cv->traverse( *camera );
if ( kind == GEOMETRY_CAMERA ) {
- // Save transparent bins to render later
+ // Remove transparent bins. They will be renderer in the additional light stage (side effect)
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;
info->shadowMatrix[i]->set( shadowMatrix );
}
}
- // 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();
}
}
_shadowNumber->set( (int)_numCascades );
}
+class DebugPassListener : public SGPropertyChangeListener {
+public:
+ DebugPassListener(osg::Switch* sw, int i) : _switch(sw), _index(i) {}
+ virtual void valueChanged(SGPropertyNode* node) {
+ _switch->setValue(_index, node->getBoolValue());
+ }
+
+private:
+ osg::ref_ptr<osg::Switch> _switch;
+ int _index;
+};
+
osg::Camera*
FGRenderer::buildDeferredLightingCamera( flightgear::CameraInfo* info, osg::GraphicsContext* gc, const FGRenderingPipeline::Stage* stage )
{
buildAttachments(info, camera, stage->name, stage->attachments);
camera->setDrawBuffer(GL_FRONT);
camera->setReadBuffer(GL_FRONT);
- camera->setClearColor( osg::Vec4( 0., 0., 0., 1. ) );
+ camera->setClearColor( osg::Vec4( 0.5, 0.5, 0.5, 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) );
ss->addUniform( _depthInColor );
- osg::Group* lightingGroup = new osg::Group;
+ osg::Switch* lightingGroup = new osg::Switch;
BOOST_FOREACH( osg::ref_ptr<FGRenderingPipeline::Pass> pass, stage->passes ) {
ref_ptr<Node> node = buildPass(info, pass);
- if (node.valid())
+ if (node.valid()) {
lightingGroup->addChild(node);
+ if (!pass->debugProperty.empty()) {
+ lightingGroup->setValue(lightingGroup->getNumChildren()-1, fgGetBool(pass->debugProperty));
+ fgAddChangeListener(new DebugPassListener(lightingGroup, lightingGroup->getNumChildren()-1), pass->debugProperty);
+ }
+ }
}
camera->addChild( lightingGroup );