[osg-users] Resizing FBO camera while rendering
Robert Osfield
robert.osfield at gmail.com
Tue Oct 2 01:00:44 PDT 2018
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
<romulogcerqueira at gmail.com> 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<osg::Camera> 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<osg::Texture2D> 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<osg::GraphicsContext::Traits> 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<osg::GraphicsContext> gfxc = osg::GraphicsContext::createGraphicsContext(traits.get());
>
> // set the main camera
> _viewer = new osgViewer::Viewer;
> osg::ref_ptr<osg::Texture2D> tex = createFloatTexture(width, height);
> osg::ref_ptr<osg::Camera> 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<osg::Image> ImageViewerCaptureTool::grabImage(osg::ref_ptr<osg::Node> 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<osg::GraphicsContext> 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<osg::Image> 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<osg::GraphicsContext> 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
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75005#75005
>
>
>
>
>
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