f8151127e3
Some other comment cleanups too."
429 lines
17 KiB
C++
429 lines
17 KiB
C++
/* OpenSceneGraph example, osgmultiplerendertargets.
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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 <osg/GLExtensions>
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#include <osg/Node>
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#include <osg/Geometry>
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#include <osg/Notify>
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#include <osg/MatrixTransform>
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#include <osg/Texture2D>
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#include <osg/TextureRectangle>
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#include <osg/ColorMask>
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#include <osg/Material>
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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 <osgViewer/Viewer>
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#include <iostream>
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#include <stdio.h>
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//
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// Below is relatively straight forward example of using the OpenGL multiple render targets (MRT) extension
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// to FrameBufferObjects/GLSL shaders.
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//
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// Another, more sophisticated MRT example can be found in the osgstereomatch example.
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//
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// The callback modifies an input image.
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struct MyCameraPostDrawCallback : public osg::Camera::DrawCallback
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{
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MyCameraPostDrawCallback(osg::Image* image):
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_image(image)
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{
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}
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virtual void operator () (const osg::Camera& /*camera*/) const
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{
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if (_image && _image->getPixelFormat()==GL_RGBA && _image->getDataType()==GL_UNSIGNED_BYTE)
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{
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// we'll pick out the center 1/2 of the whole image,
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int column_start = _image->s()/4;
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int column_end = 3*column_start;
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int row_start = _image->t()/4;
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int row_end = 3*row_start;
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// and then halve their contribution
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for(int r=row_start; r<row_end; ++r)
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{
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unsigned char* data = _image->data(column_start, r);
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for(int c=column_start; c<column_end; ++c)
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{
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(*data) = (*data)/2; ++data;
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(*data) = (*data)/2; ++data;
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(*data) = (*data)/2; ++data;
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(*data) = 255; ++data;
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}
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}
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_image->dirty();
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}
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else if (_image && _image->getPixelFormat()==GL_RGBA && _image->getDataType()==GL_FLOAT)
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{
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// we'll pick out the center 1/2 of the whole image,
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int column_start = _image->s()/4;
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int column_end = 3*column_start;
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int row_start = _image->t()/4;
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int row_end = 3*row_start;
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// and then halve their contribution
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for(int r=row_start; r<row_end; ++r)
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{
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float* data = (float*)_image->data(column_start, r);
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for(int c=column_start; c<column_end; ++c)
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{
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(*data) = (*data)/2.0; ++data;
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(*data) = (*data)/2.0; ++data;
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(*data) = (*data)/2.0; ++data;
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(*data) = 1.0f; ++data;
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}
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}
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_image->dirty();
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//print out the first three values
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float* data = (float*)_image->data(0, 0);
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fprintf(stderr,"Float pixel data: r %e g %e b %e\n", data[0], data[1], data[2]);
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}
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}
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osg::Image* _image;
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};
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#define NUM_TEXTURES 4
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// The quad geometry is used by the render to texture camera to generate multiple textures.
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osg::Group* createRTTQuad(unsigned int tex_width, unsigned int tex_height, bool useHDR)
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{
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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(tex_width, 0));
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quad_tcoords->push_back(osg::Vec2(tex_width, tex_height));
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quad_tcoords->push_back(osg::Vec2(0, tex_height));
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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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osg::StateSet *stateset = quad_geom->getOrCreateStateSet();
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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stateset->addUniform(new osg::Uniform("width", (int)tex_width));
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// Attach shader, glFragData is used to create data for multiple render targets
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if (useHDR) {
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static const char *shaderSource = {
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"uniform int width;"
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"void main(void)\n"
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"{\n"
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" gl_FragData[0] = vec4(-1e-12,0,0,1);\n"
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" gl_FragData[1] = vec4(0,1e-12,0,1);\n"
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" gl_FragData[2] = vec4(0,0,1e-12,1);\n"
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" gl_FragData[3] = vec4(0,0,1e-12,1);\n"
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"}\n"
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};
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osg::ref_ptr<osg::Shader> fshader = new osg::Shader( osg::Shader::FRAGMENT , shaderSource);
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osg::ref_ptr<osg::Program> program = new osg::Program;
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program->addShader(fshader.get());
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stateset->setAttributeAndModes(program.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
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} else {
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static const char *shaderSource = {
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"uniform int width;"
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"void main(void)\n"
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"{\n"
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" gl_FragData[0] = vec4(1,0,0,1);\n"
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" gl_FragData[1] = vec4(0,1,0,1);\n"
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" gl_FragData[2] = vec4(0,0,1,1);\n"
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" gl_FragData[3] = vec4(0,0,1,1);\n"
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"}\n"
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};
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osg::ref_ptr<osg::Shader> fshader = new osg::Shader( osg::Shader::FRAGMENT , shaderSource);
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osg::ref_ptr<osg::Program> program = new osg::Program;
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program->addShader(fshader.get());
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stateset->setAttributeAndModes(program.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
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}
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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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// Here a scene consisting of a single quad is created. This scene is viewed by the screen camera.
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// The quad is textured using a shader and the multiple textures generated in the RTT stage.
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osg::Node* createScene(osg::Node* cam_subgraph, unsigned int tex_width, unsigned int tex_height, bool useHDR, bool useImage)
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{
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if (!cam_subgraph) return 0;
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// create a group to contain the quad and the pre render camera.
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osg::Group* parent = new osg::Group;
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// textures to render to and to use for texturing of the final quad
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osg::TextureRectangle* textureRect[NUM_TEXTURES] = {0,0,0,0};
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for (int i=0;i<NUM_TEXTURES;i++) {
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textureRect[i] = new osg::TextureRectangle;
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textureRect[i]->setTextureSize(tex_width, tex_height);
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textureRect[i]->setInternalFormat(GL_RGBA);
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textureRect[i]->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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textureRect[i]->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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if (useHDR)
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{
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// Default HDR format
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textureRect[i]->setInternalFormat(GL_RGBA32F_ARB);
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// GL_FLOAT_RGBA32_NV might be supported on pre 8-series GPUs
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//textureRect[i]->setInternalFormat(GL_FLOAT_RGBA32_NV);
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// GL_RGBA16F_ARB can be used with this example,
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// but modify e-12 and e12 in the shaders accordingly
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//textureRect[i]->setInternalFormat(GL_RGBA16F_ARB);
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textureRect[i]->setSourceFormat(GL_RGBA);
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textureRect[i]->setSourceType(GL_FLOAT);
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}
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}
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// first create the geometry of the quad
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{
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osg::Geometry* polyGeom = new osg::Geometry();
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polyGeom->setSupportsDisplayList(false);
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osg::Vec3Array* vertices = new osg::Vec3Array;
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osg::Vec2Array* texcoords = new osg::Vec2Array;
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vertices->push_back(osg::Vec3d(0,0,0));
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texcoords->push_back(osg::Vec2(0,0));
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vertices->push_back(osg::Vec3d(1,0,0));
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texcoords->push_back(osg::Vec2(tex_width,0));
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vertices->push_back(osg::Vec3d(1,0,1));
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texcoords->push_back(osg::Vec2(tex_width,tex_height));
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vertices->push_back(osg::Vec3d(0,0,1));
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texcoords->push_back(osg::Vec2(0,tex_height));
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polyGeom->setVertexArray(vertices);
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polyGeom->setTexCoordArray(0,texcoords);
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osg::Vec4Array* colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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polyGeom->setColorArray(colors);
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polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
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polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,vertices->size()));
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// now we need to add the textures (generated by RTT) to the Drawable.
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osg::StateSet* stateset = new osg::StateSet;
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for (int i=0;i<NUM_TEXTURES;i++){
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stateset->setTextureAttributeAndModes(i, textureRect[i], osg::StateAttribute::ON);
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}
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polyGeom->setStateSet(stateset);
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// Attach a shader to the final quad to combine the input textures.
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if (useHDR) {
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static const char *shaderSource = {
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"uniform sampler2DRect textureID0;\n"
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"uniform sampler2DRect textureID1;\n"
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"uniform sampler2DRect textureID2;\n"
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"uniform sampler2DRect textureID3;\n"
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"uniform float width;\n"
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"uniform float height; \n"
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"void main(void)\n"
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"{\n"
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" gl_FragData[0] = \n"
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" vec4( -1e12 * texture2DRect( textureID0, gl_TexCoord[0].st ).rgb, 1) + \n"
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" vec4( 1e12 * texture2DRect( textureID1, gl_TexCoord[0].st ).rgb, 1) + \n"
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" vec4( 1e12 * texture2DRect( textureID2, gl_TexCoord[0].st ).rgb, 1) + \n"
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" vec4(-0.5e12 * texture2DRect( textureID3, gl_TexCoord[0].st ).rgb, 1); \n"
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"}\n"
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};
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osg::ref_ptr<osg::Shader> fshader = new osg::Shader( osg::Shader::FRAGMENT , shaderSource);
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osg::ref_ptr<osg::Program> program = new osg::Program;
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program->addShader( fshader.get());
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stateset->setAttributeAndModes( program.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
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} else {
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static const char *shaderSource = {
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"uniform sampler2DRect textureID0;\n"
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"uniform sampler2DRect textureID1;\n"
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"uniform sampler2DRect textureID2;\n"
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"uniform sampler2DRect textureID3;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragData[0] = \n"
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" vec4(texture2DRect( textureID0, gl_TexCoord[0].st ).rgb, 1) + \n"
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" vec4(texture2DRect( textureID1, gl_TexCoord[0].st ).rgb, 1) + \n"
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" vec4(texture2DRect( textureID2, gl_TexCoord[0].st ).rgb, 1) + \n"
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" -0.5*vec4(texture2DRect( textureID3, gl_TexCoord[0].st ).rgb, 1); \n"
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"}\n"
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};
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osg::ref_ptr<osg::Shader> fshader = new osg::Shader( osg::Shader::FRAGMENT , shaderSource);
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osg::ref_ptr<osg::Program> program = new osg::Program;
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program->addShader( fshader.get());
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stateset->setAttributeAndModes( program.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
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}
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stateset->addUniform(new osg::Uniform("textureID0", 0));
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stateset->addUniform(new osg::Uniform("textureID1", 1));
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stateset->addUniform(new osg::Uniform("textureID2", 2));
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stateset->addUniform(new osg::Uniform("textureID3", 3));
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//stateset->setDataVariance(osg::Object::DYNAMIC);
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osg::Geode* geode = new osg::Geode();
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geode->addDrawable(polyGeom);
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parent->addChild(geode);
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}
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// now create the camera to do the multiple render to texture
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{
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osg::Camera* camera = new osg::Camera;
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// set up the background color and clear mask.
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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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// the camera is going to look at our input quad
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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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// set viewport
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camera->setViewport(0, 0, tex_width, tex_height);
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// set the camera to render before the main camera.
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camera->setRenderOrder(osg::Camera::PRE_RENDER);
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// tell the camera to use OpenGL frame buffer objects
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camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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// attach the textures to use
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for (int i=0; i<NUM_TEXTURES; i++) {
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camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+i), textureRect[i]);
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}
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// we can also read back any of the targets as an image, modify this image and push it back
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if (useImage) {
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// which texture to get the image from
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const int tex_to_get = 0;
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osg::Image* image = new osg::Image;
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if (useHDR) {
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image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_FLOAT);
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} else {
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image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_UNSIGNED_BYTE);
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}
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// attach the image so its copied on each frame.
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camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0 + tex_to_get), image);
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camera->setPostDrawCallback(new MyCameraPostDrawCallback(image));
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// push back the image to the texture
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textureRect[tex_to_get]->setImage(0, image);
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}
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// add the subgraph to render
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camera->addChild(cam_subgraph);
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parent->addChild(camera);
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}
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return parent;
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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() + " demonstrates the use of multiple render targets (MRT) with frame buffer objects (FBOs). A render to texture (RTT) camera is used to render to four textures using a single shader. The four textures are then combined to texture the viewed geometry.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information.");
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arguments.getApplicationUsage()->addCommandLineOption("--width","Set the width of the render to texture.");
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arguments.getApplicationUsage()->addCommandLineOption("--height","Set the height of the render to texture.");
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arguments.getApplicationUsage()->addCommandLineOption("--image","Render one of the targets to an image, then apply a post draw callback to modify it and use this image to update the final texture. Print some texture values when using HDR.");
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arguments.getApplicationUsage()->addCommandLineOption("--hdr","Use high dynamic range (HDR). Create floating point textures to render to.");
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// construct the viewer.
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osgViewer::Viewer viewer(arguments);
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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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unsigned tex_width = 512;
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unsigned tex_height = 512;
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while (arguments.read("--width", tex_width)) {}
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while (arguments.read("--height", tex_height)) {}
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bool useHDR = false;
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while (arguments.read("--hdr")) { useHDR = true; }
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bool useImage = false;
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while (arguments.read("--image")) { useImage = true; }
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osg::Group* subGraph = createRTTQuad(tex_width, tex_height, useHDR);
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osg::Group* rootNode = new osg::Group();
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rootNode->addChild(createScene(subGraph, tex_width, tex_height, useHDR, useImage));
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// add model to the viewer.
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viewer.setSceneData( rootNode );
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return viewer.run();
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}
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