#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // call back which cretes a deformation field to oscilate the model. class MyGeometryCallback : public osg::Drawable::UpdateCallback, public osg::Drawable::AttributeFunctor { public: MyGeometryCallback(const osg::Vec3& o, const osg::Vec3& x,const osg::Vec3& y,const osg::Vec3& z, double period,double xphase,double amplitude): _firstCall(true), _startTime(0.0), _time(0.0), _period(period), _xphase(xphase), _amplitude(amplitude), _origin(o), _xAxis(x), _yAxis(y), _zAxis(z) {} virtual void update(osg::NodeVisitor* nv,osg::Drawable* drawable) { const osg::FrameStamp* fs = nv->getFrameStamp(); double referenceTime = fs->getReferenceTime(); if (_firstCall) { _firstCall = false; _startTime = referenceTime; } _time = referenceTime-_startTime; drawable->accept(*this); drawable->dirtyBound(); osg::Geometry* geometry = dynamic_cast(drawable); if (geometry) { osgUtil::SmoothingVisitor::smooth(*geometry); } } virtual void apply(osg::Drawable::AttributeType type,unsigned int count,osg::Vec3* begin) { if (type == osg::Drawable::VERTICES) { const float TwoPI=2.0f*osg::PI; const float phase = -_time/_period; osg::Vec3* end = begin+count; for (osg::Vec3* itr=begin;itrgetPixelFormat()==GL_RGBA && _image->getDataType()==GL_UNSIGNED_BYTE) { // we'll pick out the center 1/2 of the whole image, int column_start = _image->s()/4; int column_end = 3*column_start; int row_start = _image->t()/4; int row_end = 3*row_start; // and then invert these pixels for(int r=row_start; rdata(column_start, r); for(int c=column_start; cdirty(); } else if (_image && _image->getPixelFormat()==GL_RGBA && _image->getDataType()==GL_FLOAT) { // we'll pick out the center 1/2 of the whole image, int column_start = _image->s()/4; int column_end = 3*column_start; int row_start = _image->t()/4; int row_end = 3*row_start; // and then invert these pixels for(int r=row_start; rdata(column_start, r); for(int c=column_start; cdirty(); } } osg::Image* _image; }; osg::Node* createPreRenderSubGraph(osg::Node* subgraph, unsigned tex_width, unsigned tex_height, osg::CameraNode::RenderTargetImplementation renderImplementation, bool useImage, bool useTextureRectangle, bool useHDR) { if (!subgraph) return 0; // create a group to contain the flag and the pre rendering camera. osg::Group* parent = new osg::Group; // texture to render to and to use for rendering of flag. osg::Texture* texture = 0; if (useTextureRectangle) { osg::TextureRectangle* textureRect = new osg::TextureRectangle; textureRect->setTextureSize(tex_width, tex_height); textureRect->setInternalFormat(GL_RGBA); textureRect->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); textureRect->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); texture = textureRect; } else { osg::Texture2D* texture2D = new osg::Texture2D; texture2D->setTextureSize(tex_width, tex_height); texture2D->setInternalFormat(GL_RGBA); texture2D->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture2D->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); texture = texture2D; } if (useHDR) { texture->setInternalFormat(GL_RGBA16F_ARB); texture->setSourceFormat(GL_RGBA); texture->setSourceType(GL_FLOAT); } // first create the geometry of the flag of which to view. { // create the to visualize. osg::Geometry* polyGeom = new osg::Geometry(); polyGeom->setSupportsDisplayList(false); osg::Vec3 origin(0.0f,0.0f,0.0f); osg::Vec3 xAxis(1.0f,0.0f,0.0f); osg::Vec3 yAxis(0.0f,0.0f,1.0f); osg::Vec3 zAxis(0.0f,-1.0f,0.0f); float height = 100.0f; float width = 200.0f; int noSteps = 20; osg::Vec3Array* vertices = new osg::Vec3Array; osg::Vec3 bottom = origin; osg::Vec3 top = origin; top.z()+= height; osg::Vec3 dv = xAxis*(width/((float)(noSteps-1))); osg::Vec2Array* texcoords = new osg::Vec2Array; // note, when we use TextureRectangle we have to scale the tex coords up to compensate. osg::Vec2 bottom_texcoord(0.0f,0.0f); osg::Vec2 top_texcoord(0.0f, useTextureRectangle ? tex_height : 1.0f); osg::Vec2 dv_texcoord((useTextureRectangle ? tex_width : 1.0f)/(float)(noSteps-1),0.0f); for(int i=0;ipush_back(top); vertices->push_back(bottom); top+=dv; bottom+=dv; texcoords->push_back(top_texcoord); texcoords->push_back(bottom_texcoord); top_texcoord+=dv_texcoord; bottom_texcoord+=dv_texcoord; } // pass the created vertex array to the points geometry object. polyGeom->setVertexArray(vertices); polyGeom->setTexCoordArray(0,texcoords); osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); polyGeom->setColorArray(colors); polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL); polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUAD_STRIP,0,vertices->size())); // new we need to add the texture to the Drawable, we do so by creating a // StateSet to contain the Texture StateAttribute. osg::StateSet* stateset = new osg::StateSet; stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON); polyGeom->setStateSet(stateset); polyGeom->setUpdateCallback(new MyGeometryCallback(origin,xAxis,yAxis,zAxis,1.0,1.0/width,0.2f)); osg::Geode* geode = new osg::Geode(); geode->addDrawable(polyGeom); parent->addChild(geode); } // then create the camera node to do the render to texture { osg::CameraNode* camera = new osg::CameraNode; // set up the background color and clear mask. camera->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f)); camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); const osg::BoundingSphere& bs = subgraph->getBound(); if (!bs.valid()) { return subgraph; } float znear = 1.0f*bs.radius(); float zfar = 3.0f*bs.radius(); // 2:1 aspect ratio as per flag geomtry below. float proj_top = 0.25f*znear; float proj_right = 0.5f*znear; znear *= 0.9f; zfar *= 1.1f; // set up projection. camera->setProjectionMatrixAsFrustum(-proj_right,proj_right,-proj_top,proj_top,znear,zfar); // set view camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrixAsLookAt(bs.center()-osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f)); // set viewport camera->setViewport(0,0,tex_width,tex_height); // set the camera to render before the main camera. camera->setRenderOrder(osg::CameraNode::PRE_RENDER); // tell the camera to use OpenGL frame buffer object where supported. camera->setRenderTargetImplementation(renderImplementation); if (useImage) { osg::Image* image = new osg::Image; //image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_UNSIGNED_BYTE); image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_FLOAT); // attach the image so its copied on each frame. camera->attach(osg::CameraNode::COLOR_BUFFER, image); camera->setPostDrawCallback(new MyCameraPostDrawCallback(image)); // Rather than attach the texture directly to illustrate the texture's ability to // detect an image update and to subload the image onto the texture. You needn't // do this when using an Image for copying to, as a seperate camera->attach(..) // would suffice as well, but we'll do it the long way round here just for demonstation // purposes (long way round meaning we'll need to copy image to main memory, then // copy it back to the graphics card to the texture in one frame). // The long way round allows us to mannually modify the copied image via the callback // and then let this modified image by reloaded back. texture->setImage(0, image); } else { // attach the texture and use it as the color buffer. camera->attach(osg::CameraNode::COLOR_BUFFER, texture); } // add subgraph to render camera->addChild(subgraph); parent->addChild(camera); } return parent; } int main( int argc, char **argv ) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(&argc,argv); // set up the usage document, in case we need to print out how to use this program. arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates pre rendering of scene to a texture, and then apply this texture to geometry."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); arguments.getApplicationUsage()->addCommandLineOption("--fbo","Use Frame Buffer Object for render to texture, where supported."); arguments.getApplicationUsage()->addCommandLineOption("--fb","Use FrameBuffer for render to texture."); arguments.getApplicationUsage()->addCommandLineOption("--pbuffer","Use Pixel Buffer for render to texture, where supported."); arguments.getApplicationUsage()->addCommandLineOption("--window","Use a seperate Window for render to texture."); arguments.getApplicationUsage()->addCommandLineOption("--width","Set the width of the render to texture."); arguments.getApplicationUsage()->addCommandLineOption("--height","Set the height of the render to texture."); arguments.getApplicationUsage()->addCommandLineOption("--image","Render to an image, then apply a post draw callback to it, and use this image to update a texture."); arguments.getApplicationUsage()->addCommandLineOption("--texture-rectangle","Use osg::TextureRectangle for doing the render to texure to."); // construct the viewer. osgProducer::Viewer viewer(arguments); // set up the value with sensible default event handlers. viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS); // get details on keyboard and mouse bindings used by the viewer. viewer.getUsage(*arguments.getApplicationUsage()); // if user request help write it out to cout. if (arguments.read("-h") || arguments.read("--help")) { arguments.getApplicationUsage()->write(std::cout); return 1; } unsigned tex_width = 1024; unsigned tex_height = 512; while (arguments.read("--width", tex_width)) {} while (arguments.read("--height", tex_height)) {} osg::CameraNode::RenderTargetImplementation renderImplementation = osg::CameraNode::FRAME_BUFFER_OBJECT; while (arguments.read("--fbo")) { renderImplementation = osg::CameraNode::FRAME_BUFFER_OBJECT; } while (arguments.read("--pbuffer")) { renderImplementation = osg::CameraNode::PIXEL_BUFFER; } while (arguments.read("--pbuffer-rtt")) { renderImplementation = osg::CameraNode::PIXEL_BUFFER_RTT; } while (arguments.read("--fb")) { renderImplementation = osg::CameraNode::FRAME_BUFFER; } while (arguments.read("--window")) { renderImplementation = osg::CameraNode::SEPERATE_WINDOW; } bool useImage = false; while (arguments.read("--image")) { useImage = true; } bool useTextureRectangle = false; while (arguments.read("--texture-rectangle")) { useTextureRectangle = true; } bool useHDR = false; while (arguments.read("--hdr")) { useHDR = true; } // any option left unread are converted into errors to write out later. arguments.reportRemainingOptionsAsUnrecognized(); // report any errors if they have occured when parsing the program aguments. if (arguments.errors()) { arguments.writeErrorMessages(std::cout); return 1; } if (arguments.argc()<=1) { arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION); return 1; } // load the nodes from the commandline arguments. osg::Node* loadedModel = osgDB::readNodeFiles(arguments); if (!loadedModel) { return 1; } // create a transform to spin the model. osg::MatrixTransform* loadedModelTransform = new osg::MatrixTransform; loadedModelTransform->addChild(loadedModel); osg::NodeCallback* nc = new osg::AnimationPathCallback(loadedModelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f)); loadedModelTransform->setUpdateCallback(nc); osg::Group* rootNode = new osg::Group(); rootNode->addChild(createPreRenderSubGraph(loadedModelTransform,tex_width,tex_height, renderImplementation, useImage, useTextureRectangle, useHDR)); // add model to the viewer. viewer.setSceneData( rootNode ); // create the windows and run the threads. viewer.realize(); while( !viewer.done() ) { // wait for all cull and draw threads to complete. viewer.sync(); // update the scene by traversing it with the the update visitor which will // call all node update callbacks and animations. viewer.update(); // fire off the cull and draw traversals of the scene. viewer.frame(); } // wait for all cull and draw threads to complete before exit. viewer.sync(); return 0; }