コード例 #1
0
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindowEventProducer = createDefaultWindowEventProducer();
    WindowPtr MainWindow = TutorialWindowEventProducer->initWindow();

    TutorialWindowEventProducer->setDisplayCallback(display);
    TutorialWindowEventProducer->setReshapeCallback(reshape);

    TutorialUpdateListener TheUpdateListener;
    TutorialWindowEventProducer->addUpdateListener(&TheUpdateListener);

    TutorialKeyListener TheKeyListener;
    TutorialWindowEventProducer->addKeyListener(&TheKeyListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(MainWindow);
	

    // Make Main Scene Node and add the Torus
    NodePtr scene = osg::Node::create();
    beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask);
        scene->setCore(osg::Group::create());
    endEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask);

    //Create a FBO Source
    FBOSourceTextureFilterPtr TutorialFBOSourceTextureFilter = FBOSourceTextureFilter::create();
    beginEditCP(TutorialFBOSourceTextureFilter, FBOSourceTextureFilter::FBOFieldMask | FBOSourceTextureFilter::FBOSizeFieldMask);
        TutorialFBOSourceTextureFilter->setFBO(createSceneFBO());
        TutorialFBOSourceTextureFilter->setFBOSize(Vec2f(-1.0,-1.0));
    endEditCP(TutorialFBOSourceTextureFilter, FBOSourceTextureFilter::FBOFieldMask | FBOSourceTextureFilter::FBOSizeFieldMask);

    //Create a HDR filter
    std::string HDRFragProg = "";
    HDRFragProg += 
        "uniform sampler2D Slot0Texture;"
        "uniform float Exposure;"
        "uniform float MaxLuminance;"
        "uniform float Gamma;"
        "void main()"
        "{"
        "    vec3 Color = texture2D(Slot0Texture,gl_TexCoord[0].st).rgb;"
        //"    float Intensity = dot(vec3(0.3,0.59,0.11),Color);"
        "    float TonePercent = Exposure * ((Exposure/MaxLuminance + 1.0)/(Exposure + 1.0));"
        //Apply Tone Mapping And Gamma Correction
        "    Color = pow(Color * TonePercent, vec3(Gamma));"
        "    gl_FragColor = vec4(Color, 1.0);"
        "}";

    //Create a shader Filter
    HDRTextureFilter = ShaderTextureFilter::create();
    HDRTextureFilter->attachSource(TutorialFBOSourceTextureFilter, 0, 0);
    HDRTextureFilter->setFragmentSource(HDRFragProg);
    HDRTextureFilter->setUniformParameter("Exposure", Exposure);
    HDRTextureFilter->setUniformParameter("MaxLuminance", MaxLuminance);
    HDRTextureFilter->setUniformParameter("Gamma", Gamma);
	
	// Create the ImageProcessed Foreground Object
    ImageProcessedForegroundPtr TutorialImageProcessedForeground = ImageProcessedForeground::create();

    beginEditCP(TutorialImageProcessedForeground, ImageProcessedForeground::FilterFieldMask | ImageProcessedForeground::OutputSlotFieldMask);
        TutorialImageProcessedForeground->setFilter(HDRTextureFilter);
        TutorialImageProcessedForeground->setOutputSlot(0);
    endEditCP(TutorialImageProcessedForeground, ImageProcessedForeground::FilterFieldMask | ImageProcessedForeground::OutputSlotFieldMask);

    mgr->setRoot(scene);

    // Add the ImageProcessed Foreground Object to the Scene
    ViewportPtr TutorialViewport = mgr->getWindow()->getPort(0);
    beginEditCP(TutorialViewport, Viewport::ForegroundsFieldMask);
        TutorialViewport->getForegrounds().push_back(TutorialImageProcessedForeground);
    beginEditCP(TutorialViewport, Viewport::ForegroundsFieldMask);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindowEventProducer->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindowEventProducer->getDesktopSize() - WinSize) *0.5);
    TutorialWindowEventProducer->openWindow(WinPos,
            WinSize,
            "03ScenePostProcessing");

    //Enter main Loop
    TutorialWindowEventProducer->mainLoop();

    osgExit();

    return 0;
}
コード例 #2
0
   virtual void keyPressed(const KeyEventPtr e)
   {
       if(e->getKey() == KeyEvent::KEY_Q && e->getModifiers() & KeyEvent::KEY_MODIFIER_CONTROL)
       {
            TutorialWindowEventProducer->closeWindow();
       }
       switch(e->getKey())
       {
            case KeyEvent::KEY_UP:
                {
                    Color4f Col(TheLight->getDiffuse());
                    Col += Color4f(0.2,0.2,0.2,0.0);

                    std::cout << "Diffuse Color : " << Col  << std::endl;

                    beginEditCP(TheLight);
                        TheLight->setAmbient(Col*0.1);
                        TheLight->setDiffuse(Col);
                        TheLight->setSpecular(Col);
                    endEditCP(TheLight);

                    MaxLuminance =  Col.red();
                    std::cout << "MaxLuminance : " << MaxLuminance  << std::endl;
                    HDRTextureFilter->setUniformParameter("MaxLuminance", MaxLuminance);
                }
                break;
            case KeyEvent::KEY_DOWN:
                {
                    Color4f Col(TheLight->getDiffuse());
                    Col -= Color4f(0.2,0.2,0.2,0.0);
                    std::cout << "Diffuse Color : " << Col  << std::endl;

                    beginEditCP(TheLight);
                        TheLight->setDiffuse(Col);
                    endEditCP(TheLight);

                    MaxLuminance =  Col.red() + 1.0f;
                    std::cout << "MaxLuminance : " << MaxLuminance  << std::endl;
                    HDRTextureFilter->setUniformParameter("MaxLuminance", MaxLuminance);
                }
                break;
            case KeyEvent::KEY_RIGHT:
                {
                    Exposure +=  0.1f;
                    std::cout << "Exposure : " << Exposure  << std::endl;
                    HDRTextureFilter->setUniformParameter("Exposure", Exposure);
                }
                break;
            case KeyEvent::KEY_LEFT:
                {
                    Exposure -=  0.1f;
                    std::cout << "Exposure : " << Exposure  << std::endl;
                    HDRTextureFilter->setUniformParameter("Exposure", Exposure);
                }
                break;
            case KeyEvent::KEY_8:
                {
                    Gamma +=  0.05f;
                    std::cout << "Gamma : " << Gamma  << std::endl;
                    HDRTextureFilter->setUniformParameter("Gamma", Gamma);
                }
                break;
            case KeyEvent::KEY_7:
                {
                    Gamma -=  0.05f;
                    std::cout << "Gamma : " << Gamma  << std::endl;
                    HDRTextureFilter->setUniformParameter("Gamma", Gamma);
                }
                break;
       }
   }
コード例 #3
0
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindowEventProducer = createDefaultWindowEventProducer();
    WindowPtr MainWindow = TutorialWindowEventProducer->initWindow();

    TutorialWindowEventProducer->setDisplayCallback(display);
    TutorialWindowEventProducer->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindowEventProducer->addKeyListener(&TheKeyListener);

    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // Tell the Manager what to manage
    mgr->setWindow(MainWindow);
	
										
    // Make Torus Node (creates Torus in background of scene)
    NodePtr TorusGeometryNode = makeTorus(.5, 2, 16, 16);

    // Make Main Scene Node and add the Torus
    NodePtr scene = osg::Node::create();
    beginEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask);
        scene->setCore(osg::Group::create());
        scene->addChild(TorusGeometryNode);
    endEditCP(scene, Node::CoreFieldMask | Node::ChildrenFieldMask);

    //Create the Image
    Path ImagePath("./Data/TutorialImage.jpg");
    ImagePtr TheImage = ImageFileHandler::the().read(ImagePath.string().c_str());

    //Create the texture
    TextureChunkPtr TheTextureChunk = TextureChunk::create();
    beginEditCP(TheTextureChunk);
        TheTextureChunk->setImage(TheImage);

        TheTextureChunk->setMinFilter(GL_NEAREST);
        TheTextureChunk->setMagFilter(GL_NEAREST);

        TheTextureChunk->setWrapS(GL_CLAMP_TO_EDGE);
        TheTextureChunk->setWrapR(GL_CLAMP_TO_EDGE);

        TheTextureChunk->setScale(false);
        TheTextureChunk->setNPOTMatrixScale(true);
        
        TheTextureChunk->setEnvMode(GL_REPLACE); 
    endEditCP(TheTextureChunk);

    //Create a Texture Source
    TextureSourceTextureFilterPtr TutorialTextureSourceTextureFilter = TextureSourceTextureFilter::create();
    beginEditCP(TutorialTextureSourceTextureFilter, TextureSourceTextureFilter::TextureFieldMask);
        TutorialTextureSourceTextureFilter->setTexture(TheTextureChunk);
    endEditCP(TutorialTextureSourceTextureFilter, TextureSourceTextureFilter::TextureFieldMask);

    //Create a Grayscale filter
    std::string GrayScaleFragProg = "uniform sampler2D Slot0Texture; void main() { gl_FragColor = vec4(vec3( dot(vec3(0.3,0.59,0.11), texture2D(Slot0Texture,gl_TexCoord[0].st).rgb)), 1.0); }";

    //Create a shader Filter
    ShaderTextureFilterPtr GrayscaleTextureFilter = ShaderTextureFilter::create();
    GrayscaleTextureFilter->attachSource(TutorialTextureSourceTextureFilter, 0, 0);
    GrayscaleTextureFilter->setFragmentSource(GrayScaleFragProg);

    //Create a Color Mult filter
    std::string ColorMultFragProg = "uniform sampler2D Slot0Texture; void main() { gl_FragColor = vec4(vec3(1.0,0.0,0.0) * texture2D(Slot0Texture,gl_TexCoord[0].st).rgb, 1.0); }";

    //Create a shader Filter
    ShaderTextureFilterPtr ColorMultTextureFilter = ShaderTextureFilter::create();
    ColorMultTextureFilter->attachSource(GrayscaleTextureFilter,0,0);
    ColorMultTextureFilter->setFragmentSource(ColorMultFragProg);

    
    ////Create a Blur filter
    //std::string BlurFragProg = "";
    //BlurFragProg += 
    //"uniform sampler2D Slot0Texture;"
    //"void main()"
    //"{"
    //"    vec2 offsets[9];"
    //"    offsets[0] = vec2(-0.000625,0.00111111111);"
    //"    offsets[1] = vec2(0.0,0.00111111111);"
    //"    offsets[2] = vec2(0.000625,0.00111111111);"
    //"    offsets[3] = vec2(-0.000625,0.0);"
    //"    offsets[4] = vec2(0.0,0.0);"
    //"    offsets[5] = vec2(0.0,0.0);"
    //"    offsets[6] = vec2(-0.000625,-0.00111111111);"
    //"    offsets[7] = vec2(0.0,-0.00111111111);"
    //"    offsets[8] = vec2(0.000625,-0.00111111111);"
    //"    vec4 kernel[9];"
    ////"    kernel[0] = vec4(0.0);"
    ////"    kernel[1] = vec4(0.0);"
    ////"    kernel[2] = vec4(0.0);"
    ////"    kernel[3] = vec4(0.0);"
    ////"    kernel[4] = vec4(1.0);"
    ////"    kernel[5] = vec4(0.0);"
    ////"    kernel[6] = vec4(0.0);"
    ////"    kernel[7] = vec4(0.0);"
    ////"    kernel[8] = vec4(0.0);"
    //"    kernel[0] = vec4(0.0);"
    //"    kernel[1] = vec4(0.15);"
    //"    kernel[2] = vec4(0.0);"
    //"    kernel[3] = vec4(0.15);"
    //"    kernel[4] = vec4(0.4);"
    //"    kernel[5] = vec4(0.15);"
    //"    kernel[6] = vec4(0.0);"
    //"    kernel[7] = vec4(0.15);"
    //"    kernel[8] = vec4(0.0);"
    //"    vec4 sum = vec4(0.0);"
    //"    int i;"
    //"    for(i = 0 ; i < 9 ; i++)"
    //"    {"
    //"        sum += kernel[i] * texture2D(Slot0Texture,gl_TexCoord[0].st + offsets[i]);"
    //"    }"
    //"    gl_FragColor = sum;"
    //"}";

    ////Create a shader Filter
    //ShaderTextureFilterPtr BlurTextureFilter = ShaderTextureFilter::create();
    //BlurTextureFilter->attachSource(ColorMultTextureFilter);
    //BlurTextureFilter->setFragmentSource(BlurFragProg);


	
	// Create the ImageProcessed Foreground Object
    ImageProcessedForegroundPtr TutorialImageProcessedForeground = ImageProcessedForeground::create();

    beginEditCP(TutorialImageProcessedForeground, ImageProcessedForeground::FilterFieldMask | ImageProcessedForeground::OutputSlotFieldMask);
        TutorialImageProcessedForeground->setFilter(ColorMultTextureFilter);
        TutorialImageProcessedForeground->setOutputSlot(0);
    endEditCP(TutorialImageProcessedForeground, ImageProcessedForeground::FilterFieldMask | ImageProcessedForeground::OutputSlotFieldMask);

    mgr->setRoot(scene);

    // Add the ImageProcessed Foreground Object to the Scene
    ViewportPtr TutorialViewport = mgr->getWindow()->getPort(0);
    beginEditCP(TutorialViewport, Viewport::ForegroundsFieldMask);
        TutorialViewport->getForegrounds().push_back(TutorialImageProcessedForeground);
    beginEditCP(TutorialViewport, Viewport::ForegroundsFieldMask);

    // Show the whole Scene
    mgr->showAll();


    //Open Window
    Vec2f WinSize(TutorialWindowEventProducer->getDesktopSize() * 0.85f);
    Pnt2f WinPos((TutorialWindowEventProducer->getDesktopSize() - WinSize) *0.5);
    TutorialWindowEventProducer->openWindow(WinPos,
            WinSize,
            "02SimpleImagePipeline");

    //Enter main Loop
    TutorialWindowEventProducer->mainLoop();

    osgExit();

    return 0;
}