Implemented stereo support into osgkeystone as a testbed for moving stereo support from SceneView into osgViewer

This commit is contained in:
Robert Osfield 2013-04-18 09:47:28 +00:00
parent 65f23ba9af
commit adea6c9329
4 changed files with 281 additions and 128 deletions

View File

@ -20,6 +20,8 @@
#include <osg/io_utils>
#include <osg/TextureRectangle>
#include <osg/TexMat>
#include <osg/Stencil>
#include <osg/PolygonStipple>
#include <osgDB/ReadFile>
#include <osgGA/StateSetManipulator>
@ -616,12 +618,135 @@ struct StereoSlaveCallback : public osg::View::Slave::UpdateSlaveCallback
double _eyeScale;
};
osg::Camera* assignStereoCamera(osgViewer::View* view, osg::DisplaySettings* ds, osg::GraphicsContext* gc, int x, int y, int width, int height, GLenum buffer, double eyeScale)
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc);
camera->setViewport(new osg::Viewport(x,y, width, height));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
// add this slave camera to the viewer, with a shift left of the projection matrix
view->addSlave(camera.get(), osg::Matrixd::identity(), osg::Matrixd::identity());
// assign update callback to maintain the correct view and projection matrices
osg::View::Slave& slave = view->getSlave(view->getNumSlaves()-1);
slave._updateSlaveCallback = new StereoSlaveCallback(ds, eyeScale);
return camera.release();
}
static const GLubyte patternVertEven[] = {
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55,
0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55, 0x55};
static const GLubyte patternVertOdd[] = {
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA,
0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA, 0xAA};
static const GLubyte patternHorzEven[] = {
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00};
// 32 x 32 bit array every row is a horizontal line of pixels
// and the (bitwise) columns a vertical line
// The following is a checkerboard pattern
static const GLubyte patternCheckerboard[] = {
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA,
0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA};
void setUpViewForStereo(osgViewer::View* view, osg::DisplaySettings* ds)
{
if (!ds->getStereo()) return;
ds->setUseSceneViewForStereoHint(false);
// set up view's main camera
{
double height = osg::DisplaySettings::instance()->getScreenHeight();
double width = osg::DisplaySettings::instance()->getScreenWidth();
double distance = osg::DisplaySettings::instance()->getScreenDistance();
double vfov = osg::RadiansToDegrees(atan2(height/2.0f,distance)*2.0);
view->getCamera()->setProjectionMatrixAsPerspective( vfov, width/height, 1.0f,10000.0f);
}
int screenNum = 0;
osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
@ -631,6 +756,8 @@ void setUpViewForStereo(osgViewer::View* view, osg::DisplaySettings* ds)
return;
}
// unsigned int numScreens = wsi->getNumScreens(si);
osg::GraphicsContext::ScreenIdentifier si;
si.readDISPLAY();
@ -644,7 +771,7 @@ void setUpViewForStereo(osgViewer::View* view, osg::DisplaySettings* ds)
// width/=2; height/=2;
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits(ds);
traits->hostName = si.hostName;
traits->displayNum = si.displayNum;
traits->screenNum = si.screenNum;
@ -656,6 +783,8 @@ void setUpViewForStereo(osgViewer::View* view, osg::DisplaySettings* ds)
traits->doubleBuffer = true;
traits->sharedContext = 0;
OSG_NOTICE<<"traits->stencil="<<traits->stencil<<std::endl;
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
if (!gc)
@ -664,158 +793,165 @@ void setUpViewForStereo(osgViewer::View* view, osg::DisplaySettings* ds)
return;
}
osg::ref_ptr<osg::Camera> left_camera;
osg::ref_ptr<osg::Camera> right_camera;
switch(ds->getStereoMode())
{
case(osg::DisplaySettings::QUAD_BUFFER):
// create window with quad buffer visual
// left and right cameras share viewports and context
// each camera select left or right draw/read buffers
break;
case(osg::DisplaySettings::ANAGLYPHIC):
{
// create single window,
// left camera with color mask to select RED
// right camera with color mask to select CYAN
// left Camera
// left Camera red
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0, traits->width, traits->height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(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);
// red
camera->getOrCreateStateSet()->setAttribute(new osg::ColorMask(true, false, false, true));
// add this slave camera to the viewer, with a shift left of the projection matrix
view->addSlave(camera.get(), osg::Matrixd::translate(0.1,0.0,0.0), osg::Matrixd::translate(0.0,0.0,0.0));
// assign update callback to maintain the correct view and projection matrices
osg::View::Slave& slave = view->getSlave(view->getNumSlaves()-1);
slave._updateSlaveCallback = new StereoSlaveCallback(ds, -1.0);
camera->setRenderOrder(osg::Camera::NESTED_RENDER, 0);
}
// right Camera
// right Camera cyan
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0, traits->width, traits->height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(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);
}
break;
}
case(osg::DisplaySettings::ANAGLYPHIC):
{
// left Camera red
{
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_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
camera->getOrCreateStateSet()->setAttribute(new osg::ColorMask(true, false, false, true));
camera->setRenderOrder(osg::Camera::NESTED_RENDER, 0);
}
// cyan
// right Camera cyan
{
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);
camera->getOrCreateStateSet()->setAttribute(new osg::ColorMask(false, true, true, true));
// add this slave camera to the viewer, with a shift left of the projection matrix
view->addSlave(camera.get(), osg::Matrixd::translate(-0.1,0.0,0.0), osg::Matrixd::translate(0.0,0.0,0.0));
// assign update callback to maintain the correct view and projection matrices
osg::View::Slave& slave = view->getSlave(view->getNumSlaves()-1);
slave._updateSlaveCallback = new StereoSlaveCallback(ds, 1.0);
camera->setRenderOrder(osg::Camera::NESTED_RENDER, 1);
}
break;
}
case(osg::DisplaySettings::HORIZONTAL_SPLIT):
{
// single window or two windows
// left camera selecting left viewport half or right viewport half honouring SplitStereoHorizontalEyeMapping
// right camera selecting left viewport half or right viewport half honouring SplitStereoHorizontalEyeMapping
// left Camera
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0, traits->width/2, traits->height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
// left viewport Camera
assignStereoCamera(view, ds, gc,
0, 0, traits->width/2, traits->height, traits->doubleBuffer ? GL_BACK : GL_FRONT,
(ds->getSplitStereoHorizontalEyeMapping()==osg::DisplaySettings::LEFT_EYE_LEFT_VIEWPORT) ? -1.0 : 1.0);
// add this slave camera to the viewer, with a shift left of the projection matrix
view->addSlave(camera.get(), osg::Matrixd::translate(0.0,0.0,0.0), osg::Matrixd());
}
// right viewport Camera
assignStereoCamera(view, ds, gc,
traits->width/2,0, traits->width/2, traits->height, traits->doubleBuffer ? GL_BACK : GL_FRONT,
(ds->getSplitStereoHorizontalEyeMapping()==osg::DisplaySettings::LEFT_EYE_RIGHT_VIEWPORT) ? -1.0 : 1.0);
// right Camera
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(traits->width/2,0, traits->width/2, traits->height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
// add this slave camera to the viewer, with a shift left of the projection matrix
view->addSlave(camera.get(), osg::Matrixd::translate(0.0,0.0,0.0), osg::Matrixd());
}
break;
}
case(osg::DisplaySettings::VERTICAL_SPLIT):
{
// single window or two windows
// left camera selecting left viewport half or right viewport half honouring SplitStereoVerticalEyeMapping
// right camera selecting left viewport half or right viewport half honouring SplitStereoVerticalEyeMapping
// bottom viewport Camera
assignStereoCamera(view, ds, gc,
0, 0, traits->width, traits->height/2, traits->doubleBuffer ? GL_BACK : GL_FRONT,
(ds->getSplitStereoVerticalEyeMapping()==osg::DisplaySettings::LEFT_EYE_BOTTOM_VIEWPORT) ? -1.0 : 1.0);
// left Camera
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0, traits->width, traits->height/2));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
// top vieport camera
assignStereoCamera(view, ds, gc,
0,traits->height/2, traits->width, traits->height/2, traits->doubleBuffer ? GL_BACK : GL_FRONT,
(ds->getSplitStereoVerticalEyeMapping()==osg::DisplaySettings::LEFT_EYE_TOP_VIEWPORT) ? -1.0 : 1.0);
// add this slave camera to the viewer, with a shift left of the projection matrix
view->addSlave(camera.get(), osg::Matrixd::translate(0.0,0.0,0.0), osg::Matrixd());
}
// right Camera
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,traits->height/2, traits->width, traits->height/2));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
// add this slave camera to the viewer, with a shift left of the projection matrix
view->addSlave(camera.get(), osg::Matrixd::translate(0.0,0.0,0.0), osg::Matrixd());
}
break;
}
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);
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);
break;
}
case(osg::DisplaySettings::HORIZONTAL_INTERLACE):
// create single window with stencil buffer
// left camera selects left stencil mask,
// right camera selects right stencil mask
break;
case(osg::DisplaySettings::VERTICAL_INTERLACE):
// create single window with stencil buffer
// left camera selects left stencil mask,
// right camera selects right stencil mask
break;
case(osg::DisplaySettings::CHECKERBOARD):
// create single window with stencil buffer
// left camera selects left stencil mask,
// right camera selects right stencil mask
{
// set up the stencil buffer
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(0, 0, traits->width, traits->height);
camera->setDrawBuffer(traits->doubleBuffer ? GL_BACK : GL_FRONT);
camera->setReadBuffer(camera->getDrawBuffer());
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
camera->setClearStencil(0);
camera->setRenderOrder(osg::Camera::NESTED_RENDER, 0);
view->addSlave(camera.get(), false);
osg::ref_ptr<osg::Geometry> geometry = osg::createTexturedQuadGeometry(osg::Vec3(-1.0f,-1.0f,0.0f), osg::Vec3(2.0f,0.0f,0.0f), osg::Vec3(0.0f,2.0f,0.0f), 0.0f, 0.0f, 1.0f, 1.0f);
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
geode->addDrawable(geometry.get());
camera->addChild(geode.get());
geode->setCullingActive(false);
osg::ref_ptr<osg::StateSet> stateset = geode->getOrCreateStateSet();
// set up stencil
osg::ref_ptr<osg::Stencil> stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::ALWAYS, 1, ~0u);
stencil->setOperation(osg::Stencil::REPLACE, osg::Stencil::REPLACE, osg::Stencil::REPLACE);
stencil->setWriteMask(~0u);
stateset->setAttributeAndModes(stencil.get(), osg::StateAttribute::ON);
// set up polygon stipple
if(ds->getStereoMode() == osg::DisplaySettings::VERTICAL_INTERLACE)
{
stateset->setAttributeAndModes(new osg::PolygonStipple(patternVertEven), osg::StateAttribute::ON);
}
else if(ds->getStereoMode() == osg::DisplaySettings::HORIZONTAL_INTERLACE)
{
stateset->setAttributeAndModes(new osg::PolygonStipple(patternHorzEven), osg::StateAttribute::ON);
}
else
{
stateset->setAttributeAndModes(new osg::PolygonStipple(patternCheckerboard), osg::StateAttribute::ON);
}
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
}
OSG_NOTICE<<"view->getNumSlaves()="<<view->getNumSlaves()<<std::endl;
// left 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(0);
camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
camera->setRenderOrder(osg::Camera::NESTED_RENDER, 1);
osg::ref_ptr<osg::Stencil> stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::EQUAL, 0, ~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
camera->getOrCreateStateSet()->setAttributeAndModes(stencil.get(), osg::StateAttribute::ON);
}
// right Camera cyan
{
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);
camera->setRenderOrder(osg::Camera::NESTED_RENDER, 2);
osg::ref_ptr<osg::Stencil> stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::NOTEQUAL, 0, ~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
camera->getOrCreateStateSet()->setAttributeAndModes(stencil.get(), osg::StateAttribute::ON);
}
break;
}
}
}
@ -961,6 +1097,9 @@ int main( int argc, char **argv )
// initialize the viewer.
osgViewer::Viewer viewer(arguments);
osg::DisplaySettings* ds = viewer.getDisplaySettings() ? viewer.getDisplaySettings() : osg::DisplaySettings::instance().get();
ds->readCommandLine(arguments);
osg::ref_ptr<osg::Node> model = osgDB::readNodeFiles(arguments);
if (!model)
@ -970,8 +1109,6 @@ int main( int argc, char **argv )
}
osg::DisplaySettings* ds = viewer.getDisplaySettings() ? viewer.getDisplaySettings() : osg::DisplaySettings::instance().get();
OSG_NOTICE<<"Stereo "<<ds->getStereo()<<std::endl;
OSG_NOTICE<<"StereoMode "<<ds->getStereoMode()<<std::endl;

View File

@ -489,6 +489,9 @@ class OSGUTIL_EXPORT SceneView : public osg::Object, public osg::CullSettings
void setAutomaticFlush(bool automaticFlush) { _automaticFlush = automaticFlush; }
bool getAutomaticFlush() const { return _automaticFlush; }
void setResetColorMaskToAllOn(bool enable) { _resetColorMaskToAllEnabled = enable; }
bool setResetColorMaskToAllOn() const { return _resetColorMaskToAllEnabled; }
protected:
virtual ~SceneView();
@ -557,6 +560,8 @@ class OSGUTIL_EXPORT SceneView : public osg::Object, public osg::CullSettings
int _interlacedStereoStencilHeight;
unsigned int _dynamicObjectCount;
bool _resetColorMaskToAllEnabled;
};
}

View File

@ -161,6 +161,8 @@ SceneView::SceneView(DisplaySettings* ds)
_interlacedStereoStencilHeight = 0;
_dynamicObjectCount = 0;
_resetColorMaskToAllEnabled = true;
}
SceneView::SceneView(const SceneView& rhs, const osg::CopyOp& copyop):
@ -194,6 +196,8 @@ SceneView::SceneView(const SceneView& rhs, const osg::CopyOp& copyop):
_interlacedStereoStencilHeight = rhs._interlacedStereoStencilHeight;
_dynamicObjectCount = 0;
_resetColorMaskToAllEnabled = rhs._resetColorMaskToAllEnabled;
}
SceneView::~SceneView()
@ -1358,20 +1362,22 @@ void SceneView::draw()
_localStateSet->setAttribute(getViewport());
// ensure that all color planes are active.
osg::ColorMask* cmask = static_cast<osg::ColorMask*>(_localStateSet->getAttribute(osg::StateAttribute::COLORMASK));
if (cmask)
if (_resetColorMaskToAllEnabled)
{
cmask->setMask(true,true,true,true);
// ensure that all color planes are active.
osg::ColorMask* cmask = static_cast<osg::ColorMask*>(_localStateSet->getAttribute(osg::StateAttribute::COLORMASK));
if (cmask)
{
cmask->setMask(true,true,true,true);
}
else
{
cmask = new osg::ColorMask(true,true,true,true);
_localStateSet->setAttribute(cmask);
}
_renderStage->setColorMask(cmask);
}
else
{
cmask = new osg::ColorMask(true,true,true,true);
_localStateSet->setAttribute(cmask);
}
_renderStage->setColorMask(cmask);
// bog standard draw.
_renderStage->drawPreRenderStages(_renderInfo,previous);
_renderStage->draw(_renderInfo,previous);

View File

@ -417,6 +417,11 @@ Renderer::Renderer(osg::Camera* camera):
_sceneView[0]->setDisplaySettings(ds);
_sceneView[1]->setDisplaySettings(ds);
}
else
{
_sceneView[0]->setResetColorMaskToAllOn(false);
_sceneView[1]->setResetColorMaskToAllOn(false);
}
_sceneView[0]->setCamera(_camera.get(), false);
_sceneView[1]->setCamera(_camera.get(), false);