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

@@ -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());