1 | #include "extViewer.h" |
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2 | #include "distortionNG.h" |
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3 | |
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4 | #include <osg/PolygonOffset> |
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5 | #include<osg/Texture2D> |
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6 | #include<osg/TextureRectangle> |
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7 | #include<osg/TexMat> |
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8 | #include<osg/ComputeBoundsVisitor> |
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9 | #include<osg/Vec2> |
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10 | |
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11 | #include<osgDB/ReadFile> |
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12 | |
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13 | #include <osgUtil/SmoothingVisitor> |
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14 | |
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15 | extViewer::extViewer() : Viewer() |
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16 | { |
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17 | } |
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18 | |
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19 | extViewer::extViewer(osg::ArgumentParser& arguments) : Viewer(arguments) |
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20 | { |
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21 | |
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22 | } |
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23 | |
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24 | extViewer::extViewer(const osgViewer::Viewer& viewer, const osg::CopyOp& copyop) : Viewer(viewer, copyop) |
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25 | { |
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26 | |
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27 | } |
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28 | |
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29 | extViewer::~extViewer() |
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30 | { |
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31 | |
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32 | } |
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33 | |
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34 | static void configureShaders( osg::StateSet* stateSet ) |
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35 | { |
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36 | // Create Shaders |
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37 | const std::string vertexSource = |
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38 | "uniform sampler2D sceneTexture;\n" |
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39 | "uniform sampler2D intensityMapTexture;\n" |
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40 | "uniform mat4 osg_ModelViewProjectionMatrix; \n" |
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41 | //"uniform vec3 ecLightDir; \n" |
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42 | " \n" |
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43 | "in vec4 osg_Vertex; \n" |
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44 | "in vec4 osg_Color; \n" |
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45 | " \n" |
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46 | "void main() \n" |
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47 | "{ \n" |
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48 | //" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex; \n" |
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49 | " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n" |
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50 | " gl_FrontColor = gl_Color;\n" |
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51 | " gl_TexCoord[0] = gl_MultiTexCoord0; \n" |
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52 | // " gl_TexCoord[1] = gl_MultiTexCoord1; \n" |
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53 | "" |
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54 | " \n" |
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55 | "} \n"; |
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56 | |
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57 | osg::Shader* vShader = new osg::Shader( osg::Shader::VERTEX, vertexSource ); |
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58 | vShader->setName("intensityMapVertShader"); |
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59 | |
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60 | const std::string fragmentSource = |
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61 | "uniform sampler2D sceneTexture;\n" |
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62 | "uniform sampler2D intensityMapTexture;\n" |
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63 | "varying vec2 texcoord;\n" |
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64 | "\n" |
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65 | "void main(void) \n" |
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66 | "{\n" |
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67 | " vec4 distortColor; \n" |
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68 | " vec4 blendColor; \n" |
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69 | "\n" |
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70 | " distortColor = texture2D(sceneTexture, gl_TexCoord[0]); \n" |
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71 | //" blendColor = texture2D(intensityMapTexture, gl_TexCoord[1].st); \n" |
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72 | " blendColor = texture2D(intensityMapTexture, gl_FragCoord); \n" |
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73 | //" gl_FragColor = vec4( 1.,1.,1.,1.); \n" |
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74 | "gl_FragColor = blendColor; \n" |
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75 | "}\n"; |
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76 | osg::Shader* fShader = new osg::Shader( osg::Shader::FRAGMENT, fragmentSource ); |
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77 | fShader->setName("intensityMapFragShader"); |
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78 | |
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79 | // Create Programm |
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80 | osg::Program* program = new osg::Program; |
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81 | program->addShader( vShader ); |
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82 | program->addShader( fShader ); |
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83 | program->setName("intensityMapFragProgramm"); |
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84 | stateSet->setAttribute( program ); |
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85 | |
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86 | osg::Uniform* sceneTextureSampler = new osg::Uniform("sceneTexture",0); |
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87 | stateSet->addUniform(sceneTextureSampler); |
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88 | osg::Uniform* intensityMapTextureSampler = new osg::Uniform("intensityMapTexture",1); |
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89 | stateSet->addUniform(intensityMapTextureSampler); |
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90 | |
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91 | |
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92 | /*osg::Vec3f lightDir( 0., 0.5, 1. ); |
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93 | lightDir.normalize(); |
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94 | stateSet->addUniform( new osg::Uniform( "ecLightDir", lightDir ) );*/ |
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95 | } |
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96 | |
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97 | static osg::Geometry* createMesh(const osg::Vec3& origin, const osg::Vec3& widthVector, const osg::Vec3& heightVector, unsigned int columns, unsigned int rows, osg::Image* intensityMap, bool applyIntensityMapAsColours, const osg::Matrix& projectorMatrix) |
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98 | { |
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99 | // Create Quad to render on |
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100 | osg::ref_ptr<osg::Geometry> geom = new osg::Geometry; |
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101 | |
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102 | geom->setUseDisplayList( false ); |
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103 | |
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104 | osg::Vec3 xAxis(widthVector); |
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105 | float width = widthVector.length(); |
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106 | xAxis /= width; |
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107 | |
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108 | osg::Vec3 yAxis(heightVector); |
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109 | float height = heightVector.length(); |
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110 | yAxis /= height; |
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111 | |
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112 | osg::Vec3 dx = xAxis*(width/((float)(columns-1))); |
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113 | osg::Vec3 dy = yAxis*(height/((float)(rows-1))); |
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114 | |
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115 | |
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116 | // Create vertices and coordinates |
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117 | osg::Vec3Array* vertices = new osg::Vec3Array; |
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118 | osg::Vec2Array* texcoords0 = new osg::Vec2Array; |
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119 | osg::Vec2Array* texcoords1 = intensityMap==0 ? new osg::Vec2Array : 0; |
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120 | osg::Vec4Array* colors = new osg::Vec4Array; |
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121 | |
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122 | geom->getOrCreateStateSet()->setMode(GL_CULL_FACE, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED); |
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123 | |
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124 | for ( unsigned int row=0; row<rows; row++ ) |
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125 | { |
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126 | for ( unsigned int col=0; col<columns; col++ ) |
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127 | { |
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128 | // Create coordinates of the mesh node (geometry). |
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129 | vertices->push_back( origin+dy*row+dx*col ); |
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130 | |
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131 | // Create tex coordinates |
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132 | osg::Vec2 texcoord = osg::Vec2((float)col/(float)(columns-1), (float)row/(float)(rows-1)); |
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133 | |
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134 | // Set Coordinates for RTT-Texture (scene rendering) |
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135 | texcoords0->push_back( texcoord ); |
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136 | |
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137 | // Set Color of the mesh node |
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138 | if (intensityMap && applyIntensityMapAsColours) |
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139 | { |
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140 | colors->push_back(intensityMap->getColor(texcoord)); |
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141 | } |
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142 | else |
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143 | { |
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144 | colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); |
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145 | } |
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146 | |
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147 | // Set coordinates for second texcoords array (if applyIntensityMapAsColours==true) |
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148 | if (texcoords1) |
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149 | texcoords1->push_back( texcoord ); |
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150 | } |
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151 | } |
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152 | |
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153 | // Pass the created vertex array to the points geometry object. |
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154 | geom->setUseVertexBufferObjects( true ); |
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155 | geom->setVertexArray(vertices); |
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156 | |
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157 | geom->setColorArray(colors); |
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158 | geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX); |
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159 | |
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160 | geom->setTexCoordArray(0,texcoords0); |
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161 | if (texcoords1) |
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162 | geom->setTexCoordArray(1,texcoords1); |
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163 | |
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164 | // osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES); |
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165 | // geometry->addPrimitiveSet(elements); |
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166 | |
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167 | for ( unsigned int row=0; row<rows-1; row++ ) // each strip consists of two affected vertex rows, so we need only row-1 strips. |
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168 | { |
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169 | osg::ref_ptr<osg::DrawElementsUInt> de = new osg::DrawElementsUInt(GL_QUAD_STRIP, columns*2); // columns*2 = number of involved vertices for this strip. |
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170 | for ( unsigned int col=0; col<columns; col++ ) |
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171 | { |
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172 | (*de)[col*2 + 0] = row*columns + col; |
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173 | (*de)[col*2 + 1] = (row+1)*columns + col; |
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174 | } |
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175 | geom->addPrimitiveSet( de.get() ); |
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176 | } |
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177 | |
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178 | if (intensityMap && !applyIntensityMapAsColours) |
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179 | { |
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180 | configureShaders( geom->getOrCreateStateSet() ); |
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181 | } |
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182 | |
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183 | return geom.release(); |
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184 | } |
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185 | |
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186 | void extViewer::setUpViewForManualDistortion(unsigned int screenNum, osg::Image* intensityMap, const osg::Matrixd& projectorMatrix) |
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187 | { |
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188 | OSG_INFO<<"View::setUpViewForManualDistortion(sn="<<screenNum<<", im="<<intensityMap<<")"<<std::endl; |
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189 | |
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190 | osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface(); |
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191 | if (!wsi) |
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192 | { |
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193 | OSG_NOTICE<<"Error, no WindowSystemInterface available, cannot create windows."<<std::endl; |
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194 | return; |
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195 | } |
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196 | |
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197 | osg::GraphicsContext::ScreenIdentifier si; |
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198 | si.readDISPLAY(); |
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199 | |
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200 | // displayNum has not been set so reset it to 0. |
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201 | if (si.displayNum<0) si.displayNum = 0; |
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202 | |
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203 | si.screenNum = screenNum; |
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204 | |
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205 | unsigned int width, height; |
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206 | wsi->getScreenResolution(si, width, height); |
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207 | |
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208 | osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits; |
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209 | traits->hostName = si.hostName; |
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210 | traits->displayNum = si.displayNum; |
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211 | traits->screenNum = si.screenNum; |
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212 | traits->x = 0; |
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213 | traits->y = 0; |
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214 | traits->width = width; |
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215 | traits->height = height; |
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216 | traits->windowDecoration = false; |
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217 | traits->doubleBuffer = true; |
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218 | traits->sharedContext = 0; |
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219 | |
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220 | bool applyIntensityMapAsColours = false; |
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221 | |
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222 | osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits.get()); |
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223 | if (!gc) |
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224 | { |
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225 | OSG_NOTICE<<"GraphicsWindow has not been created successfully."<<std::endl; |
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226 | return; |
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227 | } |
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228 | |
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229 | // Set up projection Matrix as it is done in View::setUpViewOnSingleScreen( |
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230 | double fovy, aspectRatio, zNear, zFar; |
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231 | _camera->getProjectionMatrixAsPerspective(fovy, aspectRatio, zNear, zFar); |
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232 | |
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233 | double newAspectRatio = double(traits->width) / double(traits->height); |
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234 | double aspectRatioChange = newAspectRatio / aspectRatio; |
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235 | if (aspectRatioChange != 1.0) |
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236 | { |
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237 | _camera->getProjectionMatrix() *= osg::Matrix::scale(1.0/aspectRatioChange,1.0,1.0); |
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238 | } |
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239 | |
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240 | |
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241 | int tex_width = width; |
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242 | int tex_height = height; |
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243 | |
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244 | int camera_width = tex_width; |
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245 | int camera_height = tex_height; |
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246 | |
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247 | osg::TextureRectangle* texture = new osg::TextureRectangle; |
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248 | |
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249 | texture->setTextureSize(tex_width, tex_height); |
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250 | texture->setInternalFormat(GL_RGB); |
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251 | texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR); |
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252 | texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR); |
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253 | texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE); |
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254 | texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE); |
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255 | |
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256 | |
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257 | #if 0 |
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258 | osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::SEPERATE_WINDOW; |
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259 | GLenum buffer = GL_FRONT; |
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260 | #else |
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261 | osg::Camera::RenderTargetImplementation renderTargetImplementation = osg::Camera::FRAME_BUFFER_OBJECT; |
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262 | GLenum buffer = GL_FRONT; |
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263 | #endif |
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264 | |
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265 | // Scene camera |
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266 | { |
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267 | osg::ref_ptr<osg::Camera> camera = new osg::Camera; |
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268 | camera->setName("Scene cam"); |
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269 | camera->setGraphicsContext(gc.get()); |
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270 | camera->setViewport(new osg::Viewport(0,0,camera_width, camera_height)); |
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271 | camera->setDrawBuffer(buffer); |
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272 | camera->setReadBuffer(buffer); |
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273 | camera->setAllowEventFocus(false); |
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274 | // tell the camera to use OpenGL frame buffer object where supported. |
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275 | camera->setRenderTargetImplementation(renderTargetImplementation); |
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276 | |
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277 | // attach the texture and use it as the color buffer. |
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278 | camera->attach(osg::Camera::COLOR_BUFFER, texture); |
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279 | |
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280 | addSlave(camera.get(), osg::Matrixd(), osg::Matrixd()); |
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281 | } |
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282 | |
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283 | // distortion correction set up. |
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284 | { |
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285 | osg::Geode* geode = new osg::Geode(); |
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286 | |
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287 | // new we need to add the scene texture to the mesh, we do so by creating a |
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288 | // StateSet to contain the Texture StateAttribute. |
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289 | osg::StateSet* stateset = geode->getOrCreateStateSet(); |
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290 | stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON); |
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291 | stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); |
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292 | |
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293 | osg::TexMat* texmat = new osg::TexMat; |
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294 | texmat->setScaleByTextureRectangleSize(true); |
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295 | stateset->setTextureAttributeAndModes(0, texmat, osg::StateAttribute::ON); |
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296 | |
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297 | // If the intensityMap is used but not applyIntensityMapAsColours: Apply intensityMap as intensityMapTexture on unit 1 |
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298 | if (!applyIntensityMapAsColours && intensityMap) |
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299 | { |
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300 | stateset->setTextureAttributeAndModes(1, new osg::Texture2D(intensityMap), osg::StateAttribute::ON); |
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301 | } |
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302 | |
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303 | //geode->addDrawable(createParoramicSphericalDisplayDistortionMesh(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(width,0.0f,0.0f), osg::Vec3(0.0f,height,0.0f), 1, 0.45, intensityMap, projectorMatrix)); |
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304 | osg::Geometry* distortionMesh = createMesh(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(width,0.0f,0.0f), osg::Vec3(0.0f,height,0.0f), 20, 20, intensityMap, applyIntensityMapAsColours, projectorMatrix); |
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305 | geode->addDrawable(distortionMesh); |
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306 | |
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307 | |
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308 | osg::ref_ptr<osg::Camera> camera = new osg::Camera; |
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309 | camera->setGraphicsContext(gc.get()); |
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310 | camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT ); |
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311 | camera->setClearColor( osg::Vec4(0.0,0.0,0.0,1.0) ); |
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312 | camera->setViewport(new osg::Viewport(0, 0, width, height)); |
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313 | GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT; |
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314 | camera->setDrawBuffer(buffer); |
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315 | camera->setReadBuffer(buffer); |
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316 | camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF); |
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317 | camera->setAllowEventFocus(false); |
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318 | camera->setInheritanceMask(camera->getInheritanceMask() & ~osg::CullSettings::CLEAR_COLOR & ~osg::CullSettings::COMPUTE_NEAR_FAR_MODE); |
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319 | //camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); |
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320 | |
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321 | camera->setProjectionMatrixAsOrtho2D(0,width,0,height); |
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322 | camera->setViewMatrix(osg::Matrix::identity()); |
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323 | |
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324 | //// selector |
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325 | //geode->getOrCreateStateSet()->setMode( GL_LIGHTING, osg::StateAttribute::OFF ); |
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326 | //geode->getOrCreateStateSet()->setAttributeAndModes( new osg::PolygonOffset(1.0f, 1.0f) ); |
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327 | //osg::ref_ptr<distortionHandler> selector = new distortionHandler( camera, distortionMesh ); |
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328 | osg::ref_ptr<osg::Group> root = new osg::Group; |
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329 | root->addChild(geode); |
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330 | //root->addChild(selector->createVertexHighlighter()); |
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331 | //addEventHandler( selector.get() ); |
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332 | camera->addChild(root); |
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333 | //// Avoid that the highlighter is culled away |
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334 | //osg::CullSettings::CullingMode mode = camera->getCullingMode(); |
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335 | //camera->setCullingMode( mode & (~osg::CullSettings::SMALL_FEATURE_CULLING) ); |
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336 | |
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337 | |
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338 | camera->setName("Dist Cam"); |
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339 | |
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340 | addSlave(camera.get(), osg::Matrixd(), osg::Matrixd(), false); |
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341 | } |
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342 | } |
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