Added keystone support for left eye, right eye and quad buffer stereo

This commit is contained in:
Robert Osfield 2013-05-07 13:34:47 +00:00
parent 9bb4ed08e1
commit 8810d27f7c

View File

@ -910,18 +910,14 @@ void setUpViewForStereo(osgViewer::View* view, osg::DisplaySettings* ds)
case(osg::DisplaySettings::QUAD_BUFFER):
{
// left Camera left buffer
{
osg::ref_ptr<osg::Camera> camera = assignStereoCamera(view, ds, gc, 0, 0, traits->width, traits->height, traits->doubleBuffer ? GL_BACK_LEFT : GL_FRONT_LEFT, -1.0);
camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
camera->setRenderOrder(osg::Camera::NESTED_RENDER, 0);
}
osg::ref_ptr<osg::Camera> left_camera = assignStereoCamera(view, ds, gc, 0, 0, traits->width, traits->height, traits->doubleBuffer ? GL_BACK_LEFT : GL_FRONT_LEFT, -1.0);
left_camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
left_camera->setRenderOrder(osg::Camera::NESTED_RENDER, 0);
// right Camera right buffer
{
osg::ref_ptr<osg::Camera> camera = assignStereoCamera(view, ds, gc, 0, 0, traits->width, traits->height, traits->doubleBuffer ? GL_BACK_RIGHT : GL_FRONT_RIGHT, 1.0);
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
camera->setRenderOrder(osg::Camera::NESTED_RENDER, 1);
}
osg::ref_ptr<osg::Camera> right_camera = assignStereoCamera(view, ds, gc, 0, 0, traits->width, traits->height, traits->doubleBuffer ? GL_BACK_RIGHT : GL_FRONT_RIGHT, 1.0);
right_camera->setClearMask(GL_DEPTH_BUFFER_BIT);
right_camera->setRenderOrder(osg::Camera::NESTED_RENDER, 1);
// for keystone:
// left camera to render to left texture
@ -930,6 +926,67 @@ void setUpViewForStereo(osgViewer::View* view, osg::DisplaySettings* ds)
// left keystone camera to render to right buffer
// one keystone and editing for the one window
if (keystone.valid())
{
// for keystone:
// left camera to render to left texture using whole viewport of left texture
// right camera to render to right texture using whole viewport of right texture
// left keystone camera to render to left viewport/window
// right keystone camera to render to right viewport/window
// two keystone, one for each of the left and right viewports/windows
// create distortion texture
osg::ref_ptr<osg::Texture> left_texture = createKestoneDistortionTexture(traits->width, traits->height);
// convert to RTT Camera
left_camera->setViewport(0, 0, traits->width, traits->height);
left_camera->setDrawBuffer(GL_FRONT);
left_camera->setReadBuffer(GL_FRONT);
left_camera->setAllowEventFocus(true);
left_camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer.
left_camera->attach(osg::Camera::COLOR_BUFFER, left_texture.get());
// create distortion texture
osg::ref_ptr<osg::Texture> right_texture = createKestoneDistortionTexture(traits->width, traits->height);
// convert to RTT Camera
right_camera->setViewport(0, 0, traits->width, traits->height);
right_camera->setDrawBuffer(GL_FRONT);
right_camera->setReadBuffer(GL_FRONT);
right_camera->setAllowEventFocus(true);
right_camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer.
right_camera->attach(osg::Camera::COLOR_BUFFER, right_texture.get());
// create Keystone left distortion camera
keystone->gridColour.set(1.0f,0.0f,0.0,1.0);
osg::ref_ptr<osg::Camera> left_keystone_camera = assignKeystoneDistortionCamera(view, ds, gc.get(),
0, 0, traits->width, traits->height,
traits->doubleBuffer ? GL_BACK_LEFT : GL_FRONT_LEFT,
left_texture, keystone.get());
left_keystone_camera->setRenderOrder(osg::Camera::NESTED_RENDER, 2);
// attach Keystone editing event handler.
left_keystone_camera->addEventCallback(new KeystoneHandler(keystone.get()));
// create Keystone right distortion camera
osg::ref_ptr<osg::Camera> right_keystone_camera = assignKeystoneDistortionCamera(view, ds, gc.get(),
0, 0, traits->width, traits->height,
traits->doubleBuffer ? GL_BACK_RIGHT : GL_FRONT_RIGHT,
right_texture, keystone.get());
right_keystone_camera->setRenderOrder(osg::Camera::NESTED_RENDER, 3);
right_keystone_camera->setAllowEventFocus(false);
}
break;
}
case(osg::DisplaySettings::ANAGLYPHIC):
@ -1173,7 +1230,7 @@ void setUpViewForStereo(osgViewer::View* view, osg::DisplaySettings* ds)
case(osg::DisplaySettings::LEFT_EYE):
{
// single window, whole window, just left eye offsets
osg::ref_ptr<osg::Camera> camera = assignStereoCamera(view, ds, gc, 0, 0, traits->width, traits->height, traits->doubleBuffer ? GL_BACK : GL_FRONT, -1.0);
osg::ref_ptr<osg::Camera> left_camera = assignStereoCamera(view, ds, gc, 0, 0, traits->width, traits->height, traits->doubleBuffer ? GL_BACK : GL_FRONT, -1.0);
// for keystone:
// treat as standard keystone correction.
@ -1181,12 +1238,44 @@ void setUpViewForStereo(osgViewer::View* view, osg::DisplaySettings* ds)
// keystone camera then render to window
// one keystone and editing for window
if (keystone.valid())
{
// for keystone:
// left camera to render to texture using red colour mask
// right camera to render to same texture using cyan colour mask
// keystone camera to render to whole screen without colour masks
// one keystone and editing for the one window
// create distortion texture
osg::ref_ptr<osg::Texture> texture = createKestoneDistortionTexture(traits->width, traits->height);
// convert to RTT Camera
left_camera->setDrawBuffer(GL_FRONT);
left_camera->setReadBuffer(GL_FRONT);
left_camera->setAllowEventFocus(false);
left_camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer.
left_camera->attach(osg::Camera::COLOR_BUFFER, texture.get());
// create Keystone distortion camera
osg::ref_ptr<osg::Camera> camera = assignKeystoneDistortionCamera(view, ds, gc.get(),
0, 0, traits->width, traits->height,
traits->doubleBuffer ? GL_BACK : GL_FRONT,
texture, keystone.get());
camera->setRenderOrder(osg::Camera::NESTED_RENDER, 2);
// attach Keystone editing event handler.
camera->addEventCallback(new KeystoneHandler(keystone.get()));
}
break;
}
case(osg::DisplaySettings::RIGHT_EYE):
{
// single window, whole window, just right eye offsets
osg::ref_ptr<osg::Camera> camera = assignStereoCamera(view, ds, gc, 0, 0, traits->width, traits->height, traits->doubleBuffer ? GL_BACK : GL_FRONT, 1.0);
osg::ref_ptr<osg::Camera> right_camera = assignStereoCamera(view, ds, gc, 0, 0, traits->width, traits->height, traits->doubleBuffer ? GL_BACK : GL_FRONT, 1.0);
// for keystone:
// treat as standard keystone correction.
@ -1194,6 +1283,37 @@ void setUpViewForStereo(osgViewer::View* view, osg::DisplaySettings* ds)
// keystone camera then render to window
// one keystone and editing for window
if (keystone.valid())
{
// for keystone:
// left camera to render to texture using red colour mask
// right camera to render to same texture using cyan colour mask
// keystone camera to render to whole screen without colour masks
// one keystone and editing for the one window
// create distortion texture
osg::ref_ptr<osg::Texture> texture = createKestoneDistortionTexture(traits->width, traits->height);
// convert to RTT Camera
right_camera->setDrawBuffer(GL_FRONT);
right_camera->setReadBuffer(GL_FRONT);
right_camera->setAllowEventFocus(false);
right_camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer.
right_camera->attach(osg::Camera::COLOR_BUFFER, texture.get());
// create Keystone distortion camera
osg::ref_ptr<osg::Camera> camera = assignKeystoneDistortionCamera(view, ds, gc.get(),
0, 0, traits->width, traits->height,
traits->doubleBuffer ? GL_BACK : GL_FRONT,
texture, keystone.get());
camera->setRenderOrder(osg::Camera::NESTED_RENDER, 2);
// attach Keystone editing event handler.
camera->addEventCallback(new KeystoneHandler(keystone.get()));
}
break;
}
case(osg::DisplaySettings::HORIZONTAL_INTERLACE):
@ -1262,7 +1382,7 @@ void setUpViewForStereo(osgViewer::View* view, osg::DisplaySettings* ds)
camera->getOrCreateStateSet()->setAttributeAndModes(stencil.get(), osg::StateAttribute::ON);
}
// right Camera cyan
// right Camera
{
osg::ref_ptr<osg::Camera> camera = assignStereoCamera(view, ds, gc, 0, 0, traits->width, traits->height, traits->doubleBuffer ? GL_BACK : GL_FRONT, 1.0);
camera->setClearMask(GL_DEPTH_BUFFER_BIT);