEventProducer->setDisplayCallback(display); TutorialWindowEventProducer->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindowEventProducer->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindowEventProducer->addMouseListener(&TheTutorialMouseListener); TutorialWindowEventProducer->addMouseMotionListener(&TheTutorialMouseMotionListener); TutorialUpdateListener TheTutorialUpdateListener; TutorialWindowEventProducer->addUpdateListener(&TheTutorialUpdateListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindowEventProducer->getWindow()); //////////////// // Create the Graphics GraphicsPtr TutorialGraphics = osg::Graphics2D::create(); // Initialize the LookAndFeelManager to enable default settings LookAndFeelManager::the()->getLookAndFeel()->init(); /****************************************************** Create an Button Component and a simple Font. See 17Label_Font for more information about Fonts. ******************************************************/ ButtonPtr ExampleButton = osg::Button::create(); UIFontPtr ExampleFont = osg::UIFont::create(); beginEditCP(ExampleButton, Button::MinSizeFieldMask | Button::MaxSizeFieldMask | Button::PreferredSizeFieldMask | Button::ToolTipTextFieldMask | Button::TextFieldMask | Button::FontFieldMask | Button::TextColorFieldMask | Button::RolloverTextColorFieldMask | Button::ActiveTextColorFieldMask | Button::AlignmentFieldMask); ExampleButton->setMinSize(Vec2f(50, 25)); ExampleButton->setMaxSize(Vec2f(200, 100)); ExampleButton->setPreferredSize(Vec2f(100, 50)); ExampleButton->setToolTipText("Click to start/pause"); ExampleButton->setText("start/pause"); ExampleButton->setFont(ExampleFont); ExampleButton->setTextColor(Color4f(1.0, 0.0, 0.0, 1.0)); ExampleButton->setRolloverTextColor(Color4f(1.0, 0.0, 1.0, 1.0)); ExampleButton->setActiveTextColor(Color4f(1.0, 0.0, 0.0, 1.0)); ExampleButton->setAlignment(Vec2f(.5,0.5)); endEditCP(ExampleButton, Button::MinSizeFieldMask | Button::MaxSizeFieldMask | Button::PreferredSizeFieldMask | Button::ToolTipTextFieldMask | Button::TextFieldMask | Button::FontFieldMask | Button::TextColorFieldMask | Button::RolloverTextColorFieldMask | Button::ActiveTextColorFieldMask | Button::AlignmentFieldMask); // Create an ActionListener and assign it to ExampleButton // This Class is defined above, and will cause the output // window to display "Button 1 Action" when pressed ExampleButtonActionListener TheExampleButtonActionListener; ExampleButton->addActionListener(&TheExampleButtonActionListener); ////////////////// //Torus Material TheTorusMaterial = SimpleMaterial::create(); beginEditCP(TheTorusMaterial); SimpleMaterialPtr::dcast(TheTorusMaterial)->setAmbient(Color3f(0.3,0.3,0.3)); SimpleMaterialPtr::dcast(TheTorusMaterial)->setDiffuse(Color3f(0.7,0.7,0.7)); SimpleMaterialPtr::dcast(TheTorusMaterial)->setSpecular(Color3f(1.0,1.0,1.0)); endEditCP(TheTorusMaterial); //Torus Geometry GeometryPtr TorusGeometry = makeTorusGeo(.5, 2, 32, 32); beginEditCP(TorusGeometry); TorusGeometry->setMaterial(TheTorusMaterial); endEditCP (TorusGeometry); NodePtr TorusGeometryNode = Node::create(); beginEditCP(TorusGeometryNode, Node::CoreFieldMask); TorusGeometryNode->setCore(TorusGeometry); endEditCP (TorusGeometryNode, Node::CoreFieldMask); //Make Torus Node NodePtr TorusNode = Node::create(); TransformPtr TorusNodeTrans; TorusNodeTrans = Transform::create(); setName(TorusNodeTrans, std::string("TorusNodeTransformationCore")); beginEditCP(TorusNode, Node::CoreFieldMask | Node::ChildrenFieldMask); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); endEditCP (TorusNode, Node::CoreFieldMask | Node::ChildrenFieldMask); //Make Main Scene Node NodePtr scene = Node::create(); ComponentTransformPtr Trans; Trans = ComponentTransform::create(); setName(Trans, std::string("MainTransformationCore")); beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask); { scene->setCore(Trans); // add the torus as a child scene->addChild(TorusNode); } endEditCP (scene, Node::CoreFieldMask | Node::ChildrenFieldMask); setupAnimation(); // Create Background to be used with the Main InternalWindow ColorLayerPtr MainInternalWindowBackground = osg::ColorLayer::create(); beginEditCP(MainInternalWindowBackground, ColorLayer::ColorFieldMask); MainInternalWindowBackground->setColor(Color4f(1.0,1.0,1.0,0.5)); endEditCP(MainInternalWindowBackground, ColorLayer::ColorFieldMask); InternalWindowPtr MainInternalWindow = osg::InternalWindow::create(); LayoutPtr MainInternalWindowLayout = osg::FlowLayout::create(); beginEditCP(MainInternalWindow, InternalWindow::ChildrenFieldMask | InternalWindow::LayoutFieldMask | InternalWindow::BackgroundsFieldMask | InternalWindow::AlignmentInDrawingSurfaceFieldMask | InternalWindow::ScalingInDrawingSurfaceFieldMask | InternalWindow::DrawTitlebarFieldMask | InternalWindow::ResizableFieldMask); MainInternalWindow->getChildren().push_back(ExampleButton); MainInternalWindow->setLayout(MainInternalWindowLayout); MainInternalWindow->setBackgrounds(MainInternalWindowBackground); MainInternalWindow->setAlignmentInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setScalingInDrawingSurface(Vec2f(0.5f,0.5f)); MainInternalWindow->setDrawTitlebar(false); MainInternalWindow->setResizable(false); endEditCP(MainInternalWindow, InternalWindow::ChildrenFieldMask | InternalWindow::LayoutFieldMask | InternalWindow::BackgroundsFieldMask | InternalWindow::AlignmentInDrawingSurfaceFieldMask | InternalWindow::ScalingInDrawingSurfaceFieldMask | InternalWindow::DrawTitlebarFieldMask | InternalWindow::ResizableFieldMask); // Create the Drawing Surface UIDrawingSurfacePtr TutorialDrawingSurface = UIDrawingSurface::create(); beginEditCP(TutorialDrawingSurface, UIDrawingSurface::GraphicsFieldMask | UIDrawingSurface::EventProducerFieldMask); TutorialDrawingSurface->setGraphics(TutorialGraphics); TutorialDrawingSurface->setEventProducer(TutorialWindowEventProducer); endEditCP(TutorialDrawingSurface, UIDrawingSurface::GraphicsFieldMask | UIDrawingSurface::EventProducerFieldMask); TutorialDrawingSurface->openWindow(MainInternalWindow); // Create the UI Foreground Object UIForegroundPtr TutorialUIForeground = osg::UIForeground::create(); beginEditCP(TutorialUIForeground, UIForeground::DrawingSurfaceFieldMask); TutorialUIForeground->setDrawingSurface(TutorialDrawingSurface); endEditCP(TutorialUIForeground, UIForeground::DrawingSurfaceFieldMask); mgr->setRoot(scene); // Add the UI Foreground Object to the Scene ViewportPtr TutorialViewport = mgr->getWindow()->getPort(0); beginEditCP(TutorialViewport, Viewport::ForegroundsFieldMask); TutorialViewport->getForegrounds().push_back(TutorialUIForeground); beginEditCP(TutorialViewport, Viewport::ForegroundsFieldMask); // show the whole scene mgr->showAll(); TheAnimationAdvancer->start(); Vec2f WinSize(TutorialWindowEventProducer->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindowEventProducer->getDesktopSize() - WinSize) *0.5); TutorialWindowEventProducer->openWindow(WinPos, WinSize, "24AnimationAction"); //Enter main Loop TutorialWindowEventProducer->mainLoop(); osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { printf("Usage: testCGShader [base texture filename] [normal map filename]\n"); char *base_img_name = "wood.jpg"; char *normal_map_img_name = "normalmap.jpg"; Color4f tmp; if( argc > 1 ) base_img_name = argv[1]; if( argc > 2 ) normal_map_img_name = argv[2]; // OSG init osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG GLUTWindowPtr gwin= GLUTWindow::create(); gwin->setId(winid); gwin->setSize( 800, 800 ); gwin->init(); // Create the shader material // Read the image for the base texture ImagePtr base_img = Image::create(); if(!base_img->read(base_img_name)) { fprintf(stderr, "Couldn't read base texture '%s'!\n", base_img_name); return 1; } ImagePtr normal_map_img = Image::create(); if(!normal_map_img->read(normal_map_img_name)) { fprintf(stderr, "Couldn't read normalmap texture '%s'!\n", normal_map_img_name); return 1; } ChunkMaterialPtr cmat = ChunkMaterial::create(); MaterialChunkPtr matc = MaterialChunk::create(); beginEditCP(matc); matc->setAmbient(Color4f(0.1, 0.1, 0.1, 1.0)); matc->setDiffuse(Color4f(0.3, 0.3, 0.3, 1.0)); matc->setSpecular(Color4f(0.8, 0.8, 0.8, 1.0)); matc->setShininess(100); matc->setLit(true); endEditCP(matc); // we use the glstate in the cg program so we force // to use the CG_PROFILE_ARBVP1 and CG_PROFILE_ARBFP1 extensions. CGChunkPtr cg = CGChunk::create(); beginEditCP(cg); cg->setVertexProfile(CG_PROFILE_ARBVP1); cg->setVertexProgram(_vp_program); cg->setFragmentProfile(CG_PROFILE_ARBFP1); cg->setFragmentProgram(_fp_program); // some optional parameters. //cg->setVertexEntryPoint("main"); //cg->getVertexArguments().push_back("..."); //cg->setFragmentEntryPoint("main"); //cg->getFragmentArguments().push_back("..."); endEditCP(cg); TextureChunkPtr tex_base = TextureChunk::create(); beginEditCP(tex_base); tex_base->setImage(base_img); tex_base->setMinFilter(GL_LINEAR_MIPMAP_LINEAR); tex_base->setMagFilter(GL_LINEAR); tex_base->setWrapS(GL_REPEAT); tex_base->setWrapT(GL_REPEAT); tex_base->setEnvMode(GL_MODULATE); endEditCP(tex_base); TextureChunkPtr tex_normal_map = TextureChunk::create(); beginEditCP(tex_normal_map); tex_normal_map->setImage(normal_map_img); tex_normal_map->setMinFilter(GL_LINEAR_MIPMAP_LINEAR); tex_normal_map->setMagFilter(GL_LINEAR); tex_normal_map->setWrapS(GL_REPEAT); tex_normal_map->setWrapT(GL_REPEAT); tex_normal_map->setEnvMode(GL_MODULATE); endEditCP(tex_normal_map); beginEditCP(cmat); cmat->addChunk(matc); cmat->addChunk(cg); cmat->addChunk(tex_base); cmat->addChunk(tex_normal_map); endEditCP(cmat); // create root node _scene = Node::create(); // create torus GeometryPtr geo = makeTorusGeo(.8, 1.8, 128, 128); beginEditCP( geo, Geometry::MaterialFieldMask); geo->setMaterial(cmat); endEditCP(geo, Geometry::MaterialFieldMask); NodePtr torus = Node::create(); beginEditCP(torus, Node::CoreFieldMask); torus->setCore(geo); endEditCP(torus, Node::CoreFieldMask); // add torus to scene GroupPtr group = Group::create(); beginEditCP(_scene); _scene->setCore(group); _scene->addChild(torus); endEditCP(_scene); // 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(); // GLUT main loop glutMainLoop(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); // Create the SimpleSceneManager helper SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); //Attach to events TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); VideoWrapperRecPtr TheVideo = getDefaultVideoManager()->createVideoWrapper(); TheVideo->attachUpdateProducer(TutorialWindow); TheVideo->connectStarted(boost::bind(handleVideoStarted, _1)); TheVideo->connectPaused(boost::bind(handleVideoPaused, _1)); TheVideo->connectUnpaused(boost::bind(handleVideoUnpaused, _1)); TheVideo->connectStopped(boost::bind(handleVideoStopped, _1)); TheVideo->connectClosed(boost::bind(handleVideoClosed, _1)); TheVideo->connectSeeked(boost::bind(handleVideoSeeked, _1)); TheVideo->connectCycled(boost::bind(handleVideoCycled, _1)); TheVideo->connectOpened(boost::bind(handleVideoOpened, _1)); TheVideo->connectEnded(boost::bind(handleVideoEnded, _1)); BoostPath VideoFilePath("./Data/ExampleVideo.avi"); if(argc >= 2) { VideoFilePath = BoostPath(argv[1]); if(!boost::filesystem::exists(VideoFilePath)) { std::cerr << "Could not load file: "<< VideoFilePath.string() << ", because no such files exists."<< std::endl; VideoFilePath = BoostPath("./Data/ExampleVideo.avi"); } } TheVideo->open(VideoFilePath, TutorialWindow); TheVideo->pause(); if(TheVideo->hasAudio()) { TheVideo->enableAudio(); TheVideo->setAudioVolume(0.5f); } //Wait for the video to initialize std::cout << "Dimensions: " << TheVideo->getWidth() << "x" << TheVideo->getHeight() << std::endl; Real32 AspectRatio(static_cast<Real32>(TheVideo->getWidth())/static_cast<Real32>(TheVideo->getHeight())); //Real32 AspectRatio(4.0f/3.0f); // Set filtering modes. LINEAR is cheap and good if the image size // changes very little (i.e. the window is about the same size as // the images). //TheVideo->setMinFilter(GL_LINEAR); TheVideo->setMinFilter(GL_NEAREST); TheVideo->setMagFilter(GL_LINEAR); //TheVideo->setMagFilter(GL_NEAREST); // Set the wrapping modes. We don't need repetition, it might actually // introduce artifactes at the borders, so switch it off. TheVideo->setWrapS(GL_CLAMP_TO_EDGE); TheVideo->setWrapT(GL_CLAMP_TO_EDGE); TheVideo->setScale(false); ChunkMaterialUnrecPtr VideoMaterial = ChunkMaterial::create(); VideoMaterial->addChunk(TheVideo); StateChunkUnrecPtr pMChunk = MaterialChunk::create(); VideoMaterial->addChunk(pMChunk); // create the scene //Plane Geometry GeometryRecPtr PlaneGeometry = makePlaneGeo(10.0*AspectRatio,10.0,10,10); PlaneGeometry->setMaterial(VideoMaterial); NodeRecPtr PlaneGeometryNode = Node::create(); PlaneGeometryNode->setCore(PlaneGeometry); //Box Geometry GeometryRecPtr BoxGeometry = makeBoxGeo(10.0*AspectRatio,10.0,10.0,2,2,2); BoxGeometry->setMaterial(VideoMaterial); NodeRecPtr BoxGeometryNode = Node::create(); BoxGeometryNode->setCore(BoxGeometry); //Sphere Geometry GeometryRecPtr SphereGeometry = makeSphereGeo(2,5.0); SphereGeometry->setMaterial(VideoMaterial); NodeRecPtr SphereGeometryNode = Node::create(); SphereGeometryNode->setCore(SphereGeometry); //Torus Geometry GeometryRecPtr TorusGeometry = makeTorusGeo(2.0,5.0,32,32); TorusGeometry->setMaterial(VideoMaterial); NodeRecPtr TorusGeometryNode = Node::create(); TorusGeometryNode->setCore(TorusGeometry); //Switch Node SwitchRecPtr GeometryNodeSwitch = Switch::create(); GeometryNodeSwitch->setChoice(0); NodeRecPtr SwitchNode = Node::create(); SwitchNode->setCore(GeometryNodeSwitch); SwitchNode->addChild(PlaneGeometryNode); SwitchNode->addChild(BoxGeometryNode); SwitchNode->addChild(SphereGeometryNode); SwitchNode->addChild(TorusGeometryNode); NodeRecPtr scene = Node::create(); TransformRecPtr trans = Transform::create(); scene->setCore(trans); scene->addChild(SwitchNode); TutorialWindow->connectKeyTyped(boost::bind(handleKeyTyped, _1, TheVideo.get(), GeometryNodeSwitch.get())); sceneManager.setRoot(scene); // Show the whole Scene sceneManager.showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "01PlayVideo"); commitChanges(); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
// Initialize OpenSG and set up the scene int main(int argc, char **argv) { //Print key command info std::cout << "\n\nKEY COMMANDS:" << std::endl; std::cout << "space Play/Pause the animation" << std::endl; std::cout << "CTRL-Q Exit\n\n" << std::endl; // OSG init osgInit(argc,argv); // Set up Window TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); TutorialWindow->setDisplayCallback(display); TutorialWindow->setReshapeCallback(reshape); //Add Window Listener TutorialKeyListener TheKeyListener; TutorialWindow->addKeyListener(&TheKeyListener); TutorialMouseListener TheTutorialMouseListener; TutorialMouseMotionListener TheTutorialMouseMotionListener; TutorialWindow->addMouseListener(&TheTutorialMouseListener); TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener); // Create the SimpleSceneManager helper mgr = new SimpleSceneManager; // Tell the Manager what to manage mgr->setWindow(TutorialWindow); //Torus Geometry TorusGeometry = makeTorusGeo(.5, 2, 16, 16); NodeUnrecPtr TorusGeometryNode = Node::create(); TorusGeometryNode->setCore(TorusGeometry); //Make Torus Node NodeUnrecPtr TorusNode = Node::create(); TransformUnrecPtr TorusNodeTrans; TorusNodeTrans = Transform::create(); setName(TorusNodeTrans, std::string("TorusNodeTransformationCore")); TorusNode->setCore(TorusNodeTrans); TorusNode->addChild(TorusGeometryNode); //Make Main Scene Node NodeUnrecPtr scene = Node::create(); //ComponentTransformUnrecPtr Trans; //Trans = ComponentTransform::create(); //setName(Trans, std::string("MainTransformationCore")); scene->setCore(Group::create()); // add the torus as a child scene->addChild(TorusNode); setupAnimation(); mgr->setRoot (scene); // show the whole scene mgr->showAll(); Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "15LoadXMLAnimation"); //Enter main Loop TutorialWindow->mainLoop(); osgExit(); return 0; }
int main(int argc, char **argv) { // OSG init osgInit(argc,argv); { // Set up Window WindowEventProducerRecPtr TutorialWindow = createNativeWindow(); TutorialWindow->initWindow(); // Create the SimpleSceneManager helper SimpleSceneManager sceneManager; TutorialWindow->setDisplayCallback(boost::bind(display, &sceneManager)); TutorialWindow->setReshapeCallback(boost::bind(reshape, _1, &sceneManager)); // Tell the Manager what to manage sceneManager.setWindow(TutorialWindow); TutorialWindow->connectKeyTyped(boost::bind(keyTyped, _1)); TutorialWindow->connectMousePressed(boost::bind(mousePressed, _1, &sceneManager)); TutorialWindow->connectMouseReleased(boost::bind(mouseReleased, _1, &sceneManager)); TutorialWindow->connectMouseDragged(boost::bind(mouseDragged, _1, &sceneManager)); TutorialWindow->connectMouseWheelMoved(boost::bind(mouseWheelMoved, _1, &sceneManager)); BoostPath EffectFilePath("./Data/goochyPt.cgfx"); if(argc >= 2) { EffectFilePath = BoostPath(argv[1]); if(!boost::filesystem::exists(EffectFilePath)) { std::cerr << "Could not load file: "<< EffectFilePath.string() << ", because no such files exists."<< std::endl; EffectFilePath = BoostPath("./Data/goochyPt.cgfx"); } } //Make the CgFX Material CgFXMaterialRecPtr ExampleMaterial = CgFXMaterial::create(); ExampleMaterial->setEffectFile(EffectFilePath.string()); // Make Torus Node (creates Torus in background of scene) GeometryRefPtr TorusGeometry = makeTorusGeo(.5, 2, 16, 16); //GeometryRefPtr TorusGeometry = makeBoxGeo(1.0,1.0,1.0,1,1,1); TorusGeometry->setMaterial(ExampleMaterial); TorusGeometry->setDlistCache(false); NodeRefPtr TorusGeometryNode = makeNodeFor(TorusGeometry); // Make Main Scene Node and add the Torus NodeRefPtr scene = OSG::Node::create(); scene->setCore(OSG::Group::create()); scene->addChild(TorusGeometryNode); sceneManager.setRoot(scene); //Create the Documentation Foreground and add it to the viewport SimpleScreenDoc TheSimpleScreenDoc(&sceneManager, TutorialWindow); // Show the whole Scene sceneManager.showAll(); //Open Window Vec2f WinSize(TutorialWindow->getDesktopSize() * 0.85f); Pnt2f WinPos((TutorialWindow->getDesktopSize() - WinSize) *0.5); TutorialWindow->openWindow(WinPos, WinSize, "04CgFXMaterial"); commitChanges(); //Enter main Loop TutorialWindow->mainLoop(); } osgExit(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { printf("Usage: testCGShader <filename.vp> <filename.fp>\n"); if( argc < 3 ) return 0; // OSG init osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG GLUTWindowPtr gwin= GLUTWindow::create(); gwin->setId(winid); gwin->setSize( 800, 800 ); gwin->init(); // Create the shader material ChunkMaterialPtr cmat = ChunkMaterial::create(); MaterialChunkPtr matc = MaterialChunk::create(); beginEditCP(matc); matc->setAmbient(Color4f(0.1, 0.1, 0.1, 1.0)); matc->setDiffuse(Color4f(0.3, 0.3, 0.3, 1.0)); matc->setSpecular(Color4f(0.8, 0.8, 0.8, 1.0)); matc->setShininess(100); matc->setLit(true); endEditCP(matc); SHLChunkPtr shl = SHLChunk::create(); beginEditCP(shl); shl->readVertexProgram(argv[1]); shl->readFragmentProgram(argv[2]); endEditCP(shl); beginEditCP(cmat); cmat->addChunk(shl); endEditCP(cmat); // create root node _scene = Node::create(); // create torus GeometryPtr geo = makeTorusGeo(.8, 1.8, 128, 128); beginEditCP( geo, Geometry::MaterialFieldMask); geo->setMaterial(cmat); endEditCP(geo, Geometry::MaterialFieldMask); NodePtr torus = Node::create(); beginEditCP(torus, Node::CoreFieldMask); torus->setCore(geo); endEditCP(torus, Node::CoreFieldMask); // add torus to scene GroupPtr group = Group::create(); beginEditCP(_scene); _scene->setCore(group); _scene->addChild(torus); endEditCP(_scene); // create the SimpleSceneManager helper _mgr = new SimpleSceneManager; // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot(_scene); /* // create point headlight _mgr->turnHeadlightOff(); NodePtr headlight = _mgr->getHighlight(); PointLightPtr light = PointLight::create(); beginEditCP(light); light->setAmbient (.3, .3, .3, 1); light->setDiffuse ( 1, 1, 1, 1); light->setSpecular ( 1, 1, 1, 1); light->setBeacon (_mgr->getCamera()->getBeacon()); endEditCP(light); beginEditCP(_scene); _scene->setCore(light); endEditCP(_scene); */ // show the whole scene _mgr->showAll(); // GLUT main loop glutMainLoop(); return 0; }