FBOViewportPtr createSceneFBO(void) { //Create Camera Beacon Matrix CameraMat; CameraMat.setTranslate(0.0f,0.0f,4.0f); TransformPtr CameraBeconCore = Transform::create(); beginEditCP(CameraBeconCore, Transform::MatrixFieldMask); CameraBeconCore->setMatrix(CameraMat); endEditCP(CameraBeconCore, Transform::MatrixFieldMask); NodePtr CameraBeconNode = Node::create(); beginEditCP(CameraBeconNode, Node::CoreFieldMask); CameraBeconNode->setCore(CameraBeconCore); endEditCP(CameraBeconNode, Node::CoreFieldMask); //Create Camera PerspectiveCameraPtr TheCamera = PerspectiveCamera::create(); beginEditCP(TheCamera); TheCamera->setFov(deg2rad(60.0f)); TheCamera->setAspect(1.0f); TheCamera->setNear(0.1f); TheCamera->setFar(100.0f); TheCamera->setBeacon(CameraBeconNode); endEditCP(TheCamera); //Make the Material BlinnMaterialPtr TheMaterial = BlinnMaterial::create(); beginEditCP(TheMaterial); TheMaterial->setDiffuse(0.8); TheMaterial->setColor(Color3f(1.0,1.0,1.0)); TheMaterial->setAmbientColor(Color3f(1.0,1.0,1.0)); TheMaterial->setNumLights(1); endEditCP(TheMaterial); // Make Torus Node (creates Torus in background of scene) NodePtr TorusGeometryNode = makeTorus(.5, 2, 24, 48); beginEditCP(TorusGeometryNode->getCore()); GeometryPtr::dcast(TorusGeometryNode->getCore())->setMaterial(TheMaterial); endEditCP(TorusGeometryNode->getCore()); calcVertexNormals(GeometryPtr::dcast(TorusGeometryNode->getCore())); calcVertexTangents(GeometryPtr::dcast(TorusGeometryNode->getCore()),0,Geometry::TexCoords7FieldId, Geometry::TexCoords6FieldId); RootTransformCore = Transform::create(); NodePtr TorusTransformNode = Node::create(); beginEditCP(TorusTransformNode, Node::CoreFieldMask); TorusTransformNode->setCore(RootTransformCore); TorusTransformNode->addChild(TorusGeometryNode); endEditCP(TorusTransformNode, Node::CoreFieldMask); //Create Light Beacon Matrix LightMat; LightMat.setTranslate(0.0f,10.0f,1.0f); TransformPtr LightBeconCore = Transform::create(); beginEditCP(LightBeconCore, Transform::MatrixFieldMask); LightBeconCore->setMatrix(LightMat); endEditCP(LightBeconCore, Transform::MatrixFieldMask); NodePtr LightBeconNode = Node::create(); beginEditCP(LightBeconNode, Node::CoreFieldMask); LightBeconNode->setCore(LightBeconCore); endEditCP(LightBeconNode, Node::CoreFieldMask); //Create Light TheLight = PointLight::create(); beginEditCP(TheLight); TheLight->setBeacon(LightBeconNode); endEditCP(TheLight); NodePtr LightNode = Node::create(); beginEditCP(LightNode, Node::CoreFieldMask); LightNode->setCore(TheLight); LightNode->addChild(TorusTransformNode); endEditCP(LightNode, Node::CoreFieldMask); //Create Root NodePtr TheRoot = Node::create(); beginEditCP(TheRoot); TheRoot->setCore(Group::create()); TheRoot->addChild(CameraBeconNode); TheRoot->addChild(LightNode); TheRoot->addChild(LightBeconNode); endEditCP(TheRoot); //Create Background SolidBackgroundPtr TheBackground = SolidBackground::create(); TheBackground->setColor(Color3f(1.0,0.0,0.0)); //DepthClearBackgroundPtr TheBackground = DepthClearBackground::create(); //Create the Image ImagePtr TheColorImage = Image::create(); TheColorImage->set(Image::OSG_RGB_PF,2,2,1,1,1,0.0f,0,Image::OSG_FLOAT16_IMAGEDATA); //Create the texture TextureChunkPtr TheColorTextureChunk = TextureChunk::create(); beginEditCP(TheColorTextureChunk); TheColorTextureChunk->setImage(TheColorImage); TheColorTextureChunk->setMinFilter(GL_NEAREST); TheColorTextureChunk->setMagFilter(GL_NEAREST); TheColorTextureChunk->setWrapS(GL_CLAMP_TO_EDGE); TheColorTextureChunk->setWrapR(GL_CLAMP_TO_EDGE); TheColorTextureChunk->setScale(false); TheColorTextureChunk->setNPOTMatrixScale(true); TheColorTextureChunk->setEnvMode(GL_REPLACE); TheColorTextureChunk->setInternalFormat(GL_RGB16F); endEditCP(TheColorTextureChunk); //Create FBO FBOViewportPtr TheFBO = FBOViewport::create(); beginEditCP(TheFBO); TheFBO->setBackground(TheBackground); TheFBO->setRoot(TheRoot); TheFBO->setCamera(TheCamera); TheFBO->setEnabled(true); TheFBO->getTextures().push_back(TheColorTextureChunk); TheFBO->setStorageWidth(TheColorTextureChunk->getImage()->getWidth()); TheFBO->setStorageHeight(TheColorTextureChunk->getImage()->getHeight()); TheFBO->setSize(0,0,TheColorTextureChunk->getImage()->getWidth()-1, TheColorTextureChunk->getImage()->getHeight()-1); endEditCP(TheFBO); return TheFBO; }
MaterialPtr createVideoMaterial(void) { // Ok, now for the meat of the code... // first we need an Image to hold the picture(s) to show //image = Image::create(); //beginEditCP(image); //{ // set the image's size and type, and allocate memory // this example uses RGB. On some systems (e.g. Windows) BGR // or BGRA might be faster, it depends on how the images are // acquired // image->set(Image::OSG_RGB_PF, 2, 2); //} //endEditCP(image); // Now create the texture to be used for the background tex = TextureChunk::create(); beginEditCP(tex); { // Associate image and texture //tex->setImage(image); // Set filtering modes. LINEAR is cheap and good if the image size // changes very little (i.e. the window is about the same size as // the images). //tex->setMinFilter(GL_LINEAR); tex->setMinFilter(GL_NEAREST); tex->setMagFilter(GL_LINEAR); //tex->setMagFilter(GL_NEAREST); // Set the wrapping modes. We don't need repetition, it might actually // introduce artifactes at the borders, so switch it off. tex->setWrapS(GL_CLAMP_TO_EDGE); tex->setWrapT(GL_CLAMP_TO_EDGE); // Newer versions of OpenGl can handle NPOT textures directly. // OpenSG will do that internally automatically. // // Older versions need POT textures. By default OpenSG // will scale an NPOT texture to POT while defining it. // For changing textures that's too slow. // So tell OpenSG not to scale the image, but use the texture // matrix to scale. This only works if we're not using the // texture matrix for anything else, which is fine for video // backgrounds. // This does not do anything if NPOT textures are supported, so // it is safe to just set it. tex->setScale(false); tex->setNPOTMatrixScale(true); } endEditCP(tex); ChunkMaterialPtr TheMaterial = ChunkMaterial::create(); beginEditCP(TheMaterial, ChunkMaterial::ChunksFieldMask); TheMaterial->addChunk(tex); TheMaterial->addChunk(MaterialChunk::create()); endEditCP(TheMaterial, ChunkMaterial::ChunksFieldMask); return TheMaterial; }
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; }