OpenSceneGraph/examples/osgpbuffer/osgpbuffer.cpp

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial applications,
* as long as this copyright notice is maintained.
*
* This application 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.
*/
#include <osgDB/ReadFile>
#include <osgUtil/Optimizer>
#include <osgProducer/Viewer>
#include <osg/CoordinateSystemNode>
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#include <osg/Texture2D>
#include <osg/MatrixTransform>
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#include <osgUtil/SmoothingVisitor>
class PBufferTexture2D : public osg::Texture2D
{
public:
PBufferTexture2D( Producer::RenderSurface *pbuffer ):
_pbuffer(pbuffer) {}
virtual void apply(osg::State& state) const
{
const unsigned int contextID = state.getContextID();
TextureObject* textureObject = getTextureObject(contextID);
if( textureObject == 0 )
{
GLuint format =
_pbuffer->getRenderToTextureMode() == Producer::RenderSurface::RenderToRGBTexture ? GL_RGB:
_pbuffer->getRenderToTextureMode() == Producer::RenderSurface::RenderToRGBATexture ? GL_RGBA : 0 ;
unsigned int width = _pbuffer->getWindowWidth();
unsigned int height = _pbuffer->getWindowHeight();
_textureObjectBuffer[contextID] = textureObject =
generateTextureObject( contextID, GL_TEXTURE_2D, 1, format, width, height, 1, 0 );
textureObject->bind();
applyTexParameters( GL_TEXTURE_2D, state);
glTexImage2D( GL_TEXTURE_2D, 0,
format, width, height, 0, format, GL_UNSIGNED_BYTE, 0 );
textureObject->setAllocated(true);
}
else
{
textureObject->bind();
static unsigned int frameNum = 0;
_pbuffer->bindPBufferToTexture( Producer::RenderSurface::FrontBuffer );
++frameNum;
}
}
private:
Producer::ref_ptr<Producer::RenderSurface> _pbuffer;
};
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class MyGeometryCallback :
public osg::Drawable::UpdateCallback,
public osg::Drawable::AttributeFunctor
{
public:
MyGeometryCallback(const osg::Vec3& o,
const osg::Vec3& x,const osg::Vec3& y,const osg::Vec3& z,
double period,double xphase,double amplitude):
_firstCall(true),
_startTime(0.0),
_time(0.0),
_period(period),
_xphase(xphase),
_amplitude(amplitude),
_origin(o),
_xAxis(x),
_yAxis(y),
_zAxis(z) {}
virtual void update(osg::NodeVisitor* nv,osg::Drawable* drawable)
{
const osg::FrameStamp* fs = nv->getFrameStamp();
double referenceTime = fs->getReferenceTime();
if (_firstCall)
{
_firstCall = false;
_startTime = referenceTime;
}
_time = referenceTime-_startTime;
drawable->accept(*this);
drawable->dirtyBound();
osg::Geometry* geometry = dynamic_cast<osg::Geometry*>(drawable);
if (geometry)
{
osgUtil::SmoothingVisitor::smooth(*geometry);
}
}
virtual void apply(osg::Drawable::AttributeType type,unsigned int count,osg::Vec3* begin)
{
if (type == osg::Drawable::VERTICES)
{
const float TwoPI=2.0f*osg::PI;
const float phase = -_time/_period;
osg::Vec3* end = begin+count;
for (osg::Vec3* itr=begin;itr<end;++itr)
{
osg::Vec3 dv(*itr-_origin);
osg::Vec3 local(dv*_xAxis,dv*_yAxis,dv*_zAxis);
local.z() = local.x()*_amplitude*
sinf(TwoPI*(phase+local.x()*_xphase));
(*itr) = _origin +
_xAxis*local.x()+
_yAxis*local.y()+
_zAxis*local.z();
}
}
}
bool _firstCall;
double _startTime;
double _time;
double _period;
double _xphase;
float _amplitude;
osg::Vec3 _origin;
osg::Vec3 _xAxis;
osg::Vec3 _yAxis;
osg::Vec3 _zAxis;
};
osg::Node* createTexturedFlag(unsigned int width, unsigned int height, Producer::RenderSurface *pbuffer)
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{
// create the quad to visualize.
osg::Geometry* polyGeom = new osg::Geometry();
polyGeom->setSupportsDisplayList(false);
osg::Vec3 origin(0.0f,0.0f,0.0f);
osg::Vec3 xAxis(1.0f,0.0f,0.0f);
osg::Vec3 yAxis(0.0f,0.0f,1.0f);
osg::Vec3 zAxis(0.0f,-1.0f,0.0f);
float flag_height = 100.0f;
float flag_width = 200.0f;
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int noSteps = 20;
osg::Vec3Array* vertices = new osg::Vec3Array;
osg::Vec3 bottom = origin;
osg::Vec3 top = origin; top.z()+= flag_height;
osg::Vec3 dv = xAxis*(flag_width/((float)(noSteps-1)));
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osg::Vec2Array* texcoords = new osg::Vec2Array;
osg::Vec2 bottom_texcoord(0.0f,0.0f);
osg::Vec2 top_texcoord(0.0f,1.0f);
osg::Vec2 dv_texcoord(1.0f/(float)(noSteps-1),0.0f);
for(int i=0;i<noSteps;++i)
{
vertices->push_back(top);
vertices->push_back(bottom);
top+=dv;
bottom+=dv;
texcoords->push_back(top_texcoord);
texcoords->push_back(bottom_texcoord);
top_texcoord+=dv_texcoord;
bottom_texcoord+=dv_texcoord;
}
// pass the created vertex array to the points geometry object.
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::QUAD_STRIP,0,vertices->size()));
// new we need to add the texture to the Drawable, we do so by creating a
// StateSet to contain the Texture StateAttribute.
osg::StateSet* stateset = new osg::StateSet;
// Dynamic texture filled with data from pbuffer.
osg::Texture2D* texture = new PBufferTexture2D(pbuffer);
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texture->setInternalFormat(GL_RGB);
texture->setTextureSize(width,height);
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texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP);
texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP);
stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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polyGeom->setStateSet(stateset);
polyGeom->setUpdateCallback(new MyGeometryCallback(origin,xAxis,yAxis,zAxis,1.0,1.0/flag_width,0.2f));
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osg::Geode* geode = new osg::Geode();
geode->addDrawable(polyGeom);
osg::Group* parent = new osg::Group;
parent->addChild(geode);
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return parent;
}
osg::ref_ptr<osg::Node> buildSceneGraphAndSetCameraViews(osg::Node *loadedModel,
Producer::Camera *pbufferCamera,
Producer::Camera *mainCamera)
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{
osg::ref_ptr<osg::Group> group = new osg::Group;
osg::ref_ptr<osg::MatrixTransform> loadedModelTransform = new osg::MatrixTransform;
loadedModelTransform->addChild(loadedModel);
osg::ref_ptr<osg::NodeCallback> nc = new osg::AnimationPathCallback(
loadedModelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f));
loadedModelTransform->setUpdateCallback(nc.get());
loadedModelTransform->setNodeMask( 0x1 );
group->addChild( loadedModelTransform.get() );
osg::ref_ptr<osg::Node> texturedFlag = createTexturedFlag( 1024, 512, pbufferCamera->getRenderSurface() );
texturedFlag->setNodeMask( 0x2 );
group->addChild( texturedFlag.get());
osg::BoundingSphere bs = loadedModel->getBound();
pbufferCamera->setLensFrustum( -0.5, 0.5, -0.25, 0.25, 1.0, 1000.0 );
pbufferCamera->setViewByLookat(
bs.center()[0], bs.center()[1] - bs.radius() * 3, bs.center()[2],
bs.center()[0], bs.center()[1], bs.center()[2],
0, 0, 1 );
mainCamera->getRenderSurface()->setReadDrawable( pbufferCamera->getRenderSurface());
return group.get();
}
osg::ref_ptr<osg::Node> buildSceneGraph(osg::Node *loadedModel, Producer::RenderSurface *pbuffer )
{
osg::ref_ptr<osg::Group> group = new osg::Group;
osg::ref_ptr<osg::MatrixTransform> loadedModelTransform = new osg::MatrixTransform;
loadedModelTransform->addChild(loadedModel);
osg::ref_ptr<osg::NodeCallback> nc = new osg::AnimationPathCallback(
loadedModelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f));
loadedModelTransform->setUpdateCallback(nc.get());
// Set the loaded model to render only in the PBuffer camera
loadedModelTransform->setNodeMask( 0x1 );
group->addChild( loadedModelTransform.get() );
osg::ref_ptr<osg::Node> texturedFlag = createTexturedFlag( 1024, 512, pbuffer );
// Set the textured flag to render only in the Main camera
loadedModelTransform->setNodeMask( 0x1 );
texturedFlag->setNodeMask( 0x2 );
group->addChild( texturedFlag.get());
return group.get();
}
Producer::ref_ptr<Producer::CameraConfig> buildCameraConfig( osg::Node &loadedModel )
{
// Set up the PBuffer camera
Producer::ref_ptr<Producer::Camera> pbufferCamera = new Producer::Camera;
pbufferCamera->getRenderSurface()->setWindowRectangle( 0, 0, 1024, 512 );
pbufferCamera->getRenderSurface()->setDrawableType( Producer::RenderSurface::DrawableType_PBuffer );
pbufferCamera->getRenderSurface()->setRenderToTextureMode(Producer::RenderSurface::RenderToRGBATexture);
// We will manually set the PBuffer camera's Lens and View,
// so do not share with the rest of the Camera config.
pbufferCamera->setShareLens(false);
pbufferCamera->setShareView(false);
// Set the Lens and View for the Pbuffer camera according to the loaded model's size
osg::BoundingSphere bs = loadedModel.getBound();
pbufferCamera->setLensFrustum( -0.5, 0.5, -0.25, 0.25, 1.0, 1000.0 );
pbufferCamera->setViewByLookat(
bs.center()[0], bs.center()[1] - bs.radius() * 3, bs.center()[2],
bs.center()[0], bs.center()[1], bs.center()[2],
0, 0, 1 );
// Set up the main camera
Producer::ref_ptr<Producer::Camera> mainCamera = new Producer::Camera;
mainCamera->getRenderSurface()->setWindowRectangle( 0, 0, 800, 600 );
// Create the Camera config
Producer::ref_ptr<Producer::CameraConfig> cfg = new Producer::CameraConfig;
// Cameras added in "alphabetical" order
cfg->addCamera("A_PBufferCamera", pbufferCamera.get());
cfg->addCamera("B_MainCamera", mainCamera.get());
// Set up the input area
Producer::ref_ptr<Producer::InputArea> inputArea = new Producer::InputArea;
inputArea->addRenderSurface( mainCamera->getRenderSurface());
cfg->setInputArea( inputArea.get() );
// Set the main Camera's read drawable to be the pbufferCamera's drawable
mainCamera->getRenderSurface()->setReadDrawable( pbufferCamera->getRenderSurface());
return cfg;
}
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int main( int argc, char **argv )
{
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// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
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// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" example shows how to set up a Producer pbuffer for render to texture effects.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("--image <filename>","Load an image and render it on a quad");
arguments.getApplicationUsage()->addCommandLineOption("--dem <filename>","Load an image/DEM and render it on a HeightField");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display command line paramters");
arguments.getApplicationUsage()->addCommandLineOption("--help-env","Display environmental variables available");
arguments.getApplicationUsage()->addCommandLineOption("--help-keys","Display keyboard & mouse bindings available");
arguments.getApplicationUsage()->addCommandLineOption("--help-all","Display all command line, env vars and keyboard & mouse bindigs.");
/// Load models from command line and build scene graph
osg::Timer_t start_tick = osg::Timer::instance()->tick();
// read the scene from the list of file specified commandline args.
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
// if no model has been successfully loaded report failure.
if (!loadedModel)
{
std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
return 1;
}
// Create the camera config. We use the loaded model to set the Lens and View on the PBuffer camera
Producer::ref_ptr<Producer::CameraConfig> cameraConfig = buildCameraConfig( *(loadedModel.get()) );
// We need to build the rest of the scene graph after the camera config has been created because we need
// to pass it the PBuffer, which will be the texture for the textured flag
Producer::RenderSurface *pbuffer = cameraConfig->getCamera(0)->getRenderSurface();
osg::ref_ptr<osg::Node >root = buildSceneGraph(loadedModel.get(), pbuffer );
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// construct the viewer with the camera config.
osgProducer::Viewer viewer(cameraConfig.get());
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// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
// if user request help write it out to cout.
bool helpAll = arguments.read("--help-all");
unsigned int helpType = ((helpAll || arguments.read("-h") || arguments.read("--help"))? osg::ApplicationUsage::COMMAND_LINE_OPTION : 0 ) |
((helpAll || arguments.read("--help-env"))? osg::ApplicationUsage::ENVIRONMENTAL_VARIABLE : 0 ) |
((helpAll || arguments.read("--help-keys"))? osg::ApplicationUsage::KEYBOARD_MOUSE_BINDING : 0 );
if (helpType)
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{
arguments.getApplicationUsage()->write(std::cout, helpType);
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return 1;
}
// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
if (arguments.argc()<=1)
{
arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
return 1;
}
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
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// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
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{
arguments.writeErrorMessages(std::cout);
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}
osg::Timer_t end_tick = osg::Timer::instance()->tick();
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std::cout << "Time to load = "<<osg::Timer::instance()->delta_s(start_tick,end_tick)<<std::endl;
// optimize the scene graph, remove rendundent nodes and state etc.
osgUtil::Optimizer optimizer;
optimizer.optimize(root.get());
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// pass the loaded scene graph to the viewer.
viewer.setSceneData(root.get());
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// create the windows and run the threads.
viewer.realize();
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// The loaded model is to be viewed in the pbuffer camera, but
// the textured flag is viewed in the main camera. The nodes have
// been given node masks, now set the traversal masks on the cameras.
// Note that this must be done after viewer.realize().
{
osgProducer::Viewer::SceneHandlerList shl = viewer.getSceneHandlerList();
osgProducer::Viewer::SceneHandlerList::iterator p;
unsigned int n = 0;
for( p = shl.begin(); p != shl.end(); p++ )
{
int inheritanceMask = (*p)->getSceneView()->getInheritanceMask();
inheritanceMask &= ~(osg::CullSettings::CULL_MASK);
(*p)->getSceneView()->setInheritanceMask( inheritanceMask );
(*p)->getSceneView()->setCullMask( 1<<(n));
n++;
}
}
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// printf( "PBuffer window: 0x%x\n", pbuffer->getWindow() );
viewer.getCamera(0)->setClearColor( 0.1f,0.9f,0.3f,1.0f );
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while( !viewer.done() )
{
// wait for all cull and draw threads to complete.
viewer.sync();
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer.update();
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// fire off the cull and draw traversals of the scene.
viewer.frame();
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}
// wait for all cull and draw threads to complete before exit.
viewer.sync();
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// run a clean up frame to delete all OpenGL objects.
viewer.cleanup_frame();
// wait for all the clean up frame to complete.
viewer.sync();
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return 0;
}