示例#1
0
// Initialize GLUT & OpenSG and set up the scene
int main(int argc, char **argv)
{
    // OSG init
    OSG::osgInit(argc,argv);

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

    // the connection between GLUT and OpenSG
    g_win= OSG::GLUTWindow::create();
    g_win->setGlutId(winid);
    g_win->init();

    g_scene = createScene();

    // create the SimpleSceneManager helper
    g_mgr = OSG::SimpleSceneManager::create();
    g_mgr->setUseTraversalAction(true);

    // tell the manager what to manage
    g_mgr->setWindow(g_win );
    g_mgr->setRoot  (g_scene);

    // add LabelForeground!!!
    g_labelForeground = OSG::LabelForeground::create();
    g_mgr->addForeground(g_labelForeground);

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

    // GLUT main loop
    glutMainLoop();

    return 0;
}
int main(int argc, char **argv)
{
    g_error1 = 0.01f;
    g_error2 = g_error1;

    processArgs( argc, argv );

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

    int winid = glutCreateWindow("OpenSG");

    glutReshapeFunc(reshape);
    glutDisplayFunc(display);
    glutIdleFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard);

    {
        OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
        gwin->setGlutId(winid);

        gwin->init();

        // create the scene
        OSG::NodeRefPtr scene;
        scene = makeScene( );

        if ( scene == NULL )
        {
            std::cerr<<"makeScene returned NullFC, exiting..."<<std::endl;
            return -1;
        }

        // create the SimpleSceneManager helper
        mgr = new OSG::SimpleSceneManager;

        // create the window and initial camera/viewport
        mgr->setWindow( gwin );
        // tell the manager what to manage
        mgr->setRoot  ( scene );

        // show the whole scene
        mgr->showAll();
        mgr->redraw();
        OSG::SolidBackgroundRefPtr bgr = OSG::SolidBackground::create();
        bgr->setColor( OSG::Color3f( 0.7f, 0.7f, 0.7f ));
        mgr->getWindow()->getPort(0)->setBackground( bgr );
    }

    // GLUT main loop
    glutMainLoop();

    return 0;
}
// Initialize GLUT & OpenSG and set up the scene
int main(int argc, char **argv)
{
	//sortNumbers function
	int numberArray[] = {2, 13, 56, 8, 22, 16, 24, 89, 11, 90}; 
	sortNumbers(numberArray,10);

    // OSG init
    OSG::osgInit(argc,argv);

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

    // open a new scope, because the pointers gwin and scene below should
    // go out of scope before entering glutMainLoop.
    // Otherwise OpenSG will complain about objects being alive after shutdown.
    {
        // the connection between GLUT and OpenSG
        OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
        gwin->setGlutId(winid);
        gwin->init();
    
        // create the scene
        OSG::NodeRefPtr scene = OSG::makeBox(1,1,1,2,2,2);
    
        OSG::commitChanges();
    
        // create the SimpleSceneManager helper
        mgr = OSG::SimpleSceneManager::create();
    
        // tell the manager what to manage
        mgr->setWindow(gwin );
        mgr->setRoot  (scene);
    
        // show the whole scene
        mgr->showAll();
    }
    
    // GLUT main loop
    glutMainLoop();

    return 0;
}
int main(int argc, char* argv[])
{
    std::cerr << argv[0] << ". Press 'h' for keys" << std::endl;
    
    // Init OSG and glut.
    OSG::osgInit(argc,argv);
    {
        int winid = setupGLUT(&argc, argv);
        OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
        gwin->setGlutId(winid);
        gwin->init();
        
        printFontFamilies();
        
        // load the scene
        OSG::NodeRefPtr scene = OSG::Node::create();
        scene->setCore(OSG::Group::create());
        
        // Setup text sample
        gTextStuff = new TextStuff();
        gTextStuff->initialize();
        gTextStuff->updateFace();
        gTextStuff->updateScene();
        scene->addChild(gTextStuff->mRootNode);
        
        mgr = new OSG::SimpleSceneManager;
        
        // Tell the manager about the window and scene
        mgr->setWindow(gwin );
        mgr->setRoot(scene);
        
        // Start it up
        mgr->showAll();
    }
    
    glutMainLoop();

    return 0;
}
// Initialize GLUT & OpenSG and set up the scene
int main(int argc, char **argv)
{
    // OSG init
    OSG::osgInit(argc,argv);

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

    // open a new scope, because the pointers below should go out of scope
    // before entering glutMainLoop.
    // Otherwise OpenSG will complain about objects being alive after shutdown.
    {
        // the connection between GLUT and OpenSG
        OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
        gwin->setGlutId(winid);
        gwin->init();
    
        // create the scene
        
        // create a pretty simple graph: a Group with two Transforms as children,
        // each of which carries a single Geometry.
        
        // The scene group
        
        OSG::NodeRefPtr  scene = OSG::Node::create();
        OSG::GroupRefPtr g     = OSG::Group::create();
        
        scene->setCore(g);
        
        // The cylinder and its transformation
        OSG::NodeRefPtr cyl = OSG::makeCylinder( 1.4f, .3f, 8, true, true, true );
            
        cyltrans = OSG::Transform::create();
    
        OSG::NodeRefPtr cyltransnode = OSG::Node::create();

        cyltransnode->setCore (cyltrans);
        cyltransnode->addChild(cyl     );
        
        // add it to the scene
        scene->addChild(cyltransnode);
        
        // The torus and its transformation
        OSG::NodeRefPtr torus = OSG::makeTorus( .2f, 1, 8, 12 );
            
        tortrans = OSG::Transform::create();
    
        OSG::NodeRefPtr tortransnode = OSG::Node::create();
        
        tortransnode->setCore (tortrans);
        tortransnode->addChild(torus   );
        
        // add it to the scene
        scene->addChild(tortransnode);
        
        // now traverse the scene
        
        /*
            There are four variants of the traverse() function.
            
            It can either be called for a single node or for a vector nodes. And
            they can either call a function just when entering the node, or in
            addition when leaving the node. The signatures of the functions are:
            
            enter functions: 
                Action::ResultE enter(Node *node);
                
            leave functions: 
                Action::ResultE leave(Node *node, Action::ResultE res);
        
            The functions that are called are wrapped in functors. A functor is an
            object that contains a function or method, which can be called through
            the functor. OpenSG uses boost::function for this purpose and
            provides appriopriate typedefs for enter and leave functors as
            TraverseEnterFunctor and TraverseLeaveFunctor (see OSGAction.h).
            
            In order to call member functions through a functor an object of
            the correct type has to be available (there has to an object to
            take the role of this for the member function). To store an
            instance of an object in a functor use boost::bind to bind the
            first argument of the member function functor to the object (see
            below for examples).
        */
        
        SLOG << "Variant 1: just print every encountered node" << OSG::endLog;
        traverse(scene, enter);
        
        SLOG << OSG::endLog 
             << "Variant 2: just print every encountered node, using a" 
             << " vector of nodes" << OSG::endLog;
            
        std::vector<OSG::Node *> nodevec;
        nodevec.push_back(tortransnode);
        nodevec.push_back(cyltransnode);
        
        traverse(nodevec, enter);
        
        SLOG << OSG::endLog 
             << "Variant 3: just print every encountered node on entering"
             << " and leaving" << OSG::endLog;
    
        traverse(scene, enter, leave);
        
        // now use a travstate object to hold additional data   
        travstate t;
        
        SLOG << OSG::endLog 
                << "Variant 4: use an object to hold state for indentation" 
                << OSG::endLog;
        traverse(scene, boost::bind(&travstate::enter, &t, _1    ),
                        boost::bind(&travstate::leave, &t, _1, _2) );
        
        SLOG << OSG::endLog 
             << "Variant 5: don't descend into transforms" << OSG::endLog;
        traverse(scene, dontEnterTrans, leave);
        
        SLOG << OSG::endLog 
                << "Variant 6: quit when you find a geometry" << OSG::endLog;
        traverse(scene, quitGeo, leave);
    
        // create the SimpleSceneManager helper
        mgr = new OSG::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
    OSG::osgInit(argc,argv);

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

    /*
       open a new scope, because the pointers below should go out of scope
       before entering glutMainLoop.
       Otherwise OpenSG will complain about objects being alive after shutdown.
    */
    {
        // the connection between GLUT and OpenSG
        OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
        gwin->setGlutId(winid);
        gwin->init();
    
        /*
           create the scene

           In the previous example, the colors and positions used the same
           indices. That might not always be the preferred way, and it might not
           make sense for other properties, e.g. normals.

           It is possible to assign a different index for every property. See the
           indices section below for details.


           The initial setup is the same as in 06indexgeometry
        */

        OSG::GeoUInt8PropertyRefPtr type = OSG::GeoUInt8Property::create();
        type->addValue(GL_POLYGON  );
        type->addValue(GL_TRIANGLES);
        type->addValue(GL_QUADS    );
    
        OSG::GeoUInt32PropertyRefPtr lens = OSG::GeoUInt32Property::create();
        lens->addValue(4);
        lens->addValue(6);
        lens->addValue(8);
        
        // positions
        OSG::GeoPnt3fPropertyRefPtr pnts = OSG::GeoPnt3fProperty::create();
        // the base
        pnts->addValue(OSG::Pnt3f(-1, -1, -1));
        pnts->addValue(OSG::Pnt3f(-1, -1,  1));
        pnts->addValue(OSG::Pnt3f( 1, -1,  1));
        pnts->addValue(OSG::Pnt3f( 1, -1, -1));
    
        // the roof base
        pnts->addValue(OSG::Pnt3f(-1,  0, -1));
        pnts->addValue(OSG::Pnt3f(-1,  0,  1));
        pnts->addValue(OSG::Pnt3f( 1,  0,  1));
        pnts->addValue(OSG::Pnt3f( 1,  0, -1));
    
        // the gable
        pnts->addValue(OSG::Pnt3f( 0,  1, -1));
        pnts->addValue(OSG::Pnt3f( 0,  1,  1));
    
        // colors
        OSG::GeoVec3fPropertyRefPtr colors = OSG::GeoVec3fProperty::create();
        colors->push_back(OSG::Color3f(1, 1, 0));
        colors->push_back(OSG::Color3f(1, 0, 0));
        colors->push_back(OSG::Color3f(1, 0, 0));
        colors->push_back(OSG::Color3f(1, 1, 0));
        colors->push_back(OSG::Color3f(0, 1, 1));
        colors->push_back(OSG::Color3f(1, 0, 1));
        
        /*
           A new property: normals.

           They are used for lighting calculations and have to point away from the
           surface. Normals are standard vectors.
        */
        
        OSG::GeoVec3fPropertyRefPtr norms = OSG::GeoVec3fProperty::create();
        norms->push_back(OSG::Vec3f(-1,  0,  0));
        norms->push_back(OSG::Vec3f( 1,  0,  0));
        norms->push_back(OSG::Vec3f( 0, -1,  0));
        norms->push_back(OSG::Vec3f( 0,  1,  0));
        norms->push_back(OSG::Vec3f( 0,  0, -1));
        norms->push_back(OSG::Vec3f( 0,  0,  1));
        
        /*
           To use more than one index for a geometry, create multiple
           GeoUInt32Property (or GeoUInt8Property or GeoUInt16Property) objects
           and add them as index for the corresponding property you want to
           index.
        */
        
        OSG::GeoUInt32PropertyRefPtr ind1 = OSG::GeoUInt32Property::create();
        OSG::GeoUInt32PropertyRefPtr ind2 = OSG::GeoUInt32Property::create();
        
        // fill first index (will be used for positions)
        ind1->push_back(0);     // polygon
        ind1->push_back(1);
        ind1->push_back(2);
        ind1->push_back(3);
        
        ind1->push_back(7);     // triangle 1
        ind1->push_back(4);
        ind1->push_back(8);
        ind1->push_back(5);     // triangle 2
        ind1->push_back(6);
        ind1->push_back(9);
        
        ind1->push_back(1);     // quad 1
        ind1->push_back(2);
        ind1->push_back(6);
        ind1->push_back(5);
        ind1->push_back(3);     // quad 2
        ind1->push_back(0);
        ind1->push_back(4);
        ind1->push_back(7);
        
        // fill second index (will be used for colors/normals)
        ind2->push_back(3);     // polygon
        ind2->push_back(3);
        ind2->push_back(3);
        ind2->push_back(3);
        
        ind2->push_back(4);     // triangle 1
        ind2->push_back(4);
        ind2->push_back(4);
        ind2->push_back(5);     // triangle 2
        ind2->push_back(5);
        ind2->push_back(5);
        
        ind2->push_back(5);     // quad 1
        ind2->push_back(5);
        ind2->push_back(5);
        ind2->push_back(5);
        ind2->push_back(4);     // quad 2
        ind2->push_back(4);
        ind2->push_back(4);
        ind2->push_back(4);
        

        /*
            Put it all together into a Geometry NodeCore.
        */
        OSG::GeometryRefPtr geo = OSG::Geometry::create();
        geo->setTypes    (type);
        geo->setLengths  (lens);
        
        /*
           Set the properties and indices used to index them.
           Calling geo->setProperty(pnts, Geometry::PositionsIndex) is the
           same as calling geo->setPositions(pnts), but this way it is
           more obvious which properties and indices go together.
        */
        
        geo->setProperty(pnts,   OSG::Geometry::PositionsIndex);
        geo->setIndex   (ind1,   OSG::Geometry::PositionsIndex);
        
        geo->setProperty(norms,  OSG::Geometry::NormalsIndex  );
        geo->setIndex   (ind2,   OSG::Geometry::NormalsIndex  );
        
        geo->setProperty(colors, OSG::Geometry::ColorsIndex   );
        geo->setIndex   (ind2,   OSG::Geometry::ColorsIndex   );
        
        geo->setMaterial (OSG::getDefaultMaterial());   
        
        // put the geometry core into a node
        OSG::NodeRefPtr n = OSG::Node::create();
        n->setCore(geo);
        
        // add a transformation to make it move     
        OSG::NodeRefPtr scene = OSG::Node::create();
        trans = OSG::Transform::create();
        scene->setCore(trans);
        scene->addChild(n);
    
        OSG::commitChanges();
    
        // create the SimpleSceneManager helper
        mgr = OSG::SimpleSceneManager::create();
    
        // tell the manager what to manage
        mgr->setWindow(gwin );
        mgr->setRoot  (scene);
    
        // show the whole scene
        mgr->showAll();
    }

    // GLUT main loop
    glutMainLoop();

    return 0;
}
// Initialize GLUT & OpenSG and set up the scene
int main(int argc, char **argv)
{
    // OSG init
    OSG::osgInit(argc,argv);

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

    // open a new scope, because the pointers below should go out of scope
    // before entering glutMainLoop.
    // Otherwise OpenSG will complain about objects being alive after shutdown.
    {
        // the connection between GLUT and OpenSG
        OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
        gwin->setGlutId(winid);
        gwin->init();
    
        // create the scene
        _scene = OSG::makeCoredNode<OSG::Group>();
    
        // create four lights sharing the same beacon.
        OSG::TransformRefPtr light_trans;
        OSG::NodeRefPtr      light_beacon = 
            OSG::makeCoredNode<OSG::Transform>(&light_trans);
        light_trans->editMatrix().setTranslate(0.0, 0.0, 10.0);
    
        // red light.
        OSG::PointLightRefPtr light1_core;
        OSG::NodeRefPtr       light1      = 
            OSG::makeCoredNode<OSG::PointLight>(&light1_core);
        light1_core->setAmbient(0.0,0.0,0.0,1);
        light1_core->setDiffuse(1.0,0.0,0.0,1);
        light1_core->setSpecular(0.8f,0.8f,0.8f,1);
        light1_core->setBeacon(light_beacon);
        light1_core->setOn(true);
    
        // green light.
        OSG::PointLightRefPtr light2_core;
        OSG::NodeRefPtr       light2      = 
            OSG::makeCoredNode<OSG::PointLight>(&light2_core);
        light2_core->setAmbient(0.0,0.0,0.0,1);
        light2_core->setDiffuse(0.0,1.0,0.0,1);
        light2_core->setSpecular(0.8f,0.8f,0.8f,1);
        light2_core->setBeacon(light_beacon);
        light2_core->setOn(true);
        
        // blue light.
        OSG::PointLightRefPtr light3_core;
        OSG::NodeRefPtr       light3      = 
            OSG::makeCoredNode<OSG::PointLight>(&light3_core);
        light3_core->setAmbient(0.0,0.0,0.0,1);
        light3_core->setDiffuse(0.0,0.0,1.0,1);
        light3_core->setSpecular(0.8f,0.8f,0.8f,1);
        light3_core->setBeacon(light_beacon);
        light3_core->setOn(true);
    
        // white light.
        OSG::PointLightRefPtr light4_core;
        OSG::NodeRefPtr       light4      = 
            OSG::makeCoredNode<OSG::PointLight>(&light4_core);
        light4_core->setAmbient(0.0,0.0,0.0,1);
        light4_core->setDiffuse(1.0,1.0,1.0,1);
        light4_core->setSpecular(0.0,0.0,0.0,1);
        light4_core->setBeacon(light_beacon);
        light4_core->setOn(true);
    
        OSG::NodeRefPtr bottom = OSG::makePlane(25.0, 25.0, 128, 128);
    
        // create three spheres.
        OSG::NodeRefPtr      sphere1 = OSG::makeLatLongSphere(50, 50, 1.0);
        OSG::TransformRefPtr sphere1_trans_core;
        OSG::NodeRefPtr      sphere1_trans = 
            OSG::makeCoredNode<OSG::Transform>(&sphere1_trans_core);
        sphere1_trans_core->editMatrix().setTranslate(-5.0, 0.0, 5.0);
        sphere1_trans->addChild(sphere1);
        
        OSG::NodeRefPtr      sphere2 = OSG::makeLatLongSphere(50, 50, 1.0);
        OSG::TransformRefPtr sphere2_trans_core;
        OSG::NodeRefPtr      sphere2_trans = 
            OSG::makeCoredNode<OSG::Transform>(&sphere2_trans_core);
        sphere2_trans_core->editMatrix().setTranslate(0.0, 0.0, 5.0);
        sphere2_trans->addChild(sphere2);
        
        OSG::NodeRefPtr      sphere3 = OSG::makeLatLongSphere(50, 50, 1.0);
        OSG::TransformRefPtr sphere3_trans_core;
        OSG::NodeRefPtr      sphere3_trans = 
            OSG::makeCoredNode<OSG::Transform>(&sphere3_trans_core);
        sphere3_trans_core->editMatrix().setTranslate(5.0, 0.0, 5.0);
        sphere3_trans->addChild(sphere3);
        
        light1->addChild(sphere1_trans);
        light2->addChild(sphere2_trans);
        light3->addChild(sphere3_trans);
        light4->addChild(bottom);
    
        _scene->addChild(light_beacon);
        _scene->addChild(light1);
        _scene->addChild(light2);
        _scene->addChild(light3);
        _scene->addChild(light4);
    
        OSG::commitChanges();
    
        // create the SimpleSceneManager helper
        _mgr = new OSG::SimpleSceneManager;
    
        // tell the manager what to manage
        _mgr->setWindow(gwin );
        _mgr->setRoot  (_scene);
        _mgr->turnHeadlightOff();
    
        // 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
    OSG::osgInit(argc,argv);

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

    // open a new scope, because the pointers below should go out of scope
    // before entering glutMainLoop.
    // Otherwise OpenSG will complain about objects being alive after shutdown.
    {
        // the connection between GLUT and OpenSG
        OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
        gwin->setGlutId(winid);
        gwin->init();
    
        // create the SimpleSceneManager helper
        mgr = OSG::SimpleSceneManager::create();
        mgr->setWindow(gwin);

        // create a pretty simple graph: a Group with two Transforms as children,
        // each of which carries a single Geometry.
        
        // The scene
        
        OSG::NodeRefPtr  scene = OSG::Node::create();
        
        // The cylinder and its transformation
        OSG::NodeRefPtr     cyl    = OSG::Node::create();
        OSG::GeometryRefPtr cylgeo = OSG::makeCylinderGeo( 1.4f, .3f, 24, 
                                                           true, true, true );
        
        cyl->setCore(cylgeo);
    
        cyltrans = OSG::Transform::create();
    
        OSG::NodeRefPtr cyltransnode = OSG::Node::create();
        cyltransnode->setCore (cyltrans);
        cyltransnode->addChild(cyl     );
        
        // add it to the scene
        scene->addChild(cyltransnode);
        
        // The torus and its transformation
        OSG::NodeRefPtr     torus    = OSG::Node::create();
        OSG::GeometryRefPtr torusgeo = OSG::makeTorusGeo( .2f, 1, 24, 36 );
        
        torus->setCore(torusgeo);
            
        tortrans = OSG::Transform::create();
    
        OSG::NodeRefPtr tortransnode = OSG::Node::create();
        tortransnode->setCore (tortrans);
        tortransnode->addChild(torus   );
        
        // add it to the scene
        scene->addChild(tortransnode);

        //
        // create the shader program
        //
        OSG::ShaderProgramChunkRefPtr prog_chunk = OSG::ShaderProgramChunk::create();
        OSG::ShaderProgramRefPtr      vertShader = OSG::ShaderProgram::createVertexShader();
        OSG::ShaderProgramRefPtr      fragShader = OSG::ShaderProgram::createFragmentShader();

        vertShader->setProgram(get_vp_program());
        fragShader->setProgram(get_fp_program());

        //
        // binding the unifrom block to a buffer binding point can be performed 
        // either by calling the shaders's addUniformBlock method or by
        // adding a 'uniform block' variable to a ShaderProgramVariableChunk.
        // In the following we use both variants for illustration.
        //
        fragShader->addUniformBlock("Materials", 1);    // block binding point
        fragShader->addUniformBlock("Lights",    2);    // block binding point

        //
        // The following is replaced by adding ShaderProgramVariableChunk objects
        // to the chunk material. See below...
        //
        // fragShader->addUniformBlock("GeomState", 3);    // block binding point

        prog_chunk->addShader(vertShader);
        prog_chunk->addShader(fragShader);

        //
        // create uniform buffer objects and corresponding materials
        //
        OSG::UniformBufferObjChunkRefPtr ubo_material_database = create_material_database_state(materials);
                                         ubo_light_state       = create_light_state(lights);

        OSG::PolygonChunkRefPtr polygon_chunk = OSG::PolygonChunk::create();
        polygon_chunk->setFrontMode(GL_FILL);
        polygon_chunk->setBackMode(GL_FILL);
        polygon_chunk->setCullFace(GL_NONE);

        OSG::DepthChunkRefPtr depth_chunk = OSG::DepthChunk::create();
        depth_chunk->setEnable(true);

        OSG::ChunkMaterialRefPtr prog_state = OSG::ChunkMaterial::create();
        prog_state->addChunk(ubo_material_database, 1);  // buffer binding point 1
        prog_state->addChunk(ubo_light_state,       2);  // buffer binding point 2
        prog_state->addChunk(prog_chunk);
        prog_state->addChunk(polygon_chunk);
        prog_state->addChunk(depth_chunk);

        OSG::ShaderProgramVariableChunkRefPtr shader_var_chunk = OSG::ShaderProgramVariableChunk::create();
        shader_var_chunk->addUniformBlock("GeomState", 3);

        GeomState geom1; geom1.material_index = dist(generator);
        OSG::ChunkMaterialRefPtr geom1_state = OSG::ChunkMaterial::create();
        ubo_geom_state_1 = create_geometry_material_state(geom1);
        geom1_state->addChunk(ubo_geom_state_1, 3);     // buffer binding point 3
        geom1_state->addChunk(shader_var_chunk);        // block binding point

        GeomState geom2; geom2.material_index = dist(generator);
        OSG::ChunkMaterialRefPtr geom2_state = OSG::ChunkMaterial::create();
        ubo_geom_state_2 = create_geometry_material_state(geom2);
        geom2_state->addChunk(ubo_geom_state_2, 3);     // buffer binding point 3
        geom1_state->addChunk(shader_var_chunk);        // block binding point
       
        cylgeo  ->setMaterial(geom1_state);
        torusgeo->setMaterial(geom2_state);

        OSG::MaterialChunkOverrideGroupRefPtr mgrp = OSG::MaterialChunkOverrideGroup::create();
        mgrp->setMaterial(prog_state);
        scene->setCore(mgrp);

        OSG::commitChanges();
    
        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::preloadSharedObject("OSGFileIO");
	OSG::preloadSharedObject("OSGTBFileIO");
    OSG::preloadSharedObject("OSGImageFileIO");
    // OSG init
    OSG::osgInit(argc,argv);

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

    // open a new scope, because the pointers below should go out of scope
    // before entering glutMainLoop.
    // Otherwise OpenSG will complain about objects being alive after shutdown.
    {
        // the connection between GLUT and OpenSG
        OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
        gwin->setGlutId(winid);
        gwin->init();
    
        // create the scene
        
        // create a pretty simple graph: a Group with two Transforms as children,
        // each of which carries a single Geometry.
        
        // The scene group
        
        OSG::NodeRefPtr  scene = OSG::Node::create();
        OSG::GroupRefPtr g     = OSG::Group::create();
        
        scene->setCore(g);
        
        // The cylinder and its transformation
        OSG::NodeRefPtr     cyl    = OSG::Node::create();
        OSG::GeometryRefPtr cylgeo = OSG::makeCylinderGeo( 1.4f, .3f, 64, 
                                                           true, true, true );
        
        cyl->setCore(cylgeo);
    
        cyltrans = OSG::Transform::create();
    
        OSG::NodeRefPtr cyltransnode = OSG::Node::create();
        cyltransnode->setCore (cyltrans);
        cyltransnode->addChild(cyl     );
        
        // add it to the scene
        scene->addChild(cyltransnode);
        
        // The torus and its transformation
        OSG::NodeRefPtr     torus    = OSG::Node::create();
        OSG::GeometryRefPtr torusgeo = OSG::makeTorusGeo( .2f, 1, 32, 64 );
        
        torus->setCore(torusgeo);
            
        tortrans = OSG::Transform::create();
    
        OSG::NodeRefPtr tortransnode = OSG::Node::create();
        tortransnode->setCore (tortrans);
        tortransnode->addChild(torus   );
        
        // add it to the scene
        scene->addChild(tortransnode);
    
        // create the materials: Here, just using cgfx materials.
        OSG::CgFXMaterialRefPtr mat1 = OSG::CgFXMaterial::create();
        if(argc > 1)
        {
        	mat1->setEffectFile(argv[1]);
        }
        
    
        // assign the material to the geometry
        cylgeo->setMaterial(mat1);
        
        // assign the material to the geometry
        torusgeo->setMaterial(mat1);
    
        OSG::commitChanges();
    
        // create the SimpleSceneManager helper
        mgr = new OSG::SimpleSceneManager;
    
        // tell the manager what to manage
        mgr->setWindow(gwin );
        
    

        
        // file io
		OSG::FCFileType::FCPtrStore Containers;
		Containers.insert(scene);
		//Use an empty Ignore types vector
		OSG::FCFileType::FCTypeVector IgnoreTypes;
		//IgnoreTypes.push_back(Node::getClassType().getId());
	    
		//Write the Field Containers to a xml file
		OSG::FCFileHandler::the()->write(Containers,OSG::BoostPath("C:/Users/danielg/Desktop/test.xml"),IgnoreTypes);

        //Read FieldContainers from an XML file
        OSG::FCFileType::FCPtrStore NewContainers;
        NewContainers = OSG::FCFileHandler::the()->read(OSG::BoostPath("C://Users//danielg//Documents//VirtualCellData//trunk//Artwork//Models//Vehicles_and_Tools//Protein_Ship//Ship_Export_Test.dae"));

        //Write the read FieldContainers to an XML file
       // OSG::FCFileHandler::the()->write(NewContainers,OSG::BoostPath("C:/Users/danielg/Desktop/test2.xml"),IgnoreTypes);

		//NewContainers.clear();

		// NewContainers = OSG::FCFileHandler::the()->read(OSG::BoostPath("C:/Users/danielg/Desktop/test2.xml"));

		OSG::FCFileType::FCPtrStore::iterator itor = NewContainers.begin();
		OSG::FCFileType::FCPtrStore::iterator endIt = NewContainers.end();
		OSG::NodeRefPtr root;
		for(; itor != endIt; itor++)
		{
			OSG::Node *cur = OSG::dynamic_pointer_cast<OSG::Node>((*itor));
			if(cur != NULL)
			{
				if(cur->getParent() == NULL) 
				{
					root = cur; //mgr->setRoot(cur);
					break;
				}
			}
		}

		std::string filepath("C://Users//danielg//Desktop//test.osb");
		OSG::SceneFileHandler::the()->write(root,filepath.c_str());

		root = OSG::SceneFileHandler::the()->read(filepath.c_str());

		if(root != NULL)
		{
			mgr->setRoot(root);
		} else
		{
			std::cout << std::endl << "ERROR READING THE OSB FILE BACK IN~~~~!" << std::endl;
		}

		// show the whole scene
        mgr->showAll();
    }

    // GLUT main loop
    glutMainLoop();

    return 0;
}
示例#10
0
// Initialize GLUT & OpenSG and set up the scene
int main(int argc, char **argv)
{
    // OSG init
    OSG::osgInit(argc,argv);

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

    // open a new scope, because the pointers below should go out of scope
    // before entering glutMainLoop.
    // Otherwise OpenSG will complain about objects being alive after shutdown.
    {
    
        // the connection between GLUT and OpenSG
        OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
        gwin->setGlutId(winid);
        gwin->init();
    
        // create the scene
        
        // this time, create just the core of the geometry
        OSG::GeometryRefPtr torus = OSG::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
        OSG::NodeRefPtr  scene = OSG::Node::create();
        
        sw = OSG::Switch::create();
        sw->setChoice(OSG::Switch::ALL);
        
        scene->setCore(sw);
        
        // create the copied geometry nodes and their transformations
        for(OSG::UInt16 i = 0; i<ncopies; ++i)
        {
            // create the nodes for the shared Geometry core
            OSG::NodeRefPtr geonode = OSG::Node::create();
            
            // assign the Core to the Node
            geonode->setCore(torus);
    
            // add a transformation for every Geometry
            OSG::NodeRefPtr transnode = OSG::Node::create();
            
            trans[i] = OSG::Transform::create();
            
            transnode->setCore (trans[i]);
            transnode->addChild(geonode );

            scene->addChild(transnode);
        }
        
        OSG::commitChanges();
        
        // create the SimpleSceneManager helper
        mgr = new OSG::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;
}
示例#11
0
// Initialize GLUT & OpenSG and set up the scene
int main(int argc, char **argv)
{
    // OSG init
    OSG::osgInit(argc,argv);

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

    // open a new scope, because the pointers below should go out of scope
    // before entering glutMainLoop.
    // Otherwise OpenSG will complain about objects being alive after shutdown.
    {
        // the connection between GLUT and OpenSG
        OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
        gwin->setGlutId(winid);
        gwin->init();
    
        // The scene group
        
        OSG::NodeRefPtr  scene = OSG::Node::create();
        OSG::GroupRefPtr g     = OSG::Group::create();
        
        scene->setCore(g);
        
        if(argc < 2)
        {
            FWARNING(("No file given!\n"));
            FWARNING(("Supported file formats:\n"));
            
            std::list<const char*> suffixes;
            OSG::SceneFileHandler::the()->getSuffixList(suffixes);
            
            for(std::list<const char*>::iterator it  = suffixes.begin();
                                                 it != suffixes.end();
                                               ++it)
            {
                FWARNING(("%s\n", *it));
            }
    
            fileroot = OSG::makeTorus(.5, 2, 16, 16);
        }
        else
        {
            fileroot = OSG::SceneFileHandler::the()->read(argv[1]);
            /*
                All scene file loading is handled via the SceneFileHandler.
            */
        }
    
        scene->addChild(fileroot);
        
        // Create a small geometry to show the ray and what was hit
        // Contains a line and a single triangle.
        // The line shows the ray, the triangle whatever was hit.
        
        OSG::SimpleMaterialRefPtr red = OSG::SimpleMaterial::create();
        
        red->setDiffuse     (OSG::Color3f( 1,0,0 ));   
        red->setTransparency(0.5);   
        red->setLit         (false);   
    
        isectPoints = OSG::GeoPnt3fProperty::create();
        isectPoints->addValue(OSG::Pnt3f(0,0,0));
        isectPoints->addValue(OSG::Pnt3f(0,0,0));
        isectPoints->addValue(OSG::Pnt3f(0,0,0));
        isectPoints->addValue(OSG::Pnt3f(0,0,0));
        isectPoints->addValue(OSG::Pnt3f(0,0,0));
    
        OSG::GeoUInt32PropertyRefPtr index = OSG::GeoUInt32Property::create();
        index->addValue(0);
        index->addValue(1);
        index->addValue(2);
        index->addValue(3);
        index->addValue(4);
    
        OSG::GeoUInt32PropertyRefPtr lens = OSG::GeoUInt32Property::create();
        lens->addValue(2);
        lens->addValue(3);
        
        OSG::GeoUInt8PropertyRefPtr type = OSG::GeoUInt8Property::create();
        type->addValue(GL_LINES);
        type->addValue(GL_TRIANGLES);
    
        testgeocore = OSG::Geometry::create();
        testgeocore->setPositions(isectPoints);
        testgeocore->setIndices(index);
        testgeocore->setLengths(lens);
        testgeocore->setTypes(type);
        testgeocore->setMaterial(red);
        
        OSG::NodeRefPtr testgeo = OSG::Node::create();
        testgeo->setCore(testgeocore);
        
        scene->addChild(testgeo);
    
        // create the SimpleSceneManager helper
        mgr = OSG::SimpleSceneManager::create();
    
        // tell the manager what to manage
        mgr->setWindow(gwin );
        mgr->setRoot  (scene);
    
        // show the whole scene
        mgr->showAll();
    
        mgr->getCamera()->setNear(mgr->getCamera()->getNear() / 10);
    
        // Show the bounding volumes? Not for now
        mgr->getRenderAction()->setVolumeDrawing(false);
    
        _idbuff = new IDbuffer();
        _idbuff->setCamera(mgr->getCamera());
        _idbuff->setRoot(scene);
    }
    
    // GLUT main loop
    glutMainLoop();

    return 0;
}
OSG_END_NAMESPACE

// Initialize GLUT & OpenSG and set up the scene
int main(int argc, char **argv)
{
    // OSG init
    OSG::osgInit(argc,argv);

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

    // open a new scope, because the pointers below should go out of scope
    // before entering glutMainLoop.
    // Otherwise OpenSG will complain about objects being alive after shutdown.
    {
        // the connection between GLUT and OpenSG
        OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
        gwin->setGlutId(winid);
        gwin->init();
    
        // load the scene
    
        OSG::NodeRefPtr scene;
        
        if(argc < 2)
        {
            FWARNING(("No file given!\n"));
    
            scene = OSG::makeTorus(.5, 2, 16, 16);
        }
        else
        {
            scene = OSG::SceneFileHandler::the()->read(argv[1]);
        }
    
        /*   
        An Attachment is a special field container that can be attached to
        many of the internal classes like Nodes, NodeCores and many others.
        There can be multiple Attachments attached to an object.
    
        Attachments can be attached to all FieldContainers that are derived from
        AttachmentContainer. This includes most higher-level classes in the
        system, like Nodes, NodeCores, Windows, Viewports etc. See the
        inheritance graph for details.
    
        One predefined kind of Attachment is the Name, which can
        keep the name of an object. Some of loaders (e.g. the WRL loader)
        create these kinds of Attachments for named nodes.
        */
        
        /*
            An Attachment is a FieldContainer and as such needs to be created using
            ::create().
        */
        OSG::NameRefPtr name = OSG::Name::create();
        
        /* 
            The NameAttachment only has a single field, there's no need to use the
            mask here.
        */
        name->editFieldPtr()->setValue("Scene");
        
        /*
            Attach the name to the scene node.
        */
        scene->addAttachment(name);
        
        /*
            Check if the scene has a Name attachment
            
            Attachments are categorized by the GroupID of their class. Every
            AttachmentContainer generally keeps only one attachment of a specific
            kind. 
        */
        OSG::AttachmentRefPtr a;
        
        a = scene->findAttachment(OSG::Name::getClassType());
        
        if(a != NULL)
        {
            OSG::NameRefPtr n = OSG::dynamic_pointer_cast<OSG::Name>(a);
            
            SLOG << "Node name: " << n->getField().getValue() << OSG::endLog;
        }
        else
        {
            SLOG << "Node has no name!" << OSG::endLog;
        }
        
        /*
            As names are used quite often there are two convenience functions 
            that wrap the code given above: setName and getName. They are declared
            in OSGSimpleAttachments.h.
        */
        if(getName(scene))
        {
            SLOG << "Node is named: " << getName(scene) << OSG::endLog;
        }
        else
        {
            SLOG << "Node is unnamed." << OSG::endLog;
        }
        
        setName(scene, "Scene");
        
        
        // use the NamedNodeFinder helper to find a named object
    
             NamedNodeFinder f;
        OSG::NodeRefPtr      found;
        
        found = f(scene, "Scene");
        SLOG << "Found object " << found << " named Scene." << OSG::endLog;
        
        found = f(scene, "TF_DETAIL");
        if(found == NULL)
        {
            SLOG << "Found no object named TF_DETAIL (did you load the tie?)." 
                 << OSG::endLog;
        }
        else
        {
            SLOG << "Found object " << found << " named TF_DETAIL." 
                 << OSG::endLog;
        }
        
        
        
        // Use the simple attachment defined above
        
        OSG::MyAttachmentRefPtr mya = OSG::MyAttachment::create();
        
        mya->editFieldPtr()->setValue(42);
        
        // attach it to the scene
        scene->addAttachment(mya);
        
        // and check if it's still there       
        a = scene->findAttachment(OSG::MyAttachment::getClassType());
        
        if(a != NULL)
        {
            OSG::MyAttachmentRefPtr m = 
                OSG::dynamic_pointer_cast<OSG::MyAttachment>(a);
            
            SLOG << "Node my value: " << m->getField().getValue() 
                 << OSG::endLog;
        }
        else
        {
            SLOG << "Node has no myAttachment!" << OSG::endLog;
        }
        
        /*
        In case you don't want to create a new Attachment or cannot do that
        because it needs to reference external data, you just attach a void*
        using the VoidPAttachment. This is somewhat equivalent to the standard
        userdata pointer. 
        
        Note that the referenced data will not be threadsafe. Every thread has
        its own copy of the reference, but if if multiple threads reference the
        same data they can interfere. 
        
        Future versions will have some provisions to allow making this
        threadsafe. Stay tuned.
        */
        
        OSG::VoidPAttachmentRefPtr myvoid = OSG::VoidPAttachment::create();
        OSG::UInt32 dummy = 1234;
        
        myvoid->editFieldPtr()->setValue(&dummy);
        
        // attach it to the scene
        scene->addAttachment(myvoid);
    
        // and check if it's still there       
        a = scene->findAttachment(OSG::VoidPAttachment::getClassType());
        
        if(a != NULL)
        {
            OSG::VoidPAttachmentRefPtr m = 
                OSG::dynamic_pointer_cast<OSG::VoidPAttachment>(a);
            
            SLOG << "Node voidp value: " 
                << *(static_cast<OSG::UInt32 *>(m->getField().getValue()))
                << OSG::endLog;
        }
        else
        {
            SLOG << "Node has no voidp attachment!" << OSG::endLog;
        }
        
        
        // create the SimpleSceneManager helper
        mgr = new OSG::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;
}
示例#13
0
// Initialize GLUT & OpenSG and set up the scene
int main(int argc, char **argv)
{
    // OSG init
    OSG::osgInit(argc,argv);

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

    // open a new scope, because the pointers below should go out of scope
    // before entering glutMainLoop.
    // Otherwise OpenSG will complain about objects being alive after shutdown.
    {
        // the connection between GLUT and OpenSG
        OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
        gwin->setGlutId(winid);
        gwin->init();
    
        // load the scene
        OSG::NodeRefPtr scene;
        
        if(argc < 2)
        {
            FWARNING(("No file given!\n"));
            FWARNING(("Supported file formats:\n"));
            
            std::list<const char*> suffixes;
            OSG::SceneFileHandler::the()->getSuffixList(suffixes, OSG::SceneFileType::OSG_READ_SUPPORTED);
            
            for(std::list<const char*>::iterator it  = suffixes.begin();
                                                 it != suffixes.end();
                                               ++it)
            {
                FWARNING(("%s\n", *it));
            }
    
            scene = OSG::makeTorus(.5, 2, 16, 16);
        }
        else
        {
            /*
                All scene file loading is handled via the SceneFileHandler.
            */
            scene = OSG::SceneFileHandler::the()->read(argv[1]);
        }
        
        OSG::commitChanges();
        
        // calc size of the scene
        OSG::Vec3f min, max;
        OSG::BoxVolume vol;
        scene->getWorldVolume(vol);
        vol.getBounds(min, max);
    
        OSG::Vec3f  d      = max - min;
        OSG::Real32 offset = d.length() / 2.0f;
        
        // now create a deep clone
        OSG::NodeRefPtr sceneClone = OSG::deepCloneTree(scene);
        
        // this clones all nodes but the cores of type Material and Transform are shared.
        //NodePtr sceneClone = deepCloneTree(scene, "Material, Transform");
        
        // now change all geometries from the cloned scene just to show
        // that it is a real deep copy.
        traverse(sceneClone, &changeGeo);
        
        // create a small scene graph with two transformation nodes.
        OSG::NodeRefPtr               root = OSG::makeCoredNode<OSG::Group>();
        OSG::ComponentTransformRefPtr t1;
        OSG::NodeRefPtr               tn1 = 
            OSG::makeCoredNode<OSG::ComponentTransform>(&t1);
        OSG::ComponentTransformRefPtr t2;
        OSG::NodeRefPtr               tn2 = 
            OSG::makeCoredNode<OSG::ComponentTransform>(&t2);
        
        t1->setTranslation(OSG::Vec3f(- offset, 0.0f, 0.0f));
        t2->setTranslation(OSG::Vec3f(offset, 0.0f, 0.0f));
        
        tn1->addChild(scene);
        tn2->addChild(sceneClone);
        
        root->addChild(tn1);
        root->addChild(tn2);
        
        OSG::commitChanges();
        
        // create the SimpleSceneManager helper
        mgr = new OSG::SimpleSceneManager;
    
        // tell the manager what to manage
        mgr->setWindow(gwin );
        mgr->setRoot  (root);
    
        // show the whole scene
        mgr->showAll();
    }
    
    // GLUT main loop
    glutMainLoop();

    return 0;
}
示例#14
0
// Initialize GLUT & OpenSG and set up the scene
int main(int argc, char **argv)
{
    // OSG init
    OSG::osgInit(argc,argv);

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

    // Args given?
    if(argc > 1)
    {
        if(sscanf(argv[1], "%u", &nlights) != 1)
        {
            FWARNING(("Number of lights '%s' not understood.\n", argv[1]));
            nlights = 3;
        }
    }
    
    // open a new scope, because the pointers below should go out of scope
    // before entering glutMainLoop.
    // Otherwise OpenSG will complain about objects being alive after shutdown.
    {
    
        // the connection between GLUT and OpenSG
        OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
        gwin->setGlutId(winid);
        gwin->init();
    
        /*
            A Light defines a source of light in the scene. Generally, two types
            of information are of interest: The position of the light source
            (geometry), and what elements of the scene are lit (semantics). 
    
            Using the position of the light in the graph for geometry allows
            moving the Light just like any other node, by putting it below a
            OSG::Transform Node and changing the transformation. This consistency
            also simplifies attaching Lights to moving parts in the scene: just
            put them below the same Transform and they will move with the object.
    
            The semantic interpretation also makes sense, it lets you restrict the
            influence area of the light to a subgraph of the scene. This can be
            used for efficiency, as every active light increases the amount of
            calculations necessary per vertex, even if the light doesn't influence
            the vertex, because it is too far away. It can also be used to
            overcome the restrictions on the number of lights. OpenSG currently
            only allows 8 concurrently active lights.
    
            It is also not difficult to imagine situations where both
            interpretations are necessary at the same time. Take for example a car
            driving through a night scene. You'd want to headlights to be fixed to
            the car and move together with it. But at the same time they should
            light the houses you're driving by, and not the mountains in the
            distance. 
    
            Thus there should be a way to do both at the same time. OpenSG solves
            this by splitting the two tasks to two Nodes. The Light's Node is for
            the sematntic part, it defines which object are lit by the Light. FOr
            the geometrc part the Light keeps a SFNodePtr to a different Node, the
            so called beacon. The local coordinate system of the beacon provides
            the reference coordinate system for the light's position.
    
    
            Thus the typical setup of an OpenSG scenegraph starts with a set of
            lights, which light the whole scene, followed by the actual geometry.
    
            Tip: Using the beacon of the camera (see \ref PageSystemWindowCamera)
            as the beacon of a light source creates a headlight.


            Every light is closely related to OpenGL's light specification. It has
            a diffuse, specular and ambient color. Additionally it can be switched
            on and off using the on field.
        */
    
    
        // Create the scene 
        
        OSG::NodeRefPtr  scene = OSG::Node::create();
        OSG::GroupRefPtr group = OSG::Group::create();
        scene->setCore(group);
    
        // create the scene to be lit
    
        // a simple torus is fine for now.
        // You can add more Geometry here if you want to.
        OSG::NodeRefPtr lit_scene = OSG::makeTorus(.5, 2, 32, 64);
    
        // helper node to keep the lights on top of each other
        OSG::NodeRefPtr lastnode = lit_scene;
    
        // create the light sources    
        OSG::Color3f colors[] = 
        {
            OSG::Color3f(1,0,0), OSG::Color3f(0,1,0), OSG::Color3f(0,0,1), 
            OSG::Color3f(1,1,0), OSG::Color3f(0,1,1), OSG::Color3f(1,0,1), 
            OSG::Color3f(1,1,1), OSG::Color3f(1,1,1)
        };
        if(nlights > 8)
        {
            FWARNING(("Currently only 8 lights supported\n"));
            nlights = 8;
        }
        
        // scale the lights to not overexpose everything. Just a little.
        OSG::Real32 scale = OSG::osgMax(1., 1.5 / nlights);
        
        for(OSG::UInt16 i = 0; i < nlights; ++i)
        {        
            // create the light source
            OSG::NodeRefPtr     light = OSG::Node::create();
            OSG::LightRefPtr    light_core;
            OSG::NodeRefPtr     geo_node;
            
            switch((i % 3) + 0)
            {
                /*
                    The PointLight has a position to define its location. In
                    addition, as it really is located in the scene, it has
                    attenuation parameters to change the light's intensity
                    depending on the distance to the light.
    
                    Point lights are more expesinve to compute than directional
                    lights, but not quite as expesive as spot lights. If you need
                    to see the localized effects of the light, a point light is a
                    good compromise between speed and quality.
                */
                case 0:
                {
                    OSG::PointLightRefPtr l = OSG::PointLight::create();
                    
                    l->setPosition             (0, 0, 0);
                    l->setConstantAttenuation  (1);
                    l->setLinearAttenuation    (0);
                    l->setQuadraticAttenuation (3);
                    
                    // a little sphere to show where the light is
                    geo_node = OSG::makeLatLongSphere(8, 8, 0.1f);
    
                    OSG::GeometryRefPtr       geo =
                        dynamic_cast<OSG::Geometry *>(geo_node->getCore());
                    OSG::SimpleMaterialRefPtr sm  = 
                        OSG::SimpleMaterial::create();
    
                    sm->setLit(false);
                    sm->setDiffuse(OSG::Color3f( colors[i][0], 
                                                 colors[i][1],
                                                 colors[i][2] ));
    
                    geo->setMaterial(sm);
    
                    light_core = l;
                }
                break;
                
                
                /*
                    The DirectionalLight just has a direction. 
    
                    To use it as a headlight use (0,0,-1) as a direction. it is
                    the computationally cheapest light source. Thus for the
                    fastest lit rendering, just a single directional light source.
                    The osg::SimpleSceneManager's headlight is a directional light
                    source.
    
                */
                case 1:
                {
                    OSG::DirectionalLightRefPtr l = 
                        OSG::DirectionalLight::create();
                    
                    l->setDirection(0, 0, 1);
                    
                    // a little cylinder to show where the light is
                    geo_node = OSG::makeCylinder(.1f, .03f, 8, true, true, true);
    
                    OSG::GeometryRefPtr       geo =
                        dynamic_cast<OSG::Geometry *>(geo_node->getCore());
                    OSG::SimpleMaterialRefPtr sm  = 
                        OSG::SimpleMaterial::create();
    
                    sm->setLit(false);
                    sm->setDiffuse(OSG::Color3f( colors[i][0], 
                                                 colors[i][1],
                                                 colors[i][2] ));
    
                    geo->setMaterial(sm);
    
                    light_core = l;
                }
                break;
                
                /*
                    The SpotLight adds a direction to the PointLight and a
                    spotCutOff angle to define the area that's lit. To define the
                    light intensity fallof within that area the spotExponent field
                    is used.
    
                    Spot lights are very expensive to compute, use them sparingly.
                */
                case 2:
                {
                    OSG::SpotLightRefPtr l = OSG::SpotLight::create();
                    
                    l->setPosition             (OSG::Pnt3f(0,  0, 0));
                    l->setDirection            (OSG::Vec3f(0, -1, 0));
                    l->setSpotExponent         (2);
                    l->setSpotCutOff           (OSG::osgDegree2Rad(45));
                    l->setConstantAttenuation  (1);
                    l->setLinearAttenuation    (0);
                    l->setQuadraticAttenuation (3);
                    
                    // a little cone to show where the light is
                    geo_node = OSG::makeCone(.2f, .2f, 8, true, true);
    
                    OSG::GeometryRefPtr       geo =
                        dynamic_cast<OSG::Geometry *>(geo_node->getCore());
                    OSG::SimpleMaterialRefPtr sm  = 
                        OSG::SimpleMaterial::create();
    
                    sm->setLit(false);
                    sm->setDiffuse(OSG::Color3f( colors[i][0], 
                                                 colors[i][1],
                                                 colors[i][2] ));
    
                    geo->setMaterial(sm);
    
                    light_core = l;
                }
                break;
            }
            
            // create the beacon and attach it to the scene
            OSG::NodeRefPtr         beacon      = OSG::Node::create();
            OSG::TransformRefPtr    beacon_core = OSG::Transform::create();
            
            lightBeacons[i] = beacon_core;
            
            beacon->setCore(beacon_core);
            beacon->addChild(geo_node);
        
            scene->addChild(beacon);
                
            light_core->setAmbient (colors[i][0] / scale,
                                    colors[i][1] / scale,
                                    colors[i][2] / scale,
                                    1);
            light_core->setDiffuse (colors[i][0] / scale,
                                    colors[i][1] / scale,
                                    colors[i][2] / scale,
                                    1);
            light_core->setSpecular(1 / scale,
                                    1 / scale,
                                    1 / scale,
                                    1);
            light_core->setBeacon  (beacon);
    
            light->setCore(light_core);
            light->addChild(lastnode);
            
            lights[i] = light_core;
            lastnode = light;
        }
    
        scene->addChild(lastnode);
    
        OSG::commitChanges();
    
        // create the SimpleSceneManager helper
        mgr = OSG::SimpleSceneManager::create();
    
        // tell the manager what to manage
        mgr->setWindow(gwin );
        mgr->setRoot  (scene);
        
        // switch the headlight off, we have enough lights as is
        mgr->setHeadlight(false);
    
        // 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
    OSG::osgInit(argc,argv);

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

    // open a new scope, because the pointers below should go out of scope
    // before entering glutMainLoop.
    // Otherwise OpenSG will complain about objects being alive after shutdown.
    {
        // the connection between GLUT and OpenSG
        OSG::GLUTWindowRefPtr gwin = OSG::GLUTWindow::create();
        gwin->setGlutId(winid);
        gwin->init();
    
        // create the SimpleSceneManager helper
        mgr = OSG::SimpleSceneManager::create();
        mgr->setWindow(gwin);

        // create a pretty simple graph: a Group with two Transforms as children,
        // each of which carries a single Geometry.
        
        // The scene
        
        OSG::NodeRefPtr  scene = OSG::Node::create();
        
        // The cylinder and its transformation
        OSG::NodeRefPtr     cyl    = OSG::Node::create();
        OSG::GeometryRefPtr cylgeo = OSG::makeCylinderGeo( 1.4f, .3f, 24, 
                                                           true, true, true );
        
        cyl->setCore(cylgeo);
    
        cyltrans = OSG::Transform::create();
    
        OSG::NodeRefPtr cyltransnode = OSG::Node::create();
        cyltransnode->setCore (cyltrans);
        cyltransnode->addChild(cyl     );
        
        // add it to the scene
        scene->addChild(cyltransnode);
        
        // The torus and its transformation
        OSG::NodeRefPtr     torus    = OSG::Node::create();
        OSG::GeometryRefPtr torusgeo = OSG::makeTorusGeo( .2f, 1, 24, 36 );
        
        torus->setCore(torusgeo);
            
        tortrans = OSG::Transform::create();
    
        OSG::NodeRefPtr tortransnode = OSG::Node::create();
        tortransnode->setCore (tortrans);
        tortransnode->addChild(torus   );
        
        // add it to the scene
        scene->addChild(tortransnode);

        //
        // create the shader program
        //
        OSG::ShaderProgramChunkRefPtr prog_chunk = OSG::ShaderProgramChunk::create();
        OSG::ShaderProgramRefPtr      vertShader = OSG::ShaderProgram::createVertexShader();
        OSG::ShaderProgramRefPtr      fragShader = OSG::ShaderProgram::createFragmentShader();

        vertShader->setProgram(get_vp_program());
        fragShader->setProgram(get_fp_program());

        //
        // binding the shader storage block to a buffer binding point can be performed 
        // either by calling the shaders's addShaderStorageBlock method or by
        // adding a 'buffer block' variable to a ShaderProgramVariableChunk.
        // In the following we use both variants for illustration.
        //
        fragShader->addShaderStorageBlock("ExampleBlock", 1); // block binding point

        prog_chunk->addShader(vertShader);
        prog_chunk->addShader(fragShader);

        //
        // create shader storage buffer object for block 'ExampleBlock'
        //
        OSG::MultiPropertySSBOChunkRefPtr ssbo_example_block = create_example_block_state();

        OSG::PolygonChunkRefPtr polygon_chunk = OSG::PolygonChunk::create();
        polygon_chunk->setFrontMode(GL_FILL);
        polygon_chunk->setBackMode(GL_FILL);
        polygon_chunk->setCullFace(GL_NONE);

        OSG::DepthChunkRefPtr depth_chunk = OSG::DepthChunk::create();
        depth_chunk->setEnable(true);

        OSG::ChunkMaterialRefPtr prog_state = OSG::ChunkMaterial::create();
        prog_state->addChunk(ssbo_example_block, 1);      // buffer binding point 1
        prog_state->addChunk(prog_chunk);
        prog_state->addChunk(polygon_chunk);
        prog_state->addChunk(depth_chunk);

        OSG::MaterialChunkOverrideGroupRefPtr mgrp = OSG::MaterialChunkOverrideGroup::create();
        mgrp->setMaterial(prog_state);
        scene->setCore(mgrp);

        OSG::commitChanges();
    
        mgr->setRoot(scene);
    
        // show the whole scene
        mgr->showAll();
    }

    // GLUT main loop
    glutMainLoop();

    return 0;
}
示例#16
0
// Initialize GLUT & OpenSG and set up the scene
int main(int argc, char **argv)
{
    // OSG init
    OSG::osgInit(argc,argv);

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

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

        gwin->setGlutId(winid);
        gwin->init();

        // create the scene
        OSG::NodeRefPtr torus = OSG::makeTorus( .5, 2, 16, 32 );
        OSG::NodeRefPtr scene = OSG::Node::create();

        trans = OSG::Transform::create();

        scene->setCore(trans);
        scene->addChild(torus);

        // Create the parts needed for the video background
        OSG::UInt32 width  = 640;
        OSG::UInt32 height = 480;

        // get the desired size from the command line
        if(argc >= 3)
        {
            width  = atoi(argv[1]);
            height = atoi(argv[2]);
        }

        // To check OpenGL extensions, the Window needs to have run through
        // frameInit at least once. This automatically happens when rendering,
        // but we can't wait for that here.

        gwin->activate ();
        gwin->frameInit();

        // Now we can check for OpenGL extensions
        hasNPOT = gwin->hasExtension("GL_ARB_texture_non_power_of_two");

        // 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"
            << std::endl;

        // Ok, now for the meat of the code...
        // first we need an Image to hold the picture(s) to show
        image = OSG::Image::create();

        // set the image's size and type, and allocate memory
        // this example uses RGB. On some systems (e.g. Windows) BGR
        // or BGRA might be faster, it depends on how the images are
        // acquired

        image->set(OSG::Image::OSG_RGB_PF, width, height);



        // Now create the texture to be used for the background
        texObj = OSG::TextureObjChunk::create();

        // Associate image and texture
        texObj->setImage(image);

        // 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).

        texObj->setMinFilter(GL_LINEAR);
        texObj->setMagFilter(GL_LINEAR);

        // Set the wrapping modes. We don't need repetition, it might actually
        // introduce artifactes at the borders, so switch it off.

        texObj->setWrapS(GL_CLAMP_TO_EDGE);
        texObj->setWrapT(GL_CLAMP_TO_EDGE);

        // Newer versions of OpenGL can handle NPOT textures directly.
        // OpenSG will do that internally automatically.
        //
        // Older versions need POT textures. By default OpenSG
        // will scale an NPOT texture to POT while defining it.
        // For changing textures that's too slow.
        // So tell OpenSG not to scale the image and adjust the texture
        // coordinates used by the TextureBackground (see below).

        texObj->setScale(false);

        // Create the background

        OSG::TextureBackgroundRefPtr back = OSG::TextureBackground::create();

        // Set the texture to use
        back->setTexture(texObj);

        // if the image is NPOT and we don't have hardware support for it
        // adjust the texture coordinates.
        if(isPOT == false && hasNPOT == false)
        {
            OSG::UInt32 potWidth  = OSG::osgNextPower2(width );
            OSG::UInt32 potHeight = OSG::osgNextPower2(height);

            OSG::Real32 tcRight = OSG::Real32(width ) / OSG::Real32(potWidth );
            OSG::Real32 tcTop   = OSG::Real32(height) / OSG::Real32(potHeight);

            back->editMFTexCoords()->push_back(OSG::Vec2f(    0.f,   0.f));
            back->editMFTexCoords()->push_back(OSG::Vec2f(tcRight,   0.f));
            back->editMFTexCoords()->push_back(OSG::Vec2f(tcRight, tcTop));
            back->editMFTexCoords()->push_back(OSG::Vec2f(    0.f, tcTop));
        }

        OSG::commitChanges();

        // create the SimpleSceneManager helper
        mgr = OSG::SimpleSceneManager::create();

        // tell the manager what to manage
        mgr->setWindow(gwin );
        mgr->setRoot  (scene);
        mgr->setStatistics(true);

        // replace the background
        // This has to be done after the viewport has been created, which the
        // SSM does in setRoot().

        OSG::ViewportRefPtr vp = gwin->getPort(0);

        vp->setBackground(back);
    }

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

    // GLUT main loop
    glutMainLoop();

    return 0;

}