From Frederic Bouvier, "here is my proposal. It is supposed to be used like this :

osg::Camera* c = createCamera();
   c->attach( osg::Camera::COLOR_BUFFER0, texture3d, 0,
osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER );

it works also for cubemap textures and 2d texture arrays
"
This commit is contained in:
Robert Osfield
2010-06-01 14:12:03 +00:00
parent 4a047f2a82
commit 656a1b6da5
4 changed files with 21 additions and 3 deletions

View File

@@ -330,6 +330,8 @@ class OSG_EXPORT Camera : public Transform, public CullSettings
COLOR_BUFFER15 = COLOR_BUFFER0+15
};
static const unsigned int FACE_CONTROLLED_BY_GEOMETRY_SHADER;
/** Attach a buffer with specified OpenGL internal format.*/
void attach(BufferComponent buffer, GLenum internalFormat);

View File

@@ -157,6 +157,7 @@ namespace osg
typedef void GL_APIENTRY TglFramebufferTexture1D(GLenum, GLenum, GLenum, GLuint, GLint);
typedef void GL_APIENTRY TglFramebufferTexture2D(GLenum, GLenum, GLenum, GLuint, GLint);
typedef void GL_APIENTRY TglFramebufferTexture3D(GLenum, GLenum, GLenum, GLuint, GLint, GLint);
typedef void GL_APIENTRY TglFramebufferTexture(GLenum, GLenum, GLint, GLint);
typedef void GL_APIENTRY TglFramebufferTextureLayer(GLenum, GLenum, GLuint, GLint, GLint);
typedef void GL_APIENTRY TglFramebufferRenderbuffer(GLenum, GLenum, GLenum, GLuint);
typedef void GL_APIENTRY TglGenerateMipmap(GLenum);
@@ -176,6 +177,7 @@ namespace osg
TglFramebufferTexture1D* glFramebufferTexture1D;
TglFramebufferTexture2D* glFramebufferTexture2D;
TglFramebufferTexture3D* glFramebufferTexture3D;
TglFramebufferTexture* glFramebufferTexture;
TglFramebufferTextureLayer* glFramebufferTextureLayer;
TglFramebufferRenderbuffer* glFramebufferRenderbuffer;
TglGenerateMipmap* glGenerateMipmap;

View File

@@ -16,6 +16,8 @@
using namespace osg;
const unsigned int Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER = 0xffffffff;
Camera::Camera():
_view(0),
_allowEventFocus(true),

View File

@@ -55,6 +55,7 @@ FBOExtensions::FBOExtensions(unsigned int contextID)
glFramebufferTexture1D(0),
glFramebufferTexture2D(0),
glFramebufferTexture3D(0),
glFramebufferTexture(0),
glFramebufferTextureLayer(0),
glFramebufferRenderbuffer(0),
glGenerateMipmap(0),
@@ -73,6 +74,7 @@ FBOExtensions::FBOExtensions(unsigned int contextID)
LOAD_FBO_EXT(glFramebufferTexture1D);
LOAD_FBO_EXT(glFramebufferTexture2D);
LOAD_FBO_EXT(glFramebufferTexture3D);
LOAD_FBO_EXT(glFramebufferTexture);
LOAD_FBO_EXT(glFramebufferTextureLayer);
LOAD_FBO_EXT(glFramebufferRenderbuffer);
LOAD_FBO_EXT(glGenerateMipmap);
@@ -90,6 +92,7 @@ FBOExtensions::FBOExtensions(unsigned int contextID)
glFramebufferTexture1D != 0 &&
glFramebufferTexture2D != 0 &&
glFramebufferTexture3D != 0 &&
glFramebufferTexture != 0 &&
glFramebufferRenderbuffer != 0 &&
glGenerateMipmap != 0 &&
glGetRenderbufferParameteriv != 0;
@@ -554,16 +557,25 @@ void FrameBufferAttachment::attach(State &state, GLenum target, GLenum attachmen
ext->glFramebufferTexture2D(target, attachment_point, GL_TEXTURE_2D_MULTISAMPLE, tobj->id(), _ximpl->level);
break;
case Pimpl::TEXTURE3D:
ext->glFramebufferTexture3D(target, attachment_point, GL_TEXTURE_3D, tobj->id(), _ximpl->level, _ximpl->zoffset);
if (_ximpl->zoffset == Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER)
ext->glFramebufferTexture(target, attachment_point, tobj->id(), _ximpl->level);
else
ext->glFramebufferTexture3D(target, attachment_point, GL_TEXTURE_3D, tobj->id(), _ximpl->level, _ximpl->zoffset);
break;
case Pimpl::TEXTURE2DARRAY:
ext->glFramebufferTextureLayer(target, attachment_point, tobj->id(), _ximpl->level, _ximpl->zoffset);
if (_ximpl->zoffset == Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER)
ext->glFramebufferTexture(target, attachment_point, tobj->id(), _ximpl->level);
else
ext->glFramebufferTextureLayer(target, attachment_point, tobj->id(), _ximpl->level, _ximpl->zoffset);
break;
case Pimpl::TEXTURERECT:
ext->glFramebufferTexture2D(target, attachment_point, GL_TEXTURE_RECTANGLE, tobj->id(), 0);
break;
case Pimpl::TEXTURECUBE:
ext->glFramebufferTexture2D(target, attachment_point, GL_TEXTURE_CUBE_MAP_POSITIVE_X + _ximpl->cubeMapFace, tobj->id(), _ximpl->level);
if (_ximpl->cubeMapFace == Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER)
ext->glFramebufferTexture(target, attachment_point, tobj->id(), _ximpl->level);
else
ext->glFramebufferTexture2D(target, attachment_point, GL_TEXTURE_CUBE_MAP_POSITIVE_X + _ximpl->cubeMapFace, tobj->id(), _ximpl->level);
break;
}
}