#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 #define UPDATE_ONE_IMAGE_PER_FRAME 1 class PrerenderAppCallback : public osg::NodeCallback { public: PrerenderAppCallback(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 PrerenderCullCallback : public osg::NodeCallback { public: PrerenderCullCallback(osg::Node* subgraph, osg::TextureCubeMap* cubemap, osg::TexMat* texmat): _subgraph(subgraph), _cubemap(cubemap), _texmat(texmat) { _updateCubemapFace = 0; _clearColor = osg::Vec4(1,1,1,1); _localState[0] = new osg::StateSet; _localState[1] = new osg::StateSet; _localState[2] = new osg::StateSet; _localState[3] = new osg::StateSet; _localState[4] = new osg::StateSet; _localState[5] = new osg::StateSet; } virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { // Reset this counter to zero, otherwise it wont do the while loop down below. // And the cubemap will never update the newer frames. if (_updateCubemapFace > 5) _updateCubemapFace = 0; osgUtil::CullVisitor* cv = dynamic_cast(nv); if (cv && _cubemap.valid() && _subgraph.valid()) { const osg::Vec4 clearColArray[] = { osg::Vec4(0, 0, 1, 1), // +X osg::Vec4(1, 0.7f, 0, 1), // -X osg::Vec4(0, 1, 1, 1), // +Y osg::Vec4(1, 1, 0, 1), // -Y osg::Vec4(1, 0, 0, 1), // +Z osg::Vec4(0, 1, 0, 1) // -Z }; osg::Quat q; cv->getModelViewMatrix().get(q); const osg::Matrix C = osg::Matrix::rotate( q.inverse() ); _texmat->setMatrix(C); #if UPDATE_ONE_IMAGE_PER_FRAME if ((_updateCubemapFace >= 0) && (_updateCubemapFace <= 5)) { _clearColor = clearColArray[_updateCubemapFace]; doPreRender(*node, *cv, _updateCubemapFace++); } #else while (_updateCubemapFace<6) { _clearColor = clearColArray[_updateCubemapFace]; doPreRender(*node, *cv, _updateCubemapFace++); } #endif } // must traverse the subgraph traverse(node,nv); } void doPreRender(osg::Node& node, osgUtil::CullVisitor& cv, const int nFace); struct ImageData { ImageData(const osg::Vec3& dir, const osg::Vec3& up) : _dir(dir), _up(up) {} osg::Vec3 _dir; osg::Vec3 _up; }; osg::ref_ptr _subgraph; osg::ref_ptr _cubemap; osg::ref_ptr _localState[6]; osg::ref_ptr _texmat; osg::Vec4 _clearColor; int _updateCubemapFace; }; void PrerenderCullCallback::doPreRender(osg::Node& /*node*/, osgUtil::CullVisitor& cv, const int nFace) { const ImageData id[] = { ImageData( osg::Vec3( 1, 0, 0), osg::Vec3( 0, -1, 0) ), // +X ImageData( osg::Vec3(-1, 0, 0), osg::Vec3( 0, -1, 0) ), // -X ImageData( osg::Vec3( 0, 1, 0), osg::Vec3( 0, 0, 1) ), // +Y ImageData( osg::Vec3( 0, -1, 0), osg::Vec3( 0, 0, -1) ), // -Y ImageData( osg::Vec3( 0, 0, 1), osg::Vec3( 0, -1, 0) ), // +Z ImageData( osg::Vec3( 0, 0, -1), osg::Vec3( 0, -1, 0) ) // -Z }; osg::Image* image = _cubemap->getImage((osg::TextureCubeMap::Face)nFace); osg::Vec3 dir = id[nFace]._dir; osg::Vec3 up = id[nFace]._up; const osg::BoundingSphere& bs = _subgraph->getBound(); if (!bs.valid()) { osg::notify(osg::WARN) << "bb invalid"<<_subgraph.get()< rtts = new osgUtil::RenderToTextureStage; // 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(_clearColor); // ABJ: use default (color+depth) 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(); znear *= 0.9f; zfar *= 1.1f; // set up projection. const double fovy = 90.0; const double aspectRatio = 1.0; osg::RefMatrix* projection = new osg::RefMatrix; projection->makePerspective(fovy, aspectRatio, znear, zfar); cv.pushProjectionMatrix(projection); osg::RefMatrix* matrix = new osg::RefMatrix; osg::Vec3 eye = bs.center(); eye.z() = 0.0f; osg::Vec3 center = eye + dir; matrix->makeLookAt(eye, center, up); cv.pushModelViewMatrix(matrix); cv.pushStateSet(_localState[nFace].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); rtts->setViewport(new_viewport); _localState[nFace]->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 image to the RenderToTextureStage. // if (image.valid()) rtts->setImage(_image.get()); if (image) rtts->setImage(image); } osg::Drawable* makeGeometry() { const float radius = 20; return new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),radius)); } osg::Node* createPreRenderSubGraph(osg::Node* subgraph) { if (!subgraph) return 0; // create the quad to visualize. osg::Drawable* geom = makeGeometry(); geom->setSupportsDisplayList(false); // 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; osg::TextureCubeMap* cubemap = new osg::TextureCubeMap; // set up the textures osg::Image* imagePosX = new osg::Image; osg::Image* imageNegX = new osg::Image; osg::Image* imagePosY = new osg::Image; osg::Image* imageNegY = new osg::Image; osg::Image* imagePosZ = new osg::Image; osg::Image* imageNegZ = new osg::Image; imagePosX->setInternalTextureFormat(GL_RGB); imageNegX->setInternalTextureFormat(GL_RGB); imagePosY->setInternalTextureFormat(GL_RGB); imageNegY->setInternalTextureFormat(GL_RGB); imagePosZ->setInternalTextureFormat(GL_RGB); imageNegZ->setInternalTextureFormat(GL_RGB); cubemap->setImage(osg::TextureCubeMap::POSITIVE_X, imagePosX); cubemap->setImage(osg::TextureCubeMap::NEGATIVE_X, imageNegX); cubemap->setImage(osg::TextureCubeMap::POSITIVE_Y, imagePosY); cubemap->setImage(osg::TextureCubeMap::NEGATIVE_Y, imageNegY); cubemap->setImage(osg::TextureCubeMap::POSITIVE_Z, imagePosZ); cubemap->setImage(osg::TextureCubeMap::NEGATIVE_Z, imageNegZ); cubemap->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); cubemap->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); cubemap->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE); cubemap->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); cubemap->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); stateset->setTextureAttributeAndModes(0, cubemap, osg::StateAttribute::ON); osg::TexGen *texgen = new osg::TexGen; texgen->setMode(osg::TexGen::REFLECTION_MAP); stateset->setTextureAttributeAndModes(0, texgen, osg::StateAttribute::ON); osg::TexMat* texmat = new osg::TexMat; stateset->setTextureAttribute(0, texmat); stateset->setMode( GL_LIGHTING, osg::StateAttribute::OFF ); geom->setStateSet(stateset); osg::Geode* geode = new osg::Geode; geode->addDrawable(geom); // Geodes can't have cull callback so create extra Group to attach cullcallback. osg::Group* parent = new osg::Group; parent->setUpdateCallback(new PrerenderAppCallback(subgraph)); parent->setCullCallback(new PrerenderCullCallback(subgraph, cubemap, texmat)); parent->addChild(geode); return parent; } struct DrawableCullCallback : public osg::Drawable::CullCallback { DrawableCullCallback(osg::TexMat* texmat) : _texmat(texmat) {} virtual bool cull(osg::NodeVisitor* nv, osg::Drawable* /*drawable*/, osg::State* /*state*/) const { osgUtil::CullVisitor* cv = dynamic_cast(nv); if (cv) { osg::Quat q; cv->getModelViewMatrix().get(q); const osg::Matrix C = osg::Matrix::rotate( q.inverse() ); _texmat->setMatrix(C); } return false; } mutable osg::ref_ptr _texmat; }; osg::Node* createReferenceSphere() { const float radius = 10; osg::Drawable* sphere = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),radius)); osg::StateSet* stateset = new osg::StateSet; sphere->setStateSet(stateset); osg::TextureCubeMap* cubemap = new osg::TextureCubeMap; #define CUBEMAP_FILENAME(face) "Cubemap_axis/" #face ".png" osg::Image* imagePosX = osgDB::readImageFile(CUBEMAP_FILENAME(posx)); osg::Image* imageNegX = osgDB::readImageFile(CUBEMAP_FILENAME(negx)); osg::Image* imagePosY = osgDB::readImageFile(CUBEMAP_FILENAME(posy)); osg::Image* imageNegY = osgDB::readImageFile(CUBEMAP_FILENAME(negy)); osg::Image* imagePosZ = osgDB::readImageFile(CUBEMAP_FILENAME(posz)); osg::Image* imageNegZ = osgDB::readImageFile(CUBEMAP_FILENAME(negz)); if (imagePosX && imageNegX && imagePosY && imageNegY && imagePosZ && imageNegZ) { cubemap->setImage(osg::TextureCubeMap::POSITIVE_X, imagePosX); cubemap->setImage(osg::TextureCubeMap::NEGATIVE_X, imageNegX); cubemap->setImage(osg::TextureCubeMap::POSITIVE_Y, imagePosY); cubemap->setImage(osg::TextureCubeMap::NEGATIVE_Y, imageNegY); cubemap->setImage(osg::TextureCubeMap::POSITIVE_Z, imagePosZ); cubemap->setImage(osg::TextureCubeMap::NEGATIVE_Z, imageNegZ); cubemap->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); cubemap->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); cubemap->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE); cubemap->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); cubemap->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); stateset->setTextureAttributeAndModes(0, cubemap, osg::StateAttribute::ON); } osg::TexGen *texgen = new osg::TexGen; texgen->setMode(osg::TexGen::REFLECTION_MAP); stateset->setTextureAttributeAndModes(0, texgen, osg::StateAttribute::ON); osg::TexMat* texmat = new osg::TexMat; stateset->setTextureAttribute(0, texmat); stateset->setMode( GL_LIGHTING, osg::StateAttribute::OFF ); sphere->setCullCallback(new DrawableCullCallback(texmat)); osg::Geode* geode = new osg::Geode(); geode->addDrawable(sphere); return geode; } 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 pre rendering of scene to a texture, and then apply this texture to geometry."); 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; } */ osg::Group* rootNode = new osg::Group(); #if 1 osg::Node* sky = osgDB::readNodeFile("skydome.osg"); // Proof of concept to see if the skydome really rotates and that the cubemap gets updated. // create a transform to spin the model. osg::MatrixTransform* loadedModelTransform = new osg::MatrixTransform; loadedModelTransform->addChild(sky); osg::NodeCallback* nc = new osgUtil::TransformCallback(loadedModelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(5.0f)); loadedModelTransform->setUpdateCallback(nc); // osg::Group* rootNode = new osg::Group(); // rootNode->addChild(loadedModelTransform); // rootNode->addChild(createPreRenderSubGraph(loadedModelTransform)); if (loadedModelTransform) { rootNode->addChild(createPreRenderSubGraph(loadedModelTransform)); } #endif #if 1 osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform; pat->setPosition(osg::Vec3(0,0,50)); pat->addChild(createReferenceSphere()); rootNode->addChild(pat); #endif // load the nodes from the commandline arguments. osg::Node* loadedModel = osgDB::readNodeFiles(arguments); if (loadedModel) rootNode->addChild(loadedModel); // add model to the viewer. viewer.setSceneData( rootNode ); // 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; }