New buffer types for effects
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@ -89,7 +89,9 @@ public:
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SPECULAR_BUFFER,
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EMISSION_BUFFER,
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LIGHTING_BUFFER,
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BLOOM_BUFFER
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MIDDLE_BLOOM_BUFFER,
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BLOOM_BUFFER,
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AO_BUFFER
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};
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// Define what needs to be generated for this effect
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@ -44,8 +44,6 @@
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#include <simgear/scene/util/StateAttributeFactory.hxx>
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#include <simgear/structure/OSGUtils.hxx>
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#include "Noise.hxx"
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namespace simgear
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{
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using namespace std;
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@ -345,51 +343,6 @@ TextureBuilder::Registrar installTransparent("transparent",
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new TransparentTextureBuilder);
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}
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osg::Image* make3DNoiseImage(int texSize)
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{
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osg::Image* image = new osg::Image;
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image->setImage(texSize, texSize, texSize,
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4, GL_RGBA, GL_UNSIGNED_BYTE,
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new unsigned char[4 * texSize * texSize * texSize],
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osg::Image::USE_NEW_DELETE);
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const int startFrequency = 4;
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const int numOctaves = 4;
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int f, i, j, k, inc;
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double ni[3];
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double inci, incj, inck;
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int frequency = startFrequency;
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GLubyte *ptr;
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double amp = 0.5;
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SG_LOG(SG_INPUT, SG_INFO, "creating 3D noise texture... ");
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for (f = 0, inc = 0; f < numOctaves; ++f, frequency *= 2, ++inc, amp *= 0.5)
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{
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SetNoiseFrequency(frequency);
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ptr = image->data();
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ni[0] = ni[1] = ni[2] = 0;
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inci = 1.0 / (texSize / frequency);
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for (i = 0; i < texSize; ++i, ni[0] += inci)
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{
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incj = 1.0 / (texSize / frequency);
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for (j = 0; j < texSize; ++j, ni[1] += incj)
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{
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inck = 1.0 / (texSize / frequency);
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for (k = 0; k < texSize; ++k, ni[2] += inck, ptr += 4)
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{
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*(ptr+inc) = (GLubyte) (((noise3(ni) + 1.0) * amp) * 128.0);
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}
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}
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}
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}
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SG_LOG(SG_INPUT, SG_INFO, "creating 3D noise textures complete!");
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return image;
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}
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class NoiseBuilder : public TextureBuilder
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{
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public:
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@ -408,18 +361,8 @@ Texture* NoiseBuilder::build(Effect* effect, Pass* pass, const SGPropertyNode* p
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"size");
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if (sizeProp)
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texSize = sizeProp->getValue<int>();
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NoiseMap::iterator itr = _noises.find(texSize);
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if (itr != _noises.end())
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return itr->second.get();
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Texture3D* noiseTexture = new osg::Texture3D;
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noiseTexture->setFilter(osg::Texture3D::MIN_FILTER, osg::Texture3D::LINEAR);
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noiseTexture->setFilter(osg::Texture3D::MAG_FILTER, osg::Texture3D::LINEAR);
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noiseTexture->setWrap(osg::Texture3D::WRAP_S, osg::Texture3D::REPEAT);
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noiseTexture->setWrap(osg::Texture3D::WRAP_T, osg::Texture3D::REPEAT);
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noiseTexture->setWrap(osg::Texture3D::WRAP_R, osg::Texture3D::REPEAT);
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noiseTexture->setImage( make3DNoiseImage(texSize) );
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_noises.insert(make_pair(texSize, noiseTexture));
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return noiseTexture;
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return StateAttributeFactory::instance()->getNoiseTexture(texSize);
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}
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namespace
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@ -917,7 +860,9 @@ namespace
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TextureBuilder::Registrar installSpecularBuffer("specular-buffer", new GBufferBuilder(Effect::SPECULAR_BUFFER));
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TextureBuilder::Registrar installEmissionBuffer("emission-buffer", new GBufferBuilder(Effect::EMISSION_BUFFER));
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TextureBuilder::Registrar installLightingBuffer("lighting-buffer", new GBufferBuilder(Effect::LIGHTING_BUFFER));
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TextureBuilder::Registrar installMiddleBloomBuffer("middle-bloom-buffer", new GBufferBuilder(Effect::MIDDLE_BLOOM_BUFFER));
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TextureBuilder::Registrar installBloomBuffer("bloom-buffer", new GBufferBuilder(Effect::BLOOM_BUFFER));
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TextureBuilder::Registrar installAoBuffer("ao-buffer", new GBufferBuilder(Effect::AO_BUFFER));
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}
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}
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