Canvas view camera element: Difference between revisions

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|name        = Canvas Camera Views
|name        = Canvas Camera Views
|started    = 08/2016 (prototyped by F-JJTH)
|started    = 08/2016 (prototyped by F-JJTH)
|description = adds support for rendering slave scenery views to a FBO/RTT (texture)
|description = adds support for rendering slave scenery views to a FBO/RTT (offscreen-texture)
|status      = experimental/known issues (being prepared for review/integration)
|status      = experimental/known issues (being prepared for review/integration)
|maintainers = none
|maintainers = none
|developers  = F-JJTH, Icecode GL, Hooray, Stuart (review <ref>{{cite web
|developers  = F-JJTH, Icecode GL, Hooray, cyrfer <ref>{{cite web  |url    =  https://forum.flightgear.org/viewtopic.php?p=320012#p320012  |title  =  <nowiki> Re: getting started with RTT </nowiki>  |author =  <nowiki> cyrfer </nowiki>  |date  =  Oct 5th, 2017  |added  =  Oct 5th, 2017  |script_version = 0.36  }}</ref><ref>{{cite web  |url    =  https://forum.flightgear.org/viewtopic.php?p=324494#p324494  |title  =  <nowiki> Re: Canvas:View development </nowiki>  |author =  <nowiki> cyrfer </nowiki>  |date  =  Dec 14th, 2017  |added  =  Dec 14th, 2017  |script_version = 0.36  }}</ref>, Stuart (review <ref>{{cite web
   |url    =  https://forum.flightgear.org/viewtopic.php?p=317967#p317967  
   |url    =  https://forum.flightgear.org/viewtopic.php?p=317967#p317967  
   |title  =  <nowiki> Re: Gear view in cockpit computer </nowiki>  
   |title  =  <nowiki> Re: Gear view in cockpit computer </nowiki>  
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   |script_version = 0.40  
   |script_version = 0.40  
   }}</ref>)
   }}</ref>)
<!--
|topic-sg = https://sourceforge.net/u/fgarlin/simgear/
-->
}}
}}


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== Summary ==
== Summary ==
{{Main article|Compositor}}


Several aircraft developers have manifested their interest in being able to render to a texture (RTT) {{Wikipedia|Render target}} and use it inside cockpits as mirrors, external cameras (so called tail cams) and other uses. Effects and shaders developers have also reached a point where ignoring RTT is a waste of resources and a limitating factor when creating new effects. Although this Canvas element is directed mainly towards the first need, it is a first step forward in terms of finally exposing Render To Texture capabilities to non-C++ space too.
Several aircraft developers have manifested their interest in being able to render to a texture (RTT) {{Wikipedia|Render target}} and use it inside cockpits as mirrors, external cameras (so called tail cams) and other uses. Effects and shaders developers have also reached a point where ignoring RTT is a waste of resources and a limitating factor when creating new effects. Although this Canvas element is directed mainly towards the first need, it is a first step forward in terms of finally exposing Render To Texture capabilities to non-C++ space too.
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* Mirrors
* Mirrors
* In-sim view configuration
* In-sim view configuration
* On demand creation of views and windows
* On demand creation of views and windows (e.g. [[FGCamera]] previews)
* Prototyping/testing HUDs or PFDs requiring synthetic terrain to work properly
* Prototyping/testing HUDs or PFDs requiring synthetic terrain to work properly


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| [[File:Canvas-view-element-prototype-by-icecode gl.png|thumb|upright|[[Canvas]] gui dialog with a custom canvas element to display view manager views (based on code prototyped by F-JJTH)]]
| [[File:Canvas-view-element-prototype-by-icecode gl.png|thumb|upright|[[Canvas]] gui dialog with a custom canvas element to display view manager views (based on code prototyped by F-JJTH)]]
|}
|}
== Getting involved ==
Icecode GL has been quite interested in this subject lately. [...] For shader support it'd use the current effects framework, and to display stuff on the screen it'd either use Canvas or a OSG window directly.If you are interested feel free to contact him so he can share with you some code and pointers/ideas that he's been collecting along the way. I guess that'd be better than starting from zero.<ref>{{cite web  |url    =  https://forum.flightgear.org/viewtopic.php?p=320025#p320025  |title  =  <nowiki> Re: getting started with RTT </nowiki>  |author =  <nowiki> Icecode GL </nowiki>  |date  =  Oct 5th, 2017  |added  =  Oct 5th, 2017  |script_version = 0.36  }}</ref>
The Canvas system is currently constrained to being 2D specific, i.e. to be useful for any of the "3d scene" stuff you're interested in, you'd need to read up on adding new/custom elements - e.g. those useful for 3d stuff, and effects/shaders specifically.As Icecode GL mentioned, this is something that he's been tinkering with lately. Like he also mentioned, based on Zan's groundwork (newcameras), we are looking at exposing a similar degree of flexibility via the Canvas system by introducing new elements and/or additional "modes".For starters, this will probably only involve a new view-manager based Canvas view to render a slave scenery view to a Canvas texture. The next incarnation may include effects/shader support to customie such a slave view.Besides, it would also be possible to render a totally independent scene/osg::Node - which is something that we once prototyped to load 3D models from disk and rotate/transform those using an osg::PositionAttitudeTransformMatrix
[[Howto:Extending Canvas to support rendering 3D models]]
[[File:Canvas-model-element-rotated.png|right|250px]] <ref>{{cite web  |url    =  https://forum.flightgear.org/viewtopic.php?p=320105#p320105  |title  =  <nowiki> Re: getting started with RTT </nowiki>  |author =  <nowiki> Hooray </nowiki>  |date  =  Oct 7th, 2017  |added  =  Oct 7th, 2017  |script_version = 0.36  }}</ref>


== Implementation details / for the reviewer ==
== Implementation details / for the reviewer ==
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{{Note|This section provides a rough overview for the potentiaal reviewer, which is also intended to be used as the commit message when/if this should get committed}}
{{Note|This section provides a rough overview for the potentiaal reviewer, which is also intended to be used as the commit message when/if this should get committed}}


This set of patches (touching SimGear and fgdata) implements a new <code>Canvas::Element</code> by creating a sub-class named <code>Canvas::View</code>. The meat of it is in the constructor, i.e. <code>Canvas::View::View()</code>, where an off-screen camera (RTT/FBO) is set up, the FGCanvasSystemAdapter file has been extended to provide access to the FlightGear view manager to compute/obtain the view-specific view matrix, which is then used by the view element to update the offscreen camera in Canvas::View::update() accordingly.  
This set of patches (touching SimGear and fgdata) implements a new <code>Canvas::Element</code> by creating a sub-class named <code>Canvas::View</code>. The meat of it is in the constructor, i.e. <code>Canvas::View::View()</code>, where an off-screen camera (RTT/FBO) is set up, the FGCanvasSystemAdapter file has been extended to provide access to the FlightGear view manager to compute/obtain the view-specific view matrix, which is then used by this new canvas view element to update the offscreen camera in Canvas::View::update() accordingly.  
 
BTW: This is also a good way to stress-test the renderer, as new cameras can be easily added to the scene at runtime, so that the impact of doing so can be easily measured.
 
the patch is experimental, it will basically look up a view and dynamically add a slave camera to the renderer that renders the whole thing to a Canvas, a Canvas is a fancy word for a RTT/FBO context in FlightGear that can be updated by using a property-based API built on top of the property tree in the form of events/signals that are represented via listeners.Which is to say each Canvas has a handful of well-defined property names (and types) that it is watching to handle "events" - think stuff like changing the sie/view port etc. And then there is a single top-level root group, which serves as the top-level element to keep other Canvas elements.A Canvas element is nothing more than a rendering primitive that the Canvas system can handle - e.g. stuff like a raster image can be added to a Canvas group, a text string/font, and 2D drawing primitives in the form of OpenVG instrutions mapped to ShivaVG. And that's basically about it (with a few exceptions that handle use-case specific stuff like 2D mapping/charts).Apart from that, the main thing to keep in mind is that a Canvas is really just a FBO - i.e. an invisible RTT context - to become actually visible, you need to add a so called "placement" - this tells the rendering engine to look up a certain canvas and add it to the scene/cockpit or the GUI (dialogs/windows).So far, all of this is handled using native code that watches the global /canvas tree in the property tree - there is a canvas manager that handles events and passes them onto the corresponding canvas instance and its child elements.Realistically, all Canvas textures are however instantiated/updated using scripting space hooks that end up writing to the corresponding properties in the global property tree, this makes it much easier to manipulate a canvas/element, because you don't need to do any low-level getprop/setprop stuff, but can directly use an element specific API.<ref>{{cite web  |url    =  https://forum.flightgear.org/viewtopic.php?p=320105#p320105  |title  =  <nowiki> Re: getting started with RTT </nowiki>  |author =  <nowiki> Hooray </nowiki>  |date  =  Oct 7th, 2017  |added  =  Oct 7th, 2017  |script_version = 0.36  }}</ref>


This is also a good way to stress-test the renderer, as new cameras can be easily added to the scene at runtime, so that the impact of doing so can be easily measured.


To actually test the new element using the [[Nasal Console]] and paste the following snippet of code into it:
To actually test the new element using the [[Nasal Console]], paste the following snippet of code into it:


<syntaxhighlight lang="nasal">
<syntaxhighlight lang="nasal">
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   |script_version = 0.40  
   |script_version = 0.40  
   }}</ref>
   }}</ref>
 
* check if '''CullThreadPerCameraDrawThreadPerContext''' works, see [[Howto:Activate multi core and multi GPU support]]
== C++ ==
The following is the boilerplate code neede to add a new element to the Canvas system inheriting from the Canvas::Image class, i.e. an element having its own allocated Image/texture buffer, which is what we can use to render a camera into it:
 
<syntaxhighlight lang="diff">
 
diff --git a/simgear/canvas/elements/CMakeLists.txt b/simgear/canvas/elements/CMakeLists.txt
index 2b537c0..4eb1e95 100644
--- a/simgear/canvas/elements/CMakeLists.txt
+++ b/simgear/canvas/elements/CMakeLists.txt
@@ -7,6 +7,7 @@ set(HEADERS
  CanvasMap.hxx
  CanvasPath.hxx
  CanvasText.hxx
+  CanvasView.hxx
)
set(DETAIL_HEADERS
@@ -20,6 +21,7 @@ set(SOURCES
  CanvasMap.cxx
  CanvasPath.cxx
  CanvasText.cxx
+  CanvasView.cxx
)
simgear_scene_component(canvas-elements canvas/elements "${SOURCES}" "${HEADERS}")
@@ -28,4 +30,4 @@ simgear_component(canvas-elements/detail canvas/elements/detail "" "${DETAIL_HEA
add_boost_test(canvas_element
  SOURCES canvas_element_test.cpp
  LIBRARIES ${TEST_LIBS}
-)
\ No newline at end of file
+)
diff --git a/simgear/canvas/elements/CanvasGroup.cxx b/simgear/canvas/elements/CanvasGroup.cxx
index c753c2e..5d2585e 100644
--- a/simgear/canvas/elements/CanvasGroup.cxx
+++ b/simgear/canvas/elements/CanvasGroup.cxx
@@ -23,6 +23,8 @@
#include "CanvasMap.hxx"
#include "CanvasPath.hxx"
#include "CanvasText.hxx"
+#include "CanvasView.hxx"
+
#include <simgear/canvas/CanvasEventVisitor.hxx>
#include <simgear/canvas/events/MouseEvent.hxx>
@@ -66,6 +68,7 @@ namespace canvas
    add<Map  >(_child_factories);
    add<Path >(_child_factories);
    add<Text >(_child_factories);
+    add<View >(_child_factories);
  }
  //----------------------------------------------------------------------------
diff --git a/simgear/canvas/elements/CanvasView.cxx b/simgear/canvas/elements/CanvasView.cxx
new file mode 100644
index 0000000..edae7ab
--- /dev/null
+++ b/simgear/canvas/elements/CanvasView.cxx
@@ -0,0 +1,88 @@
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301, USA
+
+#include <simgear_config.h>
+#include "CanvasView.hxx"
+
+#include <cmath>
+
+#include <boost/algorithm/string/predicate.hpp>
+
+namespace simgear
+{
+namespace canvas
+{
+
+  //----------------------------------------------------------------------------
+  const std::string View::TYPE_NAME = "view-camera";
+
+  //----------------------------------------------------------------------------
+  void View::staticInit()
+  {
+    Image::staticInit();
+
+    if( isInit<View>() )
+      return;
+
+    // Do some initialization if needed...
+  }
+
+  //----------------------------------------------------------------------------
+  View::View( const CanvasWeakPtr& canvas,
+            const SGPropertyNode_ptr& node,
+            const Style& parent_style,
+            ElementWeakPtr parent ):
+    Image(canvas, node, parent_style, parent)
+  {
+    staticInit();
+  }
+
+  //----------------------------------------------------------------------------
+  View::~View()
+  {
+
+  }
+
+  //----------------------------------------------------------------------------
+  void View::update(double dt)
+  {
+    Image::update(dt);
+  }
+
+  //----------------------------------------------------------------------------
+  void View::childAdded(SGPropertyNode* parent, SGPropertyNode* child)
+  {
+      return Image::childAdded(parent, child);
+  }
+
+  //----------------------------------------------------------------------------
+  void View::childRemoved(SGPropertyNode* parent, SGPropertyNode* child)
+  {
+      return Image::childRemoved(parent, child);
+  }
+
+  //----------------------------------------------------------------------------
+  void View::valueChanged(SGPropertyNode* child)
+  {
+    return Image::valueChanged(child);
+  }
+
+  //----------------------------------------------------------------------------
+  void View::childChanged(SGPropertyNode* child)
+  {
+      return Image::childChanged(child);
+
+  }
+} // namespace canvas
+} // namespace simgear
diff --git a/simgear/canvas/elements/CanvasView.hxx b/simgear/canvas/elements/CanvasView.hxx
new file mode 100644
index 0000000..7b2ec4e
--- /dev/null
+++ b/simgear/canvas/elements/CanvasView.hxx
@@ -0,0 +1,59 @@
+// Based on https://forum.flightgear.org/viewtopic.php?f=71&t=23929
+//
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301, USA
+
+#ifndef CANVAS_VIEW_HXX_
+#define CANVAS_VIEW_HXX_
+
+#include "CanvasImage.hxx"
+
+#include <boost/shared_ptr.hpp>
+#include <boost/unordered_map.hpp>
+#include <boost/unordered_set.hpp>
+
+namespace simgear
+{
+namespace canvas
+{
+  class View:
+    public Image
+  {
+    public:
+      static const std::string TYPE_NAME;
+      static void staticInit();
+
+      View( const CanvasWeakPtr& canvas,
+          const SGPropertyNode_ptr& node,
+          const Style& parent_style,
+          ElementWeakPtr parent = 0 );
+      virtual ~View();
+
+      virtual void update(double dt);
+
+      virtual void childAdded( SGPropertyNode * parent,
+                              SGPropertyNode * child );
+      virtual void childRemoved( SGPropertyNode * parent,
+                                SGPropertyNode * child );
+      virtual void valueChanged(SGPropertyNode * child);
+
+    //protected:
+
+      virtual void childChanged(SGPropertyNode * child);
+  };
+
+} // namespace canvas
+} // namespace simgear
+
+#endif /* CANVAS_VIEW_HXX_ */
 
 
</syntaxhighlight>


== Base Package ==
== Base Package ==

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