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OpenSceneGraph Discussion :

réflexion sur un mirroir en temps réel en osg


Sujet :

OpenSceneGraph

  1. #1
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    Par défaut réflexion sur un mirroir en temps réel en osg
    bonjour,

    je veux introduire un miroir (mobile) dans une scène qui comporte un objet mobile + un objet fixe.. donc je veux a chaque fois que mon miroir bouge il reflète une image selon son orientation et sa position.

    merci d'avance pour votre aide...

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    Par défaut
    Bonjour,

    Il n'y a rien a ma connaissance dans OSG pour gérer des reflets, il faut jouer avec les propriété d'OpenGl à travers OSG je pense. (récupérer le buffer de rendu, et le réappliquer sous forme de texture dans le mirroir chaue frame, peut etre un truc dans ce genre là ? )

    Navré, mais mon champ de compétences s'arrete là.
    "le langage C permet de tout faire, y compris se tirer dans le pied. Le langage C++ permet de tout faire, y compris se tirer dans le pied - et réutiliser la balle"

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    Par défaut
    Ouais, pour une fois c'est moi qui donne la réponse
    Règle n°1 du programmeur : tu lira la doc.
    Règle n°1 du programmeur fatigué : tu compilera les exemples.

    Il y a un exemple qui s'appelle osgreflect

    Nom : 377335.jpg
Affichages : 137
Taille : 3,0 Ko

    Code : Sélectionner tout - Visualiser dans une fenêtre à part
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    /* OpenSceneGraph example, osgreflect.
    *
    *  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/Node>
    #include <osg/Geometry>
    #include <osg/Geode>
    #include <osg/Notify>
    #include <osg/MatrixTransform>
    #include <osg/Texture2D>
    #include <osg/BlendFunc>
    #include <osg/Stencil>
    #include <osg/ColorMask>
    #include <osg/Depth>
    #include <osg/ClipNode>
    #include <osg/AnimationPath>
     
    #include <osgDB/ReadFile>
    #include <osgDB/WriteFile>
     
    #include <osgUtil/Optimizer>
    #include <osgViewer/Viewer>
     
    #include <iostream>
     
    //
    // A simple demo demonstrating planar reflections using multiple renderings 
    // of a subgraph, overriding of state attribures and use of the stencil buffer.
    //
    // The multipass system implemented here is a variation if Mark Kilgard's
    // paper "Improving Shadows and Reflections via the Stencil Buffer" which
    // can be found on the developer parts of the NVidia web site.
    //
    // The variations comes from the fact that the mirrors stencil values
    // are done on the first pass, rather than the second as in Mark's paper.
    // The second pass is now Mark's first pass - drawing the unreflected scene,
    // but also unsets the stencil buffer.  This variation stops the unreflected
    // world poking through the mirror to be seen in the final rendering and
    // also obscures the world correctly when on the reverse side of the mirror.
    // Although there is still some unresolved issue with the clip plane needing
    // to be flipped when looking at the reverse side of the mirror.  Niether
    // of these issues are mentioned in the Mark's paper, but trip us up when
    // we apply them. 
     
     
    osg::StateSet* createMirrorTexturedState(const std::string& filename)
    {
        osg::StateSet* dstate = new osg::StateSet;
        dstate->setMode(GL_CULL_FACE,osg::StateAttribute::OFF|osg::StateAttribute::PROTECTED);
     
        // set up the texture.
        osg::Image* image = osgDB::readImageFile(filename.c_str());
        if (image)
        {
            osg::Texture2D* texture = new osg::Texture2D;
            texture->setImage(image);
            dstate->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON|osg::StateAttribute::PROTECTED);
        }
     
        return dstate;
    }
     
     
    osg::Drawable* createMirrorSurface(float xMin,float xMax,float yMin,float yMax,float z)
    {
     
        // set up the drawstate.
     
        // set up the Geometry.
        osg::Geometry* geom = new osg::Geometry;
     
        osg::Vec3Array* coords = new osg::Vec3Array(4);
        (*coords)[0].set(xMin,yMax,z);
        (*coords)[1].set(xMin,yMin,z);
        (*coords)[2].set(xMax,yMin,z);
        (*coords)[3].set(xMax,yMax,z);
        geom->setVertexArray(coords);
     
        osg::Vec3Array* norms = new osg::Vec3Array(1);
        (*norms)[0].set(0.0f,0.0f,1.0f);
        geom->setNormalArray(norms);
        geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
     
        osg::Vec2Array* tcoords = new osg::Vec2Array(4);
        (*tcoords)[0].set(0.0f,1.0f);
        (*tcoords)[1].set(0.0f,0.0f);
        (*tcoords)[2].set(1.0f,0.0f);
        (*tcoords)[3].set(1.0f,1.0f);
        geom->setTexCoordArray(0,tcoords);
     
        osg::Vec4Array* colours = new osg::Vec4Array(1);
        (*colours)[0].set(1.0f,1.0f,1.0,1.0f);
        geom->setColorArray(colours);
        geom->setColorBinding(osg::Geometry::BIND_OVERALL);
     
        geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
     
        return geom;
    }
     
    osg::Node* createMirroredScene(osg::Node* model)
    {
     
        // calculate where to place the mirror according to the
        // loaded models bounding sphere.
        const osg::BoundingSphere& bs = model->getBound();
     
        float width_factor = 1.5;
        float height_factor = 0.3;
     
        float xMin = bs.center().x()-bs.radius()*width_factor;
        float xMax = bs.center().x()+bs.radius()*width_factor;
        float yMin = bs.center().y()-bs.radius()*width_factor;
        float yMax = bs.center().y()+bs.radius()*width_factor;
     
        float z = bs.center().z()-bs.radius()*height_factor;
     
     
        // create a textured, transparent node at the appropriate place.
        osg::Drawable* mirror = createMirrorSurface(xMin,xMax,yMin,yMax,z);
     
     
        osg::MatrixTransform* rootNode = new osg::MatrixTransform;
        rootNode->setMatrix(osg::Matrix::rotate(osg::inDegrees(45.0f),1.0f,0.0f,0.0f));
     
        // make sure that the global color mask exists.
        osg::ColorMask* rootColorMask = new osg::ColorMask;
        rootColorMask->setMask(true,true,true,true);        
     
        // set up depth to be inherited by the rest of the scene unless
        // overrideen. this is overridden in bin 3.
        osg::Depth* rootDepth = new osg::Depth;
        rootDepth->setFunction(osg::Depth::LESS);
        rootDepth->setRange(0.0,1.0);
     
        osg::StateSet* rootStateSet = new osg::StateSet();        
        rootStateSet->setAttribute(rootColorMask);
        rootStateSet->setAttribute(rootDepth);
     
        rootNode->setStateSet(rootStateSet);
     
     
        // bin1  - set up the stencil values and depth for mirror.
        {
     
            // set up the stencil ops so that the stencil buffer get set at
            // the mirror plane 
            osg::Stencil* stencil = new osg::Stencil;
            stencil->setFunction(osg::Stencil::ALWAYS,1,~0u);
            stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::REPLACE);
     
            // switch off the writing to the color bit planes.
            osg::ColorMask* colorMask = new osg::ColorMask;
            colorMask->setMask(false,false,false,false);
     
            osg::StateSet* statesetBin1 = new osg::StateSet();        
            statesetBin1->setRenderBinDetails(1,"RenderBin");
            statesetBin1->setMode(GL_CULL_FACE,osg::StateAttribute::OFF);
            statesetBin1->setAttributeAndModes(stencil,osg::StateAttribute::ON);
            statesetBin1->setAttribute(colorMask);
     
            // set up the mirror geode.
            osg::Geode* geode = new osg::Geode;
            geode->addDrawable(mirror);
            geode->setStateSet(statesetBin1);
     
            rootNode->addChild(geode);
     
        }
     
        // bin one - draw scene without mirror or reflection, unset 
        // stencil values where scene is infront of mirror and hence
        // occludes the mirror. 
        {        
            osg::Stencil* stencil = new osg::Stencil;
            stencil->setFunction(osg::Stencil::ALWAYS,0,~0u);
            stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::REPLACE);
     
            osg::StateSet* statesetBin2 = new osg::StateSet();        
            statesetBin2->setRenderBinDetails(2,"RenderBin");
            statesetBin2->setAttributeAndModes(stencil,osg::StateAttribute::ON);
     
     
            osg::Group* groupBin2 = new osg::Group();
            groupBin2->setStateSet(statesetBin2);
            groupBin2->addChild(model);
     
            rootNode->addChild(groupBin2);
        }
     
        // bin3  - set up the depth to the furthest depth value
        {
     
            // set up the stencil ops so that only operator on this mirrors stencil value.
            osg::Stencil* stencil = new osg::Stencil;
            stencil->setFunction(osg::Stencil::EQUAL,1,~0u);
            stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
     
            // switch off the writing to the color bit planes.
            osg::ColorMask* colorMask = new osg::ColorMask;
            colorMask->setMask(false,false,false,false);
     
            // set up depth so all writing to depth goes to maximum depth.
            osg::Depth* depth = new osg::Depth;
            depth->setFunction(osg::Depth::ALWAYS);
            depth->setRange(1.0,1.0);
     
            osg::StateSet* statesetBin3 = new osg::StateSet();
            statesetBin3->setRenderBinDetails(3,"RenderBin");
            statesetBin3->setMode(GL_CULL_FACE,osg::StateAttribute::OFF);
            statesetBin3->setAttributeAndModes(stencil,osg::StateAttribute::ON);
            statesetBin3->setAttribute(colorMask);
            statesetBin3->setAttribute(depth);
     
            // set up the mirror geode.
            osg::Geode* geode = new osg::Geode;
            geode->addDrawable(mirror);
            geode->setStateSet(statesetBin3);
     
            rootNode->addChild(geode);
     
        }
     
        // bin4  - draw the reflection.
        {
     
            // now create the 'reflection' of the loaded model by applying
            // create a Transform which flips the loaded model about the z axis
            // relative to the mirror node, the loadedModel is added to the
            // Transform so now appears twice in the scene, but is shared so there
            // is negligable memory overhead.  Also use an osg::StateSet 
            // attached to the Transform to override the face culling on the subgraph
            // to prevert an 'inside' out view of the reflected model.
            // set up the stencil ops so that only operator on this mirrors stencil value.
     
     
     
            // this clip plane removes any of the scene which when mirror would
            // poke through the mirror.  However, this clip plane should really
            // flip sides once the eye point goes to the back of the mirror...
            osg::ClipPlane* clipplane = new osg::ClipPlane;
            clipplane->setClipPlane(0.0,0.0,-1.0,z);
            clipplane->setClipPlaneNum(0);
     
            osg::ClipNode* clipNode = new osg::ClipNode;
            clipNode->addClipPlane(clipplane);
     
     
            osg::StateSet* dstate = clipNode->getOrCreateStateSet();
            dstate->setRenderBinDetails(4,"RenderBin");
            dstate->setMode(GL_CULL_FACE,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
     
            osg::Stencil* stencil = new osg::Stencil;
            stencil->setFunction(osg::Stencil::EQUAL,1,~0u);
            stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
            dstate->setAttributeAndModes(stencil,osg::StateAttribute::ON);
     
            osg::MatrixTransform* reverseMatrix = new osg::MatrixTransform;
            reverseMatrix->setStateSet(dstate);
            reverseMatrix->preMult(osg::Matrix::translate(0.0f,0.0f,-z)*
                         osg::Matrix::scale(1.0f,1.0f,-1.0f)*
                         osg::Matrix::translate(0.0f,0.0f,z));
     
            reverseMatrix->addChild(model);
     
            clipNode->addChild(reverseMatrix);
     
            rootNode->addChild(clipNode);
     
        }
     
     
        // bin5  - draw the textured mirror and blend it with the reflection.
        {
     
            // set up depth so all writing to depth goes to maximum depth.
            osg::Depth* depth = new osg::Depth;
            depth->setFunction(osg::Depth::ALWAYS);
     
            osg::Stencil* stencil = new osg::Stencil;
            stencil->setFunction(osg::Stencil::EQUAL,1,~0u);
            stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::ZERO);
     
            // set up additive blending.
            osg::BlendFunc* trans = new osg::BlendFunc;
            trans->setFunction(osg::BlendFunc::ONE,osg::BlendFunc::ONE);
     
            osg::StateSet* statesetBin5 = createMirrorTexturedState("Images/tank.rgb");
     
            statesetBin5->setRenderBinDetails(5,"RenderBin");
            statesetBin5->setMode(GL_CULL_FACE,osg::StateAttribute::OFF);
            statesetBin5->setAttributeAndModes(stencil,osg::StateAttribute::ON);
            statesetBin5->setAttributeAndModes(trans,osg::StateAttribute::ON);
            statesetBin5->setAttribute(depth);
     
            // set up the mirror geode.
            osg::Geode* geode = new osg::Geode;
            geode->addDrawable(mirror);
            geode->setStateSet(statesetBin5);
     
            rootNode->addChild(geode);
     
        }
     
        return rootNode;
    }
     
     
    /////////////////////////////////////////////////////////////////////////////////////////////////////////
    //
    // create the viewer
    // load a model
    // decoate the model so it renders using a multipass stencil buffer technique for planar reflections.
    // release the viewer
    // run main loop.
    //
    int main( int argc, char **argv )
    {
        // use an ArgumentParser object to manage the program arguments.
        osg::ArgumentParser arguments(&argc,argv);
     
        // construct the viewer.
        osgViewer::Viewer viewer;
     
        // read the scene from the list of file specified commandline args.
        osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
     
        // if not loaded assume no arguments passed in, try use default mode instead.
        if (!loadedModel) loadedModel = osgDB::readNodeFile("cessna.osgt");
     
        // if no model has been successfully loaded report failure.
        if (!loadedModel) 
        {
            std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
            return 1;
        }
     
     
        // optimize the scene graph, remove redundant nodes and state etc.
        osgUtil::Optimizer optimizer;
        optimizer.optimize(loadedModel.get());
     
        // add a transform with a callback to animate the loaded model.
        osg::ref_ptr<osg::MatrixTransform> loadedModelTransform = new osg::MatrixTransform;
        loadedModelTransform->addChild(loadedModel.get());
     
        osg::ref_ptr<osg::NodeCallback> nc = new osg::AnimationPathCallback(loadedModelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f));
        loadedModelTransform->setUpdateCallback(nc.get());
     
     
        // finally decorate the loaded model so that it has the required multipass/bin scene graph to do the reflection effect.
        osg::ref_ptr<osg::Node> rootNode = createMirroredScene(loadedModelTransform.get());
     
        // set the scene to render
        viewer.setSceneData(rootNode.get());
     
        // hint to tell viewer to request stencil buffer when setting up windows
        osg::DisplaySettings::instance()->setMinimumNumStencilBits(8);
     
        //osgDB::writeNodeFile(*rootNode, "test.osgt");
     
        return viewer.run();
     
    }

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