148 lines
6.5 KiB
C++
148 lines
6.5 KiB
C++
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/* OpenSceneGraph example, osgblenddrawbuffers.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <osg/Geometry>
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#include <osg/Geode>
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#include <osg/Camera>
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#include <osg/Texture2D>
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#include <osg/BlendFunci>
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#include <osg/ColorMaski>
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#include <osg/Capability>
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#include <osgDB/ReadFile>
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#include <osgViewer/Viewer>
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#include <iostream>
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osg::Camera* createMRTCamera( std::vector<osg::Texture*>& attachedTextures )
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{
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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camera->setClearColor( osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f) );
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camera->setClearMask( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
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camera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
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camera->setRenderOrder( osg::Camera::PRE_RENDER );
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for ( int i=0; i<4; ++i )
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{
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osg::Texture2D* tex = new osg::Texture2D;
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tex->setTextureSize( 1024, 1024 );
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tex->setInternalFormat( GL_RGBA );
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tex->setFilter( osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR );
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tex->setFilter( osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR );
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attachedTextures.push_back( tex );
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camera->setViewport( 0, 0, tex->getTextureWidth(), tex->getTextureHeight() );
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camera->attach( osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+i), tex );
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}
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return camera.release();
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}
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osg::Camera* createHUDCamera( double left, double right, double bottom, double top )
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{
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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camera->setReferenceFrame( osg::Transform::ABSOLUTE_RF );
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camera->setClearMask( GL_DEPTH_BUFFER_BIT );
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camera->setRenderOrder( osg::Camera::POST_RENDER );
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camera->setAllowEventFocus( false );
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camera->setProjectionMatrix( osg::Matrix::ortho2D(left, right, bottom, top) );
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camera->getOrCreateStateSet()->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
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return camera.release();
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}
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int main( int argc, char **argv )
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{
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osg::ArgumentParser arguments(&argc, argv);
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName() + " is the example which demonstrates how to enable/disable blending on specified draw buffers in multi-rendering-target cases.");
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std::vector<osg::Texture*> textures;
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bool useGlobalBlending = false;
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if ( arguments.read("--no-draw-buffers") ) useGlobalBlending = true;
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// Create a camera to output multi-rendering-targets (MRT)
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osg::Camera* mrtCam = createMRTCamera( textures );
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mrtCam->addChild( osgDB::readNodeFile("cessna.osgt") );
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// Create shader program to be used
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const char* mrtFragmentCode = {
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"void main() {\n"
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" gl_FragData[0] = gl_Color * vec4(1.0, 1.0, 1.0, 0.7);\n"
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" gl_FragData[1] = vec4(0.0, 1.0, 1.0, 0.0);\n"
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" gl_FragData[2] = vec4(1.0, 0.0, 1.0, 0.3);\n"
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" gl_FragData[3] = vec4(1.0, 1.0, 0.0, 1.0);\n"
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"}\n"
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};
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osg::ref_ptr<osg::Program> program = new osg::Program;
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program->addShader( new osg::Shader(osg::Shader::FRAGMENT, mrtFragmentCode) );
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osg::StateSet* ss = mrtCam->getOrCreateStateSet();
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ss->setAttributeAndModes( program.get() );
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// Apply blending to the original scene in MRT
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if ( !useGlobalBlending )
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{
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// Only enable blending on the first draw buffer so other three outputs are
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// totally opaque, which is important for MRT cases
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ss->setAttribute( new osg::Enablei(GL_BLEND, 0) );
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ss->setAttribute( new osg::Disablei(GL_BLEND, 1) );
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ss->setAttribute( new osg::Disablei(GL_BLEND, 2) );
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ss->setAttribute( new osg::Disablei(GL_BLEND, 3) );
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// Accept different blend/colormask attributes on multiple render targets
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osg::ref_ptr<osg::BlendFunci> blend0 = new osg::BlendFunci(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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osg::ref_ptr<osg::ColorMaski> colormask3 = new osg::ColorMaski(3, false, true, false, true);
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ss->setAttribute( blend0.get() );
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ss->setAttributeAndModes( colormask3.get() );
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}
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else
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{
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// When separated blending is disabled, all rendering targets will be affected
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// by its alpha channel and you will see each output blended with the background.
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//
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// This causes a big program in situations like deferred shading because we may
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// have to save different scene data to MRT 'GBuffer', in which alpha channels are
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// used to store certain attributes rather than opacity. These attributes can be
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// reused in following post-processing steps.
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//
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// For such targets, alpha blending must be disabled; otherwise it will mess the
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// output. That is why this example exists!
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osg::ref_ptr<osg::BlendFunc> blend = new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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ss->setAttributeAndModes( blend.get() );
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}
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// Create some quads to be shown on screen to contain the MRT result
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osg::ref_ptr<osg::Geode> quad = new osg::Geode;
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for ( unsigned int i=0; i<textures.size(); ++i )
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{
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osg::Geometry* geom = osg::createTexturedQuadGeometry(
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osg::Vec3((float)i/(float)textures.size(), 0.0f, 0.0f),
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osg::Vec3(1.0f/(float)textures.size()-0.01f,0.0f,0.0f), osg::Vec3(0.0f,1.0f,0.0f) );
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geom->getOrCreateStateSet()->setTextureAttributeAndModes( 0, textures[i] );
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quad->addDrawable( geom );
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}
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osg::Camera* hudCam = createHUDCamera( 0.0, 1.0, 0.0, 1.0 );
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hudCam->addChild( quad.get() );
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// Construct scene graph and viewer
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osg::ref_ptr<osg::Group> root = new osg::Group;
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root->addChild( mrtCam );
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root->addChild( hudCam );
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osgViewer::Viewer viewer;
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viewer.setSceneData( root.get() );
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return viewer.run();
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}
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