Futher work on FBO support
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@@ -27,7 +27,7 @@ public:
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ClearBuffer() {}
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ClearBuffer(const ClearBuffer ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY): osg::Drawable(copy, copyop) {}
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META_Object(example, ClearBuffer);
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void drawImplementation(osg::State &state) const
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void drawImplementation(osg::State&) const
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{
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glPushAttrib(GL_COLOR_BUFFER_BIT);
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glClearColor(0.5f, 0.1f, 0.1f, 1.0f);
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@@ -64,25 +64,6 @@ osg::Node *build_quad(osg::Texture2D *tex)
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return geode;
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}
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// This class is provided because osg::Texture classes
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// don't apply texture parameters when the image pointer
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// is null. When performing render-to-texture, texture
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// data must be applied as usual but a null pointer must
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// be specified as pixel data.
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// This is another trick: it would be better to allow
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// null image pointers in osg::Texture classes.
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struct MySubload: public osg::Texture2D::SubloadCallback
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{
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void load(const osg::Texture2D &texture, osg::State &state) const
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{
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glTexImage2D(GL_TEXTURE_2D, 0, texture.getInternalFormat(), texture.getTextureWidth(), texture.getTextureHeight(), texture.getBorderWidth(), GL_RGBA, GL_UNSIGNED_BYTE, 0);
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}
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void subload(const osg::Texture2D &texture, osg::State &state) const
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{
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}
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};
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void build_world(osg::Group *root)
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{
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int width = 512;
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@@ -97,7 +78,6 @@ void build_world(osg::Group *root)
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tex->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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tex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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tex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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tex->setSubloadCallback(new MySubload);
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// create and configure a framebuffer object.
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// We attach the texture to the first color buffer,
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@@ -107,6 +87,67 @@ void build_world(osg::Group *root)
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fbo->setAttachment(GL_COLOR_ATTACHMENT0_EXT, osg::FramebufferAttachment(tex.get()));
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fbo->setAttachment(GL_DEPTH_ATTACHMENT_EXT, osg::FramebufferAttachment(new osg::Renderbuffer(width, height, GL_DEPTH_COMPONENT24)));
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#if 0
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osg::ref_ptr<osg::Node> subgraph = osgDB::readNodeFile("cow.osg");
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if (!subgraph) return;
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const osg::BoundingSphere& bs = subgraph->getBound();
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if (!bs.valid())
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{
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return;
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}
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osg::ref_ptr<osg::CameraNode> camera = new osg::CameraNode;
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camera->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
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camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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camera->setViewport(0, 0, width, height);
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camera->getOrCreateStateSet()->setAttribute(camera->getViewport());
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// set the camera to render before the main camera.
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camera->setRenderOrder(osg::CameraNode::PRE_RENDER);
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float znear = 1.0f*bs.radius();
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float zfar = 3.0f*bs.radius();
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// 2:1 aspect ratio as per flag geomtry below.
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float proj_top = 0.5f*znear;
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float proj_right = 0.5f*znear;
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znear *= 0.9f;
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zfar *= 1.1f;
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// set up projection.
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camera->setProjectionMatrixAsFrustum(-proj_right,proj_right,-proj_top,proj_top,znear,zfar);
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// set view
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setViewMatrixAsLookAt(bs.center()+osg::Vec3(0.0f,2.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f));
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#if 1
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// add a ClearBuffer drawable to the offscreen subgraph
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// in order to clear the color and depth buffers
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osg::ref_ptr<osg::Geode> cbuf = new osg::Geode;
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cbuf->addDrawable(new ClearBuffer);
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cbuf->getOrCreateStateSet()->setRenderBinDetails(-2, "RenderBin");
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camera->addChild(cbuf.get());
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// attach the FBO.
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camera->getOrCreateStateSet()->setAttribute(fbo.get());
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#else
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// use glCopyTexSubImage
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camera->attach(osg::CameraNode::COLOR_BUFFER,tex.get());
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#endif
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// attach the subgraph
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camera->addChild(subgraph.get());
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root->addChild(camera.get());
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#else
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// create a subgraph that will be rendered to texture.
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// We apply the previously created FBO and a Viewport
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// attribute to this subgraph.
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@@ -127,6 +168,7 @@ void build_world(osg::Group *root)
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// add our beloved cow the offscreen subgraph
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offscreen->addChild(osgDB::readNodeFile("cow.osg"));
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#endif
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// now create a simple quad that will be rendered
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// in the main framebuffers. The quad's texture
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