#include <simgear/structure/OSGVersion.hxx>
#include <simgear/scene/material/EffectCullVisitor.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
+#include <simgear/scene/tgdb/userdata.hxx>
#include <algorithm>
#include <cstring>
float f = ii->second.scaleFactor;
ii->second.camera->getViewport()->setViewport(x*f, y*f, width*f, height*f);
}
+
+ for (RenderBufferMap::iterator ii = buffers.begin(); ii != buffers.end(); ++ii ) {
+ float f = ii->second.scaleFactor;
+ osg::Texture2D* texture = ii->second.texture.get();
+ if ( texture->getTextureHeight() != height*f || texture->getTextureWidth() != width*f ) {
+ texture->setTextureSize( width*f, height*f );
+ texture->dirtyTextureObject();
+ }
+ }
+}
+
+void CameraInfo::resized(double w, double h)
+{
+ for (RenderBufferMap::iterator ii = buffers.begin(); ii != buffers.end(); ++ii) {
+ float s = ii->second.scaleFactor;
+ ii->second.texture->setTextureSize( w * s, h * s );
+ ii->second.texture->dirtyTextureObject();
+ }
+
+ for (CameraMap::iterator ii = cameras.begin(); ii != cameras.end(); ++ii) {
+ RenderStageInfo& rsi = ii->second;
+ if (!rsi.resizable || rsi.camera->getRenderTargetImplementation() != osg::Camera::FRAME_BUFFER_OBJECT)
+ continue;
+
+ Viewport* vp = rsi.camera->getViewport();
+ vp->width() = w * rsi.scaleFactor;
+ vp->height() = h * rsi.scaleFactor;
+
+ osgViewer::Renderer* renderer
+ = static_cast<osgViewer::Renderer*>(rsi.camera->getRenderer());
+ for (int i = 0; i < 2; ++i) {
+ osgUtil::SceneView* sceneView = renderer->getSceneView(i);
+ sceneView->getRenderStage()->setFrameBufferObject(0);
+ sceneView->getRenderStage()->setCameraRequiresSetUp(true);
+ if (sceneView->getRenderStageLeft()) {
+ sceneView->getRenderStageLeft()->setFrameBufferObject(0);
+ sceneView->getRenderStageLeft()->setCameraRequiresSetUp(true);
+ }
+ if (sceneView->getRenderStageRight()) {
+ sceneView->getRenderStageRight()->setFrameBufferObject(0);
+ sceneView->getRenderStageRight()->setCameraRequiresSetUp(true);
+ }
+ }
+ }
}
osg::Camera* CameraInfo::getCamera(CameraKind k) const
return ii->second.camera.get();
}
-osg::Camera* CameraInfo::getMainCamera() const
+int CameraInfo::getMainSlaveIndex() const
{
- return cameras.find( MAIN_CAMERA )->second.camera.get();
+ return cameras.find( MAIN_CAMERA )->second.slaveIndex;
}
-int CameraInfo::getMainSlaveIndex() const
+void CameraInfo::setMatrices(osg::Camera* c)
{
- return cameras.find( MAIN_CAMERA )->second.slaveIndex;
+ view->set( c->getViewMatrix() );
+ viewInverse->set( osg::Matrix::inverse( c->getViewMatrix() ) );
+ projInverse->set( osg::Matrix::inverse( c->getProjectionMatrix() ) );
}
void CameraGroup::update(const osg::Vec3d& position,
double masterZoomFactor = zoomFactor();
for (CameraList::iterator i = _cameras.begin(); i != _cameras.end(); ++i) {
const CameraInfo* info = i->get();
- const View::Slave& slave = _viewer->getSlave(info->getMainSlaveIndex());
+
+ Camera* camera = info->getCamera(MAIN_CAMERA);
+ if ( camera ) {
+ const View::Slave& slave = _viewer->getSlave(info->getMainSlaveIndex());
#if SG_OSG_VERSION_LESS_THAN(3,0,0)
- // refreshes camera viewports (for now)
- info->updateCameras();
+ // refreshes camera viewports (for now)
+ info->updateCameras();
#endif
- Camera* camera = info->getMainCamera();
- Matrix viewMatrix;
-
- if (info->flags & GUI) {
- viewMatrix = osg::Matrix(); // identifty transform on the GUI camera
- } else if ((info->flags & VIEW_ABSOLUTE) != 0)
- viewMatrix = slave._viewOffset;
- else
- viewMatrix = masterView * slave._viewOffset;
- camera->setViewMatrix(viewMatrix);
- Matrix projectionMatrix;
-
- if (info->flags & GUI) {
- projectionMatrix = osg::Matrix::ortho2D(0, info->width, 0, info->height);
- } else if ((info->flags & PROJECTION_ABSOLUTE) != 0) {
- if (info->flags & ENABLE_MASTER_ZOOM) {
- if (info->relativeCameraParent < _cameras.size()) {
- // template projection matrix and view matrix of the current camera
- osg::Matrix P0 = slave._projectionOffset;
- osg::Matrix R = viewMatrix;
-
- // The already known projection and view matrix of the parent camera
- const CameraInfo* parentInfo = _cameras[info->relativeCameraParent].get();
- RenderStageInfo prsi = parentInfo->cameras.find(CameraInfo::MAIN_CAMERA)->second;
- osg::Matrix pP = prsi.camera->getProjectionMatrix();
- osg::Matrix pR = prsi.camera->getViewMatrix();
+ Matrix viewMatrix;
+ if (info->flags & GUI) {
+ viewMatrix = osg::Matrix(); // identifty transform on the GUI camera
+ } else if ((info->flags & VIEW_ABSOLUTE) != 0)
+ viewMatrix = slave._viewOffset;
+ else
+ viewMatrix = masterView * slave._viewOffset;
+ camera->setViewMatrix(viewMatrix);
+ Matrix projectionMatrix;
+ if (info->flags & GUI) {
+ projectionMatrix = osg::Matrix::ortho2D(0, info->width, 0, info->height);
+ } else if ((info->flags & PROJECTION_ABSOLUTE) != 0) {
+ if (info->flags & ENABLE_MASTER_ZOOM) {
+ if (info->relativeCameraParent < _cameras.size()) {
+ // template projection matrix and view matrix of the current camera
+ osg::Matrix P0 = slave._projectionOffset;
+ osg::Matrix R = viewMatrix;
+
+ // The already known projection and view matrix of the parent camera
+ const CameraInfo* parentInfo = _cameras[info->relativeCameraParent].get();
+ RenderStageInfo prsi = parentInfo->cameras.find(MAIN_CAMERA)->second;
+ osg::Matrix pP = prsi.camera->getProjectionMatrix();
+ osg::Matrix pR = prsi.camera->getViewMatrix();
- // And the projection matrix derived from P0 so that the reference points match
- projectionMatrix = relativeProjection(P0, R, info->thisReference,
- pP, pR, info->parentReference);
+ // And the projection matrix derived from P0 so that the reference points match
+ projectionMatrix = relativeProjection(P0, R, info->thisReference,
+ pP, pR, info->parentReference);
- } else {
- // We want to zoom, so take the original matrix and apply the zoom to it.
- projectionMatrix = slave._projectionOffset;
- projectionMatrix.postMultScale(osg::Vec3d(masterZoomFactor, masterZoomFactor, 1));
- }
- } else {
- projectionMatrix = slave._projectionOffset;
- }
- } else {
- projectionMatrix = masterProj * slave._projectionOffset;
- }
-
- CameraInfo::CameraMap::const_iterator ii = info->cameras.find(CameraInfo::FAR_CAMERA);
- if (ii == info->cameras.end() || !ii->second.camera.valid()) {
- camera->setProjectionMatrix(projectionMatrix);
- } else {
- Camera* farCamera = ii->second.camera;
- farCamera->setViewMatrix(viewMatrix);
- double left, right, bottom, top, parentNear, parentFar;
- projectionMatrix.getFrustum(left, right, bottom, top,
- parentNear, parentFar);
- if ((info->flags & FIXED_NEAR_FAR) == 0) {
- parentNear = _zNear;
- parentFar = _zFar;
- }
- if (parentFar < _nearField || _nearField == 0.0f) {
- camera->setProjectionMatrix(projectionMatrix);
- camera->setCullMask(camera->getCullMask()
- | simgear::BACKGROUND_BIT);
- camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- farCamera->setNodeMask(0);
- } else {
- Matrix nearProj, farProj;
- makeNewProjMat(projectionMatrix, parentNear, _nearField,
- nearProj);
- makeNewProjMat(projectionMatrix, _nearField, parentFar,
- farProj);
- camera->setProjectionMatrix(nearProj);
- camera->setCullMask(camera->getCullMask()
- & ~simgear::BACKGROUND_BIT);
- camera->setClearMask(GL_DEPTH_BUFFER_BIT);
- farCamera->setProjectionMatrix(farProj);
- farCamera->setNodeMask(camera->getNodeMask());
- }
- }
+ } else {
+ // We want to zoom, so take the original matrix and apply the zoom to it.
+ projectionMatrix = slave._projectionOffset;
+ projectionMatrix.postMultScale(osg::Vec3d(masterZoomFactor, masterZoomFactor, 1));
+ }
+ } else {
+ projectionMatrix = slave._projectionOffset;
+ }
+ } else {
+ projectionMatrix = masterProj * slave._projectionOffset;
+ }
+
+ CameraMap::const_iterator ii = info->cameras.find(FAR_CAMERA);
+ if (ii == info->cameras.end() || !ii->second.camera.valid()) {
+ camera->setProjectionMatrix(projectionMatrix);
+ } else {
+ Camera* farCamera = ii->second.camera;
+ farCamera->setViewMatrix(viewMatrix);
+ double left, right, bottom, top, parentNear, parentFar;
+ projectionMatrix.getFrustum(left, right, bottom, top,
+ parentNear, parentFar);
+ if ((info->flags & FIXED_NEAR_FAR) == 0) {
+ parentNear = _zNear;
+ parentFar = _zFar;
+ }
+ if (parentFar < _nearField || _nearField == 0.0f) {
+ camera->setProjectionMatrix(projectionMatrix);
+ camera->setCullMask(camera->getCullMask()
+ | simgear::BACKGROUND_BIT);
+ camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ farCamera->setNodeMask(0);
+ } else {
+ Matrix nearProj, farProj;
+ makeNewProjMat(projectionMatrix, parentNear, _nearField,
+ nearProj);
+ makeNewProjMat(projectionMatrix, _nearField, parentFar,
+ farProj);
+ camera->setProjectionMatrix(nearProj);
+ camera->setCullMask(camera->getCullMask()
+ & ~simgear::BACKGROUND_BIT);
+ camera->setClearMask(GL_DEPTH_BUFFER_BIT);
+ farCamera->setProjectionMatrix(farProj);
+ farCamera->setNodeMask(camera->getNodeMask());
+ }
+ }
+ } else {
+ bool viewDone = false;
+ Matrix viewMatrix;
+ bool projectionDone = false;
+ Matrix projectionMatrix;
+ for ( CameraMap::const_iterator ii = info->cameras.begin(); ii != info->cameras.end(); ++ii ) {
+ if ( ii->second.fullscreen )
+ continue;
+
+ Camera* camera = ii->second.camera.get();
+ int slaveIndex = ii->second.slaveIndex;
+ const View::Slave& slave = _viewer->getSlave(slaveIndex);
+
+ if ( !viewDone ) {
+ if ((info->flags & VIEW_ABSOLUTE) != 0)
+ viewMatrix = slave._viewOffset;
+ else
+ viewMatrix = masterView * slave._viewOffset;
+ viewDone = true;
+ }
+
+ camera->setViewMatrix( viewMatrix );
+
+ if ( !projectionDone ) {
+ if ((info->flags & PROJECTION_ABSOLUTE) != 0) {
+ if (info->flags & ENABLE_MASTER_ZOOM) {
+ if (info->relativeCameraParent < _cameras.size()) {
+ // template projection matrix and view matrix of the current camera
+ osg::Matrix P0 = slave._projectionOffset;
+ osg::Matrix R = viewMatrix;
+
+ // The already known projection and view matrix of the parent camera
+ const CameraInfo* parentInfo = _cameras[info->relativeCameraParent].get();
+ RenderStageInfo prsi = parentInfo->cameras.find(MAIN_CAMERA)->second;
+ osg::Matrix pP = prsi.camera->getProjectionMatrix();
+ osg::Matrix pR = prsi.camera->getViewMatrix();
+
+ // And the projection matrix derived from P0 so that the reference points match
+ projectionMatrix = relativeProjection(P0, R, info->thisReference,
+ pP, pR, info->parentReference);
+
+ } else {
+ // We want to zoom, so take the original matrix and apply the zoom to it.
+ projectionMatrix = slave._projectionOffset;
+ projectionMatrix.postMultScale(osg::Vec3d(masterZoomFactor, masterZoomFactor, 1));
+ }
+ } else {
+ projectionMatrix = slave._projectionOffset;
+ }
+ } else {
+ projectionMatrix = masterProj * slave._projectionOffset;
+ }
+ projectionDone = true;
+ }
+
+ camera->setProjectionMatrix(projectionMatrix);
+ }
+ }
}
+
+ globals->get_renderer()->setPlanes( _zNear, _zFar );
}
void CameraGroup::setCameraParameters(float vfov, float aspectRatio)
const CameraInfo* info = _cameras.front();
- osg::Camera* camera = info->cameras.find(CameraInfo::MAIN_CAMERA)->second.camera.get();
+ osg::Camera* camera = info->getCamera(MAIN_CAMERA);
+ if ( !camera )
+ camera = info->getCamera( GEOMETRY_CAMERA );
const osg::Viewport* viewport = camera->getViewport();
if (!viewport) {
return 0.0;
// Mostly copied from osg's osgViewer/View.cpp
-static osg::Geometry* createParoramicSphericalDisplayDistortionMesh(
+static osg::Geometry* createPanoramicSphericalDisplayDistortionMesh(
const Vec3& origin, const Vec3& widthVector, const Vec3& heightVector,
double sphere_radius, double collar_radius,
Image* intensityMap = 0, const Matrix& projectorMatrix = Matrix())
#if 0
osg::Vec3d projector = eye - osg::Vec3d(0.0,0.0, distance);
- OSG_INFO<<"createParoramicSphericalDisplayDistortionMesh : Projector position = "<<projector<<std::endl;
- OSG_INFO<<"createParoramicSphericalDisplayDistortionMesh : distance = "<<distance<<std::endl;
+ OSG_INFO<<"createPanoramicSphericalDisplayDistortionMesh : Projector position = "<<projector<<std::endl;
+ OSG_INFO<<"createPanoramicSphericalDisplayDistortionMesh : distance = "<<distance<<std::endl;
#endif
// create the quad to visualize.
osg::Geometry* geometry = new osg::Geometry();
double radius = psNode->getDoubleValue("radius", 1.0);
double collar = psNode->getDoubleValue("collar", 0.45);
Geode* geode = new Geode();
- geode->addDrawable(createParoramicSphericalDisplayDistortionMesh(
+ geode->addDrawable(createPanoramicSphericalDisplayDistortionMesh(
Vec3(0.0f,0.0f,0.0f), Vec3(width,0.0f,0.0f),
Vec3(0.0f,height,0.0f), radius, collar));
const SGPropertyNode* psNode = cameraNode->getNode("panoramic-spherical");
bool useMasterSceneGraph = !psNode;
CameraInfo* info = globals->get_renderer()->buildRenderingPipeline(this, cameraFlags, camera, vOff, pOff,
- useMasterSceneGraph);
+ window->gc.get(), useMasterSceneGraph);
info->name = cameraNode->getStringValue("name");
info->physicalWidth = physicalWidth;
info->physicalHeight = physicalHeight;
}
Camera* camera = new Camera;
+ camera->setName( "GUICamera" );
camera->setAllowEventFocus(false);
camera->setGraphicsContext(window->gc.get());
camera->setViewport(new Viewport);
- // XXX Camera needs to be drawn last; eventually the render order
- // should be assigned by a camera manager.
- camera->setRenderOrder(osg::Camera::POST_RENDER, 100);
- camera->setClearMask(0);
+ camera->setClearMask(0);
camera->setInheritanceMask(CullSettings::ALL_VARIABLES
& ~(CullSettings::COMPUTE_NEAR_FAR_MODE
| CullSettings::CULLING_MODE
camera->setProjectionResizePolicy(Camera::FIXED);
camera->setReferenceFrame(Transform::ABSOLUTE_RF);
const int cameraFlags = GUI | DO_INTERSECTION_TEST;
- CameraInfo* result = globals->get_renderer()->buildRenderingPipeline(this, cameraFlags, camera, Matrixd::identity(),
- Matrixd::identity(), false);
+
+ CameraInfo* result = new CameraInfo(cameraFlags);
+ // The camera group will always update the camera
+ camera->setReferenceFrame(Transform::ABSOLUTE_RF);
+
+ getViewer()->addSlave(camera, Matrixd::identity(), Matrixd::identity(), false);
+ //installCullVisitor(camera);
+ int slaveIndex = getViewer()->getNumSlaves() - 1;
+ result->addCamera( MAIN_CAMERA, camera, slaveIndex );
+ camera->setRenderOrder(Camera::POST_RENDER, slaveIndex);
+ addCamera(result);
+
+ // XXX Camera needs to be drawn last; eventually the render order
+ // should be assigned by a camera manager.
+ camera->setRenderOrder(osg::Camera::POST_RENDER, 10000);
SGPropertyNode* viewportNode = cameraNode->getNode("viewport", true);
buildViewport(result, viewportNode, window->gc->getTraits());
// Disable statistics for the GUI camera.
- result->getMainCamera()->setStats(0);
+ camera->setStats(0);
result->updateCameras();
return result;
}
CameraGroup* CameraGroup::buildCameraGroup(osgViewer::Viewer* viewer,
SGPropertyNode* gnode)
{
+ sgUserDataInit( globals->get_props() );
+
CameraGroup* cgroup = new CameraGroup(viewer);
for (int i = 0; i < gnode->nChildren(); ++i) {
SGPropertyNode* pNode = gnode->getChild(i);
CameraInfo* info = i->get();
if (info->flags & GUI)
continue;
- osg::ref_ptr<osg::Camera> farCamera = info->getCamera(CameraInfo::FAR_CAMERA);
- osg::Camera* camera = info->getMainCamera();
+ osg::ref_ptr<osg::Camera> farCamera = info->getCamera(FAR_CAMERA);
+ osg::Camera* camera = info->getCamera( MAIN_CAMERA );
+ if ( camera == 0 )
+ camera = info->getCamera( GEOMETRY_CAMERA );
if (farCamera.valid() && farCamera->getNodeMask() != 0) {
camera->setCullMask(nm & ~simgear::BACKGROUND_BIT);
camera->setCullMaskLeft(nm & ~simgear::BACKGROUND_BIT);
{
for (CameraIterator i = camerasBegin(), e = camerasEnd(); i != e; ++i) {
CameraInfo *info = i->get();
- const Viewport* viewport = info->getMainCamera()->getViewport();
+ Camera* camera = info->getCamera( MAIN_CAMERA );
+ if ( camera == 0 )
+ camera = info->getCamera( DISPLAY_CAMERA );
+ const Viewport* viewport = camera->getViewport();
info->x = viewport->x();
info->y = viewport->y();
info->width = viewport->width();
info->height = viewport->height();
+
+ info->resized( info->width, info->height );
}
}
return NULL;
}
- return info->getMainCamera();
+ return info->getCamera(MAIN_CAMERA);
}
static bool computeCameraIntersection(const CameraInfo* cinfo,
if (!(cinfo->flags & CameraGroup::DO_INTERSECTION_TEST))
return false;
- const Camera* camera = cinfo->getMainCamera();
+ const Camera* camera = cinfo->getCamera(MAIN_CAMERA);
+ if ( !camera )
+ camera = cinfo->getCamera( GEOMETRY_CAMERA );
if (camera->getGraphicsContext() != ea->getGraphicsContext())
return false;
Matrix startPtMat = Matrix::inverse(camera->getProjectionMatrix()
* windowMat);
Matrix endPtMat;
- const Camera* farCamera = cinfo->getCamera( CameraInfo::FAR_CAMERA );
+ const Camera* farCamera = cinfo->getCamera( FAR_CAMERA );
if (!farCamera || farCamera->getNodeMask() == 0)
endPtMat = startPtMat;
else
#include <simgear/math/SGMath.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/material/EffectCullVisitor.hxx>
+#include <simgear/scene/material/Effect.hxx>
+#include <simgear/scene/material/EffectGeode.hxx>
#include <simgear/scene/model/animation.hxx>
#include <simgear/scene/model/placement.hxx>
#include <simgear/scene/sky/sky.hxx>
static osg::ref_ptr<SGUpdateVisitor> mUpdateVisitor= new SGUpdateVisitor;
static osg::ref_ptr<osg::Group> mRealRoot = new osg::Group;
+static osg::ref_ptr<osg::Group> mDeferredRealRoot = new osg::Group;
static osg::ref_ptr<osg::Group> mRoot = new osg::Group;
#endif
FGRenderer::FGRenderer() :
- _sky(NULL)
+ _sky(NULL),
+ _ambientFactor( new osg::Uniform( "fg_SunAmbientColor", osg::Vec4f() ) ),
+ _sunDiffuse( new osg::Uniform( "fg_SunDiffuseColor", osg::Vec4f() ) ),
+ _sunSpecular( new osg::Uniform( "fg_SunSpecularColor", osg::Vec4f() ) ),
+ _sunDirection( new osg::Uniform( "fg_SunDirection", osg::Vec3f() ) ),
+ _planes( new osg::Uniform( "fg_Planes", osg::Vec3f() ) ),
+ _fogColor( new osg::Uniform( "fg_FogColor", osg::Vec4f(1.0, 1.0, 1.0, 1.0) ) ),
+ _fogDensity( new osg::Uniform( "fg_FogDensity", 0.0001f ) )
{
#ifdef FG_JPEG_SERVER
jpgRenderFrame = updateRenderer;
FGRenderer::buildRenderingPipeline(flightgear::CameraGroup* cgroup, unsigned flags, Camera* camera,
const Matrix& view,
const Matrix& projection,
+ osg::GraphicsContext* gc,
bool useMasterSceneData)
{
- if (_classicalRenderer || (flags & (CameraGroup::GUI | CameraGroup::ORTHO)))
+ flightgear::CameraInfo* info = 0;
+ if (!_classicalRenderer && (flags & (CameraGroup::GUI | CameraGroup::ORTHO)) == 0)
+ info = buildDeferredPipeline( cgroup, flags, camera, view, projection, gc );
+
+ if (info) {
+ return info;
+ } else {
+ if ((flags & (CameraGroup::GUI | CameraGroup::ORTHO)) == 0)
+ _classicalRenderer = true;
return buildClassicalPipeline( cgroup, flags, camera, view, projection, useMasterSceneData );
- else
- return buildDeferredPipeline( cgroup, flags, camera, view, projection );
+ }
}
flightgear::CameraInfo*
cgroup->getViewer()->addSlave(farCamera, projection, view, useMasterSceneData);
installCullVisitor(farCamera);
int farSlaveIndex = cgroup->getViewer()->getNumSlaves() - 1;
- info->addCamera( CameraInfo::FAR_CAMERA, farCamera, farSlaveIndex );
+ info->addCamera( FAR_CAMERA, farCamera, farSlaveIndex );
farCamera->setRenderOrder(Camera::POST_RENDER, farSlaveIndex);
camera->setCullMask(camera->getCullMask() & ~simgear::BACKGROUND_BIT);
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
cgroup->getViewer()->addSlave(camera, projection, view, useMasterSceneData);
installCullVisitor(camera);
int slaveIndex = cgroup->getViewer()->getNumSlaves() - 1;
- info->addCamera( CameraInfo::MAIN_CAMERA, camera, slaveIndex );
+ info->addCamera( MAIN_CAMERA, camera, slaveIndex );
camera->setRenderOrder(Camera::POST_RENDER, slaveIndex);
cgroup->addCamera(info);
return info;
}
+class FGDeferredRenderingCameraCullCallback : public osg::NodeCallback {
+public:
+ FGDeferredRenderingCameraCullCallback( flightgear::CameraKind 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::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 ) {
+ //if (info->mainShadowCamera.valid()) {
+ // osg::Group* grp = info->mainShadowCamera->getChild(0)->asGroup();
+ // for (int i = 0; i < 4; ++i ) {
+ // osg::TexGen* shadowTexGen = info->shadowTexGen[i];
+ // shadowTexGen->setMode(osg::TexGen::EYE_LINEAR);
+
+ // osg::Camera* cascadeCam = static_cast<osg::Camera*>( grp->getChild(i) );
+ // // compute the matrix which takes a vertex from view coords into tex coords
+ // shadowTexGen->setPlanesFromMatrix( cascadeCam->getProjectionMatrix() *
+ // osg::Matrix::translate(1.0,1.0,1.0) *
+ // osg::Matrix::scale(0.5f,0.5f,0.5f) );
+
+ // osg::RefMatrix * refMatrix = new osg::RefMatrix( cascadeCam->getInverseViewMatrix() * *cv->getModelViewMatrix() );
+
+ // cv->getRenderStage()->getPositionalStateContainer()->addPositionedTextureAttribute( i+1, refMatrix, shadowTexGen );
+ // }
+ //}
+ // Render saved transparent render bins
+ osgUtil::RenderStage* renderStage = cv->getRenderStage();
+ osgUtil::RenderBin::RenderBinList& rbl = renderStage->getRenderBinList();
+ for (osgUtil::RenderBin::RenderBinList::iterator rbi = info->savedTransparentBins.begin(); rbi != info->savedTransparentBins.end(); ++rbi ){
+ rbl.insert( std::make_pair( rbi->first + 10000, rbi->second ) );
+ }
+ info->savedTransparentBins.clear();
+ }
+ }
+
+private:
+ flightgear::CameraKind kind;
+ CameraInfo* info;
+};
+
+osg::Texture2D* buildDeferredBuffer(GLint internalFormat, GLenum sourceFormat, GLenum sourceType, osg::Texture::WrapMode wrapMode)
+{
+ osg::Texture2D* tex = new osg::Texture2D;
+ tex->setResizeNonPowerOfTwoHint( false );
+ tex->setInternalFormat( internalFormat );
+ tex->setSourceFormat( sourceFormat );
+ tex->setSourceType( sourceType );
+ tex->setFilter( osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR );
+ tex->setFilter( osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR );
+ tex->setWrap( osg::Texture::WRAP_S, wrapMode );
+ tex->setWrap( osg::Texture::WRAP_T, wrapMode );
+ return tex;
+}
+
+void buildDeferredBuffers( flightgear::CameraInfo* info )
+{
+ info->addBuffer(flightgear::RenderBufferInfo::DEPTH_BUFFER, buildDeferredBuffer( GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT, osg::Texture::CLAMP_TO_BORDER) );
+ info->addBuffer(flightgear::RenderBufferInfo::NORMAL_BUFFER, buildDeferredBuffer( 0x822C /*GL_RG16*/, 0x8227 /*GL_RG*/, GL_UNSIGNED_SHORT, 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) );
+}
+
+void attachBufferToCamera( flightgear::CameraInfo* info, osg::Camera* camera, osg::Camera::BufferComponent c, flightgear::CameraKind ck, flightgear::RenderBufferInfo::Kind bk )
+{
+ camera->attach( c, info->getBuffer(bk) );
+ info->getRenderStageInfo(ck).buffers.insert( std::make_pair( c, bk ) );
+}
+
+osg::Camera* FGRenderer::buildDeferredGeometryCamera( flightgear::CameraInfo* info, osg::GraphicsContext* gc )
+{
+ osg::Camera* camera = new osg::Camera;
+ info->addCamera(flightgear::GEOMETRY_CAMERA, camera );
+
+ camera->setCullMask( ~simgear::MODELLIGHT_BIT );
+ camera->setName( "GeometryCamera" );
+ camera->setGraphicsContext( gc );
+ camera->setCullCallback( new FGDeferredRenderingCameraCullCallback( flightgear::GEOMETRY_CAMERA, info ) );
+ camera->setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ camera->setClearColor( osg::Vec4( 0., 0., 0., 0. ) );
+ camera->setClearDepth( 1.0 );
+ camera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
+ camera->setViewport( new osg::Viewport );
+ attachBufferToCamera( info, camera, osg::Camera::DEPTH_BUFFER, flightgear::GEOMETRY_CAMERA, flightgear::RenderBufferInfo::DEPTH_BUFFER );
+ 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 );
+ camera->setDrawBuffer(GL_FRONT);
+ camera->setReadBuffer(GL_FRONT);
+
+ camera->addChild( mDeferredRealRoot.get() );
+
+ return camera;
+}
+
+#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"
+ "}\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 = ""
+ "#version 130\n"
+ "#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;\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 = shadow2DProj( shadow_tex, DynamicShadow( vec4( pos, 1.0 ), tint ) ).r;\n"
+#elif 1
+ " float shadow = 1.0;\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 * color * 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;\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;
+ info->addCamera(flightgear::LIGHTING_CAMERA, camera );
+
+ camera->setCullCallback( new FGDeferredRenderingCameraCullCallback( flightgear::LIGHTING_CAMERA, info ) );
+ camera->setAllowEventFocus(false);
+ camera->setGraphicsContext(gc);
+ camera->setViewport(new Viewport);
+ camera->setName("LightingCamera");
+ camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
+ camera->setRenderOrder(osg::Camera::POST_RENDER, 50);
+ camera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
+ camera->setViewport( new osg::Viewport );
+ attachBufferToCamera( info, camera, osg::Camera::DEPTH_BUFFER, flightgear::LIGHTING_CAMERA, flightgear::RenderBufferInfo::DEPTH_BUFFER );
+ attachBufferToCamera( info, camera, osg::Camera::COLOR_BUFFER, flightgear::LIGHTING_CAMERA, flightgear::RenderBufferInfo::LIGHTING_BUFFER );
+ camera->setDrawBuffer(GL_FRONT);
+ camera->setReadBuffer(GL_FRONT);
+ camera->setClearColor( osg::Vec4( 0., 0., 0., 1. ) );
+ camera->setClearMask( GL_COLOR_BUFFER_BIT );
+ osg::StateSet* ss = camera->getOrCreateStateSet();
+ ss->setAttribute( new osg::Depth(osg::Depth::LESS, 0.0, 1.0, false) );
+
+ osg::Group* lightingGroup = new osg::Group;
+
+ osg::Camera* quadCam1 = new osg::Camera;
+ quadCam1->setName( "QuadCamera1" );
+ quadCam1->setClearMask(0);
+ quadCam1->setAllowEventFocus(false);
+ quadCam1->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
+ quadCam1->setRenderOrder(osg::Camera::NESTED_RENDER);
+ quadCam1->setViewMatrix(osg::Matrix::identity());
+ quadCam1->setProjectionMatrixAsOrtho2D(-1,1,-1,1);
+ quadCam1->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
+ ss = quadCam1->getOrCreateStateSet();
+ ss->addUniform( _ambientFactor );
+ ss->addUniform( info->projInverse );
+ ss->addUniform( info->viewInverse );
+ ss->addUniform( info->view );
+ ss->addUniform( _sunDiffuse );
+ ss->addUniform( _sunSpecular );
+ ss->addUniform( _sunDirection );
+ ss->addUniform( _planes );
+
+ osg::Geometry* g = osg::createTexturedQuadGeometry( osg::Vec3(-1.,-1.,0.), osg::Vec3(2.,0.,0.), osg::Vec3(0.,2.,0.) );
+ g->setUseDisplayList(false);
+ simgear::EffectGeode* eg = new simgear::EffectGeode;
+ simgear::Effect* effect = simgear::makeEffect("Effects/ambient", true);
+ if (effect) {
+ eg->setEffect( effect );
+ } else {
+ 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( 5, 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", 5 ) );
+ 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 );
+ }
+
+ g->setName( "AmbientQuad" );
+ eg->setName("AmbientQuad");
+ eg->setCullingActive(false);
+ eg->addDrawable(g);
+ quadCam1->addChild( eg );
+
+ g = osg::createTexturedQuadGeometry( osg::Vec3(-1.,-1.,0.), osg::Vec3(2.,0.,0.), osg::Vec3(0.,2.,0.) );
+ g->setUseDisplayList(false);
+ g->setName( "SunlightQuad" );
+ eg = new simgear::EffectGeode;
+ effect = simgear::makeEffect("Effects/sunlight", true);
+ if (effect) {
+ eg->setEffect( effect );
+ } else {
+ 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->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->setTextureAttribute( 4, info->mainShadowMap );
+ 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 );
+ }
+ eg->setName("SunlightQuad");
+ eg->setCullingActive(false);
+ eg->addDrawable(g);
+ quadCam1->addChild( eg );
+
+ osg::Camera* lightCam = new osg::Camera;
+ ss = lightCam->getOrCreateStateSet();
+ ss->addUniform( _planes );
+ ss->addUniform( info->bufferSize );
+ lightCam->setName( "LightCamera" );
+ lightCam->setClearMask(0);
+ lightCam->setAllowEventFocus(false);
+ lightCam->setReferenceFrame(osg::Transform::RELATIVE_RF);
+ lightCam->setRenderOrder(osg::Camera::NESTED_RENDER,1);
+ lightCam->setViewMatrix(osg::Matrix::identity());
+ lightCam->setProjectionMatrix(osg::Matrix::identity());
+ lightCam->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
+ lightCam->setCullMask( simgear::MODELLIGHT_BIT );
+ lightCam->setInheritanceMask( osg::CullSettings::ALL_VARIABLES & ~osg::CullSettings::CULL_MASK );
+ lightCam->addChild( mDeferredRealRoot.get() );
+
+
+ osg::Camera* quadCam2 = new osg::Camera;
+ quadCam2->setName( "QuadCamera1" );
+ quadCam2->setClearMask(0);
+ quadCam2->setAllowEventFocus(false);
+ quadCam2->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
+ quadCam2->setRenderOrder(osg::Camera::NESTED_RENDER,2);
+ quadCam2->setViewMatrix(osg::Matrix::identity());
+ quadCam2->setProjectionMatrixAsOrtho2D(-1,1,-1,1);
+ quadCam2->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
+ ss = quadCam2->getOrCreateStateSet();
+ ss->addUniform( _ambientFactor );
+ ss->addUniform( info->projInverse );
+ ss->addUniform( info->viewInverse );
+ ss->addUniform( info->view );
+ ss->addUniform( _sunDiffuse );
+ ss->addUniform( _sunSpecular );
+ ss->addUniform( _sunDirection );
+ ss->addUniform( _fogColor );
+ ss->addUniform( _fogDensity );
+ ss->addUniform( _planes );
+
+ g = osg::createTexturedQuadGeometry( osg::Vec3(-1.,-1.,0.), osg::Vec3(2.,0.,0.), osg::Vec3(0.,2.,0.) );
+ g->setUseDisplayList(false);
+ g->setName( "FogQuad" );
+ eg = new simgear::EffectGeode;
+ effect = simgear::makeEffect("Effects/fog", true);
+ if (effect) {
+ eg->setEffect( effect );
+ } else {
+ 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( 99999, "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 );
+ }
+ eg->setName("FogQuad");
+ eg->setCullingActive(false);
+ eg->addDrawable(g);
+ quadCam2->addChild( eg );
+
+ lightingGroup->addChild( _sky->getPreRoot() );
+ lightingGroup->addChild( _sky->getCloudRoot() );
+ lightingGroup->addChild( quadCam1 );
+ lightingGroup->addChild( lightCam );
+ lightingGroup->addChild( quadCam2 );
+
+ camera->addChild( lightingGroup );
+
+ return camera;
+}
+
flightgear::CameraInfo*
FGRenderer::buildDeferredPipeline(flightgear::CameraGroup* cgroup, unsigned flags, osg::Camera* camera,
- const osg::Matrix& view,
- const osg::Matrix& projection)
+ const osg::Matrix& view,
+ const osg::Matrix& projection,
+ osg::GraphicsContext* gc)
{
CameraInfo* info = new CameraInfo(flags);
- // The camera group will always update the camera
- camera->setReferenceFrame(Transform::ABSOLUTE_RF);
+ buildDeferredBuffers( info );
- Camera* farCamera = 0;
- cgroup->getViewer()->addSlave(camera, projection, view, false);
- installCullVisitor(camera);
+ osg::Camera* geometryCamera = buildDeferredGeometryCamera( info, gc );
+ cgroup->getViewer()->addSlave(geometryCamera, false);
+ installCullVisitor(geometryCamera);
int slaveIndex = cgroup->getViewer()->getNumSlaves() - 1;
- info->addCamera( CameraInfo::MAIN_CAMERA, camera, slaveIndex );
- camera->setRenderOrder(Camera::POST_RENDER, slaveIndex);
+ info->getRenderStageInfo(GEOMETRY_CAMERA).slaveIndex = slaveIndex;
+
+ osg::Camera* lightingCamera = buildDeferredLightingCamera( info, gc );
+ cgroup->getViewer()->addSlave(lightingCamera, false);
+ installCullVisitor(lightingCamera);
+ slaveIndex = cgroup->getViewer()->getNumSlaves() - 1;
+ info->getRenderStageInfo(LIGHTING_CAMERA).slaveIndex = slaveIndex;
+
+ camera->setName( "DisplayCamera" );
+ camera->setCullCallback( new FGDeferredRenderingCameraCullCallback( flightgear::DISPLAY_CAMERA, info ) );
+ camera->setReferenceFrame(Transform::ABSOLUTE_RF);
+ camera->setAllowEventFocus(false);
+ osg::Geometry* g = osg::createTexturedQuadGeometry( osg::Vec3(-1.,-1.,0.), osg::Vec3(2.,0.,0.), osg::Vec3(0.,2.,0.) );
+ g->setUseDisplayList(false); //DEBUG
+ simgear::EffectGeode* eg = new simgear::EffectGeode;
+ simgear::Effect* effect = simgear::makeEffect("Effects/display", true);
+ if (!effect)
+ {
+ SG_LOG(SG_VIEW, SG_ALERT, "Effects/display not found");
+ return 0;
+ }
+ eg->setEffect(effect);
+ eg->setCullingActive(false);
+ eg->addDrawable(g);
+ camera->setViewMatrix(osg::Matrix::identity());
+ camera->setProjectionMatrixAsOrtho2D(-1,1,-1,1);
+ camera->addChild(eg);
+
+ cgroup->getViewer()->addSlave(camera, false);
+ installCullVisitor(camera);
+ slaveIndex = cgroup->getViewer()->getNumSlaves() - 1;
+ info->addCamera( DISPLAY_CAMERA, camera, slaveIndex, true );
+ camera->setRenderOrder(Camera::POST_RENDER, 99+slaveIndex); //FIXME
cgroup->addCamera(info);
return info;
}
lightSource->setReferenceFrame(osg::LightSource::RELATIVE_RF);
lightSource->setLocalStateSetModes(osg::StateAttribute::ON);
lightSource->setUpdateCallback(new FGLightSourceUpdateCallback);
- mRealRoot->addChild(lightSource);
+ if ( _classicalRenderer )
+ mRealRoot->addChild(lightSource);
// we need a white diffuse light for the phase of the moon
osg::LightSource* sunLight = new osg::LightSource;
sunLight->getLight()->setDataVariance(Object::DYNAMIC);
skyGroup->addChild(_sky->getPreRoot());
sunLight->addChild(skyGroup);
mRoot->addChild(sceneGroup);
- mRoot->addChild(sunLight);
+ if ( _classicalRenderer )
+ mRoot->addChild(sunLight);
// Clouds are added to the scene graph later
stateSet = globals->get_scenery()->get_scene_graph()->getOrCreateStateSet();
// The clouds are attached directly to the scene graph root
// because, in theory, they don't want the same default state set
// as the rest of the scene. This may not be true in practice.
- mRealRoot->addChild(_sky->getCloudRoot());
- mRealRoot->addChild(FGCreateRedoutNode());
+ if ( _classicalRenderer ) {
+ mRealRoot->addChild(_sky->getCloudRoot());
+ mRealRoot->addChild(FGCreateRedoutNode());
+ }
// Attach empty program to the scene root so that shader programs
// don't leak into state sets (effects) that shouldn't have one.
stateSet = mRealRoot->getOrCreateStateSet();
stateSet->setAttributeAndModes(new osg::Program, osg::StateAttribute::ON);
+
+ mDeferredRealRoot->addChild( mRealRoot.get() );
}
void FGRenderer::panelChanged()
}
FGLight *l = static_cast<FGLight*>(globals->get_subsystem("lighting"));
+ if (!_classicalRenderer ) {
+ _ambientFactor->set( toOsg(l->scene_ambient()) );
+ _sunDiffuse->set( toOsg(l->scene_diffuse()) );
+ _sunSpecular->set( toOsg(l->scene_specular()) );
+ _sunDirection->set( osg::Vec3f(l->sun_vec()[0], l->sun_vec()[1], l->sun_vec()[2]) );
+ }
// update fog params
double actual_visibility;
if (_panel_hotspots->getBoolValue())
cullMask |= simgear::PICK_BIT;
CameraGroup::getDefault()->setCameraCullMasks(cullMask);
+ if ( !_classicalRenderer ) {
+ _fogColor->set( toOsg( l->adj_fog_color() ) );
+ _fogDensity->set( float( mUpdateVisitor->getFogExp2Density() ) );
+ }
}
void
mRealRoot->addChild(camera);
}
+void
+FGRenderer::setPlanes( double zNear, double zFar )
+{
+ _planes->set( osg::Vec3f( - zFar, - zFar * zNear, zFar - zNear ) );
+}
+
bool
fgDumpSceneGraphToFile(const char* filename)
{
vsv.doTraversal(viewer->getCamera(), viewer->getSceneData(), vp);
return true;
}
+
}
// end of renderer.cxx