2013-06-25 19:13:50 +08:00
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/* OpenSceneGraph example, myosgoit.
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*
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* Author: Christian Buchner, based on original osgoit by Mathias Frhlich
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*
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* This demo provides a DepthPeeling object that can correctly compose
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* solid and transparent geometry within the same scene. The transparent
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* geometry can also use GLSL shaders, as demonstrated in the 3D HeatMap.
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* The solid geometry is only rendered once, and its depth buffer blitted
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* into the cameras rendering the transparency layers.
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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 "DepthPeeling.h"
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#include "HeatMap.h"
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2010-07-12 19:30:15 +08:00
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#include <osgViewer/Viewer>
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#include <osgViewer/ViewerEventHandlers>
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#include <osg/Math>
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2013-06-25 19:13:50 +08:00
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#include <osg/PositionAttitudeTransform>
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#include <osg/BlendFunc>
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#include <osg/Material>
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#include <osg/LightModel>
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#include <osgDB/ReadFile>
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2010-07-12 19:30:15 +08:00
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#include <limits>
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#include <iostream>
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int main(int argc, char** argv)
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc, argv);
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arguments.getApplicationUsage()->addKeyboardMouseBinding("m", "Increase the number of depth peeling layers");
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arguments.getApplicationUsage()->addKeyboardMouseBinding("n", "Decrease the number of depth peeling layers");
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arguments.getApplicationUsage()->addKeyboardMouseBinding("l", "Toggle display of the individual or composed layer textures");
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arguments.getApplicationUsage()->addKeyboardMouseBinding("p", "Increase the layer offset");
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arguments.getApplicationUsage()->addKeyboardMouseBinding("o", "Decrease the layer offset");
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// Have the usual viewer
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osgViewer::Viewer viewer(arguments);
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osg::DisplaySettings* displaySettings = new osg::DisplaySettings;
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viewer.setDisplaySettings(displaySettings);
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// Add the stats handler
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viewer.addEventHandler(new osgViewer::StatsHandler);
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// add the help handler
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viewer.addEventHandler(new osgViewer::HelpHandler(arguments.getApplicationUsage()));
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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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2013-06-25 19:13:50 +08:00
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// read the dump truck, we will need it twice
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osg::ref_ptr<osg::Node> dt = osgDB::readNodeFile("dumptruck.osg");
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// display a solid version of the dump truck
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osg::ref_ptr<osg::PositionAttitudeTransform> solidModel = new osg::PositionAttitudeTransform;
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solidModel->setPosition(osg::Vec3f(7.0f, -2.0f, 7.0f));
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solidModel->addChild(dt.get());
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// generate the 3D heatmap surface to display
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osg::ref_ptr<Heatmap> hm = new Heatmap(30, 30, 10, 30, 30, 1.0, 0.25);
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float data[30][30];
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for (int x=0; x < 30; ++x)
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for (int y=0; y < 30; ++y)
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data[y][x] = (double)rand() / RAND_MAX;
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hm->setData((float*)data, 10.0, 1.0, 0.25);
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// add a transparent version of the truck to the scene also
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osg::ref_ptr<osg::PositionAttitudeTransform> transparentTruck = new osg::PositionAttitudeTransform;
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transparentTruck->setPosition(osg::Vec3f(7.0f, -25.0f, 7.0f));
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// set the states of the truck so that it actually appears transparently and nicely lit.
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osg::StateSet *state = transparentTruck->getOrCreateStateSet();
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state->setMode(GL_BLEND, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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state->setAttribute(new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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osg::Material* material = new osg::Material;
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material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(0.2f,0.2f,0.2f,0.3f));
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material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(0.8f,0.8f,0.8f,0.3f));
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state->setAttribute(material,osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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osg::LightModel *lm = new osg::LightModel();
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lm->setTwoSided(true);
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state->setAttribute(lm, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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(transparentTruck.get())->addChild(dt.get());
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// place the heatmap and a transparent dump truck in the transparent geometry group
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osg::ref_ptr<osg::Group> transparentModel = new osg::Group;
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(transparentModel.get())->addChild(hm.get());
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(transparentModel.get())->addChild(transparentTruck.get());
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// The initial size set to 0, 0. We get a resize event for the right size...
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2010-07-12 19:30:15 +08:00
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DepthPeeling* depthPeeling = new DepthPeeling(0, 0);
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2013-06-25 19:13:50 +08:00
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// the heat map already uses two textures bound to unit 0 and 1, so we can use TexUnit 2 for the peeling
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depthPeeling->setTexUnit(2);
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depthPeeling->setSolidScene(solidModel.get());
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depthPeeling->setTransparentScene(transparentModel.get());
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2010-07-12 19:30:15 +08:00
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viewer.setSceneData(depthPeeling->getRoot());
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// Add the event handler for the depth peeling stuff
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2013-06-25 19:13:50 +08:00
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viewer.addEventHandler(new DepthPeeling::EventHandler(depthPeeling));
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// force a resize event, so the DepthPeeling object updates _texWidth and _texHeight
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viewer.realize();
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int x, y, width, height;
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osgViewer::ViewerBase::Windows windows;
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viewer.getWindows(windows);
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windows.front()->getWindowRectangle(x,y,width,height);
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viewer.getEventQueue()->windowResize(x,y,width,height);
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2010-07-12 19:30:15 +08:00
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return viewer.run();
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}
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