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

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Malcolm Pigott

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Jan 20, 2017, 5:10:47 PM1/20/17
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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.
*
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* of this software and associated documentation files (the "Software"), to deal
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* furnished to do so, subject to the following conditions:
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* 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
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*/

#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


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Robert Osfield

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Jan 21, 2017, 9:48:59 AM1/21/17
to OpenSceneGraph Users
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

Malcolm Pigott

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Jan 21, 2017, 2:16:16 PM1/21/17
to osg-...@lists.openscenegraph.org
It's not the prerender camera that's not being drawn, it's the geometry under the Ortho2D camera - the "overlay".

When drawn "normally", i.e. with the scene node being the loadedModel, all is well.

However, when the loadedModel is a subgraph to the PRE_RENDER camera, the Ortho2D does not appear. It may well be being drawn, but isn't visible.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70029#70029

Robert Osfield

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Jan 22, 2017, 6:17:56 AM1/22/17
to OpenSceneGraph Users
Hi Malcom,

Does your PRE_RENDER Camera not render to a texture that you attached
to it? When you render to a texture the texture becomes the frame
buffer for the rendering of that cameras subgraph, there will be no
output to the main frame buffer.

Robert.

On 21 January 2017 at 19:17, Malcolm Pigott

Malcolm Pigott

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Jan 22, 2017, 11:17:27 AM1/22/17
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Hi Robert,

Yes, it does, as per your example. However, the content which is drawn under an additional camera with an Ortho2D projections does not appear when the scene is rendered via the render to texture route, utilising the PRE_RENDER camera.

The quoted and attached code in the orginal post is a working example showing the problem. Alas, to render directly to the frame buffer requires changing the bool PreRender to false, either in the code or via the debugger.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70031#70031
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