Merged RenderToTextureStage functionality into RenderStage
This commit is contained in:
@@ -21,6 +21,8 @@ CameraNode::CameraNode():
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_clearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT),
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_transformOrder(PRE_MULTIPLE),
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_renderOrder(POST_RENDER),
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_drawBuffer(GL_NONE),
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_readBuffer(GL_NONE),
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_renderTargetImplementation(FRAME_BUFFER)
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{
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setStateSet(new StateSet);
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@@ -37,6 +39,8 @@ CameraNode::CameraNode(const CameraNode& camera,const CopyOp& copyop):
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_projectionMatrix(camera._projectionMatrix),
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_viewMatrix(camera._viewMatrix),
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_renderOrder(camera._renderOrder),
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_drawBuffer(camera._drawBuffer),
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_readBuffer(camera._readBuffer),
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_renderTargetImplementation(camera._renderTargetImplementation),
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_bufferAttachmentMap(camera._bufferAttachmentMap),
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_postDrawCallback(camera._postDrawCallback)
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@@ -27,7 +27,6 @@
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#include <osg/Geometry>
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#include <osgUtil/CullVisitor>
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#include <osgUtil/RenderToTextureStage>
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#include <float.h>
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#include <algorithm>
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@@ -1066,13 +1065,40 @@ void CullVisitor::apply(osg::CameraNode& camera)
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}
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else
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{
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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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// use render to texture stage.
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// create the render to texture stage.
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osg::ref_ptr<osgUtil::RenderToTextureStage> rtts = dynamic_cast<osgUtil::RenderToTextureStage*>(camera.getRenderingCache());
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osg::ref_ptr<osgUtil::RenderStage> rtts = dynamic_cast<osgUtil::RenderStage*>(camera.getRenderingCache());
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if (!rtts)
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{
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rtts = new osgUtil::RenderToTextureStage;
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rtts = new osgUtil::RenderStage;
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rtts->setCameraNode(&camera);
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if (camera.getDrawBuffer() != GL_NONE)
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{
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rtts->setDrawBuffer(camera.getDrawBuffer());
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}
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else
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{
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// inherit draw buffer from above.
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rtts->setDrawBuffer(previous_stage->getDrawBuffer());
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}
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if (camera.getReadBuffer() != GL_NONE)
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{
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rtts->setReadBuffer(camera.getReadBuffer());
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}
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else
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{
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// inherit read buffer from above.
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rtts->setReadBuffer(previous_stage->getReadBuffer());
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}
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camera.setRenderingCache(rtts.get());
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}
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else
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@@ -1081,10 +1107,6 @@ void CullVisitor::apply(osg::CameraNode& camera)
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rtts->reset();
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}
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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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@@ -1099,6 +1121,7 @@ void CullVisitor::apply(osg::CameraNode& camera)
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osg::Viewport* viewport = camera.getViewport()!=0 ? camera.getViewport() : previous_stage->getViewport();
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rtts->setViewport( viewport );
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// set up to charge the same RenderStageLighting is the parent previous stage.
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osg::Matrix inhertiedMVtolocalMV;
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inhertiedMVtolocalMV.invert(originalModelView);
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@@ -1176,6 +1199,9 @@ void CullVisitor::apply(osg::CameraNode& camera)
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fbo = new osg::FrameBufferObject;
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rtts->setFrameBufferObject(fbo.get());
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rtts->setDrawBuffer(GL_BACK);
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rtts->setReadBuffer(GL_BACK);
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bool colorAttached = false;
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bool depthAttached = false;
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bool stencilAttached = false;
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@@ -1237,6 +1263,9 @@ void CullVisitor::apply(osg::CameraNode& camera)
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traits->_doubleBuffer = (camera.getRenderTargetImplmentation()==osg::CameraNode::SEPERATE_WINDOW);
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rtts->setDrawBuffer(GL_FRONT);
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rtts->setReadBuffer(GL_FRONT);
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bool colorAttached = false;
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bool depthAttached = false;
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bool stencilAttached = false;
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@@ -17,7 +17,6 @@ CXXFILES = \
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RenderLeaf.cpp\
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RenderStage.cpp\
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RenderStageLighting.cpp\
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RenderToTextureStage.cpp\
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SceneView.cpp\
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Simplifier.cpp\
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SmoothingVisitor.cpp\
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@@ -11,7 +11,14 @@
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* OpenSceneGraph Public License for more details.
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*/
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#include <stdio.h>
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#include <osg/Notify>
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#include <osg/Texture1D>
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#include <osg/Texture2D>
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#include <osg/Texture3D>
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#include <osg/TextureRectangle>
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#include <osg/TextureCubeMap>
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#include <osgUtil/Statistics>
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#include <osgUtil/RenderStage>
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@@ -31,11 +38,21 @@ RenderStage::RenderStage():
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_stage = this;
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_stageDrawnThisFrame = false;
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_drawBuffer = GL_NONE;
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_readBuffer = GL_NONE;
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_clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
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_clearColor.set(0.0f,0.0f,0.0f,0.0f);
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_clearAccum.set(0.0f,0.0f,0.0f,0.0f);
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_clearDepth = 1.0;
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_clearStencil = 0;
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_camera = 0;
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_level = 0;
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_face = 0;
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_imageReadPixelFormat = GL_RGBA;
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_imageReadPixelDataType = GL_UNSIGNED_BYTE;
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}
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RenderStage::RenderStage(SortMode mode):
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@@ -46,11 +63,21 @@ RenderStage::RenderStage(SortMode mode):
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_stage = this;
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_stageDrawnThisFrame = false;
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_drawBuffer = GL_NONE;
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_readBuffer = GL_NONE;
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_clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
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_clearColor.set(0.0f,0.0f,0.0f,0.0f);
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_clearAccum.set(0.0f,0.0f,0.0f,0.0f);
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_clearDepth = 1.0;
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_clearStencil = 0;
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_camera = 0;
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_level = 0;
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_face = 0;
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_imageReadPixelFormat = GL_RGBA;
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_imageReadPixelDataType = GL_UNSIGNED_BYTE;
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}
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RenderStage::RenderStage(const RenderStage& rhs,const osg::CopyOp& copyop):
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@@ -59,14 +86,20 @@ RenderStage::RenderStage(const RenderStage& rhs,const osg::CopyOp& copyop):
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_preRenderList(rhs._preRenderList),
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_postRenderList(rhs._postRenderList),
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_viewport(rhs._viewport),
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_drawBuffer(rhs._drawBuffer),
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_readBuffer(rhs._readBuffer),
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_clearMask(rhs._clearMask),
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_colorMask(rhs._colorMask),
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_clearColor(rhs._clearColor),
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_clearAccum(rhs._clearAccum),
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_clearDepth(rhs._clearDepth),
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_clearStencil(rhs._clearStencil),
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_camera(rhs._camera),
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_level(rhs._level),
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_face(rhs._face),
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_imageReadPixelFormat(rhs._imageReadPixelFormat),
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_imageReadPixelDataType(rhs._imageReadPixelDataType),
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_renderStageLighting(rhs._renderStageLighting)
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{
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_stage = this;
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}
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@@ -119,9 +152,134 @@ void RenderStage::draw(osg::State& state,RenderLeaf*& previous)
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// note, SceneView does call to drawPreRenderStages explicitly
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// so there is no need to call it here.
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drawPreRenderStages(state,previous);
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osg::State* useState = &state;
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osg::GraphicsContext* callingContext = state.getGraphicsContext();
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osg::GraphicsContext* useContext = callingContext;
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if (_graphicsContext.valid() && _graphicsContext != callingContext)
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{
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useState = _graphicsContext->getState();
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useContext = _graphicsContext.get();
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useContext->makeCurrent();
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}
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if (_drawBuffer != GL_NONE)
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{
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glDrawBuffer(_drawBuffer);
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}
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if (_readBuffer != GL_NONE)
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{
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glReadBuffer(_readBuffer);
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}
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osg::FBOExtensions* fbo_ext = _fbo.valid() ? osg::FBOExtensions::instance(state.getContextID()) : 0;
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bool fbo_supported = fbo_ext && fbo_ext->isSupported();
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if (fbo_supported)
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{
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_fbo->apply(*useState);
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}
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// do the drawing itself.
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RenderBin::draw(state,previous);
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// now copy the rendered image to attached texture.
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if (_texture.valid() && !fbo_supported)
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{
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if (callingContext && useContext!= callingContext)
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{
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// make the calling context use the pbuffer context for reading.
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callingContext->makeContextCurrent(useContext);
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if (_readBuffer != GL_NONE)
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{
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glReadBuffer(_readBuffer);
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}
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}
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// need to implement texture cube map etc...
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osg::Texture1D* texture1D = 0;
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osg::Texture2D* texture2D = 0;
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osg::Texture3D* texture3D = 0;
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osg::TextureRectangle* textureRec = 0;
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osg::TextureCubeMap* textureCubeMap = 0;
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if ((texture2D = dynamic_cast<osg::Texture2D*>(_texture.get())) != 0)
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{
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texture2D->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
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}
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else if ((textureRec = dynamic_cast<osg::TextureRectangle*>(_texture.get())) != 0)
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{
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textureRec->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
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}
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else if ((texture1D = dynamic_cast<osg::Texture1D*>(_texture.get())) != 0)
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{
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// need to implement
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texture1D->copyTexImage1D(state,_viewport->x(),_viewport->y(),_viewport->width());
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}
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else if ((texture3D = dynamic_cast<osg::Texture3D*>(_texture.get())) != 0)
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{
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// need to implement
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texture3D->copyTexSubImage3D(state, 0, 0, _face, _viewport->x(), _viewport->y(), _viewport->width(), _viewport->height());
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}
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else if ((textureCubeMap = dynamic_cast<osg::TextureCubeMap*>(_texture.get())) != 0)
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{
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// need to implement
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textureCubeMap->copyTexSubImageCubeMap(state, _face, 0, 0, _viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
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}
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}
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if (_image.valid())
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{
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if (_readBuffer != GL_NONE)
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{
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glReadBuffer(_readBuffer);
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}
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_image->readPixels(_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height(),_imageReadPixelFormat,_imageReadPixelDataType);
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}
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if (_camera && _camera->getPostDrawCallback())
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{
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// if we have a camera with a post draw callback invoke it.
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(*(_camera->getPostDrawCallback()))(*_camera);
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}
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if (fbo_supported)
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{
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// switch of the frame buffer object
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fbo_ext->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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if (fbo_supported && _camera)
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{
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// now generate mipmaps if they are required.
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const osg::CameraNode::BufferAttachmentMap& bufferAttachements = _camera->getBufferAttachmentMap();
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for(osg::CameraNode::BufferAttachmentMap::const_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 (itr->second._texture.valid() && itr->second._mipMapGeneration)
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{
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itr->second._texture->apply(*useState);
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// fbo_ext->glGenerateMipmapEXT(itr->second._texture->getTextureTarget());
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}
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}
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}
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if (callingContext && useContext != callingContext)
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{
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// restore the graphics context.
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callingContext->makeCurrent();
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}
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// place the post draw here temprorarily while we figure out how
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// best to do SceneView.
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drawPostRenderStages(state,previous);
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@@ -135,8 +293,7 @@ void RenderStage::drawImplementation(osg::State& state,RenderLeaf*& previous)
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notify(FATAL) << "Error: cannot draw stage due to undefined viewport."<< std::endl;
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return;
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}
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// set up the back buffer.
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state.applyAttribute(_viewport.get());
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@@ -1,166 +0,0 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osgUtil/RenderToTextureStage>
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#include <osg/Texture1D>
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#include <osg/Texture2D>
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#include <osg/Texture3D>
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#include <osg/TextureRectangle>
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#include <osg/TextureCubeMap>
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#include <osg/Notify>
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using namespace osg;
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using namespace osgUtil;
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// register a RenderToTextureStage prototype with the RenderBin prototype list.
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//RegisterRenderBinProxy<RenderToTextureStage> s_registerRenderToTextureStageProxy;
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RenderToTextureStage::RenderToTextureStage()
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{
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_camera = 0;
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_level = 0;
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_face = 0;
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_imageReadPixelFormat = GL_RGBA;
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_imageReadPixelDataType = GL_UNSIGNED_BYTE;
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}
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RenderToTextureStage::~RenderToTextureStage()
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{
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}
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void RenderToTextureStage::reset()
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{
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RenderStage::reset();
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}
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void RenderToTextureStage::draw(osg::State& state,RenderLeaf*& previous)
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{
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if (_stageDrawnThisFrame) return;
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//cout << "begining RTTS draw "<<this<< " "<<_viewport->x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<<std::endl;
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osg::State* useState = &state;
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osg::GraphicsContext* callingContext = state.getGraphicsContext();
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osg::GraphicsContext* useContext = callingContext;
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if (_graphicsContext.valid() && _graphicsContext != callingContext)
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{
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useState = _graphicsContext->getState();
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useContext = _graphicsContext.get();
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useContext->makeCurrent();
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glDrawBuffer(GL_FRONT);
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glReadBuffer(GL_FRONT);
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}
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osg::FBOExtensions* fbo_ext = _fbo.valid() ? osg::FBOExtensions::instance(state.getContextID()) : 0;
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bool fbo_supported = fbo_ext && fbo_ext->isSupported();
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if (fbo_supported)
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{
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_fbo->apply(*useState);
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}
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// do the actual rendering of the scene.
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RenderStage::draw(*useState,previous);
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// now copy the rendered image to attached texture.
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if (_texture.valid() && !fbo_supported)
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{
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if (callingContext && useContext!= callingContext)
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{
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// make the calling context use the pbuffer context for reading.
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callingContext->makeContextCurrent(useContext);
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glReadBuffer(GL_FRONT);
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}
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// need to implement texture cube map etc...
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osg::Texture1D* texture1D = 0;
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osg::Texture2D* texture2D = 0;
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osg::Texture3D* texture3D = 0;
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osg::TextureRectangle* textureRec = 0;
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osg::TextureCubeMap* textureCubeMap = 0;
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if ((texture2D = dynamic_cast<osg::Texture2D*>(_texture.get())) != 0)
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{
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texture2D->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
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}
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else if ((textureRec = dynamic_cast<osg::TextureRectangle*>(_texture.get())) != 0)
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{
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textureRec->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
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}
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else if ((texture1D = dynamic_cast<osg::Texture1D*>(_texture.get())) != 0)
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{
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// need to implement
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texture1D->copyTexImage1D(state,_viewport->x(),_viewport->y(),_viewport->width());
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}
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else if ((texture3D = dynamic_cast<osg::Texture3D*>(_texture.get())) != 0)
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{
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// need to implement
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texture3D->copyTexSubImage3D(state, 0, 0, _face, _viewport->x(), _viewport->y(), _viewport->width(), _viewport->height());
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}
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else if ((textureCubeMap = dynamic_cast<osg::TextureCubeMap*>(_texture.get())) != 0)
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{
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// need to implement
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textureCubeMap->copyTexSubImageCubeMap(state, _face, 0, 0, _viewport->x(),_viewport->y(),_viewport->width(),_viewport->height());
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}
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}
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if (_image.valid())
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{
|
||||
_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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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());
|
||||
|
||||
Reference in New Issue
Block a user