142 lines
5.2 KiB
C++
142 lines
5.2 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: t; c-basic-offset: 4 -*- */
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/* OpenSceneGraph example, osgstereomatch.
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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 "StereoPass.h"
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#include <osgDB/FileUtils>
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#include <iostream>
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StereoPass::StereoPass(osg::TextureRectangle *left_tex,
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osg::TextureRectangle *right_tex,
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int width, int height,
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int min_disparity, int max_disparity, int window_size):
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_TextureWidth(width),
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_TextureHeight(height),
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_MinDisparity(min_disparity),
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_MaxDisparity(max_disparity),
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_WindowSize(window_size)
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{
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_RootGroup = new osg::Group;
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_InTextureLeft = left_tex;
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_InTextureRight = right_tex;
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createOutputTextures();
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_Camera = new osg::Camera;
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setupCamera();
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_Camera->addChild(createTexturedQuad().get());
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_RootGroup->addChild(_Camera.get());
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setShader("shaders/stereomatch_stereopass.frag");
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}
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StereoPass::~StereoPass()
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{
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}
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osg::ref_ptr<osg::Group> StereoPass::createTexturedQuad()
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{
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osg::ref_ptr<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(_TextureWidth, 0));
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quad_tcoords->push_back(osg::Vec2(_TextureWidth, _TextureHeight));
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quad_tcoords->push_back(osg::Vec2(0, _TextureHeight));
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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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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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_StateSet = quad_geom->getOrCreateStateSet();
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_StateSet->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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_StateSet->setTextureAttributeAndModes(0, _InTextureLeft.get(), osg::StateAttribute::ON);
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_StateSet->setTextureAttributeAndModes(1, _InTextureRight.get(), osg::StateAttribute::ON);
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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("min_disparity", _MinDisparity));
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_StateSet->addUniform(new osg::Uniform("max_disparity", _MaxDisparity));
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_StateSet->addUniform(new osg::Uniform("window_size", _WindowSize));
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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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void StereoPass::setupCamera()
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{
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// clearing
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_Camera->setClearColor(osg::Vec4(1.0f,0.0f,0.0f,1.0f));
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_Camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// projection and view
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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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// viewport
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_Camera->setViewport(0, 0, _TextureWidth, _TextureHeight);
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_Camera->setRenderOrder(osg::Camera::PRE_RENDER);
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_Camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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// attach the output texture and use it as the color buffer.
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_Camera->attach(osg::Camera::COLOR_BUFFER, _OutTexture.get());
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}
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void StereoPass::createOutputTextures()
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{
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_OutTexture = new osg::TextureRectangle;
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_OutTexture->setTextureSize(_TextureWidth, _TextureHeight);
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_OutTexture->setInternalFormat(GL_RGBA);
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_OutTexture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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_OutTexture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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}
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void StereoPass::setShader(std::string filename)
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{
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osg::ref_ptr<osg::Shader> fshader = new osg::Shader( osg::Shader::FRAGMENT );
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fshader->loadShaderSourceFromFile(osgDB::findDataFile(filename));
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_FragmentProgram = 0;
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_FragmentProgram = new osg::Program;
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_FragmentProgram->addShader(fshader.get());
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_StateSet->setAttributeAndModes(_FragmentProgram.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
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}
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