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# include <osg/GLExtensions>
# include <osg/Node>
# include <osg/Geometry>
# include <osg/Notify>
# include <osg/MatrixTransform>
# include <osg/Texture2D>
# include <osg/Stencil>
# include <osg/ColorMask>
# include <osg/Depth>
# include <osg/Billboard>
# include <osg/Material>
# include <osg/Projection>
# include <osgGA/TrackballManipulator>
# include <osgGA/FlightManipulator>
# include <osgGA/DriveManipulator>
# include <osgUtil/TransformCallback>
# include <osgUtil/RenderToTextureStage>
# include <osgUtil/SmoothingVisitor>
# include <osgDB/Registry>
# include <osgDB/ReadFile>
# include <osgProducer/Viewer>
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using namespace osg ;
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class DistortionNode : public osg : : Group
{
public :
DistortionNode ( ) ;
DistortionNode ( const DistortionNode & rhs , const osg : : CopyOp & copyop = osg : : CopyOp : : SHALLOW_COPY ) :
osg : : Group ( rhs , copyop ) { }
META_Node ( osgDistortion , DistortionNode ) ;
virtual void traverse ( osg : : NodeVisitor & nv ) ;
protected :
void createHUDSubgraph ( ) ;
void preRender ( osgUtil : : CullVisitor & nv ) ;
osg : : ref_ptr < osg : : Node > _hudSubgraph ;
osg : : ref_ptr < osg : : Texture2D > _texture ;
osg : : ref_ptr < osg : : StateSet > _localStateSet ;
} ;
DistortionNode : : DistortionNode ( )
{
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setCullingActive ( false ) ;
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createHUDSubgraph ( ) ;
}
void DistortionNode : : createHUDSubgraph ( )
{
// 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 , 1.0f , 0.0f ) ;
osg : : Vec3 zAxis ( 0.0f , 0.0f , 1.0f ) ;
float height = 1024.0f ;
float width = 1280.0f ;
int noSteps = 50 ;
osg : : Vec3Array * vertices = new osg : : Vec3Array ;
osg : : Vec2Array * texcoords = new osg : : Vec2Array ;
osg : : Vec4Array * colors = new osg : : Vec4Array ;
osg : : Vec3 bottom = origin ;
osg : : Vec3 dx = xAxis * ( width / ( ( float ) ( noSteps - 1 ) ) ) ;
osg : : Vec3 dy = yAxis * ( height / ( ( float ) ( noSteps - 1 ) ) ) ;
osg : : Vec2 bottom_texcoord ( 0.0f , 0.0f ) ;
osg : : Vec2 dx_texcoord ( 1.0f / ( float ) ( noSteps - 1 ) , 0.0f ) ;
osg : : Vec2 dy_texcoord ( 0.0f , 1.0f / ( float ) ( noSteps - 1 ) ) ;
osg : : Vec3 cursor = bottom ;
osg : : Vec2 texcoord = bottom_texcoord ;
int i , j ;
for ( i = 0 ; i < noSteps ; + + i )
{
osg : : Vec3 cursor = bottom + dy * ( float ) i ;
osg : : Vec2 texcoord = bottom_texcoord + dy_texcoord * ( float ) i ;
for ( j = 0 ; j < noSteps ; + + j )
{
vertices - > push_back ( cursor ) ;
texcoords - > push_back ( osg : : Vec2 ( ( sin ( texcoord . x ( ) * osg : : PI - osg : : PI * 0.5 ) + 1.0f ) * 0.5f , ( sin ( texcoord . y ( ) * osg : : PI - osg : : PI * 0.5 ) + 1.0f ) * 0.5f ) ) ;
colors - > push_back ( osg : : Vec4 ( 1.0f , 1.0f , 1.0f , 1.0f ) ) ;
cursor + = dx ;
texcoord + = dx_texcoord ;
}
}
// pass the created vertex array to the points geometry object.
polyGeom - > setVertexArray ( vertices ) ;
polyGeom - > setColorArray ( colors ) ;
polyGeom - > setColorBinding ( osg : : Geometry : : BIND_PER_VERTEX ) ;
polyGeom - > setTexCoordArray ( 0 , texcoords ) ;
for ( i = 0 ; i < noSteps - 1 ; + + i )
{
osg : : DrawElementsUShort * elements = new osg : : DrawElementsUShort ( osg : : PrimitiveSet : : QUAD_STRIP ) ;
for ( j = 0 ; j < noSteps ; + + j )
{
elements - > push_back ( j + ( i + 1 ) * noSteps ) ;
elements - > push_back ( j + ( i ) * noSteps ) ;
}
polyGeom - > addPrimitiveSet ( elements ) ;
}
// 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 ;
osg : : Texture2D * texture = new osg : : Texture2D ;
// texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);
// texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);
texture - > setFilter ( osg : : Texture2D : : MIN_FILTER , osg : : Texture2D : : LINEAR ) ;
texture - > setFilter ( osg : : Texture2D : : MAG_FILTER , osg : : Texture2D : : LINEAR ) ;
stateset - > setTextureAttributeAndModes ( 0 , texture , osg : : StateAttribute : : ON ) ;
stateset - > setMode ( GL_LIGHTING , osg : : StateAttribute : : OFF ) ;
polyGeom - > setStateSet ( stateset ) ;
_texture = texture ;
osg : : Geode * geode = new osg : : Geode ( ) ;
geode - > addDrawable ( polyGeom ) ;
// create the hud.
osg : : MatrixTransform * modelview_abs = new osg : : MatrixTransform ;
modelview_abs - > setReferenceFrame ( osg : : Transform : : RELATIVE_TO_ABSOLUTE ) ;
modelview_abs - > setMatrix ( osg : : Matrix : : identity ( ) ) ;
modelview_abs - > addChild ( geode ) ;
osg : : Projection * projection = new osg : : Projection ;
projection - > setMatrix ( osg : : Matrix : : ortho2D ( 0 , 1280 , 0 , 1024 ) ) ;
projection - > addChild ( modelview_abs ) ;
_hudSubgraph = projection ;
_localStateSet = new osg : : StateSet ;
}
void DistortionNode : : traverse ( osg : : NodeVisitor & nv )
{
if ( nv . getVisitorType ( ) = = osg : : NodeVisitor : : CULL_VISITOR )
{
osgUtil : : CullVisitor * cullVisitor = dynamic_cast < osgUtil : : CullVisitor * > ( & nv ) ;
if ( cullVisitor & & _texture . valid ( ) & & _hudSubgraph . valid ( ) )
{
preRender ( * cullVisitor ) ;
_hudSubgraph - > accept ( nv ) ;
return ;
}
}
Group : : traverse ( nv ) ;
}
void DistortionNode : : preRender ( osgUtil : : CullVisitor & cv )
{
// create the render to texture stage.
osg : : ref_ptr < osgUtil : : RenderToTextureStage > rtts = new osgUtil : : RenderToTextureStage ;
// set up lighting.
// currently ignore lights in the scene graph itself..
// will do later.
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osgUtil : : RenderStage * previous_stage = cv . getCurrentRenderBin ( ) - > getStage ( ) ;
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// set up the background color and clear mask.
rtts - > setClearColor ( osg : : Vec4 ( 0.1f , 0.1f , 0.3f , 1.0f ) ) ;
rtts - > setClearMask ( previous_stage - > getClearMask ( ) ) ;
// set up to charge the same RenderStageLighting is the parent previous stage.
rtts - > setRenderStageLighting ( previous_stage - > getRenderStageLighting ( ) ) ;
// record the render bin, to be restored after creation
// of the render to text
osgUtil : : RenderBin * previousRenderBin = cv . getCurrentRenderBin ( ) ;
// set the current renderbin to be the newly created stage.
cv . setCurrentRenderBin ( rtts . get ( ) ) ;
cv . pushStateSet ( _localStateSet . get ( ) ) ;
{
// traverse the subgraph
Group : : traverse ( cv ) ;
}
cv . popStateSet ( ) ;
// restore the previous renderbin.
cv . setCurrentRenderBin ( previousRenderBin ) ;
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if ( rtts - > getRenderGraphList ( ) . size ( ) = = 0 & & rtts - > getRenderBinList ( ) . size ( ) = = 0 )
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{
// getting to this point means that all the subgraph has been
// culled by small feature culling or is beyond LOD ranges.
return ;
}
int height = 1024 ;
int width = 1024 ;
const osg : : Viewport & viewport = * cv . getViewport ( ) ;
// offset the impostor viewport from the center of the main window
// viewport as often the edges of the viewport might be obscured by
// other windows, which can cause image/reading writing problems.
int center_x = viewport . x ( ) + viewport . width ( ) / 2 ;
int center_y = viewport . y ( ) + viewport . height ( ) / 2 ;
osg : : Viewport * new_viewport = new osg : : Viewport ;
new_viewport - > setViewport ( center_x - width / 2 , center_y - height / 2 , width , height ) ;
rtts - > setViewport ( new_viewport ) ;
_localStateSet - > setAttribute ( new_viewport ) ;
// and the render to texture stage to the current stages
// dependancy list.
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cv . getCurrentRenderBin ( ) - > getStage ( ) - > addToDependencyList ( rtts . get ( ) ) ;
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// if one exist attach texture to the RenderToTextureStage.
if ( _texture . valid ( ) ) rtts - > setTexture ( _texture . get ( ) ) ;
}
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 ( ) + " is the example which demonstrates pre rendering of scene to a texture, and then apply this texture to geometry. " ) ;
arguments . getApplicationUsage ( ) - > setCommandLineUsage ( arguments . getApplicationName ( ) + " [options] filename ... " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -h or --help " , " Display this information " ) ;
// construct the viewer.
osgProducer : : Viewer viewer ( arguments ) ;
// 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.
if ( arguments . read ( " -h " ) | | arguments . read ( " --help " ) )
{
arguments . getApplicationUsage ( ) - > write ( std : : cout ) ;
return 1 ;
}
// any option left unread are converted into errors to write out later.
arguments . reportRemainingOptionsAsUnrecognized ( ) ;
// 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 ;
}
// load the nodes from the commandline arguments.
osg : : Node * loadedModel = osgDB : : readNodeFiles ( arguments ) ;
if ( ! loadedModel )
{
// write_usage(osg::notify(osg::NOTICE),argv[0]);
return 1 ;
}
// create a transform to spin the model.
DistortionNode * distortionNode = new DistortionNode ;
distortionNode - > addChild ( loadedModel ) ;
// add model to the viewer.
viewer . setSceneData ( distortionNode ) ;
// create the windows and run the threads.
viewer . realize ( ) ;
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 ( ) ;
// fire off the cull and draw traversals of the scene.
viewer . frame ( ) ;
}
// wait for all cull and draw threads to complete before exit.
viewer . sync ( ) ;
return 0 ;
}