From Jaromir Vitek, osgpackeddepthstencil example as a test case.
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@ -62,6 +62,7 @@ IF(DYNAMIC_OPENSCENEGRAPH)
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ADD_SUBDIRECTORY(osgmultitexturecontrol)
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ADD_SUBDIRECTORY(osgoccluder)
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ADD_SUBDIRECTORY(osgocclusionquery)
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ADD_SUBDIRECTORY(osgpackeddepthstencil)
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ADD_SUBDIRECTORY(osgpagedlod)
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ADD_SUBDIRECTORY(osgparametric)
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ADD_SUBDIRECTORY(osgparticle)
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4
examples/osgpackeddepthstencil/CMakeLists.txt
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4
examples/osgpackeddepthstencil/CMakeLists.txt
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SET(TARGET_SRC osgpackeddepthstencil.cpp )
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#### end var setup ###
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SETUP_EXAMPLE(osgpackeddepthstencil)
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examples/osgpackeddepthstencil/osgpackeddepthstencil.cpp
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157
examples/osgpackeddepthstencil/osgpackeddepthstencil.cpp
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#include <osg/GLExtensions>
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#include <osg/Node>
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#include <osg/Geometry>
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#include <osg/Notify>
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#include <osg/Texture2D>
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#include <osg/Stencil>
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#include <osg/ColorMask>
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#include <osg/Geode>
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#include <osgViewer/Viewer>
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#include <osgViewer/ViewerEventHandlers>
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osg::Geode* createMask()
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{
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osg::Vec3Array *vertices = new osg::Vec3Array;
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vertices->push_back(osg::Vec3(-0.5, -0.5, 0.0));
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vertices->push_back(osg::Vec3(0.5, -0.5, 0.0));
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vertices->push_back(osg::Vec3(0.5, 0.5, 0.0));
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vertices->push_back(osg::Vec3(-0.5, 0.5, 0.0));
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osg::Geometry *geom = new osg::Geometry;
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geom->setVertexArray(vertices);
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geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4));
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osg::Geode *geode = new osg::Geode;
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geode->addDrawable(geom);
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osg::Stencil* stencil = new osg::Stencil;
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stencil->setFunction(osg::Stencil::ALWAYS, 1, ~0u);
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stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::REPLACE);
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osg::StateSet *ss = geode->getOrCreateStateSet();
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ss->setAttributeAndModes(stencil,
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osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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ss->setAttribute(new osg::ColorMask(false, false, false, false),
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osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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return geode;
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}
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osg::Geode* createGeometry()
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{
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osg::Vec3Array* vertices = new osg::Vec3Array;
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vertices->push_back(osg::Vec3(-1.0, -1.0, 0.0));
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vertices->push_back(osg::Vec3(1.0, -1.0, 0.0));
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vertices->push_back(osg::Vec3(1.0, 1.0, 0.0));
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vertices->push_back(osg::Vec3(-1.0, 1.0, 0.0));
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osg::Geometry* geom = new osg::Geometry;
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geom->setVertexArray(vertices);
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geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4));
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(geom);
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osg::Stencil* stencil = new osg::Stencil;
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stencil->setFunction(osg::Stencil::NOTEQUAL, 1, ~0u);
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stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
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osg::StateSet *ss = geode->getOrCreateStateSet();
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ss->setAttributeAndModes(stencil,
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osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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return geode;
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}
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osg::Geode* createTextureQuad(osg::Texture2D *texture)
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{
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osg::Vec3Array *vertices = new osg::Vec3Array;
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vertices->push_back(osg::Vec3(-0.8, 0.0, -0.8));
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vertices->push_back(osg::Vec3(0.8, 0.0, -0.8));
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vertices->push_back(osg::Vec3(0.8, 0.0, 0.8));
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vertices->push_back(osg::Vec3(-0.8, 0.0, 0.8));
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osg::Vec2Array *texcoord = new osg::Vec2Array;
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texcoord->push_back(osg::Vec2(0.0, 0.0));
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texcoord->push_back(osg::Vec2(1.0, 0.0));
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texcoord->push_back(osg::Vec2(1.0, 1.0));
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texcoord->push_back(osg::Vec2(0.0, 1.0));
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osg::Geometry *geom = new osg::Geometry;
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geom->setVertexArray(vertices);
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geom->setTexCoordArray(0, texcoord);
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geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4));
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osg::Geode *geode = new osg::Geode;
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geode->addDrawable(geom);
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geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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return geode;
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}
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// construct the viewer.
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osgViewer::Viewer viewer(arguments);
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// add stats
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viewer.addEventHandler( new osgViewer::StatsHandler() );
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osg::Group* rootNode = new osg::Group;
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rootNode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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// creates texture to be rendered
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osg::Texture2D *texture = new osg::Texture2D;
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texture->setTextureSize(1024, 1024);
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texture->setInternalFormat(GL_RGBA);
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texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
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texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
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texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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texture->setBorderColor(osg::Vec4(0, 0, 0, 0));
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// creates rtt camera
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osg::ref_ptr<osg::Camera> rttCamera = new osg::Camera;
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rttCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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rttCamera->setClearColor(osg::Vec4(0.0, 0.4, 0.5, 0.0));
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rttCamera->setClearStencil(0);
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rttCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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rttCamera->setViewMatrix(osg::Matrixd::identity());
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rttCamera->setViewport(0, 0, 1024, 1024);
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rttCamera->setRenderOrder(osg::Camera::PRE_RENDER);
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rttCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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#define USE_PACKED_DEPTH_STENCIL
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#ifdef USE_PACKED_DEPTH_STENCIL
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rttCamera->attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, GL_DEPTH_STENCIL_EXT);
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#else
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// this doesn't work on NVIDIA/Vista 64bit
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// FBO status = 0x8cd6 (FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT)
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rttCamera->attach(osg::Camera::DEPTH_BUFFER, GL_DEPTH_COMPONENT);
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rttCamera->attach(osg::Camera::STENCIL_BUFFER, GL_STENCIL_INDEX_EXT);
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#endif
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rttCamera->attach(osg::Camera::COLOR_BUFFER, texture);
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rttCamera->setCullingMode(osg::Camera::VIEW_FRUSTUM_SIDES_CULLING);
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// creates rtt subtree
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osg::Group* g0 = new osg::Group;
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g0->addChild(createMask());
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g0->addChild(createGeometry());
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rttCamera->addChild(g0);
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rootNode->addChild(rttCamera);
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// creates textured quad with result
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rootNode->addChild(createTextureQuad(texture));
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// add model to the viewer.
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viewer.setSceneData( rootNode );
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return viewer.run();
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}
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