Hi again!
Now I have changed my scenegraph according to your drawing, and put the RTT
camera under a root node, but it still doesn't work.
This time I attach all the code in my application, hope anybody has time to
have a look at it.
Åsa
// Create group nodes.
osg::Group* root = new osg::Group;
osg::Group* worldParent = new osg::Group;
osg::Group* world = new osg::Group;
root->addChild(worldParent);
worldParent->addChild(world);
// Create a sphere object.
osg::Sphere* sphere = new osg::Sphere(osg::Vec3(0, 0, 0), 10);
osg::ShapeDrawable* sphereDrawable = new osg::ShapeDrawable(sphere);
sphereDrawable->setColor(osg::Vec4(0, 0, 0, 1));
osg::Geode* object = new osg::Geode();
object->addDrawable(sphereDrawable);
// Create a transform node for the sphere object.
osg::PositionAttitudeTransform* objectTransform = new
osg::PositionAttitudeTransform;
objectTransform->addChild(object);
world->addChild(objectTransform);
// Create a viewer that looks at the world.
osgViewer::Viewer viewer;
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
viewer.setSceneData(worldParent);
// Create a graphics window.
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new
osg::GraphicsContext::Traits;
traits->x = 100;
traits->y = 100;
traits->width = 640;
traits->height = 480;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->sharedContext = 0;
// Create main camera.
osg::ref_ptr<osg::GraphicsContext> gc =
osg::GraphicsContext::createGraphicsContext(traits.get());
osg::ref_ptr<osg::Camera> camera = viewer.getCamera();
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0, 0, traits->width, traits->height));
GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
camera->setDrawBuffer(buffer);
camera->setReadBuffer(buffer);
camera->setClearColor(osg::Vec4(1,1,1,1));
// Camera callback for capturing the image.
osg::Image* image = new osg::Image;
camera->setPostDrawCallback(new ScreenShotCallback(traits->width,
traits->height, *image, GL_RGBA, GL_UNSIGNED_BYTE));
// Create shader objects.
osg::Shader* motionBlurVertexShader = new osg::Shader(osg::Shader::VERTEX);
osg::Shader* motionBlurFragmentShader = new osg::Shader(osg::Shader::FRAGMENT);
motionBlurVertexShader->loadShaderSourceFromFile
("H:/My Documents/Visual Studio
2008/Projects/osg_sfunction/osg_sfunction/motionblur.vert");
motionBlurFragmentShader->loadShaderSourceFromFile
("H:/My Documents/Visual Studio
2008/Projects/osg_sfunction/osg_sfunction/motionblur.frag");
// Add shader objects to a program.
osg::Program* motionBlurProgram = new osg::Program;
motionBlurProgram->addShader(motionBlurVertexShader);
motionBlurProgram->addShader(motionBlurFragmentShader);
// Define uniforms that will be passed to the shader.
osg::Uniform* numberOfTimeStepsU = new osg::Uniform("numberOfTimeSteps",
int(10));
osg::Uniform* timeConstantU = new osg::Uniform("timeConstant", float(0.01));
osg::Uniform* frameTimeU = new osg::Uniform("frameTime", float(0.02));
osg::Uniform* sceneTextureU = new osg::Uniform("sceneTexture", 0);
osg::Uniform* prevModelViewMatrixU = new osg::Uniform(osg::Uniform::FLOAT_MAT4,
"prevModelViewMatrix");
osg::Uniform* prevModelViewProjectionMatrixU = new
osg::Uniform(osg::Uniform::FLOAT_MAT4, "prevModelViewProjectionMatrix");
// Create a scene texture.
osg::Texture2D* texture = new osg::Texture2D;
texture->setResizeNonPowerOfTwoHint(false);
texture->setTextureSize(traits->width, traits->height);
texture->setInternalFormat(GL_RGBA);
texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
osg::Image* textureImage = new osg::Image;
textureImage->allocateImage(traits->width, traits->height, 1, GL_RGBA,
GL_UNSIGNED_BYTE);
texture->setImage(0, textureImage);
// Add program and uniforms to the world parent's stateset.
osg::StateSet* state = worldParent->getOrCreateStateSet();
state->addUniform(numberOfTimeStepsU);
state->addUniform(timeConstantU);
state->addUniform(frameTimeU);
state->addUniform(sceneTextureU);
state->addUniform(prevModelViewMatrixU);
state->addUniform(prevModelViewProjectionMatrixU);
state->setAttributeAndModes(motionBlurProgram, osg::StateAttribute::ON);
state->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
// Create a camera that renders the scene to a texture.
osg::Camera* RTTcamera = new osg::Camera;
RTTcamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); // View matrix is
set manually.
RTTcamera->setClearColor(osg::Vec4(1,1,1,1));
RTTcamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
RTTcamera->setViewport(0, 0, traits->width, traits->height);
RTTcamera->setRenderOrder(osg::Camera::PRE_RENDER);
RTTcamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
RTTcamera->attach(osg::Camera::COLOR_BUFFER, texture);
root->addChild(RTTcamera);
RTTcamera->addChild(world);
RTTcamera->attach(osg::Camera::COLOR_BUFFER, textureImage);
RTTcamera->setPostDrawCallback(new ScreenShotCallback(traits->width,
traits->height, *textureImage, GL_RGBA, GL_UNSIGNED_BYTE));
// Object position in world coordinates.
objectTransform->setPosition(osg::Vec3(-25, 0, 0));
// Camera position in world coordinates.
osg::Matrixd cameraMatrix;
osg::Matrixd cameraRotation;
osg::Matrixd cameraTrans;
cameraRotation.makeRotate(osg::DegreesToRadians(0.0), osg::Vec3(0,1,0), // roll
osg::DegreesToRadians(0.0), osg::Vec3(1,0,0), // pitch
osg::DegreesToRadians(0.0), osg::Vec3(0,0,1)); // yaw
cameraTrans.makeTranslate(0, -500, 0);
cameraMatrix = cameraRotation*cameraTrans;
// The view matrix is the inverse of the camera position matrix.
osg::Matrixd viewMatrix = cameraMatrix.inverse(cameraMatrix);
osg::Matrixd rotationToYUp; // Conversion to OpenGL "Y up" standard.
rotationToYUp.makeRotate(-M_PI/2.0, osg::Vec3(1.0, 0.0, 0.0));
viewMatrix = viewMatrix*rotationToYUp;
// Set view and projection matrices.
camera->setViewMatrix(viewMatrix);
camera->setProjectionMatrixAsPerspective(10., 4.0/3.0, 1., 1000.);
RTTcamera->setViewMatrix(viewMatrix);
RTTcamera->setProjectionMatrixAsPerspective(10., 4.0/3.0, 1., 1000.);
// Create callbacks for updating uniform values.
osg::NodePath np;
np.push_back(objectTransform);
prevModelViewMatrixU->setUpdateCallback(new
UpdateUniformCallback(UpdateUniformCallback::MODEL_VIEW, np, camera.get()));
prevModelViewProjectionMatrixU->setUpdateCallback(new
UpdateUniformCallback(UpdateUniformCallback::MODEL_VIEW_PROJECTION, np,
camera.get()));
// Show first frame.
if (!viewer.isRealized())
{
viewer.realize();
}
viewer.frame();
if (image->data())
{
osgDB::writeImageFile(*image, "h:/temp/blurImage1.bmp");
}
if (textureImage->data())
{
osgDB::writeImageFile(*textureImage, "h:/temp/textureImage1.bmp");
}
// Move the sphere object.
objectTransform->setPosition(osg::Vec3(25, 0, 0));
// Show second frame.
viewer.frame();
if (image->data())
{
osgDB::writeImageFile(*image, "h:/temp/blurImage2.bmp");
}
if (textureImage->data())
{
osgDB::writeImageFile(*textureImage, "h:/temp/textureImage2.bmp");
}
while (!viewer.done())
{
viewer.frame();
}
________________________________
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För Andreas Lindmark
Skickat: den 7 november 2008 10:33
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem
The camera has to be somewhere in the scenegraph under the root.
Something like this:
Root
/ \
RTTCamera Node1
\ /
World
Set the uniforms that you currently set at the Root in Node1 instead and they
will not be used when rendering with the RTTCamera.
/Andreas
2008/11/7 Engvall Åsa <[EMAIL PROTECTED]>
No, it isn't. Should it be?
I tried to draw the scenegraph in my first message, but it's not easy
just using text.
If you want more code, please tell me.
Åsa
-----Ursprungligt meddelande-----
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport
Skickat: den 7 november 2008 09:42
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem
Hi,
is your RTT camera the child of anything? I'm just guessing without
having an example to run.
jp
Engvall Åsa wrote:
> I thought that the texture must be in RGBA to be used in a shader. The
> callback was just for debugging, so I didn't think so much about the
> format. Now I have changed to RGBA format in the callback too. I have
> also set the viewer to singlethreaded, using this command:
> viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
>
> Unfortunately, the texture is still gray.
>
> Åsa
>
> -----Ursprungligt meddelande-----
> Från: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] För J.P. Delport
> Skickat: den 7 november 2008 08:22
> Till: OpenSceneGraph Users
> Ämne: Re: [osg-users] Render to texture problem
>
> Hi,
>
> any reason why you have RGBA texture, but RGB in callback?
>
> jp
>
> Engvall Åsa wrote:
>> Hi!
>>
>> I want to render the scene to a texture and use the texture in a
shader.
>> The texture image is saved to file by a postdraw callback, so I can
>> look at it. I'm doing something wrong because the texture becomes
all gray.
>>
>> My scene graph looks like this:
>>
>> RTT camera root
>> | |
>> \ /
>> world
>>
>> The main viewer looks at the root and the shader program is applied
>> to the root stateset. Below is a code snippet.
>>
>> I would be very grateful if somebody could point out what I'm doing
wrong.
>> Thanks in advance,
>>
>> Åsa Engvall
>>
>>
>> // Create a scene texture.
>> osg::Texture2D* texture = new osg::Texture2D;
>> texture->setResizeNonPowerOfTwoHint(false);
>> texture->setTextureSize(traits->width, traits->height);
>> texture->setInternalFormat(GL_RGBA);
>> texture->setFilter(osg::Texture2D::MIN_FILTER,
>> texture->osg::Texture2D::NEAREST);
>> texture->setFilter(osg::Texture2D::MAG_FILTER,
>> texture->osg::Texture2D::NEAREST);
>> osg::Image* textureImage = new osg::Image;
>> textureImage->allocateImage(traits->width, traits->height, 1,
>> textureImage->GL_RGBA,
>> GL_UNSIGNED_BYTE);
>> texture->setImage(0, textureImage);
>>
>> // Add program and uniforms to the root's stateset.
>> osg::StateSet* state = root->getOrCreateStateSet();
>> state->addUniform(numberOfTimeStepsU);
>> state->addUniform(timeConstantU);
>> state->addUniform(frameTimeU);
>> state->addUniform(sceneTextureU);
>> state->addUniform(prevModelViewMatrixU);
>> state->addUniform(prevModelViewProjectionMatrixU);
>> state->setAttributeAndModes(motionBlurProgram,
>> state->osg::StateAttribute::ON); setTextureAttributeAndModes(0,
>> state->texture, osg::StateAttribute::ON);
>>
>> // Create a camera that renders the scene to a texture.
>> osg::Camera* RTTcamera = new osg::Camera;
>> RTTcamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
>> RTTcamera->setClearColor(osg::Vec4(1,1,1,1));
>> RTTcamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
>> RTTcamera->setViewport(0, 0, traits->width, traits->height);
>> RTTcamera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR
>> RTTcamera->) ; setRenderOrder(osg::Camera::PRE_RENDER);
>> RTTcamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OB
>> RTTcamera->J ECT); attach(osg::Camera::COLOR_BUFFER, texture);
>> RTTcamera->addChild(world); attach(osg::Camera::COLOR_BUFFER,
>> RTTcamera->textureImage); setPostDrawCallback(new
>> RTTcamera->ScreenShotCallback(traits->width,
>> traits->height, *textureImage, GL_RGB, GL_UNSIGNED_BYTE));
>>
>>
>>
>> ---------------------------------------------------------------------
>> -
>> --
>>
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>>
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.
>> org
>
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