Merged RenderToTextureStage functionality into RenderStage

This commit is contained in:
Robert Osfield
2005-08-17 10:12:49 +00:00
parent 4745e2b79b
commit 84618ffcb3
10 changed files with 310 additions and 313 deletions

View File

@@ -151,10 +151,6 @@ SOURCE=..\..\src\osgUtil\RenderStageLighting.cpp
# End Source File
# Begin Source File
SOURCE=..\..\src\osgUtil\RenderToTextureStage.cpp
# End Source File
# Begin Source File
SOURCE=..\..\src\osgUtil\SceneView.cpp
# End Source File
# Begin Source File
@@ -267,10 +263,6 @@ SOURCE=..\..\include\osgUtil\RenderStageLighting
# End Source File
# Begin Source File
SOURCE=..\..\include\osgUtil\RenderToTextureStage
# End Source File
# Begin Source File
SOURCE=..\..\Include\osgUtil\SceneView
# End Source File
# Begin Source File

View File

@@ -66,6 +66,8 @@ class OSG_EXPORT CameraNode : public Transform, public CullSettings
ColorMask* getColorMask() { return _colorMask.get(); }
/** Set the viewport of the camera to use specified osg::Viewport. */
void setViewport(osg::Viewport* viewport);
@@ -192,28 +194,35 @@ class OSG_EXPORT CameraNode : public Transform, public CullSettings
RenderTargetImplementation getRenderTargetImplmentation() const { return _renderTargetImplementation; }
/** Set the draw buffer for a given fragment output position to specified draw buffer. */
void setDrawBuffer(unsigned int pos, GLenum buffer) { _drawBufferList[pos] = buffer; }
/** Set the draw buffer used at the start of each frame draw.
* Note, a buffer value of GL_NONE is used to sepecify that the rendering back-end should choose the most appropriate buffer.*/
void setDrawBuffer(GLenum buffer) { _drawBuffer = buffer; }
/** Get the draw buffer for a given fragment output position. */
GLenum getDrawBuffer(unsigned int pos) const { return _drawBufferList[pos]; }
typedef std::vector<GLenum> DrawBufferList;
/** Get the draw buffer used at the start of each frame draw. */
GLenum getDrawBuffer() const { return _drawBuffer; }
/** Get the list which draw buffer are active. */
DrawBufferList& getDrawBufferList() { return _drawBufferList; }
/** Get the const list which draw buffer are active. */
const DrawBufferList& getDrawBufferList() const { return _drawBufferList; }
/** Set the read buffer for any required copy operations to use. */
/** Set the read buffer for any required copy operations to use.
* Note, a buffer value of GL_NONE is used to sepecify that the rendering back-end should choose the most appropriate buffer.*/
void setReadBuffer(GLenum buffer) { _readBuffer = buffer; }
/** Get the read buffer for any required copy operations to use. */
GLenum getReadBuffer() const { return _readBuffer; }
/** Set the render buffer for a given fragment output position to specified draw buffer. */
void setRenderBuffer(unsigned int pos, GLenum buffer) { _renderBufferList[pos] = buffer; }
/** Get the draw buffer for a given fragment output position. */
GLenum getRenderBuffer(unsigned int pos) const { return _renderBufferList[pos]; }
typedef std::vector<GLenum> RenderBufferList;
/** Get the list which draw buffer are active. */
RenderBufferList& getRenderBufferList() { return _renderBufferList; }
/** Get the const list which draw buffer are active. */
const RenderBufferList& getRenderBufferList() const { return _renderBufferList; }
enum BufferComponent
{
DEPTH_BUFFER,
@@ -318,7 +327,7 @@ class OSG_EXPORT CameraNode : public Transform, public CullSettings
Vec4 _clearColor;
GLbitfield _clearMask;
ref_ptr<ColorMask> _colorMask;
ref_ptr<ColorMask> _colorMask;
ref_ptr<Viewport> _viewport;
TransformOrder _transformOrder;
@@ -327,8 +336,9 @@ class OSG_EXPORT CameraNode : public Transform, public CullSettings
RenderOrder _renderOrder;
DrawBufferList _drawBufferList;
GLenum _drawBuffer;
GLenum _readBuffer;
RenderBufferList _renderBufferList;
RenderTargetImplementation _renderTargetImplementation;
BufferAttachmentMap _bufferAttachmentMap;

View File

@@ -16,6 +16,9 @@
#include <osg/ColorMask>
#include <osg/Viewport>
#include <osg/Texture>
#include <osg/FrameBufferObject>
#include <osg/CameraNode>
#include <osgUtil/RenderBin>
#include <osgUtil/RenderStageLighting>
@@ -49,6 +52,19 @@ class OSGUTIL_EXPORT RenderStage : public RenderBin
virtual void reset();
/** Set the draw buffer used at the start of each frame draw. */
void setDrawBuffer(GLenum buffer) { _drawBuffer = buffer; }
/** Get the draw buffer used at the start of each frame draw. */
GLenum getDrawBuffer() const { return _drawBuffer; }
/** Set the read buffer for any required copy operations to use. */
void setReadBuffer(GLenum buffer) { _readBuffer = buffer; }
/** Get the read buffer for any required copy operations to use. */
GLenum getReadBuffer() const { return _readBuffer; }
/** Set the viewport.*/
void setViewport(osg::Viewport* viewport) { _viewport = viewport; }
@@ -58,8 +74,6 @@ class OSGUTIL_EXPORT RenderStage : public RenderBin
/** Get the viewport. */
osg::Viewport* getViewport() { return _viewport.get(); }
/** Set the clear mask used in glClear(..).
* Defaults to GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT. */
void setClearMask(GLbitfield mask) { _clearMask = mask; }
@@ -105,6 +119,34 @@ class OSGUTIL_EXPORT RenderStage : public RenderBin
/** Get the clear color.*/
int getClearStencil() const { return _clearStencil; }
void setCameraNode(const osg::CameraNode* camera) { _camera = camera; }
const osg::CameraNode* getCameraNode() const { return _camera; }
void setTexture(osg::Texture* texture, unsigned int level = 0, unsigned int face=0) { _texture = texture; _level = level; _face = face; }
osg::Texture* getTexture() { return _texture.get(); }
void setImage(osg::Image* image) { _image = image; }
osg::Image* getImage() { return _image.get(); }
void setImageReadPixelFormat(GLenum format) { _imageReadPixelFormat = format; }
GLenum getImageReadPixelFormat() const { return _imageReadPixelFormat; }
void setImageReadPixelDataType(GLenum type) { _imageReadPixelDataType = type; }
GLenum getImageReadPixelDataType() const { return _imageReadPixelDataType; }
void setFrameBufferObject(osg::FrameBufferObject* fbo) { _fbo = fbo; }
osg::FrameBufferObject* getFrameBufferObject() { return _fbo.get(); }
const osg::FrameBufferObject* getFrameBufferObject() const { return _fbo.get(); }
void setGraphicsContext(osg::GraphicsContext* context) { _graphicsContext = context; }
osg::GraphicsContext* getGraphicsContext() { return _graphicsContext.get(); }
const osg::GraphicsContext* getGraphicsContext() const { return _graphicsContext.get(); }
void setInheritedRenderStageLightingMatrix(const osg::Matrix& matrix) { _inheritedRenderStageLightingMatrix = matrix; }
const osg::Matrix& getInheritedRenderStageLightingMatrix() const { return _inheritedRenderStageLightingMatrix; }
@@ -158,6 +200,8 @@ class OSGUTIL_EXPORT RenderStage : public RenderBin
// viewport x,y,width,height.
osg::ref_ptr<osg::Viewport> _viewport;
GLenum _drawBuffer;
GLenum _readBuffer;
GLbitfield _clearMask;
osg::ref_ptr<osg::ColorMask> _colorMask;
osg::Vec4 _clearColor;
@@ -165,6 +209,19 @@ class OSGUTIL_EXPORT RenderStage : public RenderBin
double _clearDepth;
int _clearStencil;
const osg::CameraNode* _camera;
osg::ref_ptr<osg::Texture> _texture;
unsigned int _level;
unsigned int _face;
osg::ref_ptr<osg::Image> _image;
GLenum _imageReadPixelFormat;
GLenum _imageReadPixelDataType;
osg::ref_ptr<osg::FrameBufferObject> _fbo;
osg::ref_ptr<osg::GraphicsContext> _graphicsContext;
mutable osg::Matrix _inheritedRenderStageLightingMatrix;
mutable osg::ref_ptr<RenderStageLighting> _inheritedRenderStageLighting;
mutable osg::ref_ptr<RenderStageLighting> _renderStageLighting;

View File

@@ -1,96 +0,0 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* 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
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGUTIL_RENDERTOTEXTURESTAGE
#define OSGUTIL_RENDERTOTEXTURESTAGE 1
#include <osg/Texture>
#include <osg/FrameBufferObject>
#include <osg/CameraNode>
#include <osgUtil/RenderStage>
namespace osgUtil {
/**
* RenderStage which copies the final image to an attached texture or image.
* Generally used as a pre-rendering stage.
*/
class OSGUTIL_EXPORT RenderToTextureStage : public RenderStage
{
public:
RenderToTextureStage();
virtual osg::Object* cloneType() const { return new RenderToTextureStage(); }
virtual osg::Object* clone(const osg::CopyOp&) const { return new RenderToTextureStage(); } // note only implements a clone of type.
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const RenderToTextureStage*>(obj)!=0L; }
virtual const char* libraryName() const { return "osgUtil"; }
virtual const char* className() const { return "RenderToTextureStage"; }
virtual void reset();
void setCameraNode(const osg::CameraNode* camera) { _camera = camera; }
const osg::CameraNode* getCameraNode() const { return _camera; }
void setTexture(osg::Texture* texture, unsigned int level = 0, unsigned int face=0) { _texture = texture; _level = level; _face = face; }
osg::Texture* getTexture() { return _texture.get(); }
void setImage(osg::Image* image) { _image = image; }
osg::Image* getImage() { return _image.get(); }
void setImageReadPixelFormat(GLenum format) { _imageReadPixelFormat = format; }
GLenum getImageReadPixelFormat() const { return _imageReadPixelFormat; }
void setImageReadPixelDataType(GLenum type) { _imageReadPixelDataType = type; }
GLenum getImageReadPixelDataType() const { return _imageReadPixelDataType; }
void setFrameBufferObject(osg::FrameBufferObject* fbo) { _fbo = fbo; }
osg::FrameBufferObject* getFrameBufferObject() { return _fbo.get(); }
const osg::FrameBufferObject* getFrameBufferObject() const { return _fbo.get(); }
void setGraphicsContext(osg::GraphicsContext* context) { _graphicsContext = context; }
osg::GraphicsContext* getGraphicsContext() { return _graphicsContext.get(); }
const osg::GraphicsContext* getGraphicsContext() const { return _graphicsContext.get(); }
virtual void draw(osg::State& state,RenderLeaf*& previous);
public:
protected:
virtual ~RenderToTextureStage();
const osg::CameraNode* _camera;
osg::ref_ptr<osg::Texture> _texture;
unsigned int _level;
unsigned int _face;
osg::ref_ptr<osg::Image> _image;
GLenum _imageReadPixelFormat;
GLenum _imageReadPixelDataType;
osg::ref_ptr<osg::FrameBufferObject> _fbo;
osg::ref_ptr<osg::GraphicsContext> _graphicsContext;
};
}
#endif

View File

@@ -21,6 +21,8 @@ CameraNode::CameraNode():
_clearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT),
_transformOrder(PRE_MULTIPLE),
_renderOrder(POST_RENDER),
_drawBuffer(GL_NONE),
_readBuffer(GL_NONE),
_renderTargetImplementation(FRAME_BUFFER)
{
setStateSet(new StateSet);
@@ -37,6 +39,8 @@ CameraNode::CameraNode(const CameraNode& camera,const CopyOp& copyop):
_projectionMatrix(camera._projectionMatrix),
_viewMatrix(camera._viewMatrix),
_renderOrder(camera._renderOrder),
_drawBuffer(camera._drawBuffer),
_readBuffer(camera._readBuffer),
_renderTargetImplementation(camera._renderTargetImplementation),
_bufferAttachmentMap(camera._bufferAttachmentMap),
_postDrawCallback(camera._postDrawCallback)

View File

@@ -27,7 +27,6 @@
#include <osg/Geometry>
#include <osgUtil/CullVisitor>
#include <osgUtil/RenderToTextureStage>
#include <float.h>
#include <algorithm>
@@ -1066,13 +1065,40 @@ void CullVisitor::apply(osg::CameraNode& camera)
}
else
{
// set up lighting.
// currently ignore lights in the scene graph itself..
// will do later.
osgUtil::RenderStage* previous_stage = getCurrentRenderBin()->getStage();
// use render to texture stage.
// create the render to texture stage.
osg::ref_ptr<osgUtil::RenderToTextureStage> rtts = dynamic_cast<osgUtil::RenderToTextureStage*>(camera.getRenderingCache());
osg::ref_ptr<osgUtil::RenderStage> rtts = dynamic_cast<osgUtil::RenderStage*>(camera.getRenderingCache());
if (!rtts)
{
rtts = new osgUtil::RenderToTextureStage;
rtts = new osgUtil::RenderStage;
rtts->setCameraNode(&camera);
if (camera.getDrawBuffer() != GL_NONE)
{
rtts->setDrawBuffer(camera.getDrawBuffer());
}
else
{
// inherit draw buffer from above.
rtts->setDrawBuffer(previous_stage->getDrawBuffer());
}
if (camera.getReadBuffer() != GL_NONE)
{
rtts->setReadBuffer(camera.getReadBuffer());
}
else
{
// inherit read buffer from above.
rtts->setReadBuffer(previous_stage->getReadBuffer());
}
camera.setRenderingCache(rtts.get());
}
else
@@ -1081,10 +1107,6 @@ void CullVisitor::apply(osg::CameraNode& camera)
rtts->reset();
}
// set up lighting.
// currently ignore lights in the scene graph itself..
// will do later.
osgUtil::RenderStage* previous_stage = getCurrentRenderBin()->getStage();
// set up the background color and clear mask.
@@ -1099,6 +1121,7 @@ void CullVisitor::apply(osg::CameraNode& camera)
osg::Viewport* viewport = camera.getViewport()!=0 ? camera.getViewport() : previous_stage->getViewport();
rtts->setViewport( viewport );
// set up to charge the same RenderStageLighting is the parent previous stage.
osg::Matrix inhertiedMVtolocalMV;
inhertiedMVtolocalMV.invert(originalModelView);
@@ -1176,6 +1199,9 @@ void CullVisitor::apply(osg::CameraNode& camera)
fbo = new osg::FrameBufferObject;
rtts->setFrameBufferObject(fbo.get());
rtts->setDrawBuffer(GL_BACK);
rtts->setReadBuffer(GL_BACK);
bool colorAttached = false;
bool depthAttached = false;
bool stencilAttached = false;
@@ -1237,6 +1263,9 @@ void CullVisitor::apply(osg::CameraNode& camera)
traits->_doubleBuffer = (camera.getRenderTargetImplmentation()==osg::CameraNode::SEPERATE_WINDOW);
rtts->setDrawBuffer(GL_FRONT);
rtts->setReadBuffer(GL_FRONT);
bool colorAttached = false;
bool depthAttached = false;
bool stencilAttached = false;

View File

@@ -17,7 +17,6 @@ CXXFILES = \
RenderLeaf.cpp\
RenderStage.cpp\
RenderStageLighting.cpp\
RenderToTextureStage.cpp\
SceneView.cpp\
Simplifier.cpp\
SmoothingVisitor.cpp\

View File

@@ -11,7 +11,14 @@
* OpenSceneGraph Public License for more details.
*/
#include <stdio.h>
#include <osg/Notify>
#include <osg/Texture1D>
#include <osg/Texture2D>
#include <osg/Texture3D>
#include <osg/TextureRectangle>
#include <osg/TextureCubeMap>
#include <osgUtil/Statistics>
#include <osgUtil/RenderStage>
@@ -31,11 +38,21 @@ RenderStage::RenderStage():
_stage = this;
_stageDrawnThisFrame = false;
_drawBuffer = GL_NONE;
_readBuffer = GL_NONE;
_clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
_clearColor.set(0.0f,0.0f,0.0f,0.0f);
_clearAccum.set(0.0f,0.0f,0.0f,0.0f);
_clearDepth = 1.0;
_clearStencil = 0;
_camera = 0;
_level = 0;
_face = 0;
_imageReadPixelFormat = GL_RGBA;
_imageReadPixelDataType = GL_UNSIGNED_BYTE;
}
RenderStage::RenderStage(SortMode mode):
@@ -46,11 +63,21 @@ RenderStage::RenderStage(SortMode mode):
_stage = this;
_stageDrawnThisFrame = false;
_drawBuffer = GL_NONE;
_readBuffer = GL_NONE;
_clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
_clearColor.set(0.0f,0.0f,0.0f,0.0f);
_clearAccum.set(0.0f,0.0f,0.0f,0.0f);
_clearDepth = 1.0;
_clearStencil = 0;
_camera = 0;
_level = 0;
_face = 0;
_imageReadPixelFormat = GL_RGBA;
_imageReadPixelDataType = GL_UNSIGNED_BYTE;
}
RenderStage::RenderStage(const RenderStage& rhs,const osg::CopyOp& copyop):
@@ -59,14 +86,20 @@ RenderStage::RenderStage(const RenderStage& rhs,const osg::CopyOp& copyop):
_preRenderList(rhs._preRenderList),
_postRenderList(rhs._postRenderList),
_viewport(rhs._viewport),
_drawBuffer(rhs._drawBuffer),
_readBuffer(rhs._readBuffer),
_clearMask(rhs._clearMask),
_colorMask(rhs._colorMask),
_clearColor(rhs._clearColor),
_clearAccum(rhs._clearAccum),
_clearDepth(rhs._clearDepth),
_clearStencil(rhs._clearStencil),
_camera(rhs._camera),
_level(rhs._level),
_face(rhs._face),
_imageReadPixelFormat(rhs._imageReadPixelFormat),
_imageReadPixelDataType(rhs._imageReadPixelDataType),
_renderStageLighting(rhs._renderStageLighting)
{
_stage = this;
}
@@ -119,9 +152,134 @@ void RenderStage::draw(osg::State& state,RenderLeaf*& previous)
// note, SceneView does call to drawPreRenderStages explicitly
// so there is no need to call it here.
drawPreRenderStages(state,previous);
osg::State* useState = &state;
osg::GraphicsContext* callingContext = state.getGraphicsContext();
osg::GraphicsContext* useContext = callingContext;
if (_graphicsContext.valid() && _graphicsContext != callingContext)
{
useState = _graphicsContext->getState();
useContext = _graphicsContext.get();
useContext->makeCurrent();
}
if (_drawBuffer != GL_NONE)
{
glDrawBuffer(_drawBuffer);
}
if (_readBuffer != GL_NONE)
{
glReadBuffer(_readBuffer);
}
osg::FBOExtensions* fbo_ext = _fbo.valid() ? osg::FBOExtensions::instance(state.getContextID()) : 0;
bool fbo_supported = fbo_ext && fbo_ext->isSupported();
if (fbo_supported)
{
_fbo->apply(*useState);
}
// do the drawing itself.
RenderBin::draw(state,previous);
// now copy the rendered image to attached texture.
if (_texture.valid() && !fbo_supported)
{
if (callingContext && useContext!= callingContext)
{
// make the calling context use the pbuffer context for reading.
callingContext->makeContextCurrent(useContext);
if (_readBuffer != GL_NONE)
{
glReadBuffer(_readBuffer);
}
}
// need to implement texture cube map etc...
osg::Texture1D* texture1D = 0;
osg::Texture2D* texture2D = 0;
osg::Texture3D* texture3D = 0;
osg::TextureRectangle* textureRec = 0;
osg::TextureCubeMap* textureCubeMap = 0;
if ((texture2D = dynamic_cast<osg::Texture2D*>(_texture.get())) != 0)
{
texture2D->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
}
else if ((textureRec = dynamic_cast<osg::TextureRectangle*>(_texture.get())) != 0)
{
textureRec->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
}
else if ((texture1D = dynamic_cast<osg::Texture1D*>(_texture.get())) != 0)
{
// need to implement
texture1D->copyTexImage1D(state,_viewport->x(),_viewport->y(),_viewport->width());
}
else if ((texture3D = dynamic_cast<osg::Texture3D*>(_texture.get())) != 0)
{
// need to implement
texture3D->copyTexSubImage3D(state, 0, 0, _face, _viewport->x(), _viewport->y(), _viewport->width(), _viewport->height());
}
else if ((textureCubeMap = dynamic_cast<osg::TextureCubeMap*>(_texture.get())) != 0)
{
// need to implement
textureCubeMap->copyTexSubImageCubeMap(state, _face, 0, 0, _viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
}
}
if (_image.valid())
{
if (_readBuffer != GL_NONE)
{
glReadBuffer(_readBuffer);
}
_image->readPixels(_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height(),_imageReadPixelFormat,_imageReadPixelDataType);
}
if (_camera && _camera->getPostDrawCallback())
{
// if we have a camera with a post draw callback invoke it.
(*(_camera->getPostDrawCallback()))(*_camera);
}
if (fbo_supported)
{
// switch of the frame buffer object
fbo_ext->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
if (fbo_supported && _camera)
{
// now generate mipmaps if they are required.
const osg::CameraNode::BufferAttachmentMap& bufferAttachements = _camera->getBufferAttachmentMap();
for(osg::CameraNode::BufferAttachmentMap::const_iterator itr = bufferAttachements.begin();
itr != bufferAttachements.end();
++itr)
{
if (itr->second._texture.valid() && itr->second._mipMapGeneration)
{
itr->second._texture->apply(*useState);
// fbo_ext->glGenerateMipmapEXT(itr->second._texture->getTextureTarget());
}
}
}
if (callingContext && useContext != callingContext)
{
// restore the graphics context.
callingContext->makeCurrent();
}
// place the post draw here temprorarily while we figure out how
// best to do SceneView.
drawPostRenderStages(state,previous);
@@ -135,8 +293,7 @@ void RenderStage::drawImplementation(osg::State& state,RenderLeaf*& previous)
notify(FATAL) << "Error: cannot draw stage due to undefined viewport."<< std::endl;
return;
}
// set up the back buffer.
state.applyAttribute(_viewport.get());

View File

@@ -1,166 +0,0 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* 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
* OpenSceneGraph Public License for more details.
*/
#include <osgUtil/RenderToTextureStage>
#include <osg/Texture1D>
#include <osg/Texture2D>
#include <osg/Texture3D>
#include <osg/TextureRectangle>
#include <osg/TextureCubeMap>
#include <osg/Notify>
using namespace osg;
using namespace osgUtil;
// register a RenderToTextureStage prototype with the RenderBin prototype list.
//RegisterRenderBinProxy<RenderToTextureStage> s_registerRenderToTextureStageProxy;
RenderToTextureStage::RenderToTextureStage()
{
_camera = 0;
_level = 0;
_face = 0;
_imageReadPixelFormat = GL_RGBA;
_imageReadPixelDataType = GL_UNSIGNED_BYTE;
}
RenderToTextureStage::~RenderToTextureStage()
{
}
void RenderToTextureStage::reset()
{
RenderStage::reset();
}
void RenderToTextureStage::draw(osg::State& state,RenderLeaf*& previous)
{
if (_stageDrawnThisFrame) return;
//cout << "begining RTTS draw "<<this<< " "<<_viewport->x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<<std::endl;
osg::State* useState = &state;
osg::GraphicsContext* callingContext = state.getGraphicsContext();
osg::GraphicsContext* useContext = callingContext;
if (_graphicsContext.valid() && _graphicsContext != callingContext)
{
useState = _graphicsContext->getState();
useContext = _graphicsContext.get();
useContext->makeCurrent();
glDrawBuffer(GL_FRONT);
glReadBuffer(GL_FRONT);
}
osg::FBOExtensions* fbo_ext = _fbo.valid() ? osg::FBOExtensions::instance(state.getContextID()) : 0;
bool fbo_supported = fbo_ext && fbo_ext->isSupported();
if (fbo_supported)
{
_fbo->apply(*useState);
}
// do the actual rendering of the scene.
RenderStage::draw(*useState,previous);
// now copy the rendered image to attached texture.
if (_texture.valid() && !fbo_supported)
{
if (callingContext && useContext!= callingContext)
{
// make the calling context use the pbuffer context for reading.
callingContext->makeContextCurrent(useContext);
glReadBuffer(GL_FRONT);
}
// need to implement texture cube map etc...
osg::Texture1D* texture1D = 0;
osg::Texture2D* texture2D = 0;
osg::Texture3D* texture3D = 0;
osg::TextureRectangle* textureRec = 0;
osg::TextureCubeMap* textureCubeMap = 0;
if ((texture2D = dynamic_cast<osg::Texture2D*>(_texture.get())) != 0)
{
texture2D->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
}
else if ((textureRec = dynamic_cast<osg::TextureRectangle*>(_texture.get())) != 0)
{
textureRec->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
}
else if ((texture1D = dynamic_cast<osg::Texture1D*>(_texture.get())) != 0)
{
// need to implement
texture1D->copyTexImage1D(state,_viewport->x(),_viewport->y(),_viewport->width());
}
else if ((texture3D = dynamic_cast<osg::Texture3D*>(_texture.get())) != 0)
{
// need to implement
texture3D->copyTexSubImage3D(state, 0, 0, _face, _viewport->x(), _viewport->y(), _viewport->width(), _viewport->height());
}
else if ((textureCubeMap = dynamic_cast<osg::TextureCubeMap*>(_texture.get())) != 0)
{
// need to implement
textureCubeMap->copyTexSubImageCubeMap(state, _face, 0, 0, _viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
}
}
if (_image.valid())
{
_image->readPixels(_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height(),_imageReadPixelFormat,_imageReadPixelDataType);
}
if (_camera && _camera->getPostDrawCallback())
{
// if we have a camera with a post draw callback invoke it.
(*(_camera->getPostDrawCallback()))(*_camera);
}
if (fbo_supported)
{
// switch of the frame buffer object
fbo_ext->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
if (fbo_supported && _camera)
{
// now generate mipmaps if they are required.
const osg::CameraNode::BufferAttachmentMap& bufferAttachements = _camera->getBufferAttachmentMap();
for(osg::CameraNode::BufferAttachmentMap::const_iterator itr = bufferAttachements.begin();
itr != bufferAttachements.end();
++itr)
{
if (itr->second._texture.valid() && itr->second._mipMapGeneration)
{
itr->second._texture->apply(*useState);
// fbo_ext->glGenerateMipmapEXT(itr->second._texture->getTextureTarget());
}
}
}
if (callingContext && useContext != callingContext)
{
// restore the graphics context.
callingContext->makeCurrent();
glReadBuffer(GL_BACK);
}
}

View File

@@ -717,15 +717,16 @@ void SceneView::draw()
_renderStageLeft->setColorMask(cmask);
_renderStageRight->setColorMask(cmask);
_renderStageLeft->setDrawBuffer(GL_BACK_LEFT);
_renderStageLeft->setReadBuffer(GL_BACK_LEFT);
_renderStageRight->setDrawBuffer(GL_BACK_RIGHT);
_renderStageRight->setReadBuffer(GL_BACK_RIGHT);
_renderStageLeft->drawPreRenderStages(*_state,previous);
_renderStageRight->drawPreRenderStages(*_state,previous);
glDrawBuffer(GL_BACK_LEFT);
glReadBuffer(GL_BACK_LEFT);
_renderStageLeft->draw(*_state,previous);
glDrawBuffer(GL_BACK_RIGHT);
glReadBuffer(GL_BACK_RIGHT);
_renderStageRight->draw(*_state,previous);
}
@@ -734,12 +735,16 @@ void SceneView::draw()
{
if( _drawBufferValue != GL_NONE)
{
glDrawBuffer(_drawBufferValue);
glReadBuffer(_drawBufferValue);
_renderStageLeft->setDrawBuffer(_drawBufferValue);
_renderStageLeft->setReadBuffer(_drawBufferValue);
_renderStageRight->setDrawBuffer(_drawBufferValue);
_renderStageRight->setReadBuffer(_drawBufferValue);
}
_localStateSet->setAttribute(_viewport.get());
_renderStageLeft->drawPreRenderStages(*_state,previous);
_renderStageRight->drawPreRenderStages(*_state,previous);
@@ -791,8 +796,11 @@ void SceneView::draw()
{
if( _drawBufferValue != GL_NONE)
{
glDrawBuffer(_drawBufferValue);
glReadBuffer(_drawBufferValue);
_renderStageLeft->setDrawBuffer(_drawBufferValue);
_renderStageLeft->setReadBuffer(_drawBufferValue);
_renderStageRight->setDrawBuffer(_drawBufferValue);
_renderStageRight->setReadBuffer(_drawBufferValue);
}
// ensure that all color planes are active.
@@ -854,8 +862,11 @@ void SceneView::draw()
{
if( _drawBufferValue != GL_NONE)
{
glDrawBuffer(_drawBufferValue);
glReadBuffer(_drawBufferValue);
_renderStageLeft->setDrawBuffer(_drawBufferValue);
_renderStageLeft->setReadBuffer(_drawBufferValue);
_renderStageRight->setDrawBuffer(_drawBufferValue);
_renderStageRight->setReadBuffer(_drawBufferValue);
}
// ensure that all color planes are active.
@@ -916,8 +927,8 @@ void SceneView::draw()
{
if( _drawBufferValue != GL_NONE)
{
glDrawBuffer(_drawBufferValue);
glReadBuffer(_drawBufferValue);
_renderStage->setDrawBuffer(_drawBufferValue);
_renderStage->setReadBuffer(_drawBufferValue);
}
// ensure that all color planes are active.
@@ -952,8 +963,8 @@ void SceneView::draw()
// Need to restore draw buffer when toggling Stereo off.
if( _drawBufferValue != GL_NONE)
{
glDrawBuffer(_drawBufferValue);
glReadBuffer(_drawBufferValue);
_renderStage->setDrawBuffer(_drawBufferValue);
_renderStage->setReadBuffer(_drawBufferValue);
}
_localStateSet->setAttribute(_viewport.get());