OpenSceneGraph/examples/osgblenddrawbuffers/osgblenddrawbuffers.cpp

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/* OpenSceneGraph example, osgblenddrawbuffers.
*
* 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 <osg/Geometry>
#include <osg/Geode>
#include <osg/Camera>
#include <osg/Texture2D>
#include <osg/BlendFunci>
#include <osg/ColorMaski>
#include <osg/Capability>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <iostream>
osg::Camera* createMRTCamera( std::vector<osg::Texture*>& attachedTextures )
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setClearColor( osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f) );
camera->setClearMask( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
camera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
camera->setRenderOrder( osg::Camera::PRE_RENDER );
for ( int i=0; i<4; ++i )
{
osg::Texture2D* tex = new osg::Texture2D;
tex->setTextureSize( 1024, 1024 );
tex->setInternalFormat( GL_RGBA );
tex->setFilter( osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR );
tex->setFilter( osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR );
attachedTextures.push_back( tex );
camera->setViewport( 0, 0, tex->getTextureWidth(), tex->getTextureHeight() );
camera->attach( osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+i), tex );
}
return camera.release();
}
osg::Camera* createHUDCamera( double left, double right, double bottom, double top )
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setReferenceFrame( osg::Transform::ABSOLUTE_RF );
camera->setClearMask( GL_DEPTH_BUFFER_BIT );
camera->setRenderOrder( osg::Camera::POST_RENDER );
camera->setAllowEventFocus( false );
camera->setProjectionMatrix( osg::Matrix::ortho2D(left, right, bottom, top) );
camera->getOrCreateStateSet()->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
return camera.release();
}
int main( int argc, char **argv )
{
osg::ArgumentParser arguments(&argc, argv);
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName() + " is the example which demonstrates how to enable/disable blending on specified draw buffers in multi-rendering-target cases.");
std::vector<osg::Texture*> textures;
bool useGlobalBlending = false;
if ( arguments.read("--no-draw-buffers") ) useGlobalBlending = true;
// Create a camera to output multi-rendering-targets (MRT)
osg::Camera* mrtCam = createMRTCamera( textures );
mrtCam->addChild( osgDB::readNodeFile("cessna.osgt") );
// Create shader program to be used
const char* mrtFragmentCode = {
"void main() {\n"
" gl_FragData[0] = gl_Color * vec4(1.0, 1.0, 1.0, 0.7);\n"
" gl_FragData[1] = vec4(0.0, 1.0, 1.0, 0.0);\n"
" gl_FragData[2] = vec4(1.0, 0.0, 1.0, 0.3);\n"
" gl_FragData[3] = vec4(1.0, 1.0, 0.0, 1.0);\n"
"}\n"
};
osg::ref_ptr<osg::Program> program = new osg::Program;
program->addShader( new osg::Shader(osg::Shader::FRAGMENT, mrtFragmentCode) );
osg::StateSet* ss = mrtCam->getOrCreateStateSet();
ss->setAttributeAndModes( program.get() );
// Apply blending to the original scene in MRT
if ( !useGlobalBlending )
{
// Only enable blending on the first draw buffer so other three outputs are
// totally opaque, which is important for MRT cases
ss->setAttribute( new osg::Enablei(GL_BLEND, 0) );
ss->setAttribute( new osg::Disablei(GL_BLEND, 1) );
ss->setAttribute( new osg::Disablei(GL_BLEND, 2) );
ss->setAttribute( new osg::Disablei(GL_BLEND, 3) );
// Accept different blend/colormask attributes on multiple render targets
osg::ref_ptr<osg::BlendFunci> blend0 = new osg::BlendFunci(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
osg::ref_ptr<osg::ColorMaski> colormask3 = new osg::ColorMaski(3, false, true, false, true);
ss->setAttribute( blend0.get() );
ss->setAttributeAndModes( colormask3.get() );
}
else
{
// When separated blending is disabled, all rendering targets will be affected
// by its alpha channel and you will see each output blended with the background.
//
// This causes a big program in situations like deferred shading because we may
// have to save different scene data to MRT 'GBuffer', in which alpha channels are
// used to store certain attributes rather than opacity. These attributes can be
// reused in following post-processing steps.
//
// For such targets, alpha blending must be disabled; otherwise it will mess the
// output. That is why this example exists!
osg::ref_ptr<osg::BlendFunc> blend = new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
ss->setAttributeAndModes( blend.get() );
}
// Create some quads to be shown on screen to contain the MRT result
osg::ref_ptr<osg::Geode> quad = new osg::Geode;
for ( unsigned int i=0; i<textures.size(); ++i )
{
osg::Geometry* geom = osg::createTexturedQuadGeometry(
osg::Vec3((float)i/(float)textures.size(), 0.0f, 0.0f),
osg::Vec3(1.0f/(float)textures.size()-0.01f,0.0f,0.0f), osg::Vec3(0.0f,1.0f,0.0f) );
geom->getOrCreateStateSet()->setTextureAttributeAndModes( 0, textures[i] );
quad->addDrawable( geom );
}
osg::Camera* hudCam = createHUDCamera( 0.0, 1.0, 0.0, 1.0 );
hudCam->addChild( quad.get() );
// Construct scene graph and viewer
osg::ref_ptr<osg::Group> root = new osg::Group;
root->addChild( mrtCam );
root->addChild( hudCam );
osgViewer::Viewer viewer;
viewer.setSceneData( root.get() );
return viewer.run();
}