Ejemplo n.º 1
0
void PCSSShadowMapHandler::createColorMapFBO(RenderAction *a,
                                             DrawEnv      *pEnv)
{
    _pStage->pushPartition(a,
                           (RenderPartition::CopyWindow      |
                            RenderPartition::CopyViewing     |
                            RenderPartition::CopyProjection  |
                            RenderPartition::CopyFrustum     |
                            RenderPartition::CopyNearFar     |
                            RenderPartition::CopyViewportSize),
                           RenderPartition::StateSorting);
    {
        RenderPartition *pPart = a->getActivePartition();

        pPart->addPreRenderCallback (&ShadowTreeHandler::setupAmbientModel);
        pPart->addPostRenderCallback(&ShadowTreeHandler::endAmbientModel  );

        pPart->setRenderTarget(_pSceneFBO);
        pPart->setDrawBuffer  (GL_COLOR_ATTACHMENT0_EXT);

        Node *parent = a->getActNode()->getParent();

        if(parent != NULL)
        {
            a->pushMatrix(parent->getToWorld());
        }
        
        pPart->setBackground(a->getBackground());

        _pStage->recurseFromThis(a);

        if(parent != NULL)
        {
            a->popMatrix();
        }

        if(_pStage->getBlitZBuffer() == true)
        {
            pPart->addPostRenderCallback(&ShadowTreeHandler::blitZBufferCB);
        }
    }
    _pStage->popPartition(a);
}
void VarianceShadowMapHandler::createShadowMapsFBO(RenderAction *a,
                                                   DrawEnv      *pEnv)
{
    UInt32  mSize = _pStage->getMapSize();

    if(mSize > 2048)
        mSize = 2048;

    //------Setting up Window to fit size of ShadowMap----------------


    // disable all lights more speed
    std::vector<bool> vLocalLightStates;

    const ShadowStageData::LightStore  &vLights      = 
        _pStageData->getLights();

    const ShadowStageData::LStateStore &vLightStates = 
        _pStageData->getLightStates();

    const ShadowStageData::CamStore    &vLCams       =
        _pStageData->getLightCameras();

    const ShadowStageData::StatusStore &vExclActive  =
        _pStageData->getExcludeNodeActive();

    for(UInt32 i = 0;i < vLights.size();++i)
    {
        // store old states.
        vLocalLightStates.push_back(vLights[i].second->getOn());
        vLights[i].second->setOn(false);
    }

    // activate exclude nodes:
    for(UInt32 i = 0;i < _pStage->getMFExcludeNodes()->size();++i)
    {
        Node *exnode = _pStage->getExcludeNodes(i);

        if(exnode != NULL)
        {
            if(vExclActive[i])
            {
                exnode->setTravMask(0);
            }
        }
    }

    UInt32 uiActiveLightCount = 0;

    ShadowStageData::ShadowMapStore &vShadowMaps = _pStageData->getShadowMaps();

    for(UInt32 i = 0;i < vLights.size();++i)
    {
        if(vLightStates[i] != 0)
        {
            if(_pStage->getGlobalShadowIntensity()    != 0.0 ||
                vLights[i].second->getShadowIntensity() != 0.0)
            {

                GLenum  *buffers = NULL;
                buffers = new GLenum[1];
                buffers[0] = GL_COLOR_ATTACHMENT0_EXT;

                Pnt3f   lPos;
                bool    isDirLight;
                Real32  sceneDiagLength;

                if(vLights[i].second->getType() == PointLight::getClassType())
                {
                    PointLight *tmpPoint;
                    tmpPoint = 
                        dynamic_cast<PointLight *>(vLights[i].second.get());

                    lPos = tmpPoint->getPosition();

                    if(tmpPoint->getBeacon() != NULL)
                    {
                        Matrix  m = tmpPoint->getBeacon()->getToWorld();
                        m.mult(lPos, lPos);
                    }
                    isDirLight = false;

                    Pnt3f           center;
                    _pStageData->getLightRoot(i)->getVolume().getCenter(center);

                    Vec3f           dir = lPos - center;
                    Real32          dirLength = dir.length();

                    Vec3f           diff =
                        (_pStageData->getLightRoot(i)->getVolume().getMax() -
                         center);
                    Real32          diffLength = diff.length();

                    sceneDiagLength = dirLength + diffLength;
                }

                else if(vLights[i].second->getType() == 
                                                     SpotLight::getClassType())
                {
                    SpotLight *tmpSpot;
                    tmpSpot = 
                        dynamic_cast<SpotLight *>(vLights[i].second.get());

                    lPos = tmpSpot->getPosition();
                    if(tmpSpot->getBeacon() != NULL)
                    {
                        Matrix  m = tmpSpot->getBeacon()->getToWorld();
                        m.mult(lPos, lPos);
                    }
                    isDirLight = false;
                    Pnt3f           center;
                    _pStageData->getLightRoot(i)->getVolume().getCenter(center);

                    Vec3f           dir = lPos - center;
                    Real32          dirLength = dir.length();

                    Vec3f           diff =
                        (_pStageData->getLightRoot(i)->getVolume().getMax() -
                         center);
                    Real32          diffLength = diff.length();

                    sceneDiagLength = dirLength + diffLength;
                }

                else
                {
                    isDirLight = true;
                    sceneDiagLength = 1.0;
                }

                if(_vDepthCmat.size() == uiActiveLightCount)
                {
                    _vDepthCmat.push_back(ChunkMaterial::createLocal());
                }
        
                OSG_ASSERT(uiActiveLightCount < _vDepthCmat.size());

                if(_vDepthSHLVar.size() == uiActiveLightCount)
                {
                    _vDepthSHLVar.push_back(
                        SimpleSHLVariableChunk::createLocal());
                    
#ifndef OSG_NEW_SHADER
                    _vDepthSHLVar[uiActiveLightCount]->setSHLChunk(_depthSHL);
#endif
                }

                OSG_ASSERT(uiActiveLightCount < _vDepthSHLVar.size());

                _vDepthSHLVar[uiActiveLightCount]->addUniformVariable(
                    "sceneDiagLength",
                    Real32(sceneDiagLength));

                _vDepthSHLVar[uiActiveLightCount]->addUniformVariable(
                    "isDirLight", bool(isDirLight));

                
                _vDepthCmat[uiActiveLightCount]->clearChunks();
                _vDepthCmat[uiActiveLightCount]->addChunk(_depthSHL);
                _vDepthCmat[uiActiveLightCount]->addChunk(
                    _vDepthSHLVar[uiActiveLightCount]);

                commitChanges();

                _pStage->pushPartition(a);
                {
                    RenderPartition   *pPart    = a->getActivePartition();

                    pPart->addPreRenderCallback(
                        &ShadowTreeHandler::setupAmbientModel);
                    pPart->addPostRenderCallback(
                        &ShadowTreeHandler::endAmbientModel);
                    
                    pPart->setRenderTarget(vShadowMaps[i].pFBO);

                    pPart->setDrawBuffer  (*buffers                      );

                    pPart->setWindow  (a->getWindow());

                    pPart->calcViewportDimension(0.f,
                                                 0.f,
                                                 mSize - 1,
                                                 mSize - 1,
                                                 
                                                 mSize,
                                                 mSize);


                    RenderFunctor f = 
                        boost::bind(&VarianceShadowMapHandler::genMipMapCB,
                                    this,
                                    _1,
                                    i);

                    pPart->addPreRenderCallback(f);

                    Matrix m, t;
                    
                    // set the projection
                    vLCams[i]->getProjection(
                        m, 
                        pPart->getViewportWidth (), 
                        pPart->getViewportHeight());
                    
                    vLCams[i]->getProjectionTranslation(
                        t, 
                        pPart->getViewportWidth (), 
                        pPart->getViewportHeight());
                    
                    pPart->setupProjection(m, t);
                    
                    vLCams[i]->getViewing(
                        m, 
                        pPart->getViewportWidth (),
                        pPart->getViewportHeight());
                    
                    
                    pPart->setupViewing(m);
                    
                    pPart->setNear     (vLCams[i]->getNear());
                    pPart->setFar      (vLCams[i]->getFar ());
                    
                    pPart->calcFrustum();
                    
                    pPart->setBackground(_pClearSMapBack);
                    
                    Node *light  = vLights[i].first;
                    Node *parent = light->getParent();
                    
                    if(parent != NULL)
                    {
                        a->pushMatrix(parent->getToWorld());
                    }
                    
                    
                    a->overrideMaterial(_vDepthCmat[uiActiveLightCount], 
                                         a->getActNode());
                    _pStage->recurse(a, light);
                    a->overrideMaterial( NULL,       
                                         a->getActNode());
                    
                    if(parent != NULL)
                    {
                        a->popMatrix();
                    }
                }
                _pStage->popPartition(a);

                ++uiActiveLightCount;
            }
        }
    }

    //-------Restoring old states of Window and Viewport----------

    // enable all lights.
    for(UInt32 i = 0;i < vLights.size();++i)
    {
        // restore old states.
        vLights[i].second->setOn(vLocalLightStates[i]);
    }

    // activate exclude nodes:
    for(UInt32 i = 0;i < _pStage->getMFExcludeNodes()->size();++i)
    {
        Node *exnode = _pStage->getExcludeNodes(i);

        if(exnode != NULL)
        {
            if(vExclActive[i])
            {
                exnode->setTravMask(TypeTraits<UInt32>::BitsSet);
            }
        }
    }
}
void VarianceShadowMapHandler::createShadowFactorMapFBO(
    RenderAction *a,
    DrawEnv      *pEnv,
    UInt32        num,
    UInt32        uiActiveLightCount)
{
    glClearColor(0.0, 0.0, 0.0, 1.0);

    //Finde alle aktiven Lichtquellen
    Real32  activeLights = 0;

    const ShadowStageData::LightStore  &vLights      = 
        _pStageData->getLights();

    const ShadowStageData::LStateStore &vLightStates = 
        _pStageData->getLightStates();

    const ShadowStageData::CamStore    &vLCams       =
        _pStageData->getLightCameras();


    if(_pStage->getGlobalShadowIntensity() != 0.0)
    {
        for(UInt32 i = 0;i < vLights.size();i++)
        {
            if(vLightStates[i] != 0)
                activeLights++;
        }
    }
    else
    {
        for(UInt32 i = 0;i < vLights.size();i++)
        {
            if(vLightStates[i]                              != 0 &&
               vLights     [i].second->getShadowIntensity() != 0.0)
            {
                activeLights++;
            }
        }
    }

    Real32  shadowIntensity;

    if(_pStage->getGlobalShadowIntensity() != 0.0)
    {
        shadowIntensity = (_pStage->getGlobalShadowIntensity() /
                           activeLights);
    }
    else
    {
        shadowIntensity = 
            (vLights[num].second->getShadowIntensity() /
             activeLights);
    }

    if(vLights[num].second->getShadowIntensity() != 0.0 ||
       _pStage->getGlobalShadowIntensity() != 0.0)
    {

        Matrix  LVM, LPM, CVM;
        vLCams[num]->getViewing(LVM,
                                pEnv->getPixelWidth(),
                                pEnv->getPixelHeight());

        vLCams[num]->getProjection(LPM,
                                   pEnv->getPixelWidth(),
                                   pEnv->getPixelHeight());

        CVM = pEnv->getCameraViewing();

        Matrix  iCVM = CVM;
        iCVM.invert();

        Real32  texFactor;
        if(vLights[num].second->getType() == SpotLight ::getClassType() ||
           vLights[num].second->getType() == PointLight::getClassType())
        {
            texFactor = Real32(_width) / Real32(_height);
        }
        else
        {
            texFactor = 1.0;
        }

        Matrix  shadowMatrix = LPM;
        shadowMatrix.mult(LVM);
        shadowMatrix.mult(iCVM);

        Matrix  shadowMatrix2 = LVM;
        shadowMatrix2.mult(iCVM);


        Real32  xFactor = 1.0;
        Real32  yFactor = 1.0;

        Pnt3f   lPos;
        bool    isDirLight;
        Real32  sceneDiagLength;

        if(vLights[num].second->getType() == PointLight::getClassType())
        {
            PointLight *tmpPoint;

            tmpPoint = dynamic_cast<PointLight *>(
                vLights[num].second.get());

            lPos = tmpPoint->getPosition();

            if(tmpPoint->getBeacon() != NULL)
            {
                Matrix  m = tmpPoint->getBeacon()->getToWorld();
                m.mult(lPos, lPos);
            }

            isDirLight = false;
            Pnt3f           center;

            _pStageData->getLightRoot(num)->getVolume().getCenter(center);

            Vec3f           dir = lPos - center;
            Real32          dirLength = dir.length();

            Vec3f           diff = (_pStageData->getLightRoot(num)->getVolume
                                    ().getMax() - center);
            Real32          diffLength = diff.length();

            sceneDiagLength = dirLength + diffLength;
        }

        else if(vLights[num].second->getType() == SpotLight::getClassType())
        {
            SpotLight *tmpSpot;
            tmpSpot = dynamic_cast<SpotLight *>(
                vLights[num].second.get());

            lPos = tmpSpot->getPosition();

            if(tmpSpot->getBeacon() != NULL)
            {
                Matrix  m = tmpSpot->getBeacon()->getToWorld();
                m.mult(lPos, lPos);
            }

            isDirLight = false;
            Pnt3f           center;
            _pStageData->getLightRoot(num)->getVolume().getCenter(center);

            Vec3f           dir = lPos - center;
            Real32          dirLength = dir.length();

            Vec3f           diff = (_pStageData->getLightRoot(num)->getVolume
                                    ().getMax() - center);
            Real32          diffLength = diff.length();

            sceneDiagLength = dirLength + diffLength;
        }

        else
        {
            isDirLight = true;
            sceneDiagLength = 1.0;
        }


        Real32  lod;

        if(_pStage->getShadowSmoothness() <= 0.1999)
            lod = 0.5;
        else if(_pStage->getShadowSmoothness() <= 0.3999)
            lod = 1.5;
        else if(_pStage->getShadowSmoothness() <= 0.5999)
            lod = 2.5;
        else if(_pStage->getShadowSmoothness() <= 0.7999)
            lod = 3.5;
        else
            lod = 4.5;

        if(_vShadowCmat.size() == uiActiveLightCount)
        {
            _vShadowCmat.push_back(ChunkMaterial::createLocal());
        }
        
        OSG_ASSERT( uiActiveLightCount < _vShadowCmat.size());

        if(_vShadowSHLVar.size() == uiActiveLightCount)
        {
            _vShadowSHLVar.push_back(SimpleSHLVariableChunk::createLocal());

#ifndef OSG_NEW_SHADER
            _vShadowSHLVar[uiActiveLightCount]->setSHLChunk(_shadowSHL);
#endif
        }
        
        OSG_ASSERT(uiActiveLightCount < _vShadowSHLVar.size());

        _shadowSHL->addUniformVariable("shadowMap",    0);
        _shadowSHL->addUniformVariable("oldFactorMap", 1);

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "firstRun",
            (uiActiveLightCount == 0) ? Int32(1) : Int32(0));

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "intensity", shadowIntensity);

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "texFactor", texFactor);
        //_shadowSHL->addUniformVariable("shadowBias", 0.0075f);

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "lightPM", shadowMatrix);

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "lightPM2", shadowMatrix2);

        //_shadowSHL->addUniformVariable("shadowRange", Real32(shadowRange));
        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "xFactor", Real32(xFactor));

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "yFactor", Real32(yFactor));

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "sceneDiagLength", Real32(sceneDiagLength));

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "Lod", Real32(lod));
        
        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "isDirLight", bool(isDirLight));


        ShadowStageData::ShadowMapStore &vShadowMaps = 
            _pStageData->getShadowMaps();

        _vShadowCmat[uiActiveLightCount]->clearChunks();

        _vShadowCmat[uiActiveLightCount]->addChunk(
            _shadowSHL);

        _vShadowCmat[uiActiveLightCount]->addChunk(
            _vShadowSHLVar[uiActiveLightCount]);

        _vShadowCmat[uiActiveLightCount]->addChunk(
            vShadowMaps[num].pTexO);

        _vShadowCmat[uiActiveLightCount]->addChunk(
            vShadowMaps[num].pTexE);

        _vShadowCmat[uiActiveLightCount]->addChunk(
            _shadowFactorMapO);

        _pStage->pushPartition(a,
                               (RenderPartition::CopyWindow      |
                                RenderPartition::CopyViewing     |
                                RenderPartition::CopyProjection  |
                                RenderPartition::CopyFrustum     |
                                RenderPartition::CopyNearFar     |
                                RenderPartition::CopyViewportSize),
                               RenderPartition::StateSorting);
        {
            RenderPartition *pPart = a->getActivePartition();

            pPart->addPreRenderCallback (&ShadowTreeHandler::setupAmbientModel);
            pPart->addPostRenderCallback(&ShadowTreeHandler::endAmbientModel  );

            pPart->setRenderTarget(_pSceneFBO);
            pPart->setDrawBuffer  (GL_COLOR_ATTACHMENT1_EXT);
            
            Node *light  = vLights[num].first;
            Node *parent = light->getParent();
            
            if(parent != NULL)
            {
                a->pushMatrix(parent->getToWorld());
            }

            if(uiActiveLightCount == 0)
            {
                pPart->setBackground(_pClearBackground);
            }
                             
            commitChanges();

            a->overrideMaterial(_vShadowCmat[uiActiveLightCount], 
                                 a->getActNode());
            _pStage->recurse(a, light);
            a->overrideMaterial( NULL,       
                                 a->getActNode());
            
            if(parent != NULL)
            {
                a->popMatrix();
            }
        }
        _pStage->popPartition(a);

        _firstRun = 0;
    }
}
Ejemplo n.º 4
0
void PCSSShadowMapHandler::createShadowFactorMapFBO(
    RenderAction *a,
    DrawEnv      *pEnv,
    UInt32        num,
    UInt32        uiActiveLightCount)
{
    //Finde alle aktiven Lichtquellen

    Real32  activeLights = 0;

    const ShadowStageData::LightStore  &vLights      = 
        _pStageData->getLights();

    const ShadowStageData::LStateStore &vLightStates = 
        _pStageData->getLightStates();

    const ShadowStageData::CamStore    &vLCams       =
        _pStageData->getLightCameras();


    if(_pStage->getGlobalShadowIntensity() != 0.0)
    {
        for(UInt32 i = 0;i < vLights.size();i++)
        {
            if(vLightStates[i] != 0)
                activeLights++;
        }
    }
    else
    {
        for(UInt32 i = 0;i < vLights.size();i++)
        {
            if(vLightStates[i]                         != 0 &&
               vLights[i].second->getShadowIntensity() != 0.0)
            {
                activeLights++;
            }
        }
    }

    Real32  shadowIntensity;

    if(_pStage->getGlobalShadowIntensity() != 0.0)
    {
        shadowIntensity = (_pStage->getGlobalShadowIntensity() /
                           activeLights);
    }
    else
    {
        shadowIntensity = 
            (vLights[num].second->getShadowIntensity() /
             activeLights);
    }

    if(vLights[num].second->getShadowIntensity() != 0.0 ||
       _pStage->getGlobalShadowIntensity()     != 0.0)
    {

        Matrix  LVM, LPM, CVM;

        vLCams[num]->getViewing(
            LVM,
            pEnv->getPixelWidth(),
            pEnv->getPixelHeight());

        vLCams[num]->getProjection(
            LPM,
            pEnv->getPixelWidth(),
            pEnv->getPixelHeight());

        CVM = pEnv->getCameraViewing();

        Matrix  iCVM = CVM;
        iCVM.invert();

        Real32  texFactor;

        if(vLights[num].second->getType() == SpotLight::getClassType () ||
           vLights[num].second->getType() == PointLight::getClassType()  )
        {
            texFactor = Real32(_width) / Real32(_height);
        }
        else
        {
            texFactor = 1.0;
        }

        Matrix  shadowMatrix = LPM;
        shadowMatrix.mult(LVM);
        shadowMatrix.mult(iCVM);

        Real32  xFactor = 1.0;
        Real32  yFactor = 1.0;

        Real32  lightSize;

        if(vLights[num].second->getType() != DirectionalLight::getClassType())
        {
            lightSize = _pStage->getShadowSmoothness() * 10.0;
        }
        else
        {
            lightSize = _pStage->getShadowSmoothness() / 25.0;
        }

        if(_vShadowCmat.size() == uiActiveLightCount)
        {
            _vShadowCmat.push_back(ChunkMaterial::createLocal());
        }
        
        OSG_ASSERT( uiActiveLightCount < _vShadowCmat.size());

        if(_vShadowSHLVar.size() == uiActiveLightCount)
        {
            _vShadowSHLVar.push_back(SimpleSHLVariableChunk::createLocal());
        }

        _shadowSHL->addUniformVariable("shadowMap",    0);
        _shadowSHL->addUniformVariable("oldFactorMap", 1);

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "firstRun", (uiActiveLightCount == 0) ? Int32(1) : Int32(0));

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "intensity", shadowIntensity);

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "texFactor", texFactor);

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "lightPM", shadowMatrix);

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "mapSize",
            Real32(_pStage->getMapSize()));

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "lightSize", Real32(lightSize));

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "xFactor", Real32(xFactor));

        _vShadowSHLVar[uiActiveLightCount]->addUniformVariable(
            "yFactor", Real32(yFactor));


        ShadowStageData::ShadowMapStore &vShadowMaps = 
            _pStageData->getShadowMaps();


        _vShadowCmat[uiActiveLightCount]->clearChunks();

        _vShadowCmat[uiActiveLightCount]->addChunk(
            _shadowSHL);

        _vShadowCmat[uiActiveLightCount]->addChunk(
            _vShadowSHLVar[uiActiveLightCount]);

        _vShadowCmat[uiActiveLightCount]->addChunk(
            vShadowMaps[num].pTexO);

        _vShadowCmat[uiActiveLightCount]->addChunk(
            vShadowMaps[num].pTexE);

        _vShadowCmat[uiActiveLightCount]->addChunk(
            _shadowFactorMapO);

        _pStage->pushPartition(a,
                               (RenderPartition::CopyWindow      |
                                RenderPartition::CopyViewing     |
                                RenderPartition::CopyProjection  |
                                RenderPartition::CopyFrustum     |
                                RenderPartition::CopyNearFar     |
                                RenderPartition::CopyViewportSize),
                               RenderPartition::StateSorting);
        {
            RenderPartition *pPart = a->getActivePartition();

            pPart->addPreRenderCallback (&ShadowTreeHandler::setupAmbientModel);
            pPart->addPostRenderCallback(&ShadowTreeHandler::endAmbientModel  );

            pPart->setRenderTarget(_pShadowFactorFBO);
            pPart->setDrawBuffer  (GL_COLOR_ATTACHMENT1_EXT);
            
            Node *light  = vLights[num].first;
            Node *parent = light->getParent();
            
            if(parent != NULL)
            {
                a->pushMatrix(parent->getToWorld());
            }

            if(uiActiveLightCount == 0)
            {
                pPart->setBackground(_pClearBackground);
            }
                           
            commitChanges();

            a->overrideMaterial(_vShadowCmat[uiActiveLightCount], 
                                 a->getActNode());
            _pStage->recurse(a, light);
            a->overrideMaterial( NULL,                    
                                 a->getActNode());
            
            if(parent != NULL)
            {
                a->popMatrix();
            }
        }
        _pStage->popPartition(a);

        _firstRun = 0;
    }
}
ActionBase::ResultE CubeMapGenerator::renderEnter(Action *action)
{
    static Matrix transforms[] = 
    { 
        Matrix( 1,  0,  0,  0,
                0, -1,  0,  0,
                0,  0, -1,  0,
                0,  0,  0,  1),
        
        Matrix(-1,  0,  0,  0,
                0, -1,  0,  0,
                0,  0,  1,  0,
                0,  0,  0,  1),
        
        Matrix( 1,  0,  0,  0,
                0,  0, -1,  0,
                0,  1,  0,  0,
                0,  0,  0,  1),
        
        Matrix( 1,  0,  0,  0,
                0,  0,  1,  0,
                0, -1,  0,  0,
                0,  0,  0,  1),
        
        Matrix( 0,  0, -1,  0,
                0, -1,  0,  0,
               -1,  0,  0,  0,
                0,  0,  0,  1),
        
        Matrix( 0,  0,  1,  0,
                0, -1,  0,  0,
                1,  0,  0,  0,
                0,  0,  0,  1)
    };

    RenderAction *a = dynamic_cast<RenderAction *>(action);

    Action::ResultE  returnValue = Action::Continue;

    Background      *pBack    = a->getBackground();

    Viewport        *pPort    = a->getViewport();

    Node            *pActNode = a->getActNode();

    CubeMapGeneratorStageData *pData = 
        a->getData<CubeMapGeneratorStageData *>(_iDataSlotId);

    if(pData == NULL)
    {
        pData = this->initData(a);
    }

    TraversalValidator::ValidationStatus eStatus = this->validateOnEnter(a);

    if(eStatus == TraversalValidator::Run)
    {
        this->beginPartitionGroup(a);
        {
            FrameBufferObject *pTarget  = this->getRenderTarget();
                
            if(pTarget == NULL)
            {
                pTarget  = pData->getRenderTarget();
            }

            Pnt3f oOrigin;

            if(this->getOriginMode() == CubeMapGenerator::UseStoredValue)
            {
                oOrigin = this->getOrigin();
            }
            else if(this->getOriginMode() == CubeMapGenerator::UseBeacon)
            {
                fprintf(stderr, "CubemapGen::UseBeacon NYI\n");
            }
            else if(this->getOriginMode() == 
                                       CubeMapGenerator::UseCurrentVolumeCenter)
            {
                BoxVolume oWorldVol;

                commitChanges();

                pActNode->updateVolume();
                
                pActNode->getWorldVolume(oWorldVol);
                
                oWorldVol.getCenter(oOrigin);
            }
            else if(this->getOriginMode() == 
                                       CubeMapGenerator::UseParentsVolumeCenter)
            {
                fprintf(stderr, "CubemapGen::UseParentsCenter NYI\n");
            }

            Camera *pCam = pData->getCamera();

            pActNode->setTravMask(0);

            for(UInt32 i = 0; i < 6; ++i)
            {
                this->pushPartition(a);
                {
                    RenderPartition   *pPart    = a->getActivePartition();
                
                    pPart->setVolumeDrawing(false);

                    pPart->setRenderTarget(pTarget       );
                    pPart->setWindow      (a->getWindow());

                    pPart->calcViewportDimension(0,
                                                 0,
                                                 1,
                                                 1,
                                                 this->getWidth (),
                                                 this->getHeight());
                
                    Matrix m, t;
            
                    // set the projection
                    pCam->getProjection          (m, 
                                                  pPart->getViewportWidth (), 
                                                  pPart->getViewportHeight());
                
                    pCam->getProjectionTranslation(t, 
                                                   pPart->getViewportWidth (), 
                                                   pPart->getViewportHeight());
                
                    pPart->setupProjection(m, t);
            
                    m = transforms[i];
            
                    m[3][0] = oOrigin[0];
                    m[3][1] = oOrigin[1];
                    m[3][2] = oOrigin[2];

                    m.invert();

                    pPart->setupViewing(m);
            
                    pPart->setNear     (pCam->getNear());
                    pPart->setFar      (pCam->getFar ());
                    
                    pPart->calcFrustum();
                
                    if(this->getBackground() == NULL)
                    {
                        pPart->setBackground(pBack);
                    }
                    else
                    {
                        pPart->setBackground(this->getBackground());
                    }
                
                    if(this->getRoot() != NULL)
                    {
                        this->recurse(a, this->getRoot());
                    }
                    else
                    {
                        this->recurse(a, pPort->getRoot());
                    }

                    pPart->setDrawBuffer(GL_COLOR_ATTACHMENT0_EXT + i);

#ifdef OSG_DEBUGX
                    std::string szMessage("CubeX\n");
                    pPart->setDebugString(szMessage          );
#endif
                }
                this->popPartition(a);
            }

            pActNode->setTravMask(~0);
        }
        this->endPartitionGroup(a);
    }

    OSG_ASSERT(pActNode == a->getActNode());

    returnValue = Inherited::renderEnter(action);

    action->useNodeList(false);

    return returnValue;
}