File: osgwindows.cpp

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openscenegraph 3.2.3%2Bdfsg1-2
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/* OpenSceneGraph example, osgwindows.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the "Software"), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include <osgDB/ReadFile>
#include <osgUtil/Optimizer>
#include <osgViewer/Viewer>


#include <iostream>

int main( int argc, char **argv )
{
    // use an ArgumentParser object to manage the program arguments.
    osg::ArgumentParser arguments(&argc,argv);

    // read the scene from the list of file specified commandline args.
    osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);

    // if not loaded assume no arguments passed in, try use default mode instead.
    if (!loadedModel) loadedModel = osgDB::readNodeFile("cow.osgt");
    
    // if no model has been successfully loaded report failure.
    if (!loadedModel) 
    {
        std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
        return 1;
    }

    // construct the viewer.
    osgViewer::Viewer viewer;

    int xoffset = 40;
    int yoffset = 40;

    // left window + left slave camera
    {
        osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
        traits->x = xoffset + 0;
        traits->y = yoffset + 0;
        traits->width = 600;
        traits->height = 480;
        traits->windowDecoration = true;
        traits->doubleBuffer = true;
        traits->sharedContext = 0;

        osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());

        osg::ref_ptr<osg::Camera> camera = new osg::Camera;
        camera->setGraphicsContext(gc.get());
        camera->setViewport(new osg::Viewport(0,0, traits->width, traits->height));
        GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
        camera->setDrawBuffer(buffer);
        camera->setReadBuffer(buffer);

        // add this slave camera to the viewer, with a shift left of the projection matrix
        viewer.addSlave(camera.get(), osg::Matrixd::translate(1.0,0.0,0.0), osg::Matrixd());
    }
    
    // right window + right slave camera
    {
        osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
        traits->x = xoffset + 600;
        traits->y = yoffset + 0;
        traits->width = 600;
        traits->height = 480;
        traits->windowDecoration = true;
        traits->doubleBuffer = true;
        traits->sharedContext = 0;

        osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());

        osg::ref_ptr<osg::Camera> camera = new osg::Camera;
        camera->setGraphicsContext(gc.get());
        camera->setViewport(new osg::Viewport(0,0, traits->width, traits->height));
        GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
        camera->setDrawBuffer(buffer);
        camera->setReadBuffer(buffer);

        // add this slave camera to the viewer, with a shift right of the projection matrix
        viewer.addSlave(camera.get(), osg::Matrixd::translate(-1.0,0.0,0.0), osg::Matrixd());
    }


    // optimize the scene graph, remove rendundent nodes and state etc.
    osgUtil::Optimizer optimizer;
    optimizer.optimize(loadedModel.get());

    // set the scene to render
    viewer.setSceneData(loadedModel.get());

    return viewer.run();
}