43049ebcf1
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14586 16af8721-9629-0410-8352-f15c8da7e697
1023 lines
38 KiB
C++
1023 lines
38 KiB
C++
/* OpenSceneGraph example, osgfpdepth.
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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/ColorMask>
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#include <osg/CullFace>
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#include <osg/Depth>
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#include <osg/FrameBufferObject>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/GLExtensions>
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#include <osg/Node>
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#include <osg/Notify>
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#include <osg/observer_ptr>
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#include <osg/Projection>
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#include <osg/Switch>
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#include <osg/Texture2D>
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#include <osgDB/ReadFile>
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#include <osgGA/GUIEventHandler>
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#include <osgUtil/Optimizer>
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#include <osgText/Text>
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#include <osgViewer/Renderer>
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#include <osgViewer/Viewer>
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#include <osgViewer/ViewerEventHandlers>
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#include <iostream>
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#include <sstream>
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/* Demonstration of floating point depth buffers. The most basic way to use
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* a floating point depth buffer in OpenGL is to create a frame buffer
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* object, attach a color and floating point depth texture, render,
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* and then copy the color texture to the screen. When doing
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* multisampling we can't use textures directly, so we have to create
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* render buffers with the proper format. Then we let OSG handle the
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* details of resolving the multisampling.
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*
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* When using a floating point depth buffer, it's advantageous to
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* reverse the depth buffer range (and the depth test, of course) so
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* that 0.0 corresponds to the far plane. See
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* e.g. http://www.humus.name/index.php?ID=25 for details.
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*/
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using namespace osg;
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using namespace std;
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/* createFBO() and destroyFBO(), and the supporting classes and
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* functions below, are only used to test possible valid frame buffer
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* configurations at startup. They wouldn't be used in a normal OSG
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* program unless we wanted to enumerate all the valid FBO
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* combinations and let the user choose between them.
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*/
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// Properties of an FBO that we will try to create
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struct FboConfig
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{
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FboConfig()
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: colorFormat(0), depthFormat(0), redbits(0), depthBits(0),
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depthSamples(0), coverageSamples(0)
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{
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}
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FboConfig(const string& name_, GLenum colorFormat_, GLenum depthFormat_,
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int redbits_, int depthBits_, int depthSamples_ = 0,
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int coverageSamples_ = 0)
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: name(name_), colorFormat(colorFormat_), depthFormat(depthFormat_),
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redbits(redbits_), depthBits(depthBits_), depthSamples(depthSamples_),
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coverageSamples(coverageSamples_)
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{
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}
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string name;
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GLenum colorFormat;
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GLenum depthFormat;
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int redbits;
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int depthBits;
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int depthSamples;
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int coverageSamples;
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};
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// Properties of a buffer
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struct BufferConfig
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{
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BufferConfig() {}
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BufferConfig(const string& name_, GLenum format_, int bits_)
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: name(name_), format(format_), bits(bits_)
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{
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}
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string name;
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GLenum format;
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int bits;
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};
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typedef vector<BufferConfig> BufferConfigList;
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vector<FboConfig> validConfigs;
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// Ugly global variables for the viewport width and height
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int width, height;
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// This is only used when testing possible frame buffer configurations
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// to find valid ones.
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struct FboData
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{
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ref_ptr<Texture2D> tex; // color texture
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ref_ptr<Texture2D> depthTex; // depth texture
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ref_ptr<FrameBufferObject> fb; // render framebuffer
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ref_ptr<FrameBufferObject> resolveFB; // multisample resolve target
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};
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Texture2D* makeDepthTexture(int width, int height, GLenum internalFormat);
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// Assemble lists of the valid buffer configurations, along with the
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// possibilities for multisample coverage antialiasing, if any.
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void getPossibleConfigs(GraphicsContext* gc, BufferConfigList& colorConfigs,
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BufferConfigList& depthConfigs,
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vector<int>& coverageConfigs)
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{
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int maxSamples = 0;
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int coverageSampleConfigs = 0;
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unsigned contextID = gc->getState()->getContextID();
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colorConfigs.push_back(BufferConfig("RGBA8", GL_RGBA8, 8));
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depthConfigs.push_back(BufferConfig("D24", GL_DEPTH_COMPONENT24, 24));
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osg::GL2Extensions* ext = gc->getState()->get<GL2Extensions>();
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if (!ext->isRenderbufferMultisampleSupported())
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return;
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if (ext->isMultisampleSupported)
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glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSamples);
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// isMultisampleCoverageSupported
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if (isGLExtensionSupported(contextID,
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"GL_NV_framebuffer_multisample_coverage"))
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{
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glGetIntegerv(GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV,
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&coverageSampleConfigs);
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coverageConfigs.resize(coverageSampleConfigs * 2 + 4);
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glGetIntegerv(GL_MULTISAMPLE_COVERAGE_MODES_NV, &coverageConfigs[0]);
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}
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if (isGLExtensionSupported(contextID, "GL_ARB_depth_buffer_float"))
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depthConfigs.push_back(BufferConfig("D32F", GL_DEPTH_COMPONENT32F, 32));
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else if (isGLExtensionSupported(contextID, "GL_NV_depth_buffer_float"))
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depthConfigs.push_back(BufferConfig("D32F", GL_DEPTH_COMPONENT32F_NV,
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32));
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}
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bool checkFramebufferStatus(GraphicsContext* gc, bool silent = false)
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{
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State& state = *gc->getState();
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osg::GL2Extensions* ext = gc->getState()->get<GL2Extensions>();
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switch(ext->glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT)) {
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case GL_FRAMEBUFFER_COMPLETE_EXT:
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
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if (!silent)
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cout << "Unsupported framebuffer format\n";
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return false;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
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if (!silent)
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cout << "Framebuffer incomplete, missing attachment\n";
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return false;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
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if (!silent)
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cout << "Framebuffer incomplete, duplicate attachment\n";
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return false;
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
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if (!silent)
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cout << "Framebuffer incomplete, attached images must have same dimensions\n";
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return false;
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case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
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if (!silent)
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cout << "Framebuffer incomplete, attached images must have same format\n";
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return false;
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
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if (!silent)
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cout << "Framebuffer incomplete, missing draw buffer\n";
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return false;
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
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if (!silent)
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cout << "Framebuffer incomplete, missing read buffer\n";
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return false;
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default:
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return false;
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}
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return true;
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}
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// Attempt to create an FBO with a certain configuration. If the FBO
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// is created with fewer bits in any of its parameters, the creation
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// is deemed to have failed. Even though the result is a valid FBO,
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// we're only interested in discrete, valid configurations.
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bool createFBO(GraphicsContext* gc, FboConfig &config, FboData &data)
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{
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bool result = true;
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bool multisample = config.depthSamples > 0;
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bool csaa = config.coverageSamples > config.depthSamples;
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data.fb = new FrameBufferObject;
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int texWidth = 512, texHeight = 512;
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data.tex = new Texture2D;
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data.tex->setTextureSize(texWidth, texHeight);
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data.tex->setInternalFormat(config.colorFormat);
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data.tex->setSourceFormat(GL_RGBA);
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data.tex->setSourceType(GL_FLOAT);
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data.tex->setFilter(Texture::MIN_FILTER, Texture::LINEAR_MIPMAP_LINEAR);
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data.tex->setFilter(Texture::MAG_FILTER, Texture::LINEAR);
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data.tex->setWrap(Texture::WRAP_S, Texture::CLAMP_TO_EDGE);
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data.tex->setWrap(Texture::WRAP_T, Texture::CLAMP_TO_EDGE);
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RenderBuffer* colorRB = 0;
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RenderBuffer* depthRB = 0;
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if (multisample)
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{
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data.resolveFB = new FrameBufferObject;
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data.resolveFB->setAttachment(Camera::COLOR_BUFFER,
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FrameBufferAttachment(data.tex.get()));
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colorRB = new RenderBuffer(texWidth, texHeight, config.colorFormat,
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config.coverageSamples, config.depthSamples);
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data.fb->setAttachment(Camera::COLOR_BUFFER,
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FrameBufferAttachment(colorRB));
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depthRB = new RenderBuffer(texWidth, texHeight, config.depthFormat,
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config.coverageSamples, config.depthSamples);
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data.fb->setAttachment(Camera::DEPTH_BUFFER,
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FrameBufferAttachment(depthRB));
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}
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else
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{
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data.depthTex = makeDepthTexture(texWidth, texHeight,
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config.depthFormat);
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data.fb->setAttachment(Camera::COLOR_BUFFER,
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FrameBufferAttachment(data.tex.get()));
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data.fb->setAttachment(Camera::DEPTH_BUFFER,
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FrameBufferAttachment(data.depthTex.get()));
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}
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State& state = *gc->getState();
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unsigned int contextID = state.getContextID();
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osg::GL2Extensions* ext = gc->getState()->get<GL2Extensions>();
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data.fb->apply(state);
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result = checkFramebufferStatus(gc, true);
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if (!result)
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{
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ext->glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
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return false;
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}
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int query;
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if (multisample)
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{
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GLuint colorRBID = colorRB->getObjectID(contextID, ext);
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ext->glBindRenderbuffer(GL_RENDERBUFFER_EXT, colorRBID);
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if (csaa)
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{
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ext->glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT,
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GL_RENDERBUFFER_COVERAGE_SAMPLES_NV,
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&query);
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if (query < config.coverageSamples)
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result = false;
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else
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config.coverageSamples = query;
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ext->glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT,
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GL_RENDERBUFFER_COLOR_SAMPLES_NV,
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&query);
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if ( query < config.depthSamples)
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result = false;
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else
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config.depthSamples = query; // report back the actual number
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}
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else
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{
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ext->glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT,
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GL_RENDERBUFFER_SAMPLES_EXT,
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&query);
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if (query < config.depthSamples)
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result = false;
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else
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config.depthSamples = query;
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}
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}
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glGetIntegerv( GL_RED_BITS, &query);
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if (query != config.redbits)
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result = false;
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glGetIntegerv(GL_DEPTH_BITS, &query);
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if ( query != config.depthBits)
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result = false;
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if (result && multisample && data.resolveFB.valid())
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{
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data.resolveFB->apply(state);
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result = checkFramebufferStatus(gc, true);
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if (result)
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{
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glGetIntegerv( GL_RED_BITS, &query);
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if (query != config.redbits)
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result = false;
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}
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}
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ext->glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
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return result;
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}
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void destroyFBO(GraphicsContext* gc, FboData &data)
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{
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data.tex = 0;
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data.depthTex = 0;
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data.fb = 0;
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data.resolveFB = 0;
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State& state = *gc->getState();
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double availableTime = 100.0;
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RenderBuffer::flushDeletedRenderBuffers(state.getContextID(), 0.0,
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availableTime);
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availableTime = 100.0;
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FrameBufferObject::flushDeletedFrameBufferObjects(state.getContextID(),
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0.0, availableTime);
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}
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void setAttachmentsFromConfig(Camera* camera, const FboConfig& config);
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Switch* makeTexturesAndGeometry(int width, int height, Switch* sw = 0);
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// Application state accessed from event handlers and main function;
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// contains state that can be changed by the user and the OSG classes
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// used to display / indicate that state.
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//
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// camera - Camera with fbo, using either fp depth buffer or fixed
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// switch child 0 - texture containing rendering of scene
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// switch child 1 - fp depth buffer as texture
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// switch child 2 - integer depth buffer as texture
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// textNotAvailable- "not available" text if texture isn't valid.
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struct AppState : public Referenced
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{
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AppState(osgViewer::Viewer* viewer_);
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void setStateFromConfig(const FboConfig& config);
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void advanceConfig(int increment);
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void updateDisplayedTexture();
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void updateNear();
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virtual ~AppState() {}
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ref_ptr<Switch> sw; // switch between displayed texture
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bool displayScene;
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bool invertRange;
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int currentConfig;
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osgViewer::Viewer* viewer;
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double zNear;
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ref_ptr<Camera> camera;
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// text displayed on the screen showing the user's choices
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ref_ptr<Projection> textProjection;
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ref_ptr<osgText::Text> configText;
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ref_ptr<osgText::Text> zNearText;
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ref_ptr<Geode> textNotAvailable;
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ref_ptr<Geode> textInverted;
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};
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AppState::AppState(osgViewer::Viewer* viewer_)
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: displayScene(true), invertRange(true), currentConfig(0),
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viewer(viewer_), zNear(0.03125)
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{
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sw = new Switch;
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string fontName("fonts/arial.ttf");
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// Text description of current config
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configText = new osgText::Text;
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configText->setDataVariance(Object::DYNAMIC);
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configText->setFont(fontName);
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configText->setPosition(Vec3(50.0f, 50.0f, 0.0f));
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configText->setColor(Vec4(1.0, 1.0, 1.0, 1.0));
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Geode* textGeode = new Geode;
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textGeode->addDrawable(configText.get());
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// Text for the near plane distance
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zNearText = new osgText::Text;
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zNearText->setDataVariance(Object::DYNAMIC);
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zNearText->setFont(fontName);
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zNearText->setPosition(Vec3(1230.0f, 50.0f, 0.0f));
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zNearText->setColor(Vec4(1.0, 1.0, 1.0, 1.0));
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zNearText->setAlignment(osgText::Text::RIGHT_BASE_LINE);
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textGeode->addDrawable(zNearText.get());
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// Projection that lets the text be placed in pixels.
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textProjection = new Projection;
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textProjection->setMatrix(Matrix::ortho2D(0,1280,0,1024));
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textProjection->addChild(textGeode);
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// "texture not available" text displayed when the user trys to
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// display the depth texture while multisampling.
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osgText::Text* noCanDo = new osgText::Text;
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noCanDo->setFont(fontName);
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noCanDo->setPosition(Vec3(512.0f, 384.0f, 0.0f));
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noCanDo->setColor(Vec4(1.0, 0.0, 0.0, 1.0));
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noCanDo->setText("not available");
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textNotAvailable = new Geode;
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textNotAvailable->addDrawable(noCanDo);
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textProjection->addChild(textNotAvailable.get());
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// Is the depth test inverted?
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osgText::Text* inverted = new osgText::Text;
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inverted->setFont(fontName);
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inverted->setPosition(Vec3(512.0f, 50.0f, 0.0f));
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inverted->setColor(Vec4(1.0, 1.0, 1.0, 1.0));
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inverted->setText("inverted depth test");
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textInverted = new Geode;
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textInverted->addDrawable(inverted);
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textInverted->setNodeMask(~0u);
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textProjection->addChild(textInverted.get());
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textProjection->getOrCreateStateSet()->setRenderBinDetails(11, "RenderBin");
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}
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void AppState::setStateFromConfig(const FboConfig& config)
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{
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Camera* camera = viewer->getSlave(0)._camera.get();
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setAttachmentsFromConfig(camera, config);
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osgViewer::Renderer* renderer
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= dynamic_cast<osgViewer::Renderer*>(camera->getRenderer());
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if (renderer)
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renderer->setCameraRequiresSetUp(true);
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if (configText.valid())
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{
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configText->setText(validConfigs[currentConfig].name);
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configText->update();
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}
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updateDisplayedTexture();
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}
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void AppState::advanceConfig(int increment)
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{
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currentConfig = (currentConfig + increment) % validConfigs.size();
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setStateFromConfig(validConfigs[currentConfig]);
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}
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void AppState::updateDisplayedTexture()
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{
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if (displayScene)
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sw->setSingleChildOn(0);
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else if (validConfigs[currentConfig].depthSamples > 0
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|| validConfigs[currentConfig].coverageSamples > 0)
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sw->setAllChildrenOff();
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else if (validConfigs[currentConfig].depthFormat != GL_DEPTH_COMPONENT24)
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sw->setSingleChildOn(2);
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else
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sw->setSingleChildOn(3);
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if (displayScene
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|| (validConfigs[currentConfig].depthSamples == 0
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&& validConfigs[currentConfig].coverageSamples == 0))
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textNotAvailable->setNodeMask(0u);
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else
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textNotAvailable->setNodeMask(~0u);
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}
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void AppState::updateNear()
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{
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// Assume that the viewing frustum is symmetric.
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double fovy, aspectRatio, cNear, cFar;
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viewer->getCamera()->getProjectionMatrixAsPerspective(fovy, aspectRatio,
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cNear, cFar);
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viewer->getCamera()->setProjectionMatrixAsPerspective(fovy, aspectRatio,
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zNear, cFar);
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stringstream nearStream;
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nearStream << "near: " << zNear;
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zNearText->setText(nearStream.str());
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zNearText->update();
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}
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class ConfigHandler : public osgGA::GUIEventHandler
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{
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public:
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ConfigHandler(AppState* appState)
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: _appState(appState)
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{
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}
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|
|
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::GL2Extensions* ext = gc->getState()->get<GL2Extensions>();
|
|
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();
|
|
}
|