Copied StandardStereo class renamed to MultivewOVR to use as base of multiviewOVR work.

This commit is contained in:
Robert Osfield 2020-11-12 12:36:24 +00:00
parent d6ce7550e3
commit c1b3a30e7c
5 changed files with 320 additions and 8 deletions

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include "MultiviewOVR.h"
#include <osgViewer/Renderer>
#include <osgViewer/View>
#include <osgViewer/GraphicsWindow>
#include <osg/io_utils>
#include <osg/Texture2DArray>
#include <osg/TextureRectangle>
#include <osg/Texture1D>
#include <osg/Texture2D>
#include <osg/TexMat>
#include <osg/Stencil>
#include <osg/PolygonStipple>
#include <osg/ValueObject>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
using namespace osgViewer;
osg::ref_ptr<osg::Node> MultiviewOVR::createStereoMesh(const osg::Vec3& origin, const osg::Vec3& widthVector, const osg::Vec3& heightVector) const
{
osg::Vec3d center(0.0,0.0,0.0);
osg::Vec3d eye(0.0,0.0,0.0);
// create the quad to visualize.
osg::Geometry* geometry = new osg::Geometry();
geometry->setSupportsDisplayList(false);
osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES);
osg::Vec3Array* vertices = new osg::Vec3Array;
osg::Vec3Array* texcoords = new osg::Vec3Array;
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.0, 1.0, 0.0, 1.0));
// left hand side
vertices->push_back(origin); texcoords->push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
vertices->push_back(origin + widthVector*0.5f); texcoords->push_back(osg::Vec3(1.0f, 0.0f, 0.0f));
vertices->push_back(origin + widthVector*0.5f +heightVector); texcoords->push_back(osg::Vec3(1.0f, 1.0f, 0.0f));
vertices->push_back(origin + heightVector); texcoords->push_back(osg::Vec3(0.0f, 1.0f, 0.0f));
elements->push_back(0);
elements->push_back(1);
elements->push_back(2);
elements->push_back(2);
elements->push_back(3);
elements->push_back(0);
// right hand side
vertices->push_back(origin + widthVector*0.5f); texcoords->push_back(osg::Vec3(0.0f, 0.0f, 1.0f));
vertices->push_back(origin + widthVector); texcoords->push_back(osg::Vec3(1.0f, 0.0f, 1.0f));
vertices->push_back(origin + widthVector +heightVector); texcoords->push_back(osg::Vec3(1.0f, 1.0f, 1.0f));
vertices->push_back(origin + widthVector*0.5f + heightVector); texcoords->push_back(osg::Vec3(0.0f, 1.0f, 1.0f));
elements->push_back(4);
elements->push_back(5);
elements->push_back(6);
elements->push_back(6);
elements->push_back(7);
elements->push_back(4);
geometry->setVertexArray(vertices);
geometry->setColorArray(colors, osg::Array::BIND_OVERALL);
geometry->setTexCoordArray(0, texcoords);
geometry->addPrimitiveSet(elements);
return geometry;
}
void MultiviewOVR::configure(osgViewer::View& view) const
{
osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
if (!wsi)
{
OSG_NOTICE<<"Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
return;
}
osg::DisplaySettings* displaySettings = getActiveDisplaySetting(view);
osg::GraphicsContext::ScreenIdentifier si;
si.readDISPLAY();
// displayNum has not been set so reset it to 0.
if (si.displayNum<0) si.displayNum = 0;
si.screenNum = _screenNum;
unsigned int width, height;
wsi->getScreenResolution(si, width, height);
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->hostName = si.hostName;
traits->displayNum = si.displayNum;
traits->screenNum = si.screenNum;
traits->x = 0;
traits->y = 0;
traits->width = width;
traits->height = height;
traits->windowDecoration = false;
traits->doubleBuffer = true;
traits->sharedContext = 0;
osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
if (!gc)
{
OSG_NOTICE<<"GraphicsWindow has not been created successfully."<<std::endl;
return;
}
int tex_width = width;
int tex_height = height;
int camera_width = tex_width;
int camera_height = tex_height;
osg::Texture2DArray* texture = new osg::Texture2DArray;
texture->setTextureSize(tex_width, tex_height, 2);
texture->setInternalFormat(GL_RGBA);
texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
#if 0
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW;
GLenum buffer = GL_FRONT;
#else
osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
GLenum buffer = GL_FRONT;
#endif
// left eye
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Left eye camera");
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, 0);
// set up the projection and view matrices
osg::Matrixd projectionOffset = displaySettings->computeLeftEyeProjectionImplementation(osg::Matrixd());
osg::Matrixd viewOffset = displaySettings->computeLeftEyeViewImplementation(osg::Matrixd());
view.addSlave(camera.get(), projectionOffset, viewOffset);
}
// right eye
{
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setName("Right eyecamera");
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setAllowEventFocus(false);
camera->setClearColor(osg::Vec4(0.2f, 0.2f, 0.5f, 1.0f));
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplementation(renderTargetImplementation);
// attach the texture and use it as the color buffer.
camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, 1);
// set up the projection and view matrices
osg::Matrixd projectionOffset = displaySettings->computeRightEyeProjectionImplementation(osg::Matrixd());
osg::Matrixd viewOffset = displaySettings->computeRightEyeViewImplementation(osg::Matrixd());
view.addSlave(camera.get(), projectionOffset, viewOffset);
}
view.getCamera()->setProjectionMatrixAsPerspective(90.0f, 1.0, 1, 1000.0);
// distortion correction set up.
{
osg::ref_ptr<osg::Node> mesh = createStereoMesh(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(width,0.0f,0.0f), osg::Vec3(0.0f,height,0.0f));
// 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, texture, osg::StateAttribute::ON);
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
{
osg::ref_ptr<osg::Program> program = new osg::Program();
stateset->setAttribute(program.get(), osg::StateAttribute::ON);
std::string vsFileName("multiviewOVR.vert");
std::string fsFileName("multiviewOVR.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;
camera->setGraphicsContext(gc.get());
camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
camera->setClearColor( osg::Vec4(0.0,0.0,0.0,1.0) );
camera->setViewport(new osg::Viewport(0, 0, width, height));
GLenum window_buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(window_buffer);
camera->setReadBuffer(window_buffer);
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
camera->setAllowEventFocus(true);
camera->setInheritanceMask(camera->getInheritanceMask() & ~osg::CullSettings::CLEAR_COLOR & ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE);
//camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
camera->setProjectionMatrixAsOrtho2D(0,width,0,height);
camera->setViewMatrix(osg::Matrix::identity());
// add subgraph to render
camera->addChild(mesh.get());
camera->setName("DistortionCorrectionCamera");
osgDB::writeNodeFile(*mesh, "mesh.osgt");
view.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd(), false);
}
view.getCamera()->setNearFarRatio(0.0001f);
if (view.getLightingMode()==osg::View::HEADLIGHT)
{
// set a local light source for headlight to ensure that lighting is consistent across sides of cube.
view.getLight()->setPosition(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
}
}

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGVIEWER_MultiviewOVR
#define OSGVIEWER_MultiviewOVR 1
#include <osgViewer/View>
/** spherical display using 6 slave cameras rendering the 6 sides of a cube map, and 7th camera doing distortion correction to present on a spherical display.*/
class MultiviewOVR : public osgViewer::ViewConfig
{
public:
MultiviewOVR(unsigned int screenNum=0):
_screenNum(screenNum) {}
MultiviewOVR(const MultiviewOVR& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY):
ViewConfig(rhs,copyop),
_screenNum(rhs._screenNum) {}
META_Object(osgViewer,MultiviewOVR);
virtual void configure(osgViewer::View& view) const;
void setScreenNum(unsigned int n) { _screenNum = n; }
unsigned int getScreenNum() const { return _screenNum; }
protected:
osg::ref_ptr<osg::Node> createStereoMesh(const osg::Vec3& origin, const osg::Vec3& widthVector, const osg::Vec3& heightVector) const;
unsigned int _screenNum;
};
#endif

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@ -169,10 +169,6 @@ void StandardStereo::configure(osgViewer::View& view) const
osg::Matrixd projectionOffset = displaySettings->computeLeftEyeProjectionImplementation(osg::Matrixd());
osg::Matrixd viewOffset = displaySettings->computeLeftEyeViewImplementation(osg::Matrixd());
std::cout<<"left projectionOffset = "<<projectionOffset<<std::endl;
std::cout<<"left viewOffset = "<<viewOffset<<std::endl;
view.addSlave(camera.get(), projectionOffset, viewOffset);
}
@ -197,9 +193,6 @@ void StandardStereo::configure(osgViewer::View& view) const
osg::Matrixd projectionOffset = displaySettings->computeRightEyeProjectionImplementation(osg::Matrixd());
osg::Matrixd viewOffset = displaySettings->computeRightEyeViewImplementation(osg::Matrixd());
std::cout<<"right projectionOffset = "<<projectionOffset<<std::endl;
std::cout<<"right viewOffset = "<<viewOffset<<std::endl;
view.addSlave(camera.get(), projectionOffset, viewOffset);
}
@ -219,7 +212,6 @@ void StandardStereo::configure(osgViewer::View& view) const
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");

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#extension GL_EXT_texture_array : enable
uniform sampler2DArray texture;
varying vec3 texcoord;
void main(void)
{
gl_FragColor = texture2DArray( texture, texcoord.xyz);
}

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varying vec3 texcoord;
void main(void)
{
texcoord = gl_MultiTexCoord0.xyz;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}