Implemented rows in prep for interleaving of 4x4
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7aec64564c
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@ -194,36 +194,29 @@ osg::ref_ptr<osg::Node> Leia::createLeiaMesh(const osg::Vec3& origin, const osg:
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osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES);
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osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES);
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osg::Vec3Array* vertices = new osg::Vec3Array;
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osg::Vec3Array* vertices = new osg::Vec3Array;
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osg::Vec3Array* texcoords = new osg::Vec3Array;
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osg::Vec2Array* texcoords = new osg::Vec2Array;
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osg::Vec4Array* colors = new osg::Vec4Array;
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0, 1.0, 0.0, 1.0));
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colors->push_back(osg::Vec4(1.0, 1.0, 0.0, 1.0));
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for(uint32_t row = 0; row<4; ++row)
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vertices->push_back(origin);
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{
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texcoords->push_back(osg::Vec2(0.0f, 0.0f));
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for(uint32_t column = 0; column<4; ++column)
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{
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uint16_t base = static_cast<uint16_t>(vertices->size());
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vertices->push_back(origin + widthVector*static_cast<float>(column)*0.25f + heightVector*static_cast<float>(row)*0.25f);
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vertices->push_back(origin + widthVector);
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texcoords->push_back(osg::Vec3(0.0f, 0.0f, static_cast<float>(column)));
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texcoords->push_back(osg::Vec2(1.0f, 0.0f));
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vertices->push_back(origin + widthVector*static_cast<float>(column+1)*0.25f + heightVector*static_cast<float>(row)*0.25f);
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vertices->push_back(origin + widthVector + heightVector);
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texcoords->push_back(osg::Vec3(1.0f, 0.0f, static_cast<float>(column)));
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texcoords->push_back(osg::Vec2(1.0f, 1.0f));
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vertices->push_back(origin + widthVector*static_cast<float>(column+1)*0.25f + heightVector*static_cast<float>(row+1)*0.25f);
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vertices->push_back(origin + heightVector);
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texcoords->push_back(osg::Vec3(1.0f, 1.0f, static_cast<float>(column)));
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texcoords->push_back(osg::Vec2(0.0f, 1.0f));
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vertices->push_back(origin + widthVector*static_cast<float>(column)*0.25f + heightVector*static_cast<float>(row+1)*0.25f);
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texcoords->push_back(osg::Vec3(0.0f, 1.0f, static_cast<float>(column)));
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uint16_t base = 0;
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elements->push_back(base + 0);
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elements->push_back(base + 0);
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elements->push_back(base + 1);
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elements->push_back(base + 1);
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elements->push_back(base + 2);
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elements->push_back(base + 2);
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elements->push_back(base + 2);
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elements->push_back(base + 2);
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elements->push_back(base + 3);
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elements->push_back(base + 3);
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elements->push_back(base + 0);
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elements->push_back(base + 0);
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}
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}
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geometry->setVertexArray(vertices);
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geometry->setVertexArray(vertices);
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geometry->setColorArray(colors, osg::Array::BIND_OVERALL);
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geometry->setColorArray(colors, osg::Array::BIND_OVERALL);
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@ -287,98 +280,116 @@ void Leia::configure(osgViewer::View& view) const
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return;
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return;
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}
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}
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// GL_OVR_multiview2 extensions requires modern versions of GLSL without fixed function fallback
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gc->getState()->setUseModelViewAndProjectionUniforms(true);
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gc->getState()->setUseVertexAttributeAliasing(true);
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//osg::DisplaySettings::instance()->setShaderHint(osg::DisplaySettings::SHADER_GL3);
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int tex_width = width;
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int tex_width = width;
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int tex_height = height;
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int tex_height = height;
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int camera_width = tex_width;
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int camera_width = tex_width;
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int camera_height = tex_height;
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int camera_height = tex_height;
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osg::ref_ptr<osg::Texture2DArray> color_texture_0 = createTexture2DArray(tex_width, tex_height, 4, GL_RGBA);
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struct TexturePair
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osg::ref_ptr<osg::Texture2DArray> depth_texture_0 = createTexture2DArray(tex_width, tex_height, 4, GL_DEPTH_COMPONENT);
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{
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#if 0
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TexturePair(unsigned int width, unsigned int height, unsigned int rows)
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osg::ref_ptr<osg::Texture2DArray> color_texture_1 = createTexture2DArray(tex_width, tex_height, 4, GL_RGBA);
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{
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osg::ref_ptr<osg::Texture2DArray> depth_texture_1 = createTexture2DArray(tex_width, tex_height, 4, GL_DEPTH_COMPONENT);
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color = new osg::Texture2DArray;
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color->setTextureSize(width, height, rows);
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color->setInternalFormat(GL_RGBA);
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color->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
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color->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
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color->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
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color->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
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color->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
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osg::ref_ptr<osg::Texture2DArray> color_texture_2 = createTexture2DArray(tex_width, tex_height, 4, GL_RGBA);
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depth = new osg::Texture2DArray;
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osg::ref_ptr<osg::Texture2DArray> depth_texture_2 = createTexture2DArray(tex_width, tex_height, 4, GL_DEPTH_COMPONENT);
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depth->setTextureSize(width, height, rows);
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depth->setInternalFormat(GL_DEPTH_COMPONENT);
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depth->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
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depth->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
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depth->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
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depth->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
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depth->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
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}
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osg::ref_ptr<osg::Texture2DArray> color_texture_3 = createTexture2DArray(tex_width, tex_height, 4, GL_RGBA);
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osg::ref_ptr<osg::Texture2DArray> color;
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osg::ref_ptr<osg::Texture2DArray> depth_texture_3 = createTexture2DArray(tex_width, tex_height, 4, GL_DEPTH_COMPONENT);
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osg::ref_ptr<osg::Texture2DArray> depth;
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#endif
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};
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osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
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typedef std::vector<TexturePair> Textures;
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GLenum buffer = GL_FRONT;
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Textures textures;
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view.getCamera()->setProjectionMatrixAsPerspective(90.0f, 1.0, 1, 1000.0);
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view.getCamera()->setProjectionMatrixAsPerspective(90.0f, 1.0, 1, 1000.0);
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osg::ref_ptr<LeiaIntialFrustumCallback> ifc = new LeiaIntialFrustumCallback;
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osg::ref_ptr<LeiaIntialFrustumCallback> ifc = new LeiaIntialFrustumCallback;
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// set up the projection and view matrix uniforms
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// set up the projection and view matrix uniforms
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ifc->projectionMatrices.push_back(view.getCamera()->getProjectionMatrix()*osg::Matrixd::translate(-0.2, 0.0, 0.0));
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double delta = 0.2;
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ifc->projectionMatrices.push_back(view.getCamera()->getProjectionMatrix()*osg::Matrixd::translate(-0.1, 0.0, 0.0));
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for(size_t i=0; i<4; ++i)
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ifc->projectionMatrices.push_back(view.getCamera()->getProjectionMatrix()*osg::Matrixd::translate(0.1, 0.0, 0.0));
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{
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ifc->projectionMatrices.push_back(view.getCamera()->getProjectionMatrix()*osg::Matrixd::translate(0.2, 0.0, 0.0));
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double y = delta*(static_cast<double>(i)-1.5);
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ifc->projectionMatrices.push_back(view.getCamera()->getProjectionMatrix()*osg::Matrixd::translate(-delta*2.0, y, 0.0));
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ifc->projectionMatrices.push_back(view.getCamera()->getProjectionMatrix()*osg::Matrixd::translate(-delta, y, 0.0));
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ifc->projectionMatrices.push_back(view.getCamera()->getProjectionMatrix()*osg::Matrixd::translate(delta, y, 0.0));
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ifc->projectionMatrices.push_back(view.getCamera()->getProjectionMatrix()*osg::Matrixd::translate(delta*2.0, y, 0.0));
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textures.push_back(TexturePair(tex_width, tex_height, 4));
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}
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ifc->computeClipSpaceBound(*(view.getCamera()));
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ifc->computeClipSpaceBound(*(view.getCamera()));
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// left/right eye multiviewOVR camera
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view.addEventHandler(new LeiaToggleFrustumHandler(ifc.get()));
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// set up the shaders
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osg::ref_ptr<osg::Program> multiview_program = new osg::Program();
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{
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{
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// GL_OVR_multiview2 extensions requires modern versions of GLSL without fixed function fallback
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std::string vsFileName("leia.vert");
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gc->getState()->setUseModelViewAndProjectionUniforms(true);
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std::string fsFileName("leia.frag");
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gc->getState()->setUseVertexAttributeAliasing(true);
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//osg::DisplaySettings::instance()->setShaderHint(osg::DisplaySettings::SHADER_GL3);
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osg::ref_ptr<osg::Shader> vertexShader = osgDB::readRefShaderFile( osg::Shader::VERTEX, vsFileName) ;
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if (vertexShader.get()) multiview_program->addShader( vertexShader.get() );
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osg::ref_ptr<osg::Shader> fragmentShader = osgDB::readRefShaderFile( osg::Shader::FRAGMENT, fsFileName) ;
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if (fragmentShader.get()) multiview_program->addShader( fragmentShader.get() );
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}
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// left/right eye multiviewOVR camera
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for(unsigned int row=0; row<textures.size(); ++row)
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{
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TexturePair& texturePair = textures[row];
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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camera->setName("multview eye camera");
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camera->setName("multview eye camera");
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camera->setGraphicsContext(gc.get());
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camera->setGraphicsContext(gc.get());
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camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
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camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
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camera->setDrawBuffer(buffer);
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camera->setDrawBuffer(GL_FRONT);
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camera->setReadBuffer(buffer);
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camera->setReadBuffer(GL_FRONT);
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camera->setAllowEventFocus(false);
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camera->setAllowEventFocus(false);
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camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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view.addEventHandler(new LeiaToggleFrustumHandler(ifc.get()));
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// assign custom frustum callback
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// assign custom frustum callback
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camera->setInitialFrustumCallback(ifc.get());
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camera->setInitialFrustumCallback(ifc.get());
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// tell the camera to use OpenGL frame buffer object where supported.
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camera->setRenderTargetImplementation(renderTargetImplementation);
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// attach the texture and use it as the color buffer, specify that the face is controlled by the multiview extension
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// attach the texture and use it as the color buffer, specify that the face is controlled by the multiview extension
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camera->attach(osg::Camera::COLOR_BUFFER, color_texture_0, 0, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER);
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camera->attach(osg::Camera::COLOR_BUFFER, texturePair.color, 0, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER);
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camera->attach(osg::Camera::DEPTH_BUFFER, depth_texture_0, 0, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER);
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camera->attach(osg::Camera::DEPTH_BUFFER, texturePair.depth, 0, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER);
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view.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd());
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view.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd());
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osg::StateSet* stateset = camera->getOrCreateStateSet();
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{
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osg::ref_ptr<osg::Uniform> projectionMatrices_uniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "osg_ProjectionMatrices", ifc->projectionMatrices.size());
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// setup state for RTT Camera
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osg::StateSet* stateset = camera->getOrCreateStateSet();
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stateset->setAttribute(multiview_program.get(), osg::StateAttribute::ON);
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osg::ref_ptr<osg::Uniform> projectionMatrices_uniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "osg_ProjectionMatrices", 4);
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stateset->addUniform(projectionMatrices_uniform);
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stateset->addUniform(projectionMatrices_uniform);
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for(size_t i=0; i<ifc->projectionMatrices.size(); ++i)
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for(size_t i=0; i<4; ++i)
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{
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{
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projectionMatrices_uniform->setElement(i, ifc->projectionMatrices[i]);
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projectionMatrices_uniform->setElement(i, ifc->projectionMatrices[row*4 + i]);
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}
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}
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// set up the shaders
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osg::ref_ptr<osg::Program> program = new osg::Program();
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stateset->setAttribute(program.get(), osg::StateAttribute::ON);
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std::string vsFileName("leia.vert");
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std::string fsFileName("leia.frag");
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osg::ref_ptr<osg::Shader> vertexShader = osgDB::readRefShaderFile( osg::Shader::VERTEX, vsFileName) ;
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if (vertexShader.get()) program->addShader( vertexShader.get() );
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osg::ref_ptr<osg::Shader> fragmentShader = osgDB::readRefShaderFile( osg::Shader::FRAGMENT, fsFileName) ;
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if (fragmentShader.get()) program->addShader( fragmentShader.get() );
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}
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}
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}
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@ -389,21 +400,30 @@ void Leia::configure(osgViewer::View& view) const
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// new we need to add the texture to the mesh, we do so by creating a
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// new we need to add the texture to the mesh, we do so by creating a
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// StateSet to contain the Texture StateAttribute.
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// StateSet to contain the Texture StateAttribute.
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osg::StateSet* stateset = mesh->getOrCreateStateSet();
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osg::StateSet* stateset = mesh->getOrCreateStateSet();
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stateset->setTextureAttribute(0, color_texture_0, osg::StateAttribute::ON);
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stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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for(size_t row = 0; row<textures.size(); ++row)
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{
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stateset->setTextureAttribute(row, textures[row].color, osg::StateAttribute::ON);
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osg::MakeString uniformName;
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uniformName<<"texture_"<<row;
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stateset->addUniform( new osg::Uniform(uniformName.str().c_str(), int(row)));
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}
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{
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{
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osg::ref_ptr<osg::Program> program = new osg::Program();
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osg::ref_ptr<osg::Program> program = new osg::Program();
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stateset->setAttribute(program.get(), osg::StateAttribute::ON);
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stateset->setAttribute(program.get(), osg::StateAttribute::ON);
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std::string vsFileName("standard.vert");
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std::string vsFileName("leia_interleave.vert");
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std::string fsFileName("standard.frag");
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std::string fsFileName("leia_interleave.frag");
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osg::ref_ptr<osg::Shader> vertexShader = osgDB::readRefShaderFile( osg::Shader::VERTEX, vsFileName) ;
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osg::ref_ptr<osg::Shader> vertexShader = osgDB::readRefShaderFile( osg::Shader::VERTEX, vsFileName) ;
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if (vertexShader.get()) program->addShader( vertexShader.get() );
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if (vertexShader.get()) program->addShader( vertexShader.get() );
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osg::ref_ptr<osg::Shader> fragmentShader = osgDB::readRefShaderFile( osg::Shader::FRAGMENT, fsFileName) ;
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osg::ref_ptr<osg::Shader> fragmentShader = osgDB::readRefShaderFile( osg::Shader::FRAGMENT, fsFileName) ;
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if (fragmentShader.get()) program->addShader( fragmentShader.get() );
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if (fragmentShader.get()) program->addShader( fragmentShader.get() );
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}
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}
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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@ -426,9 +446,9 @@ void Leia::configure(osgViewer::View& view) const
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// add subgraph to render
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// add subgraph to render
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camera->addChild(mesh.get());
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camera->addChild(mesh.get());
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camera->setName("DistortionCorrectionCamera");
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camera->setName("Row");
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osgDB::writeNodeFile(*mesh, "mesh.osgt");
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osgDB::writeNodeFile(*camera, "camera.osgt");
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view.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd(), false);
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view.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd(), false);
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}
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}
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27
examples/osgmultiviewOVR/leia_interleave.frag
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27
examples/osgmultiviewOVR/leia_interleave.frag
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#extension GL_EXT_texture_array : enable
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uniform sampler2DArray texture_0;
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uniform sampler2DArray texture_1;
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uniform sampler2DArray texture_2;
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uniform sampler2DArray texture_3;
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varying vec2 texcoord;
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void main(void)
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{
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float WINDOW_WIDTH = 1920.0;
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float WINDOW_HEIGHT = 1080.0;
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float cell_width = WINDOW_WIDTH/4.0;
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float cell_height = WINDOW_HEIGHT/4.0;
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float i = floor(gl_FragCoord.x / cell_width);
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float j = floor(gl_FragCoord.y / cell_height);
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vec3 tc = vec3(gl_FragCoord.x / cell_width - i, gl_FragCoord.y / cell_height - j, i);
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if (j < 1.0) gl_FragColor = texture2DArray( texture_0, tc);
|
||||||
|
else if (j < 2.0) gl_FragColor = texture2DArray( texture_1, tc);
|
||||||
|
else if (j < 3.0) gl_FragColor = texture2DArray( texture_2, tc);
|
||||||
|
else gl_FragColor = texture2DArray( texture_3, tc);
|
||||||
|
}
|
7
examples/osgmultiviewOVR/leia_interleave.vert
Normal file
7
examples/osgmultiviewOVR/leia_interleave.vert
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
varying vec2 texcoord;
|
||||||
|
|
||||||
|
void main(void)
|
||||||
|
{
|
||||||
|
texcoord = gl_MultiTexCoord0.xy;
|
||||||
|
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user