[osg-users] Using Ortho2D projection camera under OpenSceneGraph PRE_RENDER camera

Robert Osfield robert.osfield at gmail.com
Sat Jan 21 06:48:51 PST 2017


Hi Martin,

I have am only popping online briefly so a just a quick response.
What makes you think that the pre render camera is not being drawn?

Robert.

On 20 January 2017 at 22:12, Malcolm Pigott
<osg.malcolm at hydrogenrocks.me.uk> wrote:
> I have a scene in OpenSceneGraph which has a "normal" 3D content overlaid with content in an Ortho2D projection. This works OK.
>
> I am now trying to render this scene to a texture (via a Frame Buffer Object) and am working with the osgPreRender example. Below is some code derived from that example which has a 2D overlay which is shown when the scene is drawn normally, but not (seemingly) drawn when rendered to a texture using setRenderOrder(osg::Camera::PRE_RENDER).
>
> This is using OpenSceneGraph 3.4.0 and VS2015 Update 2.
>
>
> Code:
>
> /* OpenSceneGraph example, osgprerender.
> *
> *  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/Stencil>
> #include <osg/ColorMask>
> #include <osg/Depth>
> #include <osg/Billboard>
> #include <osg/Material>
> #include <osg/AnimationPath>
> #include <osg/LineWidth>
>
> #include <osgGA/TrackballManipulator>
> #include <osgGA/FlightManipulator>
> #include <osgGA/DriveManipulator>
>
> #include <osgUtil/SmoothingVisitor>
>
> #include <osgDB/Registry>
> #include <osgDB/ReadFile>
> #include <osgDB/WriteFile>
>
> #include <osgViewer/Viewer>
> #include <osgViewer/ViewerEventHandlers>
>
> #include <iostream>
>
> // call back which creates a deformation field to oscillate the model.
> class MyGeometryCallback :
>     public osg::Drawable::UpdateCallback,
>     public osg::Drawable::AttributeFunctor
> {
> public:
>
>     MyGeometryCallback(const osg::Vec3& o,
>         const osg::Vec3& x, const osg::Vec3& y, const osg::Vec3& z,
>         double period, double xphase, double amplitude) :
>         _firstCall(true),
>         _startTime(0.0),
>         _time(0.0),
>         _period(period),
>         _xphase(xphase),
>         _amplitude(amplitude),
>         _origin(o),
>         _xAxis(x),
>         _yAxis(y),
>         _zAxis(z) {}
>
>     virtual void update(osg::NodeVisitor* nv, osg::Drawable* drawable)
>     {
>         // OpenThreads::Thread::microSleep( 1000 );
>
>         const osg::FrameStamp* fs = nv->getFrameStamp();
>         double simulationTime = fs->getSimulationTime();
>         if (_firstCall)
>         {
>             _firstCall = false;
>             _startTime = simulationTime;
>         }
>
>         _time = simulationTime - _startTime;
>
>         drawable->accept(*this);
>         drawable->dirtyBound();
>
>         osg::Geometry* geometry = dynamic_cast<osg::Geometry*>(drawable);
>         if (geometry)
>         {
>             osgUtil::SmoothingVisitor::smooth(*geometry);
>         }
>
>         }
>
>     virtual void apply(osg::Drawable::AttributeType type, unsigned int count, osg::Vec3* begin)
>     {
>         if (type == osg::Drawable::VERTICES)
>         {
>             const float TwoPI = 2.0f*osg::PI;
>             const float phase = -_time / _period;
>
>             osg::Vec3* end = begin + count;
>             for (osg::Vec3* itr = begin; itr<end; ++itr)
>             {
>                 osg::Vec3 dv(*itr - _origin);
>                 osg::Vec3 local(dv*_xAxis, dv*_yAxis, dv*_zAxis);
>
>                 local.z() = local.x()*_amplitude*
>                     sinf(TwoPI*(phase + local.x()*_xphase));
>
>                 (*itr) = _origin +
>                     _xAxis*local.x() +
>                     _yAxis*local.y() +
>                     _zAxis*local.z();
>             }
>         }
>     }
>
>     bool    _firstCall;
>
>     double  _startTime;
>     double  _time;
>
>     double  _period;
>     double  _xphase;
>     float   _amplitude;
>
>     osg::Vec3   _origin;
>     osg::Vec3   _xAxis;
>     osg::Vec3   _yAxis;
>     osg::Vec3   _zAxis;
>
> };
>
> osg::Node* createPreRenderSubGraph(osg::Node* subgraph,
>     unsigned tex_width, unsigned tex_height,
>     osg::Camera::RenderTargetImplementation renderImplementation,
>     bool useTextureRectangle,
>     unsigned int samples, unsigned int colorSamples)
> {
>     if (!subgraph) return 0;
>
>     // create a group to contain the flag and the pre rendering camera.
>     osg::Group* parent = new osg::Group;
>
>     // texture to render to and to use for rendering of flag.
>     osg::Texture* texture = 0;
>     {
>         osg::TextureRectangle* textureRect = new osg::TextureRectangle;
>         textureRect->setTextureSize(tex_width, tex_height);
>         textureRect->setInternalFormat(GL_RGBA);
>         textureRect->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
>         textureRect->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
>
>         texture = textureRect;
>     }
>
>     // first create the geometry of the flag of which to view.
>     {
>         // create the to visualize.
>         osg::Geometry* polyGeom = new osg::Geometry();
>
>         polyGeom->setName("PolyGeom");
>
>         polyGeom->setDataVariance(osg::Object::DYNAMIC);
>         polyGeom->setSupportsDisplayList(false);
>
>         osg::Vec3 origin(0.0f, 0.0f, 0.0f);
>         osg::Vec3 xAxis(1.0f, 0.0f, 0.0f);
>         osg::Vec3 yAxis(0.0f, 0.0f, 1.0f);
>         osg::Vec3 zAxis(0.0f, -1.0f, 0.0f);
>         float height = 100.0f;
>         float width = 200.0f;
>         int noSteps = 20;
>
>         osg::Vec3Array* vertices = new osg::Vec3Array;
>         osg::Vec3 bottom = origin;
>         osg::Vec3 top = origin; top.z() += height;
>         osg::Vec3 dv = xAxis*(width / ((float)(noSteps - 1)));
>
>         osg::Vec2Array* texcoords = new osg::Vec2Array;
>
>         // note, when we use TextureRectangle we have to scale the tex coords up to compensate.
>         osg::Vec2 bottom_texcoord(0.0f, 0.0f);
>         osg::Vec2 top_texcoord(0.0f, useTextureRectangle ? tex_height : 1.0f);
>         osg::Vec2 dv_texcoord((useTextureRectangle ? tex_width : 1.0f) / (float)(noSteps - 1), 0.0f);
>
>         for (int i = 0; i<noSteps; ++i)
>         {
>             vertices->push_back(top);
>             vertices->push_back(bottom);
>             top += dv;
>             bottom += dv;
>
>             texcoords->push_back(top_texcoord);
>             texcoords->push_back(bottom_texcoord);
>             top_texcoord += dv_texcoord;
>             bottom_texcoord += dv_texcoord;
>         }
>
>
>         // pass the created vertex array to the points geometry object.
>         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::QUAD_STRIP, 0, vertices->size()));
>
>         // new we need to add the texture to the Drawable, we do so by creating a
>         // StateSet to contain the Texture StateAttribute.
>         osg::StateSet* stateset = new osg::StateSet;
>
>         stateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
>
>         polyGeom->setStateSet(stateset);
>
>         polyGeom->setUpdateCallback(new MyGeometryCallback(origin, xAxis, yAxis, zAxis, 1.0, 1.0 / width, 0.2f));
>
>         osg::Geode* geode = new osg::Geode();
>         geode->addDrawable(polyGeom);
>
>         parent->addChild(geode);
>
>     }
>
>
>     // then create the camera node to do the 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);
>
>         const osg::BoundingSphere& bs = subgraph->getBound();
>         if (!bs.valid())
>         {
>             return subgraph;
>         }
>
>         float znear = 1.0f*bs.radius();
>         float zfar = 3.0f*bs.radius();
>
>         // 2:1 aspect ratio as per flag geometry below.
>         float proj_top = 0.25f*znear;
>         float proj_right = 0.5f*znear;
>
>         znear *= 0.9f;
>         zfar *= 1.1f;
>
>         // set up projection.
>         camera->setProjectionMatrixAsFrustum(-proj_right, proj_right, -proj_top, proj_top, znear, zfar);
>
>         // set view
>         camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
>         camera->setViewMatrixAsLookAt(bs.center() - osg::Vec3(0.0f, 2.0f, 0.0f)*bs.radius(), bs.center(), osg::Vec3(0.0f, 0.0f, 1.0f));
>
>         // 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 object where supported.
>         camera->setRenderTargetImplementation(renderImplementation);
>
>         // attach the texture and use it as the color buffer.
>         camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, 0, false, samples, colorSamples);
>
>         // add subgraph to render
>         camera->addChild(subgraph);
>
>         parent->addChild(camera);
>
>     }
>
>     return parent;
> }
>
> osg::Node *createNormalScene(osgViewer::Viewer &Viewer)
> {
>     auto topNodeOfNormalScene = new osg::Group();
>     {
>         auto normal3DScene = new osg::Group();
>         {
>             normal3DScene->addChild(osgDB::readNodeFile("cessna.osgt")); // 3D example
>             topNodeOfNormalScene->addChild(normal3DScene);
>         }
>         auto overlayLikeA2DHUD = new osg::Group();
>         {
>             auto overlayCamera = new osg::Camera();
>             overlayCamera->getOrCreateStateSet()->setGlobalDefaults();
>             double _orthoLeft = 0.0;
>             double _orthoRight = 1280.0;
>             double _orthoBottom = 0.0;
>             double _orthoTop = 1024.0;
>             {
>                 // Create the symbology camera
>
>                 overlayCamera->setName("OverlayViewCamera");
>                 overlayCamera->setProjectionMatrixAsOrtho2D(_orthoLeft, _orthoRight, _orthoBottom, _orthoTop);
>                 overlayCamera->setDataVariance(osg::Object::DYNAMIC); // gets updated when the screen size changes.
>                 //_symbologyCamera->setRenderOrder(osg::Camera::POST_RENDER);
>                 overlayCamera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
>                 overlayCamera->setClearMask(GL_DEPTH_BUFFER_BIT);
>                 overlayCamera->setViewport(new osg::Viewport(0.0, 0.0, (_orthoRight - _orthoLeft), (_orthoTop - _orthoBottom)));
>             }
>             {
>                 auto Geometry = new osg::Geometry();
>                 {
>                     Geometry->setName("2DTie");
>                     double Left = 100.0;
>                     double Bottom = 100.0;
>                     double Right = 924.0;
>                     double Top = 1180.0;
>                     // tie
>                     osg::Vec3Array *vertexArray = new osg::Vec3Array();
>                     vertexArray->push_back(osg::Vec3d(Left, Bottom, 0.0));
>                     vertexArray->push_back(osg::Vec3d(Right, Bottom, 0.0));
>                     vertexArray->push_back(osg::Vec3d(Left, Top, 0.0));
>                     vertexArray->push_back(osg::Vec3d(Right, Top, 0.0));
>                     Geometry->setVertexArray(vertexArray);
>                     osg::Vec3 colors[] = { { 1.0f, 1.0f, 1.0f } };
>                     osg::Vec3Array *colorArray = new osg::Vec3Array(1, colors);
>                     Geometry->setColorArray(colorArray, osg::Array::BIND_OVERALL);
>                     Geometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP, 0, vertexArray->size()));
>                     Geometry->getOrCreateStateSet()->setAttributeAndModes(new osg::LineWidth(2.0f), osg::StateAttribute::ON);
>                 }
>                 auto Geode = new osg::Geode();
>                 Geode->addDrawable(Geometry);
>                 auto Group = new osg::Group();
>                 Group->addChild(Geode);
>                 overlayCamera->addChild(Group);
>             }
>             overlayLikeA2DHUD->addChild(overlayCamera);
>             //Viewer.addSlave(_symbologyCamera, false);
>             topNodeOfNormalScene->addChild(overlayLikeA2DHUD);
>         }
>     }
>     return topNodeOfNormalScene;
> }
>
> 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() + " is the example which demonstrates pre rendering of scene to a texture, and then apply this texture to geometry.");
>     arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName() + " [options] filename ...");
>     arguments.getApplicationUsage()->addCommandLineOption("-h or --help", "Display this information");
>     arguments.getApplicationUsage()->addCommandLineOption("--fbo", "Use Frame Buffer Object for render to texture, where supported.");
>     arguments.getApplicationUsage()->addCommandLineOption("--fb", "Use FrameBuffer for render to texture.");
>     arguments.getApplicationUsage()->addCommandLineOption("--pbuffer", "Use Pixel Buffer for render to texture, where supported.");
>     arguments.getApplicationUsage()->addCommandLineOption("--window", "Use a separate Window for render to texture.");
>     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 to an image, then apply a post draw callback to it, and use this image to update a texture.");
>     arguments.getApplicationUsage()->addCommandLineOption("--texture-rectangle", "Use osg::TextureRectangle for doing the render to texture to.");
>
>     // construct the viewer.
>     osgViewer::Viewer viewer(arguments);
>
>     // add stats
>     viewer.addEventHandler(new osgViewer::StatsHandler());
>
>     // add the record camera path handler
>     viewer.addEventHandler(new osgViewer::RecordCameraPathHandler);
>
>     // add the threading handler
>     viewer.addEventHandler(new osgViewer::ThreadingHandler());
>
>     // if user request help write it out to cout.
>     if (arguments.read("-h") || arguments.read("--help"))
>     {
>         arguments.getApplicationUsage()->write(std::cout);
>         return 1;
>     }
>
>     unsigned int tex_width = 1280;
>     unsigned int tex_height = 1024;
>     unsigned int samples = 0;
>     unsigned int colorSamples = 0;
>
>     while (arguments.read("--width", tex_width)) {}
>     while (arguments.read("--height", tex_height)) {}
>
>     osg::Camera::RenderTargetImplementation renderImplementation = osg::Camera::FRAME_BUFFER_OBJECT;
>
>     while (arguments.read("--fbo")) { renderImplementation = osg::Camera::FRAME_BUFFER_OBJECT; }
>     while (arguments.read("--pbuffer")) { renderImplementation = osg::Camera::PIXEL_BUFFER; }
>     while (arguments.read("--pbuffer-rtt")) { renderImplementation = osg::Camera::PIXEL_BUFFER_RTT; }
>     while (arguments.read("--fb")) { renderImplementation = osg::Camera::FRAME_BUFFER; }
>     while (arguments.read("--window")) { renderImplementation = osg::Camera::SEPARATE_WINDOW; }
>     while (arguments.read("--fbo-samples", samples)) {}
>     while (arguments.read("--color-samples", colorSamples)) {}
>
>     bool useTextureRectangle = true;
>     while (arguments.read("--texture-rectangle")) { useTextureRectangle = true; }
>
>     // load the nodes from the commandline arguments.
>     osg::Node* loadedModel = osgDB::readNodeFiles(arguments);
>
>     // if not loaded assume no arguments passed in, try use default mode instead.
>     if (!loadedModel) loadedModel = createNormalScene(viewer); // osgDB::readNodeFile("cessna.osgt");
>
>     if (!loadedModel)
>     {
>         return 1;
>     }
>
>     bool PreRender = true; // alter via debugger
>     if (PreRender)
>     {
>         // create a transform to spin the model.
>         osg::MatrixTransform* loadedModelTransform = new osg::MatrixTransform;
>         loadedModelTransform->addChild(loadedModel);
>
>         osg::NodeCallback* nc = new osg::AnimationPathCallback(loadedModelTransform->getBound().center(), osg::Vec3(0.0f, 0.0f, 1.0f), osg::inDegrees(45.0f));
>         loadedModelTransform->setUpdateCallback(nc);
>
>         osg::Group* rootNode = new osg::Group();
>         rootNode->addChild(createPreRenderSubGraph(loadedModelTransform, tex_width, tex_height, renderImplementation, useTextureRectangle, samples, colorSamples));
>
>         bool WriteOutNodeFile = false; // alter via debugger
>         if (WriteOutNodeFile)
>         {
>             osgDB::writeNodeFile(*rootNode, "PreRenderExample.osgt"); // view using Notepad++ and LUA language mode (for example).
>         }
>
>         // add model to the viewer.
>         viewer.setSceneData(rootNode);
>     }
>     else
>     {
>         auto camera = viewer.getCamera();
>         // 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);
>
>         viewer.setSceneData(loadedModel);
>     }
>
>     return viewer.run();
> }
>
>
>
>
> Many thanks for any guidance.
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=70025#70025
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/ortho2dinprerender_895.cpp
>
>
> _______________________________________________
> osg-users mailing list
> osg-users at lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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