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/**************************************************************************\
*
* This file is part of the Coin 3D visualization library.
* Copyright (C) 1998-2006 by Systems in Motion. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* ("GPL") version 2 as published by the Free Software Foundation.
* See the file LICENSE.GPL at the root directory of this source
* distribution for additional information about the GNU GPL.
*
* For using Coin with software that can not be combined with the GNU
* GPL, and for taking advantage of the additional benefits of our
* support services, please contact Systems in Motion about acquiring
* a Coin Professional Edition License.
*
* See http://www.coin3d.org/ for more information.
*
* Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY.
* http://www.sim.no/ sales@sim.no coin-support@coin3d.org
*
\**************************************************************************/
/* Simple example that demonstrates how to generate a texture based on
* a rendered scene, using offscreen rendering. Based on glutiv.cpp
* by Morten Eriksen and 09.2.Texture.cpp.in from the Inventor Mentor.
*
* Note: This example uses GLUT, so you do not need to have any of the
* SoGUI libraries installed. If you have a working Coin installation,
* you should be able to build the example as follows:
*
* UNIX:
* coin-config --build glut_tex glut_tex.cpp -lglut3
*
* Windows:
* coin-config --build glut_tex glut_tex.cpp -lglut32
*
* Mac OS X:
*
* export LDFLAGS="-framework GLUT"
* coin-config --build glut_tex glut_tex.cpp
*/
#include <Inventor/SoDB.h>
#include <Inventor/SoSceneManager.h>
#include <Inventor/SoOffscreenRenderer.h>
#include <Inventor/nodes/SoCube.h>
#include <Inventor/nodes/SoTexture2.h>
#include <Inventor/nodes/SoDirectionalLight.h>
#include <Inventor/nodes/SoSeparator.h>
#include <Inventor/nodes/SoMaterial.h>
#include <Inventor/nodes/SoPerspectiveCamera.h>
#include <Inventor/nodes/SoRotationXYZ.h>
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
// ----------------------------------------------------------------------
SoSceneManager * scenemanager;
int glutwin;
static char red_cone_iv[] = {
"#Inventor V2.1 ascii\n\n"
"Separator {\n"
" BaseColor { rgb 0.8 0 0 }\n"
" Rotation { rotation 1 1 0 1.57 }\n"
" Cone { }\n"
"}\n"
};
// ----------------------------------------------------------------------
// Redraw on scenegraph changes.
void
redraw_cb(void * user, SoSceneManager * manager)
{
int idx = (int)user;
glutSetWindow(glutwin);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
scenemanager->render();
glutSwapBuffers();
}
// Redraw on expose events.
void
expose_cb(void)
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
scenemanager->render();
glutSwapBuffers();
}
// Reconfigure on changes to window dimensions.
void
reshape_cb(int w, int h)
{
int idx = glutGetWindow();
scenemanager->setWindowSize(SbVec2s(w, h));
scenemanager->setSize(SbVec2s(w, h));
scenemanager->setViewportRegion(SbViewportRegion(w, h));
scenemanager->scheduleRedraw();
}
// Process the internal Coin queues when idle. Necessary to get the
// animation to work.
void
idle_cb(void)
{
SoDB::getSensorManager()->processTimerQueue();
SoDB::getSensorManager()->processDelayQueue(TRUE);
}
// ----------------------------------------------------------------------
SbBool
generateTextureMap (SoNode *root, SoTexture2 *texture,
short textureWidth, short textureHeight)
{
SbViewportRegion myViewport(textureWidth, textureHeight);
SoOffscreenRenderer::Components comp = SoOffscreenRenderer::RGB;
// Render the scene
SoOffscreenRenderer *myRenderer = new SoOffscreenRenderer(myViewport);
myRenderer->setComponents(comp);
myRenderer->setBackgroundColor(SbColor(0.8, 0.8, 0.0));
if (!myRenderer->render(root)) {
delete myRenderer;
return FALSE;
}
// Generate the texture
texture->image.setValue(SbVec2s(textureWidth, textureHeight), comp,
myRenderer->getBuffer());
delete myRenderer;
return TRUE;
}
SoSeparator *
createScenegraph(void)
{
SoSeparator * texroot = new SoSeparator;
texroot->ref();
SoInput in;
in.setBuffer(red_cone_iv, strlen(red_cone_iv));
SoSeparator * result = SoDB::readAll(&in);
if (result == NULL) { exit(1); }
SoPerspectiveCamera *myCamera = new SoPerspectiveCamera;
SoRotationXYZ *rot = new SoRotationXYZ;
rot->axis = SoRotationXYZ::X;
rot->angle = M_PI_2;
myCamera->position.setValue(SbVec3f(-0.2, -0.2, 2.0));
myCamera->scaleHeight(0.4);
texroot->addChild(myCamera);
texroot->addChild(new SoDirectionalLight);
texroot->addChild(rot);
texroot->addChild(result);
myCamera->viewAll(texroot, SbViewportRegion());
// Generate the texture map
SoTexture2 *texture = new SoTexture2;
texture->ref();
if (generateTextureMap(texroot, texture, 128, 128))
printf ("Successfully generated texture map\n");
else
printf ("Could not generate texture map\n");
texroot->unref();
// Make a scene with a cube and apply the texture to it
SoSeparator * root = new SoSeparator;
root->addChild(texture);
root->addChild(new SoCube);
return root;
}
// ----------------------------------------------------------------------
#ifdef _WIN32
#include <windows.h>
#include <winbase.h>
int
WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine,
int nCmdShow)
#else // UNIX
int
main(int argc, char ** argv)
{
#endif
// initialize Coin and glut libraries
SoDB::init();
#ifdef _WIN32
int argc = 1;
char * argv[] = { "glutiv.exe", (char *) NULL };
glutInit(&argc, argv);
#else
glutInit(&argc, argv);
#endif
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
SoSeparator * root;
root = new SoSeparator;
root->ref();
SoPerspectiveCamera * camera = new SoPerspectiveCamera;
root->addChild(camera);
root->addChild(new SoDirectionalLight);
root->addChild(createScenegraph());
scenemanager = new SoSceneManager;
scenemanager->setRenderCallback(redraw_cb, (void *)1);
scenemanager->setBackgroundColor(SbColor(0.2f, 0.2f, 0.2f));
scenemanager->activate();
camera->viewAll(root, scenemanager->getViewportRegion());
scenemanager->setSceneGraph(root);
glutInitWindowSize(512, 400);
SbString title("Offscreen Rendering");
glutwin = glutCreateWindow(title.getString());
glutDisplayFunc(expose_cb);
glutReshapeFunc(reshape_cb);
// start main loop processing (with an idle callback)
glutIdleFunc(idle_cb);
glutMainLoop();
root->unref();
delete scenemanager;
return 0;
}
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