OpenSceneGraph/examples/osgprerendercubemap/osgprerendercubemap.cpp

514 lines
17 KiB
C++

#include <osg/GLExtensions>
#include <osg/Group>
#include <osg/Geode>
#include <osg/Matrix>
#include <osg/Quat>
#include <osg/StateSet>
#include <osg/TextureCubeMap>
#include <osg/TexGen>
#include <osg/TexMat>
#include <osg/TexEnvCombine>
#include <osg/ShapeDrawable>
#include <osg/PositionAttitudeTransform>
#include <osg/MatrixTransform>
#include <osgUtil/RenderToTextureStage>
#include <osgUtil/Optimizer>
#include <osgUtil/TransformCallback>
#include <osgDB/ReadFile>
#include <osgDB/Registry>
#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>
#include <osgProducer/Viewer>
#include <iostream>
#include <string>
#include <vector>
#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<osg::Node> _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<osgUtil::CullVisitor*>(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<osg::Node> _subgraph;
osg::ref_ptr<osg::TextureCubeMap> _cubemap;
osg::ref_ptr<osg::StateSet> _localState[6];
osg::ref_ptr<osg::TexMat> _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()<<std::endl;
return;
}
// create the render to texture stage.
osg::ref_ptr<osgUtil::RenderToTextureStage> 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<osgUtil::CullVisitor*>(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<osg::TexMat> _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;
}