/usr/share/openscenegraph/examples/osgfpdepth/osgfpdepth.cpp is in openscenegraph-examples 3.2.0~rc1-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <osg/ColorMask>
#include <osg/CullFace>
#include <osg/Depth>
#include <osg/FrameBufferObject>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/GLExtensions>
#include <osg/Node>
#include <osg/NodeCallback>
#include <osg/Notify>
#include <osg/observer_ptr>
#include <osg/Projection>
#include <osg/Switch>
#include <osg/Texture2D>
#include <osgDB/ReadFile>
#include <osgGA/GUIEventHandler>
#include <osgUtil/Optimizer>
#include <osgText/Text>
#include <osgViewer/Renderer>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <iostream>
#include <sstream>
/* Demonstration of floating point depth buffers. The most basic way to use
* a floating point depth buffer in OpenGL is to create a frame buffer
* object, attach a color and floating point depth texture, render,
* and then copy the color texture to the screen. When doing
* multisampling we can't use textures directly, so we have to create
* render buffers with the proper format. Then we let OSG handle the
* details of resolving the multisampling.
*
* When using a floating point depth buffer, it's advantageous to
* reverse the depth buffer range (and the depth test, of course) so
* that 0.0 corresponds to the far plane. See
* e.g. http://www.humus.name/index.php?ID=25 for details.
*/
using namespace osg;
using namespace std;
/* createFBO() and destroyFBO(), and the supporting classes and
* functions below, are only used to test possible valid frame buffer
* configurations at startup. They wouldn't be used in a normal OSG
* program unless we wanted to enumerate all the valid FBO
* combinations and let the user choose between them.
*/
// Properties of an FBO that we will try to create
struct FboConfig
{
FboConfig()
: colorFormat(0), depthFormat(0), redbits(0), depthBits(0),
depthSamples(0), coverageSamples(0)
{
}
FboConfig(const string& name_, GLenum colorFormat_, GLenum depthFormat_,
int redbits_, int depthBits_, int depthSamples_ = 0,
int coverageSamples_ = 0)
: name(name_), colorFormat(colorFormat_), depthFormat(depthFormat_),
redbits(redbits_), depthBits(depthBits_), depthSamples(depthSamples_),
coverageSamples(coverageSamples_)
{
}
string name;
GLenum colorFormat;
GLenum depthFormat;
int redbits;
int depthBits;
int depthSamples;
int coverageSamples;
};
// Properties of a buffer
struct BufferConfig
{
BufferConfig() {}
BufferConfig(const string& name_, GLenum format_, int bits_)
: name(name_), format(format_), bits(bits_)
{
}
string name;
GLenum format;
int bits;
};
typedef vector<BufferConfig> BufferConfigList;
vector<FboConfig> validConfigs;
// Ugly global variables for the viewport width and height
int width, height;
// This is only used when testing possible frame buffer configurations
// to find valid ones.
struct FboData
{
ref_ptr<Texture2D> tex; // color texture
ref_ptr<Texture2D> depthTex; // depth texture
ref_ptr<FrameBufferObject> fb; // render framebuffer
ref_ptr<FrameBufferObject> resolveFB; // multisample resolve target
};
Texture2D* makeDepthTexture(int width, int height, GLenum internalFormat);
// Assemble lists of the valid buffer configurations, along with the
// possibilities for multisample coverage antialiasing, if any.
void getPossibleConfigs(GraphicsContext* gc, BufferConfigList& colorConfigs,
BufferConfigList& depthConfigs,
vector<int>& coverageConfigs)
{
int maxSamples = 0;
int coverageSampleConfigs = 0;
unsigned contextID = gc->getState()->getContextID();
colorConfigs.push_back(BufferConfig("RGBA8", GL_RGBA8, 8));
depthConfigs.push_back(BufferConfig("D24", GL_DEPTH_COMPONENT24, 24));
FBOExtensions* fboe = FBOExtensions::instance(contextID, true);
if (!fboe->isSupported())
return;
if (fboe->isMultisampleSupported())
glGetIntegerv(GL_MAX_SAMPLES_EXT, &maxSamples);
// isMultisampleCoverageSupported
if (isGLExtensionSupported(contextID,
"GL_NV_framebuffer_multisample_coverage"))
{
glGetIntegerv(GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV,
&coverageSampleConfigs);
coverageConfigs.resize(coverageSampleConfigs * 2 + 4);
glGetIntegerv(GL_MULTISAMPLE_COVERAGE_MODES_NV, &coverageConfigs[0]);
}
if (isGLExtensionSupported(contextID, "GL_ARB_depth_buffer_float"))
depthConfigs.push_back(BufferConfig("D32F", GL_DEPTH_COMPONENT32F, 32));
else if (isGLExtensionSupported(contextID, "GL_NV_depth_buffer_float"))
depthConfigs.push_back(BufferConfig("D32F", GL_DEPTH_COMPONENT32F_NV,
32));
}
bool checkFramebufferStatus(GraphicsContext* gc, bool silent = false)
{
State& state = *gc->getState();
unsigned contextID = state.getContextID();
FBOExtensions* fboe = FBOExtensions::instance(contextID, true);
switch(fboe->glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT)) {
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
if (!silent)
cout << "Unsupported framebuffer format\n";
return false;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
if (!silent)
cout << "Framebuffer incomplete, missing attachment\n";
return false;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
if (!silent)
cout << "Framebuffer incomplete, duplicate attachment\n";
return false;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
if (!silent)
cout << "Framebuffer incomplete, attached images must have same dimensions\n";
return false;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
if (!silent)
cout << "Framebuffer incomplete, attached images must have same format\n";
return false;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
if (!silent)
cout << "Framebuffer incomplete, missing draw buffer\n";
return false;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
if (!silent)
cout << "Framebuffer incomplete, missing read buffer\n";
return false;
default:
return false;
}
return true;
}
// Attempt to create an FBO with a certain configuration. If the FBO
// is created with fewer bits in any of its parameters, the creation
// is deemed to have failed. Even though the result is a valid FBO,
// we're only interested in discrete, valid configurations.
bool createFBO(GraphicsContext* gc, FboConfig &config, FboData &data)
{
bool result = true;
bool multisample = config.depthSamples > 0;
bool csaa = config.coverageSamples > config.depthSamples;
data.fb = new FrameBufferObject;
int texWidth = 512, texHeight = 512;
data.tex = new Texture2D;
data.tex->setTextureSize(texWidth, texHeight);
data.tex->setInternalFormat(config.colorFormat);
data.tex->setSourceFormat(GL_RGBA);
data.tex->setSourceType(GL_FLOAT);
data.tex->setFilter(Texture::MIN_FILTER, Texture::LINEAR_MIPMAP_LINEAR);
data.tex->setFilter(Texture::MAG_FILTER, Texture::LINEAR);
data.tex->setWrap(Texture::WRAP_S, Texture::CLAMP_TO_EDGE);
data.tex->setWrap(Texture::WRAP_T, Texture::CLAMP_TO_EDGE);
RenderBuffer* colorRB = 0;
RenderBuffer* depthRB = 0;
if (multisample)
{
data.resolveFB = new FrameBufferObject;
data.resolveFB->setAttachment(Camera::COLOR_BUFFER,
FrameBufferAttachment(data.tex.get()));
colorRB = new RenderBuffer(texWidth, texHeight, config.colorFormat,
config.coverageSamples, config.depthSamples);
data.fb->setAttachment(Camera::COLOR_BUFFER,
FrameBufferAttachment(colorRB));
depthRB = new RenderBuffer(texWidth, texHeight, config.depthFormat,
config.coverageSamples, config.depthSamples);
data.fb->setAttachment(Camera::DEPTH_BUFFER,
FrameBufferAttachment(depthRB));
}
else
{
data.depthTex = makeDepthTexture(texWidth, texHeight,
config.depthFormat);
data.fb->setAttachment(Camera::COLOR_BUFFER,
FrameBufferAttachment(data.tex.get()));
data.fb->setAttachment(Camera::DEPTH_BUFFER,
FrameBufferAttachment(data.depthTex.get()));
}
State& state = *gc->getState();
unsigned int contextID = state.getContextID();
FBOExtensions* fboe = FBOExtensions::instance(contextID, true);
data.fb->apply(state);
result = checkFramebufferStatus(gc, true);
if (!result)
{
fboe->glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
return false;
}
int query;
if (multisample)
{
GLuint colorRBID = colorRB->getObjectID(contextID, fboe);
fboe->glBindRenderbuffer(GL_RENDERBUFFER_EXT, colorRBID);
if (csaa)
{
fboe->glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT,
GL_RENDERBUFFER_COVERAGE_SAMPLES_NV,
&query);
if (query < config.coverageSamples)
result = false;
else
config.coverageSamples = query;
fboe->glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT,
GL_RENDERBUFFER_COLOR_SAMPLES_NV,
&query);
if ( query < config.depthSamples)
result = false;
else
config.depthSamples = query; // report back the actual number
}
else
{
fboe->glGetRenderbufferParameteriv(GL_RENDERBUFFER_EXT,
GL_RENDERBUFFER_SAMPLES_EXT,
&query);
if (query < config.depthSamples)
result = false;
else
config.depthSamples = query;
}
}
glGetIntegerv( GL_RED_BITS, &query);
if (query != config.redbits)
result = false;
glGetIntegerv(GL_DEPTH_BITS, &query);
if ( query != config.depthBits)
result = false;
if (result && multisample && data.resolveFB.valid())
{
data.resolveFB->apply(state);
result = checkFramebufferStatus(gc, true);
if (result)
{
glGetIntegerv( GL_RED_BITS, &query);
if (query != config.redbits)
result = false;
}
}
fboe->glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
return result;
}
void destroyFBO(GraphicsContext* gc, FboData &data)
{
data.tex = 0;
data.depthTex = 0;
data.fb = 0;
data.resolveFB = 0;
State& state = *gc->getState();
double availableTime = 100.0;
RenderBuffer::flushDeletedRenderBuffers(state.getContextID(), 0.0,
availableTime);
availableTime = 100.0;
FrameBufferObject::flushDeletedFrameBufferObjects(state.getContextID(),
0.0, availableTime);
}
void setAttachmentsFromConfig(Camera* camera, const FboConfig& config);
Switch* makeTexturesAndGeometry(int width, int height, Switch* sw = 0);
// Application state accessed from event handlers and main function;
// contains state that can be changed by the user and the OSG classes
// used to display / indicate that state.
//
// camera - Camera with fbo, using either fp depth buffer or fixed
// switch child 0 - texture containing rendering of scene
// switch child 1 - fp depth buffer as texture
// switch child 2 - integer depth buffer as texture
// textNotAvailable- "not available" text if texture isn't valid.
struct AppState : public Referenced
{
AppState(osgViewer::Viewer* viewer_);
void setStateFromConfig(const FboConfig& config);
void advanceConfig(int increment);
void updateDisplayedTexture();
void updateNear();
virtual ~AppState() {}
ref_ptr<Switch> sw; // switch between displayed texture
bool displayScene;
bool invertRange;
int currentConfig;
osgViewer::Viewer* viewer;
double zNear;
ref_ptr<Camera> camera;
// text displayed on the screen showing the user's choices
ref_ptr<Projection> textProjection;
ref_ptr<osgText::Text> configText;
ref_ptr<osgText::Text> zNearText;
ref_ptr<Geode> textNotAvailable;
ref_ptr<Geode> textInverted;
};
AppState::AppState(osgViewer::Viewer* viewer_)
: displayScene(true), invertRange(true), currentConfig(0),
viewer(viewer_), zNear(0.03125)
{
sw = new Switch;
string fontName("fonts/arial.ttf");
// Text description of current config
configText = new osgText::Text;
configText->setDataVariance(Object::DYNAMIC);
configText->setFont(fontName);
configText->setPosition(Vec3(50.0f, 50.0f, 0.0f));
configText->setColor(Vec4(1.0, 1.0, 1.0, 1.0));
Geode* textGeode = new Geode;
textGeode->addDrawable(configText.get());
// Text for the near plane distance
zNearText = new osgText::Text;
zNearText->setDataVariance(Object::DYNAMIC);
zNearText->setFont(fontName);
zNearText->setPosition(Vec3(1230.0f, 50.0f, 0.0f));
zNearText->setColor(Vec4(1.0, 1.0, 1.0, 1.0));
zNearText->setAlignment(osgText::Text::RIGHT_BASE_LINE);
textGeode->addDrawable(zNearText.get());
// Projection that lets the text be placed in pixels.
textProjection = new Projection;
textProjection->setMatrix(Matrix::ortho2D(0,1280,0,1024));
textProjection->addChild(textGeode);
// "texture not available" text displayed when the user trys to
// display the depth texture while multisampling.
osgText::Text* noCanDo = new osgText::Text;
noCanDo->setFont(fontName);
noCanDo->setPosition(Vec3(512.0f, 384.0f, 0.0f));
noCanDo->setColor(Vec4(1.0, 0.0, 0.0, 1.0));
noCanDo->setText("not available");
textNotAvailable = new Geode;
textNotAvailable->addDrawable(noCanDo);
textProjection->addChild(textNotAvailable.get());
// Is the depth test inverted?
osgText::Text* inverted = new osgText::Text;
inverted->setFont(fontName);
inverted->setPosition(Vec3(512.0f, 50.0f, 0.0f));
inverted->setColor(Vec4(1.0, 1.0, 1.0, 1.0));
inverted->setText("inverted depth test");
textInverted = new Geode;
textInverted->addDrawable(inverted);
textInverted->setNodeMask(~0u);
textProjection->addChild(textInverted.get());
textProjection->getOrCreateStateSet()->setRenderBinDetails(11, "RenderBin");
}
void AppState::setStateFromConfig(const FboConfig& config)
{
Camera* camera = viewer->getSlave(0)._camera.get();
setAttachmentsFromConfig(camera, config);
osgViewer::Renderer* renderer
= dynamic_cast<osgViewer::Renderer*>(camera->getRenderer());
if (renderer)
renderer->setCameraRequiresSetUp(true);
if (configText.valid())
{
configText->setText(validConfigs[currentConfig].name);
configText->update();
}
updateDisplayedTexture();
}
void AppState::advanceConfig(int increment)
{
currentConfig = (currentConfig + increment) % validConfigs.size();
setStateFromConfig(validConfigs[currentConfig]);
}
void AppState::updateDisplayedTexture()
{
if (displayScene)
sw->setSingleChildOn(0);
else if (validConfigs[currentConfig].depthSamples > 0
|| validConfigs[currentConfig].coverageSamples > 0)
sw->setAllChildrenOff();
else if (validConfigs[currentConfig].depthFormat != GL_DEPTH_COMPONENT24)
sw->setSingleChildOn(2);
else
sw->setSingleChildOn(3);
if (displayScene
|| (validConfigs[currentConfig].depthSamples == 0
&& validConfigs[currentConfig].coverageSamples == 0))
textNotAvailable->setNodeMask(0u);
else
textNotAvailable->setNodeMask(~0u);
}
void AppState::updateNear()
{
// Assume that the viewing frustum is symmetric.
double fovy, aspectRatio, cNear, cFar;
viewer->getCamera()->getProjectionMatrixAsPerspective(fovy, aspectRatio,
cNear, cFar);
viewer->getCamera()->setProjectionMatrixAsPerspective(fovy, aspectRatio,
zNear, cFar);
stringstream nearStream;
nearStream << "near: " << zNear;
zNearText->setText(nearStream.str());
zNearText->update();
}
class ConfigHandler : public osgGA::GUIEventHandler
{
public:
ConfigHandler(AppState* appState)
: _appState(appState)
{
}
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();
// displayNum has not been set so reset it to 0.
if (si.displayNum<0) si.displayNum = 0;
bool decoration = true;
if (x < 0)
{
unsigned int w, h;
wsi->getScreenResolution(si, w, h);
x = 0;
y = 0;
width = w;
height = h;
decoration = false;
}
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();
gc->makeCurrent();
unsigned int contextID = gc->getState()->getContextID();
FBOExtensions* fboe = FBOExtensions::instance(contextID, true);
if (!fboe->isSupported())
{
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();
}
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