/* -*-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 #include #include #include #include #include #include #include #include #include using namespace osgViewer; class CollectedCoordinateSystemNodesVisitor : public osg::NodeVisitor { public: CollectedCoordinateSystemNodesVisitor(): NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN) {} virtual void apply(osg::Node& node) { traverse(node); } virtual void apply(osg::CoordinateSystemNode& node) { if (_pathToCoordinateSystemNode.empty()) { osg::notify(osg::INFO)<<"Found CoordianteSystemNode node"<getCoordinateSystemNodePath(); if (!tmpPath.empty()) { osg::Matrixd coordinateFrame; osg::CoordinateSystemNode* csn = dynamic_cast(tmpPath.back()); if (csn) { osg::Vec3 local_position = position*osg::computeWorldToLocal(tmpPath); // get the coordinate frame in world coords. coordinateFrame = csn->computeLocalCoordinateFrame(local_position)* osg::computeLocalToWorld(tmpPath); // keep the position of the coordinate frame to reapply after rescale. osg::Vec3d pos = coordinateFrame.getTrans(); // compensate for any scaling, so that the coordinate frame is a unit size osg::Vec3d x(1.0,0.0,0.0); osg::Vec3d y(0.0,1.0,0.0); osg::Vec3d z(0.0,0.0,1.0); x = osg::Matrixd::transform3x3(x,coordinateFrame); y = osg::Matrixd::transform3x3(y,coordinateFrame); z = osg::Matrixd::transform3x3(z,coordinateFrame); coordinateFrame.preMult(osg::Matrixd::scale(1.0/x.length(),1.0/y.length(),1.0/z.length())); // reapply the position. coordinateFrame.setTrans(pos); osg::notify(osg::INFO)<<"csn->computeLocalCoordinateFrame(position)* osg::computeLocalToWorld(tmpPath)"< _view; }; View::View(): _fusionDistanceMode(osgUtil::SceneView::PROPORTIONAL_TO_SCREEN_DISTANCE), _fusionDistanceValue(1.0f) { // osg::notify(osg::NOTICE)<<"Constructing osgViewer::View"<setFrameNumber(0); _frameStamp->setReferenceTime(0); _frameStamp->setSimulationTime(0); _scene = new Scene; // make sure View is safe to reference multi-threaded. setThreadSafeRefUnref(true); // need to attach a Renderer to the master camera which has been default constructed getCamera()->setRenderer(createRenderer(getCamera())); setEventQueue(new osgGA::EventQueue); } View::View(const osgViewer::View& view, const osg::CopyOp& copyop): osg::View(view,copyop), osgGA::GUIActionAdapter(), _fusionDistanceMode(view._fusionDistanceMode), _fusionDistanceValue(view._fusionDistanceValue) { _scene = new Scene; // need to attach a Renderer to the master camera which has been default constructed getCamera()->setRenderer(createRenderer(getCamera())); setEventQueue(new osgGA::EventQueue); } View::~View() { osg::notify(osg::INFO)<<"Destructing osgViewer::View"<(&rhs); if (rhs_osgViewer) { // copy across rhs _startTick = rhs_osgViewer->_startTick; _frameStamp = rhs_osgViewer->_frameStamp; if (rhs_osgViewer->getSceneData()) { _scene = rhs_osgViewer->_scene; } if (rhs_osgViewer->_cameraManipulator.valid()) { _cameraManipulator = rhs_osgViewer->_cameraManipulator; } _eventHandlers.insert(_eventHandlers.end(), rhs_osgViewer->_eventHandlers.begin(), rhs_osgViewer->_eventHandlers.end()); _coordinateSystemNodePath = rhs_osgViewer->_coordinateSystemNodePath; _displaySettings = rhs_osgViewer->_displaySettings; _fusionDistanceMode = rhs_osgViewer->_fusionDistanceMode; _fusionDistanceValue = rhs_osgViewer->_fusionDistanceValue; // clear rhs rhs_osgViewer->_frameStamp = 0; rhs_osgViewer->_scene = 0; rhs_osgViewer->_cameraManipulator = 0; rhs_osgViewer->_eventHandlers.clear(); rhs_osgViewer->_coordinateSystemNodePath.clear(); rhs_osgViewer->_displaySettings; } #endif computeActiveCoordinateSystemNodePath(); assignSceneDataToCameras(); } osg::GraphicsOperation* View::createRenderer(osg::Camera* camera) { Renderer* render = new Renderer(camera); camera->setStats(new osg::Stats("Camera")); return render; } void View::init() { osg::notify(osg::INFO)<<"View::init()"< initEvent = _eventQueue->createEvent(); initEvent->setEventType(osgGA::GUIEventAdapter::FRAME); if (_cameraManipulator.valid()) { _cameraManipulator->init(*initEvent, *this); } } void View::setStartTick(osg::Timer_t tick) { _startTick = tick; } void View::setSceneData(osg::ref_ptr node) { if (node==_scene->getSceneData()) return; osg::ref_ptr scene = Scene::getScene(node.get()); if (scene.valid()) { osg::notify(osg::INFO)<<"View::setSceneData() Sharing scene "<referenceCount()!=1) { // we are not the only reference to the Scene so we cannot reuse it. _scene = new Scene; osg::notify(osg::INFO)<<"View::setSceneData() Allocating new scene"<<_scene.get()<setSceneData(node.get()); } if (getSceneData()) { // now make sure the scene graph is set up with the correct DataVariance to protect the dynamic elements of // the scene graph from being run in parallel. osgUtil::Optimizer::StaticObjectDetectionVisitor sodv; getSceneData()->accept(sodv); } computeActiveCoordinateSystemNodePath(); assignSceneDataToCameras(); } void View::setDatabasePager(osgDB::DatabasePager* dp) { _scene->setDatabasePager(dp); } osgDB::DatabasePager* View::getDatabasePager() { return _scene->getDatabasePager(); } const osgDB::DatabasePager* View::getDatabasePager() const { return _scene->getDatabasePager(); } void View::setCameraManipulator(osgGA::MatrixManipulator* manipulator) { _cameraManipulator = manipulator; if (_cameraManipulator.valid()) { _cameraManipulator->setCoordinateFrameCallback(new ViewerCoordinateFrameCallback(this)); if (getSceneData()) _cameraManipulator->setNode(getSceneData()); osg::ref_ptr dummyEvent = _eventQueue->createEvent(); _cameraManipulator->home(*dummyEvent, *this); } } void View::home() { if (_cameraManipulator.valid()) { osg::ref_ptr dummyEvent = _eventQueue->createEvent(); _cameraManipulator->home(*dummyEvent, *this); } } void View::addEventHandler(osgGA::GUIEventHandler* eventHandler) { _eventHandlers.push_back(eventHandler); } void View::setCoordinateSystemNodePath(const osg::NodePath& nodePath) { _coordinateSystemNodePath.clear(); std::copy(nodePath.begin(), nodePath.end(), std::back_inserter(_coordinateSystemNodePath)); } osg::NodePath View::getCoordinateSystemNodePath() const { osg::NodePath nodePath; for(ObserverNodePath::const_iterator itr = _coordinateSystemNodePath.begin(); itr != _coordinateSystemNodePath.end(); ++itr) { nodePath.push_back(const_cast(itr->get())); } return nodePath; } void View::computeActiveCoordinateSystemNodePath() { // now search for CoordinateSystemNode's for which we want to track. osg::Node* subgraph = getSceneData(); if (subgraph) { CollectedCoordinateSystemNodesVisitor ccsnv; subgraph->accept(ccsnv); if (!ccsnv._pathToCoordinateSystemNode.empty()) { setCoordinateSystemNodePath(ccsnv._pathToCoordinateSystemNode); return; } } // otherwise no node path found so reset to empty. setCoordinateSystemNodePath(osg::NodePath()); } void View::setUpViewAcrossAllScreens() { osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface(); if (!wsi) { osg::notify(osg::NOTICE)<<"View::setUpViewAcrossAllScreens() : Error, no WindowSystemInterface available, cannot create windows."<getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar); osg::GraphicsContext::ScreenIdentifier si; si.readDISPLAY(); // displayNum has not been set so reset it to 0. if (si.displayNum<0) si.displayNum = 0; unsigned int numScreens = wsi->getNumScreens(si); if (numScreens==1) { if (si.screenNum<0) si.screenNum = 0; unsigned int width, height; wsi->getScreenResolution(si, width, height); osg::ref_ptr 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->alpha = ds->getMinimumNumAlphaBits(); traits->stencil = ds->getMinimumNumStencilBits(); traits->windowDecoration = false; traits->doubleBuffer = true; traits->sharedContext = 0; traits->sampleBuffers = ds->getMultiSamples(); traits->samples = ds->getNumMultiSamples(); if (ds->getStereo()) { switch(ds->getStereoMode()) { case(osg::DisplaySettings::QUAD_BUFFER): traits->quadBufferStereo = true; break; case(osg::DisplaySettings::VERTICAL_INTERLACE): case(osg::DisplaySettings::CHECKERBOARD): case(osg::DisplaySettings::HORIZONTAL_INTERLACE): traits->stencil = 8; break; default: break; } } osg::ref_ptr gc = osg::GraphicsContext::createGraphicsContext(traits.get()); _camera->setGraphicsContext(gc.get()); osgViewer::GraphicsWindow* gw = dynamic_cast(gc.get()); if (gw) { osg::notify(osg::INFO)<<" GraphicsWindow has been created successfully."<getEventQueue()->getCurrentEventState()->setWindowRectangle(0, 0, width, height ); } else { osg::notify(osg::NOTICE)<<" GraphicsWindow has not been created successfully."<width) / double(traits->height); double aspectRatioChange = newAspectRatio / aspectRatio; if (aspectRatioChange != 1.0) { _camera->getProjectionMatrix() *= osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0); } _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); } else { double translate_x = 0.0; for(unsigned int i=0; igetScreenResolution(si, width, height); translate_x += double(width) / (double(height) * aspectRatio); } bool stereoSlitScreens = numScreens==2 && ds->getStereoMode()==osg::DisplaySettings::HORIZONTAL_SPLIT && ds->getStereo(); for(unsigned int i=0; igetScreenResolution(si, width, height); osg::ref_ptr traits = new osg::GraphicsContext::Traits; traits->hostName = si.hostName; traits->displayNum = si.displayNum; traits->screenNum = si.screenNum; traits->screenNum = i; traits->x = 0; traits->y = 0; traits->width = width; traits->height = height; traits->alpha = ds->getMinimumNumAlphaBits(); traits->stencil = ds->getMinimumNumStencilBits(); traits->windowDecoration = false; traits->doubleBuffer = true; traits->sharedContext = 0; traits->sampleBuffers = ds->getMultiSamples(); traits->samples = ds->getNumMultiSamples(); if (ds->getStereo()) { switch(ds->getStereoMode()) { case(osg::DisplaySettings::QUAD_BUFFER): traits->quadBufferStereo = true; break; case(osg::DisplaySettings::VERTICAL_INTERLACE): case(osg::DisplaySettings::CHECKERBOARD): case(osg::DisplaySettings::HORIZONTAL_INTERLACE): traits->stencil = 8; break; default: break; } } osg::ref_ptr gc = osg::GraphicsContext::createGraphicsContext(traits.get()); osg::ref_ptr camera = new osg::Camera; camera->setGraphicsContext(gc.get()); osgViewer::GraphicsWindow* gw = dynamic_cast(gc.get()); if (gw) { osg::notify(osg::INFO)<<" GraphicsWindow has been created successfully."<getEventQueue()->getCurrentEventState()->setWindowRectangle(traits->x, traits->y, traits->width, traits->height ); } else { osg::notify(osg::NOTICE)<<" GraphicsWindow has not been created successfully."<setViewport(new osg::Viewport(0, 0, traits->width, traits->height)); GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); if (stereoSlitScreens) { unsigned int leftCameraNum = (ds->getSplitStereoHorizontalEyeMapping()==osg::DisplaySettings::LEFT_EYE_LEFT_VIEWPORT) ? 0 : 1; osg::ref_ptr ds_local = new osg::DisplaySettings(*ds); ds_local->setStereoMode(leftCameraNum==i ? osg::DisplaySettings::LEFT_EYE : osg::DisplaySettings::RIGHT_EYE); camera->setDisplaySettings(ds_local.get()); addSlave(camera.get(), osg::Matrixd(), osg::Matrixd() ); } else { double newAspectRatio = double(traits->width) / double(traits->height); double aspectRatioChange = newAspectRatio / aspectRatio; addSlave(camera.get(), osg::Matrixd::translate( translate_x - aspectRatioChange, 0.0, 0.0) * osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0), osg::Matrixd() ); translate_x -= aspectRatioChange * 2.0; } } } assignSceneDataToCameras(); } void View::setUpViewInWindow(int x, int y, int width, int height, unsigned int screenNum) { osg::DisplaySettings* ds = _displaySettings.valid() ? _displaySettings.get() : osg::DisplaySettings::instance(); osg::ref_ptr traits = new osg::GraphicsContext::Traits; traits->readDISPLAY(); if (traits->displayNum<0) traits->displayNum = 0; traits->screenNum = screenNum; traits->x = x; traits->y = y; traits->width = width; traits->height = height; traits->alpha = ds->getMinimumNumAlphaBits(); traits->stencil = ds->getMinimumNumStencilBits(); traits->windowDecoration = true; traits->doubleBuffer = true; traits->sharedContext = 0; traits->sampleBuffers = ds->getMultiSamples(); traits->samples = ds->getNumMultiSamples(); if (ds->getStereo()) { switch(ds->getStereoMode()) { case(osg::DisplaySettings::QUAD_BUFFER): traits->quadBufferStereo = true; break; case(osg::DisplaySettings::VERTICAL_INTERLACE): case(osg::DisplaySettings::CHECKERBOARD): case(osg::DisplaySettings::HORIZONTAL_INTERLACE): traits->stencil = 8; break; default: break; } } osg::ref_ptr gc = osg::GraphicsContext::createGraphicsContext(traits.get()); _camera->setGraphicsContext(gc.get()); osgViewer::GraphicsWindow* gw = dynamic_cast(gc.get()); if (gw) { osg::notify(osg::INFO)<<"View::setUpViewOnSingleScreen - GraphicsWindow has been created successfully."<getEventQueue()->getCurrentEventState()->setWindowRectangle(x, y, width, height ); } else { osg::notify(osg::NOTICE)<<" GraphicsWindow has not been created successfully."<getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar); double newAspectRatio = double(traits->width) / double(traits->height); double aspectRatioChange = newAspectRatio / aspectRatio; if (aspectRatioChange != 1.0) { _camera->getProjectionMatrix() *= osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0); } _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); } void View::setUpViewOnSingleScreen(unsigned int screenNum) { osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface(); if (!wsi) { osg::notify(osg::NOTICE)<<"View::setUpViewOnSingleScreen() : Error, no WindowSystemInterface available, cannot create windows."<getScreenResolution(si, width, height); osg::ref_ptr 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->alpha = ds->getMinimumNumAlphaBits(); traits->stencil = ds->getMinimumNumStencilBits(); traits->windowDecoration = false; traits->doubleBuffer = true; traits->sharedContext = 0; traits->sampleBuffers = ds->getMultiSamples(); traits->samples = ds->getNumMultiSamples(); if (ds->getStereo()) { switch(ds->getStereoMode()) { case(osg::DisplaySettings::QUAD_BUFFER): traits->quadBufferStereo = true; break; case(osg::DisplaySettings::VERTICAL_INTERLACE): case(osg::DisplaySettings::CHECKERBOARD): case(osg::DisplaySettings::HORIZONTAL_INTERLACE): traits->stencil = 8; break; default: break; } } osg::ref_ptr gc = osg::GraphicsContext::createGraphicsContext(traits.get()); _camera->setGraphicsContext(gc.get()); osgViewer::GraphicsWindow* gw = dynamic_cast(gc.get()); if (gw) { osg::notify(osg::INFO)<<"View::setUpViewOnSingleScreen - GraphicsWindow has been created successfully."<getEventQueue()->getCurrentEventState()->setWindowRectangle(0, 0, width, height ); } else { osg::notify(osg::NOTICE)<<" GraphicsWindow has not been created successfully."<getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar); double newAspectRatio = double(traits->width) / double(traits->height); double aspectRatioChange = newAspectRatio / aspectRatio; if (aspectRatioChange != 1.0) { _camera->getProjectionMatrix() *= osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0); } _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); } static osg::Geometry* create3DSphericalDisplayDistortionMesh(const osg::Vec3& origin, const osg::Vec3& widthVector, const osg::Vec3& heightVector, double sphere_radius, double collar_radius,osg::Image* intensityMap, const osg::Matrix& projectorMatrix) { osg::Vec3d center(0.0,0.0,0.0); osg::Vec3d eye(0.0,0.0,0.0); double distance = sqrt(sphere_radius*sphere_radius - collar_radius*collar_radius); bool centerProjection = false; osg::Vec3d projector = eye - osg::Vec3d(0.0,0.0, distance); osg::notify(osg::INFO)<<"create3DSphericalDisplayDistortionMesh : Projector position = "<getScreenResolution(si, width, height); osg::ref_ptr 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 gc = osg::GraphicsContext::createGraphicsContext(traits.get()); if (!gc) { osg::notify(osg::NOTICE)<<"GraphicsWindow has not been created successfully."<setTextureSize(tex_width, tex_height); texture->setInternalFormat(GL_RGB); 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 // front face { osg::ref_ptr camera = new osg::Camera; camera->setName("Front face 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, osg::TextureCubeMap::POSITIVE_Y); addSlave(camera.get(), osg::Matrixd(), osg::Matrixd()); } // top face { osg::ref_ptr camera = new osg::Camera; camera->setName("Top face camera"); camera->setGraphicsContext(gc.get()); camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height)); GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; 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, osg::TextureCubeMap::POSITIVE_Z); addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(-90.0f), 1.0,0.0,0.0)); } // left face { osg::ref_ptr camera = new osg::Camera; camera->setName("Left face 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, osg::TextureCubeMap::NEGATIVE_X); addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(-90.0f), 0.0,1.0,0.0) * osg::Matrixd::rotate(osg::inDegrees(-90.0f), 0.0,0.0,1.0)); } // right face { osg::ref_ptr camera = new osg::Camera; camera->setName("Right face 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, osg::TextureCubeMap::POSITIVE_X); addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(90.0f), 0.0,1.0,0.0 ) * osg::Matrixd::rotate(osg::inDegrees(90.0f), 0.0,0.0,1.0)); } // bottom face { osg::ref_ptr camera = new osg::Camera; camera->setGraphicsContext(gc.get()); camera->setName("Bottom face camera"); 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, osg::TextureCubeMap::NEGATIVE_Z); addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(90.0f), 1.0,0.0,0.0) * osg::Matrixd::rotate(osg::inDegrees(180.0f), 0.0,0.0,1.0)); } // back face { osg::ref_ptr camera = new osg::Camera; camera->setName("Back face 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, osg::TextureCubeMap::NEGATIVE_Y); addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(180.0f), 1.0,0.0,0.0)); } getCamera()->setProjectionMatrixAsPerspective(90.0f, 1.0, 1, 1000.0); // distortion correction set up. { osg::Geode* geode = new osg::Geode(); geode->addDrawable(create3DSphericalDisplayDistortionMesh(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(width,0.0f,0.0f), osg::Vec3(0.0f,height,0.0f), radius, collar, applyIntensityMapAsColours ? intensityMap : 0, projectorMatrix)); // 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 = geode->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); if (!applyIntensityMapAsColours && intensityMap) { stateset->setTextureAttributeAndModes(1, new osg::Texture2D(intensityMap), osg::StateAttribute::ON); } osg::ref_ptr 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 buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF); camera->setAllowEventFocus(false); 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(geode); camera->setName("DistortionCorrectionCamera"); addSlave(camera.get(), osg::Matrixd(), osg::Matrixd(), false); } getCamera()->setNearFarRatio(0.0001f); if (getLightingMode()==osg::View::HEADLIGHT) { // set a local light source for headlight to ensure that lighting is consistent across sides of cube. getLight()->setPosition(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); } } static osg::Geometry* createParoramicSphericalDisplayDistortionMesh(const osg::Vec3& origin, const osg::Vec3& widthVector, const osg::Vec3& heightVector, double sphere_radius, double collar_radius, osg::Image* intensityMap, const osg::Matrix& projectorMatrix) { osg::Vec3d center(0.0,0.0,0.0); osg::Vec3d eye(0.0,0.0,0.0); bool centerProjection = false; double distance = sqrt(sphere_radius*sphere_radius - collar_radius*collar_radius); bool flip = false; bool texcoord_flip = false; osg::Vec3d projector = eye - osg::Vec3d(0.0,0.0, distance); osg::notify(osg::INFO)<<"createParoramicSphericalDisplayDistortionMesh : Projector position = "<getScreenResolution(si, width, height); osg::ref_ptr 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; bool applyIntensityMapAsColours = true; osg::ref_ptr gc = osg::GraphicsContext::createGraphicsContext(traits.get()); if (!gc) { osg::notify(osg::NOTICE)<<"GraphicsWindow has not been created successfully."<setTextureSize(tex_width, tex_height); texture->setInternalFormat(GL_RGB); 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); #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 // front face { osg::ref_ptr camera = new osg::Camera; camera->setName("Front face 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); addSlave(camera.get(), osg::Matrixd(), osg::Matrixd()); } // distortion correction set up. { osg::Geode* geode = new osg::Geode(); geode->addDrawable(createParoramicSphericalDisplayDistortionMesh(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(width,0.0f,0.0f), osg::Vec3(0.0f,height,0.0f), radius, collar, applyIntensityMapAsColours ? intensityMap : 0, projectorMatrix)); // 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 = geode->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); osg::TexMat* texmat = new osg::TexMat; texmat->setScaleByTextureRectangleSize(true); stateset->setTextureAttributeAndModes(0, texmat, osg::StateAttribute::ON); if (!applyIntensityMapAsColours && intensityMap) { stateset->setTextureAttributeAndModes(1, new osg::Texture2D(intensityMap), osg::StateAttribute::ON); } osg::ref_ptr 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 buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF); camera->setAllowEventFocus(false); 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(geode); camera->setName("DistortionCorrectionCamera"); addSlave(camera.get(), osg::Matrixd(), osg::Matrixd(), false); } } void View::setUpViewForWoWVxDisplay(unsigned int screenNum, unsigned char wow_content, unsigned char wow_factor, unsigned char wow_offset, float wow_disparity_Zd, float wow_disparity_vz, float wow_disparity_M, float wow_disparity_C) { osg::notify(osg::INFO)<<"View::setUpViewForWoWVxDisplay(...)"<getScreenResolution(si, width, height); osg::ref_ptr 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 gc = osg::GraphicsContext::createGraphicsContext(traits.get()); if (!gc) { osg::notify(osg::NOTICE)<<"GraphicsWindow has not been created successfully."<setTextureSize(tex_width, tex_height); texture->setInternalFormat(GL_RGB); texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); osg::Texture2D* textureD = new osg::Texture2D; textureD->setTextureSize(tex_width, tex_height); textureD->setInternalFormat(GL_DEPTH_COMPONENT); textureD->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); textureD->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); #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 // front face { osg::ref_ptr camera = new osg::Camera; camera->setName("Front face 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); camera->attach(osg::Camera::DEPTH_BUFFER, textureD); addSlave(camera.get(), osg::Matrixd(), osg::Matrixd()); } // WoW display set up. { osg::Texture1D *textureHeader = new osg::Texture1D(); // Set up the header { unsigned char header[]= {0xF1,wow_content,wow_factor,wow_offset,0x00,0x00,0x00,0x00,0x00,0x00}; // Calc the CRC32 { unsigned long _register = 0; for(int i = 0; i < 10; ++i) { unsigned char mask = 0x80; unsigned char byte = header[i]; for (int j = 0; j < 8; ++j) { bool topBit = (_register & 0x80000000) != 0; _register <<= 1; _register ^= ((byte & mask) != 0? 0x1: 0x0); if (topBit) { _register ^= 0x04c11db7; } mask >>= 1; } } unsigned char *p = (unsigned char*) &_register; for(size_t i = 0; i < 4; ++i) { header[i+6] = p[3-i]; } } osg::ref_ptr imageheader = new osg::Image(); imageheader->allocateImage(256,1,1,GL_LUMINANCE,GL_UNSIGNED_BYTE); { unsigned char *cheader = imageheader->data(); for (int x=0; x<256; ++x){ cheader[x] = 0; } for (int x=0; x<=9; ++x){ for (int y=7; y>=0; --y){ int i = 2*(7-y)+16*x; cheader[i] = (((1<<(y))&(header[x])) << (7-(y))); } } } textureHeader->setImage(imageheader.get()); } // Create the Screen Aligned Quad osg::Geode* geode = new osg::Geode(); { osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array; vertices->push_back(osg::Vec3(0,height,0)); vertices->push_back(osg::Vec3(0,0,0)); vertices->push_back(osg::Vec3(width,0,0)); vertices->push_back(osg::Vec3(width,height,0)); geom->setVertexArray(vertices); osg::Vec2Array* tex = new osg::Vec2Array; tex->push_back(osg::Vec2(0,1)); tex->push_back(osg::Vec2(0,0)); tex->push_back(osg::Vec2(1,0)); tex->push_back(osg::Vec2(1,1)); geom->setTexCoordArray(0,tex); geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); geode->addDrawable(geom); // new we need to add the textures to the quad, and setting up the shader. osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0, textureHeader,osg::StateAttribute::ON); stateset->setTextureAttributeAndModes(1, texture,osg::StateAttribute::ON); stateset->setTextureAttributeAndModes(2, textureD,osg::StateAttribute::ON); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); osg::ref_ptr programShader = new osg::Program(); stateset->setAttribute(programShader.get(), osg::StateAttribute::ON); stateset->addUniform( new osg::Uniform("wow_width", (int)width)); stateset->addUniform( new osg::Uniform("wow_height", (int)height)); stateset->addUniform( new osg::Uniform("wow_disparity_M", wow_disparity_M)); stateset->addUniform( new osg::Uniform("wow_disparity_Zd", wow_disparity_Zd)); stateset->addUniform( new osg::Uniform("wow_disparity_vz", wow_disparity_vz)); stateset->addUniform( new osg::Uniform("wow_disparity_C", wow_disparity_C)); stateset->addUniform(new osg::Uniform("wow_header", 0)); stateset->addUniform(new osg::Uniform("wow_tcolor", 1)); stateset->addUniform(new osg::Uniform("wow_tdepth", 2)); osg::Shader *frag = new osg::Shader(osg::Shader::FRAGMENT); frag->setShaderSource(" "\ " uniform sampler1D wow_header; " \ " uniform sampler2D wow_tcolor; " \ " uniform sampler2D wow_tdepth; " \ " " \ " uniform int wow_width; " \ " uniform int wow_height; " \ " uniform float wow_disparity_M; " \ " uniform float wow_disparity_Zd; " \ " uniform float wow_disparity_vz; " \ " uniform float wow_disparity_C; " \ " " \ " float disparity(float Z) " \ " { " \ " return (wow_disparity_M*(1.0-(wow_disparity_vz/(Z-wow_disparity_Zd+wow_disparity_vz))) " \ " + wow_disparity_C) / 255.0; " \ " } " \ " " \ " void main() " \ " { " \ " vec2 pos = (gl_FragCoord.xy / vec2(wow_width/2,wow_height) ); " \ " if (gl_FragCoord.x > float(wow_width/2)) " \ " { " \ " gl_FragColor = vec4(disparity(( texture2D(wow_tdepth, pos - vec2(1,0))).z)); " \ " } " \ " else{ " \ " gl_FragColor = texture2D(wow_tcolor, pos); " \ " } " \ " if ( (gl_FragCoord.y >= float(wow_height-1)) && (gl_FragCoord.x < 256.0) ) " \ " { " \ " float pos = gl_FragCoord.x/256.0; " \ " float blue = texture1D(wow_header, pos).b; " \ " if ( blue < 0.5) " \ " gl_FragColor.b -=0.5; " \ " else " \ " gl_FragColor.b += 0.5; " \ " } " \ " } " ); programShader->addShader(frag); } // Create the Camera { osg::ref_ptr 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 buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF); camera->setAllowEventFocus(false); 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(geode); camera->setName("WoWCamera"); addSlave(camera.get(), osg::Matrixd(), osg::Matrixd(), false); } } } void View::assignSceneDataToCameras() { // osg::notify(osg::NOTICE)<<"View::assignSceneDataToCameras()"<getSceneData() : 0; if (_cameraManipulator.valid()) { _cameraManipulator->setNode(sceneData); osg::ref_ptr dummyEvent = _eventQueue->createEvent(); _cameraManipulator->home(*dummyEvent, *this); } if (_camera.valid()) { _camera->removeChildren(0,_camera->getNumChildren()); if (sceneData) _camera->addChild(sceneData); } for(unsigned i=0; iremoveChildren(0,slave._camera->getNumChildren()); if (sceneData) slave._camera->addChild(sceneData); } } } void View::requestRedraw() { } void View::requestContinuousUpdate(bool) { } void View::requestWarpPointer(float x,float y) { osg::notify(osg::INFO)<<"View::requestWarpPointer("<(camera->getGraphicsContext()); if (gw) { getEventQueue()->mouseWarped(x,y); if (gw->getEventQueue()->getCurrentEventState()->getMouseYOrientation()==osgGA::GUIEventAdapter::Y_INCREASING_DOWNWARDS) { local_y = gw->getTraits()->height - local_y; } const_cast(gw)->getEventQueue()->mouseWarped(local_x,local_y); const_cast(gw)->requestWarpPointer(local_x, local_y); } } else { osg::notify(osg::INFO)<<"View::requestWarpPointer failed no camera containing pointer"<getCurrentEventState(); bool view_invert_y = eventState->getMouseYOrientation()==osgGA::GUIEventAdapter::Y_INCREASING_DOWNWARDS; // osg::notify(osg::NOTICE)<<"View::getCameraContainingPosition("<= (viewport->x()-epsilon) && new_y >= (viewport->y()-epsilon) && new_x < (viewport->x()+viewport->width()-1.0+epsilon) && new_y <= (viewport->y()+viewport->height()-1.0+epsilon) ) { local_x = new_x; local_y = new_y; // osg::notify(osg::NOTICE)<<"Returning master camera"<getViewMatrix() * getCamera()->getProjectionMatrix(); x = (x - eventState->getXmin()) * 2.0 / (eventState->getXmax()-eventState->getXmin()) - 1.0; y = (y - eventState->getYmin())* 2.0 / (eventState->getYmax()-eventState->getYmin()) - 1.0; if (view_invert_y) y = - y; for(int i=getNumSlaves()-1; i>=0; --i) { const Slave& slave = getSlave(i); if (slave._camera.valid() && slave._camera->getAllowEventFocus() && slave._camera->getRenderTargetImplementation()==osg::Camera::FRAME_BUFFER) { // osg::notify(osg::NOTICE)<<"Testing slave camera "<getName()<getViewport() : 0; osg::Matrix localCameraVPW = camera->getViewMatrix() * camera->getProjectionMatrix(); if (viewport) localCameraVPW *= viewport->computeWindowMatrix(); osg::Matrix matrix( osg::Matrix::inverse(masterCameraVPW) * localCameraVPW ); osg::Vec3d new_coord = osg::Vec3d(x,y,0.0) * matrix; //osg::notify(osg::NOTICE)<<" x="<getXmin()="<getXmin()<<" eventState->getXmax()="<getXmax()<= (viewport->x()-epsilon) && new_coord.y() >= (viewport->y()-epsilon) && new_coord.x() < (viewport->x()+viewport->width()-1.0+epsilon) && new_coord.y() <= (viewport->y()+viewport->height()-1.0+epsilon) ) { // osg::notify(osg::NOTICE)<<" in viewport "<x()<<" "<<(viewport->x()+viewport->width())<getViewport() ? osgUtil::Intersector::WINDOW : osgUtil::Intersector::PROJECTION; osg::ref_ptr< osgUtil::LineSegmentIntersector > picker = new osgUtil::LineSegmentIntersector(cf, local_x, local_y); #if 0 osg::notify(osg::NOTICE)<<"View::computeIntersections(x="<getViewport()->x()<<","<getViewport()->y()<<","<getViewport()->width()<<","<getViewport()->height()<<")"<getGraphicsContext() ? camera->getGraphicsContext()->getTraits() : 0; if (traits) { osg::notify(osg::NOTICE)<<" window ("<x<<","<y<<","<width<<","<height<<")"<(camera)->accept(iv); if (picker->containsIntersections()) { intersections = picker->getIntersections(); return true; } else { intersections.clear(); return false; } return false; } bool View::computeIntersections(float x,float y, osg::NodePath& nodePath, osgUtil::LineSegmentIntersector::Intersections& intersections,osg::Node::NodeMask traversalMask) { if (!_camera.valid()) return false; float local_x, local_y = 0.0; const osg::Camera* camera = getCameraContainingPosition(x, y, local_x, local_y); if (!camera) camera = _camera.get(); osg::Matrix matrix = osg::computeWorldToLocal(nodePath) * camera->getViewMatrix() * camera->getProjectionMatrix(); double zNear = -1.0; double zFar = 1.0; if (camera->getViewport()) { matrix.postMult(camera->getViewport()->computeWindowMatrix()); zNear = 0.0; zFar = 1.0; } osg::Matrix inverse; inverse.invert(matrix); osg::Vec3d startVertex = osg::Vec3d(local_x,local_y,zNear) * inverse; osg::Vec3d endVertex = osg::Vec3d(local_x,local_y,zFar) * inverse; osg::ref_ptr< osgUtil::LineSegmentIntersector > picker = new osgUtil::LineSegmentIntersector(osgUtil::Intersector::MODEL, startVertex, endVertex); osgUtil::IntersectionVisitor iv(picker.get()); iv.setTraversalMask(traversalMask); nodePath.back()->accept(iv); if (picker->containsIntersections()) { intersections = picker->getIntersections(); return true; } else { intersections.clear(); return false; } }