目前的框架如下:
osgViewer::viewBase:: frame()
{
viewerInit();[
//创建帧事件,并将漫游器与事件和视口相关联
-> osgViewer::Viewer::ViewerInit()
-> osgViewer::View::Init();
->(1)osgGA::EventQueue::createEvent();
(2)osgGA::MatrixManipulator::Init();
->(2.1)各种漫游器::init()
]
isRealized();[
//获取图形上下文数组。再遍历上下文数组,只要有一个准备好就Ok
-> osgViewer::Viewer::isRealized();
->(1)osgViewer::Viewer::getContexts().
->(1.1)osg::camera::getGraphicsContext()
->(1.2)osg::View::getNumSlaves()
->(1.3)osg::View::getSlave()
->(1.4)LessGraphicsContext()->osg::GraphicContext::getTraits()
->(2)osg::GraphicContext::isRealized()
->(2.1)->(1)
->(2.2)osg::GraphicsContext::isRealized()
->osg::GraphicsContext::isRealizedImplementation()
->(2.2.1)osgViewer::GraphicsWindow::isRealizedImplementation()
->(2.2.1.1)osgViewer:: GraphicsWindowWin32 ::isRealizedImplementation()
->(2.2.1.2) osgViewer::GraphicsWindowEmbedded ::isRealizedImplementation()
->(2.2.2)osgViewer::PixelBufferWin32::isRealizedImplementation()
-
]
realize(); [
//建立视口和相关的线程
->osgViewer::Viewer::realize()
->(1) osgViewer::Viewer::setCameraWithFocus()
->(2)osgViewer::Viewer::getContexts()
->(3)待续
]
advance(simulationTime);
eventTraversal();
updateTraversal();
renderingTraversals();
}
下一步就是继续
//建立视口和相关的线程
->osgViewer::Viewer::realize()
->(1) osgViewer::Viewer::setCameraWithFocus()
->(2)osgViewer::Viewer::getContexts()
->(3)待续
去掉焦点窗口,获得上下文数组以后,如果图形上下文数组为空,则说明仿真系统还没有合适的显示平台,需要建立一个缺省的图形上下文设备,并再次执行获取上下文数组,如果还是没有得到任何图形上下文的话,则只能退出程序了。
现在看看如何创建缺省图形上下文设备。
首先读取环境变量OSG_CONFIG_FILE是否存在,如果这个环境变量存在,则用osgDB::readObjectFile函数读入文件,并用cfg插件进行解析,如果成功,则调用osgViewer::Viewer::take()函数,使用配置信息设置当前的视景器。即
bool osgViewer::Viewer::readConfiguration(const std::string& filename)
这个函数只适合于单视窗,不适合多视窗。
目前流程是:
osgViewer::viewBase:: frame()
{
viewerInit();[
//创建帧事件,并将漫游器与事件和视口相关联
-> osgViewer::Viewer::ViewerInit()
-> osgViewer::View::Init();
->(1)osgGA::EventQueue::createEvent();
(2)osgGA::MatrixManipulator::Init();
->(2.1)各种漫游器::init()
]
isRealized();[
//获取图形上下文数组。再遍历上下文数组,只要有一个准备好就Ok
-> osgViewer::Viewer::isRealized();
->(1)osgViewer::Viewer::getContexts().
->(1.1)osg::camera::getGraphicsContext()
->(1.2)osg::View::getNumSlaves()
->(1.3)osg::View::getSlave()
->(1.4)LessGraphicsContext()->osg::GraphicContext::getTraits()
->(2)osg::GraphicContext::isRealized()
->(2.1)->(1)
->(2.2)osg::GraphicsContext::isRealized()
->osg::GraphicsContext::isRealizedImplementation()
->(2.2.1)osgViewer::GraphicsWindow::isRealizedImplementation()
->(2.2.1.1)osgViewer:: GraphicsWindowWin32 ::isRealizedImplementation()
->(2.2.1.2) osgViewer::GraphicsWindowEmbedded ::isRealizedImplementation()
->(2.2.2)osgViewer::PixelBufferWin32::isRealizedImplementation()
-
]
realize(); [
//建立视口和相关的线程
->osgViewer::Viewer::realize()
->(1) osgViewer::Viewer::setCameraWithFocus()
->(2)osgViewer::Viewer::getContexts()
->(3)osgViewer::Viewer::readConfiguration()
->(3.1)osgDB::readObjectFile()->待续
->(3.2)osgViewer::Viewer::take()->待续
->(4)待续
]
advance(simulationTime);
eventTraversal();
updateTraversal();
renderingTraversals();
}