Added osgtexturecompression example to demonstate the quality difference between

different compression techniques.
This commit is contained in:
Robert Osfield 2009-03-26 17:24:28 +00:00
parent 20ad246896
commit 90f77c43d5
3 changed files with 230 additions and 0 deletions

View File

@ -108,6 +108,7 @@ IF(DYNAMIC_OPENSCENEGRAPH)
ADD_SUBDIRECTORY(osgtexture2D)
ADD_SUBDIRECTORY(osgtexture3D)
ADD_SUBDIRECTORY(osgtexturerectangle)
ADD_SUBDIRECTORY(osgtexturecompression)
ADD_SUBDIRECTORY(osgthirdpersonview)
ADD_SUBDIRECTORY(osgunittests)
ADD_SUBDIRECTORY(osgvertexprogram)

View File

@ -0,0 +1,3 @@
SET(TARGET_SRC osgtexturecompression.cpp )
SETUP_EXAMPLE(osgtexturecompression)

View File

@ -0,0 +1,226 @@
/* OpenSceneGraph example, osgtexture3D.
*
* 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.
*/
#include <osg/Node>
#include <osg/Geometry>
#include <osg/Notify>
#include <osg/Texture2D>
#include <osg/TexGen>
#include <osg/Geode>
#include <osgDB/ReadFile>
#include <osgText/Text>
#include <osgGA/TrackballManipulator>
#include <osgViewer/CompositeViewer>
#include <iostream>
osg::Camera* createHUD(const std::string& label)
{
// create a camera to set up the projection and model view matrices, and the subgraph to drawn in the HUD
osg::Camera* camera = new osg::Camera;
// set the projection matrix
camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
// set the view matrix
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(osg::Matrix::identity());
// only clear the depth buffer
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
// draw subgraph after main camera view.
camera->setRenderOrder(osg::Camera::POST_RENDER);
// we don't want the camera to grab event focus from the viewers main camera(s).
camera->setAllowEventFocus(false);
// add to this camera a subgraph to render
{
osg::Geode* geode = new osg::Geode();
std::string font("fonts/arial.ttf");
// turn lighting off for the text and disable depth test to ensure its always ontop.
osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
osg::Vec3 position(150.0f,150.0f,0.0f);
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
text->setFont(font);
text->setPosition(position);
text->setCharacterSize(100.0f);
text->setText(label);
camera->addChild(geode);
}
return camera;
}
osg::Node* creatQuad(const std::string& name,
osg::Image* image,
osg::Texture::InternalFormatMode formatMode,
osg::Texture::FilterMode minFilter)
{
osg::Group* group = new osg::Group;
{
osg::Geode* geode = new osg::Geode;
geode->addDrawable(createTexturedQuadGeometry(
osg::Vec3(0.0f,0.0f,0.0f),
osg::Vec3(float(image->s()),0.0f,0.0f),
osg::Vec3(0.0f,0.0f,float(image->t()))));
geode->setName(name);
osg::StateSet* stateset = geode->getOrCreateStateSet();
osg::Texture2D* texture = new osg::Texture2D(image);
texture->setInternalFormatMode(formatMode);
texture->setFilter(osg::Texture::MIN_FILTER, minFilter);
stateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
group->addChild(geode);
}
{
group->addChild(createHUD(name));
}
return group;
}
int main(int argc, char** argv)
{
osg::ArgumentParser arguments(&argc, argv);
// construct the viewer.
osgViewer::CompositeViewer viewer(arguments);
if (arguments.argc()<=1)
{
std::cout<<"Please supply an image filename on the commnand line."<<std::endl;
return 1;
}
std::string filename = arguments[1];
osg::ref_ptr<osg::Image> image = osgDB::readImageFile(filename);
if (!image)
{
std::cout<<"Error: unable able to read image from "<<filename<<std::endl;
return 1;
}
osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
if (!wsi)
{
osg::notify(osg::NOTICE)<<"Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
return 1;
}
unsigned int width, height;
wsi->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height);
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->x = 0;
traits->y = 0;
traits->width = width;
traits->height = height;
traits->windowDecoration = false;
traits->doubleBuffer = true;
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
if (!gc)
{
std::cout<<"Error: GraphicsWindow has not been created successfully."<<std::endl;
}
gc->setClearColor(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
gc->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
osg::ref_ptr<osgGA::TrackballManipulator> trackball = new osgGA::TrackballManipulator;
typedef std::vector< osg::ref_ptr<osg::Node> > Models;
Models models;
models.push_back(creatQuad("no compression", image.get(), osg::Texture::USE_IMAGE_DATA_FORMAT, osg::Texture::LINEAR));
models.push_back(creatQuad("ARB compression", image.get(), osg::Texture::USE_ARB_COMPRESSION, osg::Texture::LINEAR));
models.push_back(creatQuad("DXT1 compression", image.get(), osg::Texture::USE_S3TC_DXT1_COMPRESSION, osg::Texture::LINEAR));
models.push_back(creatQuad("DXT3 compression", image.get(), osg::Texture::USE_S3TC_DXT3_COMPRESSION, osg::Texture::LINEAR));
models.push_back(creatQuad("DXT5 compression", image.get(), osg::Texture::USE_S3TC_DXT5_COMPRESSION, osg::Texture::LINEAR));
int numX = 1;
int numY = 1;
// compute the number of views up and across that are need
{
float aspectRatio = float(width)/float(height);
float multiplier = sqrtf(float(models.size())/aspectRatio);;
float multiplier_x = multiplier*aspectRatio;
float multiplier_y = multiplier;
if ((multiplier_x/ceilf(multiplier_x)) > (multiplier_y/ceilf(multiplier_y)))
{
numX = int(ceilf(multiplier_x));
numY = int(ceilf(float(models.size())/float(numX)));
}
else
{
numY = int(ceilf(multiplier_y));
numX = int(ceilf(float(models.size())/float(numY)));
}
}
// populate the view with the required view to view each model.
for(unsigned int i=0; i<models.size(); ++i)
{
osgViewer::View* view = new osgViewer::View;
int xCell = i % numX;
int yCell = i / numX;
int vx = int((float(xCell)/float(numX)) * float(width));
int vy = int((float(yCell)/float(numY)) * float(height));
int vw = int(float(width) / float(numX));
int vh = int(float(height) / float(numY));
view->setSceneData(models[i].get());
view->getCamera()->setProjectionMatrixAsPerspective(30.0, double(vw) / double(vh), 1.0, 1000.0);
view->getCamera()->setViewport(new osg::Viewport(vx, vy, vw, vh));
view->getCamera()->setGraphicsContext(gc.get());
view->getCamera()->setClearMask(0);
view->setCameraManipulator(trackball.get());
viewer.addView(view);
}
return viewer.run();
}