Implemented the beginings of the osgProducer::GraphicsContexImplementation.
Added options into osgprerender for controlling how to do the pre rendering i.e. --fbo, --pbuffer, --fb --window, and also added the option for controlling the window size with --width and --height.
This commit is contained in:
@@ -107,136 +107,139 @@ class MyGeometryCallback :
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};
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osg::Node* createPreRenderSubGraph(osg::Node* subgraph)
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osg::Node* createPreRenderSubGraph(osg::Node* subgraph, unsigned tex_width, unsigned tex_height, osg::CameraNode::RenderTargetImplementation renderImplementation)
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{
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if (!subgraph) return 0;
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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,0.0f,1.0f);
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osg::Vec3 zAxis(0.0f,-1.0f,0.0f);
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float height = 100.0f;
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float width = 200.0f;
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int noSteps = 20;
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osg::Vec3Array* vertices = new osg::Vec3Array;
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osg::Vec3 bottom = origin;
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osg::Vec3 top = origin; top.z()+= height;
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osg::Vec3 dv = xAxis*(width/((float)(noSteps-1)));
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osg::Vec2Array* texcoords = new osg::Vec2Array;
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osg::Vec2 bottom_texcoord(0.0f,0.0f);
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osg::Vec2 top_texcoord(0.0f,1.0f);
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osg::Vec2 dv_texcoord(1.0f/(float)(noSteps-1),0.0f);
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for(int i=0;i<noSteps;++i)
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{
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vertices->push_back(top);
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vertices->push_back(bottom);
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top+=dv;
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bottom+=dv;
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texcoords->push_back(top_texcoord);
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texcoords->push_back(bottom_texcoord);
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top_texcoord+=dv_texcoord;
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bottom_texcoord+=dv_texcoord;
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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->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::QUAD_STRIP,0,vertices->size()));
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unsigned int tex_width = 2048;
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unsigned int tex_height = 2048;
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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 = new osg::StateSet;
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// create a group to contain the flag and the pre rendering camera.
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osg::Group* parent = new osg::Group;
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// texture to render to and to use for rendering of flag.
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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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stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON);
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polyGeom->setStateSet(stateset);
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// first create the geometry of the flag of which to view.
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{
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// create the to visualize.
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osg::Geometry* polyGeom = new osg::Geometry();
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polyGeom->setUpdateCallback(new MyGeometryCallback(origin,xAxis,yAxis,zAxis,1.0,1.0/width,0.2f));
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polyGeom->setSupportsDisplayList(false);
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osg::Geode* geode = new osg::Geode();
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geode->addDrawable(polyGeom);
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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,0.0f,1.0f);
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osg::Vec3 zAxis(0.0f,-1.0f,0.0f);
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float height = 100.0f;
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float width = 200.0f;
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int noSteps = 20;
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osg::Vec3Array* vertices = new osg::Vec3Array;
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osg::Vec3 bottom = origin;
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osg::Vec3 top = origin; top.z()+= height;
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osg::Vec3 dv = xAxis*(width/((float)(noSteps-1)));
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osg::Vec2Array* texcoords = new osg::Vec2Array;
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osg::Vec2 bottom_texcoord(0.0f,0.0f);
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osg::Vec2 top_texcoord(0.0f,1.0f);
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osg::Vec2 dv_texcoord(1.0f/(float)(noSteps-1),0.0f);
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for(int i=0;i<noSteps;++i)
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{
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vertices->push_back(top);
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vertices->push_back(bottom);
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top+=dv;
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bottom+=dv;
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texcoords->push_back(top_texcoord);
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texcoords->push_back(bottom_texcoord);
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top_texcoord+=dv_texcoord;
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bottom_texcoord+=dv_texcoord;
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}
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osg::CameraNode* camera = new osg::CameraNode;
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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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// pass the created vertex array to the points geometry object.
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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::QUAD_STRIP,0,vertices->size()));
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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 = new osg::StateSet;
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stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON);
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polyGeom->setStateSet(stateset);
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polyGeom->setUpdateCallback(new MyGeometryCallback(origin,xAxis,yAxis,zAxis,1.0,1.0/width,0.2f));
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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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const osg::BoundingSphere& bs = subgraph->getBound();
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if (!bs.valid())
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{
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return subgraph;
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}
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float znear = 1.0f*bs.radius();
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float zfar = 3.0f*bs.radius();
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// 2:1 aspect ratio as per flag geomtry below.
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float proj_top = 0.25f*znear;
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float proj_right = 0.5f*znear;
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// then create the camera node to do the render to texture
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{
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osg::CameraNode* camera = new osg::CameraNode;
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znear *= 0.9f;
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zfar *= 1.1f;
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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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// set up projection.
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camera->setProjectionMatrixAsFrustum(-proj_right,proj_right,-proj_top,proj_top,znear,zfar);
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const osg::BoundingSphere& bs = subgraph->getBound();
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if (!bs.valid())
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{
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return subgraph;
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}
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// set view
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setViewMatrixAsLookAt(bs.center()-osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
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float znear = 1.0f*bs.radius();
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float zfar = 3.0f*bs.radius();
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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::CameraNode::PRE_RENDER);
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// tell the camera to use OpenGL frame buffer object where supported.
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camera->setRenderTargetImplmentation(osg::CameraNode::FRAME_BUFFER_OBJECT);
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// attach the texture and use it as the color buffer.
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camera->attach(osg::CameraNode::COLOR_BUFFER, texture);
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// 2:1 aspect ratio as per flag geomtry below.
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float proj_top = 0.25f*znear;
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float proj_right = 0.5f*znear;
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// add subgraph to render
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camera->addChild(subgraph);
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// create a group to contain the flag and the pre rendering camera.
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osg::Group* parent = new osg::Group;
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parent->addChild(camera);
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parent->addChild(geode);
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znear *= 0.9f;
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zfar *= 1.1f;
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// set up projection.
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camera->setProjectionMatrixAsFrustum(-proj_right,proj_right,-proj_top,proj_top,znear,zfar);
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// set view
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setViewMatrixAsLookAt(bs.center()-osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
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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::CameraNode::PRE_RENDER);
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// tell the camera to use OpenGL frame buffer object where supported.
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camera->setRenderTargetImplmentation(renderImplementation);
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// attach the texture and use it as the color buffer.
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camera->attach(osg::CameraNode::COLOR_BUFFER, texture);
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// add subgraph to render
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camera->addChild(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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@@ -267,6 +270,19 @@ int main( int argc, char **argv )
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return 1;
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}
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unsigned tex_width = 1024;
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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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osg::CameraNode::RenderTargetImplementation renderImplementation = osg::CameraNode::FRAME_BUFFER_OBJECT;
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while (arguments.read("--fbo")) { renderImplementation = osg::CameraNode::FRAME_BUFFER_OBJECT; }
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while (arguments.read("--pbuffer")) { renderImplementation = osg::CameraNode::PIXEL_BUFFER; }
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while (arguments.read("--fb")) { renderImplementation = osg::CameraNode::FRAME_BUFFER; }
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while (arguments.read("--window")) { renderImplementation = osg::CameraNode::SEPERATE_WINDOW; }
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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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@@ -288,7 +304,6 @@ int main( int argc, char **argv )
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osg::Node* loadedModel = osgDB::readNodeFiles(arguments);
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if (!loadedModel)
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{
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// write_usage(osg::notify(osg::NOTICE),argv[0]);
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return 1;
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}
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@@ -300,8 +315,7 @@ int main( int argc, char **argv )
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loadedModelTransform->setUpdateCallback(nc);
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osg::Group* rootNode = new osg::Group();
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// rootNode->addChild(loadedModelTransform);
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rootNode->addChild(createPreRenderSubGraph(loadedModelTransform));
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rootNode->addChild(createPreRenderSubGraph(loadedModelTransform,tex_width,tex_height, renderImplementation));
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// add model to the viewer.
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