/* 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 #include #include #include #include #include #include #include #include #include // // A simple demo demonstrating different texturing modes, // including using of texture extensions. // typedef std::vector< osg::ref_ptr > ImageList; class MyGraphicsContext { public: MyGraphicsContext() { osg::ref_ptr traits = new osg::GraphicsContext::Traits; traits->x = 0; traits->y = 0; traits->width = 1; traits->height = 1; traits->windowDecoration = false; traits->doubleBuffer = false; traits->sharedContext = 0; traits->pbuffer = true; _gc = osg::GraphicsContext::createGraphicsContext(traits.get()); if (!_gc) { traits->pbuffer = false; _gc = osg::GraphicsContext::createGraphicsContext(traits.get()); } if (_gc.valid()) { _gc->realize(); _gc->makeCurrent(); } } bool valid() const { return _gc.valid() && _gc->isRealized(); } private: osg::ref_ptr _gc; }; osg::StateSet* createState() { MyGraphicsContext gc; if (!gc.valid()) { osg::notify(osg::NOTICE)<<"Unable to create the graphics context required to build 3d image."< image_0 = osgDB::readImageFile("Images/lz.rgb"); osg::ref_ptr image_1 = osgDB::readImageFile("Images/reflect.rgb"); osg::ref_ptr image_2 = osgDB::readImageFile("Images/tank.rgb"); osg::ref_ptr image_3 = osgDB::readImageFile("Images/skymap.jpg"); if (!image_0 || !image_1 || !image_2 || !image_3) { std::cout << "Warning: could not open files."<getPixelFormat()!=image_1->getPixelFormat() || image_0->getPixelFormat()!=image_2->getPixelFormat() || image_0->getPixelFormat()!=image_3->getPixelFormat()) { std::cout << "Warning: image pixel formats not compatible."<maxTexture3DSize(); if (textureSize > 256) textureSize = 256; // 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); // then allocated a 3d image to use for texturing. 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()); // set up the 3d texture itself, // note, well set the filtering up so that mip mapping is disabled, // gluBuild3DMipsmaps doesn't do a very good job of handled the // inbalanced dimensions of the 256x256x4 texture. osg::Texture3D* texture3D = new osg::Texture3D; texture3D->setFilter(osg::Texture3D::MIN_FILTER,osg::Texture3D::LINEAR); texture3D->setFilter(osg::Texture3D::MAG_FILTER,osg::Texture3D::LINEAR); texture3D->setWrap(osg::Texture3D::WRAP_R,osg::Texture3D::REPEAT); texture3D->setImage(image_3d); // create a texgen to generate a R texture coordinate, the geometry // itself will supply the S & T texture coordinates. // in the animateStateSet callback well alter this R value to // move the texture through the 3d texture, 3d texture filtering // will do the blending for us. osg::TexGen* texgen = new osg::TexGen; texgen->setMode(osg::TexGen::OBJECT_LINEAR); texgen->setPlane(osg::TexGen::R, osg::Plane(0.0f,0.0f,0.0f,0.2f)); // create the StateSet to store the texture data osg::StateSet* stateset = new osg::StateSet; stateset->setTextureMode(0,GL_TEXTURE_GEN_R,osg::StateAttribute::ON); stateset->setTextureAttribute(0,texgen); stateset->setTextureAttributeAndModes(0,texture3D,osg::StateAttribute::ON); 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(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(float textureCoordMax=1.0f) { // 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); geom->setNormalBinding(osg::Geometry::BIND_OVERALL); osg::Vec2Array* tcoords = new osg::Vec2Array(4); (*tcoords)[0].set(0.0f,textureCoordMax); (*tcoords)[1].set(0.0f,0.0f); (*tcoords)[2].set(textureCoordMax,0.0f); (*tcoords)[3].set(textureCoordMax,textureCoordMax); geom->setTexCoordArray(0,tcoords); geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4)); return geom; } osg::Node* createModel() { // 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()); return geode; } int main(int , char **) { // construct the viewer. osgViewer::Viewer viewer; // create a model from the images and pass it to the viewer. viewer.setSceneData(createModel()); return viewer.run(); }