OpenSceneGraph/examples/osgstereomatch/StereoPass.cpp

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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: t; c-basic-offset: 4 -*- */
/* OpenSceneGraph example, osgstereomatch.
*
* 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 "StereoPass.h"
#include <osgDB/ReadFile>
#include <iostream>
StereoPass::StereoPass(osg::TextureRectangle *left_tex,
osg::TextureRectangle *right_tex,
int width, int height,
int min_disparity, int max_disparity, int window_size):
_TextureWidth(width),
_TextureHeight(height),
_MinDisparity(min_disparity),
_MaxDisparity(max_disparity),
_WindowSize(window_size)
{
_RootGroup = new osg::Group;
_InTextureLeft = left_tex;
_InTextureRight = right_tex;
createOutputTextures();
_Camera = new osg::Camera;
setupCamera();
_Camera->addChild(createTexturedQuad().get());
_RootGroup->addChild(_Camera.get());
setShader("shaders/stereomatch_stereopass.frag");
}
StereoPass::~StereoPass()
{
}
osg::ref_ptr<osg::Group> StereoPass::createTexturedQuad()
{
osg::ref_ptr<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(_TextureWidth, 0));
quad_tcoords->push_back(osg::Vec2(_TextureWidth, _TextureHeight));
quad_tcoords->push_back(osg::Vec2(0, _TextureHeight));
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);
quad_geom->setVertexArray(quad_coords.get());
quad_geom->setTexCoordArray(0, quad_tcoords.get());
quad_geom->addPrimitiveSet(quad_da.get());
_StateSet = quad_geom->getOrCreateStateSet();
_StateSet->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
_StateSet->setTextureAttributeAndModes(0, _InTextureLeft.get(), osg::StateAttribute::ON);
_StateSet->setTextureAttributeAndModes(1, _InTextureRight.get(), osg::StateAttribute::ON);
_StateSet->addUniform(new osg::Uniform("textureID0", 0));
_StateSet->addUniform(new osg::Uniform("textureID1", 1));
_StateSet->addUniform(new osg::Uniform("min_disparity", _MinDisparity));
_StateSet->addUniform(new osg::Uniform("max_disparity", _MaxDisparity));
_StateSet->addUniform(new osg::Uniform("window_size", _WindowSize));
quad_geode->addDrawable(quad_geom.get());
top_group->addChild(quad_geode.get());
return top_group;
}
void StereoPass::setupCamera()
{
// clearing
_Camera->setClearColor(osg::Vec4(1.0f,0.0f,0.0f,1.0f));
_Camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// projection and view
_Camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1));
_Camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
_Camera->setViewMatrix(osg::Matrix::identity());
// viewport
_Camera->setViewport(0, 0, _TextureWidth, _TextureHeight);
_Camera->setRenderOrder(osg::Camera::PRE_RENDER);
_Camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
// attach the output texture and use it as the color buffer.
_Camera->attach(osg::Camera::COLOR_BUFFER, _OutTexture.get());
}
void StereoPass::createOutputTextures()
{
_OutTexture = new osg::TextureRectangle;
_OutTexture->setTextureSize(_TextureWidth, _TextureHeight);
_OutTexture->setInternalFormat(GL_RGBA);
_OutTexture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
_OutTexture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
}
void StereoPass::setShader(std::string filename)
{
osg::ref_ptr<osg::Shader> fshader = osgDB::readRefShaderFile( osg::Shader::FRAGMENT, filename);
if (!fshader)
{
OSG_NOTICE<<"Warning: could not file shader file : "<<filename<<std::endl;
return;
}
_FragmentProgram = 0;
_FragmentProgram = new osg::Program;
_FragmentProgram->addShader(fshader.get());
_StateSet->setAttributeAndModes(_FragmentProgram.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
}