/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: t; c-basic-offset: 4 -*- */ /* OpenSceneGraph example, osgstereomatch. * * 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 "StereoMultipass.h" #include #include SubtractPass::SubtractPass(osg::TextureRectangle *left_tex, osg::TextureRectangle *right_tex, int width, int height, int start_disparity) : _TextureWidth(width), _TextureHeight(height), _StartDisparity(start_disparity) { _RootGroup = new osg::Group; _InTextureLeft = left_tex; _InTextureRight = right_tex; createOutputTextures(); _Camera = new osg::Camera; setupCamera(); _Camera->addChild(createTexturedQuad().get()); _RootGroup->addChild(_Camera.get()); setShader("shaders/stereomatch_subtract.frag"); } SubtractPass::~SubtractPass() { } osg::ref_ptr SubtractPass::createTexturedQuad() { osg::ref_ptr top_group = new osg::Group; osg::ref_ptr quad_geode = new osg::Geode; osg::ref_ptr quad_coords = new osg::Vec3Array; // vertex coords // counter-clockwise quad_coords->push_back(osg::Vec3d(0, 0, -1)); quad_coords->push_back(osg::Vec3d(1, 0, -1)); quad_coords->push_back(osg::Vec3d(1, 1, -1)); quad_coords->push_back(osg::Vec3d(0, 1, -1)); osg::ref_ptr quad_tcoords = new osg::Vec2Array; // texture coords quad_tcoords->push_back(osg::Vec2(0, 0)); quad_tcoords->push_back(osg::Vec2(_TextureWidth, 0)); quad_tcoords->push_back(osg::Vec2(_TextureWidth, _TextureHeight)); quad_tcoords->push_back(osg::Vec2(0, _TextureHeight)); osg::ref_ptr quad_geom = new osg::Geometry; osg::ref_ptr quad_da = new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4); osg::ref_ptr quad_colors = new osg::Vec4Array; quad_colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); quad_geom->setVertexArray(quad_coords.get()); quad_geom->setTexCoordArray(0, quad_tcoords.get()); quad_geom->addPrimitiveSet(quad_da.get()); quad_geom->setColorArray(quad_colors.get(), osg::Array::BIND_OVERALL); _StateSet = quad_geom->getOrCreateStateSet(); _StateSet->setMode(GL_LIGHTING,osg::StateAttribute::OFF); _StateSet->setTextureAttributeAndModes(0, _InTextureLeft.get(), osg::StateAttribute::ON); _StateSet->setTextureAttributeAndModes(1, _InTextureRight.get(), osg::StateAttribute::ON); _StateSet->addUniform(new osg::Uniform("textureLeft", 0)); _StateSet->addUniform(new osg::Uniform("textureRight", 1)); _StateSet->addUniform(new osg::Uniform("start_disparity", _StartDisparity)); quad_geode->addDrawable(quad_geom.get()); top_group->addChild(quad_geode.get()); return top_group; } void SubtractPass::setupCamera() { // clearing _Camera->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f)); _Camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // projection and view _Camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1)); _Camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); _Camera->setViewMatrix(osg::Matrix::identity()); // viewport _Camera->setViewport(0, 0, _TextureWidth, _TextureHeight); _Camera->setRenderOrder(osg::Camera::PRE_RENDER); _Camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); // attach the 4 textures for (int i=0; i<4; i++) { _Camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+i), _OutTexture[i].get()); } } void SubtractPass::createOutputTextures() { for (int i=0; i<4; i++) { _OutTexture[i] = new osg::TextureRectangle; _OutTexture[i]->setTextureSize(_TextureWidth, _TextureHeight); _OutTexture[i]->setInternalFormat(GL_RGBA); _OutTexture[i]->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); _OutTexture[i]->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); } } void SubtractPass::setShader(std::string filename) { osg::ref_ptr fshader = new osg::Shader( osg::Shader::FRAGMENT ); fshader->loadShaderSourceFromFile(osgDB::findDataFile(filename)); _FragmentProgram = 0; _FragmentProgram = new osg::Program; _FragmentProgram->addShader(fshader.get()); _StateSet->setAttributeAndModes(_FragmentProgram.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE ); } //XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX AggregatePass::AggregatePass(osg::TextureRectangle *diff_tex0, osg::TextureRectangle *diff_tex1, osg::TextureRectangle *diff_tex2, osg::TextureRectangle *diff_tex3, osg::TextureRectangle *agg_tex_in, osg::TextureRectangle *agg_tex_out, int width, int height, int start_disparity, int window_size): _TextureWidth(width), _TextureHeight(height), _StartDisparity(start_disparity), _WindowSize(window_size) { _RootGroup = new osg::Group; _InTextureDifference[0] = diff_tex0; _InTextureDifference[1] = diff_tex1; _InTextureDifference[2] = diff_tex2; _InTextureDifference[3] = diff_tex3; _InTextureAggregate = agg_tex_in; _OutTextureAggregate = agg_tex_out; _OutTexture = _OutTextureAggregate; _Camera = new osg::Camera; setupCamera(); _Camera->addChild(createTexturedQuad().get()); _RootGroup->addChild(_Camera.get()); setShader("shaders/stereomatch_aggregate.frag"); } AggregatePass::~AggregatePass() { } osg::ref_ptr AggregatePass::createTexturedQuad() { osg::ref_ptr top_group = new osg::Group; osg::ref_ptr quad_geode = new osg::Geode; osg::ref_ptr quad_coords = new osg::Vec3Array; // vertex coords // counter-clockwise quad_coords->push_back(osg::Vec3d(0, 0, -1)); quad_coords->push_back(osg::Vec3d(1, 0, -1)); quad_coords->push_back(osg::Vec3d(1, 1, -1)); quad_coords->push_back(osg::Vec3d(0, 1, -1)); osg::ref_ptr quad_tcoords = new osg::Vec2Array; // texture coords quad_tcoords->push_back(osg::Vec2(0, 0)); quad_tcoords->push_back(osg::Vec2(_TextureWidth, 0)); quad_tcoords->push_back(osg::Vec2(_TextureWidth, _TextureHeight)); quad_tcoords->push_back(osg::Vec2(0, _TextureHeight)); osg::ref_ptr quad_geom = new osg::Geometry; osg::ref_ptr quad_da = new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4); osg::ref_ptr quad_colors = new osg::Vec4Array; quad_colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); quad_geom->setVertexArray(quad_coords.get()); quad_geom->setTexCoordArray(0, quad_tcoords.get()); quad_geom->addPrimitiveSet(quad_da.get()); quad_geom->setColorArray(quad_colors.get(), osg::Array::BIND_OVERALL); _StateSet = quad_geom->getOrCreateStateSet(); _StateSet->setMode(GL_LIGHTING,osg::StateAttribute::OFF); _StateSet->setTextureAttributeAndModes(0, _InTextureDifference[0].get(), osg::StateAttribute::ON); _StateSet->setTextureAttributeAndModes(1, _InTextureDifference[1].get(), osg::StateAttribute::ON); _StateSet->setTextureAttributeAndModes(2, _InTextureDifference[2].get(), osg::StateAttribute::ON); _StateSet->setTextureAttributeAndModes(3, _InTextureDifference[3].get(), osg::StateAttribute::ON); _StateSet->setTextureAttributeAndModes(4, _InTextureAggregate.get(), osg::StateAttribute::ON); _StateSet->addUniform(new osg::Uniform("textureDiff0", 0)); _StateSet->addUniform(new osg::Uniform("textureDiff1", 1)); _StateSet->addUniform(new osg::Uniform("textureDiff2", 2)); _StateSet->addUniform(new osg::Uniform("textureDiff3", 3)); _StateSet->addUniform(new osg::Uniform("textureAggIn", 4)); _StateSet->addUniform(new osg::Uniform("start_disparity", _StartDisparity)); _StateSet->addUniform(new osg::Uniform("window_size", _WindowSize)); quad_geode->addDrawable(quad_geom.get()); top_group->addChild(quad_geode.get()); return top_group; } void AggregatePass::setupCamera() { // clearing _Camera->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f)); _Camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // projection and view _Camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1)); _Camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); _Camera->setViewMatrix(osg::Matrix::identity()); // viewport _Camera->setViewport(0, 0, _TextureWidth, _TextureHeight); _Camera->setRenderOrder(osg::Camera::PRE_RENDER); _Camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); _Camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+0), _OutTexture.get()); } void AggregatePass::setShader(std::string filename) { osg::ref_ptr fshader = new osg::Shader( osg::Shader::FRAGMENT ); fshader->loadShaderSourceFromFile(osgDB::findDataFile(filename)); _FragmentProgram = 0; _FragmentProgram = new osg::Program; _FragmentProgram->addShader(fshader.get()); _StateSet->setAttributeAndModes(_FragmentProgram.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE ); } // XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX SelectPass::SelectPass(osg::TextureRectangle *in_tex, int width, int height, int min_disparity, int max_disparity) : _TextureWidth(width), _TextureHeight(height), _MinDisparity(min_disparity), _MaxDisparity(max_disparity) { _RootGroup = new osg::Group; _InTexture = in_tex; createOutputTextures(); _Camera = new osg::Camera; setupCamera(); _Camera->addChild(createTexturedQuad().get()); _RootGroup->addChild(_Camera.get()); setShader("shaders/stereomatch_select.frag"); } SelectPass::~SelectPass() { } osg::ref_ptr SelectPass::createTexturedQuad() { osg::ref_ptr top_group = new osg::Group; osg::ref_ptr quad_geode = new osg::Geode; osg::ref_ptr quad_coords = new osg::Vec3Array; // vertex coords // counter-clockwise quad_coords->push_back(osg::Vec3d(0, 0, -1)); quad_coords->push_back(osg::Vec3d(1, 0, -1)); quad_coords->push_back(osg::Vec3d(1, 1, -1)); quad_coords->push_back(osg::Vec3d(0, 1, -1)); osg::ref_ptr quad_tcoords = new osg::Vec2Array; // texture coords quad_tcoords->push_back(osg::Vec2(0, 0)); quad_tcoords->push_back(osg::Vec2(_TextureWidth, 0)); quad_tcoords->push_back(osg::Vec2(_TextureWidth, _TextureHeight)); quad_tcoords->push_back(osg::Vec2(0, _TextureHeight)); osg::ref_ptr quad_geom = new osg::Geometry; osg::ref_ptr quad_da = new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4); osg::ref_ptr quad_colors = new osg::Vec4Array; quad_colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); quad_geom->setVertexArray(quad_coords.get()); quad_geom->setTexCoordArray(0, quad_tcoords.get()); quad_geom->addPrimitiveSet(quad_da.get()); quad_geom->setColorArray(quad_colors.get(), osg::Array::BIND_OVERALL); _StateSet = quad_geom->getOrCreateStateSet(); _StateSet->setMode(GL_LIGHTING,osg::StateAttribute::OFF); _StateSet->setTextureAttributeAndModes(0, _InTexture.get(), osg::StateAttribute::ON); _StateSet->addUniform(new osg::Uniform("textureIn", 0)); _StateSet->addUniform(new osg::Uniform("min_disparity", _MinDisparity)); _StateSet->addUniform(new osg::Uniform("max_disparity", _MaxDisparity)); quad_geode->addDrawable(quad_geom.get()); top_group->addChild(quad_geode.get()); return top_group; } void SelectPass::setupCamera() { // clearing _Camera->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f)); _Camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // projection and view _Camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1)); _Camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); _Camera->setViewMatrix(osg::Matrix::identity()); // viewport _Camera->setViewport(0, 0, _TextureWidth, _TextureHeight); _Camera->setRenderOrder(osg::Camera::PRE_RENDER); _Camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); _Camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+0), _OutTexture.get()); } void SelectPass::createOutputTextures() { _OutTexture = new osg::TextureRectangle; _OutTexture->setTextureSize(_TextureWidth, _TextureHeight); _OutTexture->setInternalFormat(GL_RGBA); _OutTexture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); _OutTexture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); } void SelectPass::setShader(std::string filename) { osg::ref_ptr fshader = new osg::Shader( osg::Shader::FRAGMENT ); fshader->loadShaderSourceFromFile(osgDB::findDataFile(filename)); _FragmentProgram = 0; _FragmentProgram = new osg::Program; _FragmentProgram->addShader(fshader.get()); _StateSet->setAttributeAndModes(_FragmentProgram.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE ); } // XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX StereoMultipass::StereoMultipass(osg::TextureRectangle *left_tex, osg::TextureRectangle *right_tex, int width, int height, int min_disparity, int max_disparity, int window_size) : _TextureWidth(width), _TextureHeight(height) { _RootGroup = new osg::Group; createOutputTextures(); _Camera = new osg::Camera; setupCamera(); _Camera->addChild(createTexturedQuad().get()); _RootGroup->addChild(_Camera.get()); setShader("shaders/stereomatch_clear.frag"); flip=1; flop=0; // we can do 16 differences in one pass, // but we must ping-pong the aggregate textures between passes // add passes until we cover the disparity range for (int i=min_disparity; i<=max_disparity; i+=16) { SubtractPass *subp = new SubtractPass(left_tex, right_tex, width, height, i); AggregatePass *aggp = new AggregatePass(subp->getOutputTexture(0).get(), subp->getOutputTexture(1).get(), subp->getOutputTexture(2).get(), subp->getOutputTexture(3).get(), _OutTexture[flip].get(), _OutTexture[flop].get(), width, height, i, window_size); _RootGroup->addChild(subp->getRoot().get()); _RootGroup->addChild(aggp->getRoot().get()); flip = flip ? 0 : 1; flop = flop ? 0 : 1; } // add select pass _SelectPass = new SelectPass(_OutTexture[flip].get(), width, height, min_disparity, max_disparity); _RootGroup->addChild(_SelectPass->getRoot().get()); } StereoMultipass::~StereoMultipass() { } osg::ref_ptr StereoMultipass::createTexturedQuad() { osg::ref_ptr top_group = new osg::Group; osg::ref_ptr quad_geode = new osg::Geode; osg::ref_ptr quad_coords = new osg::Vec3Array; // vertex coords // counter-clockwise quad_coords->push_back(osg::Vec3d(0, 0, -1)); quad_coords->push_back(osg::Vec3d(1, 0, -1)); quad_coords->push_back(osg::Vec3d(1, 1, -1)); quad_coords->push_back(osg::Vec3d(0, 1, -1)); osg::ref_ptr quad_tcoords = new osg::Vec2Array; // texture coords quad_tcoords->push_back(osg::Vec2(0, 0)); quad_tcoords->push_back(osg::Vec2(_TextureWidth, 0)); quad_tcoords->push_back(osg::Vec2(_TextureWidth, _TextureHeight)); quad_tcoords->push_back(osg::Vec2(0, _TextureHeight)); osg::ref_ptr quad_geom = new osg::Geometry; osg::ref_ptr quad_da = new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4); osg::ref_ptr quad_colors = new osg::Vec4Array; quad_colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); quad_geom->setVertexArray(quad_coords.get()); quad_geom->setTexCoordArray(0, quad_tcoords.get()); quad_geom->addPrimitiveSet(quad_da.get()); quad_geom->setColorArray(quad_colors.get(), osg::Array::BIND_OVERALL); _StateSet = quad_geom->getOrCreateStateSet(); _StateSet->setMode(GL_LIGHTING,osg::StateAttribute::OFF); quad_geode->addDrawable(quad_geom.get()); top_group->addChild(quad_geode.get()); return top_group; } void StereoMultipass::setupCamera() { // clearing _Camera->setClearColor(osg::Vec4(10.0f,0.0f,0.0f,1.0f)); _Camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // projection and view _Camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1)); _Camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); _Camera->setViewMatrix(osg::Matrix::identity()); // viewport _Camera->setViewport(0, 0, _TextureWidth, _TextureHeight); _Camera->setRenderOrder(osg::Camera::PRE_RENDER); _Camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); // attach two textures for aggregating results _Camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+0), _OutTexture[0].get()); _Camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+1), _OutTexture[1].get()); } void StereoMultipass::createOutputTextures() { for (int i=0; i<2; i++) { _OutTexture[i] = new osg::TextureRectangle; _OutTexture[i]->setTextureSize(_TextureWidth, _TextureHeight); _OutTexture[i]->setInternalFormat(GL_RGBA); _OutTexture[i]->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); _OutTexture[i]->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); // hdr, we want to store floats _OutTexture[i]->setInternalFormat(GL_RGBA16F_ARB); //_OutTexture[i]->setInternalFormat(GL_FLOAT_RGBA32_NV); //_OutTexture[i]->setInternalFormat(GL_FLOAT_RGBA16_NV); _OutTexture[i]->setSourceFormat(GL_RGBA); _OutTexture[i]->setSourceType(GL_FLOAT); } } void StereoMultipass::setShader(std::string filename) { osg::ref_ptr fshader = new osg::Shader( osg::Shader::FRAGMENT ); fshader->loadShaderSourceFromFile(osgDB::findDataFile(filename)); _FragmentProgram = 0; _FragmentProgram = new osg::Program; _FragmentProgram->addShader(fshader.get()); _StateSet->setAttributeAndModes(_FragmentProgram.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE ); }