Beispiel #1
0
bool OsgMovie::loadFile(std::string filename)
{

    osgDB::Registry::instance()->loadLibrary("osgdb_ffmpeg.so");

    //create shaders for left and right eye (use uniform to set mode, and also set which eye)
    // int eye 0 right eye, 1 left eye
    // mode 0 mono, 1 top down, 2 left right, 3 interlaced (need to complete 3 interlaced)

    /*
        static const char *fragShaderTop = {
    	  "#extension GL_ARB_texture_rectangle : enable\n"
    	  "uniform sampler2DRect movie_texture;\n"
    	  "void main(void)\n"
    	  "{\n"
    	  "    vec2 coord = gl_TexCoord[0].st;\n"
    	  "    ivec2 size = textureSize(movie_texture, 0);\n"
    	  "    coord.t = (size.t * 0.5) + (coord.t * 0.5); \n"
        	  "    gl_FragColor = texture2DRect(movie_texture, coord);\n"
        	  "}\n"
        };

        static const char *fragShaderBottom = {
    	  "#extension GL_ARB_texture_rectangle : enable\n"
    	  "uniform sampler2DRect movie_texture;\n"
    	  "void main(void)\n"
    	  "{\n"
    	  "    vec2 coord = gl_TexCoord[0].st;\n"
    	  "    coord.t = (coord.t * 0.5); \n"
        	  "    gl_FragColor = texture2DRect(movie_texture, coord);\n"
        	  "}\n"
        };

        static const char *fragShaderLeft = {
    	  "#extension GL_ARB_texture_rectangle : enable\n"
    	  "uniform sampler2DRect movie_texture;\n"
    	  "void main(void)\n"
    	  "{\n"
    	  "    vec2 coord = gl_TexCoord[0].st;\n"
    	  "    coord.s = (size.s * 0.5) \n"
        	  "    gl_FragColor = texture2DRect(movie_texture, coord);\n"
        	  "}\n"
        };

        static const char *fragShaderRight = {
    	  "#extension GL_ARB_texture_rectangle : enable\n"
    	  "uniform sampler2DRect movie_texture;\n"
    	  "void main(void)\n"
    	  "{\n"
    	  "    vec2 coord = gl_TexCoord[0].st;\n"
    	  "    ivec2 size = textureSize(movie_texture, 0);\n"
    	  "    coord.s = (size.s * 0.5) + (coord.s * 0.5); \n"
        	  "    gl_FragColor = texture2DRect(movie_texture, coord);\n"
        	  "}\n"
        };

        static const char *fragShaderEven = {
    	  "#extension GL_ARB_texture_rectangle : enable\n"
    	  "uniform sampler2DRect movie_texture;\n"
    	  "void main(void)\n"
    	  "{\n"
    	  "    vec2 coord = gl_TexCoord[0].st;\n"
    	  "    ivec2 size = textureSize(movie_texture, 0); \n"
    	  "    if( findLSB(coord.y) ) \n"
    	  "    coord.s = (size.s * 0.5) + (coord.s * 0.5); \n"
        	  "    gl_FragColor = texture2DRect(movie_texture, coord);\n"
        	  "}\n"
        };
    */
    static const char *fragShader = {
        "#extension GL_ARB_texture_rectangle : enable \n"
        "uniform sampler2DRect movie_texture; \n"
        "uniform int split;\n"
        "uniform int mode;\n"
        "uniform int type;\n"
        "uniform int eye;\n"
        "void main(void)\n"
        "{\n"
        "    vec2 coord = gl_TexCoord[0].st; \n"
        "    ivec2 size = textureSize(movie_texture, 0);\n"
        "	   if( (mode == 0) && split ) \n"
        "    { \n"
        "       if( type == 1 ) \n"
        "            coord.y = (coord.y * 0.5); \n"
        "       else \n"
        "            coord.x = (coord.x * 0.5); \n"
        "    } \n"
        "	   else if( mode == 1) \n"
        "    { \n"
        "        if( type == 1 ) \n"
        "            coord.y = (coord.y * 0.5) + (0.5 * size.y * eye); \n"
        "        else \n"
        "            coord.x = (coord.x * 0.5) + (0.5 * size.x * eye); \n"
        "    } \n"
        "    gl_FragColor = texture2DRect(movie_texture, coord); \n"
        "}\n"
    };


    osg::ref_ptr<osg::MatrixTransform> group = new osg::MatrixTransform;
    osg::ref_ptr<osg::Geode> geodeL = new osg::Geode;
    osg::ref_ptr<osg::Geode> geodeR = new osg::Geode;

    //get state for left geode
    osg::StateSet* stateset = geodeL->getOrCreateStateSet();
    geodeL->setNodeMask(geodeL->getNodeMask() & ~(CULL_MASK_RIGHT));
    stateset->addUniform(new osg::Uniform("eye",0));

    //get state for right geode
    stateset = geodeR->getOrCreateStateSet();
    geodeR->setNodeMask(geodeR->getNodeMask() & ~(CULL_MASK_LEFT));
    geodeR->setNodeMask(geodeR->getNodeMask() & ~(CULL_MASK));
    stateset->addUniform(new osg::Uniform("eye",1));

    group->addChild(geodeR);
    group->addChild(geodeL);

    // add shader to group node
    osg::Program* program = new osg::Program;
    program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragShader));

    // get name of file
    std::string name(filename);
    size_t found = filename.find_last_of("//");
    if(found != filename.npos)
    {
        name = filename.substr(found + 1,filename.npos);
    }

    // create object to hold movie data
    struct VideoObject * currentobject = new struct VideoObject;
    currentobject->name = name;
    currentobject->stream = NULL;
    currentobject->scene = NULL;
    currentobject->firstPlay = false;
    currentobject->modeUniform = new osg::Uniform("mode",0);
    currentobject->typeUniform = new osg::Uniform("type",0);
    currentobject->splitUniform = new osg::Uniform("split",0);

    // set state parameters
    stateset = group->getOrCreateStateSet();
    stateset->setAttribute(program);
    stateset->addUniform(new osg::Uniform("movie_texture",0));
    stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
    stateset->addUniform(currentobject->modeUniform);
    stateset->addUniform(currentobject->typeUniform);
    stateset->addUniform(currentobject->splitUniform);

    osg::Image* image = osgDB::readImageFile(filename.c_str());
    osg::ImageStream* imagestream = dynamic_cast<osg::ImageStream*>(image);
    if (imagestream)
    {
        currentobject->stream = imagestream;
        currentobject->stream->pause();

        osg::ImageStream::AudioStreams& audioStreams = currentobject->stream->getAudioStreams();
        if ( !audioStreams.empty() )
        {
#ifdef FMOD_FOUND
            osg::AudioStream* audioStream = audioStreams[0].get();
            audioStream->setAudioSink(new FmodAudioSink(audioStream));
            currentobject->stream->setVolume(1.0);
#endif
        }
    }

    if (image)
    {
        float width = image->s() * image->getPixelAspectRatio();
        float height = image->t();

        //check the ratio of the image
        float widthFactor = 1.0;
        if( (width / height) > 2.5 )
        {
            widthFactor = 0.5;
            currentobject->splitUniform->set(1); // indicate double image
        }

        osg::ref_ptr<osg::Drawable> drawable = myCreateTexturedQuadGeometry(osg::Vec3(0.0,0.0,0.0), width * widthFactor, height,image);

        if (image->isImageTranslucent())
        {
            drawable->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
            drawable->getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
        }

        geodeR->addDrawable(drawable.get());
        geodeL->addDrawable(drawable.get());

        // set bound
        group->dirtyBound();
    }
    else
    {
        printf("Unable to read file\n");
        return false;
    }

    // add stream to the scene
    SceneObject * so = new SceneObject(name,false,false,false,true,true);
    PluginHelper::registerSceneObject(so,"OsgMovie");
    so->addChild(group);
    so->attachToScene();
    so->setNavigationOn(true);
    so->addMoveMenuItem();
    so->addNavigationMenuItem();
    currentobject->scene = so;

    // simple default menu
    MenuCheckbox * mcb = new MenuCheckbox("Play", false); // make toggle button
    mcb->setCallback(this);
    so->addMenuItem(mcb);
    _playMap[currentobject] = mcb;

    MenuButton * mrb = new MenuButton("Restart");
    mrb->setCallback(this);
    so->addMenuItem(mrb);
    _restartMap[currentobject] = mrb;

    MenuCheckbox * scb = new MenuCheckbox("Stereo", false); // make toggle button
    scb->setCallback(this);
    so->addMenuItem(scb);
    _stereoMap[currentobject] = scb;

    MenuCheckbox * tbcb = new MenuCheckbox("TopBottom", false); // make toggle button
    tbcb->setCallback(this);
    so->addMenuItem(tbcb);
    _stereoTypeMap[currentobject] = tbcb;

    MenuRangeValue * ms = new MenuRangeValue("Scale", 0.0, 10.0, 1.0); // make video scale
    ms->setCallback(this);
    so->addMenuItem(ms);
    _scaleMap[currentobject] = ms;

    MenuButton * msab = new MenuButton("Save"); // make position and scale of video
    msab->setCallback(this);
    so->addMenuItem(msab);
    _saveMap[currentobject] = msab;

    MenuButton * mscb = new MenuButton("Load"); // load position of video
    mscb->setCallback(this);
    so->addMenuItem(mscb);
    _loadMap[currentobject] = mscb;

    MenuButton * mb = new MenuButton("Delete");
    mb->setCallback(this);
    so->addMenuItem(mb);
    _deleteMap[currentobject] = mb;

    _loadedVideos.push_back(currentobject);

    return true;
}
Beispiel #2
0
bool PointsOOC::loadFile(std::string filename)
{
    osg::ref_ptr<Node> points = osgDB::readNodeFile(filename);

	if( points.valid() )
	{

        osg::StateSet* state = points->getOrCreateStateSet();

    	// check to make sure that the osga is a point cloud (check for uniform)
		osg::Uniform* pointUniform = state->getUniform("point_size");
    	if( pointUniform != NULL )
    	{

			// check if see if this is the first set to be loaded
			if( _loadedPoints.size() == 0 )
			{
				_startTime = CVRViewer::instance()->getFrameStamp()->getReferenceTime();
				_currentFrame = CVRViewer::instance()->getFrameStamp()->getFrameNumber();
			} 
		
			// get fileName
			std::string name = osgDB::getStrippedName(filename); 

			// add stream to the scene
			SceneObject * so = new SceneObject(name,false,false,false,true,true);
			PluginHelper::registerSceneObject(so,"PointsOOC");
			so->addChild(points.get());
			so->attachToScene();
			so->setNavigationOn(true);
			so->addMoveMenuItem();
			so->addNavigationMenuItem();
		    so->setShowBounds(false);

            // add submenu to control point size options
            SubMenu * sm = new SubMenu("Point Size Options");
            so->addMenuItem(sm);
		    _subMenuMap[so] = sm;

			// add menu items for controlling the points
		    MenuCheckbox * cb = new MenuCheckbox("Show Bounds", false);
		    cb->setCallback(this);
		    so->addMenuItem(cb);
		    _boundsMap[so] = cb;
		    
            cb = new MenuCheckbox("Enable Shader", true);
		    cb->setCallback(this);
		    so->addMenuItem(cb);
		    _shaderMap[so] = cb;
		    
			// get point size
			float shaderSize;
			pointUniform->get(shaderSize);

			// access the alpha
	    	osg::Uniform* alphaUniform = state->getUniform("global_alpha");

            // doesnt exist in table create a new entry
            if( _locInit.find(name) == _locInit.end() )
            {
                Loc l;
                l.pos = osg::Matrix::identity();
                l.pointSize = 1.0;
                l.shaderSize = shaderSize;
                l.shaderEnabled = true;
                l.pointAlpha = 1.0;
                l.pointFunc[0] = 1.0;
                l.pointFunc[1] = 0.05;
                l.pointFunc[2] = 0.0;
                _locInit[name] = l;
            }

            _locInit[name].shaderStateset = state;
            
            // create point stateset
            _locInit[name].pointStateset = new osg::StateSet();

            _locInit[name].pointStateset->setMode(GL_POINT_SMOOTH, osg::StateAttribute::ON);

	    _locInit[name].pointStateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
	    _locInit[name].pointStateset->setMode(GL_BLEND, osg::StateAttribute::ON);
	    _locInit[name].pointStateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

            osg::Point* point = new osg::Point;
            point->setDistanceAttenuation(osg::Vec3(_locInit[name].pointFunc[0], _locInit[name].pointFunc[1], _locInit[name].pointFunc[2]));
            point->setSize(_locInit[name].pointSize);
            point->setMinSize(1.0);
            point->setMaxSize(100.0);
            _locInit[name].pointStateset->setAttribute(point);

            osg::PolygonMode *pm = new osg::PolygonMode( osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::POINT );
            _locInit[name].pointStateset->setAttribute(pm);

            // read it from the saved file
	    pointUniform->set(_locInit[name].shaderSize);
	    alphaUniform->set(_locInit[name].pointAlpha);

            // point variation
            float variation = _locInit[name].shaderSize * 0.75;

        	MenuRangeValue * mrv = new MenuRangeValue("Point Size Shader", _locInit[name].shaderSize - variation, 
                                                _locInit[name].shaderSize + variation, _locInit[name].shaderSize);
	    	mrv->setCallback(this);
        	_sliderShaderSizeMap[so] = mrv;
	    	
        	mrv = new MenuRangeValue("Point Size", 0.01, 50.0, _locInit[name].pointSize);
            mrv->setCallback(this);
        	_sliderPointSizeMap[so] = mrv;
        	
            mrv = new MenuRangeValue("Point Func", 0.0, 0.9, _locInit[name].pointFunc[1]);
            mrv->setCallback(this);
        	_sliderPointFuncMap[so] = mrv;

			mrv = new MenuRangeValue("Alpha", 0.0, 1.0, _locInit[name].pointAlpha);
	    	mrv->setCallback(this);
        	sm->addItem(mrv);
        	_sliderAlphaMap[so] = mrv;

            // check if shader enabled
            if( !_locInit[name].shaderEnabled )
            {
                _shaderMap[so]->setValue(false);
                points->setStateSet(_locInit[name].pointStateset);

                sm->addItem(_sliderPointSizeMap[so]);
                sm->addItem(_sliderPointFuncMap[so]);
            }
            else
            {
                sm->addItem(_sliderShaderSizeMap[so]);
            }

	    // set default lighting and blend modes
            points->getStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
            points->getStateSet()->setMode(GL_BLEND,osg::StateAttribute::OFF);

            //check pointAlpha
            if( _locInit[name].pointAlpha != 1.0 )
            {
                points->getStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::ON);
                points->getStateSet()->setMode(GL_BLEND,osg::StateAttribute::ON);
                points->getStateSet()->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
            }

        	bool nav;
        	nav = so->getNavigationOn();
        	so->setNavigationOn(false);

        	so->setTransform(_locInit[name].pos);
        	so->setNavigationOn(nav);

            // add default buttons
			MenuButton* mb = new MenuButton("Save");
	    	mb->setCallback(this);
	    	so->addMenuItem(mb);
	    	_saveMap[so] = mb;			

			mb = new MenuButton("Delete");
	    	mb->setCallback(this);
	    	so->addMenuItem(mb);
	    	_deleteMap[so] = mb;
			
			// to list of objects
			_loadedPoints.push_back(so);

			return true;
		}
	}

    return false;
}