hey man. Thanks.
I will try your code and keep you updated. Thanks again.


On 11/28/06, Pete Carss <[EMAIL PROTECTED]> wrote:

They say a problem shared is a problem solved. Here's my hackish code
for dome correction, based on osgprerendercubemap. I don't know C++ nor
OSG very well. I'd like to be able to get the camera frustum to take
over from the viewing camera, in terms of being able to fly/steer around
models:

*********************

#include <osgProducer/Viewer>
#include <osgDB/ReadFile>
#include <osg/Projection>
#include <osg/Geometry>
#include <osg/Texture>
#include <osg/TexGen>
#include <osg/Geode>
#include <osg/ShapeDrawable>
#include <osg/PolygonOffset>
#include <osg/CullFace>
#include <osg/TextureCubeMap>
#include <osg/TexMat>
#include <osg/MatrixTransform>
#include <osg/Light>
#include <osg/LightSource>
#include <osg/PolygonOffset>
#include <osg/CullFace>
#include <osg/Material>
//#include <osg/NodePath>
#include <osg/PositionAttitudeTransform>

#include <osg/CameraNode>
#include <osg/TexGenNode>

using namespace osg;


ref_ptr<Group> _create_scene()
{
  ref_ptr<Group> scene = new Group;
  ref_ptr<Geode> geode_1 = new Geode;
  scene->addChild(geode_1.get());

  ref_ptr<Geode> geode_2 = new Geode;
  ref_ptr<MatrixTransform> transform_2 = new MatrixTransform;
  transform_2->addChild(geode_2.get());
  transform_2->setUpdateCallback(new
osg::AnimationPathCallback(Vec3(25, 25, 20), Z_AXIS, inDegrees(-15.0f)));
  scene->addChild(transform_2.get());


  /*ref_ptr<Geode> geode_3 = new Geode;
  ref_ptr<MatrixTransform> transform_3 = new MatrixTransform;
  transform_3->addChild(geode_3.get());
  transform_3->setUpdateCallback(new osg::AnimationPathCallback(Vec3(0,
0, 0), Y_AXIS, inDegrees(-22.5f)));
  scene->addChild(transform_3.get());
*/
  /*
  const float radius = 0.8f;
  const float height = 1.0f;
*/

  ref_ptr<TessellationHints> hints = new TessellationHints;
  hints->setDetailRatio(2.0f);
  ref_ptr<ShapeDrawable> shape;

//load model
       osg::Node* modelNode = osgDB::readNodeFile("test003.osg");
       //scene->addChild(modelNode);
       transform_2->addChild(modelNode);


  // material
  ref_ptr<Material> matirial = new Material;
  matirial->setColorMode(Material::DIFFUSE);
  matirial->setAmbient(Material::BACK, Vec4(1, 1, 1, 1));
  matirial->setSpecular(Material::BACK, Vec4(1, 1, 1, 1));
  matirial->setShininess(Material::BACK, 128.0f);
  scene->getOrCreateStateSet()->setAttributeAndModes(matirial.get(),
StateAttribute::ON);

  return scene;
}

osg::NodePath createReflector()
{
  osg::PositionAttitudeTransform* pat = new
osg::PositionAttitudeTransform;

//pete
  pat->setPosition(osg::Vec3(0.0f,0.0f,0.0f));

pat->setAttitude(osg::Quat(osg::inDegrees(0.0f),osg::Vec3(0.0f,0.0f,1.0f
)));


   Geode* geode_1 = new Geode;
   pat->addChild(geode_1);

  const float radius = 200.0f;
  ref_ptr<TessellationHints> hints = new TessellationHints;
  hints->setDetailRatio(2.0f);
  ShapeDrawable* shape = new ShapeDrawable(new Sphere(Vec3(0.0f, 0.0f,
0.0f), radius * 10.0f), hints.get());
  shape->setColor(Vec4(4.0f, 4.0f, 4.0f, 0.8f));


       //cull front faces
       osg::StateSet* stateset = shape->getOrCreateStateSet();
       osg::CullFace* cullFace = new osg::CullFace();
       cullFace->setMode(osg::CullFace::FRONT);
       stateset->setAttribute(cullFace);
       stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
       stateset->setAttributeAndModes(cullFace, osg::StateAttribute::ON);
       shape->setStateSet(stateset);


       geode_1->addDrawable(shape);

  osg::NodePath NodeList;
  NodeList.push_back(pat);
  NodeList.push_back(geode_1);

  return NodeList;
}

class UpdateCameraAndTexGenCallback : public osg::NodeCallback
{
    public:

        typedef std::vector< osg::ref_ptr<osg::CameraNode> >  CameraList;

        UpdateCameraAndTexGenCallback(osg::NodePath& reflectorNodePath,
CameraList& cameraNodes):
            _reflectorNodePath(reflectorNodePath),
            _cameraNodes(cameraNodes)
        {
        }

        virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
        {
            // first update subgraph to make sure objects are all moved
into postion
            traverse(node,nv);

            // compute the position of the center of the reflector
subgraph
            osg::Matrixd worldToLocal =
osg::computeWorldToLocal(_reflectorNodePath);
            osg::BoundingSphere bs =
_reflectorNodePath.back()->getBound();
            //osg::Vec3 position = bs.center();
               osg::Vec3 position = Vec3(0,0,25);
            typedef std::pair<osg::Vec3, osg::Vec3> ImageData;
            const ImageData id[] =
            {
                ImageData( osg::Vec3( 1,  0,  0), osg::Vec3( 0, -1,  0)
), // +X
                ImageData( osg::Vec3(-1,  0,  0), osg::Vec3( 0, -1,  0)
), // -X
                ImageData( osg::Vec3( 0,  1,  0), osg::Vec3( 0,  0,  1)
), // +Y
                ImageData( osg::Vec3( 0, -1,  0), osg::Vec3( 0,  0, -1)
), // -Y
                ImageData( osg::Vec3( 0,  0,  1), osg::Vec3( 0, -1,  0)
), // +Z
                ImageData( osg::Vec3( 0,  0, -1), osg::Vec3( 0, -1,  0)
)  // -Z
            };

            for(unsigned int i=0;
                i<6 && i<_cameraNodes.size();
                ++i)
            {
                osg::Matrix localOffset;

localOffset.makeLookAt(position,position+id[i].first,id[i].second);

                osg::Matrix viewMatrix = worldToLocal*localOffset;


_cameraNodes[i]->setReferenceFrame(osg::CameraNode::ABSOLUTE_RF);

_cameraNodes[i]->setProjectionMatrixAsFrustum(-1.0,1.0,-1.0,1.0,1.0,
10000.0);
                _cameraNodes[i]->setViewMatrix(viewMatrix);
            }
        }

    protected:

        virtual ~UpdateCameraAndTexGenCallback() {}

        osg::NodePath            _reflectorNodePath;
        CameraList                  _cameraNodes;
};

class TexMatCullCallback : public osg::NodeCallback
{
    public:

        TexMatCullCallback(osg::TexMat* texmat):
            _texmat(texmat)
        {
        }

        virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
        {
            // first update subgraph to make sure objects are all moved
into postion
            traverse(node,nv);

            osgUtil::CullVisitor* cv =
dynamic_cast<osgUtil::CullVisitor*>(nv);
            if (cv)
            {
                osg::Quat quat;
                cv->getModelViewMatrix().get(quat);
                _texmat->setMatrix(osg::Matrix::rotate(quat.inverse()));
            }
        }

    protected:

        osg::ref_ptr<TexMat>    _texmat;
};


osg::Group* createShadowedScene(osg::Node* reflectedSubgraph,
osg::NodePath reflectorNodePath, unsigned int unit, const osg::Vec4&
clearColor, unsigned tex_width, unsigned tex_height,
osg::CameraNode::RenderTargetImplementation renderImplementation)
{

    osg::Group* group = new osg::Group;

    osg::TextureCubeMap* texture = new osg::TextureCubeMap;
    texture->setTextureSize(tex_width, tex_height);

    texture->setInternalFormat(GL_RGB);
    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->setFilter(osg::TextureCubeMap::MIN_FILTER,osg::TextureCubeMap::LINEAR);


texture->setFilter(osg::TextureCubeMap::MAG_FILTER,osg::TextureCubeMap::LINEAR);

    // set up the render to texture cameras.
    UpdateCameraAndTexGenCallback::CameraList cameraNodes;

//pete's
   //osg::PositionAttitudeTransform* driverOffsetPAT = new
osg::PositionAttitudeTransform();
   //driverOffsetPAT->setPosition(osg::Vec3(0,-15,4));
   //driverOffsetPAT->setAttitude( osg::Quat(
osg::DegreesToRadians(-5.0f), osg::Vec3(1,0,0) ) );

    for(unsigned int i=0; i<6; ++i)
    {
        // create the camera
        osg::CameraNode* camera = new osg::CameraNode;

       //clearColor=Vec4(0, 0, 0, 0);

        camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        camera->setClearColor(clearColor); // clearColor of inner model

        // set viewport
        camera->setViewport(0,0,tex_width,tex_height);

        // set the camera to render before the main camera.
        camera->setRenderOrder(osg::CameraNode::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::CameraNode::COLOR_BUFFER, texture, 0, i);

        // add subgraph to render
        camera->addChild(reflectedSubgraph);

       //driverOffsetPAT->addChild(camera);
       //camera->addChild(driverOffsetPAT);

        group->addChild(camera);

        cameraNodes.push_back(camera);
    }


// Declare a transform accumulator to retrieve world coordinates
   // of the driver transform.
  //transformAccumulator* driverWorldCoords = new transformAccumulator();
  //driverWorldCoords->attachToGroup(driverOffsetPAT);



    // create the texgen node to project the tex coords onto the subgraph
    osg::TexGenNode* texgenNode = new osg::TexGenNode;
    //texgenNode->getTexGen()->setMode(osg::TexGen::REFLECTION_MAP);
       texgenNode->getTexGen()->setMode(osg::TexGen::NORMAL_MAP);
    texgenNode->setTextureUnit(unit);
    group->addChild(texgenNode);

    // set the reflected subgraph so that it uses the texture and tex
gen settings.
    {
        osg::Node* reflectorNode = reflectorNodePath.front();
        group->addChild(reflectorNode);

        osg::StateSet* stateset = reflectorNode->getOrCreateStateSet();


stateset->setTextureAttributeAndModes(unit,texture,osg::StateAttribute::ON);

stateset->setTextureMode(unit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON);

stateset->setTextureMode(unit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON);

stateset->setTextureMode(unit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON);

stateset->setTextureMode(unit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);

        osg::TexMat* texmat = new osg::TexMat;


stateset->setTextureAttributeAndModes(unit,texmat,osg::StateAttribute::ON);

        reflectorNode->setCullCallback(new TexMatCullCallback(texmat));
    }

    // add the reflector scene to draw just as normal
    //group->addChild(reflectedSubgraph);




    // set an update callback to keep moving the camera and tex gen in
the right direction.
    group->setUpdateCallback(new
UpdateCameraAndTexGenCallback(reflectorNodePath, cameraNodes));


    return group;
}


int main(int argc, char** argv)
{
    // use an ArgumentParser object to manage the program arguments.
    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 using of GL_ARB_shadow extension
implemented in osg::Texture class");

arguments.getApplicationUsage()->setCommandLineUsage(
arguments.getApplicationName());
    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
seperate 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");







    osgProducer::Viewer viewer(arguments);

    // set up the value with sensible default event handlers.
    viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
    //viewer.setUpViewer(osgProducer::Viewer::VIEWER_MANIPULATOR);
    // get details on keyboard and mouse bindings used by the viewer.
    viewer.getUsage(*arguments. getApplicationUsage());
    //viewer.setClearColor(Vec4(0, 0, 0, 0));

    // if user request help write it out to cout.
    if (arguments.read("-h") || arguments.read("--help"))
    {
        arguments.getApplicationUsage()->write(std::cout);
        return 1;
    }

    unsigned tex_width = 512;
    unsigned tex_height = 512;
    while (arguments.read("--width", tex_width)) {}
    while (arguments.read("--height", tex_height)) {}

    osg::CameraNode::RenderTargetImplementation renderImplementation =
osg::CameraNode::FRAME_BUFFER_OBJECT;

    while (arguments.read("--fbo")) { renderImplementation =
osg::CameraNode::FRAME_BUFFER_OBJECT; }
    while (arguments.read("--pbuffer")) { renderImplementation =
osg::CameraNode::PIXEL_BUFFER; }
    while (arguments.read("--fb")) { renderImplementation =
osg::CameraNode::FRAME_BUFFER; }
    while (arguments.read("--window")) { renderImplementation =
osg::CameraNode::SEPERATE_WINDOW; }


    // any option left unread are converted into errors to write out
later.
    arguments.reportRemainingOptionsAsUnrecognized();

    // report any errors if they have occured when parsing the program
aguments.
    if (arguments.errors())
    {
      arguments.writeErrorMessages(std::cout);
      return 1;
    }

    ref_ptr<MatrixTransform> scene = new MatrixTransform;

//scene->setMatrix(osg::Matrix::rotate(osg::DegreesToRadians(125.0),1.0,
0.0,0.0));

    ref_ptr<Group> reflectedSubgraph = _create_scene();
    if (!reflectedSubgraph.valid()) return 1;

    ref_ptr<Group> reflectedScene =
createShadowedScene(reflectedSubgraph.get(), createReflector(), 0,
viewer.getClearColor(),
                                                        tex_width,
tex_height, renderImplementation);

    scene->addChild(reflectedScene.get());
       viewer.setClearColor(Vec4(0, 0, 0, 1));
    viewer.setSceneData(scene.get());

    // create the windows and run the threads.
    viewer.realize();

    while (!viewer.done())
    {
      // wait for all cull and draw threads to complete.
      viewer.sync();

      // update the scene by traversing it with the the update visitor
which will
      // call all node update callbacks and animations.
      viewer.update();

      // fire off the cull and draw traversals of the scene.
      viewer.frame();
    }

    // wait for all cull and draw threads to complete before exit.
    viewer.sync();

    return 0;
}


*********************

Pete


Robert Osfield wrote:
> Hi Akhtar,
>
> For future reference, I will be undertaking some work early next year
> to add support for dome correction to the OSG.
>
> This doesn't solve your task right now, but it will provide a standard
> OSG solution in the not too distant future.
>
> Robert.
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/


--
Pete Carss - Research Assistant, Immersive Vision
[ i ][>][...] - Institute of Digital Art and Technology
CETL (Centre for Excellence in Teaching & Learning)
Experiential Learning in Environmental & Natural Sciences
University of Plymouth, Drake Circus, Plymouth, PL4 8AA, Devon, UK
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