// -*-c++-*- #include #include #include #include #include #include #include #include #include #include #include #include osg::ImageStream* s_imageStream = 0; class PostSwapFinishCallback : public Producer::Camera::Callback { public: PostSwapFinishCallback() {} virtual void operator()(const Producer::Camera& camera) { // osg::Timer_t start_tick = osg::Timer::instance()->tick(); osgProducer::OsgSceneHandler* sh = const_cast(dynamic_cast(camera.getSceneHandler())); if (s_imageStream && s_imageStream->getPixelBufferObject()) s_imageStream->getPixelBufferObject()->compileBuffer(*(sh->getSceneView()->getState())); // glFinish(); //osg::notify(osg::NOTICE)<<"callback after PBO "<delta_m(start_tick,osg::Timer::instance()->tick())<<"ms"< > ImageStreamList; protected: virtual ~MovieEventHandler() {} class FindImageStreamsVisitor : public osg::NodeVisitor { public: FindImageStreamsVisitor(ImageStreamList& imageStreamList): _imageStreamList(imageStreamList) {} virtual void apply(osg::Geode& geode) { apply(geode.getStateSet()); for(unsigned int i=0;igetStateSet()); } traverse(geode); } virtual void apply(osg::Node& node) { apply(node.getStateSet()); traverse(node); } inline void apply(osg::StateSet* stateset) { if (!stateset) return; osg::StateAttribute* attr = stateset->getTextureAttribute(0,osg::StateAttribute::TEXTURE); if (attr) { osg::Texture2D* texture2D = dynamic_cast(attr); if (texture2D) apply(dynamic_cast(texture2D->getImage())); osg::TextureRectangle* textureRec = dynamic_cast(attr); if (textureRec) apply(dynamic_cast(textureRec->getImage())); } } inline void apply(osg::ImageStream* imagestream) { if (imagestream) { _imageStreamList.push_back(imagestream); s_imageStream = imagestream; } } ImageStreamList& _imageStreamList; }; ImageStreamList _imageStreamList; }; void MovieEventHandler::set(osg::Node* node) { _imageStreamList.clear(); if (node) { FindImageStreamsVisitor fisv(_imageStreamList); node->accept(fisv); } } bool MovieEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&) { switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYDOWN): { if (ea.getKey()=='s') { for(ImageStreamList::iterator itr=_imageStreamList.begin(); itr!=_imageStreamList.end(); ++itr) { std::cout<<"Play"<play(); } return true; } else if (ea.getKey()=='p') { for(ImageStreamList::iterator itr=_imageStreamList.begin(); itr!=_imageStreamList.end(); ++itr) { std::cout<<"Pause"<pause(); } return true; } else if (ea.getKey()=='r') { for(ImageStreamList::iterator itr=_imageStreamList.begin(); itr!=_imageStreamList.end(); ++itr) { std::cout<<"Restart"<rewind(); (*itr)->play(); } return true; } else if (ea.getKey()=='l') { for(ImageStreamList::iterator itr=_imageStreamList.begin(); itr!=_imageStreamList.end(); ++itr) { if ( (*itr)->getLoopingMode() == osg::ImageStream::LOOPING) { std::cout<<"Toggle Looping Off"<setLoopingMode( osg::ImageStream::NO_LOOPING ); } else { std::cout<<"Toggle Looping On"<setLoopingMode( osg::ImageStream::LOOPING ); } } return true; } return false; } default: return false; } } void MovieEventHandler::getUsage(osg::ApplicationUsage& usage) const { usage.addKeyboardMouseBinding("p","Pause movie"); usage.addKeyboardMouseBinding("s","Play movie"); usage.addKeyboardMouseBinding("r","Restart movie"); usage.addKeyboardMouseBinding("l","Toggle looping of movie"); } osg::Geometry* createTexturedQuadGeometry(const osg::Vec3& pos,float width,float height, osg::Image* image, bool useTextureRectangle) { if (useTextureRectangle) { osg::Geometry* pictureQuad = createTexturedQuadGeometry(pos, osg::Vec3(width,0.0f,0.0f), osg::Vec3(0.0f,0.0f,height), 0.0f,image->t(), image->s(),0.0f); pictureQuad->getOrCreateStateSet()->setTextureAttributeAndModes(0, new osg::TextureRectangle(image), osg::StateAttribute::ON); return pictureQuad; } else { osg::Geometry* pictureQuad = createTexturedQuadGeometry(pos, osg::Vec3(width,0.0f,0.0f), osg::Vec3(0.0f,0.0f,height), 0.0f,1.0f, 1.0f,0.0f); osg::Texture2D* texture = new osg::Texture2D(image); texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR); pictureQuad->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); return pictureQuad; } } 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()->setApplicationName(arguments.getApplicationName()); arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the standard OpenSceneGraph example which loads and visualises 3d models."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); bool useTextureRectangle = true; bool useShader = false; // construct the viewer. osgProducer::Viewer viewer(arguments); while (arguments.read("--texture2D")) useTextureRectangle=false; while (arguments.read("--shader")) useShader=true; // set up the value with sensible default event handlers. viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS); // register the handler to add keyboard and mosue handling. MovieEventHandler* meh = new MovieEventHandler(); viewer.getEventHandlerList().push_front(meh); // 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; } osg::ref_ptr geode = new osg::Geode; osg::Vec3 pos(0.0f,0.0f,0.0f); osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); if (useShader) { //useTextureRectangle = false; static const char *shaderSourceTextureRec = { "uniform vec4 cutoff_color;\n" "uniform samplerRect movie_texture;\n" "void main(void)\n" "{\n" " vec4 texture_color = textureRect(movie_texture, gl_TexCoord[0]); \n" " if (all(lessThanEqual(texture_color,cutoff_color))) discard; \n" " gl_FragColor = texture_color;\n" "}\n" }; static const char *shaderSourceTexture2D = { "uniform vec4 cutoff_color;\n" "uniform sampler2D movie_texture;\n" "void main(void)\n" "{\n" " vec4 texture_color = texture2D(movie_texture, gl_TexCoord[0]); \n" " if (all(lessThanEqual(texture_color,cutoff_color))) discard; \n" " gl_FragColor = texture_color;\n" "}\n" }; osg::Program* program = new osg::Program; program->addShader(new osg::Shader(osg::Shader::FRAGMENT, useTextureRectangle ? shaderSourceTextureRec : shaderSourceTexture2D)); stateset->addUniform(new osg::Uniform("cutoff_color",osg::Vec4(0.1f,0.1f,0.1f,1.0f))); stateset->addUniform(new osg::Uniform("movie_texture",0)); stateset->setAttribute(program); } for(int i=1;i(image); if (imagestream) imagestream->play(); if (image) { geode->addDrawable(createTexturedQuadGeometry(pos,image->s(),image->t(),image, useTextureRectangle)); pos.z() += image->t()*1.5f; } else { std::cout<<"Unable to read file "<getNumDrawables()==0) { // nothing loaded. return 1; } // pass the model to the MovieEventHandler so it can pick out ImageStream's to manipulate. meh->set(geode.get()); // 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; } // 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); } /* // set up a post swap callback to flush deleted GL objects and compile new GL objects for(unsigned int cameraNum=0;cameraNumaddPostSwapCallback(new PostSwapFinishCallback()); } */ // set the scene to render viewer.setSceneData(geode.get()); // 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; }