Implemented rows in prep for interleaving of 4x4

This commit is contained in:
Robert Osfield 2020-12-30 18:23:21 +00:00
parent 7aec64564c
commit 1d4bf56fd3
4 changed files with 139 additions and 85 deletions

View File

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

View File

@ -0,0 +1,27 @@
#extension GL_EXT_texture_array : enable
uniform sampler2DArray texture_0;
uniform sampler2DArray texture_1;
uniform sampler2DArray texture_2;
uniform sampler2DArray texture_3;
varying vec2 texcoord;
void main(void)
{
float WINDOW_WIDTH = 1920.0;
float WINDOW_HEIGHT = 1080.0;
float cell_width = WINDOW_WIDTH/4.0;
float cell_height = WINDOW_HEIGHT/4.0;
float i = floor(gl_FragCoord.x / cell_width);
float j = floor(gl_FragCoord.y / cell_height);
vec3 tc = vec3(gl_FragCoord.x / cell_width - i, gl_FragCoord.y / cell_height - j, i);
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);
}

View File

@ -0,0 +1,7 @@
varying vec2 texcoord;
void main(void)
{
texcoord = gl_MultiTexCoord0.xy;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}