Re: [osg-users] Resizing FBO camera while rendering

2018-10-03 Thread Robert Osfield
Hi Rômulo,

On Tue, 2 Oct 2018 at 22:10, Rômulo Cerqueira
 wrote:
> Do you have any tip how can I solve this issue?

I haven't personally implemented what you are after so I provided tips
as to what direction to go in.

Robert.
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Re: [osg-users] Resizing FBO camera while rendering

2018-10-02 Thread Rômulo Cerqueira


> Is it only the FBO that is forcing you to do this?


Yes.

Do you have any tip how can I solve this issue?

I found similar problems into links below, but I could not have the same 
success.

https://groups.google.com/forum/#!topic/osg-users/Oxb9QF8Myyo
https://groups.google.com/forum/#!topic/osg-users/ScUN5VSj6W8

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Re: [osg-users] Resizing FBO camera while rendering

2018-10-02 Thread Robert Osfield
Hi Rômulo,

On Tue, 2 Oct 2018 at 18:45, Rômulo Cerqueira
 wrote:
> I use the method setupViewer() "to resize" the FBO as well (by instantiating 
> the viewer, camera, texture and callback again). This approach was the best 
> way so far to minimize this problem.

What I was trying to work out is whether calling setupViewer() was
just done because of the FBO resize of whether it was being done for
other reasons as well.

As a general approach I'd recommend sticking with a single
GraphicsWindow where possible and just handling the resize of the FBO,
or at least the mapping of the resize in other ways.  For instance one
approach you could take is to create a FBO in the maximum window size
then just use a viewport to select which part is active.  Another
approach is to force a rebuild of the FBO by clearing the
RenderingCache via camera->setRenderingCache(0).

Robert.
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Re: [osg-users] Resizing FBO camera while rendering

2018-10-02 Thread Robert Osfield
On Tue, 2 Oct 2018 at 16:20, Rômulo Cerqueira
 wrote:
> > So you are setting a whole new graphics context and associated data on
> > each resize?

Is it only the FBO that is forcing you to do this?

Robert.
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Re: [osg-users] Resizing FBO camera while rendering

2018-10-02 Thread Rômulo Cerqueira
Hi,


> So you are setting a whole new graphics context and associated data on
> each resize?


Yes, Robert.

... 

Thank you!

Cheers,
Rômulo

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Re: [osg-users] Resizing FBO camera while rendering

2018-10-02 Thread Robert Osfield
Hi Rômulo,

On Tue, 2 Oct 2018 at 12:40, Rômulo Cerqueira
 wrote:
> I use the method setupViewer() "to resize" the FBO as well (by instantiating 
> the viewer, camera, texture and callback again). This approach was the best 
> way so far to minimize this problem.

So you are setting a whole new graphics context and associated data on
each resize?

With this you are getting the GL error?

Robert.
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Re: [osg-users] Resizing FBO camera while rendering

2018-10-02 Thread Rômulo Cerqueira
Hi Robert,

I use the method setupViewer() "to resize" the FBO as well (by instantiating 
the viewer, camera, texture and callback again). This approach was the best way 
so far to minimize this problem.
 
... 

Thank you!

Cheers,
Rômulo

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Re: [osg-users] Resizing FBO camera while rendering

2018-10-02 Thread Rômulo Cerqueira
Hi Robert,

I use the method setupViewer() "to resize" the FBO as well (by instantiating 
the viewer, camera, texture and callback again). This approach was the best way 
so far to minimize this problem.
 
... 

Thank you!

Cheers,
Rômulo

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Re: [osg-users] Resizing FBO camera while rendering

2018-10-02 Thread Robert Osfield
Hi Rômulo,

I didn't spot any code you posted that handles resizing, did I miss it?

Robert.
On Tue, 2 Oct 2018 at 08:10, Rômulo Cerqueira
 wrote:
>
> Hi,
>
> I have rendered a FBO camera to image by using a callback (as seen in the 
> code below), however some OpenGL warnings/erros are raised when I resize at 
> runtime by setupViewer() method. I debugged the code by using
>
>
> Code:
> export OSG_GL_ERROR_CHECKING=ON
>
>
>
> and got the following error:
>
>
> Code:
> Warning: detected OpenGL error 'invalid operation' after applying attribute 
> Viewport 0x7fb35406e500
>
>
>
> How can I properly do the resizing of my FBO camera?
>
>
>
> Code:
> // create a RTT (render to texture) camera
> osg::Camera *ImageViewerCaptureTool::createRTTCamera(osg::Camera* cam, 
> osg::Camera::BufferComponent buffer, osg::Texture2D *tex, 
> osg::GraphicsContext *gfxc)
> {
> osg::ref_ptr camera = cam;
> camera->setClearColor(osg::Vec4(0, 0, 0, 1));
> camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
> camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
> camera->setRenderOrder(osg::Camera::PRE_RENDER, 0);
> camera->setViewport(0, 0, tex->getTextureWidth(), 
> tex->getTextureHeight());
> camera->setGraphicsContext(gfxc);
> camera->setDrawBuffer(GL_FRONT);
> camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
> camera->attach(buffer, tex);
> return camera.release();
> }
>
> // create float textures to be rendered in FBO
> osg::Texture2D* ImageViewerCaptureTool::createFloatTexture(uint width, uint 
> height)
> {
> osg::ref_ptr tex2D = new osg::Texture2D;
> tex2D->setTextureSize( width, height );
> tex2D->setInternalFormat( GL_RGB32F_ARB );
> tex2D->setSourceFormat( GL_RGBA );
> tex2D->setSourceType( GL_FLOAT );
> tex2D->setResizeNonPowerOfTwoHint( false );
> tex2D->setFilter( osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR );
> tex2D->setFilter( osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR );
> return tex2D.release();
> }
>
> void ImageViewerCaptureTool::setupViewer(uint width, uint height, double fovY)
> {
> // set graphics contexts
> osg::ref_ptr traits = new 
> osg::GraphicsContext::Traits;
> traits->x = 0;
> traits->y = 0;
> traits->width = width;
> traits->height = height;
> traits->pbuffer = true;
> traits->readDISPLAY();
> osg::ref_ptr gfxc = 
> osg::GraphicsContext::createGraphicsContext(traits.get());
>
> // set the main camera
> _viewer = new osgViewer::Viewer;
> osg::ref_ptr tex = createFloatTexture(width, height);
> osg::ref_ptr cam = createRTTCamera(_viewer->getCamera(), 
> osg::Camera::COLOR_BUFFER0, tex, gfxc);
> cam->setProjectionMatrixAsPerspective(osg::RadiansToDegrees(fovY), (width 
> * 1.0 / height), 0.1, 1000);
>
> // render texture to image
> _capture = new WindowCaptureScreen(gfxc, tex);
> cam->setFinalDrawCallback(_capture);
> }
>
> osg::ref_ptr 
> ImageViewerCaptureTool::grabImage(osg::ref_ptr node)
> {
> // set the current node
> _viewer->setSceneData(node);
>
> // if the view matrix is invalid (NaN), use the identity
> if (_viewer->getCamera()->getViewMatrix().isNaN())
> _viewer->getCamera()->setViewMatrix(osg::Matrixd::identity());
>
> // grab the current frame
> _viewer->frame();
> return _capture->captureImage();
> }
>
> 
> WindowCaptureScreen METHODS
> 
>
> WindowCaptureScreen::WindowCaptureScreen(osg::ref_ptr 
> gfxc, osg::Texture2D* tex) {
> _mutex = new OpenThreads::Mutex();
> _condition = new OpenThreads::Condition();
> _image = new osg::Image();
>
> // checks the GraficContext from the camera viewer
> if (gfxc->getTraits()) {
> _tex = tex;
> int width = gfxc->getTraits()->width;
> int height = gfxc->getTraits()->height;
> _image->allocateImage(width, height, 1, GL_RGBA, GL_FLOAT);
> }
> }
>
> WindowCaptureScreen::~WindowCaptureScreen() {
> delete (_condition);
> delete (_mutex);
> }
>
> osg::ref_ptr WindowCaptureScreen::captureImage() {
> //wait to finish the capture image in call back
> _condition->wait(_mutex);
> return _image;
> }
>
> void WindowCaptureScreen::operator ()(osg::RenderInfo& renderInfo) const {
> osg::ref_ptr gfxc = 
> renderInfo.getState()->getGraphicsContext();
>
> if (gfxc->getTraits()) {
> _mutex->lock();
>
> // read the color buffer as 32-bit floating point
> renderInfo.getState()->applyTextureAttribute(0, _tex);
> _image->readImageFromCurrentTexture(renderInfo.getContextID(), true, 
> GL_FLOAT);
>
> // grants the access to image
> _condition->signal();
> _mutex->unlock();
> }
> }
>
>
>
> ...
>
> Thanks in advance,
>
> Cheers,
> Rômulo
>
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> 

[osg-users] Resizing FBO camera while rendering

2018-10-01 Thread Rômulo Cerqueira
Hi,

I have rendered a FBO camera to image by using a callback (as seen in the code 
below), however some OpenGL warnings/erros are raised when I resize at runtime 
by setupViewer() method. I debugged the code by using 


Code:
export OSG_GL_ERROR_CHECKING=ON 



and got the following error:


Code:
Warning: detected OpenGL error 'invalid operation' after applying attribute 
Viewport 0x7fb35406e500



How can I properly do the resizing of my FBO camera?



Code:
// create a RTT (render to texture) camera
osg::Camera *ImageViewerCaptureTool::createRTTCamera(osg::Camera* cam, 
osg::Camera::BufferComponent buffer, osg::Texture2D *tex, osg::GraphicsContext 
*gfxc)
{
osg::ref_ptr camera = cam;
camera->setClearColor(osg::Vec4(0, 0, 0, 1));
camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
camera->setRenderOrder(osg::Camera::PRE_RENDER, 0);
camera->setViewport(0, 0, tex->getTextureWidth(), tex->getTextureHeight());
camera->setGraphicsContext(gfxc);
camera->setDrawBuffer(GL_FRONT);
camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
camera->attach(buffer, tex);
return camera.release();
}

// create float textures to be rendered in FBO
osg::Texture2D* ImageViewerCaptureTool::createFloatTexture(uint width, uint 
height)
{
osg::ref_ptr tex2D = new osg::Texture2D;
tex2D->setTextureSize( width, height );
tex2D->setInternalFormat( GL_RGB32F_ARB );
tex2D->setSourceFormat( GL_RGBA );
tex2D->setSourceType( GL_FLOAT );
tex2D->setResizeNonPowerOfTwoHint( false );
tex2D->setFilter( osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR );
tex2D->setFilter( osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR );
return tex2D.release();
}

void ImageViewerCaptureTool::setupViewer(uint width, uint height, double fovY)
{
// set graphics contexts
osg::ref_ptr traits = new 
osg::GraphicsContext::Traits;
traits->x = 0;
traits->y = 0;
traits->width = width;
traits->height = height;
traits->pbuffer = true;
traits->readDISPLAY();
osg::ref_ptr gfxc = 
osg::GraphicsContext::createGraphicsContext(traits.get());

// set the main camera
_viewer = new osgViewer::Viewer;
osg::ref_ptr tex = createFloatTexture(width, height);
osg::ref_ptr cam = createRTTCamera(_viewer->getCamera(), 
osg::Camera::COLOR_BUFFER0, tex, gfxc);
cam->setProjectionMatrixAsPerspective(osg::RadiansToDegrees(fovY), (width * 
1.0 / height), 0.1, 1000);

// render texture to image
_capture = new WindowCaptureScreen(gfxc, tex);
cam->setFinalDrawCallback(_capture);
}

osg::ref_ptr 
ImageViewerCaptureTool::grabImage(osg::ref_ptr node)
{
// set the current node
_viewer->setSceneData(node);

// if the view matrix is invalid (NaN), use the identity
if (_viewer->getCamera()->getViewMatrix().isNaN())
_viewer->getCamera()->setViewMatrix(osg::Matrixd::identity());

// grab the current frame
_viewer->frame();
return _capture->captureImage();
}


WindowCaptureScreen METHODS


WindowCaptureScreen::WindowCaptureScreen(osg::ref_ptr 
gfxc, osg::Texture2D* tex) {
_mutex = new OpenThreads::Mutex();
_condition = new OpenThreads::Condition();
_image = new osg::Image();

// checks the GraficContext from the camera viewer
if (gfxc->getTraits()) {
_tex = tex;
int width = gfxc->getTraits()->width;
int height = gfxc->getTraits()->height;
_image->allocateImage(width, height, 1, GL_RGBA, GL_FLOAT);
}
}

WindowCaptureScreen::~WindowCaptureScreen() {
delete (_condition);
delete (_mutex);
}

osg::ref_ptr WindowCaptureScreen::captureImage() {
//wait to finish the capture image in call back
_condition->wait(_mutex);
return _image;
}

void WindowCaptureScreen::operator ()(osg::RenderInfo& renderInfo) const {
osg::ref_ptr gfxc = 
renderInfo.getState()->getGraphicsContext();

if (gfxc->getTraits()) {
_mutex->lock();

// read the color buffer as 32-bit floating point
renderInfo.getState()->applyTextureAttribute(0, _tex);
_image->readImageFromCurrentTexture(renderInfo.getContextID(), true, 
GL_FLOAT);

// grants the access to image
_condition->signal();
_mutex->unlock();
}
}



... 

Thanks in advance,

Cheers,
Rômulo

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