197 lines
6.3 KiB
C++
197 lines
6.3 KiB
C++
#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/Stencil>
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#include <osg/ColorMask>
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#include <osg/Depth>
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#include <osg/Billboard>
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#include <osg/Material>
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#include <osg/Projection>
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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 <osgUtil/SmoothingVisitor>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgViewer/Viewer>
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using namespace osg;
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osg::Node* createDistortionSubgraph(osg::Node* subgraph, const osg::Vec4& clearColour)
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{
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osg::Group* distortionNode = new osg::Group;
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unsigned int tex_width = 1024;
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unsigned int tex_height = 1024;
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setTextureSize(tex_width, tex_height);
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texture->setInternalFormat(GL_RGBA);
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texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
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texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
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// set up the render to texture camera.
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{
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osg::Camera* camera = new osg::Camera;
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// set clear the color and depth buffer
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camera->setClearColor(clearColour);
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camera->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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// just inherit the main cameras view
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camera->setReferenceFrame(osg::Transform::RELATIVE_RF);
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camera->setProjectionMatrix(osg::Matrixd::identity());
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camera->setViewMatrix(osg::Matrixd::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 object where supported.
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camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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// attach the texture and use it as the color buffer.
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camera->attach(osg::Camera::COLOR_BUFFER, texture);
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// add subgraph to render
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camera->addChild(subgraph);
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distortionNode->addChild(camera);
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}
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// set up the render to texture camera.
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{
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// create the quad to visualize.
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osg::Geometry* polyGeom = new osg::Geometry();
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polyGeom->setSupportsDisplayList(false);
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osg::Vec3 origin(0.0f,0.0f,0.0f);
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osg::Vec3 xAxis(1.0f,0.0f,0.0f);
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osg::Vec3 yAxis(0.0f,1.0f,0.0f);
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osg::Vec3 zAxis(0.0f,0.0f,1.0f);
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float height = 1024.0f;
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float width = 1280.0f;
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int noSteps = 50;
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osg::Vec3Array* vertices = new osg::Vec3Array;
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osg::Vec2Array* texcoords = new osg::Vec2Array;
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osg::Vec4Array* colors = new osg::Vec4Array;
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osg::Vec3 bottom = origin;
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osg::Vec3 dx = xAxis*(width/((float)(noSteps-1)));
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osg::Vec3 dy = yAxis*(height/((float)(noSteps-1)));
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osg::Vec2 bottom_texcoord(0.0f,0.0f);
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osg::Vec2 dx_texcoord(1.0f/(float)(noSteps-1),0.0f);
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osg::Vec2 dy_texcoord(0.0f,1.0f/(float)(noSteps-1));
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osg::Vec3 cursor = bottom;
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osg::Vec2 texcoord = bottom_texcoord;
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int i,j;
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for(i=0;i<noSteps;++i)
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{
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osg::Vec3 cursor = bottom+dy*(float)i;
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osg::Vec2 texcoord = bottom_texcoord+dy_texcoord*(float)i;
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for(j=0;j<noSteps;++j)
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{
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vertices->push_back(cursor);
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texcoords->push_back(osg::Vec2((sin(texcoord.x()*osg::PI-osg::PI*0.5)+1.0f)*0.5f,(sin(texcoord.y()*osg::PI-osg::PI*0.5)+1.0f)*0.5f));
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colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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cursor += dx;
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texcoord += dx_texcoord;
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}
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}
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// pass the created vertex array to the points geometry object.
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polyGeom->setVertexArray(vertices);
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polyGeom->setColorArray(colors);
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polyGeom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
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polyGeom->setTexCoordArray(0,texcoords);
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for(i=0;i<noSteps-1;++i)
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{
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osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(osg::PrimitiveSet::QUAD_STRIP);
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for(j=0;j<noSteps;++j)
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{
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elements->push_back(j+(i+1)*noSteps);
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elements->push_back(j+(i)*noSteps);
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}
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polyGeom->addPrimitiveSet(elements);
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}
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// new we need to add the texture to the Drawable, we do so by creating a
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// StateSet to contain the Texture StateAttribute.
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osg::StateSet* stateset = polyGeom->getOrCreateStateSet();
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stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON);
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stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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osg::Geode* geode = new osg::Geode();
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geode->addDrawable(polyGeom);
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// set up the camera to render the textured quad
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osg::Camera* camera = new osg::Camera;
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// just inherit the main cameras view
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setViewMatrix(osg::Matrix::identity());
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camera->setProjectionMatrixAsOrtho2D(0,1280,0,1024);
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// set the camera to render before the main camera.
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camera->setRenderOrder(osg::Camera::NESTED_RENDER);
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// tell the camera to use OpenGL frame buffer object where supported.
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camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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// attach the texture and use it as the color buffer.
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camera->attach(osg::Camera::COLOR_BUFFER, texture);
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// add subgraph to render
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camera->addChild(geode);
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distortionNode->addChild(camera);
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}
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return distortionNode;
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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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// construct the viewer.
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osgViewer::Viewer viewer;
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// load the nodes from the commandline arguments.
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osg::Node* loadedModel = osgDB::readNodeFiles(arguments);
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if (!loadedModel)
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{
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osg::notify(osg::NOTICE)<<"Please specify a model filename on the command line."<<std::endl;
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return 1;
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}
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osg::Node* distortionNode = createDistortionSubgraph(loadedModel, viewer.getCamera()->getClearColor());
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// add model to the viewer.
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viewer.setSceneData( distortionNode );
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return viewer.run();
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}
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;
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