Hi,

Unfortunately your example doesn't compile. If you provide a minimal (i.e. compileable ) example showing the problem we could take a look into it.
Due to copyright reasons I cannot give you an example from my code base.

Cheers
Sebastian
Hi,

I'm still struggling with getting setUseVertexAttributeAliasing(true) to 
combine rendering to textures.

To this end, I made made a tiny change to the osgmultiplerendertargets example 
to see if I could adapt that example to work with 
setUseVertexAttributeAliasing(true).

Aside from adding some lines to view the intermediate textures, my only change 
was enabling VertexAttributeAliasing as follows:


Code:
viewer.realize();
viewer.getCamera()->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(true);




Given that the code only uses some fragment shaders, which use fixed colors and 
don't rely on things like gl_Vertex or gl_Normal I assumed no changes to them 
would be needed. Yet enabling VertexAttribute shaders breaks rendering, 
disabling it again fixes it.

Maybe I'm completely misunderstanding the idea behind VertexAttributeAliasing, 
all I want is to reuse the shaders from my other project, which requires 
control over the vertex attribute layout...
If anyone can tell me what I'm doing wrong or has a working example of MRT with 
setUseVertexAttributeAliasing(true), that would be highly appreciated.

For reference, here is the entire modified code:

Code:

/* OpenSceneGraph example, osgmultiplerendertargets.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the "Software"), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include <osg/GLExtensions>
#include <osg/Node>
#include <osg/Geometry>
#include <osg/Notify>
#include <osg/MatrixTransform>
#include <osg/Texture2D>
#include <osg/TextureRectangle>
#include <osg/ColorMask>
#include <osg/Material>
#include <osg/Capability>

#include <osgGA/TrackballManipulator>
#include <osgGA/FlightManipulator>
#include <osgGA/DriveManipulator>

#include <osgViewer/Viewer>

#include <iostream>
#include <stdio.h>

#include "RenderingUtility.h" //to easily view intermediate textures
//
// Below is relatively straight forward example of using the OpenGL multiple 
render targets (MRT) extension
// to FrameBufferObjects/GLSL shaders.
//
// Another, more sophisticated MRT example can be found in the osgstereomatch 
example.
//


// The callback modifies an input image.
struct MyCameraPostDrawCallback : public osg::Camera::DrawCallback
{
     MyCameraPostDrawCallback(osg::Image* image):
         _image(image)
     {
     }

     virtual void operator () (const osg::Camera& /*camera*/) const
     {
         if (_image && _image->getPixelFormat()==GL_RGBA && 
_image->getDataType()==GL_UNSIGNED_BYTE)
         {
             // we'll pick out the center 1/2 of the whole image,
             int column_start = _image->s()/4;
             int column_end = 3*column_start;

             int row_start = _image->t()/4;
             int row_end = 3*row_start;

             // and then halve their contribution
             for(int r=row_start; r<row_end; ++r)
             {
                 unsigned char* data = _image->data(column_start, r);
                 for(int c=column_start; c<column_end; ++c)
                 {
                     (*data) = (*data)/2; ++data;
                     (*data) = (*data)/2; ++data;
                     (*data) = (*data)/2; ++data;
                     (*data) = 255; ++data;
                 }
             }

             _image->dirty();
         }
         else if (_image && _image->getPixelFormat()==GL_RGBA && 
_image->getDataType()==GL_FLOAT)
         {
             // we'll pick out the center 1/2 of the whole image,
             int column_start = _image->s()/4;
             int column_end = 3*column_start;

             int row_start = _image->t()/4;
             int row_end = 3*row_start;

             // and then halve their contribution
             for(int r=row_start; r<row_end; ++r)
             {
                 float* data = (float*)_image->data(column_start, r);
                 for(int c=column_start; c<column_end; ++c)
                 {
                     (*data) = (*data)/2.0; ++data;
                     (*data) = (*data)/2.0; ++data;
                     (*data) = (*data)/2.0; ++data;
                     (*data) = 1.0f; ++data;
                 }
             }

             _image->dirty();

             //print out the first three values
             float* data = (float*)_image->data(0, 0);
             fprintf(stderr,"Float pixel data: r %e g %e b %e\n", data[0], 
data[1], data[2]);
         }
     }

     osg::Image* _image;
};

#define NUM_TEXTURES 4

// The quad geometry is used by the render to texture camera to generate 
multiple textures.
osg::Group* createRTTQuad(unsigned int tex_width, unsigned int tex_height, bool 
useHDR)
{
     osg::Group *top_group = new osg::Group;

     osg::ref_ptr<osg::Geode> quad_geode = new osg::Geode;

     osg::ref_ptr<osg::Vec3Array> quad_coords = new osg::Vec3Array; // vertex 
coords
     // counter-clockwise
     quad_coords->push_back(osg::Vec3d(0, 0, -1));
     quad_coords->push_back(osg::Vec3d(1, 0, -1));
     quad_coords->push_back(osg::Vec3d(1, 1, -1));
     quad_coords->push_back(osg::Vec3d(0, 1, -1));

     osg::ref_ptr<osg::Vec2Array> quad_tcoords = new osg::Vec2Array; // texture 
coords
     quad_tcoords->push_back(osg::Vec2(0, 0));
     quad_tcoords->push_back(osg::Vec2(tex_width, 0));
     quad_tcoords->push_back(osg::Vec2(tex_width, tex_height));
     quad_tcoords->push_back(osg::Vec2(0, tex_height));

     osg::ref_ptr<osg::Geometry> quad_geom = new osg::Geometry;
     osg::ref_ptr<osg::DrawArrays> quad_da = new 
osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4);

     osg::ref_ptr<osg::Vec4Array> quad_colors = new osg::Vec4Array;
     quad_colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));

     quad_geom->setVertexArray(quad_coords.get());
     quad_geom->setTexCoordArray(0, quad_tcoords.get());
     quad_geom->addPrimitiveSet(quad_da.get());
     quad_geom->setColorArray(quad_colors.get(), osg::Array::BIND_OVERALL);

     osg::StateSet *stateset = quad_geom->getOrCreateStateSet();
     stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);

     stateset->addUniform(new osg::Uniform("width", (int)tex_width));

     // Attach shader, glFragData is used to create data for multiple render 
targets

     if (useHDR) {
         static const char *shaderSource = {
             "uniform int width;"
             "void main(void)\n"
             "{\n"
             "    gl_FragData[0] = vec4(-1e-12,0,0,1);\n"
             "    gl_FragData[1] = vec4(0,1e-12,0,1);\n"
             "    gl_FragData[2] = vec4(0,0,1e-12,1);\n"
             "    gl_FragData[3] = vec4(0,0,1e-12,1);\n"
             "}\n"
         };

         osg::ref_ptr<osg::Shader> fshader = new osg::Shader( 
osg::Shader::FRAGMENT , shaderSource);
         osg::ref_ptr<osg::Program> program = new osg::Program;
         program->addShader(fshader.get());
         stateset->setAttributeAndModes(program.get(), osg::StateAttribute::ON 
| osg::StateAttribute::OVERRIDE );
     } else {
                                static const char *shaderSource = {
             "uniform int width;"
             "void main(void)\n"
             "{\n"
             "    gl_FragData[0] = vec4(1,0,0,1);\n"
             "    gl_FragData[1] = vec4(0,1,0,1);\n"
             "    gl_FragData[2] = vec4(0,0,1,1);\n"
             "    gl_FragData[3] = vec4(0,0,1,1);\n"
             "}\n"
         };

         osg::ref_ptr<osg::Shader> fshader = new osg::Shader( 
osg::Shader::FRAGMENT , shaderSource);
         osg::ref_ptr<osg::Program> program = new osg::Program;
         program->addShader(fshader.get());
         stateset->setAttributeAndModes(program.get(), osg::StateAttribute::ON 
| osg::StateAttribute::OVERRIDE );
     }

     quad_geode->addDrawable(quad_geom.get());

     top_group->addChild(quad_geode.get());

     return top_group;
}


                osg::TextureRectangle* textureRect[NUM_TEXTURES] = {0,0,0,0}; 
//moved to global scope to easily view intermediate textures
// Here a scene consisting of a single quad is created. This scene is viewed by 
the screen camera.
// The quad is textured using a shader and the multiple textures generated in 
the RTT stage.
osg::Node* createScene(osg::Node* cam_subgraph, unsigned int tex_width, 
unsigned int tex_height, bool useHDR, bool useImage, bool useMultiSample)
{
     if (!cam_subgraph) return 0;

     // create a group to contain the quad and the pre render camera.
     osg::Group* parent = new osg::Group;

     // textures to render to and to use for texturing of the final quad
                //osg::TextureRectangle* textureRect[NUM_TEXTURES] = {0,0,0,0};

     for (int i=0;i<NUM_TEXTURES;i++) {
         textureRect[i] = new osg::TextureRectangle;
         textureRect[i]->setTextureSize(tex_width, tex_height);
         textureRect[i]->setInternalFormat(GL_RGBA);
         
textureRect[i]->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
         
textureRect[i]->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);

         if (useHDR)
         {
             // Default HDR format
             textureRect[i]->setInternalFormat(GL_RGBA32F_ARB);

             // GL_FLOAT_RGBA32_NV might be supported on pre 8-series GPUs
             //textureRect[i]->setInternalFormat(GL_FLOAT_RGBA32_NV);

             // GL_RGBA16F_ARB can be used with this example,
             // but modify e-12 and e12 in the shaders accordingly
             //textureRect[i]->setInternalFormat(GL_RGBA16F_ARB);

             textureRect[i]->setSourceFormat(GL_RGBA);
             textureRect[i]->setSourceType(GL_FLOAT);
         }
     }

     // first create the geometry of the quad
     {
         osg::Geometry* polyGeom = new osg::Geometry();

         polyGeom->setSupportsDisplayList(false);

         osg::Vec3Array* vertices = new osg::Vec3Array;
         osg::Vec2Array* texcoords = new osg::Vec2Array;

         vertices->push_back(osg::Vec3d(0,0,0));
         texcoords->push_back(osg::Vec2(0,0));

         vertices->push_back(osg::Vec3d(1,0,0));
         texcoords->push_back(osg::Vec2(tex_width,0));

         vertices->push_back(osg::Vec3d(1,0,1));
         texcoords->push_back(osg::Vec2(tex_width,tex_height));

         vertices->push_back(osg::Vec3d(0,0,1));
         texcoords->push_back(osg::Vec2(0,tex_height));

         polyGeom->setVertexArray(vertices);
         polyGeom->setTexCoordArray(0,texcoords);

         osg::Vec4Array* colors = new osg::Vec4Array;
         colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
         polyGeom->setColorArray(colors, osg::Array::BIND_OVERALL);

         polyGeom->addPrimitiveSet(new 
osg::DrawArrays(osg::PrimitiveSet::QUADS,0,vertices->size()));

         // now we need to add the textures (generated by RTT) to the Drawable.
         osg::StateSet* stateset = new osg::StateSet;
         for (int i=0;i<NUM_TEXTURES;i++){
             stateset->setTextureAttributeAndModes(i, textureRect[i], 
osg::StateAttribute::ON);
         }

         polyGeom->setStateSet(stateset);

         // Attach a shader to the final quad to combine the input textures.
         if (useHDR) {
             static const char *shaderSource = {
                 "uniform sampler2DRect textureID0;\n"
                 "uniform sampler2DRect textureID1;\n"
                 "uniform sampler2DRect textureID2;\n"
                 "uniform sampler2DRect textureID3;\n"
                 "uniform float width;\n"
                 "uniform float height; \n"
                 "void main(void)\n"
                 "{\n"
                 "    gl_FragData[0] = \n"
                 "     vec4(  -1e12 * texture2DRect( textureID0, gl_TexCoord[0].st 
).rgb, 1) + \n"
                 "     vec4(   1e12 * texture2DRect( textureID1, gl_TexCoord[0].st 
).rgb, 1) + \n"
                 "     vec4(   1e12 * texture2DRect( textureID2, gl_TexCoord[0].st 
).rgb, 1) + \n"
                 "     vec4(-0.5e12 * texture2DRect( textureID3, gl_TexCoord[0].st 
).rgb, 1);  \n"
                 "}\n"
             };
             osg::ref_ptr<osg::Shader> fshader = new osg::Shader( 
osg::Shader::FRAGMENT , shaderSource);
             osg::ref_ptr<osg::Program> program = new osg::Program;
             program->addShader( fshader.get());
             stateset->setAttributeAndModes( program.get(), 
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
         } else {
             static const char *shaderSource = {
                 "uniform sampler2DRect textureID0;\n"
                 "uniform sampler2DRect textureID1;\n"
                 "uniform sampler2DRect textureID2;\n"
                 "uniform sampler2DRect textureID3;\n"
                 "void main(void)\n"
                 "{\n"
                 "    gl_FragData[0] = \n"
                 "          vec4(texture2DRect( textureID0, gl_TexCoord[0].st ).rgb, 
1) + \n"
                 "          vec4(texture2DRect( textureID1, gl_TexCoord[0].st ).rgb, 
1) + \n"
                 "          vec4(texture2DRect( textureID2, gl_TexCoord[0].st ).rgb, 
1) + \n"
                 "     -0.5*vec4(texture2DRect( textureID3, gl_TexCoord[0].st ).rgb, 
1);  \n"
                 "}\n"
             };
             osg::ref_ptr<osg::Shader> fshader = new osg::Shader( 
osg::Shader::FRAGMENT , shaderSource);
             osg::ref_ptr<osg::Program> program = new osg::Program;
             program->addShader( fshader.get());
             stateset->setAttributeAndModes( program.get(), 
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );

         }

         stateset->addUniform(new osg::Uniform("textureID0", 0));
         stateset->addUniform(new osg::Uniform("textureID1", 1));
         stateset->addUniform(new osg::Uniform("textureID2", 2));
         stateset->addUniform(new osg::Uniform("textureID3", 3));

         //stateset->setDataVariance(osg::Object::DYNAMIC);

         osg::Geode* geode = new osg::Geode();
         geode->addDrawable(polyGeom);

         parent->addChild(geode);
     }

     // now create the camera to do the multiple render to texture
     {
         osg::Camera* camera = new osg::Camera;

         // set up the background color and clear mask.
         camera->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
         camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

         // the camera is going to look at our input quad
         camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1));
         camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
         camera->setViewMatrix(osg::Matrix::identity());

         // set viewport
         camera->setViewport(0, 0, tex_width, tex_height);

         // set the camera to render before the main camera.
         camera->setRenderOrder(osg::Camera::PRE_RENDER);

         // tell the camera to use OpenGL frame buffer objects
         
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);

         // attach the textures to use
         for (int i=0; i<NUM_TEXTURES; i++) {
             if (useMultiSample)
                 
camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+i), 
textureRect[i], 0, 0, false, 4, 4);
             else
                 
camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+i), 
textureRect[i]);


         }

#if 0
         // test for new glEnablei/glDisablei functionality.
         camera->getOrCreateStateSet()->setAttribute(new osg::Enablei(GL_BLEND, 
0));
         camera->getOrCreateStateSet()->setAttribute(new 
osg::Disablei(GL_BLEND, 1));
#endif

         // we can also read back any of the targets as an image, modify this 
image and push it back
         if (useImage) {
             // which texture to get the image from
             const int tex_to_get = 0;

             osg::Image* image = new osg::Image;
             if (useHDR) {
                 image->allocateImage(tex_width, tex_height, 1, GL_RGBA, 
GL_FLOAT);
             } else {
                 image->allocateImage(tex_width, tex_height, 1, GL_RGBA, 
GL_UNSIGNED_BYTE);
             }

             // attach the image so its copied on each frame.
             
camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0 + 
tex_to_get), image);

             camera->setPostDrawCallback(new MyCameraPostDrawCallback(image));

             // push back the image to the texture
             textureRect[tex_to_get]->setImage(0, image);
         }

         // add the subgraph to render
         camera->addChild(cam_subgraph);

         parent->addChild(camera);
     }

     return parent;
}

int main( int argc, char **argv )
{
     // use an ArgumentParser object to manage the program arguments.
     osg::ArgumentParser arguments(&argc,argv);

     // set up the usage document, in case we need to print out how to use this 
program.
     arguments.getApplicationUsage()->setDescription(arguments.getApplicationName() + 
" demonstrates the use of multiple render targets (MRT) with frame buffer objects 
(FBOs). A render to texture (RTT) camera is used to render to four textures using a single 
shader. The four textures are then combined to texture the viewed geometry.");
     
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+"
 [options] ...");
     arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display 
this information.");
     arguments.getApplicationUsage()->addCommandLineOption("--width","Set the width 
of the render to texture.");
     arguments.getApplicationUsage()->addCommandLineOption("--height","Set the 
height of the render to texture.");
     arguments.getApplicationUsage()->addCommandLineOption("--image","Render one of 
the targets to an image, then apply a post draw callback to modify it and use this image to update the 
final texture. Print some texture values when using HDR.");
     arguments.getApplicationUsage()->addCommandLineOption("--hdr","Use high dynamic 
range (HDR). Create floating point textures to render to.");

     // construct the viewer.
     osgViewer::Viewer viewer(arguments);

     // if user request help write it out to cout.
     if (arguments.read("-h") || arguments.read("--help"))
     {
         arguments.getApplicationUsage()->write(std::cout);
         return 1;
     }

     unsigned tex_width = 512;
     unsigned tex_height = 512;
     while (arguments.read("--width", tex_width)) {}
     while (arguments.read("--height", tex_height)) {}

     bool useHDR = false;
     while (arguments.read("--hdr")) { useHDR = true; }

     bool useImage = false;
     while (arguments.read("--image")) { useImage = true; }

     bool useMultiSample = false;
     while (arguments.read("--ms")) { useMultiSample = true; }

     osg::Group* subGraph = createRTTQuad(tex_width, tex_height, useHDR);

     osg::Group* rootNode = new osg::Group();
     rootNode->addChild(createScene(subGraph, tex_width, tex_height, useHDR, 
useImage, useMultiSample));

                rootNode->addChild(createScene(subGraph, tex_width, tex_height, 
useHDR, useImage, useMultiSample));


                //added some code to view the intermediate textures, removing 
this does not influence the final rendering
                 osg::ref_ptr<osg::Camera> testTex =
                                
Game::Graphics::createTextureDisplayQuad(osg::Vec3(0, 0.7, 0),
                                                                                
                                                 textureRect[0],
                                                                                
                                                 tex_width);
osg::ref_ptr<osg::Camera> testTex2 =
                                
Game::Graphics::createTextureDisplayQuad(osg::Vec3(0, 0.35, 0),
                                                                                
                                                 textureRect[1],
                                                                                
                                                 tex_width);
osg::ref_ptr<osg::Camera> testTex3 =
                                
Game::Graphics::createTextureDisplayQuad(osg::Vec3(0.1, 0.0, 0),
                                                                                
                                                 textureRect[2],
                                                                                
                                                 tex_width);
osg::ref_ptr<osg::Camera> testTex4 =
                                
Game::Graphics::createTextureDisplayQuad(osg::Vec3(0.7, 0.7, 0),
                                                                                
                                                 textureRect[3],
                                                                                
                                                 tex_width);

rootNode->addChild(testTex);
rootNode->addChild(testTex2);
rootNode->addChild(testTex3);
rootNode->addChild(testTex4);

                // add model to the viewer.
                viewer.setSceneData( rootNode );
                viewer.realize();
                
viewer.getCamera()->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(true);

                return viewer.run();
}



Cheers,
antiro

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=71604#71604





_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to