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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
* 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.
*/
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#ifndef OSGUTIL_RENDERSTAGE
#define OSGUTIL_RENDERSTAGE 1
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#include <osg/ColorMask>
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#include <osg/Viewport>
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#include <osg/Texture>
#include <osg/FrameBufferObject>
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#include <osg/Camera>
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#include <osgUtil/RenderBin>
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#include <osgUtil/PositionalStateContainer>
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namespace osgUtil {
/**
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* RenderStage base class. Used for encapsulate a complete stage in
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* rendering - setting up of viewport, the projection and model
* matrices and rendering the RenderBin's enclosed with this RenderStage.
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* RenderStage also has a dependency list of other RenderStages, each
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* of which must be called before the rendering of this stage. These
* 'pre' rendering stages are used for advanced rendering techniques
* like multistage pixel shading or impostors.
*/
class OSGUTIL_EXPORT RenderStage : public RenderBin
{
public:
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RenderStage();
RenderStage(SortMode mode);
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RenderStage(const RenderStage& rhs,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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virtual osg::Object* cloneType() const { return new RenderStage(); }
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new RenderStage(*this,copyop); } // note only implements a clone of type.
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virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const RenderStage*>(obj)!=0L; }
virtual const char* className() const { return "RenderStage"; }
virtual void reset();
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/** Set the draw buffer used at the start of each frame draw. */
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void setDrawBuffer(GLenum buffer, bool applyMask = true ) { _drawBuffer = buffer; setDrawBufferApplyMask( applyMask ); }
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/** Get the draw buffer used at the start of each frame draw. */
GLenum getDrawBuffer() const { return _drawBuffer; }
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/** Get the apply mask defining whether glDrawBuffer is called at each frame draw. */
bool getDrawBufferApplyMask() const { return _drawBufferApplyMask; }
/** Set the apply mask defining whether glDrawBuffer is called at each frame draw. */
void setDrawBufferApplyMask( bool applyMask ) { _drawBufferApplyMask = applyMask; }
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/** Set the read buffer for any required copy operations to use. */
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void setReadBuffer(GLenum buffer, bool applyMask = true) { _readBuffer = buffer; setReadBufferApplyMask( applyMask ); }
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/** Get the read buffer for any required copy operations to use. */
GLenum getReadBuffer() const { return _readBuffer; }
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/** Get the apply mask defining whether glReadBuffer is called at each frame draw. */
bool getReadBufferApplyMask() const { return _readBufferApplyMask; }
/** Set the apply mask defining whether glReadBuffer is called at each frame draw. */
void setReadBufferApplyMask( bool applyMask ) { _readBufferApplyMask = applyMask; }
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/** Set the viewport.*/
void setViewport(osg::Viewport* viewport) { _viewport = viewport; }
/** Get the const viewport. */
const osg::Viewport* getViewport() const { return _viewport.get(); }
/** Get the viewport. */
osg::Viewport* getViewport() { return _viewport.get(); }
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/** Set the initial view matrix.*/
void setInitialViewMatrix(const osg::RefMatrix* matrix) { _initialViewMatrix = matrix; }
/** Get the initial view matrix.*/
const osg::RefMatrix* getInitialViewMatrix() { return _initialViewMatrix.get(); }
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/** Set the clear mask used in glClear(..).
* Defaults to GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT. */
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void setClearMask(GLbitfield mask) { _clearMask = mask; }
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/** Get the clear mask.*/
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GLbitfield getClearMask() const { return _clearMask; }
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void setColorMask(osg::ColorMask* cm) { _colorMask = cm; }
osg::ColorMask* getColorMask() { return _colorMask.get(); }
const osg::ColorMask* getColorMask() const { return _colorMask.get(); }
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/** Set the clear color used in glClearColor(..).
* glClearColor is only called if mask & GL_COLOR_BUFFER_BIT is true*/
void setClearColor(const osg::Vec4& color) { _clearColor=color; }
/** Get the clear color.*/
const osg::Vec4& getClearColor() const { return _clearColor; }
/** Set the clear accum used in glClearAccum(..).
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* glClearAcumm is only called if mask & GL_ACCUM_BUFFER_BIT is true. */
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void setClearAccum(const osg::Vec4& color) { _clearAccum=color; }
/** Get the clear accum.*/
const osg::Vec4& getClearAccum() const { return _clearAccum; }
/** Set the clear depth used in glClearDepth(..). Defaults to 1.0
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* glClearDepth is only called if mask & GL_DEPTH_BUFFER_BIT is true. */
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void setClearDepth(double depth) { _clearDepth=depth; }
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/** Get the clear depth.*/
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double getClearDepth() const { return _clearDepth; }
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/** Set the clear stencil value used in glClearStencil(). Defaults to 0;
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* glClearStencil is only called if mask & GL_STENCIL_BUFFER_BIT is true*/
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void setClearStencil(int stencil) { _clearStencil=stencil; }
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/** Get the clear color.*/
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int getClearStencil() const { return _clearStencil; }
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void setCamera(osg::Camera* camera) { if (_camera!=camera) { _camera = camera; _cameraRequiresSetUp = true; } }
osg::Camera* getCamera() { return _camera; }
const osg::Camera* getCamera() const { return _camera; }
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void setCameraRequiresSetUp(bool flag) { _cameraRequiresSetUp = flag; }
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bool getCameraRequiresSetUp() const { return _cameraRequiresSetUp; }
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/** Attempt the set the RenderStage from the Camera settings.*/
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void runCameraSetUp(osg::RenderInfo& renderInfo);
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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; }
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/** Set a framebuffer object to render into. It is permissible for the
* framebuffer object to be multisampled, in which case you should also
* set a resolve framebuffer object - see setMultisampleResolveFramebufferObject(). */
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void setFrameBufferObject(osg::FrameBufferObject* fbo) { _fbo = fbo; }
osg::FrameBufferObject* getFrameBufferObject() { return _fbo.get(); }
const osg::FrameBufferObject* getFrameBufferObject() const { return _fbo.get(); }
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/** Sets the destination framebuffer object for glBlitFramebufferEXT to
* resolve a multisampled framebuffer object after the RenderStage is
* drawn. The resolve framebuffer object must not be multisampled. The
* resolve framebuffer object is only necessary if the primary framebuffer
* object is multisampled, if not then leave it set to null. */
void setMultisampleResolveFramebufferObject(osg::FrameBufferObject* fbo);
osg::FrameBufferObject* getMultisampleResolveFramebufferObject() { return _resolveFbo.get(); }
const osg::FrameBufferObject* getMultisampleResolveFramebufferObject() const { return _resolveFbo.get(); }
/** Set whether the framebuffer object should be unbound after
* rendering. By default this is set to true. Set it to false if the
* unbinding is not required. */
void setDisableFboAfterRender(bool disable) {_disableFboAfterRender = disable;}
bool getDisableFboAfterRender() const {return _disableFboAfterRender;}
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void setGraphicsContext(osg::GraphicsContext* context) { _graphicsContext = context; }
osg::GraphicsContext* getGraphicsContext() { return _graphicsContext.get(); }
const osg::GraphicsContext* getGraphicsContext() const { return _graphicsContext.get(); }
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void setInheritedPositionalStateContainerMatrix(const osg::Matrix& matrix) { _inheritedPositionalStateContainerMatrix = matrix; }
const osg::Matrix& getInheritedPositionalStateContainerMatrix() const { return _inheritedPositionalStateContainerMatrix; }
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void setInheritedPositionalStateContainer(PositionalStateContainer* rsl) { _inheritedPositionalStateContainer = rsl; }
PositionalStateContainer* getInheritedPositionalStateContainer() { return _inheritedPositionalStateContainer.get(); }
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void setPositionalStateContainer(PositionalStateContainer* rsl) { _renderStageLighting = rsl; }
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PositionalStateContainer* getPositionalStateContainer() const
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{
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if (!_renderStageLighting.valid()) _renderStageLighting = new PositionalStateContainer;
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return _renderStageLighting.get();
}
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virtual void addPositionedAttribute(osg::RefMatrix* matrix,const osg::StateAttribute* attr)
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{
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getPositionalStateContainer()->addPositionedAttribute(matrix,attr);
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}
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virtual void addPositionedTextureAttribute(unsigned int textureUnit, osg::RefMatrix* matrix,const osg::StateAttribute* attr)
{
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getPositionalStateContainer()->addPositionedTextureAttribute(textureUnit, matrix,attr);
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}
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void copyTexture(osg::RenderInfo& renderInfo);
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virtual void sort();
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virtual void drawPreRenderStages(osg::RenderInfo& renderInfo,RenderLeaf*& previous);
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virtual void draw(osg::RenderInfo& renderInfo,RenderLeaf*& previous);
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virtual void drawInner(osg::RenderInfo& renderInfo,RenderLeaf*& previous, bool& doCopyTexture);
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virtual void drawPostRenderStages(osg::RenderInfo& renderInfo,RenderLeaf*& previous);
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virtual void drawImplementation(osg::RenderInfo& renderInfo,RenderLeaf*& previous);
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void addToDependencyList(RenderStage* rs) { addPreRenderStage(rs); }
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void addPreRenderStage(RenderStage* rs, int order = 0);
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void addPostRenderStage(RenderStage* rs, int order = 0);
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/** Extract stats for current draw list. */
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bool getStats(Statistics& stats) const;
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/** Compute the number of dynamic RenderLeaves.*/
virtual unsigned int computeNumberOfDynamicRenderLeaves() const;
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struct Attachment
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{
osg::ref_ptr<osg::Image> _image;
GLenum _imageReadPixelFormat;
GLenum _imageReadPixelDataType;
};
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void attach(osg::Camera::BufferComponent buffer, osg::Image* image);
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/** search through any pre and post RenderStage that reference a Camera, and take a reference to each of these cameras to prevent them being deleted while they are still be used by the drawing thread.*/
void collateReferencesToDependentCameras();
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/** clear the references to any dependent cameras.*/
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void clearReferencesToDependentCameras();
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protected:
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virtual ~RenderStage();
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typedef std::pair< int , osg::ref_ptr<RenderStage> > RenderStageOrderPair;
typedef std::list< RenderStageOrderPair > RenderStageList;
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typedef std::vector< osg::ref_ptr<osg::Camera> > Cameras;
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bool _stageDrawnThisFrame;
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RenderStageList _preRenderList;
RenderStageList _postRenderList;
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Cameras _dependentCameras;
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// viewport x,y,width,height.
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osg::ref_ptr<osg::Viewport> _viewport;
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osg::ref_ptr<const osg::RefMatrix> _initialViewMatrix;
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GLenum _drawBuffer;
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bool _drawBufferApplyMask;
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GLenum _readBuffer;
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bool _readBufferApplyMask;
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GLbitfield _clearMask;
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osg::ref_ptr<osg::ColorMask> _colorMask;
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osg::Vec4 _clearColor;
osg::Vec4 _clearAccum;
double _clearDepth;
int _clearStencil;
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bool _cameraRequiresSetUp;
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osg::Camera* _camera;
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osg::ref_ptr<osg::Texture> _texture;
unsigned int _level;
unsigned int _face;
osg::ref_ptr<osg::Image> _image;
GLenum _imageReadPixelFormat;
GLenum _imageReadPixelDataType;
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std::map< osg::Camera::BufferComponent, Attachment> _bufferAttachmentMap;
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osg::ref_ptr<osg::FrameBufferObject> _fbo;
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osg::ref_ptr<osg::FrameBufferObject> _resolveFbo;
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osg::ref_ptr<osg::GraphicsContext> _graphicsContext;
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bool _disableFboAfterRender;
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mutable osg::Matrix _inheritedPositionalStateContainerMatrix;
mutable osg::ref_ptr<PositionalStateContainer> _inheritedPositionalStateContainer;
mutable osg::ref_ptr<PositionalStateContainer> _renderStageLighting;
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};
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}
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#endif