514 lines
17 KiB
C++
514 lines
17 KiB
C++
#include <osg/GLExtensions>
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#include <osg/Group>
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#include <osg/Geode>
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#include <osg/Matrix>
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#include <osg/Quat>
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#include <osg/StateSet>
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#include <osg/TextureCubeMap>
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#include <osg/TexGen>
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#include <osg/TexMat>
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#include <osg/TexEnvCombine>
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#include <osg/ShapeDrawable>
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#include <osg/PositionAttitudeTransform>
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#include <osg/MatrixTransform>
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#include <osgUtil/RenderToTextureStage>
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#include <osgUtil/Optimizer>
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#include <osgUtil/TransformCallback>
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#include <osgDB/ReadFile>
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#include <osgDB/Registry>
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#include <osgGA/TrackballManipulator>
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#include <osgGA/FlightManipulator>
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#include <osgGA/DriveManipulator>
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#include <osgProducer/Viewer>
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#include <iostream>
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#include <string>
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#include <vector>
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#define UPDATE_ONE_IMAGE_PER_FRAME 1
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class PrerenderAppCallback : public osg::NodeCallback
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{
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public:
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PrerenderAppCallback(osg::Node* subgraph):
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_subgraph(subgraph) {}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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// traverse the subgraph to update any nodes.
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if (_subgraph.valid()) _subgraph->accept(*nv);
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// must traverse the Node's subgraph
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traverse(node,nv);
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}
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osg::ref_ptr<osg::Node> _subgraph;
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};
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class PrerenderCullCallback : public osg::NodeCallback
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{
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public:
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PrerenderCullCallback(osg::Node* subgraph, osg::TextureCubeMap* cubemap, osg::TexMat* texmat):
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_subgraph(subgraph),
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_cubemap(cubemap),
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_texmat(texmat)
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{
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_updateCubemapFace = 0;
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_clearColor = osg::Vec4(1,1,1,1);
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_localState[0] = new osg::StateSet;
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_localState[1] = new osg::StateSet;
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_localState[2] = new osg::StateSet;
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_localState[3] = new osg::StateSet;
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_localState[4] = new osg::StateSet;
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_localState[5] = new osg::StateSet;
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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// Reset this counter to zero, otherwise it wont do the while loop down below.
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// And the cubemap will never update the newer frames.
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if (_updateCubemapFace > 5)
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_updateCubemapFace = 0;
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cv && _cubemap.valid() && _subgraph.valid())
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{
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const osg::Vec4 clearColArray[] =
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{
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osg::Vec4(0, 0, 1, 1), // +X
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osg::Vec4(1, 0.7f, 0, 1), // -X
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osg::Vec4(0, 1, 1, 1), // +Y
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osg::Vec4(1, 1, 0, 1), // -Y
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osg::Vec4(1, 0, 0, 1), // +Z
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osg::Vec4(0, 1, 0, 1) // -Z
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};
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osg::Quat q;
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cv->getModelViewMatrix().get(q);
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const osg::Matrix C = osg::Matrix::rotate( q.inverse() );
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_texmat->setMatrix(C);
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#if UPDATE_ONE_IMAGE_PER_FRAME
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if ((_updateCubemapFace >= 0) && (_updateCubemapFace <= 5))
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{
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_clearColor = clearColArray[_updateCubemapFace];
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doPreRender(*node, *cv, _updateCubemapFace++);
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}
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#else
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while (_updateCubemapFace<6)
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{
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_clearColor = clearColArray[_updateCubemapFace];
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doPreRender(*node, *cv, _updateCubemapFace++);
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}
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#endif
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}
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// must traverse the subgraph
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traverse(node,nv);
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}
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void doPreRender(osg::Node& node, osgUtil::CullVisitor& cv, const int nFace);
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struct ImageData
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{
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ImageData(const osg::Vec3& dir, const osg::Vec3& up) : _dir(dir), _up(up) {}
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osg::Vec3 _dir;
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osg::Vec3 _up;
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};
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osg::ref_ptr<osg::Node> _subgraph;
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osg::ref_ptr<osg::TextureCubeMap> _cubemap;
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osg::ref_ptr<osg::StateSet> _localState[6];
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osg::ref_ptr<osg::TexMat> _texmat;
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osg::Vec4 _clearColor;
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int _updateCubemapFace;
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};
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void PrerenderCullCallback::doPreRender(osg::Node& /*node*/, osgUtil::CullVisitor& cv, const int nFace)
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{
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const ImageData id[] =
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{
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ImageData( osg::Vec3( 1, 0, 0), osg::Vec3( 0, -1, 0) ), // +X
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ImageData( osg::Vec3(-1, 0, 0), osg::Vec3( 0, -1, 0) ), // -X
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ImageData( osg::Vec3( 0, 1, 0), osg::Vec3( 0, 0, 1) ), // +Y
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ImageData( osg::Vec3( 0, -1, 0), osg::Vec3( 0, 0, -1) ), // -Y
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ImageData( osg::Vec3( 0, 0, 1), osg::Vec3( 0, -1, 0) ), // +Z
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ImageData( osg::Vec3( 0, 0, -1), osg::Vec3( 0, -1, 0) ) // -Z
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};
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osg::Image* image = _cubemap->getImage((osg::TextureCubeMap::Face)nFace);
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osg::Vec3 dir = id[nFace]._dir;
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osg::Vec3 up = id[nFace]._up;
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const osg::BoundingSphere& bs = _subgraph->getBound();
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if (!bs.valid())
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{
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osg::notify(osg::WARN) << "bb invalid"<<_subgraph.get()<<std::endl;
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return;
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}
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// create the render to texture stage.
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osg::ref_ptr<osgUtil::RenderToTextureStage> rtts = new osgUtil::RenderToTextureStage;
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// set up lighting.
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// currently ignore lights in the scene graph itself..
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// will do later.
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osgUtil::RenderStage* previous_stage = cv.getCurrentRenderBin()->getStage();
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// set up the background color and clear mask.
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rtts->setClearColor(_clearColor);
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// ABJ: use default (color+depth)
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rtts->setClearMask(previous_stage->getClearMask());
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// set up to charge the same RenderStageLighting is the parent previous stage.
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rtts->setRenderStageLighting(previous_stage->getRenderStageLighting());
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// record the render bin, to be restored after creation
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// of the render to text
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osgUtil::RenderBin* previousRenderBin = cv.getCurrentRenderBin();
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// set the current renderbin to be the newly created stage.
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cv.setCurrentRenderBin(rtts.get());
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float znear = 1.0f*bs.radius();
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float zfar = 3.0f*bs.radius();
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znear *= 0.9f;
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zfar *= 1.1f;
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// set up projection.
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const double fovy = 90.0;
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const double aspectRatio = 1.0;
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osg::RefMatrix* projection = new osg::RefMatrix;
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projection->makePerspective(fovy, aspectRatio, znear, zfar);
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cv.pushProjectionMatrix(projection);
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osg::RefMatrix* matrix = new osg::RefMatrix;
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osg::Vec3 eye = bs.center(); eye.z() = 0.0f;
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osg::Vec3 center = eye + dir;
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matrix->makeLookAt(eye, center, up);
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cv.pushModelViewMatrix(matrix);
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cv.pushStateSet(_localState[nFace].get());
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{
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// traverse the subgraph
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_subgraph->accept(cv);
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}
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cv.popStateSet();
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// restore the previous model view matrix.
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cv.popModelViewMatrix();
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// restore the previous model view matrix.
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cv.popProjectionMatrix();
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// restore the previous renderbin.
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cv.setCurrentRenderBin(previousRenderBin);
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if (rtts->getRenderGraphList().size()==0 && rtts->getRenderBinList().size()==0)
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{
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// getting to this point means that all the subgraph has been
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// culled by small feature culling or is beyond LOD ranges.
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return;
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}
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int height = 512;
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int width = 512;
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const osg::Viewport& viewport = *cv.getViewport();
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// offset the impostor viewport from the center of the main window
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// viewport as often the edges of the viewport might be obscured by
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// other windows, which can cause image/reading writing problems.
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int center_x = viewport.x()+viewport.width()/2;
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int center_y = viewport.y()+viewport.height()/2;
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osg::Viewport* new_viewport = new osg::Viewport;
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new_viewport->setViewport(center_x-width/2,center_y-height/2,width,height);
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rtts->setViewport(new_viewport);
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_localState[nFace]->setAttribute(new_viewport);
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// and the render to texture stage to the current stages
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// dependancy list.
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cv.getCurrentRenderBin()->getStage()->addToDependencyList(rtts.get());
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// if one exist attach image to the RenderToTextureStage.
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// if (image.valid()) rtts->setImage(_image.get());
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if (image) rtts->setImage(image);
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}
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osg::Drawable* makeGeometry()
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{
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const float radius = 20;
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return new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),radius));
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}
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osg::Node* createPreRenderSubGraph(osg::Node* subgraph)
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{
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if (!subgraph) return 0;
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// create the quad to visualize.
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osg::Drawable* geom = makeGeometry();
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geom->setSupportsDisplayList(false);
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// new we need to add the texture to the Drawable, we do so by creating a
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// StateSet to contain the Texture StateAttribute.
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osg::StateSet* stateset = new osg::StateSet;
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osg::TextureCubeMap* cubemap = new osg::TextureCubeMap;
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// set up the textures
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osg::Image* imagePosX = new osg::Image;
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osg::Image* imageNegX = new osg::Image;
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osg::Image* imagePosY = new osg::Image;
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osg::Image* imageNegY = new osg::Image;
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osg::Image* imagePosZ = new osg::Image;
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osg::Image* imageNegZ = new osg::Image;
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imagePosX->setInternalTextureFormat(GL_RGB);
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imageNegX->setInternalTextureFormat(GL_RGB);
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imagePosY->setInternalTextureFormat(GL_RGB);
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imageNegY->setInternalTextureFormat(GL_RGB);
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imagePosZ->setInternalTextureFormat(GL_RGB);
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imageNegZ->setInternalTextureFormat(GL_RGB);
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cubemap->setImage(osg::TextureCubeMap::POSITIVE_X, imagePosX);
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cubemap->setImage(osg::TextureCubeMap::NEGATIVE_X, imageNegX);
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cubemap->setImage(osg::TextureCubeMap::POSITIVE_Y, imagePosY);
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cubemap->setImage(osg::TextureCubeMap::NEGATIVE_Y, imageNegY);
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cubemap->setImage(osg::TextureCubeMap::POSITIVE_Z, imagePosZ);
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cubemap->setImage(osg::TextureCubeMap::NEGATIVE_Z, imageNegZ);
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cubemap->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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cubemap->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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cubemap->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
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cubemap->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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cubemap->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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stateset->setTextureAttributeAndModes(0, cubemap, osg::StateAttribute::ON);
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osg::TexGen *texgen = new osg::TexGen;
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texgen->setMode(osg::TexGen::REFLECTION_MAP);
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stateset->setTextureAttributeAndModes(0, texgen, osg::StateAttribute::ON);
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osg::TexMat* texmat = new osg::TexMat;
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stateset->setTextureAttribute(0, texmat);
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stateset->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
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geom->setStateSet(stateset);
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(geom);
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// Geodes can't have cull callback so create extra Group to attach cullcallback.
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osg::Group* parent = new osg::Group;
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parent->setUpdateCallback(new PrerenderAppCallback(subgraph));
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parent->setCullCallback(new PrerenderCullCallback(subgraph, cubemap, texmat));
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parent->addChild(geode);
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return parent;
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}
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struct DrawableCullCallback : public osg::Drawable::CullCallback
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{
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DrawableCullCallback(osg::TexMat* texmat) : _texmat(texmat)
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{}
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virtual bool cull(osg::NodeVisitor* nv, osg::Drawable* /*drawable*/, osg::State* /*state*/) const
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{
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cv)
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{
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osg::Quat q;
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cv->getModelViewMatrix().get(q);
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const osg::Matrix C = osg::Matrix::rotate( q.inverse() );
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_texmat->setMatrix(C);
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}
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return false;
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}
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mutable osg::ref_ptr<osg::TexMat> _texmat;
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};
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osg::Node* createReferenceSphere()
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{
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const float radius = 10;
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osg::Drawable* sphere = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),radius));
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osg::StateSet* stateset = new osg::StateSet;
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sphere->setStateSet(stateset);
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osg::TextureCubeMap* cubemap = new osg::TextureCubeMap;
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#define CUBEMAP_FILENAME(face) "Cubemap_axis/" #face ".png"
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osg::Image* imagePosX = osgDB::readImageFile(CUBEMAP_FILENAME(posx));
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osg::Image* imageNegX = osgDB::readImageFile(CUBEMAP_FILENAME(negx));
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osg::Image* imagePosY = osgDB::readImageFile(CUBEMAP_FILENAME(posy));
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osg::Image* imageNegY = osgDB::readImageFile(CUBEMAP_FILENAME(negy));
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osg::Image* imagePosZ = osgDB::readImageFile(CUBEMAP_FILENAME(posz));
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osg::Image* imageNegZ = osgDB::readImageFile(CUBEMAP_FILENAME(negz));
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if (imagePosX && imageNegX && imagePosY && imageNegY && imagePosZ && imageNegZ)
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{
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cubemap->setImage(osg::TextureCubeMap::POSITIVE_X, imagePosX);
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cubemap->setImage(osg::TextureCubeMap::NEGATIVE_X, imageNegX);
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cubemap->setImage(osg::TextureCubeMap::POSITIVE_Y, imagePosY);
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cubemap->setImage(osg::TextureCubeMap::NEGATIVE_Y, imageNegY);
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cubemap->setImage(osg::TextureCubeMap::POSITIVE_Z, imagePosZ);
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cubemap->setImage(osg::TextureCubeMap::NEGATIVE_Z, imageNegZ);
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cubemap->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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cubemap->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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cubemap->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
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cubemap->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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cubemap->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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stateset->setTextureAttributeAndModes(0, cubemap, osg::StateAttribute::ON);
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}
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osg::TexGen *texgen = new osg::TexGen;
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texgen->setMode(osg::TexGen::REFLECTION_MAP);
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stateset->setTextureAttributeAndModes(0, texgen, osg::StateAttribute::ON);
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osg::TexMat* texmat = new osg::TexMat;
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stateset->setTextureAttribute(0, texmat);
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stateset->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
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sphere->setCullCallback(new DrawableCullCallback(texmat));
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osg::Geode* geode = new osg::Geode();
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geode->addDrawable(sphere);
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return geode;
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}
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates pre rendering of scene to a texture, and then apply this texture to geometry.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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// construct the viewer.
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osgProducer::Viewer viewer(arguments);
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// set up the value with sensible default event handlers.
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viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
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// get details on keyboard and mouse bindings used by the viewer.
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viewer.getUsage(*arguments.getApplicationUsage());
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// if user request help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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{
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arguments.getApplicationUsage()->write(std::cout);
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return 1;
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}
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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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// report any errors if they have occured when parsing the program aguments.
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if (arguments.errors())
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{
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arguments.writeErrorMessages(std::cout);
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return 1;
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}
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/*
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if (arguments.argc()<=1)
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{
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arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
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return 1;
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}
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*/
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osg::Group* rootNode = new osg::Group();
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#if 1
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osg::Node* sky = osgDB::readNodeFile("skydome.osg");
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// Proof of concept to see if the skydome really rotates and that the cubemap gets updated.
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// create a transform to spin the model.
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osg::MatrixTransform* loadedModelTransform = new osg::MatrixTransform;
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loadedModelTransform->addChild(sky);
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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;
|
|
}
|
|
|