/* -*-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 #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()) { // 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) { // 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(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; } RenderStage::~RenderStage() { } void RenderStage::reset() { _preRenderList.clear(); _stageDrawnThisFrame = false; if (_renderStageLighting.valid()) _renderStageLighting->reset(); RenderBin::reset(); } void RenderStage::addPreRenderStage(RenderStage* rs) { if (rs) _preRenderList.push_back(rs); } void RenderStage::addPostRenderStage(RenderStage* rs) { if (rs) _postRenderList.push_back(rs); } void RenderStage::drawPreRenderStages(osg::State& state,RenderLeaf*& previous) { if (_preRenderList.empty()) return; //cout << "Drawing prerendering stages "<x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<draw(state,previous); } //cout << "Done Drawing prerendering stages "<x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<releaseContext(); 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(_texture.get())) != 0) { texture2D->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height()); } else if ((textureRec = dynamic_cast(_texture.get())) != 0) { textureRec->copyTexImage2D(state,_viewport->x(),_viewport->y(),_viewport->width(),_viewport->height()); } else if ((texture1D = dynamic_cast(_texture.get())) != 0) { // need to implement texture1D->copyTexImage1D(state,_viewport->x(),_viewport->y(),_viewport->width()); } else if ((texture3D = dynamic_cast(_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(_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); } void RenderStage::drawImplementation(osg::State& state,RenderLeaf*& previous) { if (!_viewport) { notify(FATAL) << "Error: cannot draw stage due to undefined viewport."<< std::endl; return; } // set up the back buffer. state.applyAttribute(_viewport.get()); #define USE_SISSOR_TEST #ifdef USE_SISSOR_TEST glScissor( _viewport->x(), _viewport->y(), _viewport->width(), _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) 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 ); #ifdef USE_SISSOR_TEST glDisable( GL_SCISSOR_TEST ); #endif glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); // apply the positional state. if (_inheritedRenderStageLighting.valid()) { _inheritedRenderStageLighting->draw(state, previous, &_inheritedRenderStageLightingMatrix); } // apply the positional state. if (_renderStageLighting.valid()) { _renderStageLighting->draw(state, previous, 0); } // draw the children and local. RenderBin::drawImplementation(state,previous); // 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 "<x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<draw(state,previous); } //cout << "Done Drawing prerendering stages "<x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<addLight(_renderStageLighting->_lightList.size()); } return RenderBin::getStats(primStats); }