OpenSceneGraph/examples/osgfbo/osgfbo.cpp
Robert Osfield 8dd013171c Ported all the render to texture examples across to using the new osg::CameraNode.
Added support for texture cube maps in FBO + CameraNode.
2005-07-19 16:30:55 +00:00

142 lines
4.4 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 <osg/FrameBufferObject>
// 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;
}
void build_world(osg::Group *root)
{
int width = 2048;
int height = 2048;
// 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);
// 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)));
osg::ref_ptr<osg::Node> subgraph = osgDB::readNodeFile("cow.osg");
if (!subgraph) return;
const osg::BoundingSphere& bs = subgraph->getBound();
if (!bs.valid())
{
return;
}
osg::ref_ptr<osg::CameraNode> camera = new osg::CameraNode;
camera->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
camera->setViewport(0, 0, width, height);
// set the camera to render before the main camera.
camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
float znear = 1.0f*bs.radius();
float zfar = 3.0f*bs.radius();
// 2:1 aspect ratio as per flag geomtry below.
float proj_top = 0.5f*znear;
float proj_right = 0.5f*znear;
znear *= 0.9f;
zfar *= 1.1f;
// set up projection.
camera->setProjectionMatrixAsFrustum(-proj_right,proj_right,-proj_top,proj_top,znear,zfar);
// set view
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrixAsLookAt(bs.center()+osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
// tell the camera to use OpenGL frame buffer object where supported.
camera->setRenderTargetImplmentation(osg::CameraNode::FRAME_BUFFER_OBJECT);
// attach the texture and use it as the color buffer.
camera->attach(osg::CameraNode::COLOR_BUFFER,tex.get());
// attach the subgraph
camera->addChild(subgraph.get());
// attach the camera to the main scene graph.
root->addChild(camera.get());
// 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;
}