2012-06-08 1 views
1

외부 장치 비디오에서 프레임을 캡처하여 openSceneGraph 노드에서 렌더링해야하는 프로젝트 작업 중입니다. 나는 또한 GLSL 셰이더를 사용하고있다. 하지만 런타임에 텍스처를 업데이트하는 방법을 모르겠습니다. 다른 유니폼에 대해서는 콜백을해야하지만 glsl 및 openSceneGraph에서 샘플러에 대한 콜백을 수행해야합니까?OpenSceneGraph에서 런타임에 텍스처 업데이트하기

내 코드는 다음과 같습니다. 지금 내가 바라는 건 검은 창 뿐이야.

osg::ref_ptr<osg::Geometry> pictureQuad = osg::createTexturedQuadGeometry(osg::Vec3(0.0f,0.0f,0.0f), 
    osg::Vec3(_deviceNameToImageFrameMap[deviceName].frame->s(),0.0f,0.0f), osg::Vec3(0.0f,0.0f,_deviceNameToImageFrameMap[deviceName].frame->t()), 
    0.0f, 1.0f,_deviceNameToImageFrameMap[deviceName].frame->s(), _deviceNameToImageFrameMap[deviceName].frame->t()); 

    //creating texture and setting up parameters for video frame 
    osg::ref_ptr<osg::TextureRectangle> myTex= new osg::TextureRectangle(_deviceNameToImageFrameMap[deviceName].frame.get()); 
    myTex->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR); 
    myTex->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR); 
    myTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); 
    myTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); 



    _videoSourceNameToNodeMap[sourceName].geode = new osg::Geode(); 
    _videoSourceNameToNodeMap[sourceName].geode->setDataVariance(osg::Object::DYNAMIC); 
    _videoSourceNameToNodeMap[sourceName].geode->addDrawable(pictureQuad.get()); 

    //apply texture to node 
    _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->setTextureAttributeAndModes(0, myTex.get(), osg::StateAttribute::ON); 
    _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); 
    _videoSourceNameToNodeMap[sourceName].geode->setDataVariance(osg::Object::DYNAMIC); 

    //Set uniform sampler 
    osg::Uniform* srcFrame = new osg::Uniform(osg::Uniform::SAMPLER_2D, "srcFrame"); 
    srcFrame->set(0); 
    //Set Uniform Alpha 
    osg::Uniform* alpha = new osg::Uniform(osg::Uniform::FLOAT, "alpha"); 
    alpha->set(.5f); 
    alpha->setUpdateCallback(new ExampleCallback()); 

    //Enable blending 
    _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON); 
    //Adding blend function to node 
    osg::BlendFunc *bf = new osg::BlendFunc(); 
    bf->setFunction(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 
    _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->setAttributeAndModes(bf); 

    //apply shader to quad 
    _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->setAttributeAndModes(program, osg::StateAttribute::ON); 
    //add Uniform to shader 
    _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->addUniform(srcFrame); 
    _videoSourceNameToNodeMap[sourceName].geode->getOrCreateStateSet()->addUniform(alpha); 

답변

1

그냥 image->dirty()를 호출하고 해당 이미지를 사용하는 모든 텍스처는 당신이 기본 함수로이 bf->setFunction(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);을 수행 할 필요가 없습니다 자동으로

0

업데이트됩니다.