241 lines
9.2 KiB
C++
241 lines
9.2 KiB
C++
#include "StandardStereo.h"
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#include <osgViewer/Renderer>
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#include <osgViewer/View>
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#include <osgViewer/GraphicsWindow>
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#include <osg/io_utils>
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#include <osg/Texture2DArray>
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#include <osg/TextureRectangle>
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#include <osg/Texture1D>
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#include <osg/Texture2D>
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#include <osg/TexMat>
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#include <osg/Stencil>
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#include <osg/PolygonStipple>
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#include <osg/ValueObject>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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using namespace osgViewer;
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osg::ref_ptr<osg::Node> StandardStereo::createStereoMesh(const osg::Vec3& origin, const osg::Vec3& widthVector, const osg::Vec3& heightVector) const
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{
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osg::Vec3d center(0.0,0.0,0.0);
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osg::Vec3d eye(0.0,0.0,0.0);
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// create the quad to visualize.
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osg::Geometry* geometry = new osg::Geometry();
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geometry->setSupportsDisplayList(false);
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osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES);
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osg::Vec3Array* vertices = new osg::Vec3Array;
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osg::Vec3Array* texcoords = new osg::Vec3Array;
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0, 1.0, 0.0, 1.0));
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// left hand side
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vertices->push_back(origin); texcoords->push_back(osg::Vec3(0.0f, 0.0f, 0.0f));
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vertices->push_back(origin + widthVector*0.5f); texcoords->push_back(osg::Vec3(1.0f, 0.0f, 0.0f));
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vertices->push_back(origin + widthVector*0.5f +heightVector); texcoords->push_back(osg::Vec3(1.0f, 1.0f, 0.0f));
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vertices->push_back(origin + heightVector); texcoords->push_back(osg::Vec3(0.0f, 1.0f, 0.0f));
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elements->push_back(0);
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elements->push_back(1);
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elements->push_back(2);
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elements->push_back(2);
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elements->push_back(3);
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elements->push_back(0);
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// right hand side
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vertices->push_back(origin + widthVector*0.5f); texcoords->push_back(osg::Vec3(0.0f, 0.0f, 1.0f));
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vertices->push_back(origin + widthVector); texcoords->push_back(osg::Vec3(1.0f, 0.0f, 1.0f));
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vertices->push_back(origin + widthVector +heightVector); texcoords->push_back(osg::Vec3(1.0f, 1.0f, 1.0f));
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vertices->push_back(origin + widthVector*0.5f + heightVector); texcoords->push_back(osg::Vec3(0.0f, 1.0f, 1.0f));
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elements->push_back(4);
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elements->push_back(5);
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elements->push_back(6);
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elements->push_back(6);
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elements->push_back(7);
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elements->push_back(4);
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geometry->setVertexArray(vertices);
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geometry->setColorArray(colors, osg::Array::BIND_OVERALL);
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geometry->setTexCoordArray(0, texcoords);
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geometry->addPrimitiveSet(elements);
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return geometry;
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}
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void StandardStereo::configure(osgViewer::View& view) const
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{
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osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();
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if (!wsi)
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{
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OSG_NOTICE<<"Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
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return;
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}
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osg::DisplaySettings* displaySettings = getActiveDisplaySetting(view);
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osg::GraphicsContext::ScreenIdentifier si;
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si.readDISPLAY();
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// displayNum has not been set so reset it to 0.
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if (si.displayNum<0) si.displayNum = 0;
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si.screenNum = _screenNum;
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unsigned int width, height;
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wsi->getScreenResolution(si, width, height);
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osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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traits->hostName = si.hostName;
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traits->displayNum = si.displayNum;
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traits->screenNum = si.screenNum;
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traits->x = 0;
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traits->y = 0;
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traits->width = width;
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traits->height = height;
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traits->windowDecoration = false;
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traits->doubleBuffer = true;
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traits->sharedContext = 0;
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osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get());
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if (!gc)
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{
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OSG_NOTICE<<"GraphicsWindow has not been created successfully."<<std::endl;
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return;
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}
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int tex_width = width;
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int tex_height = height;
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int camera_width = tex_width;
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int camera_height = tex_height;
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osg::Texture2DArray* texture = new osg::Texture2DArray;
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texture->setTextureSize(tex_width, tex_height, 2);
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texture->setInternalFormat(GL_RGBA);
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texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
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texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
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texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
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osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
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GLenum buffer = GL_FRONT;
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// left eye
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{
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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camera->setName("Left eye camera");
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camera->setGraphicsContext(gc.get());
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camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
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camera->setDrawBuffer(buffer);
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camera->setReadBuffer(buffer);
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camera->setAllowEventFocus(false);
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// tell the camera to use OpenGL frame buffer object where supported.
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camera->setRenderTargetImplementation(renderTargetImplementation);
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// attach the texture and use it as the color buffer.
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camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, 0);
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// set up the projection and view matrices
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osg::Matrixd projectionOffset = displaySettings->computeLeftEyeProjectionImplementation(osg::Matrixd());
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osg::Matrixd viewOffset = displaySettings->computeLeftEyeViewImplementation(osg::Matrixd());
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view.addSlave(camera.get(), projectionOffset, viewOffset);
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}
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// right eye
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{
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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camera->setName("Right eyecamera");
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camera->setGraphicsContext(gc.get());
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camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height));
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camera->setDrawBuffer(buffer);
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camera->setReadBuffer(buffer);
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camera->setAllowEventFocus(false);
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// tell the camera to use OpenGL frame buffer object where supported.
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camera->setRenderTargetImplementation(renderTargetImplementation);
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// attach the texture and use it as the color buffer.
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camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, 1);
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// set up the projection and view matrices
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osg::Matrixd projectionOffset = displaySettings->computeRightEyeProjectionImplementation(osg::Matrixd());
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osg::Matrixd viewOffset = displaySettings->computeRightEyeViewImplementation(osg::Matrixd());
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view.addSlave(camera.get(), projectionOffset, viewOffset);
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}
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view.getCamera()->setProjectionMatrixAsPerspective(90.0f, 1.0, 1, 1000.0);
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// distortion correction set up.
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{
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osg::ref_ptr<osg::Node> mesh = createStereoMesh(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(width,0.0f,0.0f), osg::Vec3(0.0f,height,0.0f));
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// new we need to add the texture to the mesh, we do so by creating a
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// StateSet to contain the Texture StateAttribute.
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osg::StateSet* stateset = mesh->getOrCreateStateSet();
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stateset->setTextureAttribute(0, texture, osg::StateAttribute::ON);
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stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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{
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osg::ref_ptr<osg::Program> program = new osg::Program();
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stateset->setAttribute(program.get(), osg::StateAttribute::ON);
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std::string vsFileName("standard.vert");
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std::string fsFileName("standard.frag");
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osg::ref_ptr<osg::Shader> vertexShader = osgDB::readRefShaderFile( osg::Shader::VERTEX, vsFileName) ;
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if (vertexShader.get()) program->addShader( vertexShader.get() );
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osg::ref_ptr<osg::Shader> fragmentShader = osgDB::readRefShaderFile( osg::Shader::FRAGMENT, fsFileName) ;
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if (fragmentShader.get()) program->addShader( fragmentShader.get() );
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}
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osg::ref_ptr<osg::Camera> camera = new osg::Camera;
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camera->setGraphicsContext(gc.get());
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camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
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camera->setClearColor( osg::Vec4(0.0,0.0,0.0,1.0) );
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camera->setViewport(new osg::Viewport(0, 0, width, height));
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GLenum window_buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
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camera->setDrawBuffer(window_buffer);
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camera->setReadBuffer(window_buffer);
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camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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camera->setAllowEventFocus(true);
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camera->setInheritanceMask(camera->getInheritanceMask() & ~osg::CullSettings::CLEAR_COLOR & ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE);
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//camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
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camera->setProjectionMatrixAsOrtho2D(0,width,0,height);
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camera->setViewMatrix(osg::Matrix::identity());
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// add subgraph to render
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camera->addChild(mesh.get());
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camera->setName("DistortionCorrectionCamera");
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osgDB::writeNodeFile(*mesh, "mesh.osgt");
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view.addSlave(camera.get(), osg::Matrixd(), osg::Matrixd(), false);
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}
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view.getCamera()->setNearFarRatio(0.0001f);
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if (view.getLightingMode()==osg::View::HEADLIGHT)
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{
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// set a local light source for headlight to ensure that lighting is consistent across sides of cube.
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view.getLight()->setPosition(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
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}
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}
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