Map OSG notification system to Simgear logging.
With this, OSG notifications can be captured / buffered in-line with our other log messages, which should help debugging and feedback.
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@ -42,6 +42,7 @@
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#include <osg/Matrixd>
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#include <osg/Viewport>
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#include <osg/Version>
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#include <osg/Notify>
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#include <osg/View>
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#include <osgViewer/ViewerEventHandlers>
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#include <osgViewer/Viewer>
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@ -175,8 +176,42 @@ static const char * getStereoMode()
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return "OFF";
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}
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/**
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* merge OSG output into our logging system, so it gets recorded to file,
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* and so we can display a GUI console with renderer issues, especially
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* shader compilation warnings and errors.
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*/
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class NotifyLogger : public osg::NotifyHandler
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{
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public:
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// note this callback will be invoked by OSG from multiple threads.
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// fortunately our Simgear logging implementation already handles
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// that internally, so we simply pass the message on.
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virtual void notify(osg::NotifySeverity severity, const char *message)
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{
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SG_LOG(SG_GL, translateSeverity(severity), message);
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}
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private:
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sgDebugPriority translateSeverity(osg::NotifySeverity severity)
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{
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switch (severity) {
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case osg::ALWAYS:
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case osg::FATAL: return SG_ALERT;
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case osg::WARN: return SG_WARN;
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case osg::NOTICE:
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case osg::INFO: return SG_INFO;
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case osg::DEBUG_FP:
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case osg::DEBUG_INFO: return SG_DEBUG;
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}
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}
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};
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void fgOSOpenWindow(bool stencil)
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{
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osg::setNotifyHandler(new NotifyLogger);
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//osg::setNotifyLevel(osg::DEBUG_INFO);
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viewer = new osgViewer::Viewer;
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viewer->setDatabasePager(FGScenery::getPagerSingleton());
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CameraGroup* cameraGroup = 0;
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