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; }
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; }