OpenSceneGraph/src/osgUtil/RenderStage.cpp
2010-05-28 15:51:00 +00:00

1494 lines
54 KiB
C++

/* -*-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 <stdio.h>
#include <osg/Notify>
#include <osg/Texture1D>
#include <osg/Texture2D>
#include <osg/Texture2DMultisample>
#include <osg/Texture3D>
#include <osg/TextureRectangle>
#include <osg/TextureCubeMap>
#include <osg/GLExtensions>
#include <osg/GLU>
#include <osgUtil/Statistics>
#include <osgUtil/RenderStage>
using namespace osg;
using namespace osgUtil;
// register a RenderStage prototype with the RenderBin prototype list.
//RegisterRenderBinProxy<RenderStage> 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 "<<this<< " "<<_viewport->x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<<std::endl;
for(RenderStageList::iterator itr=_preRenderList.begin();
itr!=_preRenderList.end();
++itr)
{
itr->second->draw(renderInfo,previous);
}
//cout << "Done Drawing prerendering stages "<<this<< " "<<_viewport->x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<<std::endl;
}
void RenderStage::runCameraSetUp(osg::RenderInfo& renderInfo)
{
_cameraRequiresSetUp = false;
if (!_camera) return;
osg::State& state = *renderInfo.getState();
osg::Camera::RenderTargetImplementation renderTargetImplementation = _camera->getRenderTargetImplementation();
osg::Camera::RenderTargetImplementation renderTargetFallback = _camera->getRenderTargetFallback();
osg::Camera::BufferAttachmentMap& bufferAttachments = _camera->getBufferAttachmentMap();
// compute the required dimensions
int width = static_cast<int>(_viewport->x() + _viewport->width());
int height = static_cast<int>(_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()<<std::endl;
// OSG_NOTICE<<"RenderStage::runCameraSetUp computed "<<width<<" "<<height<<" "<<depth<<std::endl;
// attach images that need to be copied after the stage is drawn.
for(itr = bufferAttachments.begin();
itr != bufferAttachments.end();
++itr)
{
// if one exist attach image to the RenderStage.
if (itr->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<osg::Texture1D*>(texture)))
{
if (texture1D->getTextureWidth()==0)
{
texture1D->setTextureWidth(width);
}
}
else if (0 != (texture2D = dynamic_cast<osg::Texture2D*>(texture)))
{
if (texture2D->getTextureWidth()==0 || texture2D->getTextureHeight()==0)
{
texture2D->setTextureSize(width,height);
}
}
else if (0 != (texture2DMS = dynamic_cast<osg::Texture2DMultisample*>(texture)))
{
if (texture2DMS->getTextureWidth()==0 || texture2DMS->getTextureHeight()==0)
{
texture2DMS->setTextureSize(width,height);
}
}
else if (0 != (texture3D = dynamic_cast<osg::Texture3D*>(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<osg::TextureCubeMap*>(texture)))
{
if (textureCubeMap->getTextureWidth()==0 || textureCubeMap->getTextureHeight()==0)
{
textureCubeMap->setTextureSize(width,height);
}
}
else if (0 != (textureRectangle = dynamic_cast<osg::TextureRectangle*>(texture)))
{
if (textureRectangle->getTextureWidth()==0 || textureRectangle->getTextureHeight()==0)
{
textureRectangle->setTextureSize(width,height);
}
}
}
}
if (renderTargetImplementation==osg::Camera::FRAME_BUFFER_OBJECT)
{
osg::FBOExtensions* fbo_ext = osg::FBOExtensions::instance(state.getContextID(),true);
bool fbo_supported = fbo_ext && fbo_ext->isSupported();
if (fbo_supported)
{
OSG_INFO<<"Setting up osg::Camera::FRAME_BUFFER_OBJECT"<<std::endl;
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(*(_camera->getDataChangeMutex()));
osg::ref_ptr<osg::FrameBufferObject> fbo = new osg::FrameBufferObject;
osg::ref_ptr<osg::FrameBufferObject> 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 (fbo_ext->isMultisampleSupported())
{
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 = fbo_ext->glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
OSG_NOTICE<<"RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x"<<std::hex<<status<<std::dec<<std::endl;
fbo_supported = false;
fbo_ext->glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
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 = fbo_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<renderTargetFallback)
renderTargetImplementation = renderTargetFallback;
else
renderTargetImplementation = osg::Camera::PIXEL_BUFFER_RTT;
}
}
// check whether PBuffer-RTT is supported or not
if (renderTargetImplementation==osg::Camera::PIXEL_BUFFER_RTT &&
!osg::isGLExtensionSupported(state.getContextID(), "WGL_ARB_render_texture"))
{
if (renderTargetImplementation<renderTargetFallback)
renderTargetImplementation = renderTargetFallback;
else
renderTargetImplementation = osg::Camera::PIXEL_BUFFER;
}
// if any of the renderTargetImplementations require a separate 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() &&
(renderTargetImplementation==osg::Camera::PIXEL_BUFFER_RTT ||
renderTargetImplementation==osg::Camera::PIXEL_BUFFER ||
renderTargetImplementation==osg::Camera::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 = width;
traits->height = height;
// OSG_NOTICE<<"traits = "<<traits->width<<" "<<traits->height<<std::endl;
traits->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;
bool stencilAttached = 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;
stencilAttached = true;
break;
}
case(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER):
{
traits->depth = 24;
depthAttached = true;
traits->stencil = 8;
stencilAttached = true;
}
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."<<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();
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 "<<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 && renderTargetImplementation==osg::Camera::PIXEL_BUFFER_RTT)
{
OSG_INFO<<"RenderStage::runCameraSetUp(State&) Assign graphis context to Texture"<<std::endl;
pBufferTexture->setReadPBuffer(context.get());
}
else
{
OSG_INFO<<"RenderStage::runCameraSetUp(State&) Assigning texture to RenderStage so that it does the copy"<<std::endl;
setTexture(pBufferTexture, level, face);
}
}
else
{
OSG_INFO<<"Failed to acquire Graphics Context"<<std::endl;
if (renderTargetImplementation==osg::Camera::PIXEL_BUFFER_RTT)
{
// fallback to using standard PBuffer, this will allow this while loop to continue
if (renderTargetImplementation<renderTargetFallback)
renderTargetImplementation = renderTargetFallback;
else
renderTargetImplementation = osg::Camera::PIXEL_BUFFER;
}
else
{
renderTargetImplementation = osg::Camera::FRAME_BUFFER;
}
}
}
}
// finally if all else has failed, then the frame buffer fallback will come in to play.
if (renderTargetImplementation==osg::Camera::FRAME_BUFFER)
{
OSG_INFO<<"Setting up osg::Camera::FRAME_BUFFER"<<std::endl;
for(osg::Camera::BufferAttachmentMap::iterator itr = bufferAttachments.begin();
itr != bufferAttachments.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::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<osg::Texture2D*>(_texture.get())) != 0)
{
texture2D->copyTexSubImage2D(state,
static_cast<int>(_viewport->x()),
static_cast<int>(_viewport->y()),
static_cast<int>(_viewport->x()),
static_cast<int>(_viewport->y()),
static_cast<int>(_viewport->width()),
static_cast<int>(_viewport->height()));
}
else if ((textureRec = dynamic_cast<osg::TextureRectangle*>(_texture.get())) != 0)
{
textureRec->copyTexSubImage2D(state,
static_cast<int>(_viewport->x()),
static_cast<int>(_viewport->y()),
static_cast<int>(_viewport->x()),
static_cast<int>(_viewport->y()),
static_cast<int>(_viewport->width()),
static_cast<int>(_viewport->height()));
}
else if ((texture1D = dynamic_cast<osg::Texture1D*>(_texture.get())) != 0)
{
// need to implement
texture1D->copyTexSubImage1D(state,
static_cast<int>(_viewport->x()),
static_cast<int>(_viewport->x()),
static_cast<int>(_viewport->y()),
static_cast<int>(_viewport->width()));
}
else if ((texture3D = dynamic_cast<osg::Texture3D*>(_texture.get())) != 0)
{
// need to implement
texture3D->copyTexSubImage3D(state,
static_cast<int>(_viewport->x()),
static_cast<int>(_viewport->y()),
_face,
static_cast<int>(_viewport->x()),
static_cast<int>(_viewport->y()),
static_cast<int>(_viewport->width()),
static_cast<int>(_viewport->height()));
}
else if ((textureCubeMap = dynamic_cast<osg::TextureCubeMap*>(_texture.get())) != 0)
{
// need to implement
textureCubeMap->copyTexSubImageCubeMap(state, _face,
static_cast<int>(_viewport->x()),
static_cast<int>(_viewport->y()),
static_cast<int>(_viewport->x()),
static_cast<int>(_viewport->y()),
static_cast<int>(_viewport->width()),
static_cast<int>(_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::FBOExtensions* fbo_ext = _fbo.valid() ? osg::FBOExtensions::instance(state.getContextID(),true) : 0;
bool fbo_supported = fbo_ext && fbo_ext->isSupported();
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 ( fbo_ext )
{
GLenum fbstatus = fbo_ext->glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
if ( fbstatus != GL_FRAMEBUFFER_COMPLETE_EXT )
{
OSG_NOTICE<<"RenderStage::drawInner(,) FBO status = 0x"<<std::hex<<fbstatus<<std::dec<<std::endl;
}
}
}
}
const FrameBufferObject* read_fbo = fbo_supported ? _fbo.get() : 0;
bool apply_read_fbo = false;
if (fbo_supported && _resolveFbo.valid() && fbo_ext->glBlitFramebuffer)
{
GLbitfield blitMask = 0;
//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;
default:
blitMask |= GL_COLOR_BUFFER_BIT;
break;
}
}
// Bind the resolve framebuffer to blit into.
_fbo->apply(state, FrameBufferObject::READ_FRAMEBUFFER);
_resolveFbo->apply(state, FrameBufferObject::DRAW_FRAMEBUFFER);
// 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.
fbo_ext->glBlitFramebuffer(
0, 0, static_cast<GLint>(_viewport->width()), static_cast<GLint>(_viewport->height()),
0, 0, static_cast<GLint>(_viewport->width()), static_cast<GLint>(_viewport->height()),
blitMask, GL_NEAREST);
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<int>(_viewport->x()),
static_cast<int>(_viewport->y()),
static_cast<int>(_viewport->width()),
static_cast<int>(_viewport->height()),
pixelFormat, dataType);
}
}
if (fbo_supported)
{
if (getDisableFboAfterRender())
{
// switch off the frame buffer object
fbo_ext->glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
}
doCopyTexture = true;
}
if (fbo_supported && _camera)
{
// 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());
fbo_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<osg::GraphicsContext*>(object);
if (!context) return;
// OSG_NOTICE<<"DrawInnerOperation operator"<<std::endl;
if (_stage && context)
{
RenderLeaf* previous = 0;
bool doCopyTexture = false;
_renderInfo.setState(context->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) renderInfo.pushCamera(_camera);
_stageDrawnThisFrame = true;
if (_camera && _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 - "<<state.getStateSetStackSize()<<std::endl;
useState = _graphicsContext->getState();
useContext = _graphicsContext.get();
useThread = useContext->getGraphicsThread();
useRenderInfo.setState(useState);
// synchronize the frame stamps
useState->setFrameStamp(const_cast<osg::FrameStamp*>(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 - "<<useState->getStateSetStackSize()<<std::endl;
}
}
unsigned int originalStackSize = useState->getStateSetStackSize();
if (_camera && _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<osg::BlockAndFlushOperation> 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 && _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 - "<<useState->getStateSetStackSize()<<std::endl;
// OSG_NOTICE<<" enclosing state after - "<<state.getStateSetStackSize()<<std::endl;
callingContext->makeCurrent();
}
// render all the post draw callbacks
drawPostRenderStages(renderInfo,previous);
if (_camera && _camera->getFinalDrawCallback())
{
// if we have a camera with a final callback invoke it.
(*(_camera->getFinalDrawCallback()))(renderInfo);
}
// pop the render stages camera.
if (_camera) 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<int>(_viewport->x()),
static_cast<int>(_viewport->y()),
static_cast<int>(_viewport->width()),
static_cast<int>(_viewport->height()) );
//cout << " clearing "<<this<< " "<<_viewport->x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<<std::endl;
state.applyMode( GL_SCISSOR_TEST, true );
// 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);
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 "<<this<< " "<<_viewport->x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<<std::endl;
for(RenderStageList::iterator itr=_postRenderList.begin();
itr!=_postRenderList.end();
++itr)
{
itr->second->draw(renderInfo,previous);
}
//cout << "Done Drawing prerendering stages "<<this<< " "<<_viewport->x()<<","<< _viewport->y()<<","<< _viewport->width()<<","<< _viewport->height()<<std::endl;
}
// Statistics features
bool RenderStage::getStats(Statistics& stats) const
{
bool statsCollected = false;
for(RenderStageList::const_iterator pre_itr = _preRenderList.begin();
pre_itr != _preRenderList.end();
++pre_itr)
{
if (pre_itr->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();
}