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简介
这节课主要介绍了如何使用OpenGL中的模板缓冲区和裁剪平面来产生镜子反射的效果,关于模板缓冲区的内容可以参考另一篇文章OpenGL模板缓冲区---Stencil Buffer
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实现
首先我们需要在模板缓冲区中将地面(类似镜子)绘制出来,同时并不会在颜色缓冲区中绘制出镜面。通过设置颜色掩码glColorMask可以做到这一点
//创建模板缓冲区中的镜面(不可见)
//深度测试关闭意味着深度测试总是通过
osg::Geode *stencilFloorGeode = createFloor();
osg::Stencil *floorStencil = new osg::Stencil;
floorStencil->setFunction(osg::Stencil::ALWAYS, 1, 1);
floorStencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::REPLACE);
osg::ColorMask *colorMask1 = new osg::ColorMask(0, 0, 0, 0);
stencilFloorGeode->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, false);
stencilFloorGeode->getOrCreateStateSet()->setAttribute(colorMask1, osg::StateAttribute::ON);
stencilFloorGeode->getOrCreateStateSet()->setAttributeAndModes(floorStencil);
stencilFloorGeode->getOrCreateStateSet()->setMode(GL_LIGHTING, false);
此时在模板缓冲区中存在这一个地面(全部为1,其他模板缓冲区的部分都是0),这时候我们在绘制球体在镜面中的镜像,我们让所有是1的地方进行绘制,这样绘制的球体只有在镜面的地方才能绘制出来,其他地方都无法绘制。
osg::Group *reflectionBall = createSphere();
osg::Stencil *stencilBall = new osg::Stencil;
stencilBall->setFunction(osg::Stencil::EQUAL, 1, 1);
stencilBall->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
osg::ClipPlane *clipPlane = new osg::ClipPlane(0, 0.0, -1.0, 0.0, 0.0);
reflectionBall->getOrCreateStateSet()->setAttributeAndModes(stencilBall, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
reflectionBall->getOrCreateStateSet()->setAttributeAndModes(clipPlane);
接下来在颜色缓冲区(可见的屏幕上)绘制真实的地面(镜子)
osg::Geode *colorBufferFloor = createFloor();
osg::BlendFunc *blendFunc = new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
osg::Geometry *floorGeometry = colorBufferFloor->getDrawable(0)->asGeometry();
if (floorGeometry)
{
osg::Vec4Array *colorArray = new osg::Vec4Array;
colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 0.8f));
floorGeometry->setColorArray(colorArray, osg::Array::BIND_OVERALL);
floorGeometry->getOrCreateStateSet()->setAttributeAndModes(blendFunc);
floorGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
}
最后我们绘制出真实的球体:
osg::Group *realBall = createSphere();
transMT->addChild(rotateX);
rotateX->addChild(rotateY);
rotateY->addChild(realBall);
将所有绘制好的部分添加到根节点下面:
//所有部分添加到场景节点
root->addChild(tiltMT);
tiltMT->addChild(stencilFloorGeode);
tiltMT->addChild(reflectScaleMT);
tiltMT->addChild(colorBufferFloor);
tiltMT->addChild(transMT);
在我们操作真实球体的时候,镜像的球体实际上也在跟着上下运动,通过反转Y轴实现了这样的效果:
osg::MatrixTransform *reflectScaleMT = new osg::MatrixTransform;
reflectScaleMT->setMatrix(osg::Matrix::scale(1.0, -1.0, 1.0));
与键盘交互部分的代码与第二十五课中一样
编译运行程序:
附:本课源码(源码中可能存在着错误和不足,仅供参考)
/************************************************************************\
* osgNeHe - Copyright (C) 2013-2014 Frank He
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* A HUGE thanks to NeHe for the OpenGL tutorials< http://nehe.gamedev.net >
*
* If you've found this code useful, Please let me know.
* My E-mail: < hzhxfrank@gmail.com >
* My Blog: < http://blog.csdn.net/csxiaoshui >
*
\************************************************************************/
#include "../osgNeHe.h"
#include <QtCore/QTimer>
#include <QtGui/QApplication>
#include <QtGui/QVBoxLayout>
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osgQt/GraphicsWindowQt>
#include <osg/MatrixTransform>
#include <osg/ShapeDrawable>
#include <osg/TexGen>
#include <osg/BlendFunc>
#include <osg/Texture2D>
#include <osg/ColorMask>
#include <osg/Stencil>
#include <osg/ClipPlane>
//
static GLfloat LightAmb[] = {0.7f, 0.7f, 0.7f, 1.0f};
static GLfloat LightDif[] = {1.0f, 1.0f, 1.0f, 1.0f};
static GLfloat LightPos[] = {4.0f, 4.0f, 6.0f, 1.0f};
GLfloat xrot = 0.0f;
GLfloat yrot = 0.0f;
GLfloat xrotspeed = 0.0f;
GLfloat yrotspeed = 0.0f;
GLfloat zoom = -7.0f;
GLfloat height = 2.0f;
osg::MatrixTransform *g_ZoomMT = NULL;
osg::MatrixTransform *g_ReflectTrans = NULL;
osg::MatrixTransform *g_ReflectRotX = NULL;
osg::MatrixTransform *g_ReflectRotY = NULL;
osg::MatrixTransform *g_Trans = NULL;
osg::MatrixTransform *g_RotX = NULL;
osg::MatrixTransform *g_RotY = NULL;
osg::Group* createSphere()
{
osg::Group *sphereGroup = new osg::Group;
osg::Geode *sphereGeode1 = new osg::Geode;
osg::Geode *sphereGeode2 = new osg::Geode;
osg::ShapeDrawable *shapeDrawable1 = new osg::ShapeDrawable;
shapeDrawable1->setShape(new osg::Sphere(osg::Vec3(0,0,0), 0.5f));
shapeDrawable1->setColor(osg::Vec4(1.0, 1.0, 1.0, 1.0));
osg::Texture2D *texture1 = new osg::Texture2D;
texture1->setImage(osgDB::readImageFile("Data/Ball.bmp"));
texture1->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
texture1->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
shapeDrawable1->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture1);
sphereGeode1->addDrawable(shapeDrawable1);
osg::ShapeDrawable *shapeDrawable2 = new osg::ShapeDrawable;
shapeDrawable2->setShape(new osg::Sphere(osg::Vec3(0,0,0), 0.5f));
shapeDrawable2->setColor(osg::Vec4(1.0f, 1.0f, 1.0f, 0.4f));
osg::Texture2D *texture2 = new osg::Texture2D;
texture2->setImage(osgDB::readImageFile("Data/EnvRoll.bmp"));
texture2->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
texture2->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
shapeDrawable2->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture2);
osg::BlendFunc *blendFunc = new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE);
shapeDrawable2->getOrCreateStateSet()->setAttributeAndModes(blendFunc);
osg::TexGen *texGen = new osg::TexGen;
texGen->setMode(osg::TexGen::SPHERE_MAP);
shapeDrawable2->getOrCreateStateSet()->setTextureAttributeAndModes(0, texGen);
sphereGeode2->addDrawable(shapeDrawable2);
sphereGroup->addChild(sphereGeode1);
sphereGroup->addChild(sphereGeode2);
return sphereGroup;
}
osg::Geode* createFloor()
{
osg::Geode *geode1 = new osg::Geode;
osg::Geometry *geometry1 = new osg::Geometry;
osg::Vec3Array *vertexArray1 = new osg::Vec3Array;
vertexArray1->push_back(osg::Vec3(-2.0, 0.0, 2.0));
vertexArray1->push_back(osg::Vec3(-2.0, 0.0,-2.0));
vertexArray1->push_back(osg::Vec3(2.0, 0.0,-2.0));
vertexArray1->push_back(osg::Vec3(2.0, 0.0, 2.0));
geometry1->setVertexArray(vertexArray1);
osg::Vec2Array *textureArray1 = new osg::Vec2Array;
textureArray1->push_back(osg::Vec2(0.0f, 1.0f));
textureArray1->push_back(osg::Vec2(0.0f, 0.0f));
textureArray1->push_back(osg::Vec2(1.0f, 0.0f));
textureArray1->push_back(osg::Vec2(1.0f, 1.0f));
osg::Texture2D *texture1 = new osg::Texture2D;
texture1->setImage(osgDB::readImageFile("Data/EnvWall.bmp"));
texture1->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture1->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
geometry1->setTexCoordArray(0, textureArray1);
geometry1->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 4));
geometry1->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture1);
geode1->addDrawable(geometry1);
return geode1;
}
//
//
class RotAxisCallback : public osg::NodeCallback
{
public:
RotAxisCallback(const osg::Vec3& axis, double rotSpeed = 0.0, double currentAngle = 0.0)
: _rotAxis(axis), _rotSpeed(rotSpeed), _currentAngle(currentAngle){ }
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::MatrixTransform *rotMT = dynamic_cast<osg::MatrixTransform*>(node);
if (!rotMT)
return;
rotMT->setMatrix(osg::Matrix::rotate(_currentAngle, _rotAxis));
_currentAngle += _rotSpeed;
traverse(node, nv);
}
void setRotateSpeed(double speed)
{
_rotSpeed = speed;
}
double getRotateSpeed() const
{
return _rotSpeed;
}
private:
osg::Vec3 _rotAxis;
double _currentAngle;
double _rotSpeed;
};
//
class ManipulatorSceneHandler : public osgGA::GUIEventHandler
{
public:
ManipulatorSceneHandler()
{
}
virtual bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& aa)
{
osgViewer::Viewer *viewer = dynamic_cast<osgViewer::Viewer*>(&aa);
if (!viewer)
return false;
if (!viewer->getSceneData())
return false;
if (ea.getHandled())
return false;
osg::Group *root = viewer->getSceneData()->asGroup();
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Left)
{
if (!g_RotY|| !g_ReflectRotY)
return false;
RotAxisCallback *rotCallback = dynamic_cast<RotAxisCallback*>(g_RotY->getUpdateCallback());
RotAxisCallback *rotCallbackReflect = dynamic_cast<RotAxisCallback*>(g_ReflectRotY->getUpdateCallback());
if (!rotCallback || !rotCallbackReflect)
return false;
double speed = rotCallback->getRotateSpeed();
speed -= 0.02;
rotCallback->setRotateSpeed(speed);
speed = rotCallbackReflect->getRotateSpeed();
speed -= 0.02;
rotCallbackReflect->setRotateSpeed(speed);
}
if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Right)
{
if (!g_RotY|| !g_ReflectRotY)
return false;
RotAxisCallback *rotCallback = dynamic_cast<RotAxisCallback*>(g_RotY->getUpdateCallback());
RotAxisCallback *rotCallbackReflect = dynamic_cast<RotAxisCallback*>(g_ReflectRotY->getUpdateCallback());
if (!rotCallback || !rotCallbackReflect)
return false;
double speed = rotCallback->getRotateSpeed();
speed += 0.02;
rotCallback->setRotateSpeed(speed);
speed = rotCallbackReflect->getRotateSpeed();
speed += 0.02;
rotCallbackReflect->setRotateSpeed(speed);
}
if (ea.getKey() == osgGA::GUIEventAdapter::KEY_Up)
{
if (!g_RotX|| !g_ReflectRotX)
return false;
RotAxisCallback *rotCallback = dynamic_cast<RotAxisCallback*>(g_RotX->getUpdateCallback());
RotAxisCallback *rotCallbackReflect = dynamic_cast<RotAxisCallback*>(g_ReflectRotX->getUpdateCallback());
if (!rotCallback || !rotCallbackReflect)
return false;
double speed = rotCallback->getRotateSpeed();
speed -= 0.02;
rotCallback->setRotateSpeed(speed);
speed = rotCallbackReflect->getRotateSpeed();
speed -= 0.02;
rotCallbackReflect->setRotateSpeed(speed);
}
if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Down)
{
if (!g_RotX|| !g_ReflectRotX)
return false;
RotAxisCallback *rotCallback = dynamic_cast<RotAxisCallback*>(g_RotX->getUpdateCallback());
RotAxisCallback *rotCallbackReflect = dynamic_cast<RotAxisCallback*>(g_ReflectRotX->getUpdateCallback());
if (!rotCallback || !rotCallbackReflect)
return false;
double speed = rotCallback->getRotateSpeed();
speed += 0.02;
rotCallback->setRotateSpeed(speed);
speed = rotCallbackReflect->getRotateSpeed();
speed += 0.02;
rotCallbackReflect->setRotateSpeed(speed);
}
if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Page_Up)
{
if (!g_Trans || !g_ReflectTrans)
return false;
osg::Matrix transMatrix = g_Trans->getMatrix();
transMatrix.setTrans(transMatrix.getTrans() + osg::Vec3(0, 0.1, 0));
g_Trans->setMatrix(transMatrix);
osg::Matrix reflectTransMatrix = g_ReflectTrans->getMatrix();
reflectTransMatrix.setTrans(reflectTransMatrix.getTrans() + osg::Vec3(0, 0.1, 0));
g_ReflectTrans->setMatrix(reflectTransMatrix);
}
if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Page_Down)
{
if (!g_Trans || !g_ReflectTrans)
return false;
osg::Matrix transMatrix = g_Trans->getMatrix();
transMatrix.setTrans(transMatrix.getTrans() + osg::Vec3(0, -0.1, 0));
g_Trans->setMatrix(transMatrix);
osg::Matrix reflectTransMatrix = g_ReflectTrans->getMatrix();
reflectTransMatrix.setTrans(reflectTransMatrix.getTrans() + osg::Vec3(0, -0.1, 0));
g_ReflectTrans->setMatrix(reflectTransMatrix);
}
if (ea.getKey()== osgGA::GUIEventAdapter::KEY_A)
{
if (!g_ZoomMT)
return false;
osg::Matrix transMatrix = g_ZoomMT->getMatrix();
transMatrix.setTrans(transMatrix.getTrans() + osg::Vec3(0, 0, -0.1));
g_ZoomMT->setMatrix(transMatrix);
}
if (ea.getKey()== osgGA::GUIEventAdapter::KEY_Z)
{
if (!g_ZoomMT)
return false;
osg::Matrix transMatrix = g_ZoomMT->getMatrix();
transMatrix.setTrans(transMatrix.getTrans() + osg::Vec3(0, 0, 0.1));
g_ZoomMT->setMatrix(transMatrix);
}
}
default: break;
}
return false;
}
};
//
//
class ViewerWidget : public QWidget, public osgViewer::Viewer
{
public:
ViewerWidget(osg::Node *scene = NULL)
{
QWidget* renderWidget = getRenderWidget( createGraphicsWindow(0,0,640,480), scene);
QVBoxLayout* layout = new QVBoxLayout;
layout->addWidget(renderWidget);
layout->setContentsMargins(0, 0, 0, 1);
setLayout( layout );
connect( &_timer, SIGNAL(timeout()), this, SLOT(update()) );
_timer.start( 10 );
}
QWidget* getRenderWidget( osgQt::GraphicsWindowQt* gw, osg::Node* scene )
{
osg::Camera* camera = this->getCamera();
camera->setGraphicsContext( gw );
const osg::GraphicsContext::Traits* traits = gw->getTraits();
camera->setClearColor( osg::Vec4(0.2f, 0.5f, 1.0f, 1.0f) );
camera->setViewport( new osg::Viewport(0, 0, traits->width, traits->height) );
camera->setProjectionMatrixAsPerspective(45.0f, static_cast<double>(traits->width)/static_cast<double>(traits->height), 0.1f, 100.0f );
camera->setViewMatrixAsLookAt(osg::Vec3d(0, 0, 1), osg::Vec3d(0, 0, 0), osg::Vec3d(0, 1, 0));
unsigned int clearMask = camera->getClearMask();
camera->setClearMask(clearMask | GL_STENCIL_BUFFER_BIT);
this->setSceneData( scene );
this->addEventHandler(new ManipulatorSceneHandler);
return gw->getGLWidget();
}
osgQt::GraphicsWindowQt* createGraphicsWindow( int x, int y, int w, int h, const std::string& name="", bool windowDecoration=false )
{
osg::DisplaySettings* ds = osg::DisplaySettings::instance().get();
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->windowName = name;
traits->windowDecoration = windowDecoration;
traits->x = x;
traits->y = y;
traits->width = w;
traits->height = h;
traits->doubleBuffer = true;
traits->alpha = ds->getMinimumNumAlphaBits();
traits->stencil = ds->getMinimumNumStencilBits();
traits->sampleBuffers = ds->getMultiSamples();
traits->samples = ds->getNumMultiSamples();
return new osgQt::GraphicsWindowQt(traits.get());
}
virtual void paintEvent( QPaintEvent* event )
{
frame();
}
protected:
QTimer _timer;
};
osg::Node* buildScene()
{
osg::Group *root = new osg::Group;
osg::Light *light = new osg::Light;
light->setAmbient(osg::Vec4(LightAmb[0], LightAmb[1], LightAmb[2], LightAmb[3]));
light->setDiffuse(osg::Vec4(LightDif[0], LightDif[1], LightDif[2], LightDif[3]));
light->setPosition(osg::Vec4(LightPos[0], LightPos[1], LightPos[2], LightPos[3]));
light->setLightNum(0);
osg::LightSource *lightSource = new osg::LightSource;
lightSource->setLight(light);
osg::MatrixTransform *tiltMT = new osg::MatrixTransform;
g_ZoomMT = tiltMT;
tiltMT->setMatrix(osg::Matrix::translate(0.0f, -0.6f, -7.0f));
tiltMT->addChild(lightSource);
//创建模板缓冲区中的镜面(不可见)
//深度测试关闭意味着深度测试总是通过
osg::Geode *stencilFloorGeode = createFloor();
osg::Stencil *floorStencil = new osg::Stencil;
floorStencil->setFunction(osg::Stencil::ALWAYS, 1, 1);
floorStencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::REPLACE);
osg::ColorMask *colorMask1 = new osg::ColorMask(0, 0, 0, 0);
stencilFloorGeode->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, false);
stencilFloorGeode->getOrCreateStateSet()->setAttribute(colorMask1, osg::StateAttribute::ON);
stencilFloorGeode->getOrCreateStateSet()->setAttributeAndModes(floorStencil);
stencilFloorGeode->getOrCreateStateSet()->setMode(GL_LIGHTING, false);
//创建镜面中的球体(球体镜像)
osg::MatrixTransform *reflectScaleMT = new osg::MatrixTransform;
reflectScaleMT->setMatrix(osg::Matrix::scale(1.0, -1.0, 1.0));
reflectScaleMT->addChild(lightSource);
osg::MatrixTransform *reflectTransMT = new osg::MatrixTransform;
reflectTransMT->setMatrix(osg::Matrix::translate(0.0, 2.0, 0.0));
g_ReflectTrans = reflectTransMT;
osg::MatrixTransform *reflectRotateX = new osg::MatrixTransform;
g_ReflectRotX = reflectRotateX;
reflectRotateX->addUpdateCallback(new RotAxisCallback(osg::X_AXIS));
osg::MatrixTransform *reflectRotateY = new osg::MatrixTransform;
g_ReflectRotY = reflectRotateY;
reflectRotateY->addUpdateCallback(new RotAxisCallback(osg::Y_AXIS));
osg::Group *reflectionBall = createSphere();
osg::Stencil *stencilBall = new osg::Stencil;
stencilBall->setFunction(osg::Stencil::EQUAL, 1, 1);
stencilBall->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
osg::ClipPlane *clipPlane = new osg::ClipPlane(0, 0.0, -1.0, 0.0, 0.0);
reflectionBall->getOrCreateStateSet()->setAttributeAndModes(stencilBall, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
reflectionBall->getOrCreateStateSet()->setAttributeAndModes(clipPlane);
reflectScaleMT->addChild(reflectTransMT);
reflectTransMT->addChild(reflectRotateX);
reflectRotateX->addChild(reflectRotateY);
reflectRotateY->addChild(reflectionBall);
//创建颜色缓冲区镜面(可见)
osg::Geode *colorBufferFloor = createFloor();
osg::BlendFunc *blendFunc = new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
osg::Geometry *floorGeometry = colorBufferFloor->getDrawable(0)->asGeometry();
if (floorGeometry)
{
osg::Vec4Array *colorArray = new osg::Vec4Array;
colorArray->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 0.8f));
floorGeometry->setColorArray(colorArray, osg::Array::BIND_OVERALL);
floorGeometry->getOrCreateStateSet()->setAttributeAndModes(blendFunc);
floorGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
}
osg::MatrixTransform *transMT = new osg::MatrixTransform;
transMT->setMatrix(osg::Matrix::translate(0, 2, 0));
g_Trans = transMT;
osg::MatrixTransform *rotateX = new osg::MatrixTransform;
g_RotX = rotateX;
rotateX->addUpdateCallback(new RotAxisCallback(osg::X_AXIS));
osg::MatrixTransform *rotateY = new osg::MatrixTransform;
g_RotY = rotateY;
rotateY->addUpdateCallback(new RotAxisCallback(osg::Y_AXIS));
osg::Group *realBall = createSphere();
transMT->addChild(rotateX);
rotateX->addChild(rotateY);
rotateY->addChild(realBall);
//所有部分添加到场景节点
root->addChild(tiltMT);
tiltMT->addChild(stencilFloorGeode);
tiltMT->addChild(reflectScaleMT);
tiltMT->addChild(colorBufferFloor);
tiltMT->addChild(transMT);
return root;
}
int main( int argc, char** argv )
{
QApplication app(argc, argv);
ViewerWidget* viewWidget = new ViewerWidget(buildScene());
viewWidget->setGeometry( 100, 100, 640, 480 );
viewWidget->show();
return app.exec();
}