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/* OpenSceneGraph example, osgmotionblur.
*
* 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 .
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*/
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# include <osgDB/ReadFile>
# include <osgUtil/Optimizer>
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# include <osgViewer/Viewer>
# include <iostream>
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class MotionBlurOperation : public osg : : Operation
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{
public :
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MotionBlurOperation ( double persistence ) :
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osg : : Operation ( " MotionBlur " , true ) ,
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cleared_ ( false ) ,
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persistence_ ( persistence )
{
}
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virtual void operator ( ) ( osg : : Object * object )
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{
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osg : : GraphicsContext * gc = dynamic_cast < osg : : GraphicsContext * > ( object ) ;
if ( ! gc ) return ;
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double t = gc - > getState ( ) - > getFrameStamp ( ) - > getSimulationTime ( ) ;
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if ( ! cleared_ )
{
// clear the accumulation buffer
glClearColor ( 0 , 0 , 0 , 0 ) ;
glClear ( GL_ACCUM_BUFFER_BIT ) ;
cleared_ = true ;
t0_ = t ;
}
double dt = fabs ( t - t0_ ) ;
t0_ = t ;
// compute the blur factor
double s = powf ( 0.2 , dt / persistence_ ) ;
// scale, accumulate and return
glAccum ( GL_MULT , s ) ;
glAccum ( GL_ACCUM , 1 - s ) ;
glAccum ( GL_RETURN , 1.0f ) ;
}
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private :
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bool cleared_ ;
double t0_ ;
double persistence_ ;
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} ;
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 ( ) - > setApplicationName ( arguments . getApplicationName ( ) ) ;
arguments . getApplicationUsage ( ) - > setDescription ( arguments . getApplicationName ( ) + " is an OpenSceneGraph example that shows how to use the accumulation buffer to achieve a simple motion blur effect. " ) ;
arguments . getApplicationUsage ( ) - > setCommandLineUsage ( arguments . getApplicationName ( ) + " [options] filename ... " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -h or --help " , " Display this information " ) ;
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arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -P or --persistence " , " Set the motion blur persistence time " ) ;
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// construct the viewer.
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osgViewer : : Viewer viewer ;
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// if user request help write it out to cout.
if ( arguments . read ( " -h " ) | | arguments . read ( " --help " ) )
{
arguments . getApplicationUsage ( ) - > write ( std : : cout ) ;
return 1 ;
}
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double persistence = 0.25 ;
arguments . read ( " -P " , persistence ) | | arguments . read ( " --persistence " , persistence ) ;
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// read the scene from the list of file specified commandline args.
osg : : ref_ptr < osg : : Node > loadedModel = osgDB : : readNodeFiles ( arguments ) ;
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// if not loaded assume no arguments passed in, try use default mode instead.
if ( ! loadedModel ) loadedModel = osgDB : : readNodeFile ( " cow.osg " ) ;
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// if no model has been successfully loaded report failure.
if ( ! loadedModel )
{
std : : cout < < arguments . getApplicationName ( ) < < " : No data loaded " < < std : : endl ;
return 1 ;
}
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// set the display settings we can to request, OsgCameraGroup will read this.
osg : : DisplaySettings : : instance ( ) - > setMinimumNumAccumBits ( 8 , 8 , 8 , 8 ) ;
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// pass the loaded scene graph to the viewer.
viewer . setSceneData ( loadedModel . get ( ) ) ;
// create the windows and run the threads.
viewer . realize ( ) ;
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osgViewer : : Viewer : : Windows windows ;
viewer . getWindows ( windows ) ;
for ( osgViewer : : Viewer : : Windows : : iterator itr = windows . begin ( ) ;
itr ! = windows . end ( ) ;
+ + itr )
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{
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( * itr ) - > add ( new MotionBlurOperation ( persistence ) ) ;
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}
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return viewer . run ( ) ;
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}