/* 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::readRefNodeFiles(arguments); // if not loaded assume no arguments passed in, try use default mode instead.
if (!loadedModel) loadedModel = osgDB::readRefNodeFile("/home/ding/Downloads/OpenSceneGraph-Data/cow.osgt");
  //this path was modified because the OSG_FILE_PATH is not configed correctly in my computer!
  //so it is an alternative method // if no model has been successfully loaded report failure.
if (!loadedModel)
{
std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
return ;
} // construct the viewer.
osgViewer::Viewer viewer; int xoffset = ;
int yoffset = ; // left window + left slave camera
{
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits; traits->x = xoffset + ;
traits->y = yoffset + ;
traits->width = ;
traits->height = ;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = ;
traits->readDISPLAY();
traits->setUndefinedScreenDetailsToDefaultScreen(); 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(,, 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,-1.0,0.0), osg::Matrixd());
} // right window + right slave camera
{
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->x = xoffset + ;
traits->y = yoffset + ;
traits->width = ;
traits->height = ;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = ;
traits->readDISPLAY();
traits->setUndefinedScreenDetailsToDefaultScreen(); 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(,, 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,-1.0,0.0), osg::Matrixd());
} // left_down window + right slave camera
{
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->x = xoffset + ;
traits->y = yoffset + ;
traits->width = ;
traits->height = ;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = ;
traits->readDISPLAY();
traits->setUndefinedScreenDetailsToDefaultScreen(); 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(,, 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(1.0,1.0,0.0), osg::Matrixd());
} // right_down window + right slave camera
{
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->x = xoffset + ;
traits->y = yoffset + ;
traits->width = ;
traits->height = ;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = ;
traits->readDISPLAY();
traits->setUndefinedScreenDetailsToDefaultScreen(); 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(,, 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(-1.0,1.0,0.0), osg::Matrixd());
}
// optimize the scene graph, remove redundant nodes and state etc.
osgUtil::Optimizer optimizer;
optimizer.optimize(loadedModel); // set the scene to render
viewer.setSceneData(loadedModel); return viewer.run();
}

The routine of each slave camera is alike. While the key point is this sentence:

viewer.addSlave(camera.get(), osg::Matrixd::translate(-1.0,1.0,0.0), osg::Matrixd());

This sentence set the viewpoint of slave camera,which translate the position of view point. Four slave camera view the common model in different direction, combine together.

the command to complie this program is following:

g++ -o osgwindows_1 osgwindows_1.cpp -losg -losgDB -losgViewer -lOpenThreads -losgUtil

After compling, just run it with:

sudo ./osgwindows_1

The outcome of above program is shown:

Like moniter constructed with four screen. Drag mouse in one window, the model will rotate in other three screen meanwhile. Great!

Learning OSG programing---osgwindows的更多相关文章

  1. Learning OSG programing---osgScribe

    Learning OSG programing---osgScribe Scribe可以翻译为素描,抄写等.本例通过在模型表面添加一层素描,来显示模型的骨架. 关键代码: osg::ref_ptr&l ...

  2. Learning OSG programing---Multi Camera in Multi window 在多窗口中创建多相机

    这个例子演示了在多个窗口中创建多个相机,函数的代码如下: void multiWindowMultipleCameras(osgViewer::Viewer& viewer,bool mult ...

  3. Learning OSG programing---Multi Camera in one window 在单窗口中创建多相机

    在学习OSG提供的例子osgCamera中,由于例子很长,涉及很多细节,考虑将其分解为几个小例子.本文介绍实现在一个窗口中添加多个相机的功能. 此函数接受一个Viewer引用类型参数,设置图形上下文的 ...

  4. Learning OSG programing---osgAnimation(3)

    接下来是用createModel函数创建模型: osg::ref_ptr<osg::Group> createModel(bool overlay, osgSim::OverlayNode ...

  5. Learning OSG programing---osgAnimation(2)

    osg::Node* createBase(const osg::Vec3& center,float radius) { ; ; *radius; *radius; osg::Vec3 v0 ...

  6. Learning OSG programing---osgAnimation(1)

    osg::AnimationPath* createAnimationPath(const osg::Vec3& center,float radius,double looptime) { ...

  7. Learning OSG programing---osgShape

    本例示范了osg中Shape ---- 基本几何元素的绘制过程.参照osg官方文档,Shape 类包含以下子类: 在示例程序中,函数createShapes函数用于生成需要绘制的几何形状. osg:: ...

  8. Learning OSG programing---osgClip

    OSG Clip例程剖析 首先是创建剪切节点的函数代码: osg::ref_ptr<osg::Node> decorate_with_clip_node(const osg::ref_pt ...

  9. Coursera Deep Learning 2 Improving Deep Neural Networks: Hyperparameter tuning, Regularization and Optimization - week3, Hyperparameter tuning, Batch Normalization and Programming Frameworks

    Tuning process 下图中的需要tune的parameter的先后顺序, 红色>黄色>紫色,其他基本不会tune. 先讲到怎么选hyperparameter, 需要随机选取(sa ...

随机推荐

  1. k8s 组件介绍-kube-schedule

    kubernetes scheduler 基本原理 kubernetes scheduler 作为一个单独的进程部署在 master 节点上,它会 watch kube-apiserver 进程去发现 ...

  2. How Many Answers Are Wrong (HDU - 3038)(带权并查集)

    题目链接 并查集是用来对集合合并查询的一种数据结构,或者判断是不是一个集合,本题是给你一系列区间和,判断给出的区间中有几个是不合法的. 思考: 1.如何建立区间之间的联系 2.如何发现悖论 首先是如何 ...

  3. 67.Task Scheduler(任务规划)

    Level: Medium 题目描述: Given a char array representing tasks CPU need to do. It contains capital letter ...

  4. 【JAVA】 04-Java中的多线程

    链接: 笔记目录:毕向东Java基础视频教程-笔记 GitHub库:JavaBXD33 目录: <> <> 内容待整理: 多线程引入 概述 多线程: 进程:正在执行中的程序,其 ...

  5. Intellij 选择profile

    注意有3个地方需要改

  6. springboot中使用RabbitMq

    转载:http://www.ityouknow.com/springboot/2016/11/30/spring-boot-rabbitMQ.html RabbitMQ 即一个消息队列,主要是用来实现 ...

  7. chrome插件研发手册

    chrome插件研发手册 一:需求前景 对于研发的小伙伴来说,总会遇到这样的需求,想要通过代码操作已有网站的行为动作,如:自动填充表格内容(表单内容太多,想一键将表单内容填充):自动登录网站(网站登录 ...

  8. windows下搭建Mongo主(Master)/从(slave)数据库同步

    需要启动两个mongoDb文档数据库,一个是主模式启动,另一个是属于从模式启动. 1. 创建主从服务器 主服务器:192.168.1.131:27017 备服务器:192.168.1.131:2701 ...

  9. Go 使用切片

    1.使用切片字面量来声明切片 // 创建一个整型切片 // 其容量和长度都是 5 个元素 slice := [], , , , } // 改变索引为 1 的元素的值 slice[] = 2.使用切片创 ...

  10. 用setInterval方法实现弹框闪烁

    每次看到某电商平台的拼团提示会觉得很有趣也很方便,正好自己在学习小程序,那就想个法子实现一下这种效果咯~思虑了一下还是觉得用setIntercal方法比较简便(数据方面就先不考虑了,我这里只做一下表现 ...