Work on the RenderToTexture usage of the new osg::CameraNode. Both osghud
and osgprerender now ported across to osg::CameraNode.
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@@ -1023,6 +1023,100 @@ void CullVisitor::apply(osg::ClearNode& node)
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}
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void CullVisitor::apply(osg::CameraNode& camera)
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{
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// push the node's state.
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StateSet* node_state = camera.getStateSet();
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if (node_state) pushStateSet(node_state);
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// use render to texture stage.
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{
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// create the render to texture stage.
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osg::ref_ptr<osgUtil::RenderToTextureStage> rtts = new osgUtil::RenderToTextureStage;
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// set up lighting.
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// currently ignore lights in the scene graph itself..
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// will do later.
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osgUtil::RenderStage* previous_stage = getCurrentRenderBin()->getStage();
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// set up the background color and clear mask.
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rtts->setClearColor(camera.getClearColor());
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rtts->setClearMask(camera.getClearMask());
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// set up the viewport.
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rtts->setViewport( camera.getViewport()!=0 ? camera.getViewport() : previous_stage->getViewport());
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// set up to charge the same RenderStageLighting is the parent previous stage.
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rtts->setRenderStageLighting(previous_stage->getRenderStageLighting());
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// record the render bin, to be restored after creation
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// of the render to text
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osgUtil::RenderBin* previousRenderBin = getCurrentRenderBin();
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// set the current renderbin to be the newly created stage.
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setCurrentRenderBin(rtts.get());
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pushProjectionMatrix(new osg::RefMatrix(camera.getProjectionMatrix()));
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pushModelViewMatrix(new osg::RefMatrix(camera.getViewMatrix()));
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// traverse the subgraph
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{
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handle_cull_callbacks_and_traverse(camera);
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}
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// restore the previous model view matrix.
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popModelViewMatrix();
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// restore the previous model view matrix.
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popProjectionMatrix();
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// restore the previous renderbin.
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setCurrentRenderBin(previousRenderBin);
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if (rtts->getRenderGraphList().size()==0 && rtts->getRenderBinList().size()==0)
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{
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// getting to this point means that all the subgraph has been
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// culled by small feature culling or is beyond LOD ranges.
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}
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// and the render to texture stage to the current stages
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// dependancy list.
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switch(camera.getRenderOrder())
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{
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case osg::CameraNode::PRE_RENDER :
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getCurrentRenderBin()->getStage()->addPreRenderStage(rtts.get());
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break;
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case osg::CameraNode::NESTED_RENDER :
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getCurrentRenderBin()->getStage()->addPostRenderStage(rtts.get());
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break;
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case osg::CameraNode::POST_RENDER :
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getCurrentRenderBin()->getStage()->addPostRenderStage(rtts.get());
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break;
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}
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osg::CameraNode::BufferAttachmentMap& bufferAttachements = camera.getBufferAttachmentMap();
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for(osg::CameraNode::BufferAttachmentMap::iterator itr = bufferAttachements.begin();
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itr != bufferAttachements.end();
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++itr)
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{
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// if one exist attach texture to the RenderToTextureStage.
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osg::Texture2D* texture2D = dynamic_cast<osg::Texture2D*>(itr->second._texture.get());
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if (texture2D) rtts->setTexture(texture2D);
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// if one exist attach image to the RenderToTextureStage.
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if (itr->second._image.valid()) rtts->setImage(itr->second._image.get());
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}
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}
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// pop the node's state off the render graph stack.
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if (node_state) popStateSet();
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}
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void CullVisitor::apply(osg::OccluderNode& node)
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{
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// need to check if occlusion node is in the occluder
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