本文整理汇总了C++中WindowPtr::addPort方法的典型用法代码示例。如果您正苦于以下问题:C++ WindowPtr::addPort方法的具体用法?C++ WindowPtr::addPort怎么用?C++ WindowPtr::addPort使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类WindowPtr
的用法示例。
在下文中一共展示了WindowPtr::addPort方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: main
//.........这里部分代码省略.........
NodePtr medDetailNode = makeSphere( 1, 1 );
GeometryPtr medSphereCore = GeometryPtr::dcast(medDetailNode->getCore());
SimpleMaterialPtr medDetailMat = SimpleMaterial::create();
medDetailMat->setDiffuse( Color3f( 0,1,0 ) );
medDetailMat->setAmbient( Color3f( 0,1,0 ) );
medSphereCore->setMaterial( medDetailMat );
NodePtr highDetailNode = makeSphere( 2, 1 );
GeometryPtr highSphereCore = GeometryPtr::dcast(highDetailNode->getCore());
SimpleMaterialPtr highDetailMat = SimpleMaterial::create();
highDetailMat->setDiffuse( Color3f( 0,0,1 ) );
highDetailMat->setAmbient( Color3f( 0,0,1 ) );
highDetailMat->setSpecular( Color3f(1, 1, 1) );
highDetailMat->setShininess( 10 );
highSphereCore->setMaterial( highDetailMat );
NodePtr lodNode = Node::create();
DistanceLODPtr lodNodeCore = DistanceLOD::create();
beginEditCP(lodNode);
lodNode->setCore(lodNodeCore);
lodNode->addChild( highDetailNode );
lodNode->addChild( medDetailNode );
lodNode->addChild( lowDetailNode );
endEditCP(lodNode);
beginEditCP(lodNodeCore);
lodNodeCore->editSFCenter()->setValue( Pnt3f(0, 0, 2) );
lodNodeCore->editMFRange()->push_back( 4.0 );
lodNodeCore->editMFRange()->push_back( 8.0 );
lodNodeCore->editMFRange()->push_back( 11.0 );
endEditCP(lodNodeCore);
//TRANSFORM LOD
NodePtr transLODNode = Node::create();
TransformPtr transLODCore = Transform::create();
transMat.setTranslate( 1, -1, -1 );
beginEditCP(transLODCore);
transLODCore->editSFMatrix()->setValue( transMat );
endEditCP(transLODCore);
beginEditCP( transLODNode );
transLODNode->setCore( transLODCore );
transLODNode->addChild( lodNode );
endEditCP( transLODNode );
//ROOT
root = Node::create();
GroupPtr rootCore = Group::create();
beginEditCP(root);
root->setCore(rootCore);
root->addChild(transNode);
root->addChild(transLODNode);
endEditCP(root);
camera = PerspectiveCamera::create();
beginEditCP(camera);
camera->setBeacon( beaconNode );
camera->setFov( deg2rad(90) );
camera->setNear( 0.1 );
camera->setFar( 10000 );
endEditCP(camera);
SolidBackgroundPtr background = SolidBackground::create();
viewp = Viewport::create();
beginEditCP(viewp);
viewp->setCamera( camera );
viewp->setBackground( background );
viewp->setRoot( root );
viewp->setSize( 0,0, 1,1 );
endEditCP(viewp);
GLint glVP[4];
glGetIntegerv( GL_VIEWPORT, glVP );
GLUTWindowPtr gwin = GLUTWindow::create();
gwin->setId(winID);
gwin->setSize(glVP[2], glVP[3]);
window = gwin;
beginEditCP(window);
window->addPort( viewp );
window->init();
endEditCP(window);
drAct = DrawAction::create();
Vec3f pos( 0, 0, 3 );
tball.setMode( Trackball::OSGObject );
tball.setStartPosition( pos, true );
tball.setSum( true );
tball.setTranslationMode( Trackball::OSGFree );
glutMainLoop();
return 0;
}
示例2: main
//.........这里部分代码省略.........
beginEditCP(root);
root->setCore( gr1 );
root->addChild( t1n );
root->addChild( dlight );
endEditCP(root);
// Load the file
NodePtr file = NullFC;
if ( argc > 1 )
file = SceneFileHandler::the().read(argv[1]);
if ( file == NullFC )
{
std::cerr << "Couldn't load file, ignoring" << std::endl;
file = makeTorus( .5, 2, 16, 16 );
}
file->updateVolume();
Vec3f min,max;
file->getVolume().getBounds( min, max );
std::cout << "Volume: from " << min << " to " << max << std::endl;
beginEditCP(dlight);
dlight->addChild( file );
endEditCP(dlight);
std::cerr << "Tree: " << std::endl;
// root->dump();
// Camera
cam = PerspectiveCamera::create();
cam->setBeacon( b1n );
cam->setFov( deg2rad( 90 ) );
cam->setNear( 0.1 );
cam->setFar( 10000 );
// Background
SolidBackgroundPtr bkgnd = SolidBackground::create();
// Foreground
GrabForegroundPtr fgnd = GrabForeground::create();
image = Image::create();
beginEditCP(image);
image->set(Image::OSG_RGB_PF, 1);
endEditCP(image);
fgnd->setImage(image);
// Viewport
vp = Viewport::create();
vp->setCamera( cam );
vp->setBackground( bkgnd );
vp->editMFForegrounds()->push_back( fgnd );
vp->setRoot( root );
vp->setSize( 0,0, 1,1 );
// Window
std::cout << "GLUT winid: " << winid << std::endl;
GLUTWindowPtr gwin;
GLint glvp[4];
glGetIntegerv( GL_VIEWPORT, glvp );
gwin = GLUTWindow::create();
gwin->setId(winid);
gwin->setSize( glvp[2], glvp[3] );
win = gwin;
win->addPort( vp );
win->init();
// Action
ract = DrawAction::create();
// tball
Vec3f pos( 0, 0, max[2] + ( max[2] - min[2] ) * 1.5 );
tball.setMode( Trackball::OSGObject );
tball.setStartPosition( pos, true );
tball.setSum( true );
tball.setTranslationMode( Trackball::OSGFree );
// run...
glutMainLoop();
return 0;
}
示例3: initialize
virtual void initialize(void)
{
// Check necessary stuff
if(_win == NullFC)
{
FWARNING(("SceneManager::initialize: window not set, "
"ignoring!\n"));
return;
}
// the rendering action
_ownAction = RenderAction::create();
_action = _ownAction;
// the camera and light beacon
NodePtr cartN = Node::create();
_cart = Transform::create();
beginEditCP(cartN);
cartN->setCore(_cart);
endEditCP(cartN);
// the headlight
_internalRoot = Node::create();
_headlight = DirectionalLight::create();
addRefCP(_internalRoot);
beginEditCP(_internalRoot);
_internalRoot->setCore(_headlight);
_internalRoot->addChild(cartN);
endEditCP(_internalRoot);
beginEditCP(_headlight);
_headlight->setAmbient (.3, .3, .3, 1);
_headlight->setDiffuse ( 1, 1, 1, 1);
_headlight->setSpecular ( 1, 1, 1, 1);
_headlight->setDirection( 0, 0, 1);
_headlight->setBeacon (cartN);
endEditCP(_headlight);
// the camera
_camera = PerspectiveCamera::create();
addRefCP(_camera);
beginEditCP(PerspectiveCameraPtr::dcast(_camera));
PerspectiveCameraPtr::dcast(_camera)->setBeacon(cartN);
PerspectiveCameraPtr::dcast(_camera)->setFov (deg2rad(60.f));
PerspectiveCameraPtr::dcast(_camera)->setNear (0.1f);
PerspectiveCameraPtr::dcast(_camera)->setFar (10000.f);
endEditCP(PerspectiveCameraPtr::dcast(_camera));
// need a viewport?
if(_win->getPort().size() == 0)
{
SolidBackgroundPtr bg = SolidBackground::create();
beginEditCP(bg);
bg->setColor(Color3f(0, 0, 0));
endEditCP(bg);
ViewportPtr vp = Viewport::create();
beginEditCP(vp);
vp->setCamera (_camera);
vp->setRoot (_internalRoot);
vp->setSize (0,0, 1,1);
vp->setBackground (bg);
endEditCP(vp);
beginEditCP(_win);
_win->addPort(vp);
endEditCP(_win);
}
}
示例4: main
//.........这里部分代码省略.........
endEditCP(sroot);
// the billboard
NodePtr bnode = Node::create();
bill = Billboard::create();
beginEditCP(bnode);
bnode->setCore( bill );
endEditCP(bnode);
beginEditCP(tnode);
tnode->addChild(bnode);
endEditCP(tnode);
// a geometry to billboard
NodePtr geo = makeTorus( .2, 1, 16, 3);
beginEditCP(bnode);
bnode->addChild( geo );
endEditCP(bnode);
// a geometry to lead the render action somewhere else
geo = makePlane( 2, 2, 2, 2 );
beginEditCP(sroot);
sroot->addChild( geo );
endEditCP(sroot);
dlight->updateVolume();
Vec3f min,max;
dlight->getVolume().getBounds( min, max );
std::cout << "Volume: from " << min << " to " << max << std::endl;
//std::cerr << "Tree: " << std::endl;
//root->dump();
// Camera
PerspectiveCameraPtr cam = PerspectiveCamera::create();
cam->setBeacon( b1n );
cam->setFov( deg2rad( 60 ) );
cam->setNear( .1 );
cam->setFar( 20. );
// Background
GradientBackgroundPtr bkgnd = GradientBackground::create();
bkgnd->addLine( Color3f( 0,0,0 ), 0 );
bkgnd->addLine( Color3f( .5,.5,0 ), 0.5 );
bkgnd->addLine( Color3f( .7,.7,1 ), 0.5 );
bkgnd->addLine( Color3f( 0,0,1 ), 1 );
// Viewport
ViewportPtr vp = Viewport::create();
vp->setCamera( cam );
vp->setBackground( bkgnd );
vp->setRoot( root );
vp->setSize( 0,0, 1,1 );
// Window
std::cout << "GLUT winid: " << winid << std::endl;
GLUTWindowPtr gwin;
GLint glvp[4];
glGetIntegerv( GL_VIEWPORT, glvp );
gwin = GLUTWindow::create();
gwin->setId(winid);
gwin->setSize( glvp[2], glvp[3] );
win = gwin;
win->addPort( vp );
// Actions
dact = DrawAction::create();
ract = RenderAction::create();
// tball
Vec3f pos(0,
0,
max[2] + 1.5 * (max[2] - min[2]));
tball.setMode( Trackball::OSGObject );
tball.setStartPosition( pos, true );
tball.setSum( true );
tball.setTranslationMode( Trackball::OSGFree );
tball.setTranslationScale(10.);
// run...
glutMainLoop();
return 0;
}
示例5: serverRender
void MultiDisplayWindow::serverRender(WindowPtr serverWindow,
UInt32 id,
DrawActionBase *action )
{
TileCameraDecoratorPtr deco;
ViewportPtr serverPort;
ViewportPtr clientPort;
StereoBufferViewportPtr clientStereoPort;
UInt32 sv,cv;
Int32 l,r,t,b;
Int32 cleft,cright,ctop,cbottom;
// sync, otherwise viewports will be out of date
if(!getHServers())
{
setHServers(getServers().size());
}
if(!getVServers())
{
setVServers(1);
}
UInt32 row =id/getHServers();
UInt32 column=id%getHServers();
// calculate width and height from local width and height
UInt32 width = serverWindow->getWidth() ;
UInt32 height = serverWindow->getHeight();
if(getWidth()==0)
{
setWidth( width*getHServers() );
}
if(getHeight()==0)
{
setHeight( height*getVServers() );
}
Int32 left = column * width - column * getXOverlap();
Int32 bottom = row * height - row * getYOverlap();
Int32 right = left + width - 1;
Int32 top = bottom + height - 1;
Real64 scaleCWidth =
((width - getXOverlap()) * (getHServers() - 1) + width) /
(float)getWidth();
Real64 scaleCHeight =
((height - getYOverlap())* (getVServers() - 1) + height)/
(float)getHeight();
bool isVirtualPort = false;
// duplicate viewports
for(cv = 0, sv = 0; cv < getPort().size(); ++cv)
{
clientPort = getPort()[cv];
#if 0
isVirtualPort = clientPort->getType().isDerivedFrom(FBOViewport::getClassType());
if(isVirtualPort)
{
// TODO -- seems wrong to render this on all servers, though rendering
// then transmitting the texture doesn't seem like a good idea either.
if(serverWindow->getPort().size() <= sv)
{
serverPort = ViewportPtr::dcast(clientPort->shallowCopy());
beginEditCP(serverWindow);
serverWindow->addPort(serverPort);
endEditCP(serverWindow);
}
else
{
serverPort = serverWindow->getPort()[sv];
if(serverWindow->getPort()[sv]->getType() !=
clientPort->getType())
{
// there is a viewport with the wrong type
subRefCP(serverWindow->getPort()[sv]);
serverPort = ViewportPtr::dcast(clientPort->shallowCopy());
beginEditCP(serverWindow);
{
serverWindow->getPort()[sv] = serverPort;
}
endEditCP(serverWindow);
}
}
// update changed viewport fields
updateViewport(serverPort,clientPort);
}
else
#endif
{
clientStereoPort =
dynamic_cast<StereoBufferViewportPtr>(clientPort);
cleft = (Int32)(clientPort->getPixelLeft() * scaleCWidth) ;
cbottom = (Int32)(clientPort->getPixelBottom() * scaleCHeight) ;
cright = (Int32)((clientPort->getPixelRight()+1) * scaleCWidth) -1;
ctop = (Int32)((clientPort->getPixelTop()+1) * scaleCHeight)-1;
//.........这里部分代码省略.........
示例6: main
//.........这里部分代码省略.........
root->addChild(dlight);
endEditCP(root);
// Load the file
NodePtr fileRoot = Node::create();
// OSGActivateColMatPtr colMat = OSGActivateColMat::create();
GroupPtr gr = Group::create();
beginEditCP(fileRoot);
// fileRoot->setCore(colMat);
fileRoot->setCore(gr);
endEditCP(fileRoot);
beginEditCP(dlight);
dlight->addChild(fileRoot);
endEditCP(dlight);
// for(UInt32 numFiles = 1; numFiles < argc; numFiles++)
// {
// file = SceneFileHandler::the().read(argv[1]);
file = loader.getRootNode();
beginEditCP(fileRoot);
fileRoot->addChild(file);
fileRoot->invalidateVolume();
endEditCP(fileRoot);
// }
dlight->updateVolume();
Vec3f min, max;
dlight->getVolume().getBounds(min, max);
std::cout << "Volume: from " << min << " to " << max << std::endl;
//std::cerr << "Tree: " << std::endl;
//root->dump();
// Camera
PerspectiveCameraPtr cam = PerspectiveCamera::create();
cam->setBeacon(b1n);
cam->setFov(deg2rad(60));
cam->setNear(1.);
cam->setFar(100000.);
// Background
GradientBackgroundPtr bkgnd = GradientBackground::create();
bkgnd->addLine(Color3f(0, 0, 0), 0);
bkgnd->addLine(Color3f(.5, .5, 0), 0.5);
bkgnd->addLine(Color3f(.7, .7, 1), 0.5);
bkgnd->addLine(Color3f(0, 0, 1), 1);
// Viewport
ViewportPtr vp = Viewport::create();
vp->setCamera(cam);
vp->setBackground(bkgnd);
vp->setRoot(root);
vp->setSize(0, 0, 1, 1);
// Window
std::cout << "GLUT winid: " << winid << std::endl;
GLUTWindowPtr gwin;
GLint glvp[4];
glGetIntegerv(GL_VIEWPORT, glvp);
gwin = GLUTWindow::create();
gwin->setId(winid);
gwin->setSize(glvp[2], glvp[3]);
win = gwin;
win->addPort(vp);
// Actions
dact = DrawAction::create();
ract = RenderAction::create();
// tball
/*
Vec3f pos(min[0] + 0.5 * (max[0] - min[0]),
min[1] + 0.5 * (max[1] - min[1]),
max[2] + 1.5 * (max[2] - min[2]));
*/
Vec3f pos(0, 0, max[2] + 1.5 * (max[2] - min[2]));
tball.setMode(Trackball::OSGObject);
tball.setStartPosition(pos, true);
tball.setSum(true);
tball.setTranslationMode(Trackball::OSGFree);
tball.setTranslationScale(10000.);
// run...
glutMainLoop();
return 0;
}
示例7: main
//.........这里部分代码省略.........
{
fprintf(stderr, "FCPtr NULL\n");
}
}
else
{
fprintf(stderr, "Binder NULL\n");
}
*/
file = aVRMLToOSG.getRoot();
if(file == NullFC)
return 0;
file->updateVolume();
Vec3f min,max;
file->getVolume().getBounds( min, max );
cout << "Volume: from " << min << " to " << max << endl;
beginEditCP(dlight);
dlight->addChild( file );
endEditCP(dlight);
cerr << "Tree: " << endl;
// root->dump();
// Camera
cam = PerspectiveCamera::create();
cam->setBeacon( b1n );
cam->setFov( deg2rad( 90 ) );
cam->setNear( 0.1 );
cam->setFar( 10000 );
// Background
SolidBackgroundPtr bkgnd = SolidBackground::create();
// Viewport
vp = Viewport::create();
vp->setCamera( cam );
vp->setBackground( bkgnd );
vp->setRoot( root );
vp->setSize( 0,0, 1,1 );
// Window
cout << "GLUT winid: " << winid << endl;
GLUTWindowPtr gwin;
GLint glvp[4];
glGetIntegerv( GL_VIEWPORT, glvp );
gwin = GLUTWindow::create();
gwin->setId(winid);
gwin->setSize( glvp[2], glvp[3] );
win = gwin;
win->addPort( vp );
win->init();
// Action
ract = DrawAction::create();
// tball
Vec3f pos(min[0] + ((max[0] - min[0]) * 0.5),
min[1] + ((max[1] - min[1]) * 0.5),
max[2] + ( max[2] - min[2] ) * 1.5 );
float scale = (max[2] - min[2] + max[1] - min[1] + max[0] - min[0]) / 6;
Pnt3f tCenter(min[0] + (max[0] - min[0]) / 2,
min[1] + (max[1] - min[1]) / 2,
min[2] + (max[2] - min[2]) / 2);
tball.setMode( Trackball::OSGObject );
tball.setStartPosition( pos, true );
tball.setSum( true );
tball.setTranslationMode( Trackball::OSGFree );
tball.setTranslationScale(scale);
tball.setRotationCenter(tCenter);
// run...
#ifdef PAR_SCHEDULER
Thread::getCurrent()->getChangeList()->applyTo(1);
VSC::VSCScheduler::the()->run();
#endif
glutMainLoop();
return 0;
}
示例8: main
//.........这里部分代码省略.........
obj3Pnts->addValue( Pnt3f(4, 0,0) );
endEditCP( obj3Pnts );
beginEditCP( obj3Types );
//obj3Types->addValue( GL_TRIANGLES );
//obj3Types->addValue( GL_QUADS );
//obj3Types->addValue( GL_TRIANGLES );
obj3Types->addValue( GL_POLYGON );
endEditCP( obj3Types );
beginEditCP( obj3Lengths );
//obj3Lengths->addValue( 3 );
//obj3Lengths->addValue( 4 );
//obj3Lengths->addValue( 3 );
obj3Lengths->addValue( 6 );
endEditCP( obj3Lengths );
beginEditCP( obj3Colors );
for( UInt32 i=0; i<obj3Pnts->getSize(); ++i )
{
obj3Colors->addValue( Color3f(.7,.7,.7) );
}
endEditCP( obj3Colors );
beginEditCP( obj3Index );
//for( UInt32 i=0; i<obj3Pnts->getSize(); ++i )
//{
// obj3Index->addValue( i );
//}
obj3Index->addValue( 0 );
obj3Index->addValue( 1 );
obj3Index->addValue( 5 );
obj3Index->addValue( 9 );
obj3Index->addValue( 6 );
obj3Index->addValue( 2 );
endEditCP( obj3Index );
beginEditCP( obj3Core );
obj3Core->setIndices( obj3Index );
obj3Core->setPositions( obj3Pnts );
obj3Core->setTypes( obj3Types );
obj3Core->setLengths( obj3Lengths );
obj3Core->setColors( obj3Colors );
endEditCP( obj3Core );
beginEditCP( objects[3] );
objects[3]->setCore( obj3Core );
endEditCP( objects[3] );
calcFaceNormals( GeometryPtr::dcast(objects[3]->getCore()) );
normals[3] = calcFaceNormalsGeo( GeometryPtr::dcast(objects[3]->getCore()), 0.5 );
//ROOT
root = Node::create();
GroupPtr rootCore = Group::create();
beginEditCP(root);
root->setCore(rootCore);
root->addChild(transNode);
root->addChild(objects[0]);
root->addChild(normals[0]);
activeObj = root->findChild( objects[0] );
activeNorm = root->findChild( normals[0] );
endEditCP(root);
camera = PerspectiveCamera::create();
camera->setBeacon( beaconNode );
camera->setFov( 90 );
camera->setNear( 0.1 );
camera->setFar( 10000 );
SolidBackgroundPtr background = SolidBackground::create();
viewp = Viewport::create();
viewp->setCamera( camera );
viewp->setBackground( background );
viewp->setRoot( root );
viewp->setSize( 0,0, 1,1 );
GLint glVP[4];
glGetIntegerv( GL_VIEWPORT, glVP );
GLUTWindowPtr gwin = GLUTWindow::create();
gwin->setId(winID);
gwin->setSize(glVP[2], glVP[3]);
window = gwin;
window->addPort( viewp );
window->init();
drAct = DrawAction::create();
Vec3f pos( 0, 0, 3 );
tball.setMode( Trackball::OSGObject );
tball.setStartPosition( pos, true );
tball.setSum( true );
tball.setTranslationMode( Trackball::OSGFree );
glutMainLoop();
return 0;
}