/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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 #include #include #include #include #include #include #include #include #include #include #include using namespace osg; using namespace osgUtil; // register a RenderStage prototype with the RenderBin prototype list. //RegisterRenderBinProxy s_registerRenderStageProxy; RenderStage::RenderStage(): RenderBin(getDefaultRenderBinSortMode()), _disableFboAfterRender(true) { // 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; _drawBufferApplyMask = false; _readBuffer = GL_NONE; _readBufferApplyMask = false; _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; _cameraRequiresSetUp = false; _camera = 0; _level = 0; _face = 0; _imageReadPixelFormat = GL_RGBA; _imageReadPixelDataType = GL_UNSIGNED_BYTE; } RenderStage::RenderStage(SortMode mode): RenderBin(mode), _disableFboAfterRender(true) { // 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; _drawBufferApplyMask = false; _readBuffer = GL_NONE; _readBufferApplyMask = false; _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; _cameraRequiresSetUp = false; _camera = 0; _level = 0; _face = 0; _imageReadPixelFormat = GL_RGBA; _imageReadPixelDataType = GL_UNSIGNED_BYTE; } 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), _drawBufferApplyMask(rhs._drawBufferApplyMask), _readBuffer(rhs._readBuffer), _readBufferApplyMask(rhs._readBufferApplyMask), _clearMask(rhs._clearMask), _colorMask(rhs._colorMask), _clearColor(rhs._clearColor), _clearAccum(rhs._clearAccum), _clearDepth(rhs._clearDepth), _clearStencil(rhs._clearStencil), _cameraRequiresSetUp(rhs._cameraRequiresSetUp), _camera(rhs._camera), _level(rhs._level), _face(rhs._face), _imageReadPixelFormat(rhs._imageReadPixelFormat), _imageReadPixelDataType(rhs._imageReadPixelDataType), _disableFboAfterRender(rhs._disableFboAfterRender), _renderStageLighting(rhs._renderStageLighting) { _stage = this; } RenderStage::~RenderStage() { } void RenderStage::reset() { _stageDrawnThisFrame = false; if (_renderStageLighting.valid()) _renderStageLighting->reset(); for(RenderStageList::iterator pre_itr = _preRenderList.begin(); pre_itr != _preRenderList.end(); ++pre_itr) { pre_itr->second->reset(); } RenderBin::reset(); for(RenderStageList::iterator post_itr = _postRenderList.begin(); post_itr != _postRenderList.end(); ++post_itr) { post_itr->second->reset(); } _preRenderList.clear(); _postRenderList.clear(); } void RenderStage::sort() { for(RenderStageList::iterator pre_itr = _preRenderList.begin(); pre_itr != _preRenderList.end(); ++pre_itr) { pre_itr->second->sort(); } RenderBin::sort(); for(RenderStageList::iterator post_itr = _postRenderList.begin(); post_itr != _postRenderList.end(); ++post_itr) { post_itr->second->sort(); } } void RenderStage::addPreRenderStage(RenderStage* rs, int order) { if (rs) { RenderStageList::iterator itr; for(itr = _preRenderList.begin(); itr != _preRenderList.end(); ++itr) { if(order < itr->first) { break; } } if(itr == _preRenderList.end()) { _preRenderList.push_back(RenderStageOrderPair(order,rs)); } else { _preRenderList.insert(itr,RenderStageOrderPair(order,rs)); } } } void RenderStage::addPostRenderStage(RenderStage* rs, int order) { if (rs) { RenderStageList::iterator itr; for(itr = _postRenderList.begin(); itr != _postRenderList.end(); ++itr) { if(order < itr->first) { break; } } if(itr == _postRenderList.end()) { _postRenderList.push_back(RenderStageOrderPair(order,rs)); } else { _postRenderList.insert(itr,RenderStageOrderPair(order,rs)); } } } void RenderStage::drawPreRenderStages(osg::RenderInfo& renderInfo,RenderLeaf*& previous) { if (_preRenderList.empty()) return; //cout << "Drawing prerendering stages "<x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<second->draw(renderInfo,previous); } //cout << "Done Drawing prerendering stages "<x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<getRenderTargetImplementation(); osg::Camera::RenderTargetImplementation renderTargetFallback = _camera->getRenderTargetFallback(); osg::Camera::BufferAttachmentMap& bufferAttachments = _camera->getBufferAttachmentMap(); _bufferAttachmentMap.clear(); // compute the required dimensions int width = static_cast(_viewport->x() + _viewport->width()); int height = static_cast(_viewport->y() + _viewport->height()); int depth = 1; osg::Camera::BufferAttachmentMap::iterator itr; for(itr = bufferAttachments.begin(); itr != bufferAttachments.end(); ++itr) { width = osg::maximum(width,itr->second.width()); height = osg::maximum(height,itr->second.height()); depth = osg::maximum(depth,itr->second.depth()); } // OSG_NOTICE<<"RenderStage::runCameraSetUp viewport "<<_viewport->x()<<" "<<_viewport->y()<<" "<<_viewport->width()<<" "<<_viewport->height()<second._image.valid()) { osg::Image* image = itr->second._image.get(); GLenum pixelFormat = image->getPixelFormat(); GLenum dataType = image->getDataType(); if (image->data()==0) { if (pixelFormat==0) pixelFormat = itr->second._internalFormat; if (pixelFormat==0) pixelFormat = _imageReadPixelFormat; if (pixelFormat==0) pixelFormat = GL_RGBA; if (dataType==0) dataType = _imageReadPixelDataType; if (dataType==0) dataType = GL_UNSIGNED_BYTE; } _bufferAttachmentMap[itr->first]._imageReadPixelFormat = pixelFormat; _bufferAttachmentMap[itr->first]._imageReadPixelDataType = dataType; _bufferAttachmentMap[itr->first]._image = image; } if (itr->second._texture.valid()) { osg::Texture* texture = itr->second._texture.get(); osg::Texture1D* texture1D = 0; osg::Texture2D* texture2D = 0; osg::Texture2DMultisample* texture2DMS = 0; osg::Texture3D* texture3D = 0; osg::TextureCubeMap* textureCubeMap = 0; osg::TextureRectangle* textureRectangle = 0; if (0 != (texture1D=dynamic_cast(texture))) { if (texture1D->getTextureWidth()==0) { texture1D->setTextureWidth(width); } } else if (0 != (texture2D = dynamic_cast(texture))) { if (texture2D->getTextureWidth()==0 || texture2D->getTextureHeight()==0) { texture2D->setTextureSize(width,height); } } else if (0 != (texture2DMS = dynamic_cast(texture))) { if (texture2DMS->getTextureWidth()==0 || texture2DMS->getTextureHeight()==0) { texture2DMS->setTextureSize(width,height); } } else if (0 != (texture3D = dynamic_cast(texture))) { if (texture3D->getTextureWidth()==0 || texture3D->getTextureHeight()==0 || texture3D->getTextureDepth()==0 ) { // note we dont' have the depth here, so we'll heave to assume that height and depth are the same.. texture3D->setTextureSize(width,height,height); } } else if (0 != (textureCubeMap = dynamic_cast(texture))) { if (textureCubeMap->getTextureWidth()==0 || textureCubeMap->getTextureHeight()==0) { textureCubeMap->setTextureSize(width,height); } } else if (0 != (textureRectangle = dynamic_cast(texture))) { if (textureRectangle->getTextureWidth()==0 || textureRectangle->getTextureHeight()==0) { textureRectangle->setTextureSize(width,height); } } } } if (renderTargetImplementation==osg::Camera::FRAME_BUFFER_OBJECT) { osg::GL2Extensions* ext = state.get(); bool fbo_supported = ext->isFrameBufferObjectSupported; if (fbo_supported) { OSG_INFO<<"Setting up osg::Camera::FRAME_BUFFER_OBJECT"< lock(*(_camera->getDataChangeMutex())); osg::ref_ptr fbo = new osg::FrameBufferObject; osg::ref_ptr fbo_multisample; bool colorAttached = false; bool depthAttached = false; bool stencilAttached = false; unsigned samples = 0; unsigned colorSamples = 0; // This is not a cut and paste error. Set BOTH local masks // to the value of the Camera's use render buffers mask. // We'll change this if and only if we decide we're doing MSFBO. unsigned int renderBuffersMask = _camera->getImplicitBufferAttachmentRenderMask(true); unsigned int resolveBuffersMask = _camera->getImplicitBufferAttachmentRenderMask(true); if (ext->isRenderbufferMultisampleSupported()) { for(osg::Camera::BufferAttachmentMap::iterator itr = bufferAttachments.begin(); itr != bufferAttachments.end(); ++itr) { osg::Camera::Attachment& attachment = itr->second; samples = maximum(samples, attachment._multisampleSamples); colorSamples = maximum(colorSamples, attachment._multisampleColorSamples); } if (colorSamples > samples) { OSG_NOTIFY(WARN) << "Multisample color samples must be less than or " "equal to samples. Setting color samples equal to samples." << std::endl; colorSamples = samples; } if (samples) { fbo_multisample = new osg::FrameBufferObject; // Use the value of the Camera's use resolve buffers mask as the // resolve mask. resolveBuffersMask = _camera->getImplicitBufferAttachmentResolveMask(true); } } for(osg::Camera::BufferAttachmentMap::iterator itr = bufferAttachments.begin(); itr != bufferAttachments.end(); ++itr) { osg::Camera::BufferComponent buffer = itr->first; osg::Camera::Attachment& attachment = itr->second; if (attachment._texture.valid() || attachment._image.valid()) fbo->setAttachment(buffer, osg::FrameBufferAttachment(attachment)); else fbo->setAttachment(buffer, osg::FrameBufferAttachment(new osg::RenderBuffer(width, height, attachment._internalFormat))); if (fbo_multisample.valid()) { GLenum internalFormat = attachment._internalFormat; if (!internalFormat) { switch (buffer) { case Camera::DEPTH_BUFFER: internalFormat = GL_DEPTH_COMPONENT24; break; case Camera::STENCIL_BUFFER: internalFormat = GL_STENCIL_INDEX8_EXT; break; case Camera::PACKED_DEPTH_STENCIL_BUFFER: internalFormat = GL_DEPTH_STENCIL_EXT; break; // all other buffers are color buffers default: // setup the internal format based on attached texture if such exists, otherwise just default format if (attachment._texture) internalFormat = attachment._texture->getInternalFormat(); else internalFormat = GL_RGBA; break; } } fbo_multisample->setAttachment(buffer, osg::FrameBufferAttachment(new osg::RenderBuffer( width, height, internalFormat, samples, colorSamples))); } if (buffer==osg::Camera::DEPTH_BUFFER) depthAttached = true; else if (buffer==osg::Camera::STENCIL_BUFFER) stencilAttached = true; else if (buffer==osg::Camera::PACKED_DEPTH_STENCIL_BUFFER) { depthAttached = true; stencilAttached = true; } else if (buffer>=osg::Camera::COLOR_BUFFER) colorAttached = true; } if (!depthAttached) { // If doing MSFBO (and therefore need two FBOs, one for multisampled rendering and one for // final resolve), then configure "fbo" as the resolve FBO, and When done // configuring, swap it into "_resolveFbo" (see line 554). But, if not // using MSFBO, then "fbo" is just the render fbo. // If using MSFBO, then resolveBuffersMask // is the value set by the app for the resolve buffers. But if not using // MSFBO, then resolveBuffersMask is the value set by the app for render // buffers. In both cases, resolveBuffersMask is used to configure "fbo". if( resolveBuffersMask & osg::Camera::IMPLICIT_DEPTH_BUFFER_ATTACHMENT ) { fbo->setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment(new osg::RenderBuffer(width, height, GL_DEPTH_COMPONENT24))); depthAttached = true; } if (fbo_multisample.valid() && ( renderBuffersMask & osg::Camera::IMPLICIT_DEPTH_BUFFER_ATTACHMENT ) ) { fbo_multisample->setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment(new osg::RenderBuffer(width, height, GL_DEPTH_COMPONENT24, samples, colorSamples))); } } if (!stencilAttached) { if( resolveBuffersMask & osg::Camera::IMPLICIT_STENCIL_BUFFER_ATTACHMENT ) { fbo->setAttachment(osg::Camera::STENCIL_BUFFER, osg::FrameBufferAttachment(new osg::RenderBuffer(width, height, GL_STENCIL_INDEX8_EXT))); stencilAttached = true; } if (fbo_multisample.valid() && ( renderBuffersMask & osg::Camera::IMPLICIT_STENCIL_BUFFER_ATTACHMENT ) ) { fbo_multisample->setAttachment(osg::Camera::STENCIL_BUFFER, osg::FrameBufferAttachment(new osg::RenderBuffer(width, height, GL_STENCIL_INDEX8_EXT, samples, colorSamples))); } } if (!colorAttached) { if( resolveBuffersMask & osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT ) { fbo->setAttachment(osg::Camera::COLOR_BUFFER, osg::FrameBufferAttachment(new osg::RenderBuffer(width, height, GL_RGB))); colorAttached = true; } if (fbo_multisample.valid() && ( renderBuffersMask & osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT ) ) { fbo_multisample->setAttachment(osg::Camera::COLOR_BUFFER, osg::FrameBufferAttachment(new osg::RenderBuffer(width, height, GL_RGB, samples, colorSamples))); } } fbo->apply(state); // If no color attachment make sure to set glDrawBuffer/glReadBuffer to none // otherwise glCheckFramebufferStatus will fail // It has to be done after call to glBindFramebuffer (fbo->apply) // and before call to glCheckFramebufferStatus if ( !colorAttached ) { setDrawBuffer( GL_NONE, true ); setReadBuffer( GL_NONE, true ); #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) glDrawBuffer( GL_NONE ); glReadBuffer( GL_NONE ); #endif } GLenum status = ext->glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { OSG_NOTICE<<"RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x"<getDefaultFboId() : 0; ext->glBindFramebuffer(GL_FRAMEBUFFER_EXT, fboId); fbo = 0; // clean up. double availableTime = 100.0f; double currentTime = state.getFrameStamp()?state.getFrameStamp()->getReferenceTime():0.0; osg::RenderBuffer::flushDeletedRenderBuffers(state.getContextID(),currentTime,availableTime); osg::FrameBufferObject::flushDeletedFrameBufferObjects(state.getContextID(),currentTime,availableTime); } else { setDrawBuffer(GL_NONE, false ); setReadBuffer(GL_NONE, false ); _fbo = fbo; if (fbo_multisample.valid()) { fbo_multisample->apply(state); GLenum status = ext->glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { OSG_NOTICE << "RenderStage::runCameraSetUp(), " "multisample FBO setup failed, FBO status = 0x" << std::hex << status << std::dec << std::endl; fbo->apply(state); fbo_multisample = 0; _resolveFbo = 0; // clean up. double availableTime = 100.0f; double currentTime = state.getFrameStamp()?state.getFrameStamp()->getReferenceTime():0.0; osg::RenderBuffer::flushDeletedRenderBuffers(state.getContextID(),currentTime,availableTime); osg::FrameBufferObject::flushDeletedFrameBufferObjects(state.getContextID(),currentTime,availableTime); } else { _resolveFbo.swap(_fbo); _fbo = fbo_multisample; } } else { _resolveFbo = 0; } } } if (!fbo_supported) { if (renderTargetImplementation context = getGraphicsContext(); if (!context) { // set up the traits of the graphics context that we want osg::ref_ptr traits = new osg::GraphicsContext::Traits; traits->width = width; traits->height = height; // OSG_NOTICE<<"traits = "<width<<" "<height<pbuffer = (renderTargetImplementation==osg::Camera::PIXEL_BUFFER || renderTargetImplementation==osg::Camera::PIXEL_BUFFER_RTT); traits->windowDecoration = (renderTargetImplementation==osg::Camera::SEPERATE_WINDOW); traits->doubleBuffer = (renderTargetImplementation==osg::Camera::SEPERATE_WINDOW); osg::Texture* pBufferTexture = 0; GLenum bufferFormat = GL_NONE; unsigned int level = 0; unsigned int face = 0; bool colorAttached = false; bool depthAttached = false; for(osg::Camera::BufferAttachmentMap::iterator itr = bufferAttachments.begin(); itr != bufferAttachments.end(); ++itr) { osg::Camera::BufferComponent buffer = itr->first; osg::Camera::Attachment& attachment = itr->second; switch(buffer) { case(osg::Camera::DEPTH_BUFFER): { traits->depth = 24; depthAttached = true; break; } case(osg::Camera::STENCIL_BUFFER): { traits->stencil = 8; break; } case(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER): { traits->depth = 24; depthAttached = true; traits->stencil = 8; } case(osg::Camera::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 (renderTargetImplementation==osg::Camera::PIXEL_BUFFER_RTT) { traits->target = attachment._texture.valid() ? attachment._texture->getTextureTarget() : 0; traits->format = bufferFormat; traits->level = level; traits->face = face; traits->mipMapGeneration = attachment._mipMapGeneration; } break; } default: { if (renderTargetImplementation==osg::Camera::SEPERATE_WINDOW) { OSG_NOTICE<<"Warning: RenderStage::runCameraSetUp(State&) Window "; } else { OSG_NOTICE<<"Warning: RenderStage::runCameraSetUp(State&) Pbuffer "; } OSG_NOTICE<<"does not support multiple color outputs."<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(); const osg::GraphicsContext::Traits* sharedTraits = traits->sharedContext->getTraits(); if (sharedTraits) { traits->hostName = sharedTraits->hostName; traits->displayNum = sharedTraits->displayNum; traits->screenNum = sharedTraits->screenNum; } } // create the graphics context according to these traits. context = osg::GraphicsContext::createGraphicsContext(traits.get()); if (context.valid() && context->realize()) { OSG_INFO<<"RenderStage::runCameraSetUp(State&) Context has been realized "<setReadPBuffer(context.get()); } else { OSG_INFO<<"RenderStage::runCameraSetUp(State&) Assigning texture to RenderStage so that it does the copy"<second._texture.valid()) setTexture(itr->second._texture.get(), itr->second._level, itr->second._face); } } } void RenderStage::copyTexture(osg::RenderInfo& renderInfo) { osg::State& state = *renderInfo.getState(); if ( _readBufferApplyMask ) { #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) glReadBuffer(_readBuffer); #endif } // 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; // use TexCopySubImage with the offset of the viewport into the texture // note, this path mirrors the pbuffer and fbo means for updating the texture. // Robert Osfield, 3rd August 2006. if ((texture2D = dynamic_cast(_texture.get())) != 0) { texture2D->copyTexSubImage2D(state, static_cast(_viewport->x()), static_cast(_viewport->y()), static_cast(_viewport->x()), static_cast(_viewport->y()), static_cast(_viewport->width()), static_cast(_viewport->height())); } else if ((textureRec = dynamic_cast(_texture.get())) != 0) { textureRec->copyTexSubImage2D(state, static_cast(_viewport->x()), static_cast(_viewport->y()), static_cast(_viewport->x()), static_cast(_viewport->y()), static_cast(_viewport->width()), static_cast(_viewport->height())); } else if ((texture1D = dynamic_cast(_texture.get())) != 0) { // need to implement texture1D->copyTexSubImage1D(state, static_cast(_viewport->x()), static_cast(_viewport->x()), static_cast(_viewport->y()), static_cast(_viewport->width())); } else if ((texture3D = dynamic_cast(_texture.get())) != 0) { // need to implement texture3D->copyTexSubImage3D(state, static_cast(_viewport->x()), static_cast(_viewport->y()), _face, static_cast(_viewport->x()), static_cast(_viewport->y()), static_cast(_viewport->width()), static_cast(_viewport->height())); } else if ((textureCubeMap = dynamic_cast(_texture.get())) != 0) { // need to implement textureCubeMap->copyTexSubImageCubeMap(state, _face, static_cast(_viewport->x()), static_cast(_viewport->y()), static_cast(_viewport->x()), static_cast(_viewport->y()), static_cast(_viewport->width()), static_cast(_viewport->height())); } } void RenderStage::drawInner(osg::RenderInfo& renderInfo,RenderLeaf*& previous, bool& doCopyTexture) { struct SubFunc { static void applyReadFBO(bool& apply_read_fbo, const FrameBufferObject* read_fbo, osg::State& state) { if (read_fbo->isMultisample()) { OSG_WARN << "Attempting to read from a" " multisampled framebuffer object. Set a resolve" " framebuffer on the RenderStage to fix this." << std::endl; } if (apply_read_fbo) { // Bind the monosampled FBO to read from read_fbo->apply(state, FrameBufferObject::READ_FRAMEBUFFER); apply_read_fbo = false; } } }; osg::State& state = *renderInfo.getState(); osg::GL2Extensions* ext = _fbo.valid() ? state.get() : 0; bool fbo_supported = ext && ext->isFrameBufferObjectSupported; bool using_multiple_render_targets = fbo_supported && _fbo->hasMultipleRenderingTargets(); if (!using_multiple_render_targets) { #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) if( getDrawBufferApplyMask() ) glDrawBuffer(_drawBuffer); if( getReadBufferApplyMask() ) glReadBuffer(_readBuffer); #endif } if (fbo_supported) { _fbo->apply(state); } // do the drawing itself. RenderBin::draw(renderInfo,previous); if(state.getCheckForGLErrors()!=osg::State::NEVER_CHECK_GL_ERRORS) { if (state.checkGLErrors("after RenderBin::draw(..)")) { if ( ext ) { GLenum fbstatus = ext->glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT); if ( fbstatus != GL_FRAMEBUFFER_COMPLETE_EXT ) { OSG_NOTICE<<"RenderStage::drawInner(,) FBO status = 0x"<glBlitFramebuffer) { GLbitfield blitMask = 0; bool needToBlitColorBuffers = false; //find which buffer types should be copied for (FrameBufferObject::AttachmentMap::const_iterator it = _resolveFbo->getAttachmentMap().begin(), end =_resolveFbo->getAttachmentMap().end(); it != end; ++it) { switch (it->first) { case Camera::DEPTH_BUFFER: blitMask |= GL_DEPTH_BUFFER_BIT; break; case Camera::STENCIL_BUFFER: blitMask |= GL_STENCIL_BUFFER_BIT; break; case Camera::PACKED_DEPTH_STENCIL_BUFFER: blitMask |= GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; break; case Camera::COLOR_BUFFER: blitMask |= GL_COLOR_BUFFER_BIT; break; default: needToBlitColorBuffers = true; break; } } // Bind the resolve framebuffer to blit into. _fbo->apply(state, FrameBufferObject::READ_FRAMEBUFFER); _resolveFbo->apply(state, FrameBufferObject::DRAW_FRAMEBUFFER); if (blitMask) { // Blit to the resolve framebuffer. // Note that (with nvidia 175.16 windows drivers at least) if the read // framebuffer is multisampled then the dimension arguments are ignored // and the whole framebuffer is always copied. ext->glBlitFramebuffer( static_cast(_viewport->x()), static_cast(_viewport->y()), static_cast(_viewport->x() + _viewport->width()), static_cast(_viewport->y() + _viewport->height()), static_cast(_viewport->x()), static_cast(_viewport->y()), static_cast(_viewport->x() + _viewport->width()), static_cast(_viewport->y() + _viewport->height()), blitMask, GL_NEAREST); } #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) if (needToBlitColorBuffers) { for (FrameBufferObject::AttachmentMap::const_iterator it = _resolveFbo->getAttachmentMap().begin(), end =_resolveFbo->getAttachmentMap().end(); it != end; ++it) { osg::Camera::BufferComponent attachment = it->first; if (attachment >=osg::Camera::COLOR_BUFFER0) { glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + (attachment - osg::Camera::COLOR_BUFFER0)); glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + (attachment - osg::Camera::COLOR_BUFFER0)); ext->glBlitFramebuffer( static_cast(_viewport->x()), static_cast(_viewport->y()), static_cast(_viewport->x() + _viewport->width()), static_cast(_viewport->y() + _viewport->height()), static_cast(_viewport->x()), static_cast(_viewport->y()), static_cast(_viewport->x() + _viewport->width()), static_cast(_viewport->y() + _viewport->height()), GL_COLOR_BUFFER_BIT, GL_NEAREST); } } // reset the read and draw buffers? will comment out for now with the assumption that // the buffers will be set explictly when needed elsewhere. // glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); // glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); } #endif apply_read_fbo = true; read_fbo = _resolveFbo.get(); using_multiple_render_targets = read_fbo->hasMultipleRenderingTargets(); } // now copy the rendered image to attached texture. if (doCopyTexture) { if (read_fbo) SubFunc::applyReadFBO(apply_read_fbo, read_fbo, state); copyTexture(renderInfo); } std::map< osg::Camera::BufferComponent, Attachment>::const_iterator itr; for(itr = _bufferAttachmentMap.begin(); itr != _bufferAttachmentMap.end(); ++itr) { if (itr->second._image.valid()) { if (read_fbo) SubFunc::applyReadFBO(apply_read_fbo, read_fbo, state); #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) if (using_multiple_render_targets) { int attachment=itr->first; if (attachment==osg::Camera::DEPTH_BUFFER || attachment==osg::Camera::STENCIL_BUFFER) { // assume first buffer rendered to is the one we want glReadBuffer(read_fbo->getMultipleRenderingTargets()[0]); } else { glReadBuffer(GL_COLOR_ATTACHMENT0_EXT + (attachment - osg::Camera::COLOR_BUFFER0)); } } else { if (_readBuffer != GL_NONE) { glReadBuffer(_readBuffer); } } #endif GLenum pixelFormat = itr->second._image->getPixelFormat(); if (pixelFormat==0) pixelFormat = _imageReadPixelFormat; if (pixelFormat==0) pixelFormat = GL_RGB; GLenum dataType = itr->second._image->getDataType(); if (dataType==0) dataType = _imageReadPixelDataType; if (dataType==0) dataType = GL_UNSIGNED_BYTE; itr->second._image->readPixels(static_cast(_viewport->x()), static_cast(_viewport->y()), static_cast(_viewport->width()), static_cast(_viewport->height()), pixelFormat, dataType); } } if (fbo_supported) { if (getDisableFboAfterRender()) { // switch off the frame buffer object GLuint fboId = state.getGraphicsContext() ? state.getGraphicsContext()->getDefaultFboId() : 0; ext->glBindFramebuffer(GL_FRAMEBUFFER_EXT, fboId); } doCopyTexture = true; } if (fbo_supported && _camera.valid()) { // now generate mipmaps if they are required. const osg::Camera::BufferAttachmentMap& bufferAttachments = _camera->getBufferAttachmentMap(); for(osg::Camera::BufferAttachmentMap::const_iterator itr = bufferAttachments.begin(); itr != bufferAttachments.end(); ++itr) { if (itr->second._texture.valid() && itr->second._mipMapGeneration) { state.setActiveTextureUnit(0); state.applyTextureAttribute(0, itr->second._texture.get()); ext->glGenerateMipmap(itr->second._texture->getTextureTarget()); } } } } struct DrawInnerOperation : public osg::Operation { DrawInnerOperation(RenderStage* stage, osg::RenderInfo& renderInfo) : osg::Operation("DrawInnerStage",false), _stage(stage), _renderInfo(renderInfo) {} virtual void operator () (osg::Object* object) { osg::GraphicsContext* context = dynamic_cast(object); if (!context) return; // OSG_NOTICE<<"DrawInnerOperation operator"<getState()); _stage->drawInner(_renderInfo, previous, doCopyTexture); } } RenderStage* _stage; RenderInfo _renderInfo; }; void RenderStage::draw(osg::RenderInfo& renderInfo,RenderLeaf*& previous) { if (_stageDrawnThisFrame) return; if(_initialViewMatrix.valid()) renderInfo.getState()->setInitialViewMatrix(_initialViewMatrix.get()); // push the stages camera so that drawing code can query it if (_camera.valid()) renderInfo.pushCamera(_camera.get()); _stageDrawnThisFrame = true; if (_camera.valid() && _camera->getInitialDrawCallback()) { // if we have a camera with a intial draw callback invoke it. (*(_camera->getInitialDrawCallback()))(renderInfo); } // note, SceneView does call to drawPreRenderStages explicitly // so there is no need to call it here. drawPreRenderStages(renderInfo,previous); if (_cameraRequiresSetUp) { runCameraSetUp(renderInfo); } osg::State& state = *renderInfo.getState(); osg::State* useState = &state; osg::GraphicsContext* callingContext = state.getGraphicsContext(); osg::GraphicsContext* useContext = callingContext; osg::OperationThread* useThread = 0; osg::RenderInfo useRenderInfo(renderInfo); RenderLeaf* saved_previous = previous; 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(); // OSG_NOTICE<<" enclosing state before - "<getState(); useContext = _graphicsContext.get(); useThread = useContext->getGraphicsThread(); useRenderInfo.setState(useState); // synchronize the frame stamps useState->setFrameStamp(const_cast(state.getFrameStamp())); // map the DynamicObjectCount across to the new window useState->setDynamicObjectCount(state.getDynamicObjectCount()); useState->setDynamicObjectRenderingCompletedCallback(state.getDynamicObjectRenderingCompletedCallback()); if (!useThread) { previous = 0; useContext->makeCurrent(); // OSG_NOTICE<<" nested state before - "<getStateSetStackSize()<getStateSetStackSize(); if (_camera.valid() && _camera->getPreDrawCallback()) { // if we have a camera with a pre draw callback invoke it. (*(_camera->getPreDrawCallback()))(renderInfo); } bool doCopyTexture = _texture.valid() ? (callingContext != useContext) : false; if (useThread) { #if 1 ref_ptr block = new osg::BlockAndFlushOperation; useThread->add(new DrawInnerOperation( this, renderInfo )); useThread->add(block.get()); // wait till the DrawInnerOperations is complete. block->block(); doCopyTexture = false; #else useThread->add(new DrawInnerOperation( this, renderInfo ), true); doCopyTexture = false; #endif } else { drawInner( useRenderInfo, previous, doCopyTexture); if (useRenderInfo.getUserData() != renderInfo.getUserData()) { renderInfo.setUserData(useRenderInfo.getUserData()); } } if (useState != &state) { // reset the local State's DynamicObjectCount state.setDynamicObjectCount(useState->getDynamicObjectCount()); useState->setDynamicObjectRenderingCompletedCallback(0); } // 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(renderInfo); } if (_camera.valid() && _camera->getPostDrawCallback()) { // if we have a camera with a post draw callback invoke it. (*(_camera->getPostDrawCallback()))(renderInfo); } if (_graphicsContext.valid() && _graphicsContext != callingContext) { useState->popStateSetStackToSize(originalStackSize); if (!useThread) { // flush any command left in the useContex's FIFO // to ensure that textures are updated before main thread commenses. glFlush(); useContext->releaseContext(); } } if (callingContext && useContext != callingContext) { // restore the graphics context. previous = saved_previous; // OSG_NOTICE<<" nested state after - "<getStateSetStackSize()<makeCurrent(); } // render all the post draw callbacks drawPostRenderStages(renderInfo,previous); if (_camera.valid() && _camera->getFinalDrawCallback()) { // if we have a camera with a final callback invoke it. (*(_camera->getFinalDrawCallback()))(renderInfo); } // pop the render stages camera. if (_camera.valid()) renderInfo.popCamera(); } void RenderStage::drawImplementation(osg::RenderInfo& renderInfo,RenderLeaf*& previous) { osg::State& state = *renderInfo.getState(); if (!_viewport) { OSG_FATAL << "Error: cannot draw stage due to undefined viewport."<< std::endl; return; } // set up the back buffer. state.applyAttribute(_viewport.get()); glScissor( static_cast(_viewport->x()), static_cast(_viewport->y()), static_cast(_viewport->width()), static_cast(_viewport->height()) ); //cout << " clearing "<x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<apply(state); else glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); if (_clearMask & GL_COLOR_BUFFER_BIT) { glClearColor( _clearColor[0], _clearColor[1], _clearColor[2], _clearColor[3]); } if (_clearMask & GL_DEPTH_BUFFER_BIT) { #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) glClearDepth( _clearDepth); #else glClearDepthf( _clearDepth); #endif glDepthMask ( GL_TRUE ); state.haveAppliedAttribute( osg::StateAttribute::DEPTH ); } if (_clearMask & GL_STENCIL_BUFFER_BIT) { glClearStencil( _clearStencil); glStencilMask ( ~0u ); state.haveAppliedAttribute( osg::StateAttribute::STENCIL ); } #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) if (_clearMask & GL_ACCUM_BUFFER_BIT) { glClearAccum( _clearAccum[0], _clearAccum[1], _clearAccum[2], _clearAccum[3]); } #endif glClear( _clearMask ); #ifdef USE_SCISSOR_TEST glDisable( GL_SCISSOR_TEST ); #endif #ifdef OSG_GL_MATRICES_AVAILABLE glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); #endif // apply the positional state. if (_inheritedPositionalStateContainer.valid()) { _inheritedPositionalStateContainer->draw(state, previous, &_inheritedPositionalStateContainerMatrix); } // apply the positional state. if (_renderStageLighting.valid()) { _renderStageLighting->draw(state, previous, 0); } // draw the children and local. RenderBin::drawImplementation(renderInfo,previous); state.apply(); } void RenderStage::drawPostRenderStages(osg::RenderInfo& renderInfo,RenderLeaf*& previous) { if (_postRenderList.empty()) return; //cout << "Drawing prerendering stages "<x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<second->draw(renderInfo,previous); } //cout << "Done Drawing prerendering stages "<x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<second->getStats(stats)) { statsCollected = true; } } for(RenderStageList::const_iterator post_itr = _postRenderList.begin(); post_itr != _postRenderList.end(); ++post_itr) { if (post_itr->second->getStats(stats)) { statsCollected = true; } } if (RenderBin::getStats(stats)) { statsCollected = true; } return statsCollected; } void RenderStage::attach(osg::Camera::BufferComponent buffer, osg::Image* image) { _bufferAttachmentMap[buffer]._image = image; } unsigned int RenderStage::computeNumberOfDynamicRenderLeaves() const { unsigned int count = 0; for(RenderStageList::const_iterator pre_itr = _preRenderList.begin(); pre_itr != _preRenderList.end(); ++pre_itr) { count += pre_itr->second->computeNumberOfDynamicRenderLeaves(); } count += RenderBin::computeNumberOfDynamicRenderLeaves(); for(RenderStageList::const_iterator post_itr = _postRenderList.begin(); post_itr != _postRenderList.end(); ++post_itr) { count += post_itr->second->computeNumberOfDynamicRenderLeaves(); } return count; } void RenderStage::setMultisampleResolveFramebufferObject(osg::FrameBufferObject* fbo) { if (fbo && fbo->isMultisample()) { OSG_WARN << "Resolve framebuffer must not be" " multisampled." << std::endl; } _resolveFbo = fbo; } void RenderStage::collateReferencesToDependentCameras() { _dependentCameras.clear(); for(RenderStageList::iterator itr = _preRenderList.begin(); itr != _preRenderList.end(); ++itr) { itr->second->collateReferencesToDependentCameras(); osg::Camera* camera = itr->second->getCamera(); if (camera) _dependentCameras.push_back(camera); } for(RenderStageList::iterator itr = _postRenderList.begin(); itr != _postRenderList.end(); ++itr) { itr->second->collateReferencesToDependentCameras(); osg::Camera* camera = itr->second->getCamera(); if (camera) _dependentCameras.push_back(camera); } } void RenderStage::clearReferencesToDependentCameras() { for(RenderStageList::iterator itr = _preRenderList.begin(); itr != _preRenderList.end(); ++itr) { itr->second->collateReferencesToDependentCameras(); } for(RenderStageList::iterator itr = _postRenderList.begin(); itr != _postRenderList.end(); ++itr) { itr->second->collateReferencesToDependentCameras(); } _dependentCameras.clear(); } void RenderStage::releaseGLObjects(osg::State* state) const { RenderBin::releaseGLObjects(state); for(RenderStageList::const_iterator itr = _preRenderList.begin(); itr != _preRenderList.end(); ++itr) { itr->second->releaseGLObjects(state); } for(RenderStageList::const_iterator itr = _postRenderList.begin(); itr != _postRenderList.end(); ++itr) { itr->second->releaseGLObjects(state); } for(Cameras::const_iterator itr = _dependentCameras.begin(); itr != _dependentCameras.end(); ++itr) { (*itr)->releaseGLObjects(state); } if (_texture.valid()) _texture->releaseGLObjects(state); if (_fbo.valid()) _fbo->releaseGLObjects(state); if (_resolveFbo.valid()) _resolveFbo->releaseGLObjects(state); if (_graphicsContext.valid()) _graphicsContext->releaseGLObjects(state); }