Adding support for controlling visual settings via environmental variables
and command line paramters. Including support for stereo and stencil buffer.
This commit is contained in:
@@ -6,6 +6,7 @@
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#include <osg/Texture>
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#include <osg/AlphaFunc>
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#include <osg/TexEnv>
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#include <osg/ColorMatrix>
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#include <osg/GLU>
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@@ -52,15 +53,6 @@ void SceneView::setDefaults()
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_state = new State;
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_camera = new Camera;
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_stereoMode = MONO;
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_leftEye.set(-0.03f,0.0f,0.0f);
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_rightEye.set(0.03f,0.0f,0.0f);
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_focalLength = 1.0f;
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_screenDistance = 1.0f;
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_rendergraph = new RenderGraph;
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_renderStage = new RenderStage;
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@@ -143,7 +135,7 @@ void SceneView::app()
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void SceneView::cull()
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{
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if (!_sceneData) return;
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if (!_sceneData || !_viewport->valid()) return;
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if (!_initCalled) init();
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@@ -276,7 +268,7 @@ void SceneView::cull()
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void SceneView::draw()
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{
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if (!_sceneData) return;
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if (!_sceneData || !_viewport->valid()) return;
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if (!_state)
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{
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@@ -290,6 +282,7 @@ void SceneView::draw()
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_state->reset();
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_state->setFrameStamp(_frameStamp.get());
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_state->setVisualsSettings(_visualsSettings.get());
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// note, to support multi-pipe systems the deletion of OpenGL display list
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// and texture objects is deferred until the OpenGL context is the correct
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@@ -299,67 +292,84 @@ void SceneView::draw()
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osg::Texture::flushDeletedTextureObjects(_state->getContextID());
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RenderLeaf* previous = NULL;
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switch(getStereoMode())
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{
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case(MONO):
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{
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_renderStage->draw(*_state,previous);
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}
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break;
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case(QUAD_BUFFER_STEREO):
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{
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osg::ref_ptr<osg::Camera> left_camera = new osg::Camera(*_camera);
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osg::ref_ptr<osg::Camera> right_camera = new osg::Camera(*_camera);
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float iod = 0.05f;
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left_camera->adjustEyeOffsetForStereo(osg::Vec3(-iod*0.5,0.0f,0.0f),_screenDistance);
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right_camera->adjustEyeOffsetForStereo(osg::Vec3(iod*0.5,0.0f,0.0f),_screenDistance);
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glDrawBuffer(GL_BACK_LEFT);
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_renderStage->setCamera(left_camera.get());
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_renderStage->draw(*_state,previous);
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glDrawBuffer(GL_BACK_RIGHT);
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_renderStage->setCamera(right_camera.get());
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_renderStage->_stageDrawnThisFrame = false;
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_renderStage->draw(*_state,previous);
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}
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break;
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case(ANAGLYPHIC_STEREO):
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{
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osg::ref_ptr<osg::Camera> left_camera = new osg::Camera(*_camera);
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osg::ref_ptr<osg::Camera> right_camera = new osg::Camera(*_camera);
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float iod = 0.05f;
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left_camera->adjustEyeOffsetForStereo(osg::Vec3(-iod*0.5,0.0f,0.0f),_screenDistance);
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right_camera->adjustEyeOffsetForStereo(osg::Vec3(iod*0.5,0.0f,0.0f),_screenDistance);
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osg::ColorMask* red = new osg::ColorMask;
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osg::ColorMask* green = new osg::ColorMask;
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red->setMask(true,false,false,true);
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_renderStage->setColorMask(red);
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_renderStage->setCamera(left_camera.get());
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_renderStage->draw(*_state,previous);
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green->setMask(false,true,true,true);
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_renderStage->setColorMask(green);
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_renderStage->_stageDrawnThisFrame = false;
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_renderStage->setCamera(right_camera.get());
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_renderStage->draw(*_state,previous);
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}
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break;
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default:
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{
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osg::notify(osg::NOTICE)<<"Warning: stereo camera mode not implemented yet."<< std::endl;
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_renderStage->draw(*_state,previous);
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}
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break;
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}
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if (_visualsSettings.valid() && _visualsSettings->getStereo())
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{
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switch(_visualsSettings->getStereoMode())
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{
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case(osg::VisualsSettings::QUAD_BUFFER):
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{
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osg::ref_ptr<osg::Camera> left_camera = new osg::Camera(*_camera);
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osg::ref_ptr<osg::Camera> right_camera = new osg::Camera(*_camera);
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float iod = _visualsSettings->getEyeSeperation();
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float screenDistance = _visualsSettings->getEyeSeperation();
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left_camera->adjustEyeOffsetForStereo(osg::Vec3(-iod*0.5,0.0f,0.0f),screenDistance);
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right_camera->adjustEyeOffsetForStereo(osg::Vec3(iod*0.5,0.0f,0.0f),screenDistance);
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glDrawBuffer(GL_BACK_LEFT);
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_renderStage->setCamera(left_camera.get());
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_renderStage->draw(*_state,previous);
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glDrawBuffer(GL_BACK_RIGHT);
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_renderStage->setCamera(right_camera.get());
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_renderStage->_stageDrawnThisFrame = false;
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_renderStage->draw(*_state,previous);
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}
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break;
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case(osg::VisualsSettings::ANAGLYPHIC):
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{
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osg::ref_ptr<osg::Camera> left_camera = new osg::Camera(*_camera);
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osg::ref_ptr<osg::Camera> right_camera = new osg::Camera(*_camera);
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float iod = _visualsSettings->getEyeSeperation();
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float screenDistance = _visualsSettings->getScreenDistance();
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left_camera->adjustEyeOffsetForStereo(osg::Vec3(-iod*0.5,0.0f,0.0f),screenDistance);
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right_camera->adjustEyeOffsetForStereo(osg::Vec3(iod*0.5,0.0f,0.0f),screenDistance);
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osg::ColorMatrix* cm = new osg::ColorMatrix;
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cm->setMatrix(osg::Matrix(0.3,0.3,0.3,0.0,
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0.6,0.6,0.6,0.0,
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0.1,0.1,0.1,0.0,
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0.0,0.0,0.0,1.0));
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_globalState->setAttribute(cm);
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osg::ColorMask* red = new osg::ColorMask;
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osg::ColorMask* green = new osg::ColorMask;
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red->setMask(true,false,false,true);
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_renderStage->setColorMask(red);
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_renderStage->setCamera(left_camera.get());
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_renderStage->draw(*_state,previous);
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green->setMask(false,true,true,true);
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_renderStage->setColorMask(green);
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_renderStage->_stageDrawnThisFrame = false;
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_renderStage->setCamera(right_camera.get());
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_renderStage->draw(*_state,previous);
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}
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break;
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default:
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{
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osg::notify(osg::NOTICE)<<"Warning: stereo camera mode not implemented yet."<< std::endl;
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_renderStage->draw(*_state,previous);
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}
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break;
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}
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}
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else
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{
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// bog standard draw.
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_renderStage->draw(*_state,previous);
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}
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GLenum errorNo = glGetError();
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if (errorNo!=GL_NO_ERROR)
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{
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