#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "RenderToTextureStage.h" #include "pbuffer.h" PBuffer* g_pPixelBuffer; class MyUpdateCallback : public osg::NodeCallback { public: MyUpdateCallback(osg::Node* subgraph): _subgraph(subgraph) {} virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { // traverse the subgraph to update any nodes. if (_subgraph.valid()) _subgraph->accept(*nv); // must traverse the Node's subgraph traverse(node,nv); } osg::ref_ptr _subgraph; }; class MyCullCallback : public osg::NodeCallback { public: MyCullCallback(osg::Node* subgraph,osg::Texture2D* texture): _subgraph(subgraph), _texture(texture) { } virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osgUtil::CullVisitor* cullVisitor = dynamic_cast(nv); if (cullVisitor && _texture.valid() && _subgraph.valid()) doPreRender(*node,*cullVisitor); // must traverse the subgraph traverse(node,nv); } void doPreRender(osg::Node& node, osgUtil::CullVisitor& cv); osg::ref_ptr _subgraph; osg::ref_ptr _texture; osg::ref_ptr _localState; }; void MyCullCallback::doPreRender(osg::Node&, osgUtil::CullVisitor& cv) { const osg::BoundingSphere& bs = _subgraph->getBound(); if (!bs.valid()) { osg::notify(osg::WARN) << "bb invalid"<<_subgraph.get()< rtts = new MyRenderToTextureStage; rtts->setPBuffer(g_pPixelBuffer); // set up lighting. // currently ignore lights in the scene graph itself.. // will do later. osgUtil::RenderStage* previous_stage = cv.getCurrentRenderBin()->getStage(); // set up the background color and clear mask. rtts->setClearColor(osg::Vec4(0.1f,0.9f,0.3f,1.0f)); rtts->setClearMask(previous_stage->getClearMask()); // set up to charge the same RenderStageLighting is the parent previous stage. rtts->setRenderStageLighting(previous_stage->getRenderStageLighting()); // record the render bin, to be restored after creation // of the render to text osgUtil::RenderBin* previousRenderBin = cv.getCurrentRenderBin(); // set the current renderbin to be the newly created stage. cv.setCurrentRenderBin(rtts.get()); float znear = 1.0f*bs.radius(); float zfar = 3.0f*bs.radius(); // 2:1 aspect ratio as per flag geomtry below. float top = 0.25f*znear; float right = 0.5f*znear; znear *= 0.9f; zfar *= 1.1f; // set up projection. osg::RefMatrix* projection = new osg::RefMatrix; projection->makeFrustum(-right,right,-top,top,znear,zfar); cv.pushProjectionMatrix(projection); osg::RefMatrix* matrix = new osg::RefMatrix; matrix->makeLookAt(bs.center()+osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f)); cv.pushModelViewMatrix(matrix); if (!_localState) _localState = new osg::StateSet; cv.pushStateSet(_localState.get()); { // traverse the subgraph _subgraph->accept(cv); } cv.popStateSet(); // restore the previous model view matrix. cv.popModelViewMatrix(); // restore the previous model view matrix. cv.popProjectionMatrix(); // restore the previous renderbin. cv.setCurrentRenderBin(previousRenderBin); if (rtts->getRenderGraphList().size()==0 && rtts->getRenderBinList().size()==0) { // getting to this point means that all the subgraph has been // culled by small feature culling or is beyond LOD ranges. return; } int height = 512; int width = 512; const osg::Viewport& viewport = *cv.getViewport(); // offset the impostor viewport from the center of the main window // viewport as often the edges of the viewport might be obscured by // other windows, which can cause image/reading writing problems. int center_x = viewport.x()+viewport.width()/2; int center_y = viewport.y()+viewport.height()/2; osg::Viewport* new_viewport = new osg::Viewport; // new_viewport->setViewport(center_x-width/2,center_y-height/2,width,height); new_viewport->setViewport(0,0,width,height); rtts->setViewport(new_viewport); _localState->setAttribute(new_viewport); // and the render to texture stage to the current stages // dependancy list. cv.getCurrentRenderBin()->getStage()->addToDependencyList(rtts.get()); // if one exist attach texture to the RenderToTextureStage. if (_texture.valid()) rtts->setTexture(_texture.get()); // if one exist attach image to the RenderToTextureStage. // if (_image.valid()) rtts->setImage(_image.get()); } // 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;itr0)?_subloadImageWidth:texture.getImage()->s(); GLsizei height = (_subloadImageHeight>0)?_subloadImageHeight:texture.getImage()->t(); bool sizeChanged = false; if (_textureWidth==0) { // need to calculate texture dimension sizeChanged = true; _textureWidth = 1; for (; _textureWidth < (static_cast(_subloadTextureOffsetX) + width); _textureWidth <<= 1) {} } if (_textureHeight==0) { // need to calculate texture dimension sizeChanged = true; _textureHeight = 1; for (; _textureHeight < (static_cast(_subloadTextureOffsetY) + height); _textureHeight <<= 1) {} } if (sizeChanged) { texture.setTextureSize(_textureWidth, _textureHeight); } */ #if 0 // reserve appropriate texture memory glTexImage2D(GL_TEXTURE_2D, 0, texture.getInternalFormat(), _textureWidth, _textureHeight, 0, (GLenum) texture.getImage()->getPixelFormat(), (GLenum) texture.getImage()->getDataType(), NULL); glPixelStorei(GL_UNPACK_ROW_LENGTH,texture.getImage()->s()); glTexSubImage2D(GL_TEXTURE_2D, 0, _subloadTextureOffsetX, _subloadTextureOffsetY, width, height, (GLenum) texture.getImage()->getPixelFormat(), (GLenum) texture.getImage()->getDataType(), texture.getImage()->data(_subloadImageOffsetX,_subloadImageOffsetY)); glPixelStorei(GL_UNPACK_ROW_LENGTH,0); #else glTexImage2D( GL_TEXTURE_2D, 0, texture.getInternalFormat(), _textureWidth, _textureHeight, 0, GL_RGB, GL_FLOAT, 0 ); #endif } virtual void subload(const osg::Texture2D& texture,osg::State&) const { osg::notify(osg::INFO)<<"doing subload"<s()); glTexSubImage2D(GL_TEXTURE_2D, 0, _subloadTextureOffsetX, _subloadTextureOffsetY, (_subloadImageWidth>0)?_subloadImageWidth:texture.getImage()->s(), (_subloadImageHeight>0)?_subloadImageHeight:texture.getImage()->t(), (GLenum) texture.getImage()->getPixelFormat(), (GLenum) texture.getImage()->getDataType(), texture.getImage()->data(_subloadImageOffsetX,_subloadImageOffsetY)); glPixelStorei(GL_UNPACK_ROW_LENGTH,0); #else #endif } SubloadMode _subloadMode; mutable GLsizei _textureWidth, _textureHeight; GLint _subloadTextureOffsetX, _subloadTextureOffsetY; GLint _subloadImageOffsetX, _subloadImageOffsetY; GLsizei _subloadImageWidth, _subloadImageHeight; }; osg::Node* createPreRenderSubGraph(osg::Node* subgraph) { if (!subgraph) return 0; // create the quad 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; osg::Vec2 bottom_texcoord(0.0f,0.0f); osg::Vec2 top_texcoord(0.0f,1.0f); osg::Vec2 dv_texcoord(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; // set up the texture. // osg::Image* image = new osg::Image; // image->setInternalTextureFormat(GL_RGBA); // Dynamic texture filled with data from pbuffer. osg::Texture2D* texture = new osg::Texture2D; //texture->setSubloadMode(osg::Texture::IF_DIRTY); texture->setInternalFormat(GL_RGB); texture->setTextureSize(512,512); texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); texture->setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP); texture->setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP); texture->setSubloadCallback(new MyTextureSubloadCallback()); 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); osg::Group* parent = new osg::Group; parent->setUpdateCallback(new MyUpdateCallback(subgraph)); parent->setCullCallback(new MyCullCallback(subgraph,texture)); parent->addChild(geode); return parent; } class InitializePbufferCallback : public osgProducer::OsgCameraGroup::RealizeCallback { public: InitializePbufferCallback() {} virtual void operator()( osgProducer::OsgCameraGroup&, osgProducer::OsgSceneHandler& sh, const Producer::RenderSurface& ) { if (!g_pPixelBuffer) { g_pPixelBuffer = new PBuffer(512,512); g_pPixelBuffer->initialize(); } // now safe to continue sh.init(); } }; 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 use pbuffers and render to texture.."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); // 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; } // 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) { // write_usage(osg::notify(osg::NOTICE),argv[0]); return 1; } // create a transform to spin the model. osg::MatrixTransform* loadedModelTransform = new osg::MatrixTransform; loadedModelTransform->addChild(loadedModel); osg::NodeCallback* nc = new osgUtil::TransformCallback(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(loadedModelTransform); rootNode->addChild(createPreRenderSubGraph(loadedModelTransform)); // set the scene to render viewer.setSceneData(rootNode); // use a realize callback to create and initialize the PBuffer to ensure it has a valid graphics context. viewer.setRealizeCallback(new InitializePbufferCallback()); // 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(); delete g_pPixelBuffer; return 0; }