void DisplayFilterStage::resizeStageData(DisplayFilterStageData *pData,
                                         Int32                   iPixelWidth,
                                         Int32                   iPixelHeight)
{
    FrameBufferObject *pFBO = pData->getTarget();

    if(pFBO == NULL)
        return;

    TextureBuffer *pTexBuffer = 
        dynamic_cast<TextureBuffer *>(pFBO->getColorAttachments(0));

    if(pTexBuffer == NULL)
        return;

    TextureObjChunk *pTex = pTexBuffer->getTexture();

    if(pTex == NULL)
        return;

    Image *pImg = pTex->getImage();

    if(pImg == NULL)
        return;

    pImg->set(Image::OSG_RGB_PF, 
              iPixelWidth, 
              iPixelHeight,
              1,
              1,
              1,
              0.0,
              0,
              Image::OSG_UINT8_IMAGEDATA,
              false);

    pFBO->setSize(iPixelWidth, iPixelHeight);

    pData->setWidth (iPixelWidth );
    pData->setHeight(iPixelHeight);

    commitChanges();
}
void DeferredShadingStage::updateStageData(
    DSStageData         *data,
    FrameBufferObject   *shadingTarget,
    RenderPartition     *parentPart    )
{
    FrameBufferObject *gBufferTarget = data->getGBufferTarget();

    Int32 targetWidth;
    Int32 targetHeight;
    Int32 targetLeft;
    Int32 targetBottom;

    if(shadingTarget != NULL)
    {
        targetWidth  = shadingTarget->getWidth ();
        targetHeight = shadingTarget->getHeight();

        targetLeft   = 0;
        targetBottom = 0;
    }
    else
    {
        targetWidth  = parentPart->getDrawEnv().getPixelWidth ();
        targetHeight = parentPart->getDrawEnv().getPixelHeight();

        targetLeft   = parentPart->getDrawEnv().getPixelLeft  ();
        targetBottom = parentPart->getDrawEnv().getPixelBottom();
    }

    if(gBufferTarget->getWidth () != targetWidth ||
       gBufferTarget->getHeight() != targetHeight  )
    {
        _targetSizeChanged = true;
    }

    if(_targetSizeChanged == true)
    {
        gBufferTarget->setSize(targetWidth, targetHeight);
    }

    if(getMFPixelFormats()->size() != getMFPixelTypes()->size())
    {
        SWARNING << "DeferredShadingStage::updateStageData: "
                 << "Number of PixelFormats and PixelTypes inconsistent."
                 << std::endl;
    }

    UInt32 lightCount  =        getMFLights      ()->size();
    UInt32 bufferCount = osgMin(getMFPixelFormats()->size(),
                                getMFPixelTypes  ()->size() );

    // buffers changed - remove them here, recreate below
    if((_changeCache & (PixelFormatsFieldMask |
                        PixelTypesFieldMask    )) != 0)
    {
        gBufferTarget->editMFColorAttachments()->clear (                    );
        gBufferTarget->editMFColorAttachments()->resize(bufferCount, NULL   );
        gBufferTarget->editMFDrawBuffers     ()->clear (                    );
        gBufferTarget->editMFDrawBuffers     ()->resize(bufferCount, GL_NONE);
    }

    for(UInt32 i = 0; i < bufferCount; ++i)
    {
        TextureBuffer *buf =
            dynamic_cast<TextureBuffer *>(gBufferTarget->getColorAttachments(i));

        if(buf == NULL)
        {
            TextureBufferUnrecPtr newBuf =
                createGBuffer(i, targetWidth, targetHeight);
            buf = newBuf;

            gBufferTarget->editMFColorAttachments()->replace(i, newBuf                      );
            gBufferTarget->editMFDrawBuffers     ()->replace(i, GL_COLOR_ATTACHMENT0_EXT + i);
        }
        else
        {
            updateGBuffer(buf, i, targetWidth, targetHeight);
        }
    }

    if((_changeCache & LightsFieldMask) != 0)
    {
        data->editMFLightChunks         ()->resize(    lightCount, NULL);
        data->editMFShadingStates       ()->resize(1 + lightCount, NULL);
        data->editMFShadingProgramChunks()->resize(1 + lightCount, NULL);
    }

    // update shading states
    if((_changeCache & (PixelFormatsFieldMask   |
                        PixelTypesFieldMask     |
                        AmbientProgramFieldMask |
                        LightProgramsFieldMask  |
                        LightsFieldMask          )) != 0)
    {
        // copy ambient and light programs
        DSStageData::MFShadingProgramChunksType::const_iterator spcIt  =
            data->editMFShadingProgramChunks()->begin();
        DSStageData::MFShadingProgramChunksType::const_iterator spcEnd =
            data->editMFShadingProgramChunks()->end  ();

        for(UInt32 progIdx = 0; spcIt != spcEnd; ++spcIt, ++progIdx)
        {
            if(*spcIt == NULL)
            {
                ShaderProgramChunkUnrecPtr newSPC =
                    ShaderProgramChunk::createLocal();
                //*spcIt = newSPC;

                data->editMFShadingProgramChunks()->replace(progIdx, newSPC);
            }

            (*spcIt)->clearVertexShaders  ();
            (*spcIt)->clearGeometryShaders();
            (*spcIt)->clearFragmentShaders();

            if(progIdx == 0 && getAmbientProgram() != NULL)
            {
                // ambient program
                copyProgramChunk(*spcIt, getAmbientProgram());

                // TODO: there must be a better way to add this uniform
                (*spcIt)->getFragmentShader(0)->addUniformVariable(
                    "vpOffset", Vec2f(targetLeft,
                                      targetBottom));
            }
            else
            {
                // light programs
                if(_mfLightPrograms.size() == 1)
                {
                    copyProgramChunk(*spcIt, getLightPrograms(0));

                    // TODO: there must be a better way to add this uniform
                    (*spcIt)->getFragmentShader(0)->addUniformVariable(
                        "vpOffset", Vec2f(targetLeft,
                                          targetBottom));
                }
                else if(_mfLightPrograms.size() == _mfLights.size())
                {
                    copyProgramChunk(*spcIt, getLightPrograms(progIdx - 1));

                    // TODO: there must be a better way to add this uniform
                    (*spcIt)->getFragmentShader(0)->addUniformVariable(
                        "vpOffset", Vec2f(targetLeft,
                                          targetBottom));
                }
                else
                {
                    SWARNING << "DeferredShadingStage::updateStageData: "
                             << "Number of Lights and LightPrograms "
                             << "inconsistent." << std::endl;
                }
            }
        }

        // create light chunks
        DSStageData::MFLightChunksType::const_iterator lcIt  =
            data->editMFLightChunks()->begin();
        DSStageData::MFLightChunksType::const_iterator lcEnd =
            data->editMFLightChunks()->end  ();

        for(UInt32 lightIdx = 0; lcIt != lcEnd; ++lcIt, ++lightIdx)
        {
            if(*lcIt == NULL)
            {
                DSLightChunkUnrecPtr newLC = DSLightChunk::createLocal();
                //*lcIt = newLC;
                data->editMFLightChunks()->replace(lightIdx, newLC);
            }

            updateLightChunk(*lcIt, getLights(lightIdx));
        }

        // populate shading states
        DSStageData::MFShadingStatesType::const_iterator stateIt  =
            data->editMFShadingStates()->begin();
        DSStageData::MFShadingStatesType::const_iterator stateEnd =
            data->editMFShadingStates()->end  ();

        for(UInt32 stateIdx = 0; stateIt != stateEnd; ++stateIt, ++stateIdx)
        {
            if(*stateIt == NULL)
            {
                StateUnrecPtr newState = State::createLocal();
                //*stateIt = newState;
                data->editMFShadingStates()->replace(stateIdx, newState);
            }

            // remove all chunks
            (*stateIt)->clearChunks();

            // add G Buffer textures
            for(UInt32 bufferIdx = 0;
                bufferIdx < bufferCount; ++bufferIdx)
            {
                TextureBuffer   *buf    = static_cast<TextureBuffer *>(
                    gBufferTarget->getColorAttachments(bufferIdx));
                TextureObjChunk *bufTex = buf->getTexture();

                (*stateIt)->addChunk(bufTex, bufferIdx);
            }

            // add ambient/light programs and light chunks
            if(stateIdx == 0)
            {
                if(getAmbientProgram() != NULL)
                {
                    (*stateIt)->addChunk(
                        data->getShadingProgramChunks(stateIdx));
                }
            }
            else
            {
                (*stateIt)->addChunk(
                    data->getShadingProgramChunks(stateIdx    ));
                (*stateIt)->addChunk(
                    data->getLightChunks         (stateIdx - 1));
            }

            // add blend chunk to light states
            if(stateIdx > 0)
            {
                (*stateIt)->addChunk(data->getBlendChunk());
            }
        }
    }

    _changeCache       = TypeTraits<BitVector>::BitsClear;
    _targetSizeChanged = false;
}