I'm trying to write a simple app to render a scene and drop out 3
buffers : Depth, Color (RGB), and Alpha.  I've pasted the code below,
and there's an important DEFINE at the top: SHOW_ALPHA.  If you set
SHOW_ALPHA to 0, that disables the COLOR_BUFFER1 (a GL_ALPHA texture
attachment to the main camera) and everything works perfectly.  I set
that to 1, and then my visuals get all scrambled and I get the following
error messages:

RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: RenderStage::runCameraSetUp(State&) Pbuffer does not support
multiple color outputs.
Warning: RenderStage::runCameraSetUp(State&) Pbuffer does not support
multiple color outputs.
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
Warning: RenderStage::runCameraSetUp(State&) Pbuffer does not support
multiple color outputs.
Warning: RenderStage::runCameraSetUp(State&) Pbuffer does not support
multiple color outputs.

Now, I think I can accomplish what I want using a single RGBA texture
and a fragment shader to pull out the A.  Am I doing something wrong, or
is the fragment-shader route the "right" way to go?

Code below:


#include <osgViewer/Viewer>

#include <osg/BlendFunc>
#include <osg/Geode>
#include <osg/TexGen>
#include <osg/Texture2D>
#include <osg/MatrixTransform>
#include <osg/LightModel>
#include <osg/Material>
#include <osgGA/NodeTrackerManipulator>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>

#define SHOW_ALPHA 0
#define SHOW_DEPTH 1
#define HEIGHT_OFFSET 24

int main(void) {

    int width=512, height=256;
    osg::ref_ptr<osg::Geode> screenQuad = new osg::Geode;

    osg::ref_ptr<osg::Texture2D> __depthTexture = new osg::Texture2D();
    osg::ref_ptr<osg::Texture2D> __maskTexture = new osg::Texture2D();
    osg::ref_ptr<osg::Texture2D> __colorTexture = new osg::Texture2D();
    osg::ref_ptr<osg::Node> model =
osgDB::readNodeFile("/Users/rhand/Documents/MagicLeap/data/MLOS-Logo.obj");
    osgViewer::Viewer V;
    osg::ref_ptr<osg::Group> group = new osg::Group();

    //model->getOrCreateStateSet()->setMode(GL_,osg::StateAttribute::OFF);
   
model->getOrCreateStateSet()->setMode(GL_BLEND,osg::StateAttribute::ON);
   
model->getOrCreateStateSet()->setMode(GL_DEPTH_TEST,osg::StateAttribute::ON);

    V.getCamera()->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
    V.getCamera()->setClearDepth(1.0);
    V.getCamera()->setClearColor(osg::Vec4(0,0,0,0));
    group->addChild(model.get());
    V.setSceneData(group.get());

    // Establish the "base" Graphics Context
    osg::ref_ptr<osg::GraphicsContext::Traits> traits = new
osg::GraphicsContext::Traits;
    traits->x = 0;
    traits->y = HEIGHT_OFFSET;
    traits->width = width;
    traits->height = height;
    traits->windowDecoration = true;
    traits->doubleBuffer = true;
    traits->sharedContext = 0; // Doesn't inherit from anything
    traits->vsync = true;       // Disable VSync (for now)
    traits->supportsResize = false;
    traits->windowName = "Color";
    osg::ref_ptr<osg::GraphicsContext> gc =
osg::GraphicsContext::createGraphicsContext(traits.get());
   
    {
        __depthTexture->setTextureSize(width,height);
        __depthTexture->setInternalFormat(GL_DEPTH_COMPONENT);
       
__depthTexture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);

       
__depthTexture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);

        __depthTexture->setDataVariance( osg::Object::DYNAMIC );
        __depthTexture->setResizeNonPowerOfTwoHint( false );

        __maskTexture->setTextureSize(width,height);
        __maskTexture->setInternalFormat(GL_ALPHA);
       
__maskTexture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);

       
__maskTexture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);

        __maskTexture->setDataVariance( osg::Object::DYNAMIC );
        __maskTexture->setResizeNonPowerOfTwoHint( false );

        __colorTexture->setTextureSize(width,height);
        __colorTexture->setInternalFormat(GL_RGB);
       
__colorTexture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);

       
__colorTexture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);

        __colorTexture->setDataVariance( osg::Object::DYNAMIC );
        __colorTexture->setResizeNonPowerOfTwoHint( false );

        osg::ref_ptr<osg::Camera> __camera = new osg::Camera();
        __camera->setGraphicsContext(gc.get());
        __camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        __camera->setViewport(new osg::Viewport(0,0, traits->width,
traits->height));
       
__camera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
        __camera->setProjectionMatrixAsPerspective(70,(height/width),
1,200);
        __camera->setClearDepth(1.0);
        __camera->setViewMatrixAsLookAt( osg::Vec3(0,0,0),
osg::Vec3(0,100,0), osg::Vec3(0,0,1) );
        __camera->setRenderOrder(osg::Camera::PRE_RENDER);
       
__camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
        __camera->attach(osg::Camera::COLOR_BUFFER0, __colorTexture);
#if SHOW_DEPTH
        __camera->attach(osg::Camera::DEPTH_BUFFER, __depthTexture);
#endif
#if SHOW_ALPHA
        __camera->attach(osg::Camera::COLOR_BUFFER1, __maskTexture);
#endif
        V.addSlave(__camera.get(), osg::Matrixd(), osg::Matrixd());
    }
    {  // Make the re-usable Quad for displaying the textures
        // Make the quad with a little 10px border around the edges, for
debugging

        osg::ref_ptr<osg::Drawable> quad = osg::createTexturedQuadGeometry(
                    osg::Vec3(10,10.0,0),
osg::Vec3(width-20,0,0),osg::Vec3(0,height-20,0),
                    0, 0, 1, 1);
        quad->setDataVariance( osg::Object::STATIC ); // This is
_always_ a screen-aligned quad
        quad->setUseDisplayList( true );
        osg::StateSet* ss = quad->getOrCreateStateSet();
        ss->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
        ss->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
        ss->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
        ss->setMode(GL_BLEND, osg::StateAttribute::ON);
        ss->setAttribute(new osg::BlendFunc(GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA), osg::StateAttribute::ON);
        // Put the quad in a Geometry Node (Geode) and configure it for
Texture coordinates
        //osg::ref_ptr<osg::Geode> *geode = new osg::Geode;
        screenQuad->addDrawable( quad.get() );
    }

#if SHOW_DEPTH
    { // Display the Depth MAsk
        osg::ref_ptr<osg::GraphicsContext::Traits> traits = new
osg::GraphicsContext::Traits;
        traits->x = 0;
        traits->y = height + (HEIGHT_OFFSET*3);
        traits->width = width;
        traits->height = height;
        traits->windowDecoration = true;
        traits->doubleBuffer = true;
        traits->sharedContext = gc.get();
        traits->vsync = true;       // Disable VSync (for now)
        traits->supportsResize = false;
        traits->windowName = "Depth";
        osg::ref_ptr<osg::GraphicsContext> this_gc =
osg::GraphicsContext::createGraphicsContext(traits.get());

        // now create a camera
        //  It's an orthographic 2D camera (sized to pixel match)
        //  Load an identity view matrix, and set the only geometry here
to be the quad
        osg::ref_ptr<osg::Camera> __camera = new osg::Camera();
        __camera->setGraphicsContext(this_gc.get());
        __camera->setViewport(new osg::Viewport(0,0, width, height));
        __camera->setClearMask(GL_COLOR_BUFFER_BIT);
        __camera->setClearDepth(1.0);
        __camera->setClearColor(osg::Vec4(1,0,0,0)); // Red border
        __camera->setRenderOrder(osg::Camera::POST_RENDER);
       
__camera->setProjectionMatrix(osg::Matrix::ortho2D(0,width,0,height));
        __camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
        __camera->setViewMatrix(osg::Matrix::identity());
        __camera->addChild(screenQuad.get());
        osg::StateSet *ss = __camera->getOrCreateStateSet();
        ss->setTextureAttributeAndModes(0, __depthTexture,
osg::StateAttribute::ON);

        V.addSlave(__camera.get(), osg::Matrixd(), osg::Matrixd(), false);
    }
#endif
#if SHOW_ALPHA
    { // display the Alpha mask
        osg::ref_ptr<osg::GraphicsContext::Traits> traits = new
osg::GraphicsContext::Traits;
        traits->x = 0;
        traits->y = 2*height+ 4*HEIGHT_OFFSET;
        traits->width = width;
        traits->height = height;
        traits->windowDecoration = true;
        traits->doubleBuffer = true;
        traits->sharedContext = gc.get();
        traits->vsync = true;       // Disable VSync (for now)
        traits->supportsResize = false;
        traits->windowName = "alpha";
        osg::ref_ptr<osg::GraphicsContext> this_gc =
osg::GraphicsContext::createGraphicsContext(traits.get());

        // now create a camera
        //  It's an orthographic 2D camera (sized to pixel match)
        //  Load an identity view matrix, and set the only geometry here
to be the quad
        osg::ref_ptr<osg::Camera> __camera = new osg::Camera();
        __camera->setGraphicsContext(this_gc.get());
        __camera->setViewport(new osg::Viewport(0,0, width, height));
        __camera->setClearMask(GL_COLOR_BUFFER_BIT);
        __camera->setClearDepth(1.0);
        __camera->setClearColor(osg::Vec4(0,0,0,0));
        __camera->setRenderOrder(osg::Camera::POST_RENDER);
       
__camera->setProjectionMatrix(osg::Matrix::ortho2D(0,width,0,height));
        __camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
        __camera->setViewMatrix(osg::Matrix::identity());
        __camera->addChild(screenQuad.get());
        osg::StateSet *ss = __camera->getOrCreateStateSet();
        ss->setTextureAttributeAndModes(0, __maskTexture,
osg::StateAttribute::ON);

        V.addSlave(__camera.get(), osg::Matrixd(), osg::Matrixd(), false);
    }
#endif   
    { // display the Color mask
        // now create a camera
        //  It's an orthographic 2D camera (sized to pixel match)
        //  Load an identity view matrix, and set the only geometry here
to be the quad
        osg::ref_ptr<osg::Camera> __camera = new osg::Camera();
        __camera->setGraphicsContext(gc.get());
        __camera->setViewport(new osg::Viewport(0,0, width, height));
        __camera->setClearMask(GL_COLOR_BUFFER_BIT);
        __camera->setClearDepth(1.0);
        __camera->setClearColor(osg::Vec4(0,0,0,0));
        __camera->setRenderOrder(osg::Camera::POST_RENDER);
       
__camera->setProjectionMatrix(osg::Matrix::ortho2D(0,width,0,height));
        __camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
        __camera->setViewMatrix(osg::Matrix::identity());
        __camera->addChild(screenQuad.get());
        osg::StateSet *ss = __camera->getOrCreateStateSet();
        ss->setTextureAttributeAndModes(0, __colorTexture,
osg::StateAttribute::ON);

        V.addSlave(__camera.get(), osg::Matrixd(), osg::Matrixd(), false);
    }


    V.run();
}

-- 
Randall Hand
http://www.yeraze.com

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