From Jaromir Vitek, osgpackeddepthstencil example as a test case.

This commit is contained in:
Robert Osfield 2008-11-21 12:38:22 +00:00
parent 2c4bb15bb6
commit d903423ded
3 changed files with 162 additions and 0 deletions

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@ -62,6 +62,7 @@ IF(DYNAMIC_OPENSCENEGRAPH)
ADD_SUBDIRECTORY(osgmultitexturecontrol) ADD_SUBDIRECTORY(osgmultitexturecontrol)
ADD_SUBDIRECTORY(osgoccluder) ADD_SUBDIRECTORY(osgoccluder)
ADD_SUBDIRECTORY(osgocclusionquery) ADD_SUBDIRECTORY(osgocclusionquery)
ADD_SUBDIRECTORY(osgpackeddepthstencil)
ADD_SUBDIRECTORY(osgpagedlod) ADD_SUBDIRECTORY(osgpagedlod)
ADD_SUBDIRECTORY(osgparametric) ADD_SUBDIRECTORY(osgparametric)
ADD_SUBDIRECTORY(osgparticle) ADD_SUBDIRECTORY(osgparticle)

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@ -0,0 +1,4 @@
SET(TARGET_SRC osgpackeddepthstencil.cpp )
#### end var setup ###
SETUP_EXAMPLE(osgpackeddepthstencil)

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