OpenSceneGraph/src/osgUtil/RenderStage.cpp

738 lines
25 KiB
C++
Raw Normal View History

/* -*-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 <stdio.h>
2001-09-22 10:42:08 +08:00
#include <osg/Notify>
#include <osg/Texture1D>
#include <osg/Texture2D>
#include <osg/Texture3D>
#include <osg/TextureRectangle>
#include <osg/TextureCubeMap>
#include <osgUtil/Statistics>
2001-09-22 10:42:08 +08:00
2001-09-20 05:19:47 +08:00
#include <osgUtil/RenderStage>
2001-09-20 05:19:47 +08:00
using namespace osg;
using namespace osgUtil;
// register a RenderStage prototype with the RenderBin prototype list.
//RegisterRenderBinProxy<RenderStage> s_registerRenderStageProxy;
RenderStage::RenderStage():
RenderBin(getDefaultRenderBinSortMode())
{
// point RenderBin's _stage to this to ensure that references to
// stage don't go tempted away to any other stage.
_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):
RenderBin(mode)
2001-09-20 05:19:47 +08:00
{
// point RenderBin's _stage to this to ensure that references to
// stage don't go tempted away to any other stage.
_stage = this;
_stageDrawnThisFrame = false;
_drawBuffer = GL_NONE;
_readBuffer = GL_NONE;
2001-09-20 05:19:47 +08:00
_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;
2001-09-20 05:19:47 +08:00
}
RenderStage::RenderStage(const RenderStage& rhs,const osg::CopyOp& copyop):
RenderBin(rhs,copyop),
_stageDrawnThisFrame(false),
_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;
}
2001-09-20 05:19:47 +08:00
RenderStage::~RenderStage()
{
}
void RenderStage::reset()
{
_preRenderList.clear();
2001-09-20 05:19:47 +08:00
_stageDrawnThisFrame = false;
if (_renderStageLighting.valid()) _renderStageLighting->reset();
RenderBin::reset();
}
void RenderStage::addPreRenderStage(RenderStage* rs)
2001-09-20 05:19:47 +08:00
{
if (rs) _preRenderList.push_back(rs);
}
void RenderStage::addPostRenderStage(RenderStage* rs)
{
if (rs) _postRenderList.push_back(rs);
2001-09-20 05:19:47 +08:00
}
void RenderStage::drawPreRenderStages(osg::State& state,RenderLeaf*& previous)
{
if (_preRenderList.empty()) return;
//cout << "Drawing prerendering stages "<<this<< " "<<_viewport->x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<<std::endl;
for(RenderStageList::iterator itr=_preRenderList.begin();
itr!=_preRenderList.end();
++itr)
{
(*itr)->draw(state,previous);
}
//cout << "Done Drawing prerendering stages "<<this<< " "<<_viewport->x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<<std::endl;
}
void RenderStage::runCameraSetUp(osg::State& state)
{
_cameraRequiresSetUp = false;
if (!_camera) return;
osg::CameraNode::RenderTargetImplementation renderTargetImplemntation = _camera->getRenderTargetImplementation();
osg::CameraNode::BufferAttachmentMap& bufferAttachements = _camera->getBufferAttachmentMap();
// attach an images that need to be copied after the stage is drawn.
for(osg::CameraNode::BufferAttachmentMap::iterator itr = bufferAttachements.begin();
itr != bufferAttachements.end();
++itr)
{
// if one exist attach image to the RenderToTextureStage.
if (itr->second._image.valid()) setImage(itr->second._image.get());
}
if (renderTargetImplemntation==osg::CameraNode::FRAME_BUFFER_OBJECT)
{
osg::FBOExtensions* fbo_ext = osg::FBOExtensions::instance(state.getContextID());
bool fbo_supported = fbo_ext && fbo_ext->isSupported();
if (!fbo_supported)
{
// fallback to using pbuffer
#ifdef _WIN32
// Only Win32 currently support PBuffer RTT.
osg::notify(osg::INFO)<<"RenderStage::runCameraSetUp(State&): Using fallback to PIXEL_BUFFER_RTT"<<std::endl;
renderTargetImplemntation = osg::CameraNode::PIXEL_BUFFER_RTT;
#else
osg::notify(osg::INFO)<<"RenderStage::runCameraSetUp(State&): Using fallback to PIXEL_BUFFER"<<std::endl;
renderTargetImplemntation = osg::CameraNode::PIXEL_BUFFER;
#endif
}
else if (!_fbo)
{
_fbo = new osg::FrameBufferObject;
setDrawBuffer(GL_BACK);
setReadBuffer(GL_BACK);
bool colorAttached = false;
bool depthAttached = false;
bool stencilAttached = false;
for(osg::CameraNode::BufferAttachmentMap::iterator itr = bufferAttachements.begin();
itr != bufferAttachements.end();
++itr)
{
osg::CameraNode::BufferComponent buffer = itr->first;
osg::CameraNode::Attachment& attachment = itr->second;
switch(buffer)
{
case(osg::CameraNode::DEPTH_BUFFER):
{
_fbo->setAttachment(GL_DEPTH_ATTACHMENT_EXT, osg::FrameBufferAttachment(attachment));
depthAttached = true;
break;
}
case(osg::CameraNode::STENCIL_BUFFER):
{
_fbo->setAttachment(GL_STENCIL_ATTACHMENT_EXT, osg::FrameBufferAttachment(attachment));
stencilAttached = true;
break;
}
default:
{
_fbo->setAttachment(GL_COLOR_ATTACHMENT0_EXT+(buffer-osg::CameraNode::COLOR_BUFFER0), osg::FrameBufferAttachment(attachment));
colorAttached = true;
break;
}
}
}
if (!depthAttached)
{
_fbo->setAttachment(GL_DEPTH_ATTACHMENT_EXT, osg::FrameBufferAttachment(new osg::RenderBuffer(_viewport->width(), _viewport->height(), GL_DEPTH_COMPONENT24)));
}
if (!colorAttached)
{
_fbo->setAttachment(GL_COLOR_ATTACHMENT0_EXT, osg::FrameBufferAttachment(new osg::RenderBuffer(_viewport->width(), _viewport->height(), GL_RGB)));
}
}
}
// if any of the renderTargetImplementations require a seperate graphics context such as with pbuffer try in turn to
// set up, but if each level fails then resort to the next level down.
while (!getGraphicsContext() &&
(renderTargetImplemntation==osg::CameraNode::PIXEL_BUFFER_RTT ||
renderTargetImplemntation==osg::CameraNode::PIXEL_BUFFER ||
renderTargetImplemntation==osg::CameraNode::SEPERATE_WINDOW) )
{
osg::ref_ptr<osg::GraphicsContext> context = getGraphicsContext();
if (!context)
{
// set up the traits of the graphics context that we want
osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
traits->_width = _viewport->width();
traits->_height = _viewport->height();
traits->_pbuffer = (renderTargetImplemntation==osg::CameraNode::PIXEL_BUFFER || renderTargetImplemntation==osg::CameraNode::PIXEL_BUFFER_RTT);
traits->_windowDecoration = (renderTargetImplemntation==osg::CameraNode::SEPERATE_WINDOW);
traits->_doubleBuffer = (renderTargetImplemntation==osg::CameraNode::SEPERATE_WINDOW);
osg::Texture* pBufferTexture = 0;
GLenum bufferFormat = GL_NONE;
unsigned int level = 0;
unsigned int face = 0;
bool colorAttached = false;
bool depthAttached = false;
bool stencilAttached = false;
for(osg::CameraNode::BufferAttachmentMap::iterator itr = bufferAttachements.begin();
itr != bufferAttachements.end();
++itr)
{
osg::CameraNode::BufferComponent buffer = itr->first;
osg::CameraNode::Attachment& attachment = itr->second;
switch(buffer)
{
case(osg::CameraNode::DEPTH_BUFFER):
{
traits->_depth = 24;
depthAttached = true;
break;
}
case(osg::CameraNode::STENCIL_BUFFER):
{
traits->_stencil = 8;
stencilAttached = true;
break;
}
case(osg::CameraNode::COLOR_BUFFER):
{
if (attachment._internalFormat!=GL_NONE)
{
bufferFormat = attachment._internalFormat;
}
else
{
if (attachment._texture.valid())
{
pBufferTexture = attachment._texture.get();
bufferFormat = attachment._texture->getInternalFormat();
}
else if (attachment._image.valid())
{
bufferFormat = attachment._image->getInternalTextureFormat();
}
else
{
bufferFormat = GL_RGBA;
}
}
level = attachment._level;
face = attachment._face;
if (renderTargetImplemntation==osg::CameraNode::PIXEL_BUFFER_RTT)
{
traits->_target = bufferFormat;
traits->_level = level;
traits->_face = face;
traits->_mipMapGeneration = attachment._mipMapGeneration;
}
break;
}
default:
{
if (renderTargetImplemntation==osg::CameraNode::SEPERATE_WINDOW)
osg::notify(osg::NOTICE)<<"Warning: RenderStage::runCameraSetUp(State&) Window ";
else
osg::notify(osg::NOTICE)<<"Warning: RenderStage::runCameraSetUp(State&) Pbuffer ";
osg::notify(osg::NOTICE)<<"does not support multiple color outputs."<<std::endl;
break;
}
}
}
if (!depthAttached)
{
traits->_depth = 24;
}
if (!colorAttached)
{
if (bufferFormat == GL_NONE) bufferFormat = GL_RGB;
traits->_red = 8;
traits->_green = 8;
traits->_blue = 8;
traits->_alpha = (bufferFormat==GL_RGBA) ? 8 : 0;
}
// share OpenGL objects if possible...
if (state.getGraphicsContext())
{
traits->_sharedContext = state.getGraphicsContext();
}
// create the graphics context according to these traits.
context = osg::GraphicsContext::createGraphicsContext(traits.get());
if (context.valid() && context->realize())
{
osg::notify(osg::INFO)<<"RenderStage::runCameraSetUp(State&) Context has been realized "<<std::endl;
// successfully set up graphics context as requested,
// will assign this graphics context to the RenderStage and
// associated parameters. Setting the graphics context will
// single this while loop to exit successful.
setGraphicsContext(context.get());
// how to do we detect that an attempt to set up RTT has failed??
setDrawBuffer(GL_FRONT);
setReadBuffer(GL_FRONT);
if (pBufferTexture && renderTargetImplemntation==osg::CameraNode::PIXEL_BUFFER_RTT)
{
osg::notify(osg::INFO)<<"RenderStage::runCameraSetUp(State&) Assign graphis context to Texture"<<std::endl;
pBufferTexture->setReadPBuffer(context.get());
}
else
{
osg::notify(osg::INFO)<<"RenderStage::runCameraSetUp(State&) Assigning texture to RenderStage so that it does the copy"<<std::endl;
setTexture(pBufferTexture, level, face);
}
}
else
{
osg::notify(osg::INFO)<<"Failed to aquire Graphics Context"<<std::endl;
if (renderTargetImplemntation==osg::CameraNode::PIXEL_BUFFER_RTT)
{
// fallback to using standard PBuffer, this will allow this while loop to continue
renderTargetImplemntation=osg::CameraNode::PIXEL_BUFFER;
}
else
{
// fallback to using the frame buffer, this while loop will now exit.
renderTargetImplemntation=osg::CameraNode::FRAME_BUFFER;
}
}
}
}
// finally if all else has failed, then the frame buffer fallback will come in to play.
if (renderTargetImplemntation==osg::CameraNode::FRAME_BUFFER)
{
osg::notify(osg::INFO)<<"Setting up osg::CameraNode::FRAME_BUFFER"<<std::endl;
for(osg::CameraNode::BufferAttachmentMap::iterator itr = bufferAttachements.begin();
itr != bufferAttachements.end();
++itr)
{
// assign the texture...
if (itr->second._texture.valid()) setTexture(itr->second._texture.get(), itr->second._level, itr->second._face);
}
}
}
void RenderStage::copyTexture(osg::State& state)
{
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());
}
}
void RenderStage::drawInner(osg::State& state,RenderLeaf*& previous, bool& doCopyTexture)
{
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(state);
}
// do the drawing itself.
RenderBin::draw(state,previous);
// now copy the rendered image to attached texture.
if (doCopyTexture)
{
copyTexture(state);
}
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);
doCopyTexture = true;
}
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(state);
// fbo_ext->glGenerateMipmapEXT(itr->second._texture->getTextureTarget());
}
}
}
}
struct DrawInnerOperation : public osg::GraphicsThread::Operation
{
2005-08-31 03:20:19 +08:00
DrawInnerOperation(RenderStage* stage) :
osg::GraphicsThread::Operation("DrawInnerStage",false),
_stage(stage) {}
virtual void operator() (osg::GraphicsContext* context)
{
// osg::notify(osg::NOTICE)<<"DrawInnerOperation operator"<<std::endl;
if (_stage && context)
{
RenderLeaf* previous = 0;
bool doCopyTexture = false;
_stage->drawInner(*(context->getState()), previous, doCopyTexture);
}
}
RenderStage* _stage;
};
void RenderStage::draw(osg::State& state,RenderLeaf*& previous)
{
if (_stageDrawnThisFrame) return;
_stageDrawnThisFrame = true;
// note, SceneView does call to drawPreRenderStages explicitly
// so there is no need to call it here.
drawPreRenderStages(state,previous);
if (_cameraRequiresSetUp)
{
runCameraSetUp(state);
}
osg::State* useState = &state;
osg::GraphicsContext* callingContext = state.getGraphicsContext();
osg::GraphicsContext* useContext = callingContext;
osg::GraphicsThread* useThread = 0;
if (_graphicsContext.valid() && _graphicsContext != callingContext)
{
// show we release the context so that others can use it?? will do so right
// now as an experiment.
callingContext->releaseContext();
useState = _graphicsContext->getState();
useContext = _graphicsContext.get();
useThread = useContext->getGraphicsThread();
if (!useThread) useContext->makeCurrent();
}
bool doCopyTexture = _texture.valid() ?
(callingContext != useContext) :
false;
if (useThread)
{
useThread->add(new DrawInnerOperation( this ), true);
doCopyTexture = false;
}
else
{
drawInner( *useState, previous, doCopyTexture);
}
// now copy the rendered image to attached texture.
if (_texture.valid() && !doCopyTexture)
{
if (callingContext && useContext!= callingContext)
{
// make the calling context use the pbuffer context for reading.
callingContext->makeContextCurrent(useContext);
}
copyTexture(state);
}
if (_camera && _camera->getPostDrawCallback())
{
// if we have a camera with a post draw callback invoke it.
(*(_camera->getPostDrawCallback()))(*_camera);
}
if (_graphicsContext.valid() && _graphicsContext != callingContext)
{
if (!useThread) useContext->releaseContext();
}
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);
}
void RenderStage::drawImplementation(osg::State& state,RenderLeaf*& previous)
2001-09-20 05:19:47 +08:00
{
2001-09-22 10:42:08 +08:00
if (!_viewport)
{
notify(FATAL) << "Error: cannot draw stage due to undefined viewport."<< std::endl;
2001-09-22 10:42:08 +08:00
return;
}
2001-09-20 05:19:47 +08:00
// set up the back buffer.
state.applyAttribute(_viewport.get());
2001-09-20 05:19:47 +08:00
#define USE_SISSOR_TEST
#ifdef USE_SISSOR_TEST
2001-09-22 10:42:08 +08:00
glScissor( _viewport->x(), _viewport->y(), _viewport->width(), _viewport->height() );
//cout << " clearing "<<this<< " "<<_viewport->x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<<std::endl;
2001-09-20 05:19:47 +08:00
glEnable( GL_SCISSOR_TEST );
#endif
// glEnable( GL_DEPTH_TEST );
// set which color planes to operate on.
if (_colorMask.valid()) _colorMask->apply(state);
else glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
2001-09-20 05:19:47 +08:00
if (_clearMask & GL_COLOR_BUFFER_BIT)
glClearColor( _clearColor[0], _clearColor[1], _clearColor[2], _clearColor[3]);
if (_clearMask & GL_DEPTH_BUFFER_BIT)
glClearDepth( _clearDepth);
if (_clearMask & GL_STENCIL_BUFFER_BIT)
glClearStencil( _clearStencil);
if (_clearMask & GL_ACCUM_BUFFER_BIT)
glClearAccum( _clearAccum[0], _clearAccum[1], _clearAccum[2], _clearAccum[3]);
glClear( _clearMask );
2001-09-20 05:19:47 +08:00
#ifdef USE_SISSOR_TEST
glDisable( GL_SCISSOR_TEST );
#endif
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
// apply the positional state.
if (_inheritedPositionalStateContainer.valid())
{
_inheritedPositionalStateContainer->draw(state, previous, &_inheritedPositionalStateContainerMatrix);
}
// apply the positional state.
if (_renderStageLighting.valid())
{
_renderStageLighting->draw(state, previous, 0);
}
2001-09-20 05:19:47 +08:00
// draw the children and local.
RenderBin::drawImplementation(state,previous);
2001-09-20 05:19:47 +08:00
// now reset the state so its back in its default state.
if (previous)
{
RenderGraph::moveToRootRenderGraph(state,previous->_parent);
state.apply();
previous = NULL;
}
}
void RenderStage::drawPostRenderStages(osg::State& state,RenderLeaf*& previous)
{
if (_postRenderList.empty()) return;
//cout << "Drawing prerendering stages "<<this<< " "<<_viewport->x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<<std::endl;
for(RenderStageList::iterator itr=_postRenderList.begin();
itr!=_postRenderList.end();
++itr)
{
(*itr)->draw(state,previous);
}
//cout << "Done Drawing prerendering stages "<<this<< " "<<_viewport->x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<<std::endl;
}
2001-09-20 05:19:47 +08:00
// Statistics features
bool RenderStage::getStats(Statistics* primStats)
2001-09-20 05:19:47 +08:00
{
if (_renderStageLighting.valid())
{
// need to re-implement by checking for lights in the scene
// by downcasting the positioned attribute list. RO. May 2002.
//primStats->addLight(_renderStageLighting->_lightList.size());
}
return RenderBin::getStats(primStats);
2001-09-20 05:19:47 +08:00
}