#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace osg; osg::Node* createDistortionSubgraph(osg::Node* subgraph, const osg::Vec4& clearColour) { osg::Group* distortionNode = new osg::Group; unsigned int tex_width = 1024; unsigned int tex_height = 1024; osg::Texture2D* texture = new osg::Texture2D; texture->setTextureSize(tex_width, tex_height); texture->setInternalFormat(GL_RGBA); texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); // set up the render to texture camera. { osg::Camera* camera = new osg::Camera; // set clear the color and depth buffer camera->setClearColor(clearColour); camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); // just inherit the main cameras view camera->setReferenceFrame(osg::Transform::RELATIVE_RF); camera->setProjectionMatrix(osg::Matrixd::identity()); camera->setViewMatrix(osg::Matrixd::identity()); // set viewport camera->setViewport(0,0,tex_width,tex_height); // set the camera to render before the main camera. camera->setRenderOrder(osg::Camera::PRE_RENDER); // tell the camera to use OpenGL frame buffer object where supported. camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); // attach the texture and use it as the color buffer. camera->attach(osg::Camera::COLOR_BUFFER, texture); // add subgraph to render camera->addChild(subgraph); distortionNode->addChild(camera); } // set up the hud camera { // 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,1.0f,0.0f); float height = 1024.0f; float width = 1280.0f; int noSteps = 50; osg::Vec3Array* vertices = new osg::Vec3Array; osg::Vec2Array* texcoords = new osg::Vec2Array; osg::Vec4Array* colors = new osg::Vec4Array; osg::Vec3 bottom = origin; osg::Vec3 dx = xAxis*(width/((float)(noSteps-1))); osg::Vec3 dy = yAxis*(height/((float)(noSteps-1))); osg::Vec2 bottom_texcoord(0.0f,0.0f); osg::Vec2 dx_texcoord(1.0f/(float)(noSteps-1),0.0f); osg::Vec2 dy_texcoord(0.0f,1.0f/(float)(noSteps-1)); osg::Vec3 cursor = bottom; osg::Vec2 texcoord = bottom_texcoord; int i,j; for(i=0;ipush_back(cursor); texcoords->push_back(osg::Vec2((sin(texcoord.x()*osg::PI-osg::PI*0.5)+1.0f)*0.5f,(sin(texcoord.y()*osg::PI-osg::PI*0.5)+1.0f)*0.5f)); colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); cursor += dx; texcoord += dx_texcoord; } } // pass the created vertex array to the points geometry object. polyGeom->setVertexArray(vertices); polyGeom->setColorArray(colors); polyGeom->setColorBinding(osg::Geometry::BIND_PER_VERTEX); polyGeom->setTexCoordArray(0,texcoords); for(i=0;ipush_back(j+(i+1)*noSteps); elements->push_back(j+(i)*noSteps); } polyGeom->addPrimitiveSet(elements); } // 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 = polyGeom->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); osg::Geode* geode = new osg::Geode(); geode->addDrawable(polyGeom); // set up the camera to render the textured quad osg::Camera* camera = new osg::Camera; // just inherit the main cameras view camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera->setViewMatrix(osg::Matrix::identity()); camera->setProjectionMatrixAsOrtho2D(0,1280,0,1024); // set the camera to render before the main camera. camera->setRenderOrder(osg::Camera::NESTED_RENDER); // add subgraph to render camera->addChild(geode); distortionNode->addChild(camera); } return distortionNode; } void setDomeFaces(osgViewer::Viewer& viewer, osg::ArgumentParser& arguments) { osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface(); if (!wsi) { osg::notify(osg::NOTICE)<<"Error, no WindowSystemInterface available, cannot create windows."<getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height); while (arguments.read("--width",width)) {} while (arguments.read("--height",height)) {} osg::ref_ptr traits = new osg::GraphicsContext::Traits; traits->x = 0; traits->y = 0; traits->width = width; traits->height = height; traits->windowDecoration = true; traits->doubleBuffer = true; traits->sharedContext = 0; osg::ref_ptr gc = osg::GraphicsContext::createGraphicsContext(traits.get()); if (!gc) { osg::notify(osg::NOTICE)<<"GraphicsWindow has not been created successfully."< camera = new osg::Camera; camera->setGraphicsContext(gc.get()); camera->setViewport(new osg::Viewport(center_x-camera_width/2, center_y, camera_width, camera_height)); GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd()); } // top face { osg::ref_ptr camera = new osg::Camera; camera->setGraphicsContext(gc.get()); camera->setViewport(new osg::Viewport(center_x-camera_width/2, center_y+camera_height, camera_width, camera_height)); GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(-90.0f), 1.0,0.0,0.0)); } // left face { osg::ref_ptr camera = new osg::Camera; camera->setGraphicsContext(gc.get()); camera->setViewport(new osg::Viewport(center_x-camera_width*3/2, center_y, camera_width, camera_height)); GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(-90.0f), 0.0,1.0,0.0)); } // right face { osg::ref_ptr camera = new osg::Camera; camera->setGraphicsContext(gc.get()); camera->setViewport(new osg::Viewport(center_x+camera_width/2, center_y, camera_width, camera_height)); GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(90.0f), 0.0,1.0,0.0)); } // bottom face { osg::ref_ptr camera = new osg::Camera; camera->setGraphicsContext(gc.get()); camera->setViewport(new osg::Viewport(center_x-camera_width/2, center_y-camera_height, camera_width, camera_height)); GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(90.0f), 1.0,0.0,0.0)); } // back face { osg::ref_ptr camera = new osg::Camera; camera->setGraphicsContext(gc.get()); camera->setViewport(new osg::Viewport(center_x-camera_width/2, center_y-2*camera_height, camera_width, camera_height)); GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(-180.0f), 1.0,0.0,0.0)); } viewer.getCamera()->setProjectionMatrixAsPerspective(90.0f, 1.0, 1, 1000.0); viewer.assignSceneDataToCameras(); } osg::Geometry* createDomeDistortionMesh(const osg::Vec3& origin, const osg::Vec3& widthVector, const osg::Vec3& heightVector, osg::ArgumentParser& arguments) { double sphere_radius = 1.0; if (arguments.read("--radius", sphere_radius)) {} double collar_radius = 0.45; if (arguments.read("--collar", collar_radius)) {} osg::Vec3d center(0.0,0.0,0.0); osg::Vec3d eye(0.0,0.0,0.0); double distance = sqrt(sphere_radius*sphere_radius - collar_radius*collar_radius); if (arguments.read("--distance", distance)) {} bool centerProjection = false; osg::Vec3d projector = eye - osg::Vec3d(0.0,0.0, distance); osg::notify(osg::NOTICE)<<"Projector position = "<getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height); while (arguments.read("--width",width)) {} while (arguments.read("--height",height)) {} osg::ref_ptr traits = new osg::GraphicsContext::Traits; traits->x = 0; traits->y = 0; traits->width = width; traits->height = height; traits->windowDecoration = false; traits->doubleBuffer = true; traits->sharedContext = 0; osg::ref_ptr gc = osg::GraphicsContext::createGraphicsContext(traits.get()); if (!gc) { osg::notify(osg::NOTICE)<<"GraphicsWindow has not been created successfully."<setTextureSize(tex_width, tex_height); texture->setInternalFormat(GL_RGB); texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR); texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR); #if 0 osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW; GLenum buffer = GL_FRONT; #else osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT; GLenum buffer = GL_FRONT; #endif // front face { osg::ref_ptr camera = new osg::Camera; camera->setName("Front face camera"); camera->setGraphicsContext(gc.get()); camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height)); camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); camera->setAllowEventFocus(false); // tell the camera to use OpenGL frame buffer object where supported. camera->setRenderTargetImplementation(renderTargetImplementation); // attach the texture and use it as the color buffer. camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::POSITIVE_Y); viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd()); } // top face { osg::ref_ptr camera = new osg::Camera; camera->setName("Top face camera"); camera->setGraphicsContext(gc.get()); camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height)); GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); camera->setAllowEventFocus(false); // tell the camera to use OpenGL frame buffer object where supported. camera->setRenderTargetImplementation(renderTargetImplementation); // attach the texture and use it as the color buffer. camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::POSITIVE_Z); viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(-90.0f), 1.0,0.0,0.0)); } // left face { osg::ref_ptr camera = new osg::Camera; camera->setName("Left face camera"); camera->setGraphicsContext(gc.get()); camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height)); camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); camera->setAllowEventFocus(false); // tell the camera to use OpenGL frame buffer object where supported. camera->setRenderTargetImplementation(renderTargetImplementation); // attach the texture and use it as the color buffer. camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::NEGATIVE_X); viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(-90.0f), 0.0,1.0,0.0) * osg::Matrixd::rotate(osg::inDegrees(-90.0f), 0.0,0.0,1.0)); } // right face { osg::ref_ptr camera = new osg::Camera; camera->setName("Right face camera"); camera->setGraphicsContext(gc.get()); camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height)); camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); camera->setAllowEventFocus(false); // tell the camera to use OpenGL frame buffer object where supported. camera->setRenderTargetImplementation(renderTargetImplementation); // attach the texture and use it as the color buffer. camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::POSITIVE_X); viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(90.0f), 0.0,1.0,0.0 ) * osg::Matrixd::rotate(osg::inDegrees(90.0f), 0.0,0.0,1.0)); } // bottom face { osg::ref_ptr camera = new osg::Camera; camera->setGraphicsContext(gc.get()); camera->setName("Bottom face camera"); camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height)); camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); camera->setAllowEventFocus(false); // tell the camera to use OpenGL frame buffer object where supported. camera->setRenderTargetImplementation(renderTargetImplementation); // attach the texture and use it as the color buffer. camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::NEGATIVE_Z); viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(90.0f), 1.0,0.0,0.0) * osg::Matrixd::rotate(osg::inDegrees(180.0f), 0.0,0.0,1.0)); } // back face { osg::ref_ptr camera = new osg::Camera; camera->setName("Back face camera"); camera->setGraphicsContext(gc.get()); camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height)); camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); camera->setAllowEventFocus(false); // tell the camera to use OpenGL frame buffer object where supported. camera->setRenderTargetImplementation(renderTargetImplementation); // attach the texture and use it as the color buffer. camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, osg::TextureCubeMap::NEGATIVE_Y); viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd::rotate(osg::inDegrees(180.0f), 1.0,0.0,0.0)); } viewer.getCamera()->setProjectionMatrixAsPerspective(90.0f, 1.0, 1, 1000.0); // distortion correction set up. { osg::Geode* geode = new osg::Geode(); geode->addDrawable(createDomeDistortionMesh(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(width,0.0f,0.0f), osg::Vec3(0.0f,height,0.0f), arguments)); // new we need to add the texture to the mesh, we do so by creating a // StateSet to contain the Texture StateAttribute. osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); osg::ref_ptr camera = new osg::Camera; camera->setGraphicsContext(gc.get()); camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT ); camera->setClearColor( osg::Vec4(0.1,0.1,1.0,1.0) ); camera->setViewport(new osg::Viewport(0, 0, width, height)); GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; camera->setDrawBuffer(buffer); camera->setReadBuffer(buffer); camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF); camera->setAllowEventFocus(false); //camera->setInheritanceMask(camera->getInheritanceMask() & ~osg::CullSettings::CLEAR_COLOR & ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE); //camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera->setProjectionMatrixAsOrtho2D(0,width,0,height); camera->setViewMatrix(osg::Matrix::identity()); // add subgraph to render camera->addChild(geode); camera->setName("DistortionCorrectionCamera"); viewer.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd(), false); } viewer.getCamera()->setNearFarRatio(0.0001f); } int main(int argc, char** argv) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(&argc,argv); // construct the viewer. osgViewer::Viewer viewer; // load the nodes from the commandline arguments. osg::Node* loadedModel = osgDB::readNodeFiles(arguments); // if not loaded assume no arguments passed in, try use default mode instead. if (!loadedModel) loadedModel = osgDB::readNodeFile("cessnafire.osg"); if (!loadedModel) { std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl; return 1; } if (arguments.read("--dome") || arguments.read("--puffer") ) { setDomeCorrection(viewer, arguments); viewer.setSceneData( loadedModel ); } else if (arguments.read("--faces")) { setDomeFaces(viewer, arguments); viewer.setSceneData( loadedModel ); } else { osg::Node* distortionNode = createDistortionSubgraph( loadedModel, viewer.getCamera()->getClearColor()); viewer.setSceneData( distortionNode ); } // load the nodes from the commandline arguments. if (!viewer.getSceneData()) { osg::notify(osg::NOTICE)<<"Please specify a model filename on the command line."< keyswitchManipulator = new osgGA::KeySwitchMatrixManipulator; keyswitchManipulator->addMatrixManipulator( '1', "Trackball", new osgGA::TrackballManipulator() ); keyswitchManipulator->addMatrixManipulator( '2', "Flight", new osgGA::FlightManipulator() ); keyswitchManipulator->addMatrixManipulator( '3', "Drive", new osgGA::DriveManipulator() ); keyswitchManipulator->addMatrixManipulator( '4', "Terrain", new osgGA::TerrainManipulator() ); std::string pathfile; char keyForAnimationPath = '5'; while (arguments.read("-p",pathfile)) { osgGA::AnimationPathManipulator* apm = new osgGA::AnimationPathManipulator(pathfile); if (apm || !apm->valid()) { unsigned int num = keyswitchManipulator->getNumMatrixManipulators(); keyswitchManipulator->addMatrixManipulator( keyForAnimationPath, "Path", apm ); keyswitchManipulator->selectMatrixManipulator(num); ++keyForAnimationPath; } } viewer.setCameraManipulator( keyswitchManipulator.get() ); } viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); // add the state manipulator viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) ); // add the stats handler viewer.addEventHandler(new osgViewer::StatsHandler); return viewer.run(); }