本文整理汇总了C++中osg::SimpleSceneManagerRefPtr类的典型用法代码示例。如果您正苦于以下问题:C++ SimpleSceneManagerRefPtr类的具体用法?C++ SimpleSceneManagerRefPtr怎么用?C++ SimpleSceneManagerRefPtr使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了SimpleSceneManagerRefPtr类的15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: display
// redraw the window
void display(void)
{
mgr->redraw();
}
示例2: motion
// react to mouse motions with pressed buttons
void motion(int x, int y)
{
mgr->mouseMove(x, y);
glutPostRedisplay();
}
示例3: doMain
// Initialize GLUT & OpenSG and set up the scene
int doMain(int argc, char **argv)
{
// OSG init
OSG::osgInit(argc,argv);
// GLUT init
int winid = setupGLUT(&argc, argv);
// the connection between GLUT and OpenSG
OSG::GLUTWindowUnrecPtr gwin= OSG::GLUTWindow::create();
gwin->setGlutId(winid);
gwin->setSize( 800, 800 );
gwin->init();
// Create the shader material
OSG::ChunkMaterialUnrecPtr cmat = OSG::ChunkMaterial::create();
// Read the image for the normal texture
OSG::ImageUnrecPtr earth_map_img = OSG::Image::create();
if(!earth_map_img->read("Earth.jpg"))
{
fprintf(stderr, "Couldn't read texture 'Earth.jpg'\n");
return 1;
}
OSG::TextureObjChunkUnrecPtr tex_earth = OSG::TextureObjChunk::create();
OSG::TextureEnvChunkUnrecPtr tex_earth_env = OSG::TextureEnvChunk::create();
tex_earth->setImage(earth_map_img);
tex_earth->setMinFilter(GL_LINEAR_MIPMAP_LINEAR);
tex_earth->setMagFilter(GL_LINEAR);
tex_earth->setWrapS(GL_REPEAT);
tex_earth->setWrapT(GL_REPEAT);
tex_earth_env->setEnvMode(GL_MODULATE);
// Read the image for the normal texture
OSG::ImageUnrecPtr earth_night_map_img = OSG::Image::create();
if(!earth_night_map_img->read("EarthNight.jpg"))
{
fprintf(stderr, "Couldn't read texture 'EarthNight.jpg'\n");
return 1;
}
OSG::TextureObjChunkUnrecPtr tex_earth_night = OSG::TextureObjChunk::create();
OSG::TextureEnvChunkUnrecPtr tex_earth_night_env = OSG::TextureEnvChunk::create();
tex_earth_night->setImage(earth_night_map_img);
tex_earth_night->setMinFilter(GL_LINEAR_MIPMAP_LINEAR);
tex_earth_night->setMagFilter(GL_LINEAR);
tex_earth_night->setWrapS(GL_REPEAT);
tex_earth_night->setWrapT(GL_REPEAT);
tex_earth_night_env->setEnvMode(GL_MODULATE);
// Read the image for the normal texture
OSG::ImageUnrecPtr earth_clouds_map_img = OSG::Image::create();
if(!earth_clouds_map_img->read("EarthClouds.jpg"))
{
fprintf(stderr, "Couldn't read texture 'EarthClouds.jpg'\n");
return 1;
}
OSG::TextureObjChunkUnrecPtr tex_earth_clouds = OSG::TextureObjChunk::create();
OSG::TextureEnvChunkUnrecPtr tex_earth_clouds_env = OSG::TextureEnvChunk::create();
tex_earth_clouds->setImage(earth_clouds_map_img);
tex_earth_clouds->setMinFilter(GL_LINEAR_MIPMAP_LINEAR);
tex_earth_clouds->setMagFilter(GL_LINEAR);
tex_earth_clouds->setWrapS(GL_REPEAT);
tex_earth_clouds->setWrapT(GL_REPEAT);
tex_earth_clouds_env->setEnvMode(GL_MODULATE);
_shl = OSG::SHLChunk::create();
if(!_shl->readVertexProgram("Earth.vp"))
fprintf(stderr, "Couldn't read vertex program 'Earth.vp'\n");
if(!_shl->readFragmentProgram("Earth.fp"))
fprintf(stderr, "Couldn't read fragment program 'Earth.fp'\n");
_shl->addUniformVariable("EarthDay", 0);
_shl->addUniformVariable("EarthNight", 1);
_shl->addUniformVariable("EarthCloudGloss", 2);
_shl->addUniformVariable("season", 0.0f);
_shl->addUniformVariable("cos_time_0_2PI", -0.406652f);
_shl->addUniformVariable("sin_time_0_2PI", -0.913583f);
// _shl->setUniformParameter("foo", -0.913583f);
cmat->addChunk(_shl);
cmat->addChunk(tex_earth);
cmat->addChunk(tex_earth_env);
cmat->addChunk(tex_earth_night);
cmat->addChunk(tex_earth_night_env);
cmat->addChunk(tex_earth_clouds);
cmat->addChunk(tex_earth_clouds_env);
//.........这里部分代码省略.........
示例4: main
// 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
//.........这里部分代码省略.........
示例5: keyboard
//
// react to keys
//
void keyboard(unsigned char k, int, int)
{
static OSG::Real32 val0 = 0.f;
static OSG::Real32 val1 = 0.f;
static OSG::Real32 x1 = 0.f;
static OSG::Real32 y1 = 0.f;
static OSG::Real32 z1 = 0.f;
static OSG::Real32 x2 = 0.f;
static OSG::Real32 y2 = 0.f;
static OSG::Real32 z2 = 0.f;
switch(k)
{
case ' ':
{
OSG::SceneGraphPrinter sgp(mgr->getRoot());
sgp.printDownTree(std::cout);
}
break;
case '1': // enable/disable clip plane 0
{
vecClipPlaneData[0]._enabled = !vecClipPlaneData[0]._enabled;
updateClipPlanes(vecClipPlaneData);
}
break;
case '2': // enable/disable clip plane 1
{
vecClipPlaneData[1]._enabled = !vecClipPlaneData[1]._enabled;
updateClipPlanes(vecClipPlaneData);
}
break;
case '3': // enable/disable box geometry
{
if(vecGeometries[0] == NULL)
{
OSG::Matrix matrix;
OSG::Vec3f v(10.f, 0.f, 15.f);
matrix.setTranslate(v);
OSG::GeometryRefPtr boxGeo =
OSG::makeBoxGeo(15, 15, 15, 1, 1, 1);
OSG::NodeRefPtr boxTree = buildGeoTree(scene,
boxGeo,
matrix);
vecGeometries[0] = boxTree;
scene->addChild(boxTree);
}
else
{
scene->subChild(vecGeometries[0]);
vecGeometries[0] = NULL;
}
// mgr->showAll();
// mgr->redraw();
}
break;
case '4': // enable/disable torus geometry
{
if (vecGeometries[1] == NULL)
{
OSG::Matrix matrix;
OSG::Vec3f v( 0.f, 10.f, 0.f);
matrix.setTranslate(v);
OSG::GeometryRefPtr torusGeo = OSG::makeTorusGeo(2, 6, 8, 16);
OSG::NodeRefPtr torusTree = buildGeoTree(scene,
torusGeo, matrix);
vecGeometries[1] = torusTree;
scene->addChild(torusTree);
}
else
{
scene->subChild(vecGeometries[1]);
vecGeometries[1] = NULL;
}
// mgr->showAll();
// mgr->redraw();
}
break;
case '5':
{
OSG::SceneFileHandler::the()->write(mgr->getRoot(),
"clipplane_model.osb", true);
}
break;
case 'n': // move clip plane 0 opposite to the normal direction of the plane
{
val0 -= 0.2;
//.........这里部分代码省略.........
示例6: doMain
int doMain(int argc, char **argv)
{
//
// This might be necessary depending on the
// used platform to ensure that the corresponding
// libraries get loaded.
//
OSG::preloadSharedObject("OSGFileIO");
OSG::preloadSharedObject("OSGImageFileIO");
OSG::preloadSharedObject("OSGContribPLY");
OSG::osgInit(argc,argv);
// GLUT init
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_STENCIL | GLUT_DOUBLE);
glutCreateWindow("OpenSG");
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutIdleFunc(display);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutKeyboardFunc(keyboard);
OSG::PassiveWindowRefPtr pwin=OSG::PassiveWindow::create();
pwin->init();
// create the SimpleSceneManager helper
mgr = OSG::SimpleSceneManager::create();
// create the window and initial camera/viewport
mgr->setWindow(pwin);
//
// for storing clipplane beacon we use a container
// collection attachment which we attach to the scene
// node. Otherwise the scene could not be saved correctly,
// as the beacons would be lost.
//
container = OSG::ContainerCollection::create();
//
// Implementation details:
// For each clip plane we provide a ClipPlaneChunk, the plane geometry,
// the plane transform core and at least a plane color conveniently in
// a vector of type VecClipPlaneDetailsT. The next function call
// initializes this data structure.
//
createClipPlaneDetails();
//
// The scene
//
scene = OSG::Node::create();
scene->setCore(OSG::Group::create());
scene->addAttachment(container);
//
// A place for accessing the box and torus.
//
vecGeometries.push_back(NULL);
vecGeometries.push_back(NULL);
//
// Build concrete clipping planes and update the clip plane details.
//
ClipPlaneData data1;
ClipPlaneData data2;
data1._equation = OSG::Vec4f(0,0,1,0);
data1._enabled = true;
data2._equation = OSG::Vec4f(1,0,0,0);
data2._enabled = false;
vecClipPlaneData.push_back(data1);
vecClipPlaneData.push_back(data2);
updateClipPlanes(vecClipPlaneData);
keyboard('3',-1,-1);
keyboard('4',-1,-1);
// tell the manager what to manage
mgr->setRoot(scene);
// show the whole scene
mgr->showAll();
mgr->redraw();
pwin->dumpExtensions();
return 0;
}
示例7: main
// 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
OSG::osgInit(argc,argv);
// GLUT init
int winid = setupGLUT(&argc, argv);
// the connection between GLUT and OpenSG
OSG::GLUTWindowUnrecPtr gwin = OSG::GLUTWindow::create();
gwin->setGlutId(winid);
gwin->setSize( 800, 800 );
gwin->init();
// Create the shader material
OSG::ChunkMaterialUnrecPtr cmat = OSG::ChunkMaterial::create();
OSG::MaterialChunkUnrecPtr matc = OSG::MaterialChunk::create();
matc->setAmbient(OSG::Color4f(0.1, 0.1, 0.1, 1.0));
matc->setDiffuse(OSG::Color4f(0.3, 0.3, 0.3, 1.0));
matc->setSpecular(OSG::Color4f(0.8, 0.8, 0.8, 1.0));
matc->setShininess(100);
matc->setLit(true);
OSG::SHLChunkUnrecPtr shl = OSG::SHLChunk::create();
shl->readVertexProgram(argv[1]);
shl->readFragmentProgram(argv[2]);
cmat->addChunk(shl);
// create root node
_scene = OSG::Node::create();
// create torus
OSG::GeometryUnrecPtr geo = OSG::makeTorusGeo(.8, 1.8, 128, 128);
geo->setMaterial(cmat);
OSG::NodeUnrecPtr torus = OSG::Node::create();
torus->setCore(geo);
// add torus to scene
OSG::GroupUnrecPtr group = OSG::Group::create();
_scene->setCore(group);
_scene->addChild(torus);
// create the SimpleSceneManager helper
_mgr = OSG::SimpleSceneManager::create();
// 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;
}
示例8: main
//
// 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);
//.........这里部分代码省略.........
示例9: keyboard
// react to keys
void keyboard(unsigned char k, int , int )
{
switch (k)
{
case 27:
{
mgr = NULL;
delete gTextStuff;
OSG::commitChanges();
OSG::osgExit();
exit(0);
}
break;
case '-':
gTextStuff->incFaceSize(false);
break;
case '=':
gTextStuff->incFaceSize(true);
break;
case '[':
gTextStuff->incTextureSize(false);
break;
case ']':
gTextStuff->incTextureSize(true);
break;
case '<':
gTextStuff->incMaxExtent(false);
break;
case '>':
gTextStuff->incMaxExtent(true);
break;
case ',':
gTextStuff->incLineSpacing(false);
break;
case '.':
gTextStuff->incLineSpacing(true);
break;
case '{':
gTextStuff->incGeoScale(false);
break;
case '}':
gTextStuff->incGeoScale(true);
break;
case 'f':
gTextStuff->goToNextFamily();
break;
case 'd':
OSG::SceneFileHandler::the()->write(mgr->getRoot(),"dump_scene.osb");
std::cout << "Wrote out scene: dump_scene.osb" << std::endl;
break;
case 't':
mgr->setNavigationMode(OSG::Navigator::TRACKBALL);
break;
case 'l':
mgr->setHeadlight(!mgr->getHeadlightState());
std::cout << "Set headlight: " << mgr->getHeadlightState() << std::endl;
break;
case 'z':
glPolygonMode( GL_FRONT_AND_BACK, GL_POINT);
std::cerr << "PolygonMode: Point." << std::endl;
break;
case 'x': glPolygonMode( GL_FRONT_AND_BACK, GL_LINE);
std::cerr << "PolygonMode: Line." << std::endl;
break;
case 'c': glPolygonMode( GL_FRONT_AND_BACK, GL_FILL);
std::cerr << "PolygonMode: Fill." << std::endl;
break;
case 'h':
std::cerr << "Keys:" << std::endl;
std::cerr << "- =: change face size" << std::endl;
std::cerr << "{ }: change geo scale" << std::endl;
std::cerr << "[ ]: change texture size" << std::endl;
std::cerr << "< >: change max extend for 1st line" << std::endl;
std::cerr << ", .: change line spacing" << std::endl;
std::cerr << "f : next font family" << std::endl;
std::cerr << "d : dump scene" << std::endl;
}
}
示例10: display
// redraw the window
void display(void)
{
// render scene
_mgr->redraw();
}
示例11: display
// redraw the window
void display(void)
{
mgr->idle();
mgr->redraw();
}
示例12: main
// 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)
{
//.........这里部分代码省略.........
示例13: keyboard
// react to keys
void keyboard(unsigned char k, int x, int y)
{
switch(k)
{
case 27:
{
// clean up global variables
mgr = NULL;
OSG::osgExit();
exit(1);
}
break;
case 'a': // activate all lights
{
for(OSG::UInt16 i = 0; i < nlights; ++i)
{
lights[i]->setOn(true);
}
}
break;
case 's': // deactivate all but the spot lights
{
for(OSG::UInt16 i = 0; i < nlights; ++i)
{
if(lights[i]->getTypeId() != OSG::SpotLight::getClassTypeId())
{
lights[i]->setOn(false);
}
else
{
lights[i]->setOn(true);
}
}
OSG::commitChanges();
}
break;
case 'd': // deactivate all but the directional lights
{
for(OSG::UInt16 i = 0; i < nlights; ++i)
{
if(lights[i]->getTypeId() !=
OSG::DirectionalLight::getClassTypeId())
{
lights[i]->setOn(false);
}
else
{
lights[i]->setOn(true);
}
}
OSG::commitChanges();
}
break;
case 'p': // deactivate all but the point lights
{
for(OSG::UInt16 i = 0; i < nlights; ++i)
{
if(lights[i]->getTypeId() != OSG::PointLight::getClassTypeId())
{
lights[i]->setOn(false);
}
else
{
lights[i]->setOn(true);
}
}
OSG::commitChanges();
}
break;
case 'S':
{
mgr->setStatistics(!mgr->getStatistics());
}
break;
}
}
示例14: main
int main(int argc, char **argv)
{
g_error = 0.01f;
if ( argc == 2 )
{
g_error = atof( argv[1] );
}
if ( g_error < 0.001 )
{
g_error = 0.001f;
}
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 = OSG::SimpleSceneManager::create();
// 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;
}
示例15: main
//
// 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);
//.........这里部分代码省略.........