[osg-users] can' achieve to make stencil buffer working using FBORTTexture3D Camera
Julien Valentin
julienvalentin51 at gmail.com
Wed Feb 24 06:30:23 PST 2016
Hi all
For test purpose,I'm porting osgpackeddepthstencil example in order to target Texture3D instead of Texture2D.
For this, i just introduce instancing and a geometry shader to set the targetted gl_Layer.
Here's the code
Code:
#include <osg/GLExtensions>
#include <osg/Depth>
#include <osg/Node>
#include <osg/Geometry>
#include <osg/Notify>
#include <osg/Texture3D>
#include <osg/Texture2D>
#include <osg/Stencil>
#include <osg/ColorMask>
#include <osg/Geode>
#include <osg/FrameBufferObject>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <iostream>
char classic_instancing_vs[] =
"varying out int instance;\n "
"\n"\
"void main(void)\n"\
"{\n"\
"instance= gl_InstanceID; \n"
" gl_Position = gl_ModelViewProjectionMatrix *gl_Vertex; \n"
"}\n";
char instancing_to3Dgs[] = //"#version 330 core\n"\
"layout(triangles) in;\n"\
"layout(triangle_strip, max_vertices =3) out;\n"\
"\n"\
"out float slicez;\n"\
"#extension GL_EXT_geometry_shader4 : enable\n"\
"\n"\
"\n"\
"uniform vec3 rdx;\n"\
"varying in int instance[3];\n"\
"\n"\
"void main(void){\n"\
"float slicez=(float(instance[0])+0.5)*rdx.z;\n"
"vec2 minmaxz=vec2(gl_PositionIn[0].z,gl_PositionIn[0].z);\n"
"minmaxz.x=min(minmaxz.x,gl_PositionIn[1].z);\n"
"minmaxz.x=min(minmaxz.x,gl_PositionIn[2].z);\n"
"minmaxz.y=max(minmaxz.y,gl_PositionIn[1].z);\n"
"minmaxz.y=max(minmaxz.y,gl_PositionIn[2].z);\n"
"minmaxz*=0.5;minmaxz+=vec2(0.5);\n"
"if(/*slicez>=minmaxz.x && slicez<minmaxz.y&&*/true){\n"
"gl_Layer=instance[0];\n"\
"gl_Position = vec4(gl_PositionIn[0].xyz,1);\n"\
"EmitVertex();\n"\
"gl_Layer=instance[0];\n"\
"gl_Position = vec4(gl_PositionIn[1].xyz,1);\n"\
"EmitVertex();\n"\
"gl_Layer=instance[0];\n"\
"gl_Position = vec4(gl_PositionIn[2].xyz,1);\n"\
"EmitVertex();\n"\
"EndPrimitive();\n"
"}\n"
"}\n";
char whitefs[]=
"void main(){;\n"
"gl_FragColor=vec4(1,1,1,1);\n"
"};\n";
osg::Geode* createMask()
{
osg::Vec3Array *vertices = new osg::Vec3Array;
vertices->push_back(osg::Vec3(-0.5, -0.5, 0.0));
vertices->push_back(osg::Vec3(0.5, -0.5, 0.0));
vertices->push_back(osg::Vec3(0.5, 0.5, 0.0));
vertices->push_back(osg::Vec3(-0.5, 0.5, 0.0));
osg::Geometry *geom = new osg::Geometry;
geom->setUseDisplayList(false);
geom->setUseVertexBufferObjects(true);
geom->setVertexArray(vertices);
geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4,128));
osg::Geode *geode = new osg::Geode;
geode->addDrawable(geom);
osg::Stencil* stencil = new osg::Stencil;
stencil->setFunction(osg::Stencil::ALWAYS, 1, ~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::REPLACE);
stencil->setFunction(osg::Stencil::ALWAYS, 1, ~0u);
stencil->setOperation(osg::Stencil::REPLACE, osg::Stencil::REPLACE, osg::Stencil::REPLACE);
osg::StateSet *ss = geode->getOrCreateStateSet();
ss->setAttributeAndModes(stencil, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
ss->setAttribute(new osg::ColorMask(false, false, false, false),
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
osg::ref_ptr<osg::Depth> depth = new osg::Depth;
depth->setWriteMask(false);
depth->setFunction(osg::Depth::ALWAYS);
ss->setAttributeAndModes(depth, osg::StateAttribute::ON);
osg::ref_ptr<osg::Program> prog=new osg::Program;
osg::ref_ptr<osg::Shader> fs=new osg::Shader;
osg::ref_ptr<osg::Shader> gs=new osg::Shader;
osg::ref_ptr<osg::Shader> vs=new osg::Shader;
vs->setType(osg::Shader::VERTEX);
vs->setShaderSource(classic_instancing_vs);
prog->addShader(vs);
gs->setType(osg::Shader::GEOMETRY);
gs->setShaderSource(instancing_to3Dgs);
prog->addShader(gs);
fs->setType(osg::Shader::FRAGMENT);
fs->setShaderSource(whitefs);
prog->addShader(fs);
prog->setParameter(GL_GEOMETRY_VERTICES_OUT_EXT, 3);
prog->setParameter(GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES);
prog->setParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP);
ss->setAttributeAndModes( prog, osg::StateAttribute::ON);
osg::ref_ptr<osg::Uniform> rdx=new osg::Uniform();
rdx->setName("rdx");
rdx->setType(osg::Uniform::FLOAT_VEC3);
rdx->set(osg::Vec3f(1.0/128.0,1.0/128.0,1.0/128.0));
ss->addUniform(rdx);
return geode;
}
osg::Geode* createGeometry()
{
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices->push_back(osg::Vec3(-1.0, -1.0, 0.0));
vertices->push_back(osg::Vec3(1.0, -1.0, 0.0));
vertices->push_back(osg::Vec3(1.0, 1.0, 0.0));
vertices->push_back(osg::Vec3(-1.0, 1.0, 0.0));
osg::Geometry* geom = new osg::Geometry;
geom->setUseDisplayList(false);
geom->setUseVertexBufferObjects(true);
geom->setVertexArray(vertices);
geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4,128));
geom->getOrCreateVertexBufferObject();
osg::Geode* geode = new osg::Geode;
geode->addDrawable(geom);
osg::ref_ptr<osg::Stencil> stencil = new osg::Stencil;
//
stencil->setFunction(osg::Stencil::NOTEQUAL, 1, ~0u);
// stencil->setFunction(osg::Stencil::NOTEQUAL, 0, ~0u);
//stencil->setFunction(osg::Stencil::NEVER, 1, ~0u);
stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
osg::StateSet *ss = geode->getOrCreateStateSet();
ss->setAttributeAndModes(stencil, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
osg::ref_ptr<osg::Depth> depth = new osg::Depth;
depth->setWriteMask(false);
depth->setFunction(osg::Depth::NEVER);
// ss->setAttributeAndModes(depth, osg::StateAttribute::ON);
osg::ref_ptr<osg::Program> prog=new osg::Program;
osg::ref_ptr<osg::Shader> fs=new osg::Shader;
osg::ref_ptr<osg::Shader> gs=new osg::Shader;
osg::ref_ptr<osg::Shader> vs=new osg::Shader;
vs->setType(osg::Shader::VERTEX);
vs->setShaderSource(classic_instancing_vs);
prog->addShader(vs);
gs->setType(osg::Shader::GEOMETRY);
gs->setShaderSource(instancing_to3Dgs);
prog->addShader(gs);
fs->setType(osg::Shader::FRAGMENT);
fs->setShaderSource(whitefs);
prog->addShader(fs);
prog->setParameter(GL_GEOMETRY_VERTICES_OUT_EXT, 3);
prog->setParameter(GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES);
prog->setParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP);
ss->setAttributeAndModes( prog, osg::StateAttribute::ON);
osg::ref_ptr<osg::Uniform> rdx=new osg::Uniform();
rdx->setName("rdx");
rdx->setType(osg::Uniform::FLOAT_VEC3);
rdx->set(osg::Vec3(1.0/128.0,1.0/128.0,1.0/128.0));
ss->addUniform(rdx);
return geode;
}
osg::Geode* createTextureQuad(osg::Texture3D *texture)
{
osg::Vec3Array *vertices = new osg::Vec3Array;
vertices->push_back(osg::Vec3(-0.8, 0.0, -0.8));
vertices->push_back(osg::Vec3(0.8, 0.0, -0.8));
vertices->push_back(osg::Vec3(0.8, 0.0, 0.8));
vertices->push_back(osg::Vec3(-0.8, 0.0, 0.8));
osg::Vec2Array *texcoord = new osg::Vec2Array;
texcoord->push_back(osg::Vec2(0.0, 0.0));
texcoord->push_back(osg::Vec2(1.0, 0.0));
texcoord->push_back(osg::Vec2(1.0, 1.0));
texcoord->push_back(osg::Vec2(0.0, 1.0));
osg::Geometry *geom = new osg::Geometry;
geom->setUseDisplayList(false);
geom->setUseVertexBufferObjects(true);
geom->setVertexArray(vertices);
geom->setTexCoordArray(0, texcoord);
geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4));
osg::Geode *geode = new osg::Geode;
geode->addDrawable(geom);
geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
osg::ref_ptr<osg::Program> prog=new osg::Program;
osg::ref_ptr<osg::Shader> fs=new osg::Shader;
fs->setType(osg::Shader::FRAGMENT);
char source[]="uniform sampler3D stencil;\n"
"void main(){;\n"
"gl_FragColor=texture3D(stencil,vec3(gl_TexCoord[0].st,0));\n"
"};\n";
fs->setShaderSource(source);
prog->addShader(fs);
geode->getOrCreateStateSet()->setAttributeAndModes( prog, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
return geode;
}
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
arguments.getApplicationUsage()->addCommandLineOption("--fbo","Use Frame Buffer Object for render to texture, where supported.");
arguments.getApplicationUsage()->addCommandLineOption("--pbuffer-rtt","Use Pixel Buffer for render to texture, where supported.");
arguments.getApplicationUsage()->addCommandLineOption("--nopds", "Don't use packed depth stencil.");
arguments.getApplicationUsage()->addCommandLineOption("--fbo-samples","");
arguments.getApplicationUsage()->addCommandLineOption("--color-samples", "");
// construct the viewer.
osgViewer::Viewer viewer(arguments);
// add stats
viewer.addEventHandler( new osgViewer::StatsHandler() );
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
osg::Camera::RenderTargetImplementation renderImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
int colorSamples = 0, samples = 0;
bool usePDS = true;
while (arguments.read("--fbo"))
{
renderImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
}
while (arguments.read("--pbuffer-rtt"))
{
renderImplementation = osg::Camera::PIXEL_BUFFER_RTT;
}
while (arguments.read("--nopds"))
{
usePDS = false;
}
while (arguments.read("--fbo-samples", samples)) {}
while (arguments.read("--color-samples", colorSamples)) {}
osg::Group* rootNode = new osg::Group;
rootNode->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
// creates texture to be rendered
osg::Texture3D *texture = new osg::Texture3D;
osg::ref_ptr< osg::Texture3D >textureDS;
texture->setTextureSize(128, 128,128);
texture->setInternalFormat(GL_RGBA);
texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
texture->setBorderColor(osg::Vec4(0, 0, 0, 0));
// creates rtt camera
osg::ref_ptr<osg::Camera> rttCamera = new osg::Camera;
rttCamera->setClearMask(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
rttCamera->setClearColor(osg::Vec4(0.0, 0.4, 0.5, 0.0));
rttCamera->setClearStencil(0);
rttCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
rttCamera->setViewMatrix(osg::Matrixd::identity());
rttCamera->setViewport(0, 0, 128, 128);
rttCamera->setRenderOrder(osg::Camera::PRE_RENDER);
rttCamera->setRenderTargetImplementation(renderImplementation);
rttCamera-> setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
// set the camera to render before the main camera.
rttCamera->setRenderOrder(osg::Camera::PRE_RENDER);
// tell the camera to use OpenGL frame buffer object where supported.
rttCamera-> setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
rttCamera->setProjectionResizePolicy(osg::Camera::FIXED);
rttCamera-> setReferenceFrame(osg::Transform::ABSOLUTE_RF);
rttCamera-> setViewMatrix(osg::Matrix::identity());
rttCamera-> setProjectionMatrix(osg::Matrix::ortho2D(-1, 1, -1, 1));
if( usePDS)
{
// rttCamera->attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, GL_DEPTH_STENCIL_EXT);
osg::ref_ptr< osg::Image > im =new osg::Image();
// im->allocateImage(128, 128, 1, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, 1);
textureDS = new osg::Texture3D( );
textureDS->setTextureSize(128, 128,128);
textureDS->setInternalFormat(GL_DEPTH_STENCIL_EXT);
/* rttCamera->detach( osg::Camera::DEPTH_BUFFER );
rttCamera->detach( osg::Camera::STENCIL_BUFFER );
rttCamera->attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, textureDS,0, osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER, false);*/
}
else
{
// this doesn't work on NVIDIA/Vista 64bit
// FBO status = 0x8cd6 (FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT)
rttCamera->attach(osg::Camera::DEPTH_BUFFER, GL_DEPTH_COMPONENT);
rttCamera->attach(osg::Camera::STENCIL_BUFFER, GL_STENCIL_INDEX8_EXT);
}
rttCamera->attach(osg::Camera::COLOR_BUFFER, texture,0, osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER, false);// 0, 0, false, samples, colorSamples);
rttCamera->setCullingMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
//rttCamera->setImplicitBufferAttachmentMask(osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT, osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT);
rttCamera->setImplicitBufferAttachmentMask(
osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT//| osg::Camera::IMPLICIT_DEPTH_BUFFER_ATTACHMENT| osg::Camera::IMPLICIT_STENCIL_BUFFER_ATTACHMENT
, osg::Camera::USE_DISPLAY_SETTINGS_MASK);//osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT | osg::Camera::IMPLICIT_DEPTH_BUFFER_ATTACHMENT);*/
// creates rtt subtree
osg::Group* g0 = new osg::Group;
g0->addChild(createMask());
g0->addChild(createGeometry());
rttCamera->addChild(g0);
rootNode->addChild(rttCamera.get());
// creates textured quad with result
rootNode->addChild(createTextureQuad(texture));
// add model to the viewer.
viewer.setSceneData( rootNode );
return viewer.run();
}
However, for a few days now, I can't achieve neither to display stencil buffer (via texture attachment), neither to make stencil operation works (even a NEVER Func, it always displays the full white quad).
Any advice would be welcome
Thank you!
Cheers,
Julien [/code]
------------------
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http://forum.openscenegraph.org/viewtopic.php?p=66407#66407
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