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/* OpenSceneGraph example, osgmultiplerendertargets.
*
* 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 <osg/GLExtensions>
# include <osg/Node>
# include <osg/Geometry>
# include <osg/Notify>
# include <osg/MatrixTransform>
# include <osg/Texture2D>
# include <osg/TextureRectangle>
# include <osg/ColorMask>
# include <osg/Material>
# include <osgGA/TrackballManipulator>
# include <osgGA/FlightManipulator>
# include <osgGA/DriveManipulator>
# include <osgViewer/Viewer>
# include <iostream>
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# include <stdio.h>
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//
// Below is relatively straight forward example of use OpenGL multiple render targets extension
// to FrameBufferObjects/GLSL shaders.
//
// Another, more sophisticated MRT example can be found in the osgstereomatch example.
//
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// The callback modifies an input image.
struct MyCameraPostDrawCallback : public osg : : Camera : : DrawCallback
{
MyCameraPostDrawCallback ( osg : : Image * image ) :
_image ( image )
{
}
virtual void operator ( ) ( const osg : : Camera & /*camera*/ ) const
{
if ( _image & & _image - > getPixelFormat ( ) = = GL_RGBA & & _image - > getDataType ( ) = = GL_UNSIGNED_BYTE )
{
// we'll pick out the center 1/2 of the whole image,
int column_start = _image - > s ( ) / 4 ;
int column_end = 3 * column_start ;
int row_start = _image - > t ( ) / 4 ;
int row_end = 3 * row_start ;
// and then halve their contribution
for ( int r = row_start ; r < row_end ; + + r )
{
unsigned char * data = _image - > data ( column_start , r ) ;
for ( int c = column_start ; c < column_end ; + + c )
{
( * data ) = ( * data ) / 2 ; + + data ;
( * data ) = ( * data ) / 2 ; + + data ;
( * data ) = ( * data ) / 2 ; + + data ;
( * data ) = 255 ; + + data ;
}
}
_image - > dirty ( ) ;
}
else if ( _image & & _image - > getPixelFormat ( ) = = GL_RGBA & & _image - > getDataType ( ) = = GL_FLOAT )
{
// we'll pick out the center 1/2 of the whole image,
int column_start = _image - > s ( ) / 4 ;
int column_end = 3 * column_start ;
int row_start = _image - > t ( ) / 4 ;
int row_end = 3 * row_start ;
// and then halve their contribution
for ( int r = row_start ; r < row_end ; + + r )
{
float * data = ( float * ) _image - > data ( column_start , r ) ;
for ( int c = column_start ; c < column_end ; + + c )
{
( * data ) = ( * data ) / 2.0 ; + + data ;
( * data ) = ( * data ) / 2.0 ; + + data ;
( * data ) = ( * data ) / 2.0 ; + + data ;
( * data ) = 1.0f ; + + data ;
}
}
_image - > dirty ( ) ;
//print out the first three values
float * data = ( float * ) _image - > data ( 0 , 0 ) ;
fprintf ( stderr , " Float pixel data: r %e g %e b %e \n " , data [ 0 ] , data [ 1 ] , data [ 2 ] ) ;
}
}
osg : : Image * _image ;
} ;
# define NUM_TEXTURES 4
// The quad geometry is used by the render to texture camera to generate multiple textures.
osg : : Group * createRTTQuad ( unsigned int tex_width , unsigned int tex_height , bool useHDR )
{
osg : : Group * top_group = new osg : : Group ;
osg : : ref_ptr < osg : : Geode > quad_geode = new osg : : Geode ;
osg : : ref_ptr < osg : : Vec3Array > quad_coords = new osg : : Vec3Array ; // vertex coords
// counter-clockwise
quad_coords - > push_back ( osg : : Vec3d ( 0 , 0 , - 1 ) ) ;
quad_coords - > push_back ( osg : : Vec3d ( 1 , 0 , - 1 ) ) ;
quad_coords - > push_back ( osg : : Vec3d ( 1 , 1 , - 1 ) ) ;
quad_coords - > push_back ( osg : : Vec3d ( 0 , 1 , - 1 ) ) ;
osg : : ref_ptr < osg : : Vec2Array > quad_tcoords = new osg : : Vec2Array ; // texture coords
quad_tcoords - > push_back ( osg : : Vec2 ( 0 , 0 ) ) ;
quad_tcoords - > push_back ( osg : : Vec2 ( tex_width , 0 ) ) ;
quad_tcoords - > push_back ( osg : : Vec2 ( tex_width , tex_height ) ) ;
quad_tcoords - > push_back ( osg : : Vec2 ( 0 , tex_height ) ) ;
osg : : ref_ptr < osg : : Geometry > quad_geom = new osg : : Geometry ;
osg : : ref_ptr < osg : : DrawArrays > quad_da = new osg : : DrawArrays ( osg : : PrimitiveSet : : QUADS , 0 , 4 ) ;
osg : : ref_ptr < osg : : Vec4Array > quad_colors = new osg : : Vec4Array ;
quad_colors - > push_back ( osg : : Vec4 ( 1.0f , 1.0f , 1.0f , 1.0f ) ) ;
quad_geom - > setVertexArray ( quad_coords . get ( ) ) ;
quad_geom - > setTexCoordArray ( 0 , quad_tcoords . get ( ) ) ;
quad_geom - > addPrimitiveSet ( quad_da . get ( ) ) ;
quad_geom - > setColorArray ( quad_colors . get ( ) ) ;
quad_geom - > setColorBinding ( osg : : Geometry : : BIND_OVERALL ) ;
osg : : StateSet * stateset = quad_geom - > getOrCreateStateSet ( ) ;
stateset - > setMode ( GL_LIGHTING , osg : : StateAttribute : : OFF ) ;
stateset - > addUniform ( new osg : : Uniform ( " width " , ( int ) tex_width ) ) ;
// Attach shader, glFragData is used to create data for multiple render targets
if ( useHDR ) {
static const char * shaderSource = {
" uniform int width; "
" void main(void) \n "
" { \n "
" gl_FragData[0] = vec4(-1e-12,0,0,1); \n "
" gl_FragData[1] = vec4(0,1e-12,0,1); \n "
" gl_FragData[2] = vec4(0,0,1e-12,1); \n "
" gl_FragData[3] = vec4(0,0,1e-12,1); \n "
" } \n "
} ;
osg : : ref_ptr < osg : : Shader > fshader = new osg : : Shader ( osg : : Shader : : FRAGMENT , shaderSource ) ;
osg : : ref_ptr < osg : : Program > program = new osg : : Program ;
program - > addShader ( fshader . get ( ) ) ;
stateset - > setAttributeAndModes ( program . get ( ) , osg : : StateAttribute : : ON | osg : : StateAttribute : : OVERRIDE ) ;
} else {
static const char * shaderSource = {
" uniform int width; "
" void main(void) \n "
" { \n "
" gl_FragData[0] = vec4(1,0,0,1); \n "
" gl_FragData[1] = vec4(0,1,0,1); \n "
" gl_FragData[2] = vec4(0,0,1,1); \n "
" gl_FragData[3] = vec4(0,0,1,1); \n "
" } \n "
} ;
osg : : ref_ptr < osg : : Shader > fshader = new osg : : Shader ( osg : : Shader : : FRAGMENT , shaderSource ) ;
osg : : ref_ptr < osg : : Program > program = new osg : : Program ;
program - > addShader ( fshader . get ( ) ) ;
stateset - > setAttributeAndModes ( program . get ( ) , osg : : StateAttribute : : ON | osg : : StateAttribute : : OVERRIDE ) ;
}
quad_geode - > addDrawable ( quad_geom . get ( ) ) ;
top_group - > addChild ( quad_geode . get ( ) ) ;
return top_group ;
}
// Here a scene consisting of a single quad is created. This scene is viewed by the screen camera.
// The quad is textured using a shader and the multiple textures generated in the RTT stage.
osg : : Node * createScene ( osg : : Node * cam_subgraph , unsigned int tex_width , unsigned int tex_height , bool useHDR , bool useImage )
{
if ( ! cam_subgraph ) return 0 ;
// create a group to contain the quad and the pre render camera.
osg : : Group * parent = new osg : : Group ;
// textures to render to and to use for texturing of the final quad
osg : : TextureRectangle * textureRect [ NUM_TEXTURES ] = { 0 , 0 , 0 , 0 } ;
for ( int i = 0 ; i < NUM_TEXTURES ; i + + ) {
textureRect [ i ] = new osg : : TextureRectangle ;
textureRect [ i ] - > setTextureSize ( tex_width , tex_height ) ;
textureRect [ i ] - > setInternalFormat ( GL_RGBA ) ;
textureRect [ i ] - > setFilter ( osg : : Texture2D : : MIN_FILTER , osg : : Texture2D : : LINEAR ) ;
textureRect [ i ] - > setFilter ( osg : : Texture2D : : MAG_FILTER , osg : : Texture2D : : LINEAR ) ;
if ( useHDR )
{
textureRect [ i ] - > setInternalFormat ( GL_FLOAT_RGBA32_NV ) ;
//textureRect[i]->setInternalFormat(GL_FLOAT_RGBA16_NV);
textureRect [ i ] - > setSourceFormat ( GL_RGBA ) ;
textureRect [ i ] - > setSourceType ( GL_FLOAT ) ;
}
}
// first create the geometry of the quad
{
osg : : Geometry * polyGeom = new osg : : Geometry ( ) ;
polyGeom - > setSupportsDisplayList ( false ) ;
osg : : Vec3Array * vertices = new osg : : Vec3Array ;
osg : : Vec2Array * texcoords = new osg : : Vec2Array ;
vertices - > push_back ( osg : : Vec3d ( 0 , 0 , 0 ) ) ;
texcoords - > push_back ( osg : : Vec2 ( 0 , 0 ) ) ;
vertices - > push_back ( osg : : Vec3d ( 1 , 0 , 0 ) ) ;
texcoords - > push_back ( osg : : Vec2 ( tex_width , 0 ) ) ;
vertices - > push_back ( osg : : Vec3d ( 1 , 0 , 1 ) ) ;
texcoords - > push_back ( osg : : Vec2 ( tex_width , tex_height ) ) ;
vertices - > push_back ( osg : : Vec3d ( 0 , 0 , 1 ) ) ;
texcoords - > push_back ( osg : : Vec2 ( 0 , tex_height ) ) ;
polyGeom - > setVertexArray ( vertices ) ;
polyGeom - > setTexCoordArray ( 0 , texcoords ) ;
osg : : Vec4Array * colors = new osg : : Vec4Array ;
colors - > push_back ( osg : : Vec4 ( 1.0f , 1.0f , 1.0f , 1.0f ) ) ;
polyGeom - > setColorArray ( colors ) ;
polyGeom - > setColorBinding ( osg : : Geometry : : BIND_OVERALL ) ;
polyGeom - > addPrimitiveSet ( new osg : : DrawArrays ( osg : : PrimitiveSet : : QUADS , 0 , vertices - > size ( ) ) ) ;
// now we need to add the textures (generated by RTT) to the Drawable.
osg : : StateSet * stateset = new osg : : StateSet ;
for ( int i = 0 ; i < NUM_TEXTURES ; i + + ) {
stateset - > setTextureAttributeAndModes ( i , textureRect [ i ] , osg : : StateAttribute : : ON ) ;
}
polyGeom - > setStateSet ( stateset ) ;
// Attach a shader to the final quad to combine the input textures.
if ( useHDR ) {
static const char * shaderSource = {
" uniform sampler2DRect textureID0; \n "
" uniform sampler2DRect textureID1; \n "
" uniform sampler2DRect textureID2; \n "
" uniform sampler2DRect textureID3; \n "
" uniform float width; \n "
" uniform float height; \n "
" void main(void) \n "
" { \n "
" gl_FragData[0] = \n "
" vec4( -1e12 * texture2DRect( textureID0, gl_TexCoord[0].st ).rgb, 1) + \n "
" vec4( 1e12 * texture2DRect( textureID1, gl_TexCoord[0].st ).rgb, 1) + \n "
" vec4( 1e12 * texture2DRect( textureID2, gl_TexCoord[0].st ).rgb, 1) + \n "
" vec4(-0.5e12 * texture2DRect( textureID3, gl_TexCoord[0].st ).rgb, 1); \n "
" } \n "
} ;
osg : : ref_ptr < osg : : Shader > fshader = new osg : : Shader ( osg : : Shader : : FRAGMENT , shaderSource ) ;
osg : : ref_ptr < osg : : Program > program = new osg : : Program ;
program - > addShader ( fshader . get ( ) ) ;
stateset - > setAttributeAndModes ( program . get ( ) , osg : : StateAttribute : : ON | osg : : StateAttribute : : OVERRIDE ) ;
} else {
static const char * shaderSource = {
" uniform sampler2DRect textureID0; \n "
" uniform sampler2DRect textureID1; \n "
" uniform sampler2DRect textureID2; \n "
" uniform sampler2DRect textureID3; \n "
" void main(void) \n "
" { \n "
" gl_FragData[0] = \n "
" vec4(texture2DRect( textureID0, gl_TexCoord[0].st ).rgb, 1) + \n "
" vec4(texture2DRect( textureID1, gl_TexCoord[0].st ).rgb, 1) + \n "
" vec4(texture2DRect( textureID2, gl_TexCoord[0].st ).rgb, 1) + \n "
" -0.5*vec4(texture2DRect( textureID3, gl_TexCoord[0].st ).rgb, 1); \n "
" } \n "
} ;
osg : : ref_ptr < osg : : Shader > fshader = new osg : : Shader ( osg : : Shader : : FRAGMENT , shaderSource ) ;
osg : : ref_ptr < osg : : Program > program = new osg : : Program ;
program - > addShader ( fshader . get ( ) ) ;
stateset - > setAttributeAndModes ( program . get ( ) , osg : : StateAttribute : : ON | osg : : StateAttribute : : OVERRIDE ) ;
}
stateset - > addUniform ( new osg : : Uniform ( " textureID0 " , 0 ) ) ;
stateset - > addUniform ( new osg : : Uniform ( " textureID1 " , 1 ) ) ;
stateset - > addUniform ( new osg : : Uniform ( " textureID2 " , 2 ) ) ;
stateset - > addUniform ( new osg : : Uniform ( " textureID3 " , 3 ) ) ;
//stateset->setDataVariance(osg::Object::DYNAMIC);
osg : : Geode * geode = new osg : : Geode ( ) ;
geode - > addDrawable ( polyGeom ) ;
parent - > addChild ( geode ) ;
}
// now create the camera to do the multiple render to texture
{
osg : : Camera * camera = new osg : : Camera ;
// set up the background color and clear mask.
camera - > setClearColor ( osg : : Vec4 ( 0.1f , 0.1f , 0.3f , 1.0f ) ) ;
camera - > setClearMask ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
// the camera is going to look at our input quad
camera - > setProjectionMatrix ( osg : : Matrix : : ortho2D ( 0 , 1 , 0 , 1 ) ) ;
camera - > setReferenceFrame ( osg : : Transform : : ABSOLUTE_RF ) ;
camera - > setViewMatrix ( osg : : Matrix : : identity ( ) ) ;
// set viewport
camera - > setViewport ( 0 , 0 , tex_width , tex_height ) ;
// set the camera to render before the main camera.
camera - > setRenderOrder ( osg : : Camera : : PRE_RENDER ) ;
// tell the camera to use OpenGL frame buffer objects
camera - > setRenderTargetImplementation ( osg : : Camera : : FRAME_BUFFER_OBJECT ) ;
// attach the textures to use
for ( int i = 0 ; i < NUM_TEXTURES ; i + + ) {
camera - > attach ( osg : : Camera : : BufferComponent ( osg : : Camera : : COLOR_BUFFER0 + i ) , textureRect [ i ] ) ;
}
// we can also read back any of the targets as an image, modify this image and push it back
if ( useImage ) {
// which texture to get the image from
const int tex_to_get = 0 ;
osg : : Image * image = new osg : : Image ;
if ( useHDR ) {
image - > allocateImage ( tex_width , tex_height , 1 , GL_RGBA , GL_FLOAT ) ;
} else {
image - > allocateImage ( tex_width , tex_height , 1 , GL_RGBA , GL_UNSIGNED_BYTE ) ;
}
// attach the image so its copied on each frame.
camera - > attach ( osg : : Camera : : BufferComponent ( osg : : Camera : : COLOR_BUFFER0 + tex_to_get ) , image ) ;
camera - > setPostDrawCallback ( new MyCameraPostDrawCallback ( image ) ) ;
// push back the image to the texture
textureRect [ tex_to_get ] - > setImage ( 0 , image ) ;
}
// add the subgraph to render
camera - > addChild ( cam_subgraph ) ;
parent - > addChild ( camera ) ;
}
return parent ;
}
int main ( int argc , char * * argv )
{
// use an ArgumentParser object to manage the program arguments.
osg : : ArgumentParser arguments ( & argc , argv ) ;
// set up the usage document, in case we need to print out how to use this program.
arguments . getApplicationUsage ( ) - > setDescription ( arguments . getApplicationName ( ) + " demonstrates the use of multiple render targets (MRT) using frame buffer objects. A render to texture camera is used to render to four textures using a single shader. The four textures are then combined to texture the viewed geometry. " ) ;
arguments . getApplicationUsage ( ) - > setCommandLineUsage ( arguments . getApplicationName ( ) + " [options] ... " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -h or --help " , " Display this information. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --width " , " Set the width of the render to texture. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --height " , " Set the height of the render to texture. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --image " , " Render one of the targets to an image, then apply a post draw callback to modify it, and use this image to update a texture. " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --hdr " , " Use high dynamic range. Create floating point textures to render to. " ) ;
// construct the viewer.
osgViewer : : Viewer viewer ( arguments ) ;
// if user request help write it out to cout.
if ( arguments . read ( " -h " ) | | arguments . read ( " --help " ) )
{
arguments . getApplicationUsage ( ) - > write ( std : : cout ) ;
return 1 ;
}
unsigned tex_width = 512 ;
unsigned tex_height = 512 ;
while ( arguments . read ( " --width " , tex_width ) ) { }
while ( arguments . read ( " --height " , tex_height ) ) { }
bool useHDR = false ;
while ( arguments . read ( " --hdr " ) ) { useHDR = true ; }
bool useImage = false ;
while ( arguments . read ( " --image " ) ) { useImage = true ; }
osg : : Group * subGraph = createRTTQuad ( tex_width , tex_height , useHDR ) ;
osg : : Group * rootNode = new osg : : Group ( ) ;
rootNode - > addChild ( createScene ( subGraph , tex_width , tex_height , useHDR , useImage ) ) ;
// add model to the viewer.
viewer . setSceneData ( rootNode ) ;
return viewer . run ( ) ;
}