OpenSceneGraph/examples/osgfpdepth/osgfpdepth.cpp
Robert Osfield 161246d864 Refactored the GL object deletion management to use new osg::GraphicsObjectManager/GLObjectManager base classes, and osg::ContextData container.
This approach unifies much of the code handling the clean up of OpenGL graphics data, avoids lots of local mutexes and static variables that were previously required,
and enables the clean up scheme to be easily extended by users providing their own GraphicsObjectManager subclasses.


git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15130 16af8721-9629-0410-8352-f15c8da7e697
2015-09-23 09:47:34 +00:00

1021 lines
38 KiB
C++

/* OpenSceneGraph example, osgfpdepth.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <osg/ColorMask>
#include <osg/CullFace>
#include <osg/Depth>
#include <osg/FrameBufferObject>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/GLExtensions>
#include <osg/Node>
#include <osg/Notify>
#include <osg/observer_ptr>
#include <osg/Projection>
#include <osg/Switch>
#include <osg/Texture2D>
#include <osg/ContextData>
#include <osgDB/ReadFile>
#include <osgGA/GUIEventHandler>
#include <osgUtil/Optimizer>
#include <osgText/Text>
#include <osgViewer/Renderer>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <iostream>
#include <sstream>
/* Demonstration of floating point depth buffers. The most basic way to use
* a floating point depth buffer in OpenGL is to create a frame buffer
* object, attach a color and floating point depth texture, render,
* and then copy the color texture to the screen. When doing
* multisampling we can't use textures directly, so we have to create
* render buffers with the proper format. Then we let OSG handle the
* details of resolving the multisampling.
*
* When using a floating point depth buffer, it's advantageous to
* reverse the depth buffer range (and the depth test, of course) so
* that 0.0 corresponds to the far plane. See
* e.g. http://www.humus.name/index.php?ID=25 for details.
*/
using namespace osg;
using namespace std;
/* createFBO() and destroyFBO(), and the supporting classes and
* functions below, are only used to test possible valid frame buffer
* configurations at startup. They wouldn't be used in a normal OSG
* program unless we wanted to enumerate all the valid FBO
* combinations and let the user choose between them.
*/
// Properties of an FBO that we will try to create
struct FboConfig
{
FboConfig()
: colorFormat(0), depthFormat(0), redbits(0), depthBits(0),
depthSamples(0), coverageSamples(0)
{
}
FboConfig(const string& name_, GLenum colorFormat_, GLenum depthFormat_,
int redbits_, int depthBits_, int depthSamples_ = 0,
int coverageSamples_ = 0)
: name(name_), colorFormat(colorFormat_), depthFormat(depthFormat_),
redbits(redbits_), depthBits(depthBits_), depthSamples(depthSamples_),
coverageSamples(coverageSamples_)
{
}
string name;
GLenum colorFormat;
GLenum depthFormat;
int redbits;
int depthBits;
int depthSamples;
int coverageSamples;
};
// Properties of a buffer
struct BufferConfig
{
BufferConfig() {}
BufferConfig(const string& name_, GLenum format_, int bits_)
: name(name_), format(format_), bits(bits_)
{
}
string name;
GLenum format;
int bits;
};
typedef vector<BufferConfig> BufferConfigList;
vector<FboConfig> validConfigs;
// Ugly global variables for the viewport width and height
int width, height;
// This is only used when testing possible frame buffer configurations
// to find valid ones.
struct FboData
{
ref_ptr<Texture2D> tex; // color texture
ref_ptr<Texture2D> depthTex; // depth texture
ref_ptr<FrameBufferObject> fb; // render framebuffer
ref_ptr<FrameBufferObject> resolveFB; // multisample resolve target
};
Texture2D* makeDepthTexture(int width, int height, GLenum internalFormat);
// Assemble lists of the valid buffer configurations, along with the
// possibilities for multisample coverage antialiasing, if any.
void getPossibleConfigs(GraphicsContext* gc, BufferConfigList& colorConfigs,
BufferConfigList& depthConfigs,
vector<int>& coverageConfigs)
{
int maxSamples = 0;
int coverageSampleConfigs = 0;
unsigned contextID = gc->getState()->getContextID();
colorConfigs.push_back(BufferConfig("RGBA8", GL_RGBA8, 8));
depthConfigs.push_back(BufferConfig("D24", GL_DEPTH_COMPONENT24, 24));
osg::GLExtensions* ext = gc->getState()->get<GLExtensions>();
if (!ext->isRenderbufferMultisampleSupported())
return;
if (ext->isMultisampleSupported)
glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSamples);
// isMultisampleCoverageSupported
if (isGLExtensionSupported(contextID,
"GL_NV_framebuffer_multisample_coverage"))
{
glGetIntegerv(GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV,
&coverageSampleConfigs);
coverageConfigs.resize(coverageSampleConfigs * 2 + 4);
glGetIntegerv(GL_MULTISAMPLE_COVERAGE_MODES_NV, &coverageConfigs[0]);
}
if (isGLExtensionSupported(contextID, "GL_ARB_depth_buffer_float"))
depthConfigs.push_back(BufferConfig("D32F", GL_DEPTH_COMPONENT32F, 32));
else if (isGLExtensionSupported(contextID, "GL_NV_depth_buffer_float"))
depthConfigs.push_back(BufferConfig("D32F", GL_DEPTH_COMPONENT32F_NV,
32));
}
bool checkFramebufferStatus(GraphicsContext* gc, bool silent = false)
{
State& state = *gc->getState();
osg::GLExtensions* ext = state.get<GLExtensions>();
switch(ext->glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT)) {
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
if (!silent)
cout << "Unsupported framebuffer format\n";
return false;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
if (!silent)
cout << "Framebuffer incomplete, missing attachment\n";
return false;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
if (!silent)
cout << "Framebuffer incomplete, duplicate attachment\n";
return false;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
if (!silent)
cout << "Framebuffer incomplete, attached images must have same dimensions\n";
return false;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
if (!silent)
cout << "Framebuffer incomplete, attached images must have same format\n";
return false;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
if (!silent)
cout << "Framebuffer incomplete, missing draw buffer\n";
return false;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
if (!silent)
cout << "Framebuffer incomplete, missing read buffer\n";
return false;
default:
return false;
}
return true;
}
// Attempt to create an FBO with a certain configuration. If the FBO
// is created with fewer bits in any of its parameters, the creation
// is deemed to have failed. Even though the result is a valid FBO,
// we're only interested in discrete, valid configurations.
bool createFBO(GraphicsContext* gc, FboConfig &config, FboData &data)
{
bool result = true;
bool multisample = config.depthSamples > 0;
bool csaa = config.coverageSamples > config.depthSamples;
data.fb = new FrameBufferObject;
int texWidth = 512, texHeight = 512;
data.tex = new Texture2D;
data.tex->setTextureSize(texWidth, texHeight);
data.tex->setInternalFormat(config.colorFormat);
data.tex->setSourceFormat(GL_RGBA);
data.tex->setSourceType(GL_FLOAT);
data.tex->setFilter(Texture::MIN_FILTER, Texture::LINEAR_MIPMAP_LINEAR);
data.tex->setFilter(Texture::MAG_FILTER, Texture::LINEAR);
data.tex->setWrap(Texture::WRAP_S, Texture::CLAMP_TO_EDGE);
data.tex->setWrap(Texture::WRAP_T, Texture::CLAMP_TO_EDGE);
RenderBuffer* colorRB = 0;
RenderBuffer* depthRB = 0;
if (multisample)
{
data.resolveFB = new FrameBufferObject;
data.resolveFB->setAttachment(Camera::COLOR_BUFFER,
FrameBufferAttachment(data.tex.get()));
colorRB = new RenderBuffer(texWidth, texHeight, config.colorFormat,
config.coverageSamples, config.depthSamples);
data.fb->setAttachment(Camera::COLOR_BUFFER,
FrameBufferAttachment(colorRB));
depthRB = new RenderBuffer(texWidth, texHeight, config.depthFormat,
config.coverageSamples, config.depthSamples);
data.fb->setAttachment(Camera::DEPTH_BUFFER,
FrameBufferAttachment(depthRB));
}
else
{
data.depthTex = makeDepthTexture(texWidth, texHeight,
config.depthFormat);
data.fb->setAttachment(Camera::COLOR_BUFFER,
FrameBufferAttachment(data.tex.get()));
data.fb->setAttachment(Camera::DEPTH_BUFFER,
FrameBufferAttachment(data.depthTex.get()));
}
State& state = *gc->getState();
unsigned int contextID = state.getContextID();
osg::GLExtensions* ext = gc->getState()->get<GLExtensions>();
data.fb->apply(state);
result = checkFramebufferStatus(gc, true);
if (!result)
{
ext->glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
return false;
}
int query;
if (multisample)
{
GLuint colorRBID = colorRB->getObjectID(contextID, ext);
ext->glBindRenderbuffer(GL_RENDERBUFFER_EXT, colorRBID);
if (csaa)
{
ext->glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT,
GL_RENDERBUFFER_COVERAGE_SAMPLES_NV,
&query);
if (query < config.coverageSamples)
result = false;
else
config.coverageSamples = query;
ext->glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT,
GL_RENDERBUFFER_COLOR_SAMPLES_NV,
&query);
if ( query < config.depthSamples)
result = false;
else
config.depthSamples = query; // report back the actual number
}
else
{
ext->glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT,
GL_RENDERBUFFER_SAMPLES_EXT,
&query);
if (query < config.depthSamples)
result = false;
else
config.depthSamples = query;
}
}
glGetIntegerv( GL_RED_BITS, &query);
if (query != config.redbits)
result = false;
glGetIntegerv(GL_DEPTH_BITS, &query);
if ( query != config.depthBits)
result = false;
if (result && multisample && data.resolveFB.valid())
{
data.resolveFB->apply(state);
result = checkFramebufferStatus(gc, true);
if (result)
{
glGetIntegerv( GL_RED_BITS, &query);
if (query != config.redbits)
result = false;
}
}
ext->glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
return result;
}
void destroyFBO(GraphicsContext* gc, FboData &data)
{
data.tex = 0;
data.depthTex = 0;
data.fb = 0;
data.resolveFB = 0;
State& state = *gc->getState();
osg::get<GLRenderBufferManager>(state.getContextID())->flushAllDeletedGLObjects();
osg::get<GLFrameBufferObjectManager>(state.getContextID())->flushAllDeletedGLObjects();
}
void setAttachmentsFromConfig(Camera* camera, const FboConfig& config);
Switch* makeTexturesAndGeometry(int width, int height, Switch* sw = 0);
// Application state accessed from event handlers and main function;
// contains state that can be changed by the user and the OSG classes
// used to display / indicate that state.
//
// camera - Camera with fbo, using either fp depth buffer or fixed
// switch child 0 - texture containing rendering of scene
// switch child 1 - fp depth buffer as texture
// switch child 2 - integer depth buffer as texture
// textNotAvailable- "not available" text if texture isn't valid.
struct AppState : public Referenced
{
AppState(osgViewer::Viewer* viewer_);
void setStateFromConfig(const FboConfig& config);
void advanceConfig(int increment);
void updateDisplayedTexture();
void updateNear();
virtual ~AppState() {}
ref_ptr<Switch> sw; // switch between displayed texture
bool displayScene;
bool invertRange;
int currentConfig;
osgViewer::Viewer* viewer;
double zNear;
ref_ptr<Camera> camera;
// text displayed on the screen showing the user's choices
ref_ptr<Projection> textProjection;
ref_ptr<osgText::Text> configText;
ref_ptr<osgText::Text> zNearText;
ref_ptr<Geode> textNotAvailable;
ref_ptr<Geode> textInverted;
};
AppState::AppState(osgViewer::Viewer* viewer_)
: displayScene(true), invertRange(true), currentConfig(0),
viewer(viewer_), zNear(0.03125)
{
sw = new Switch;
string fontName("fonts/arial.ttf");
// Text description of current config
configText = new osgText::Text;
configText->setDataVariance(Object::DYNAMIC);
configText->setFont(fontName);
configText->setPosition(Vec3(50.0f, 50.0f, 0.0f));
configText->setColor(Vec4(1.0, 1.0, 1.0, 1.0));
Geode* textGeode = new Geode;
textGeode->addDrawable(configText.get());
// Text for the near plane distance
zNearText = new osgText::Text;
zNearText->setDataVariance(Object::DYNAMIC);
zNearText->setFont(fontName);
zNearText->setPosition(Vec3(1230.0f, 50.0f, 0.0f));
zNearText->setColor(Vec4(1.0, 1.0, 1.0, 1.0));
zNearText->setAlignment(osgText::Text::RIGHT_BASE_LINE);
textGeode->addDrawable(zNearText.get());
// Projection that lets the text be placed in pixels.
textProjection = new Projection;
textProjection->setMatrix(Matrix::ortho2D(0,1280,0,1024));
textProjection->addChild(textGeode);
// "texture not available" text displayed when the user trys to
// display the depth texture while multisampling.
osgText::Text* noCanDo = new osgText::Text;
noCanDo->setFont(fontName);
noCanDo->setPosition(Vec3(512.0f, 384.0f, 0.0f));
noCanDo->setColor(Vec4(1.0, 0.0, 0.0, 1.0));
noCanDo->setText("not available");
textNotAvailable = new Geode;
textNotAvailable->addDrawable(noCanDo);
textProjection->addChild(textNotAvailable.get());
// Is the depth test inverted?
osgText::Text* inverted = new osgText::Text;
inverted->setFont(fontName);
inverted->setPosition(Vec3(512.0f, 50.0f, 0.0f));
inverted->setColor(Vec4(1.0, 1.0, 1.0, 1.0));
inverted->setText("inverted depth test");
textInverted = new Geode;
textInverted->addDrawable(inverted);
textInverted->setNodeMask(~0u);
textProjection->addChild(textInverted.get());
textProjection->getOrCreateStateSet()->setRenderBinDetails(11, "RenderBin");
}
void AppState::setStateFromConfig(const FboConfig& config)
{
Camera* camera = viewer->getSlave(0)._camera.get();
setAttachmentsFromConfig(camera, config);
osgViewer::Renderer* renderer
= dynamic_cast<osgViewer::Renderer*>(camera->getRenderer());
if (renderer)
renderer->setCameraRequiresSetUp(true);
if (configText.valid())
{
configText->setText(validConfigs[currentConfig].name);
configText->update();
}
updateDisplayedTexture();
}
void AppState::advanceConfig(int increment)
{
currentConfig = (currentConfig + increment) % validConfigs.size();
setStateFromConfig(validConfigs[currentConfig]);
}
void AppState::updateDisplayedTexture()
{
if (displayScene)
sw->setSingleChildOn(0);
else if (validConfigs[currentConfig].depthSamples > 0
|| validConfigs[currentConfig].coverageSamples > 0)
sw->setAllChildrenOff();
else if (validConfigs[currentConfig].depthFormat != GL_DEPTH_COMPONENT24)
sw->setSingleChildOn(2);
else
sw->setSingleChildOn(3);
if (displayScene
|| (validConfigs[currentConfig].depthSamples == 0
&& validConfigs[currentConfig].coverageSamples == 0))
textNotAvailable->setNodeMask(0u);
else
textNotAvailable->setNodeMask(~0u);
}
void AppState::updateNear()
{
// Assume that the viewing frustum is symmetric.
double fovy, aspectRatio, cNear, cFar;
viewer->getCamera()->getProjectionMatrixAsPerspective(fovy, aspectRatio,
cNear, cFar);
viewer->getCamera()->setProjectionMatrixAsPerspective(fovy, aspectRatio,
zNear, cFar);
stringstream nearStream;
nearStream << "near: " << zNear;
zNearText->setText(nearStream.str());
zNearText->update();
}
class ConfigHandler : public osgGA::GUIEventHandler
{
public:
ConfigHandler(AppState* appState)
: _appState(appState)
{
}
virtual bool handle(const osgGA::GUIEventAdapter& ea,
osgGA::GUIActionAdapter& aa,
Object*, NodeVisitor* /*nv*/)
{
if (ea.getHandled()) return false;
osgViewer::Viewer* viewer = dynamic_cast<osgViewer::Viewer*>(&aa);
if (!viewer) return false;
switch(ea.getEventType())
{
case osgGA::GUIEventAdapter::KEYUP:
{
if (ea.getKey()=='d')
{
_appState->displayScene = !_appState->displayScene;
_appState->updateDisplayedTexture();
return true;
}
else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Right ||
ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Right)
{
_appState->advanceConfig(1);
return true;
}
else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Left ||
ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Left)
{
_appState->advanceConfig(-1);
return true;
}
break;
}
default:
break;
}
return false;
}
void getUsage(ApplicationUsage& usage) const
{
usage.addKeyboardMouseBinding("d", "display depth texture");
usage.addKeyboardMouseBinding("right arrow",
"next frame buffer configuration");
usage.addKeyboardMouseBinding("left arrow",
"previous frame buffer configuration");
}
protected:
virtual ~ConfigHandler() {}
ref_ptr<AppState> _appState;
};
class DepthHandler : public osgGA::GUIEventHandler
{
public:
DepthHandler(AppState *appState, Depth* depth)
: _appState(appState), _depth(depth)
{
depth->setDataVariance(Object::DYNAMIC);
}
virtual bool handle(const osgGA::GUIEventAdapter& ea,
osgGA::GUIActionAdapter& /*aa*/,
Object*, NodeVisitor* /*nv*/)
{
if (ea.getHandled()) return false;
ref_ptr<Depth> depth;
if (!_depth.lock(depth)) return false;
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYUP):
{
if (ea.getKey() == 'i')
{
_appState->invertRange = !_appState->invertRange;
if (!_appState->invertRange)
{
_appState->camera->setClearDepth(1.0f);
depth->setFunction(Depth::LESS);
depth->setRange(0.0f, 1.0f);
_appState->textInverted->setNodeMask(0u);
}
else
{
_appState->camera->setClearDepth(0.0f);
depth->setFunction(Depth::GEQUAL);
depth->setRange(1.0f, 0.0f);
_appState->textInverted->setNodeMask(~0u);
}
return true;
}
else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Up ||
ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Up)
{
_appState->zNear *= 2.0;
_appState->updateNear();
return true;
}
else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Down ||
ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Down)
{
_appState->zNear *= .5;
_appState->updateNear();
return true;
}
break;
}
default:
break;
}
return false;
}
void getUsage(ApplicationUsage& usage) const
{
usage.addKeyboardMouseBinding("i", "invert depth buffer range");
usage.addKeyboardMouseBinding("up arrow",
"double near plane distance");
usage.addKeyboardMouseBinding("down arrow",
"half near plane distance");
}
protected:
virtual ~DepthHandler() {}
ref_ptr<AppState> _appState;
observer_ptr<Depth> _depth;
};
Geode* createTextureQuad(Texture2D *texture)
{
Vec3Array *vertices = new Vec3Array;
vertices->push_back(Vec3(-1.0, -1.0, 0.0));
vertices->push_back(Vec3(1.0, -1.0, 0.0));
vertices->push_back(Vec3(1.0, 1.0, 0.0));
vertices->push_back(Vec3(-1.0, 1.0, 0.0));
Vec2Array *texcoord = new Vec2Array;
texcoord->push_back(Vec2(0.0, 0.0));
texcoord->push_back(Vec2(1.0, 0.0));
texcoord->push_back(Vec2(1.0, 1.0));
texcoord->push_back(Vec2(0.0, 1.0));
Geometry *geom = new Geometry;
geom->setVertexArray(vertices);
geom->setTexCoordArray(0, texcoord);
geom->addPrimitiveSet(new DrawArrays(GL_QUADS, 0, 4));
Geode *geode = new Geode;
geode->addDrawable(geom);
geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture, StateAttribute::ON);
return geode;
}
struct ResizedCallback : public osg::GraphicsContext::ResizedCallback
{
ResizedCallback(AppState* appState)
: _appState(appState)
{
}
void resizedImplementation(GraphicsContext* gc, int x, int y, int width,
int height);
ref_ptr<AppState> _appState;
};
void ResizedCallback::resizedImplementation(GraphicsContext* gc, int x, int y,
int width, int height)
{
gc->resizedImplementation(x, y, width, height);
makeTexturesAndGeometry(width, height, _appState->sw.get());
_appState->setStateFromConfig(validConfigs[_appState
->currentConfig]);
osgViewer::Viewer* viewer = _appState->viewer;
Viewport* vp = viewer->getSlave(0)._camera->getViewport();
if (vp)
{
double oldWidth = vp->width(), oldHeight = vp->height();
double aspectRatioChange
= (width / oldWidth) / (height / oldHeight);
vp->setViewport(0, 0, width, height);
if (aspectRatioChange != 1.0)
{
Camera* master = viewer->getCamera();
switch (master->getProjectionResizePolicy())
{
case Camera::HORIZONTAL:
master->getProjectionMatrix()
*= Matrix::scale(1.0/aspectRatioChange,1.0,1.0);
break;
case Camera::VERTICAL:
master->getProjectionMatrix()
*= Matrix::scale(1.0, aspectRatioChange,1.0);
break;
default:
break;
}
}
}
}
// Prefer GL_DEPTH_COMPONENT32F, otherwise use
// GL_DEPTH_COMPONENT32F_NV if available
GLenum depthTextureEnum = 0;
// Standard OSG code for initializing osgViewer::Viewer with explicit
// creation of own graphics context. This is also a good time to test
// for valid frame buffer configurations; we have a valid graphics
// context, but multithreading hasn't started, etc.
GraphicsContext* setupGC(osgViewer::Viewer& viewer, ArgumentParser& arguments)
{
int x = -1, y = -1, width = -1, height = -1;
while (arguments.read("--window",x,y,width,height)) {}
GraphicsContext::WindowingSystemInterface* wsi =
GraphicsContext::getWindowingSystemInterface();
if (!wsi)
{
OSG_NOTIFY(NOTICE)<<"View::setUpViewOnSingleScreen() : Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
return 0;
}
DisplaySettings* ds = viewer.getDisplaySettings() ? viewer.getDisplaySettings() : DisplaySettings::instance().get();
GraphicsContext::ScreenIdentifier si;
si.readDISPLAY();
si.setUndefinedScreenDetailsToDefaultScreen();
bool decoration = true;
if (x < 0)
{
unsigned int w, h;
wsi->getScreenResolution(si, w, h);
OSG_NOTICE<<"Screen resolution is "<<w<<", "<<h<<std::endl;
OSG_NOTICE<<"ScreenIdentifier "<<si.displayNum<<", "<<si.screenNum<<std::endl;
x = 0;
y = 0;
width = w;
height = h;
decoration = false;
}
OSG_NOTICE<<"x = "<<x<<", y = "<<y<<", width = "<<width<<", height = "<<height<<std::endl;
ref_ptr<GraphicsContext::Traits> traits = new GraphicsContext::Traits(ds);
traits->hostName = si.hostName;
traits->displayNum = si.displayNum;
traits->screenNum = si.screenNum;
traits->x = x;
traits->y = y;
traits->width = width;
traits->height = height;
traits->windowDecoration = decoration;
traits->doubleBuffer = true;
traits->sharedContext = 0;
ref_ptr<GraphicsContext> gc = GraphicsContext::createGraphicsContext(traits.get());
osgViewer::GraphicsWindow* gw = dynamic_cast<osgViewer::GraphicsWindow*>(gc.get());
if (gw)
{
OSG_NOTIFY(INFO)<<"View::setUpViewOnSingleScreen - GraphicsWindow has been created successfully."<<std::endl;
gw->getEventQueue()->getCurrentEventState()
->setWindowRectangle(0, 0, width, height);
}
else
{
OSG_NOTIFY(NOTICE)<<" GraphicsWindow has not been created successfully."<<std::endl;
}
double fovy, aspectRatio, zNear, zFar;
viewer.getCamera()->getProjectionMatrixAsPerspective(fovy, aspectRatio,
zNear, zFar);
double newAspectRatio = double(traits->width) / double(traits->height);
double aspectRatioChange = newAspectRatio / aspectRatio;
if (aspectRatioChange != 1.0)
{
viewer.getCamera()->getProjectionMatrix()
*= Matrix::scale(1.0/aspectRatioChange,1.0,1.0);
}
// Context has to be current to test for extensions
gc->realize();
if (!gc->makeCurrent())
{
OSG_NOTIFY(NOTICE) << "Unable to create GraphicsWindow"<<std::endl;
gc->releaseContext();
gc->close(true);
return 0;
}
unsigned int contextID = gc->getState()->getContextID();
osg::GLExtensions* ext = gc->getState()->get<GLExtensions>();
if (!ext->isFrameBufferObjectSupported)
{
OSG_NOTIFY(NOTICE) << "Frame buffer objects are not supported\n";
gc->releaseContext();
gc->close(true);
return 0;
}
if (isGLExtensionSupported(contextID, "GL_ARB_depth_buffer_float"))
depthTextureEnum = GL_DEPTH_COMPONENT32F;
else if (isGLExtensionSupported(contextID, "GL_NV_depth_buffer_float"))
depthTextureEnum = GL_DEPTH_COMPONENT32F_NV;
BufferConfigList colorConfigs;
BufferConfigList depthConfigs;
vector<int> coverageConfigs;
getPossibleConfigs(gc.get(), colorConfigs, depthConfigs, coverageConfigs);
int coverageSampleConfigs = (coverageConfigs.size() - 4) / 2;
cout << "color configs\nname\tbits\n";
for (BufferConfigList::const_iterator colorItr = colorConfigs.begin(),
colorEnd = colorConfigs.end();
colorItr != colorEnd;
++colorItr)
{
for (BufferConfigList::const_iterator depthItr = depthConfigs.begin(),
depthEnd = depthConfigs.end();
depthItr != depthEnd;
++depthItr)
{
string root = colorItr->name + " " + depthItr->name;
FboConfig config(root, colorItr->format, depthItr->format,
colorItr->bits, depthItr->bits);
FboData data;
if (createFBO(gc.get(), config, data))
validConfigs.push_back(config);
destroyFBO(gc.get(), data);
if (coverageConfigs.size() > 0)
{
//CSAA provides a list of all supported AA modes for
//quick enumeration
for (int kk = 0; kk < coverageSampleConfigs; kk++)
{
stringstream msText;
msText << root;
config.depthSamples = coverageConfigs[kk*2+1];
config.coverageSamples = coverageConfigs[kk*2];
if ( config.coverageSamples == config.depthSamples )
{
// Normal antialiasing
msText << " - " << config.depthSamples << " MSAA";
}
else
{
// coverage antialiasing
msText << " - " << config.coverageSamples << "/"
<< config.depthSamples << " CSAA";
}
config.name = msText.str();
if (createFBO(gc.get(), config, data)) {
validConfigs.push_back( config);
}
destroyFBO(gc.get(), data);
}
}
}
}
if (validConfigs.empty())
{
cout << "no valid frame buffer configurations!\n";
return 0;
}
cout << "valid frame buffer configurations:\n";
for (vector<FboConfig>::iterator itr = validConfigs.begin(),
end = validConfigs.end();
itr != end;
++itr)
cout << itr->name << "\n";
gc->releaseContext();
return gc.release();
}
ref_ptr<Texture2D> colorTexture;
ref_ptr<Texture2D> depthTexture;
ref_ptr<Texture2D> depthTexture24;
Texture2D* makeDepthTexture(int width, int height, GLenum internalFormat)
{
Texture2D *depthTex = new Texture2D;
depthTex->setTextureSize(width, height);
depthTex->setSourceFormat(GL_DEPTH_COMPONENT);
depthTex->setSourceType(GL_FLOAT);
depthTex->setInternalFormat(internalFormat);
depthTex->setFilter(Texture2D::MIN_FILTER, Texture2D::NEAREST);
depthTex->setFilter(Texture2D::MAG_FILTER, Texture2D::NEAREST);
depthTex->setWrap(Texture::WRAP_S, Texture::CLAMP_TO_EDGE);
depthTex->setWrap(Texture::WRAP_T, Texture::CLAMP_TO_EDGE);
return depthTex;
}
Camera* makeRttCamera(GraphicsContext* gc, int width, int height)
{
Camera* rttCamera = new Camera;
rttCamera->setGraphicsContext(gc);
rttCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
rttCamera->setClearColor(Vec4(0.0, 0.4, 0.5, 0.0));
// normally the depth test is inverted, although the user can
// change that.
rttCamera->setClearDepth(0.0);
rttCamera->setViewport(0, 0, width, height);
rttCamera->setDrawBuffer(GL_FRONT);
rttCamera->setReadBuffer(GL_FRONT);
rttCamera->setRenderTargetImplementation(Camera::FRAME_BUFFER_OBJECT);
rttCamera->setComputeNearFarMode(CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
return rttCamera;
}
void setAttachmentsFromConfig(Camera* camera, const FboConfig& config)
{
// XXX Detaching the old buffers may not be necessary.
if (!camera->getBufferAttachmentMap().empty())
{
camera->detach(Camera::COLOR_BUFFER);
camera->detach(Camera::DEPTH_BUFFER);
}
camera->attach(Camera::COLOR_BUFFER, colorTexture.get(), 0, 0, false,
config.coverageSamples, config.depthSamples);
if (config.coverageSamples != 0 || config.depthSamples != 0)
camera->attach(Camera::DEPTH_BUFFER, config.depthFormat);
else if (config.depthFormat == GL_DEPTH_COMPONENT24)
camera->attach(Camera::DEPTH_BUFFER, depthTexture24.get());
else
camera->attach(Camera::DEPTH_BUFFER, depthTexture.get());
}
// Create the parts of the local scene graph used to display the final
// results.
Switch* makeTexturesAndGeometry(int width, int height, Switch* sw)
{
if (!sw)
sw = new Switch;
colorTexture = new Texture2D;
colorTexture->setTextureSize(width, height);
colorTexture->setInternalFormat(GL_RGBA);
colorTexture->setFilter(Texture2D::MIN_FILTER, Texture2D::LINEAR);
colorTexture->setFilter(Texture2D::MAG_FILTER, Texture2D::LINEAR);
colorTexture->setWrap(Texture::WRAP_S, Texture::CLAMP_TO_EDGE);
colorTexture->setWrap(Texture::WRAP_T, Texture::CLAMP_TO_EDGE);
colorTexture->setBorderColor(Vec4(0, 0, 0, 0));
depthTexture24 = makeDepthTexture(width, height, GL_DEPTH_COMPONENT24);
if (depthTextureEnum)
depthTexture = makeDepthTexture(width, height, depthTextureEnum);
else
depthTexture = depthTexture24;
sw->removeChildren(0, sw->getNumChildren());
sw->addChild(createTextureQuad(colorTexture.get()));
sw->addChild(createTextureQuad(depthTexture.get()));
sw->addChild(createTextureQuad(depthTexture24.get()));
sw->setSingleChildOn(0);
return sw;
}
int main(int argc, char **argv)
{
// use an ArgumentParser object to manage the program arguments.
ArgumentParser arguments(&argc,argv);
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()
+ " demonstrates using a floating point depth buffer.\nThe user can invert the depth buffer range and choose among available multi-sample configurations.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("--far <number>", "Set far plane value");
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
float zFar = 500.0f;
while (arguments.read("--far", zFar))
;
// construct the viewer.
osgViewer::Viewer viewer;
ref_ptr<AppState> appState = new AppState(&viewer);
viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.addEventHandler(new osgViewer::WindowSizeHandler);
viewer.addEventHandler(new osgViewer::ScreenCaptureHandler);
// The aspect ratio is set to the correct ratio for the window in
// setupGC().
viewer.getCamera()
->setProjectionMatrixAsPerspective(40.0, 1.0, appState->zNear, zFar);
GraphicsContext* gc = setupGC(viewer, arguments);
if (!gc)
return 1;
gc->setResizedCallback(new ResizedCallback(appState.get()));
const GraphicsContext::Traits* traits = gc->getTraits();
width = traits->width;
height = traits->height;
if (arguments.argc()<=1)
{
arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
return 1;
}
ref_ptr<Node> loadedModel = osgDB::readNodeFiles(arguments);
if (!loadedModel) {
cerr << "couldn't load " << argv[1] << "\n";
return 1;
}
osgUtil::Optimizer optimizer;
optimizer.optimize(loadedModel.get());
// creates texture to be rendered
Switch* sw = makeTexturesAndGeometry(width, height, appState->sw.get());
ref_ptr<Camera> rttCamera = makeRttCamera(gc, width, height);
rttCamera->setRenderOrder(Camera::PRE_RENDER);
viewer.addSlave(rttCamera.get());
appState->camera = rttCamera;
// geometry and slave camera to display the result
Group* displayRoot = new Group;
displayRoot->addChild(sw);
displayRoot->addChild(appState->textProjection.get());
StateSet* displaySS = displayRoot->getOrCreateStateSet();
displaySS->setMode(GL_LIGHTING, StateAttribute::OFF);
displaySS->setMode(GL_DEPTH_TEST, StateAttribute::OFF);
Camera* texCamera = new Camera;
texCamera->setGraphicsContext(gc);
texCamera->setClearMask(GL_COLOR_BUFFER_BIT);
texCamera->setClearColor(Vec4(0.0, 0.0, 0.0, 0.0));
texCamera->setReferenceFrame(Camera::ABSOLUTE_RF);
texCamera->setViewport(0, 0, width, height);
texCamera->setDrawBuffer(GL_BACK);
texCamera->setReadBuffer(GL_BACK);
texCamera->addChild(displayRoot);
texCamera->setAllowEventFocus(false);
texCamera->setCullingMode(CullSettings::NO_CULLING);
texCamera->setProjectionResizePolicy(Camera::FIXED);
viewer.addSlave(texCamera, Matrixd(), Matrixd(), false);
viewer.addEventHandler(new ConfigHandler(appState.get()));
// add model to the viewer.
Group* sceneRoot = new Group;
StateSet* sceneSS = sceneRoot->getOrCreateStateSet();
Depth* depth = new Depth(Depth::GEQUAL, 1.0, 0.0);
sceneSS->setAttributeAndModes(depth,(StateAttribute::ON
| StateAttribute::OVERRIDE));
#if 0
// Hack to work around Blender osg export bug
sceneSS->setAttributeAndModes(new CullFace(CullFace::BACK));
#endif
sceneRoot->addChild(loadedModel.get());
appState->setStateFromConfig(validConfigs[0]);
appState->updateNear();
viewer.addEventHandler(new DepthHandler(appState.get(), depth));
// add the help handler
viewer.addEventHandler(new osgViewer
::HelpHandler(arguments.getApplicationUsage()));
viewer.setSceneData(sceneRoot);
return viewer.run();
}