#include "viewer.hxx"
#include "viewmgr.hxx"
#include "splash.hxx"
+#include "renderingpipeline.hxx"
#include "renderer.hxx"
#include "CameraGroup.hxx"
#include "FGEventHandler.hxx"
_useColorForDepth = fgGetBool( "/sim/rendering/use-color-for-depth", false );
_depthInColor->set( _useColorForDepth );
+ _renderer = fgGetString("/sim/rendering/renderer", "");
+ if (!_classicalRenderer && !_renderer.empty())
+ _pipeline = makeRenderingPipeline(_renderer, 0);
_scenery_loaded = fgGetNode("/sim/sceneryloaded", true);
_scenery_override = fgGetNode("/sim/sceneryloaded-override", true);
_panel_hotspots = fgGetNode("/sim/panel-hotspots", true);
class FGDeferredRenderingCameraCullCallback : public osg::NodeCallback {
public:
- FGDeferredRenderingCameraCullCallback( flightgear::CameraKind k, CameraInfo* i ) : kind( k ), info( i ) {}
+ FGDeferredRenderingCameraCullCallback( const std::string& k, CameraInfo* i ) : kind( k ), info( i ) {}
virtual void operator()( osg::Node *n, osg::NodeVisitor *nv) {
- simgear::EffectCullVisitor* cv = dynamic_cast<simgear::EffectCullVisitor*>(nv);
- osg::Camera* camera = static_cast<osg::Camera*>(n);
-
- cv->clearBufferList();
- cv->addBuffer(simgear::Effect::DEPTH_BUFFER, info->getBuffer( flightgear::RenderBufferInfo::DEPTH_BUFFER ) );
- cv->addBuffer(simgear::Effect::NORMAL_BUFFER, info->getBuffer( flightgear::RenderBufferInfo::NORMAL_BUFFER ) );
- cv->addBuffer(simgear::Effect::DIFFUSE_BUFFER, info->getBuffer( flightgear::RenderBufferInfo::DIFFUSE_BUFFER ) );
- cv->addBuffer(simgear::Effect::SPEC_EMIS_BUFFER, info->getBuffer( flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER ) );
- cv->addBuffer(simgear::Effect::LIGHTING_BUFFER, info->getBuffer( flightgear::RenderBufferInfo::LIGHTING_BUFFER ) );
- cv->addBuffer(simgear::Effect::SHADOW_BUFFER, info->getBuffer( flightgear::RenderBufferInfo::SHADOW_BUFFER ) );
- // cv->addBuffer(simgear::Effect::AO_BUFFER, info->gBuffer->aoBuffer[2]);
-
- if ( !info->getRenderStageInfo(kind).fullscreen )
- info->setMatrices( camera );
-
- cv->traverse( *camera );
-
- if ( kind == flightgear::GEOMETRY_CAMERA ) {
- // Save transparent bins to render later
- osgUtil::RenderStage* renderStage = cv->getRenderStage();
- osgUtil::RenderBin::RenderBinList& rbl = renderStage->getRenderBinList();
- for (osgUtil::RenderBin::RenderBinList::iterator rbi = rbl.begin(); rbi != rbl.end(); ) {
- if (rbi->second->getSortMode() == osgUtil::RenderBin::SORT_BACK_TO_FRONT) {
- info->savedTransparentBins.insert( std::make_pair( rbi->first, rbi->second ) );
- rbl.erase( rbi++ );
- } else {
- ++rbi;
+ simgear::EffectCullVisitor* cv = dynamic_cast<simgear::EffectCullVisitor*>(nv);
+ osg::Camera* camera = static_cast<osg::Camera*>(n);
+
+ cv->clearBufferList();
+ cv->addBuffer("depth", info->getBuffer( "depth" ) );
+ cv->addBuffer("normal", info->getBuffer( "normal" ) );
+ cv->addBuffer("diffuse", info->getBuffer( "diffuse" ) );
+ cv->addBuffer("spec-emis", info->getBuffer( "spec-emis" ) );
+ cv->addBuffer("lighting", info->getBuffer( "lighting" ) );
+ cv->addBuffer("shadow", info->getBuffer( "shadow" ) );
+ // cv->addBuffer(simgear::Effect::AO_BUFFER, info->gBuffer->aoBuffer[2]);
+
+ if ( !info->getRenderStageInfo(kind).fullscreen )
+ info->setMatrices( camera );
+
+ cv->traverse( *camera );
+
+ if ( kind == flightgear::GEOMETRY_CAMERA ) {
+ // Save transparent bins to render later
+ osgUtil::RenderStage* renderStage = cv->getRenderStage();
+ osgUtil::RenderBin::RenderBinList& rbl = renderStage->getRenderBinList();
+ for (osgUtil::RenderBin::RenderBinList::iterator rbi = rbl.begin(); rbi != rbl.end(); ) {
+ if (rbi->second->getSortMode() == osgUtil::RenderBin::SORT_BACK_TO_FRONT) {
+ info->savedTransparentBins.insert( std::make_pair( rbi->first, rbi->second ) );
+ rbl.erase( rbi++ );
+ } else {
+ ++rbi;
+ }
}
- }
- } else if ( kind == flightgear::LIGHTING_CAMERA ) {
- osg::ref_ptr<osg::Camera> mainShadowCamera = info->getCamera( SHADOW_CAMERA );
+ } else if ( kind == flightgear::LIGHTING_CAMERA ) {
+ osg::ref_ptr<osg::Camera> mainShadowCamera = info->getCamera( SHADOW_CAMERA );
if (mainShadowCamera.valid()) {
osg::Switch* grp = mainShadowCamera->getChild(0)->asSwitch();
for (int i = 0; i < 4; ++i ) {
}
private:
- flightgear::CameraKind kind;
+ std::string kind;
CameraInfo* info;
};
void buildDeferredBuffers( flightgear::CameraInfo* info, int shadowMapSize, bool useColorForDepth )
{
if (useColorForDepth) {
- info->addBuffer(flightgear::RenderBufferInfo::REAL_DEPTH_BUFFER, buildDeferredBuffer( GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT, osg::Texture::CLAMP_TO_BORDER) );
- info->addBuffer(flightgear::RenderBufferInfo::DEPTH_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
+ info->addBuffer("real-depth", buildDeferredBuffer( GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT, osg::Texture::CLAMP_TO_BORDER) );
+ info->addBuffer("depth", buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
}
else {
- info->addBuffer(flightgear::RenderBufferInfo::DEPTH_BUFFER, buildDeferredBuffer( GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT, osg::Texture::CLAMP_TO_BORDER) );
+ info->addBuffer("depth", buildDeferredBuffer( GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT, osg::Texture::CLAMP_TO_BORDER) );
}
- info->addBuffer(flightgear::RenderBufferInfo::NORMAL_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
- info->addBuffer(flightgear::RenderBufferInfo::DIFFUSE_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
- info->addBuffer(flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
- info->addBuffer(flightgear::RenderBufferInfo::LIGHTING_BUFFER, buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
- info->addBuffer(flightgear::RenderBufferInfo::SHADOW_BUFFER, buildDeferredBuffer( GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT, osg::Texture::CLAMP_TO_BORDER, true), 0.0f );
- info->getBuffer(RenderBufferInfo::SHADOW_BUFFER)->setTextureSize(shadowMapSize,shadowMapSize);
+ info->addBuffer("normal", buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
+ info->addBuffer("diffuse", buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
+ info->addBuffer("spec-emis", buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
+ info->addBuffer("lighting", buildDeferredBuffer( GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, osg::Texture::CLAMP_TO_BORDER) );
+ info->addBuffer("shadow", buildDeferredBuffer( GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT, osg::Texture::CLAMP_TO_BORDER, true), 0.0f );
+ info->getBuffer("shadow")->setTextureSize(shadowMapSize,shadowMapSize);
}
-void attachBufferToCamera( flightgear::CameraInfo* info, osg::Camera* camera, osg::Camera::BufferComponent c, flightgear::CameraKind ck, flightgear::RenderBufferInfo::Kind bk )
+void attachBufferToCamera( flightgear::CameraInfo* info, osg::Camera* camera, osg::Camera::BufferComponent c, const std::string& ck, const std::string& bk )
{
camera->attach( c, info->getBuffer(bk) );
info->getRenderStageInfo(ck).buffers.insert( std::make_pair( c, bk ) );
camera->setClearDepth( 1.0 );
camera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
camera->setViewport( new osg::Viewport );
- attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER0, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::NORMAL_BUFFER );
- attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER1, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DIFFUSE_BUFFER );
- attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER2, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER );
+ attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER0, flightgear::GEOMETRY_CAMERA, "normal" );
+ attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER1, flightgear::GEOMETRY_CAMERA, "diffuse" );
+ attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER2, flightgear::GEOMETRY_CAMERA, "spec-emis" );
if (_useColorForDepth) {
- attachBufferToCamera( info, camera, osg::Camera::DEPTH_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::REAL_DEPTH_BUFFER );
- attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER3, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DEPTH_BUFFER );
+ attachBufferToCamera( info, camera, osg::Camera::DEPTH_BUFFER, flightgear::GEOMETRY_CAMERA, "real-depth" );
+ attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER3, flightgear::GEOMETRY_CAMERA, "depth" );
} else {
- attachBufferToCamera( info, camera, osg::Camera::DEPTH_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DEPTH_BUFFER );
+ attachBufferToCamera( info, camera, osg::Camera::DEPTH_BUFFER, flightgear::GEOMETRY_CAMERA, "depth" );
}
camera->setDrawBuffer(GL_FRONT);
camera->setReadBuffer(GL_FRONT);
mainShadowCamera->setAllowEventFocus(false);
mainShadowCamera->setGraphicsContext(gc);
mainShadowCamera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
- attachBufferToCamera( info, mainShadowCamera, osg::Camera::DEPTH_BUFFER, flightgear::SHADOW_CAMERA, flightgear::RenderBufferInfo::SHADOW_BUFFER );
+ attachBufferToCamera( info, mainShadowCamera, osg::Camera::DEPTH_BUFFER, flightgear::SHADOW_CAMERA, "shadow" );
mainShadowCamera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
mainShadowCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
mainShadowCamera->setProjectionMatrix(osg::Matrix::identity());
Camera* camera = info->getCamera(SHADOW_CAMERA);
if (camera == 0) continue;
- Texture2D* tex = info->getBuffer(RenderBufferInfo::SHADOW_BUFFER);
+ Texture2D* tex = info->getBuffer("shadow");
if (tex == 0) continue;
tex->setTextureSize( mapSize, mapSize );
_shadowNumber->set( (int)_numCascades );
}
-
-#define STRINGIFY(x) #x
-#define TOSTRING(x) STRINGIFY(x)
-
-const char *ambient_vert_src = ""
- "#line " TOSTRING(__LINE__) " 1\n"
- "void main() {\n"
- " gl_Position = gl_Vertex;\n"
- " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
- "}\n";
-
-const char *ambient_frag_src = ""
- "#line " TOSTRING(__LINE__) " 1\n"
- "uniform sampler2D color_tex;\n"
-// "uniform sampler2D ao_tex;\n"
- "uniform sampler2D normal_tex;\n"
- "uniform sampler2D spec_emis_tex;\n"
- "uniform vec4 fg_SunAmbientColor;\n"
- "void main() {\n"
- " vec2 coords = gl_TexCoord[0].xy;\n"
- " float initialized = texture2D( spec_emis_tex, coords ).a;\n"
- " if ( initialized < 0.1 )\n"
- " discard;\n"
- " vec3 tcolor = texture2D( color_tex, coords ).rgb;\n"
-// " float ao = texture2D( ao_tex, coords ).r;\n"
-// " gl_FragColor = vec4(tcolor*fg_SunAmbientColor.rgb*ao, 1.0);\n"
- " gl_FragColor = vec4(tcolor*fg_SunAmbientColor.rgb, 1.0);\n"
- "}\n";
-
-const char *sunlight_vert_src = ""
- "#line " TOSTRING(__LINE__) " 1\n"
-// "uniform mat4 fg_ViewMatrixInverse;\n"
- "uniform mat4 fg_ProjectionMatrixInverse;\n"
- "varying vec3 ray;\n"
- "void main() {\n"
- " gl_Position = gl_Vertex;\n"
- " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
-// " ray = (fg_ViewMatrixInverse * vec4((fg_ProjectionMatrixInverse * gl_Vertex).xyz, 0.0)).xyz;\n"
- " ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz;\n"
- "}\n";
-
-const char *sunlight_frag_src = ""
-#if 0
- "#version 130\n"
-#endif
- "#line " TOSTRING(__LINE__) " 1\n"
- "uniform mat4 fg_ViewMatrix;\n"
- "uniform sampler2D depth_tex;\n"
- "uniform sampler2D normal_tex;\n"
- "uniform sampler2D color_tex;\n"
- "uniform sampler2D spec_emis_tex;\n"
- "uniform sampler2DShadow shadow_tex;\n"
- "uniform vec4 fg_SunDiffuseColor;\n"
- "uniform vec4 fg_SunSpecularColor;\n"
- "uniform vec3 fg_SunDirection;\n"
- "uniform vec3 fg_Planes;\n"
- "varying vec3 ray;\n"
- "vec4 DynamicShadow( in vec4 ecPosition, out vec4 tint )\n"
- "{\n"
- " vec4 coords;\n"
- " vec2 shift = vec2( 0.0 );\n"
- " int index = 4;\n"
- " if (ecPosition.z > -5.0) {\n"
- " index = 1;\n"
- " tint = vec4(0.0,1.0,0.0,1.0);\n"
- " } else if (ecPosition.z > -50.0) {\n"
- " index = 2;\n"
- " shift = vec2( 0.0, 0.5 );\n"
- " tint = vec4(0.0,0.0,1.0,1.0);\n"
- " } else if (ecPosition.z > -512.0) {\n"
- " index = 3;\n"
- " shift = vec2( 0.5, 0.0 );\n"
- " tint = vec4(1.0,1.0,0.0,1.0);\n"
- " } else if (ecPosition.z > -10000.0) {\n"
- " shift = vec2( 0.5, 0.5 );\n"
- " tint = vec4(1.0,0.0,0.0,1.0);\n"
- " } else {\n"
- " return vec4(1.1,1.1,0.0,1.0);\n" // outside, clamp to border
- " }\n"
- " coords.s = dot( ecPosition, gl_EyePlaneS[index] );\n"
- " coords.t = dot( ecPosition, gl_EyePlaneT[index] );\n"
- " coords.p = dot( ecPosition, gl_EyePlaneR[index] );\n"
- " coords.q = dot( ecPosition, gl_EyePlaneQ[index] );\n"
- " coords.st *= .5;\n"
- " coords.st += shift;\n"
- " return coords;\n"
- "}\n"
- "void main() {\n"
- " vec2 coords = gl_TexCoord[0].xy;\n"
- " vec4 spec_emis = texture2D( spec_emis_tex, coords );\n"
- " if ( spec_emis.a < 0.1 )\n"
- " discard;\n"
- " vec3 normal;\n"
- " normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);\n"
- " normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );\n"
- " float len = length(normal);\n"
- " normal /= len;\n"
- " vec3 viewDir = normalize(ray);\n"
- " float depth = texture2D( depth_tex, coords ).r;\n"
- " vec3 pos;\n"
- " pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);\n"
- " pos.xy = viewDir.xy / viewDir.z * pos.z;\n"
-
- " vec4 tint;\n"
-#if 0
- " float shadow = 1.0;\n"
-#elif 1
- " float shadow = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;\n"
-#else
- " float kernel[9] = float[]( 36/256.0, 24/256.0, 6/256.0,\n"
- " 24/256.0, 16/256.0, 4/256.0,\n"
- " 6/256.0, 4/256.0, 1/256.0 );\n"
- " float shadow = 0;\n"
- " for( int x = -2; x <= 2; ++x )\n"
- " for( int y = -2; y <= 2; ++y )\n"
- " shadow += kernel[abs(x)*3 + abs(y)] * shadow2DProj( shadow_tex, DynamicShadow( vec4(pos + vec3(0.05 * x, 0.05 * y, 0), 1.0), tint ) ).r;\n"
-#endif
- " vec3 lightDir = (fg_ViewMatrix * vec4( fg_SunDirection, 0.0 )).xyz;\n"
- " lightDir = normalize( lightDir );\n"
- " vec3 color = texture2D( color_tex, coords ).rgb;\n"
- " vec3 Idiff = clamp( dot( lightDir, normal ), 0.0, 1.0 ) * color * fg_SunDiffuseColor.rgb;\n"
- " vec3 halfDir = lightDir - viewDir;\n"
- " len = length( halfDir );\n"
- " vec3 Ispec = vec3(0.0);\n"
- " vec3 Iemis = spec_emis.z * color;\n"
- " if (len > 0.0001) {\n"
- " halfDir /= len;\n"
- " Ispec = pow( clamp( dot( halfDir, normal ), 0.0, 1.0 ), spec_emis.y * 255.0 ) * spec_emis.x * fg_SunSpecularColor.rgb;\n"
- " }\n"
- " gl_FragColor = vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0);\n"
-// " gl_FragColor = mix(tint, vec4(mix(vec3(0.0), Idiff + Ispec, shadow) + Iemis, 1.0), 0.92);\n"
- "}\n";
-
-const char *fog_vert_src = ""
- "#line " TOSTRING(__LINE__) " 1\n"
- "uniform mat4 fg_ProjectionMatrixInverse;\n"
- "varying vec3 ray;\n"
- "void main() {\n"
- " gl_Position = gl_Vertex;\n"
- " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
- " ray = (fg_ProjectionMatrixInverse * gl_Vertex).xyz;\n"
- "}\n";
-
-const char *fog_frag_src = ""
- "#line " TOSTRING(__LINE__) " 1\n"
- "uniform sampler2D depth_tex;\n"
- "uniform sampler2D normal_tex;\n"
- "uniform sampler2D color_tex;\n"
- "uniform sampler2D spec_emis_tex;\n"
- "uniform vec4 fg_FogColor;\n"
- "uniform float fg_FogDensity;\n"
- "uniform vec3 fg_Planes;\n"
- "varying vec3 ray;\n"
- "void main() {\n"
- " vec2 coords = gl_TexCoord[0].xy;\n"
- " float initialized = texture2D( spec_emis_tex, coords ).a;\n"
- " if ( initialized < 0.1 )\n"
- " discard;\n"
- " vec3 normal;\n"
- " normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);\n"
- " normal.z = sqrt( 1.0 - dot( normal.xy, normal.xy ) );\n"
- " float len = length(normal);\n"
- " normal /= len;\n"
- " vec3 viewDir = normalize(ray);\n"
- " float depth = texture2D( depth_tex, coords ).r;\n"
- " vec3 pos;\n"
- " pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);\n"
- " pos.xy = viewDir.xy / viewDir.z * pos.z;\n"
-
- " float fogFactor = 0.0;\n"
- " const float LOG2 = 1.442695;\n"
- " fogFactor = exp2(-fg_FogDensity * fg_FogDensity * pos.z * pos.z * LOG2);\n"
- " fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
-
- " gl_FragColor = vec4(fg_FogColor.rgb, 1.0 - fogFactor);\n"
- "}\n";
-
osg::Camera* FGRenderer::buildDeferredLightingCamera( flightgear::CameraInfo* info, osg::GraphicsContext* gc )
{
osg::Camera* camera = new osg::Camera;
camera->setRenderOrder(osg::Camera::POST_RENDER, 50);
camera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
camera->setViewport( new osg::Viewport );
- attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER, flightgear::LIGHTING_CAMERA, flightgear::RenderBufferInfo::LIGHTING_BUFFER );
+ attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER, flightgear::LIGHTING_CAMERA, "lighting" );
if (_useColorForDepth) {
- attachBufferToCamera( info, camera, osg::Camera::DEPTH_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::REAL_DEPTH_BUFFER );
+ attachBufferToCamera( info, camera, osg::Camera::DEPTH_BUFFER, flightgear::GEOMETRY_CAMERA, "real-depth" );
} else {
- attachBufferToCamera( info, camera, osg::Camera::DEPTH_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DEPTH_BUFFER );
+ attachBufferToCamera( info, camera, osg::Camera::DEPTH_BUFFER, flightgear::GEOMETRY_CAMERA, "depth" );
}
camera->setDrawBuffer(GL_FRONT);
camera->setReadBuffer(GL_FRONT);
g->setUseDisplayList(false);
simgear::EffectGeode* eg = new simgear::EffectGeode;
simgear::Effect* effect = simgear::makeEffect("Effects/ambient", true);
- if (effect) {
- eg->setEffect( effect );
- } else {
- SG_LOG( SG_VIEW, SG_ALERT, "=> Using default, builtin, Effects/ambient" );
- ss = eg->getOrCreateStateSet();
- ss->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
- ss->setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF );
- ss->setTextureAttributeAndModes( 0, info->getBuffer( flightgear::RenderBufferInfo::DEPTH_BUFFER ) );
- ss->setTextureAttributeAndModes( 1, info->getBuffer( flightgear::RenderBufferInfo::NORMAL_BUFFER ) );
- ss->setTextureAttributeAndModes( 2, info->getBuffer( flightgear::RenderBufferInfo::DIFFUSE_BUFFER ) );
- ss->setTextureAttributeAndModes( 3, info->getBuffer( flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER ) );
- //ss->setTextureAttributeAndModes( 4, info->gBuffer->aoBuffer[2] );
- ss->addUniform( new osg::Uniform( "depth_tex", 0 ) );
- ss->addUniform( new osg::Uniform( "normal_tex", 1 ) );
- ss->addUniform( new osg::Uniform( "color_tex", 2 ) );
- ss->addUniform( new osg::Uniform( "spec_emis_tex", 3 ) );
- //ss->addUniform( new osg::Uniform( "ao_tex", 4 ) );
- ss->setRenderBinDetails( 0, "RenderBin" );
- osg::Program* program = new osg::Program;
- program->addShader( new osg::Shader( osg::Shader::VERTEX, ambient_vert_src ) );
- program->addShader( new osg::Shader( osg::Shader::FRAGMENT, ambient_frag_src ) );
- ss->setAttributeAndModes( program );
+ if (!effect) {
+ SG_LOG(SG_VIEW, SG_ALERT, "Effects/ambient not found");
+ return 0;
}
-
+ eg->setEffect( effect );
g->setName( "AmbientQuad" );
eg->setName("AmbientQuad");
eg->setCullingActive(false);
g->setName( "SunlightQuad" );
eg = new simgear::EffectGeode;
effect = simgear::makeEffect("Effects/sunlight", true);
- if (effect) {
- eg->setEffect( effect );
- } else {
- SG_LOG( SG_VIEW, SG_ALERT, "=> Using default, builtin, Effects/sunlight" );
- ss = eg->getOrCreateStateSet();
- ss->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
- ss->setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF );
- ss->setAttributeAndModes( new osg::BlendFunc( osg::BlendFunc::ONE, osg::BlendFunc::ONE ) );
- ss->setTextureAttribute( 0, info->getBuffer( flightgear::RenderBufferInfo::DEPTH_BUFFER ) );
- ss->setTextureAttribute( 1, info->getBuffer( flightgear::RenderBufferInfo::NORMAL_BUFFER ) );
- ss->setTextureAttribute( 2, info->getBuffer( flightgear::RenderBufferInfo::DIFFUSE_BUFFER ) );
- ss->setTextureAttribute( 3, info->getBuffer( flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER ) );
- ss->setTextureAttribute( 4, info->getBuffer( flightgear::RenderBufferInfo::SHADOW_BUFFER ) );
- ss->addUniform( new osg::Uniform( "depth_tex", 0 ) );
- ss->addUniform( new osg::Uniform( "normal_tex", 1 ) );
- ss->addUniform( new osg::Uniform( "color_tex", 2 ) );
- ss->addUniform( new osg::Uniform( "spec_emis_tex", 3 ) );
- ss->addUniform( new osg::Uniform( "shadow_tex", 4 ) );
- ss->setRenderBinDetails( 1, "RenderBin" );
- osg::Program* program = new osg::Program;
- program->addShader( new osg::Shader( osg::Shader::VERTEX, sunlight_vert_src ) );
- program->addShader( new osg::Shader( osg::Shader::FRAGMENT, sunlight_frag_src ) );
- ss->setAttributeAndModes( program );
+ if (!effect) {
+ SG_LOG(SG_VIEW, SG_ALERT, "Effects/sunlight not found");
+ return 0;
}
+ eg->setEffect( effect );
eg->setName("SunlightQuad");
eg->setCullingActive(false);
eg->addDrawable(g);
g->setName( "FogQuad" );
eg = new simgear::EffectGeode;
effect = simgear::makeEffect("Effects/fog", true);
- if (effect) {
- eg->setEffect( effect );
- } else {
- SG_LOG( SG_VIEW, SG_ALERT, "=> Using default, builtin, Effects/fog" );
- ss = eg->getOrCreateStateSet();
- ss->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
- ss->setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF );
- ss->setAttributeAndModes( new osg::BlendFunc( osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA ) );
- ss->setTextureAttributeAndModes( 0, info->getBuffer( flightgear::RenderBufferInfo::DEPTH_BUFFER ) );
- ss->setTextureAttributeAndModes( 1, info->getBuffer( flightgear::RenderBufferInfo::NORMAL_BUFFER ) );
- ss->setTextureAttributeAndModes( 2, info->getBuffer( flightgear::RenderBufferInfo::DIFFUSE_BUFFER ) );
- ss->setTextureAttributeAndModes( 3, info->getBuffer( flightgear::RenderBufferInfo::SPEC_EMIS_BUFFER ) );
- ss->addUniform( new osg::Uniform( "depth_tex", 0 ) );
- ss->addUniform( new osg::Uniform( "normal_tex", 1 ) );
- ss->addUniform( new osg::Uniform( "color_tex", 2 ) );
- ss->addUniform( new osg::Uniform( "spec_emis_tex", 3 ) );
- ss->setRenderBinDetails( 10000, "RenderBin" );
- osg::Program* program = new osg::Program;
- program->addShader( new osg::Shader( osg::Shader::VERTEX, fog_vert_src ) );
- program->addShader( new osg::Shader( osg::Shader::FRAGMENT, fog_frag_src ) );
- ss->setAttributeAndModes( program );
+ if (!effect) {
+ SG_LOG(SG_VIEW, SG_ALERT, "Effects/fog not found");
+ return 0;
}
+ eg->setEffect( effect );
eg->setName("FogQuad");
eg->setCullingActive(false);
eg->addDrawable(g);
const osg::Matrix& view,
const osg::Matrix& projection,
osg::GraphicsContext* gc)
+{
+ if (_renderer.empty() || !_pipeline.valid())
+ return buildDefaultDeferredPipeline(cgroup, flags, camera, view, projection, gc);
+ return _pipeline->buildCamera(cgroup, flags, camera, view, projection, gc);
+}
+
+flightgear::CameraInfo*
+FGRenderer::buildDefaultDeferredPipeline(flightgear::CameraGroup* cgroup, unsigned flags, osg::Camera* camera,
+ const osg::Matrix& view,
+ const osg::Matrix& projection,
+ osg::GraphicsContext* gc)
{
CameraInfo* info = new CameraInfo(flags);
buildDeferredBuffers(info, _shadowMapSize, _useColorForDepth);