/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield * * This application is open source and may be redistributed and/or modified * freely and without restriction, both in commericial and non commericial applications, * as long as this copyright notice is maintained. * * This application is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. */ #include #include #include class MotionBlurDrawCallback: public osgProducer::OsgSceneHandler::Callback { public: MotionBlurDrawCallback(double persistence) : cleared_(false), persistence_(persistence) { } virtual void operator()(osgProducer::OsgSceneHandler &handler, Producer::Camera &camera) { double t = handler.getSceneView()->getFrameStamp()->getReferenceTime(); if (!cleared_) { // clear the accumulation buffer glClearColor(0, 0, 0, 0); glClear(GL_ACCUM_BUFFER_BIT); cleared_ = true; t0_ = t; } double dt = fabs(t - t0_); t0_ = t; // call the scene handler's draw function handler.drawImplementation(camera); // compute the blur factor double s = powf(0.2, dt / persistence_); // scale, accumulate and return glAccum(GL_MULT, s); glAccum(GL_ACCUM, 1 - s); glAccum(GL_RETURN, 1.0f); } private: bool cleared_; double t0_; double persistence_; }; 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 an OpenSceneGraph example that shows how to use the accumulation buffer to achieve a simple motion blur effect."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); arguments.getApplicationUsage()->addCommandLineOption("-P or --persistence","Set the motion blur persistence time"); // 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; } double persistence = 0.25; arguments.read("-P", persistence) || arguments.read("--persistence", persistence); // 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; } osg::Timer_t start_tick = osg::Timer::instance()->tick(); // read the scene from the list of file specified commandline args. osg::ref_ptr loadedModel = osgDB::readNodeFiles(arguments); // if no model has been successfully loaded report failure. if (!loadedModel) { std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl; 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); } osg::Timer_t end_tick = osg::Timer::instance()->tick(); std::cout << "Time to load = "<delta_s(start_tick,end_tick)<setDrawCallback(new MotionBlurDrawCallback(persistence)); } 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; }