RAMSES Documentation  27.0.130
Information for RAMSES users and developers
ramses-example-basic-scenegraph/src/main.cpp

Basic Scene Graph Example

// -------------------------------------------------------------------------
// Copyright (C) 2014 BMW Car IT GmbH
// -------------------------------------------------------------------------
// This Source Code Form is subject to the terms of the Mozilla Public
// License, v. 2.0. If a copy of the MPL was not distributed with this
// file, You can obtain one at https://mozilla.org/MPL/2.0/.
// -------------------------------------------------------------------------
#include "ramses-client.h"
#include <cstdio>
#include <thread>
int main(int argc, char* argv[])
{
// register at RAMSES daemon
ramses::RamsesFramework framework(argc, argv);
ramses::RamsesClient& ramses(*framework.createClient("ramses-example-basic-scenegraph"));
framework.connect();
// create a scene for distributing content
ramses::Scene* scene = ramses.createScene(ramses::sceneId_t(123u), ramses::SceneConfig(), "basic scenegraph scene");
// every scene needs a render pass with camera
auto* camera = scene->createPerspectiveCamera("my camera");
camera->setViewport(0, 0, 1280u, 480u);
camera->setFrustum(19.f, 1280.f / 480.f, 0.1f, 1500.f);
camera->setTranslation(0.0f, 0.0f, 5.0f);
ramses::RenderPass* renderPass = scene->createRenderPass("my render pass");
renderPass->setCamera(*camera);
ramses::RenderGroup* renderGroup = scene->createRenderGroup();
renderPass->addRenderGroup(*renderGroup);
// prepare triangle geometry: vertex position array and index array
float vertexPositionsData[] = { -0.1f, 0.f, -0.1f, 0.1f, 0.f, -0.1f, 0.f, 0.1f, -0.1f };
ramses::ArrayResource* vertexPositions = scene->createArrayResource(ramses::EDataType::Vector3F, 3, vertexPositionsData);
uint16_t indexData[] = { 0, 1, 2 };
// create an appearance for red triangle
effectDesc.setVertexShaderFromFile("res/ramses-example-basic-scenegraph.vert");
effectDesc.setFragmentShaderFromFile("res/ramses-example-basic-scenegraph.frag");
ramses::Effect* effect = scene->createEffect(effectDesc, ramses::ResourceCacheFlag_DoNotCache, "glsl shader");
ramses::Appearance* appearance = scene->createAppearance(*effect, "triangle appearance");
ramses::GeometryBinding* geometry = scene->createGeometryBinding(*effect, "triangle geometry");
geometry->setIndices(*indices);
ramses::AttributeInput positionsInput;
effect->findAttributeInput("a_position", positionsInput);
geometry->setInputBuffer(positionsInput, *vertexPositions);
// get input data of appearance and bind required data
effect->findUniformInput("color", colorInput);
appearance->setInputValueVector4f(colorInput, 0.5f, 1.0f, 0.3f, 1.0f);
// IMPORTANT NOTE: For simplicity and readability the example code does not check return values from API calls.
// This should not be the case for real applications.
// create node as root
ramses::Node* group = scene->createNode("group of triangles");
// create grid of triangles
for (int row = 0; row < 2; ++row)
{
for (int column = 0; column < 3; ++column)
{
// create a mesh node to define the triangle with chosen appearance
ramses::MeshNode* meshNode = scene->createMeshNode("triangle mesh node");
meshNode->setAppearance(*appearance);
meshNode->setGeometryBinding(*geometry);
meshNode->setTranslation(column * 0.2f, row * 0.2f, 0.0f);
meshNode->setParent(*group);
// mesh needs to be added to a render group that belongs to a render pass with camera in order to be rendered
renderGroup->addMeshNode(*meshNode);
}
}
// distribute the scene to RAMSES
scene->publish();
//example: how to traverse scene graph
ramses::Node* nextNode;
printf("Scene graph traversed in depth first order: \n");
while ((nextNode = graphIterator.getNext()) != nullptr)
{
printf("Node: %s \n", nextNode->getName());
}
//example: how to iterate through objects of scene
int numberOfMeshes = 0;
while (iter.getNext() != nullptr)
{
++numberOfMeshes;
}
printf("Scene contains %i meshnodes\n", numberOfMeshes);
scene->flush();
// application logic
std::this_thread::sleep_for(std::chrono::seconds(10));
// shutdown: stop distribution, free resources, unregister
scene->unpublish();
scene->destroy(*vertexPositions);
scene->destroy(*indices);
ramses.destroy(*scene);
framework.disconnect();
return 0;
}
The Appearance describes how an object should look like. This includes GLSL uniform values,...
Definition: Appearance.h:34
status_t setInputValueVector4f(const UniformInput &input, float x, float y, float z, float w)
Sets value of the input.
The ArrayResource stores a data array of a given type. The data is immutable. The resource can be use...
Definition: ArrayResource.h:26
The AttributeInput is a description of an attribute effect input.
Definition: AttributeInput.h:22
status_t setViewport(int32_t x, int32_t y, uint32_t width, uint32_t height)
Sets the viewport to be used when rendering with this camera.
An effect description holds all necessary information for an effect to be created.
Definition: EffectDescription.h:21
status_t setVertexShaderFromFile(const char *shaderSourceFileName)
Reads and sets vertex shader source from file.
status_t setUniformSemantic(const char *inputName, EEffectUniformSemantic semanticType)
Sets an uniform semantic. Used for uniforms which are not locally available on the client,...
status_t setFragmentShaderFromFile(const char *shaderSourceFileName)
Reads and sets fragment shader source from file.
An effect describes how an object will be rendered to the screen.
Definition: Effect.h:26
status_t findUniformInput(const char *inputName, UniformInput &uniformInput) const
Finds uniform input by input name.
status_t findAttributeInput(const char *inputName, AttributeInput &attributeInput) const
Finds attribute input by input name.
A geometry binding together with an appearance describe how an object will be rendered to the screen.
Definition: GeometryBinding.h:25
status_t setIndices(const ArrayResource &indicesResource)
Assign a data array with data type UInt16 or UInt32 to be used when accessing vertex data.
status_t setInputBuffer(const AttributeInput &attributeInput, const ArrayResource &arrayResource, uint32_t instancingDivisor=0)
Assign a data array resource to a given effect attribute input.
The MeshNode holds all information which is needed to render an object to the screen.
Definition: MeshNode.h:25
status_t setAppearance(Appearance &appearance)
Sets the Appearance of the MeshNode.
status_t setGeometryBinding(GeometryBinding &geometry)
Sets the GeometryBinding of the MeshNode.
The Node is the base class of all nodes and provides scene graph functionality which propagates to it...
Definition: Node.h:23
status_t setParent(Node &node)
Sets parent Node for this node.
status_t setTranslation(float x, float y, float z)
Sets the absolute translation the absolute values.
Entry point of RAMSES client API.
Definition: RamsesClient.h:34
Class representing ramses framework components that are needed to initialize an instance of ramses cl...
Definition: RamsesFramework.h:35
status_t connect()
Tries to establish a connection to the RAMSES system.
RamsesClient * createClient(const char *applicationName)
Create a new RamsesClient linked to this framework. Creation of multiple clients is supported....
status_t disconnect()
Disconnects the RamsesClient from the system.
const char * getName() const
Returns the name of the object.
The RenderGroup is a container used to collect renderables which are supposed to be rendered together...
Definition: RenderGroup.h:31
status_t addMeshNode(const MeshNode &mesh, int32_t orderWithinGroup=0)
Add a mesh to this RenderGroup. If a mesh is already contained in this RenderGroup only its render or...
The RenderPass is a container used to collect meshes which are supposed to be rendered together.
Definition: RenderPass.h:31
status_t setCamera(const Camera &camera)
Set the camera to use for rendering the objects of this renderpass.
status_t setClearFlags(uint32_t clearFlags)
Set the clear flags which enable/disable the clearing of the render target assigned to this RenderPas...
status_t addRenderGroup(const RenderGroup &renderGroup, int32_t orderWithinPass=0)
Add a RenderGroup to this RenderPass for rendering.
The SceneConfig holds a set of parameters to be used when creating a scene.
Definition: SceneConfig.h:22
A SceneObjectIterator can iterate through the nodes in the scene graph with the order specified as tr...
Definition: SceneGraphIterator.h:30
Node * getNext()
Returns the next node while iterating.
The SceneObjectIterator traverses objects in a Scene.
Definition: SceneObjectIterator.h:25
RamsesObject * getNext()
Iterate through all objects of given type.
The Scene holds a scene graph. It is the essential class for distributing content to the ramses syste...
Definition: Scene.h:83
MeshNode * createMeshNode(const char *name=nullptr)
Creates a scene graph MeshNode. MeshNode is a Node with additional properties and bindings that repre...
Effect * createEffect(const EffectDescription &effectDesc, resourceCacheFlag_t cacheFlag=ResourceCacheFlag_DoNotCache, const char *name=nullptr)
Create a new Effect by parsing a GLSL shader described by an EffectDescription instance....
Node * createNode(const char *name=nullptr)
Creates a scene graph node. The basic purpose of Node is to define topology in scene graph by links t...
status_t unpublish()
Unpublish the scene from the ramses system.
GeometryBinding * createGeometryBinding(const Effect &effect, const char *name=nullptr)
Creates a new GeometryBinding.
ArrayResource * createArrayResource(EDataType type, uint32_t numElements, const void *arrayData, resourceCacheFlag_t cacheFlag=ResourceCacheFlag_DoNotCache, const char *name=nullptr)
Create a new ArrayResource. It makes a copy of the given data of a certain type as a resource,...
status_t publish(EScenePublicationMode publicationMode=EScenePublicationMode_LocalAndRemote)
Publishes the scene to the ramses system.
RenderPass * createRenderPass(const char *name=nullptr)
Create a render pass in the scene.
Appearance * createAppearance(const Effect &effect, const char *name=nullptr)
Creates a new Appearance.
status_t destroy(SceneObject &object)
Destroys a previously created object using this scene The object must be owned by this scene in order...
RenderGroup * createRenderGroup(const char *name=nullptr)
Create a RenderGroup instance in the scene.
PerspectiveCamera * createPerspectiveCamera(const char *name=nullptr)
Creates a Perspective Camera in this Scene.
status_t flush(sceneVersionTag_t sceneVersionTag=InvalidSceneVersionTag)
Commits all changes done to the scene since the last flush or since scene creation....
Helper class to create strongly typed values out of various types.
Definition: StronglyTypedValue.h:23
The UniformInput is a description of an uniform effect input.
Definition: UniformInput.h:22
The RAMSES namespace contains all client side objects and functions used to implement RAMSES applicat...
Definition: AnimatedProperty.h:15
@ EClearFlags_None
Definition: RamsesFrameworkTypes.h:257
@ ModelViewProjectionMatrix
Model-view-projection matrix 4x4.
@ ETreeTraversalStyle_DepthFirst
Definition: SceneGraphIterator.h:20
@ UInt16
one component of type uint16_t per data element
@ Vector3F
three components of type float per data element
@ ERamsesObjectType_MeshNode
Definition: RamsesObjectTypes.h:29
constexpr const resourceCacheFlag_t ResourceCacheFlag_DoNotCache
Requests the render to not cache a resource. This is the default value.
Definition: RamsesFrameworkTypes.h:212
int main(int argc, char *argv[])
Definition: main.cpp:21