Work in progress on new osgtexture2DArray example

git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14772 16af8721-9629-0410-8352-f15c8da7e697
This commit is contained in:
Robert Osfield 2015-03-10 18:07:17 +00:00
parent 2a84719f4a
commit d97e01c520
3 changed files with 237 additions and 0 deletions

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@ -125,6 +125,7 @@ IF(DYNAMIC_OPENSCENEGRAPH)
ADD_SUBDIRECTORY(osgtext3D) ADD_SUBDIRECTORY(osgtext3D)
ADD_SUBDIRECTORY(osgtexture1D) ADD_SUBDIRECTORY(osgtexture1D)
ADD_SUBDIRECTORY(osgtexture2D) ADD_SUBDIRECTORY(osgtexture2D)
ADD_SUBDIRECTORY(osgtexture2DArray)
ADD_SUBDIRECTORY(osgtexture3D) ADD_SUBDIRECTORY(osgtexture3D)
ADD_SUBDIRECTORY(osgtexturerectangle) ADD_SUBDIRECTORY(osgtexturerectangle)
ADD_SUBDIRECTORY(osgtexturecompression) ADD_SUBDIRECTORY(osgtexturecompression)

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@ -0,0 +1,6 @@
#this file is automatically generated
SET(TARGET_SRC osgtexture2DArray.cpp )
#### end var setup ###
SETUP_EXAMPLE(osgtexture2DArray)

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/* 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/Texture2DArray>
#include <osg/TexGen>
#include <osg/Geode>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <iostream>
//
// A simple demo demonstrating different texturing modes,
// including using of texture extensions.
//
typedef std::vector< osg::ref_ptr<osg::Image> > ImageList;
osg::StateSet* createState(osg::ArgumentParser& arguments)
{
// read 4 2d images
osg::ref_ptr<osg::Image> image_0 = osgDB::readImageFile("Images/lz.rgb");
osg::ref_ptr<osg::Image> image_1 = osgDB::readImageFile("Images/reflect.rgb");
osg::ref_ptr<osg::Image> image_2 = osgDB::readImageFile("Images/tank.rgb");
osg::ref_ptr<osg::Image> image_3 = osgDB::readImageFile("Images/skymap.jpg");
if (!image_0 || !image_1 || !image_2 || !image_3)
{
std::cout << "Warning: could not open files."<<std::endl;
return new osg::StateSet;
}
if (image_0->getPixelFormat()!=image_1->getPixelFormat() || image_0->getPixelFormat()!=image_2->getPixelFormat() || image_0->getPixelFormat()!=image_3->getPixelFormat())
{
std::cout << "Warning: image pixel formats not compatible."<<std::endl;
return new osg::StateSet;
}
GLint textureSize = 1024;
// scale them all to the same size.
image_0->scaleImage(textureSize,textureSize,1);
image_1->scaleImage(textureSize,textureSize,1);
image_2->scaleImage(textureSize,textureSize,1);
image_3->scaleImage(textureSize,textureSize,1);
osg::ref_ptr<osg::Texture2DArray> texture = new osg::Texture2DArray;
texture->setFilter(osg::Texture2DArray::MIN_FILTER, osg::Texture2DArray::LINEAR);
texture->setFilter(osg::Texture2DArray::MAG_FILTER, osg::Texture2DArray::LINEAR);
texture->setWrap(osg::Texture2DArray::WRAP_R, osg::Texture2DArray::REPEAT);
if (arguments.read("--packed"))
{
OSG_NOTICE<<"Packing all images into a single osg::Image to pass to Texture2DArray."<<std::endl;
osg::ref_ptr<osg::Image> image_3d = new osg::Image;
image_3d->allocateImage(textureSize, textureSize, 4, image_0->getPixelFormat(), image_0->getDataType());
// copy the 2d images into the 3d image.
image_3d->copySubImage(0,0,0,image_0.get());
image_3d->copySubImage(0,0,1,image_1.get());
image_3d->copySubImage(0,0,2,image_2.get());
image_3d->copySubImage(0,0,3,image_3.get());
image_3d->setInternalTextureFormat(image_0->getInternalTextureFormat());
texture->setImage(0, image_3d.get());
texture->setTextureDepth(4);
}
else
{
OSG_NOTICE<<"Assigned all images to Texture2DArray seperately."<<std::endl;
texture->setImage(0, image_0.get());
texture->setImage(1, image_1.get());
texture->setImage(2, image_2.get());
texture->setImage(3, image_3.get());
texture->setTextureDepth(4);
}
std::string vsFileName("shaders/osgtexture2DArray.vert");
std::string fsFileName("shaders/osgtexture2DArray.frag");
if (arguments.read("--vs", vsFileName)) {}
if (arguments.read("--fs", vsFileName)) {}
osg::ref_ptr<osg::Program> program = new osg::Program;
osg::ref_ptr<osg::Shader> vertexShader = osgDB::readShaderFile( osg::Shader::VERTEX, vsFileName) ;
if (vertexShader.get()) program->addShader( vertexShader.get() );
osg::ref_ptr<osg::Shader> fragmentShader = osgDB::readShaderFile( osg::Shader::FRAGMENT, fsFileName) ;
if (fragmentShader.get()) program->addShader( fragmentShader.get() );
// create the StateSet to store the texture data
osg::StateSet* stateset = new osg::StateSet;
stateset->setTextureAttributeAndModes(0,texture.get(),osg::StateAttribute::ON);
stateset->addUniform( new osg::Uniform( "texture", 0 ) );
stateset->setAttribute( program.get() );
return stateset;
}
class UpdateStateCallback : public osg::NodeCallback
{
public:
UpdateStateCallback() {}
void animateState(osg::StateSet* stateset)
{
// here we simply get any existing texgen, and then increment its
// plane, pushing the R coordinate through the texture.
osg::StateAttribute* attribute = stateset->getTextureAttribute(0,osg::StateAttribute::TEXGEN);
osg::TexGen* texgen = dynamic_cast<osg::TexGen*>(attribute);
if (texgen)
{
texgen->getPlane(osg::TexGen::R)[3] += 0.001f;
}
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::StateSet* stateset = node->getStateSet();
if (stateset)
{
// we have an exisitng stateset, so lets animate it.
animateState(stateset);
}
// note, callback is repsonsible for scenegraph traversal so
// should always include call the traverse(node,nv) to ensure
// that the rest of cullbacks and the scene graph are traversed.
traverse(node,nv);
}
};
/** create 2,2 square with center at 0,0,0 and aligned along the XZ plan */
osg::Drawable* createSquare()
{
// set up the Geometry.
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* coords = new osg::Vec3Array(4);
(*coords)[0].set(-1.0f,0.0f,1.0f);
(*coords)[1].set(-1.0f,0.0f,-1.0f);
(*coords)[2].set(1.0f,0.0f,-1.0f);
(*coords)[3].set(1.0f,0.0f,1.0f);
geom->setVertexArray(coords);
osg::Vec3Array* norms = new osg::Vec3Array(1);
(*norms)[0].set(0.0f,-1.0f,0.0f);
geom->setNormalArray(norms, osg::Array::BIND_OVERALL);
osg::Vec3Array* tcoords = new osg::Vec3Array(4);
(*tcoords)[0].set(0.0f, 1.0f, 0.0f);
(*tcoords)[1].set(0.0f, 0.0f, 0.0f);
(*tcoords)[2].set(1.0f, 0.0f, 0.0f);
(*tcoords)[3].set(1.0f, 1.0f, 0.0f);
geom->setTexCoordArray(0,tcoords);
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
return geom;
}
osg::Node* createModel(osg::ArgumentParser& arguments)
{
// create the geometry of the model, just a simple 2d quad right now.
osg::Geode* geode = new osg::Geode;
geode->addDrawable(createSquare());
// normally we'd create the stateset's to contain all the textures
// etc here, but, the above technique uses osg::Image::scaleImage and
// osg::Image::copySubImage() which are implemented with OpenGL utility
// library, which unfortunately can't be used until we have a valid
// OpenGL context, and at this point in initilialization we don't have
// a valid OpenGL context, so we have to delay creation of state until
// there is a valid OpenGL context. I'll manage this by using an
// app callback which will create the state during the first traversal.
// A bit hacky, and my plan is to reimplement the osg::scaleImage and
// osg::Image::copySubImage() without using GLU which will get round
// this current limitation.
geode->setUpdateCallback(new UpdateStateCallback());
geode->setStateSet(createState(arguments));
return geode;
}
int main(int argc, char **argv)
{
osg::ArgumentParser arguments(&argc, argv);
// construct the viewer.
osgViewer::Viewer viewer(arguments);
// create a model from the images and pass it to the viewer.
viewer.setSceneData(createModel(arguments));
return viewer.run();
}