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/* OpenSceneGraph example, osgslice.
*
* 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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// Simple example of use of osg::GraphicContext to create an OpenGL
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// graphics window, and OSG for rendering.
# include <osg/Timer>
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# include <osg/GraphicsContext>
# include <osg/ApplicationUsage>
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# include <osgUtil/SceneView>
# include <osgDB/ReadFile>
# include <osgDB/WriteFile>
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# include <osgViewer/GraphicsWindow>
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# include <sstream>
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# include <iostream>
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# define MIN_NEARFAROFFSET 0.1
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// force the WIndowingSystem to initialize to allow us to create a graphics context.
USE_GRAPHICSWINDOW ( )
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class SliceProcessor
{
public :
SliceProcessor ( ) : _sliceNumber ( 128 ) , _sliceDelta ( 0.1 ) , _nearPlane ( 0.0 ) , _farPlane ( MIN_NEARFAROFFSET )
{
//
}
SliceProcessor ( const double & objectRadius , unsigned int numberSlices ) : _sliceNumber ( numberSlices )
{
_sliceDelta = ( objectRadius * 2 ) / _sliceNumber ;
_nearPlane = objectRadius ; // note: distance from viewpoint is going to be set 2x radius
_farPlane = _nearPlane + MIN_NEARFAROFFSET ;
_image = new osg : : Image ;
if ( _sliceDelta > MIN_NEARFAROFFSET )
{
_nearFarOffset = MIN_NEARFAROFFSET ;
}
else
{
_nearFarOffset = _sliceDelta ;
}
_image - > allocateImage ( _sliceNumber , _sliceNumber , _sliceNumber , GL_RGBA , GL_UNSIGNED_BYTE ) ;
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}
// needs 3D-Texture object
osg : : Image * _image ;
unsigned int _sliceNumber ;
double _sliceDelta ;
double _nearPlane ;
double _farPlane ;
double _nearFarOffset ;
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// needs function to do rendering and slicing
} ;
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 use of osg::AnimationPath and UpdateCallbacks for adding animation to your scenes. " ) ;
arguments . getApplicationUsage ( ) - > setCommandLineUsage ( arguments . getApplicationName ( ) + " [options] filename ... " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -h or --help " , " Display this information " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -o <filename> " , " Object to be loaded " ) ;
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if ( arguments . read ( " -h " ) | | arguments . read ( " --help " ) )
{
std : : cout < < " Argumentlist: " < < std : : endl ;
std : : cout < < " \t -o <filename> sets object to be loaded and sliced " < < std : : endl ;
std : : cout < < " \t --slices <unsigned int> sets number of slices through the object " < < std : : endl ;
std : : cout < < " \t --near <double> sets start for near clipping plane " < < std : : endl ;
std : : cout < < " \t --far <double> sets start for far clipping plane " < < std : : endl ;
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return 1 ;
}
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std : : string outputName ( " volume_tex.dds " ) ;
while ( arguments . read ( " -o " , outputName ) ) { }
unsigned int numberSlices = 128 ;
while ( arguments . read ( " --slices " , numberSlices ) ) { }
double nearClip = 0.0f ;
double farClip = 0.0f ;
while ( arguments . read ( " --near " , nearClip ) ) { }
while ( arguments . read ( " --far " , farClip ) ) { }
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// load the scene.
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osg : : ref_ptr < osg : : Node > loadedModel = osgDB : : readRefNodeFiles ( arguments ) ;
if ( ! loadedModel )
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{
std : : cout < < " No data loaded. " < < std : : endl ;
return 1 ;
}
const osg : : BoundingSphere & bs = loadedModel - > getBound ( ) ;
SliceProcessor * sp = new SliceProcessor ( ( double ) bs . radius ( ) , numberSlices ) ;
if ( nearClip ! = 0.0 ) sp - > _nearPlane = nearClip ;
if ( farClip ! = 0.0 ) sp - > _farPlane = farClip ;
// any option left unread are converted into errors to write out later.
arguments . reportRemainingOptionsAsUnrecognized ( ) ;
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// report any errors if they have occurred when parsing the program arguments.
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if ( arguments . errors ( ) )
{
arguments . writeErrorMessages ( std : : cout ) ;
return 1 ;
}
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osg : : ref_ptr < osg : : GraphicsContext : : Traits > traits = new osg : : GraphicsContext : : Traits ;
traits - > x = 100 ;
traits - > y = 100 ;
traits - > width = numberSlices ;
traits - > height = numberSlices ;
traits - > alpha = 8 ;
traits - > windowDecoration = true ;
traits - > doubleBuffer = true ;
traits - > sharedContext = 0 ;
traits - > pbuffer = false ;
osg : : ref_ptr < osg : : GraphicsContext > gc = osg : : GraphicsContext : : createGraphicsContext ( traits . get ( ) ) ;
if ( ! gc | | ! gc - > valid ( ) )
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{
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osg : : notify ( osg : : NOTICE ) < < " Error: unable to create graphics window " < < std : : endl ;
return 1 ;
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}
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gc - > realize ( ) ;
gc - > makeCurrent ( ) ;
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// create the view of the scene.
osg : : ref_ptr < osgUtil : : SceneView > sceneView = new osgUtil : : SceneView ;
sceneView - > setDefaults ( ) ;
sceneView - > setSceneData ( loadedModel . get ( ) ) ;
// initialize the view to look at the center of the scene graph
osg : : Matrix viewMatrix ;
// distance from viewport to object's center is set to be 2x bs.radius()
viewMatrix . makeLookAt ( bs . center ( ) - osg : : Vec3 ( 0.0 , 2.0f * bs . radius ( ) , 0.0 ) , bs . center ( ) , osg : : Vec3 ( 0.0f , 0.0f , 1.0f ) ) ;
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// turn off autocompution of near and far clipping planes
sceneView - > setComputeNearFarMode ( osgUtil : : CullVisitor : : DO_NOT_COMPUTE_NEAR_FAR ) ;
// set the clear color of the background to make sure that the alpha is 0.0.
sceneView - > setClearColor ( osg : : Vec4 ( 0.0f , 0.0f , 0.0f , 0.0f ) ) ;
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// record the timer tick at the start of rendering.
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osg : : Timer_t start_tick = osg : : Timer : : instance ( ) - > tick ( ) ;
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std : : cout < < " radius: " < < bs . radius ( ) < < std : : endl ;
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unsigned int frameNum = 0 ;
double tmpNear , tmpFar ;
std : : string baseImageName ( " shot_ " ) ;
std : : string tmpImageName ;
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osg : : Image * tmpImage = new osg : : Image ;
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// main loop (note, window toolkits which take control over the main loop will require a window redraw callback containing the code below.)
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for ( unsigned int i = 0 ; i < sp - > _sliceNumber & & gc - > isRealized ( ) ; + + i )
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{
// set up the frame stamp for current frame to record the current time and frame number so that animtion code can advance correctly
osg : : ref_ptr < osg : : FrameStamp > frameStamp = new osg : : FrameStamp ;
frameStamp - > setReferenceTime ( osg : : Timer : : instance ( ) - > delta_s ( start_tick , osg : : Timer : : instance ( ) - > tick ( ) ) ) ;
frameStamp - > setFrameNumber ( frameNum + + ) ;
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// pass frame stamp to the SceneView so that the update, cull and draw traversals all use the same FrameStamp
sceneView - > setFrameStamp ( frameStamp . get ( ) ) ;
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// update the viewport dimensions, in case the window has been resized.
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sceneView - > setViewport ( 0 , 0 , traits - > width , traits - > height ) ;
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// set the view
sceneView - > setViewMatrix ( viewMatrix ) ;
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// set Projection Matrix
tmpNear = sp - > _nearPlane + i * sp - > _sliceDelta ;
tmpFar = sp - > _farPlane + ( i * sp - > _sliceDelta ) + sp - > _nearFarOffset ;
sceneView - > setProjectionMatrixAsOrtho ( - ( bs . radius ( ) + bs . radius ( ) / 2 ) , bs . radius ( ) + bs . radius ( ) / 2 , - bs . radius ( ) , bs . radius ( ) , tmpNear , tmpFar ) ;
// do the update traversal the scene graph - such as updating animations
sceneView - > update ( ) ;
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// do the cull traversal, collect all objects in the view frustum into a sorted set of rendering bins
sceneView - > cull ( ) ;
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// draw the rendering bins.
sceneView - > draw ( ) ;
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// Swap Buffers
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gc - > swapBuffers ( ) ;
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std : : cout < < " before readPixels: _r = " < < sp - > _image - > r ( ) < < std : : endl ;
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tmpImage - > readPixels ( static_cast < int > ( sceneView - > getViewport ( ) - > x ( ) ) ,
static_cast < int > ( sceneView - > getViewport ( ) - > y ( ) ) ,
static_cast < int > ( sceneView - > getViewport ( ) - > width ( ) ) ,
static_cast < int > ( sceneView - > getViewport ( ) - > height ( ) ) ,
GL_RGBA , GL_UNSIGNED_BYTE ) ;
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// std::cout << "vor copySubImage: _r = " << sp->_image->r() << std::endl;
sp - > _image - > copySubImage ( 0 , 0 , i , tmpImage ) ;
/*
std : : ostringstream o ;
o < < baseImageName < < i < < " .rgba " ;
tmpImageName = o . str ( ) ;
osgDB : : writeImageFile ( * ( sp - > _image ) , tmpImageName ) ;
std : : cout < < " Wrote image to file: " < < tmpImageName < < std : : endl ;
*/
}
osgDB : : writeImageFile ( * ( sp - > _image ) , outputName ) ;
return 0 ;
}