/* Steffen Frey Fachpraktikum Graphik-Programmierung 2007 Institut fuer Visualisierung und Interaktive Systeme Universitaet Stuttgart */ //export OSG_NOTIFY_LEVEL=DEBUG_INFO #include "DePee.h" #include #include #include #include #include #include #include "Utility.h" #include #include #include #include DePee::DePee(osg::Group* parent, osg::Group* subgraph, unsigned width, unsigned height) { _renderToFirst = false; _isSketchy =false; _isColored = false; _isEdgy = true; _isCrayon = false; _normalDepthMapProgram = Utility::createProgram("shaders/depthpeel_normaldepthmap.vert","shaders/depthpeel_normaldepthmap.frag"); _colorMapProgram = Utility::createProgram("shaders/depthpeel_colormap.vert","shaders/depthpeel_colormap.frag" ); _edgeMapProgram = Utility::createProgram("shaders/depthpeel_edgemap.vert", "shaders/depthpeel_edgemap.frag"); _parent = new osg::Group; parent->addChild(_parent.get()); _subgraph = subgraph; _width = width; _height = height; _texWidth = width; _texHeight = height; assert(parent); assert(subgraph); _fps = 0; _colorCamera = 0; _sketchy = new osg::Uniform("sketchy", false); _colored = new osg::Uniform("colored", false); _edgy = new osg::Uniform("edgy", true); _sketchiness = new osg::Uniform("sketchiness", (float) 1.0); _normalDepthMap0 = Utility::newColorTexture2D(_texWidth, _texHeight, 32); _normalDepthMap1 = Utility::newColorTexture2D(_texWidth, _texHeight, 32); _edgeMap = Utility::newColorTexture2D(_texWidth, _texHeight, 8); _colorMap = Utility::newColorTexture2D(_texWidth, _texHeight, 8); //create a noise map...this doesn't end up in a new rendering pass (void) createMap(NOISE_MAP); //the viewport aligned quad _quadGeode = Utility::getCanvasQuad(_width, _height); //!!!Getting problems if assigning unit to texture in depth peeling subgraph and removing depth peeling steps!!! //That's why it is done here osg::StateSet* stateset = _parent->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(1, _normalDepthMap0.get(), osg::StateAttribute::ON); stateset->setTextureAttributeAndModes(2, _normalDepthMap1.get(), osg::StateAttribute::ON); stateset->setTextureAttributeAndModes(3, _edgeMap.get(), osg::StateAttribute::ON); stateset->setTextureAttributeAndModes(4, _colorMap.get(), osg::StateAttribute::ON); stateset->setTextureAttributeAndModes(5, _noiseMap.get(), osg::StateAttribute::ON); // render the final thing (void) createFinal(); //take one step initially addDePeePass(); //render head up display (void) createHUD(); } DePee::~DePee() { } void DePee::setSketchy(bool sketchy) { _sketchy->set(sketchy); _isSketchy = sketchy; } void DePee::setCrayon(bool crayon) { if(_isCrayon != crayon) { _isCrayon = crayon; createMap(NOISE_MAP); } } void DePee::setSketchiness(double sketchiness) { _sketchiness->set((float)sketchiness); } void DePee::setColored(bool colored) { if(colored == !_isColored) { if(colored) { (void) createMap(COLOR_MAP, false); } else { _dePeePasses.back()->remRenderPass(COLOR_MAP); } _colored->set(colored); _isColored = colored; } } void DePee::setEdgy(bool edgy) { if(edgy != _isEdgy) { _isEdgy = edgy; unsigned int n = 0; while(remDePeePass()) { ++n; } if(edgy) { (void) createMap(EDGE_MAP,_dePeePasses.size() == 1); } else { _dePeePasses.back()->remRenderPass(EDGE_MAP); } for(unsigned int i=0; i < n; i++) { addDePeePass(); } } _edgy->set(edgy); } void DePee::setFPS(double* fps) { _fps = fps; } unsigned int DePee::getNumberOfRenderPasses() { unsigned int n = 0; for(unsigned int i=0; i < _dePeePasses.size();i++) n += _dePeePasses.at(i)->Cameras.size(); // add one pass for final rendering pass and one for hud return n+2; } bool DePee::addDePeePass() { if(_isColored) { //remove previous color pass _dePeePasses.back()->remRenderPass(COLOR_MAP); } _dePeePasses.push_back(new DePeePass()); _parent->addChild(_dePeePasses.back()->root.get()); //need to create a depth map in every case (void) createMap(NORMAL_DEPTH_MAP, _dePeePasses.size() == 1); if(_isEdgy) { (void) createMap(EDGE_MAP,_dePeePasses.size() == 1); } if(_isColored) { (void) createMap(COLOR_MAP, false); } return true; } bool DePee::remDePeePass() { if(_dePeePasses.size() < 2) return false; _parent->removeChild(_dePeePasses.back()->root.get()); delete _dePeePasses.back(); _dePeePasses.pop_back(); _renderToFirst = !_renderToFirst; if(_isColored) { (void) createMap(COLOR_MAP, false); } return true; } //create noise map with values ranging from 0 to 255 bool DePee::createNoiseMap() { { osg::StateSet* stateset = _parent->getOrCreateStateSet(); _noiseMap = new osg::Texture2D; _noiseMap->setTextureSize(_width, _height); _noiseMap->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); _noiseMap->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); stateset->setTextureAttributeAndModes(5, _noiseMap.get(), osg::StateAttribute::ON); } osg::Image* image = new osg::Image; unsigned char* data = new unsigned char[_width*_height]; unsigned char* tmpData = new unsigned char[_width*_height]; int random=rand() % 5000; for(unsigned y=0; y < _height; y++) for(unsigned x=0; x < _width; x++) data[y*_width + x] = (unsigned char) (0.5 * 255.0 + Utility::getNoise(x, y, random) * 0.5 * 255.0); //if style isn't crayon style, smooth the noise map if(!_isCrayon) { for(unsigned i=0; i < 4; i++) { for(unsigned y=0; y < _height; y++) for(unsigned x=0; x < _width; x++) tmpData[y*_width + x] = (unsigned char)Utility::smoothNoise(_width, _height,x,y, data); for(unsigned y=0; y < _height; y++) for(unsigned x=0; x < _width; x++) data[y*_width + x] = (unsigned char)Utility::smoothNoise(_width, _height, x,y, tmpData); } } image->setImage(_width, _height, 1, 1, GL_LUMINANCE, GL_UNSIGNED_BYTE, data, osg::Image::USE_NEW_DELETE); _noiseMap->setImage(image); return true; } bool DePee::createHUD() { osg::Geode* geode = new osg::Geode(); std::string timesFont("fonts/arial.ttf"); // turn lighting off for the text and disable depth test to ensure its always ontop. osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); stateset->setTextureAttributeAndModes(1, _normalDepthMap0.get(), osg::StateAttribute::OFF); stateset->setTextureAttributeAndModes(2, _normalDepthMap1.get(), osg::StateAttribute::OFF); stateset->setTextureAttributeAndModes(3, _edgeMap.get(), osg::StateAttribute::OFF); stateset->setTextureAttributeAndModes(4, _colorMap.get(), osg::StateAttribute::OFF); stateset->setTextureAttributeAndModes(5, _noiseMap.get(), osg::StateAttribute::OFF); osg::Vec3 position(5.0f,7.0f,0.0f); osg::Vec3 delta(0.0f,-120.0f,0.0f); _hudText = new osgText::Text; { geode->addDrawable( _hudText ); _hudText->setDataVariance(osg::Object::DYNAMIC); _hudText->setFont(timesFont); _hudText->setPosition(position); _hudText->setText("Head Up Display"); _hudText->setColor(osg::Vec4(0.5, 0.5, 0.5, 1.0)); _hudText->setCharacterSize(20.0); position += delta; } { osg::BoundingBox bb; for(unsigned int i=0;igetNumDrawables();++i) { bb.expandBy(geode->getDrawable(i)->getBoundingBox()); } osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* vertices = new osg::Vec3Array; float depth = bb.zMin()-0.1; vertices->push_back(osg::Vec3(bb.xMin(),bb.yMax(),depth)); vertices->push_back(osg::Vec3(bb.xMin(),bb.yMin(),depth)); vertices->push_back(osg::Vec3(bb.xMax(),bb.yMin(),depth)); vertices->push_back(osg::Vec3(bb.xMax(),bb.yMax(),depth)); geom->setVertexArray(vertices); osg::Vec3Array* normals = new osg::Vec3Array; normals->push_back(osg::Vec3(0.0f,0.0f,1.0f)); geom->setNormalArray(normals, osg::Array::BIND_OVERALL); osg::Vec4Array* colors = new osg::Vec4Array; colors->push_back(osg::Vec4(0.0f,0.0,0.0f,0.3f)); geom->setColorArray(colors, osg::Array::BIND_OVERALL); geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); osg::StateSet* stateset = geom->getOrCreateStateSet(); stateset->setMode(GL_BLEND,osg::StateAttribute::ON); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); //geode->addDrawable(geom); } osg::Camera* camera = new osg::Camera; // set the projection matrix camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024)); // set the view matrix camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrix(osg::Matrix::identity()); // only clear the depth buffer camera->setClearMask(GL_DEPTH_BUFFER_BIT); // draw subgraph after main camera view. camera->setRenderOrder(osg::Camera::POST_RENDER); camera->addChild(geode); _parent->addChild(camera); return true; } // then create the first camera node to do the render to texture // render normal and depth map color map bool DePee::createMap(MapMode mapMode, bool first) { switch(mapMode) { case EDGE_MAP: return createEdgeMap(first); case NOISE_MAP: return createNoiseMap(); case NORMAL_DEPTH_MAP: case COLOR_MAP: return createNormalDepthColorMap(mapMode, first); default: std::cerr << "mapMode not recognized!!!\n"; return false; } } bool DePee::createFinal() { osg::Projection* screenAlignedProjectionMatrix = new osg::Projection; screenAlignedProjectionMatrix->setMatrix(osg::Matrix::ortho2D(0,_width,0,_height)); screenAlignedProjectionMatrix->setCullingActive(false); osg::MatrixTransform* screenAlignedModelViewMatrix = new osg::MatrixTransform; screenAlignedModelViewMatrix->setMatrix(osg::Matrix::identity()); // Make sure the model view matrix is not affected by any transforms // above it in the scene graph: screenAlignedModelViewMatrix->setReferenceFrame(osg::Transform::ABSOLUTE_RF); // 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->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); _quadGeode->setStateSet(stateset); _parent->addChild(screenAlignedProjectionMatrix); screenAlignedProjectionMatrix->addChild(screenAlignedModelViewMatrix); screenAlignedModelViewMatrix->addChild(_quadGeode.get()); //setup shader std::string vertSource; if(!Utility::readFile("shaders/depthpeel_final.vert", vertSource)) { printf("shader source not found\n"); return false; } std::string fragSource; if(!Utility::readFile("shaders/depthpeel_final.frag", fragSource)) { printf("shader source not found\n"); return false; } osg::ref_ptr program = new osg::Program; program->addShader( new osg::Shader( osg::Shader::VERTEX, vertSource.c_str() ) ); program->addShader( new osg::Shader( osg::Shader::FRAGMENT, fragSource.c_str() ) ); //choose map to display stateset->addUniform( new osg::Uniform("normalDepthMap0", 1)); stateset->addUniform( new osg::Uniform("normalDepthMap1", 2)); stateset->addUniform(new osg::Uniform("edgeMap", 3)); stateset->addUniform( new osg::Uniform("colorMap", 4)); stateset->addUniform( new osg::Uniform("noiseMap", 5)); stateset->addUniform(_sketchy); stateset->addUniform(_colored); stateset->addUniform(_edgy); stateset->addUniform(_sketchiness); stateset->setAttributeAndModes( program.get(), osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); //switch lighting off stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); return true; } bool DePee::createEdgeMap(bool first) //create the edge map of the first normal and depth map { _dePeePasses.back()->newRenderPass(EDGE_MAP); // set up the background color and clear mask. _dePeePasses.back()->Cameras[EDGE_MAP]->setClearColor(osg::Vec4(0.3,0.3f,0.3f,1.0f)); _dePeePasses.back()->Cameras[EDGE_MAP]->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); const osg::BoundingSphere& bs = _quadGeode->getBound(); if (!bs.valid()) { return false; } float znear = 1.0f*bs.radius(); float zfar = 3.0f*bs.radius(); znear *= 0.9f; zfar *= 1.1f; // set up projection. //_dePeePasses.back()->Cameras.top()->setProjectionMatrixAsFrustum(-proj_right,proj_right,-proj_top,proj_top,znear,zfar); _dePeePasses.back()->Cameras[EDGE_MAP]->setProjectionMatrixAsOrtho(0,_width,0,_height,znear,zfar); //set view _dePeePasses.back()->Cameras[EDGE_MAP]->setReferenceFrame(osg::Transform::ABSOLUTE_RF); _dePeePasses.back()->Cameras[EDGE_MAP]->setViewMatrixAsLookAt(osg::Vec3(0.0f,0.0f,2.0f)*bs.radius(), osg::Vec3(0.0,0.0,0.0),osg::Vec3(0.0f,1.0f,0.0f)); // set viewport _dePeePasses.back()->Cameras[EDGE_MAP]->setViewport(0,0,_texWidth,_texHeight); // set the camera to render before the main camera. _dePeePasses.back()->Cameras[EDGE_MAP]->setRenderOrder(osg::Camera::PRE_RENDER); // tell the camera to use OpenGL frame buffer object _dePeePasses.back()->Cameras[EDGE_MAP]->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER); //switch lighting off osg::ref_ptr stateset = new osg::StateSet; if(_renderToFirst) { stateset->addUniform(new osg::Uniform("normalDepthMap", 1)); } else { stateset->addUniform(new osg::Uniform("normalDepthMap", 2)); } _dePeePasses.back()->Cameras[EDGE_MAP]->attach(osg::Camera::COLOR_BUFFER, _edgeMap.get()); stateset->addUniform( new osg::Uniform("edgeMap", 3)); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); //setup shader stateset->setAttributeAndModes(_edgeMapProgram.get(), osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); stateset->addUniform(new osg::Uniform("width", (float) _width)); stateset->addUniform(new osg::Uniform("height", (float) _height)); if(first) { stateset->addUniform(new osg::Uniform("first", (float)1.0)); } else { stateset->addUniform(new osg::Uniform("first", (float)0.0)); } _dePeePasses.back()->settingNodes[EDGE_MAP]->setStateSet(stateset.get()); // add subgraph to render assert(_dePeePasses.size() > 0); _dePeePasses.back()->settingNodes[EDGE_MAP]->addChild(_quadGeode.get()); return true; } bool DePee::createNormalDepthColorMap(MapMode mapMode, bool first) { DePeePass* pass; pass = _dePeePasses.back(); pass->newRenderPass(mapMode); // // setup camera // // set up the background color and clear mask pass->Cameras[mapMode]->setClearColor(osg::Vec4(0.f,0.f,1.f,1.f)); pass->Cameras[mapMode]->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); const osg::BoundingSphere& bs = _subgraph->getBound(); if (!bs.valid()) { return false; } float znear = 1.0f*bs.radius(); float zfar = 3.0f*bs.radius(); // 2:1 aspect ratio as per flag geometry below. float projTop = 0.25f*znear; float projRight = projTop * ((double)_width/(double)_height); znear *= 0.9f; zfar *= 1.1f; // set up projection. pass->Cameras[mapMode]->setProjectionMatrixAsFrustum(-projRight,projRight,-projTop,projTop, znear,zfar); // setup view pass->Cameras[mapMode]->setReferenceFrame(osg::Transform::ABSOLUTE_RF); pass->Cameras[mapMode]->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 pass->Cameras[mapMode]->setViewport(0,0,_texWidth,_texHeight); // set the camera to render before the main camera. pass->Cameras[mapMode]->setRenderOrder(osg::Camera::PRE_RENDER); pass->Cameras[mapMode]->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); // // setup stateset // //switch lighting off osg::ref_ptr stateset = new osg::StateSet; stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); switch(mapMode) { case NORMAL_DEPTH_MAP: _renderToFirst = !_renderToFirst; if(_renderToFirst) { pass->Cameras[mapMode]->attach(osg::Camera::COLOR_BUFFER, _normalDepthMap0.get()); stateset->addUniform(new osg::Uniform("normalDepthMap", 2)); } else { pass->Cameras[mapMode]->attach(osg::Camera::COLOR_BUFFER, _normalDepthMap1.get()); stateset->addUniform(new osg::Uniform("normalDepthMap", 1)); } stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); stateset->setAttributeAndModes(_normalDepthMapProgram.get(), osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); break; case COLOR_MAP: assert(pass == _dePeePasses.back()); pass->Cameras[mapMode]->attach(osg::Camera::COLOR_BUFFER, _colorMap.get()); if(_renderToFirst) { stateset->addUniform(new osg::Uniform("normalDepthMap", 1)); } else { stateset->addUniform(new osg::Uniform("normalDepthMap", 2)); } pass->Cameras[mapMode]->setClearColor(osg::Vec4(1.f,1.f,1.f,1.f)); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF); stateset->setMode(GL_BLEND, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); stateset->setAttributeAndModes(_colorMapProgram.get(), osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); stateset->addUniform(new osg::Uniform("tex", 0)); break; default: return false; }; // add subgraph to render pass->settingNodes[mapMode]->addChild(_subgraph.get()); stateset->addUniform(new osg::Uniform("first", first)); stateset->addUniform(new osg::Uniform("width", (float) _width)); stateset->addUniform(new osg::Uniform("height", (float) _height)); stateset->addUniform(new osg::Uniform("znear", znear)); stateset->addUniform(new osg::Uniform("zfar", zfar)); pass->settingNodes[mapMode]->setStateSet(stateset.get()); return true; } bool DePee::updateHUDText() { if(!_fps) return false; std::string str; std::string tmp = Utility::toString(*_fps); unsigned i = tmp.find_first_of('.'); tmp = tmp.substr(0, i + 3); _hudText->setText(Utility::toString(_dePeePasses.size()) + " Depth Peeling Pass" + (_dePeePasses.size() == 1 ? " " : "es ") + "((a)dd; (r)emove) " + (_isEdgy ? "+" : "-") + "(E)dgy " + + (_isSketchy ? "+" : "-") + "(S)ketchy " + + (_isColored ? "+" : "-") + "(C)olored " + + "-> "+Utility::toString(getNumberOfRenderPasses())+ " Rendering Passes " + "@ " + tmp + " fps"); return true; }