542 lines
19 KiB
C++
542 lines
19 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: t; c-basic-offset: 4 -*- */
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/* OpenSceneGraph example, osgstereomatch.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "StereoMultipass.h"
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#include <osgDB/FileUtils>
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#include <iostream>
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SubtractPass::SubtractPass(osg::TextureRectangle *left_tex,
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osg::TextureRectangle *right_tex,
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int width, int height,
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int start_disparity) :
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_TextureWidth(width),
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_TextureHeight(height),
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_StartDisparity(start_disparity)
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{
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_RootGroup = new osg::Group;
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_InTextureLeft = left_tex;
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_InTextureRight = right_tex;
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createOutputTextures();
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_Camera = new osg::Camera;
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setupCamera();
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_Camera->addChild(createTexturedQuad().get());
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_RootGroup->addChild(_Camera.get());
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setShader("shaders/stereomatch_subtract.frag");
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}
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SubtractPass::~SubtractPass()
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{
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}
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osg::ref_ptr<osg::Group> SubtractPass::createTexturedQuad()
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{
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osg::ref_ptr<osg::Group> top_group = new osg::Group;
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osg::ref_ptr<osg::Geode> quad_geode = new osg::Geode;
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osg::ref_ptr<osg::Vec3Array> quad_coords = new osg::Vec3Array; // vertex coords
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// counter-clockwise
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quad_coords->push_back(osg::Vec3d(0, 0, -1));
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quad_coords->push_back(osg::Vec3d(1, 0, -1));
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quad_coords->push_back(osg::Vec3d(1, 1, -1));
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quad_coords->push_back(osg::Vec3d(0, 1, -1));
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osg::ref_ptr<osg::Vec2Array> quad_tcoords = new osg::Vec2Array; // texture coords
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quad_tcoords->push_back(osg::Vec2(0, 0));
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quad_tcoords->push_back(osg::Vec2(_TextureWidth, 0));
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quad_tcoords->push_back(osg::Vec2(_TextureWidth, _TextureHeight));
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quad_tcoords->push_back(osg::Vec2(0, _TextureHeight));
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osg::ref_ptr<osg::Geometry> quad_geom = new osg::Geometry;
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osg::ref_ptr<osg::DrawArrays> quad_da = new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4);
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osg::ref_ptr<osg::Vec4Array> quad_colors = new osg::Vec4Array;
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quad_colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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quad_geom->setVertexArray(quad_coords.get());
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quad_geom->setTexCoordArray(0, quad_tcoords.get());
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quad_geom->addPrimitiveSet(quad_da.get());
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quad_geom->setColorArray(quad_colors.get());
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quad_geom->setColorBinding(osg::Geometry::BIND_OVERALL);
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_StateSet = quad_geom->getOrCreateStateSet();
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_StateSet->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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_StateSet->setTextureAttributeAndModes(0, _InTextureLeft.get(), osg::StateAttribute::ON);
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_StateSet->setTextureAttributeAndModes(1, _InTextureRight.get(), osg::StateAttribute::ON);
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_StateSet->addUniform(new osg::Uniform("textureLeft", 0));
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_StateSet->addUniform(new osg::Uniform("textureRight", 1));
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_StateSet->addUniform(new osg::Uniform("start_disparity", _StartDisparity));
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quad_geode->addDrawable(quad_geom.get());
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top_group->addChild(quad_geode.get());
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return top_group;
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}
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void SubtractPass::setupCamera()
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{
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// clearing
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_Camera->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
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_Camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// projection and view
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_Camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1));
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_Camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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_Camera->setViewMatrix(osg::Matrix::identity());
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// viewport
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_Camera->setViewport(0, 0, _TextureWidth, _TextureHeight);
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_Camera->setRenderOrder(osg::Camera::PRE_RENDER);
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_Camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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// attach the 4 textures
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for (int i=0; i<4; i++) {
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_Camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+i), _OutTexture[i].get());
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}
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}
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void SubtractPass::createOutputTextures()
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{
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for (int i=0; i<4; i++) {
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_OutTexture[i] = new osg::TextureRectangle;
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_OutTexture[i]->setTextureSize(_TextureWidth, _TextureHeight);
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_OutTexture[i]->setInternalFormat(GL_RGBA);
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_OutTexture[i]->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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_OutTexture[i]->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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}
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}
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void SubtractPass::setShader(std::string filename)
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{
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osg::ref_ptr<osg::Shader> fshader = new osg::Shader( osg::Shader::FRAGMENT );
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fshader->loadShaderSourceFromFile(osgDB::findDataFile(filename));
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_FragmentProgram = 0;
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_FragmentProgram = new osg::Program;
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_FragmentProgram->addShader(fshader.get());
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_StateSet->setAttributeAndModes(_FragmentProgram.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
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}
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//XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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AggregatePass::AggregatePass(osg::TextureRectangle *diff_tex0,
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osg::TextureRectangle *diff_tex1,
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osg::TextureRectangle *diff_tex2,
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osg::TextureRectangle *diff_tex3,
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osg::TextureRectangle *agg_tex_in,
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osg::TextureRectangle *agg_tex_out,
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int width, int height,
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int start_disparity, int window_size):
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_TextureWidth(width),
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_TextureHeight(height),
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_StartDisparity(start_disparity),
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_WindowSize(window_size)
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{
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_RootGroup = new osg::Group;
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_InTextureDifference[0] = diff_tex0;
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_InTextureDifference[1] = diff_tex1;
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_InTextureDifference[2] = diff_tex2;
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_InTextureDifference[3] = diff_tex3;
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_InTextureAggregate = agg_tex_in;
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_OutTextureAggregate = agg_tex_out;
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_OutTexture = _OutTextureAggregate;
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_Camera = new osg::Camera;
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setupCamera();
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_Camera->addChild(createTexturedQuad().get());
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_RootGroup->addChild(_Camera.get());
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setShader("shaders/stereomatch_aggregate.frag");
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}
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AggregatePass::~AggregatePass()
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{
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}
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osg::ref_ptr<osg::Group> AggregatePass::createTexturedQuad()
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{
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osg::ref_ptr<osg::Group> top_group = new osg::Group;
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osg::ref_ptr<osg::Geode> quad_geode = new osg::Geode;
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osg::ref_ptr<osg::Vec3Array> quad_coords = new osg::Vec3Array; // vertex coords
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// counter-clockwise
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quad_coords->push_back(osg::Vec3d(0, 0, -1));
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quad_coords->push_back(osg::Vec3d(1, 0, -1));
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quad_coords->push_back(osg::Vec3d(1, 1, -1));
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quad_coords->push_back(osg::Vec3d(0, 1, -1));
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osg::ref_ptr<osg::Vec2Array> quad_tcoords = new osg::Vec2Array; // texture coords
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quad_tcoords->push_back(osg::Vec2(0, 0));
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quad_tcoords->push_back(osg::Vec2(_TextureWidth, 0));
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quad_tcoords->push_back(osg::Vec2(_TextureWidth, _TextureHeight));
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quad_tcoords->push_back(osg::Vec2(0, _TextureHeight));
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osg::ref_ptr<osg::Geometry> quad_geom = new osg::Geometry;
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osg::ref_ptr<osg::DrawArrays> quad_da = new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4);
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osg::ref_ptr<osg::Vec4Array> quad_colors = new osg::Vec4Array;
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quad_colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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quad_geom->setVertexArray(quad_coords.get());
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quad_geom->setTexCoordArray(0, quad_tcoords.get());
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quad_geom->addPrimitiveSet(quad_da.get());
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quad_geom->setColorArray(quad_colors.get());
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quad_geom->setColorBinding(osg::Geometry::BIND_OVERALL);
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_StateSet = quad_geom->getOrCreateStateSet();
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_StateSet->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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_StateSet->setTextureAttributeAndModes(0, _InTextureDifference[0].get(), osg::StateAttribute::ON);
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_StateSet->setTextureAttributeAndModes(1, _InTextureDifference[1].get(), osg::StateAttribute::ON);
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_StateSet->setTextureAttributeAndModes(2, _InTextureDifference[2].get(), osg::StateAttribute::ON);
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_StateSet->setTextureAttributeAndModes(3, _InTextureDifference[3].get(), osg::StateAttribute::ON);
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_StateSet->setTextureAttributeAndModes(4, _InTextureAggregate.get(), osg::StateAttribute::ON);
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_StateSet->addUniform(new osg::Uniform("textureDiff0", 0));
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_StateSet->addUniform(new osg::Uniform("textureDiff1", 1));
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_StateSet->addUniform(new osg::Uniform("textureDiff2", 2));
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_StateSet->addUniform(new osg::Uniform("textureDiff3", 3));
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_StateSet->addUniform(new osg::Uniform("textureAggIn", 4));
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_StateSet->addUniform(new osg::Uniform("start_disparity", _StartDisparity));
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_StateSet->addUniform(new osg::Uniform("window_size", _WindowSize));
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quad_geode->addDrawable(quad_geom.get());
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top_group->addChild(quad_geode.get());
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return top_group;
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}
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void AggregatePass::setupCamera()
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{
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// clearing
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_Camera->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
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_Camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// projection and view
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_Camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1));
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_Camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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_Camera->setViewMatrix(osg::Matrix::identity());
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// viewport
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_Camera->setViewport(0, 0, _TextureWidth, _TextureHeight);
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_Camera->setRenderOrder(osg::Camera::PRE_RENDER);
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_Camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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_Camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+0), _OutTexture.get());
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}
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void AggregatePass::setShader(std::string filename)
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{
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osg::ref_ptr<osg::Shader> fshader = new osg::Shader( osg::Shader::FRAGMENT );
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fshader->loadShaderSourceFromFile(osgDB::findDataFile(filename));
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_FragmentProgram = 0;
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_FragmentProgram = new osg::Program;
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_FragmentProgram->addShader(fshader.get());
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_StateSet->setAttributeAndModes(_FragmentProgram.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
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}
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// XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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SelectPass::SelectPass(osg::TextureRectangle *in_tex,
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int width, int height,
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int min_disparity, int max_disparity) :
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_TextureWidth(width),
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_TextureHeight(height),
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_MinDisparity(min_disparity),
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_MaxDisparity(max_disparity)
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{
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_RootGroup = new osg::Group;
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_InTexture = in_tex;
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createOutputTextures();
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_Camera = new osg::Camera;
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setupCamera();
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_Camera->addChild(createTexturedQuad().get());
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_RootGroup->addChild(_Camera.get());
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setShader("shaders/stereomatch_select.frag");
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}
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SelectPass::~SelectPass()
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{
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}
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osg::ref_ptr<osg::Group> SelectPass::createTexturedQuad()
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{
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osg::ref_ptr<osg::Group> top_group = new osg::Group;
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osg::ref_ptr<osg::Geode> quad_geode = new osg::Geode;
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osg::ref_ptr<osg::Vec3Array> quad_coords = new osg::Vec3Array; // vertex coords
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// counter-clockwise
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quad_coords->push_back(osg::Vec3d(0, 0, -1));
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quad_coords->push_back(osg::Vec3d(1, 0, -1));
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quad_coords->push_back(osg::Vec3d(1, 1, -1));
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quad_coords->push_back(osg::Vec3d(0, 1, -1));
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osg::ref_ptr<osg::Vec2Array> quad_tcoords = new osg::Vec2Array; // texture coords
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quad_tcoords->push_back(osg::Vec2(0, 0));
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quad_tcoords->push_back(osg::Vec2(_TextureWidth, 0));
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quad_tcoords->push_back(osg::Vec2(_TextureWidth, _TextureHeight));
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quad_tcoords->push_back(osg::Vec2(0, _TextureHeight));
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osg::ref_ptr<osg::Geometry> quad_geom = new osg::Geometry;
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osg::ref_ptr<osg::DrawArrays> quad_da = new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4);
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osg::ref_ptr<osg::Vec4Array> quad_colors = new osg::Vec4Array;
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quad_colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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quad_geom->setVertexArray(quad_coords.get());
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quad_geom->setTexCoordArray(0, quad_tcoords.get());
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quad_geom->addPrimitiveSet(quad_da.get());
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quad_geom->setColorArray(quad_colors.get());
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quad_geom->setColorBinding(osg::Geometry::BIND_OVERALL);
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_StateSet = quad_geom->getOrCreateStateSet();
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_StateSet->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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_StateSet->setTextureAttributeAndModes(0, _InTexture.get(), osg::StateAttribute::ON);
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_StateSet->addUniform(new osg::Uniform("textureIn", 0));
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_StateSet->addUniform(new osg::Uniform("min_disparity", _MinDisparity));
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_StateSet->addUniform(new osg::Uniform("max_disparity", _MaxDisparity));
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quad_geode->addDrawable(quad_geom.get());
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top_group->addChild(quad_geode.get());
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return top_group;
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}
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void SelectPass::setupCamera()
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{
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// clearing
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_Camera->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
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_Camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// projection and view
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_Camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1));
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_Camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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_Camera->setViewMatrix(osg::Matrix::identity());
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// viewport
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_Camera->setViewport(0, 0, _TextureWidth, _TextureHeight);
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_Camera->setRenderOrder(osg::Camera::PRE_RENDER);
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_Camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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_Camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+0), _OutTexture.get());
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}
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void SelectPass::createOutputTextures()
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{
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_OutTexture = new osg::TextureRectangle;
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_OutTexture->setTextureSize(_TextureWidth, _TextureHeight);
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_OutTexture->setInternalFormat(GL_RGBA);
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_OutTexture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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_OutTexture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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}
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void SelectPass::setShader(std::string filename)
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{
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osg::ref_ptr<osg::Shader> fshader = new osg::Shader( osg::Shader::FRAGMENT );
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fshader->loadShaderSourceFromFile(osgDB::findDataFile(filename));
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_FragmentProgram = 0;
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_FragmentProgram = new osg::Program;
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_FragmentProgram->addShader(fshader.get());
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_StateSet->setAttributeAndModes(_FragmentProgram.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
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}
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// XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
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StereoMultipass::StereoMultipass(osg::TextureRectangle *left_tex,
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osg::TextureRectangle *right_tex,
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int width, int height,
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int min_disparity, int max_disparity, int window_size) :
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_TextureWidth(width),
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_TextureHeight(height)
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{
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_RootGroup = new osg::Group;
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createOutputTextures();
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_Camera = new osg::Camera;
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setupCamera();
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_Camera->addChild(createTexturedQuad().get());
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_RootGroup->addChild(_Camera.get());
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setShader("shaders/stereomatch_clear.frag");
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flip=1;
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flop=0;
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// we can do 16 differences in one pass,
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// but we must ping-pong the aggregate textures between passes
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// add passes until we cover the disparity range
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for (int i=min_disparity; i<=max_disparity; i+=16) {
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SubtractPass *subp = new SubtractPass(left_tex, right_tex,
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width, height,
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i);
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AggregatePass *aggp = new AggregatePass(subp->getOutputTexture(0).get(),
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subp->getOutputTexture(1).get(),
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subp->getOutputTexture(2).get(),
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subp->getOutputTexture(3).get(),
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_OutTexture[flip].get(),
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_OutTexture[flop].get(),
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width, height,
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i, window_size);
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_RootGroup->addChild(subp->getRoot().get());
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_RootGroup->addChild(aggp->getRoot().get());
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flip = flip ? 0 : 1;
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flop = flop ? 0 : 1;
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|
}
|
|
// add select pass
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|
_SelectPass = new SelectPass(_OutTexture[flip].get(),
|
|
width, height,
|
|
min_disparity, max_disparity);
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|
_RootGroup->addChild(_SelectPass->getRoot().get());
|
|
}
|
|
|
|
StereoMultipass::~StereoMultipass()
|
|
{
|
|
}
|
|
|
|
osg::ref_ptr<osg::Group> StereoMultipass::createTexturedQuad()
|
|
{
|
|
osg::ref_ptr<osg::Group> top_group = new osg::Group;
|
|
|
|
osg::ref_ptr<osg::Geode> quad_geode = new osg::Geode;
|
|
|
|
osg::ref_ptr<osg::Vec3Array> quad_coords = new osg::Vec3Array; // vertex coords
|
|
// counter-clockwise
|
|
quad_coords->push_back(osg::Vec3d(0, 0, -1));
|
|
quad_coords->push_back(osg::Vec3d(1, 0, -1));
|
|
quad_coords->push_back(osg::Vec3d(1, 1, -1));
|
|
quad_coords->push_back(osg::Vec3d(0, 1, -1));
|
|
|
|
osg::ref_ptr<osg::Vec2Array> quad_tcoords = new osg::Vec2Array; // texture coords
|
|
quad_tcoords->push_back(osg::Vec2(0, 0));
|
|
quad_tcoords->push_back(osg::Vec2(_TextureWidth, 0));
|
|
quad_tcoords->push_back(osg::Vec2(_TextureWidth, _TextureHeight));
|
|
quad_tcoords->push_back(osg::Vec2(0, _TextureHeight));
|
|
|
|
osg::ref_ptr<osg::Geometry> quad_geom = new osg::Geometry;
|
|
osg::ref_ptr<osg::DrawArrays> quad_da = new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4);
|
|
|
|
osg::ref_ptr<osg::Vec4Array> quad_colors = new osg::Vec4Array;
|
|
quad_colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
|
|
|
|
quad_geom->setVertexArray(quad_coords.get());
|
|
quad_geom->setTexCoordArray(0, quad_tcoords.get());
|
|
quad_geom->addPrimitiveSet(quad_da.get());
|
|
quad_geom->setColorArray(quad_colors.get());
|
|
quad_geom->setColorBinding(osg::Geometry::BIND_OVERALL);
|
|
|
|
_StateSet = quad_geom->getOrCreateStateSet();
|
|
_StateSet->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
|
|
|
|
quad_geode->addDrawable(quad_geom.get());
|
|
|
|
top_group->addChild(quad_geode.get());
|
|
|
|
return top_group;
|
|
}
|
|
|
|
void StereoMultipass::setupCamera()
|
|
{
|
|
// clearing
|
|
_Camera->setClearColor(osg::Vec4(10.0f,0.0f,0.0f,1.0f));
|
|
_Camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
// projection and view
|
|
_Camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1));
|
|
_Camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
|
|
_Camera->setViewMatrix(osg::Matrix::identity());
|
|
|
|
// viewport
|
|
_Camera->setViewport(0, 0, _TextureWidth, _TextureHeight);
|
|
|
|
_Camera->setRenderOrder(osg::Camera::PRE_RENDER);
|
|
_Camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
|
|
|
|
// attach two textures for aggregating results
|
|
_Camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+0), _OutTexture[0].get());
|
|
_Camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+1), _OutTexture[1].get());
|
|
}
|
|
|
|
void StereoMultipass::createOutputTextures()
|
|
{
|
|
for (int i=0; i<2; i++) {
|
|
_OutTexture[i] = new osg::TextureRectangle;
|
|
|
|
_OutTexture[i]->setTextureSize(_TextureWidth, _TextureHeight);
|
|
_OutTexture[i]->setInternalFormat(GL_RGBA);
|
|
_OutTexture[i]->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
|
|
_OutTexture[i]->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
|
|
|
|
// hdr, we want to store floats
|
|
_OutTexture[i]->setInternalFormat(GL_RGBA16F_ARB);
|
|
//_OutTexture[i]->setInternalFormat(GL_FLOAT_RGBA32_NV);
|
|
//_OutTexture[i]->setInternalFormat(GL_FLOAT_RGBA16_NV);
|
|
_OutTexture[i]->setSourceFormat(GL_RGBA);
|
|
_OutTexture[i]->setSourceType(GL_FLOAT);
|
|
}
|
|
}
|
|
|
|
void StereoMultipass::setShader(std::string filename)
|
|
{
|
|
osg::ref_ptr<osg::Shader> fshader = new osg::Shader( osg::Shader::FRAGMENT );
|
|
fshader->loadShaderSourceFromFile(osgDB::findDataFile(filename));
|
|
|
|
_FragmentProgram = 0;
|
|
_FragmentProgram = new osg::Program;
|
|
|
|
_FragmentProgram->addShader(fshader.get());
|
|
|
|
_StateSet->setAttributeAndModes(_FragmentProgram.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
|
|
}
|
|
|