OpenSceneGraph/examples/osgfbo/osgfbo.cpp

159 lines
5.6 KiB
C++

#include <osg/GL>
#include <osg/Group>
#include <osg/Geometry>
#include <osg/Geode>
#include <osg/Viewport>
#include <osg/Texture2D>
#include <osg/MatrixTransform>
#include <osgProducer/Viewer>
#include <osgDB/ReadFile>
#include "FramebufferObject.h"
#include "FramebufferAttachment.h"
#include "Renderbuffer.h"
#include "FBOExtensions.h"
// This drawable class provides the means for clearing
// the color and depth buffer and it is used in this
// example to clear the offscreen buffers. Of course
// this is just a trick, but I couldn't think of any
// cleaner way to do that (ClearNode always affects
// the main buffers).
class ClearBuffer: public osg::Drawable
{
public:
ClearBuffer() {}
ClearBuffer(const ClearBuffer &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY): osg::Drawable(copy, copyop) {}
META_Object(example, ClearBuffer);
void drawImplementation(osg::State &state) const
{
glPushAttrib(GL_COLOR_BUFFER_BIT);
glClearColor(0.5f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPopAttrib();
}
};
// This function builds a textured quad
osg::Node *build_quad(osg::Texture2D *tex)
{
osg::Geometry *geo = new osg::Geometry;
osg::Vec3Array *vx = new osg::Vec3Array;
vx->push_back(osg::Vec3(-10, 0, -10));
vx->push_back(osg::Vec3(10, 0, -10));
vx->push_back(osg::Vec3(10, 0, 10));
vx->push_back(osg::Vec3(-10, 0, 10));
geo->setVertexArray(vx);
osg::Vec3Array *nx = new osg::Vec3Array;
nx->push_back(osg::Vec3(0, -1, 0));
geo->setNormalArray(nx);
geo->setNormalBinding(osg::Geometry::BIND_OVERALL);
osg::Vec2Array *tx = new osg::Vec2Array;
tx->push_back(osg::Vec2(0, 0));
tx->push_back(osg::Vec2(1, 0));
tx->push_back(osg::Vec2(1, 1));
tx->push_back(osg::Vec2(0, 1));
geo->setTexCoordArray(0, tx);
geo->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4));
geo->getOrCreateStateSet()->setTextureAttributeAndModes(0, tex);
osg::Geode *geode = new osg::Geode;
geode->addDrawable(geo);
return geode;
}
// This class is provided because osg::Texture classes
// don't apply texture parameters when the image pointer
// is null. When performing render-to-texture, texture
// data must be applied as usual but a null pointer must
// be specified as pixel data.
// This is another trick: it would be better to allow
// null image pointers in osg::Texture classes.
struct MySubload: public osg::Texture2D::SubloadCallback
{
void load(const osg::Texture2D &texture, osg::State &state) const
{
glTexImage2D(GL_TEXTURE_2D, 0, texture.getInternalFormat(), texture.getTextureWidth(), texture.getTextureHeight(), texture.getBorderWidth(), GL_RGBA, GL_UNSIGNED_BYTE, 0);
}
void subload(const osg::Texture2D &texture, osg::State &state) const
{
}
};
void build_world(osg::Group *root)
{
int width = 512;
int height = 512;
// create and configure the texture that we're going
// to use as target for render-to-texture
osg::ref_ptr<osg::Texture2D> tex = new osg::Texture2D;
tex->setTextureSize(width, height);
tex->setInternalFormat(GL_RGBA);
tex->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
tex->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
tex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
tex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
tex->setSubloadCallback(new MySubload);
// create and configure a framebuffer object.
// We attach the texture to the first color buffer,
// and we attach a simple offscreen image (Renderbuffer)
// to the depth buffer in order to allow depth operations
osg::ref_ptr<osg::FramebufferObject> fbo = new osg::FramebufferObject();
fbo->setAttachment(GL_COLOR_ATTACHMENT0_EXT, osg::FramebufferAttachment(tex.get()));
fbo->setAttachment(GL_DEPTH_ATTACHMENT_EXT, osg::FramebufferAttachment(new osg::Renderbuffer(width, height, GL_DEPTH_COMPONENT24)));
// create a subgraph that will be rendered to texture.
// We apply the previously created FBO and a Viewport
// attribute to this subgraph.
osg::ref_ptr<osg::MatrixTransform> offscreen = new osg::MatrixTransform;
root->addChild(offscreen.get());
offscreen->getOrCreateStateSet()->setRenderBinDetails(-1, "RenderBin");
offscreen->getOrCreateStateSet()->setAttribute(fbo.get());
offscreen->getOrCreateStateSet()->setAttribute(new osg::Viewport(0, 0, width, height));
offscreen->setMatrix(osg::Matrix::lookAt(osg::Vec3(0, -20, 0), osg::Vec3(0, 0, 0), osg::Vec3(0, 0, 1)));
offscreen->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
// add a ClearBuffer drawable to the offscreen subgraph
// in order to clear the color and depth buffers
osg::ref_ptr<osg::Geode> cbuf = new osg::Geode;
cbuf->addDrawable(new ClearBuffer);
cbuf->getOrCreateStateSet()->setRenderBinDetails(-2, "RenderBin");
offscreen->addChild(cbuf.get());
// add our beloved cow the offscreen subgraph
offscreen->addChild(osgDB::readNodeFile("cow.osg"));
// now create a simple quad that will be rendered
// in the main framebuffers. The quad's texture
// will be the content of the FBO's color buffer
root->addChild(build_quad(tex.get()));
}
int main()
{
osg::ref_ptr<osg::Group> root = new osg::Group;
build_world(root.get());
osgProducer::Viewer viewer;
viewer.setUpViewer();
viewer.setSceneData(root.get());
viewer.realize();
while (!viewer.done())
{
viewer.sync();
viewer.update();
viewer.frame();
}
viewer.sync();
viewer.cleanup_frame();
viewer.sync();
return 0;
}