void OculusViewConfig::configure(osgViewer::View& view) const
{
	m_device->setNearClip(m_nearClip);
	m_device->setFarClip(m_farClip);
	m_device->setSensorPredictionEnabled(m_useSensorPrediction);
	m_device->setSensorPredictionDelta(m_predictionDelta);

	if (m_useCustomScaleFactor) {
		m_device->setCustomScaleFactor(m_customScaleFactor);
	}

	// Create screen with match the Oculus Rift resolution
	osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();

	if (!wsi) {
		osg::notify(osg::NOTICE)<<"Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
		return;
	}

	// Get the screen identifiers set in environment variable DISPLAY
	osg::GraphicsContext::ScreenIdentifier si;
	si.readDISPLAY();
	
	// If displayNum has not been set, reset it to 0.
	if (si.displayNum < 0) si.displayNum = 0;

	// If screenNum has not been set, reset it to 0.
	if (si.screenNum < 0) si.screenNum = 0;

	//test by Shao
	si.displayNum = _displayNum;
	si.screenNum = _screenNum;
	unsigned int width, height;
	wsi->getScreenResolution(si, width, height);

	osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
	traits->hostName = si.hostName;
	traits->screenNum = si.screenNum;
	traits->displayNum = si.displayNum;
	traits->windowDecoration = false;
	traits->x = 0;
	traits->y = 0;
	traits->width = m_device->hScreenResolution();
	traits->height = m_device->vScreenResolution();
	traits->doubleBuffer = true;
	traits->sharedContext = 0;
	traits->vsync = true; // VSync should always be enabled for Oculus Rift applications

	// Create a graphic context based on our desired traits
	osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits);
	if (!gc) {
		osg::notify(osg::NOTICE) << "Error, GraphicsWindow has not been created successfully" << std::endl;
		return;
	}

	_main_camera = view.getCamera();
	_main_camera->setName("Main");
	// Disable scene rendering for main camera
	_main_camera->setCullMask(~m_sceneNodeMask);
	_main_camera->setGraphicsContext(gc);
	// Use full view port
	_main_camera->setViewport(new osg::Viewport(0, 0, traits->width, traits->height));
	// Disable automatic computation of near and far plane on main camera, will propagate to slave cameras
	_main_camera->setComputeNearFarMode( osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR );
	const int textureWidth  = m_device->scaleFactor() * m_device->hScreenResolution()/2;
	const int textureHeight = m_device->scaleFactor() * m_device->vScreenResolution();
	// master projection matrix
	_main_camera->setProjectionMatrix(m_device->projectionCenterMatrix());
	// Create textures for RTT cameras
	osg::ref_ptr<osg::Texture2D> textureLeft = new osg::Texture2D;
	textureLeft->setTextureSize( textureWidth, textureHeight );
	textureLeft->setInternalFormat( GL_RGBA );
	osg::ref_ptr<osg::Texture2D> textureRight = new osg::Texture2D;
	textureRight->setTextureSize( textureWidth, textureHeight );
	textureRight->setInternalFormat( GL_RGBA );
	// Create RTT (Rendering to Texture) cameras and attach textures 
	osg::ref_ptr<osg::Camera> cameraRTTLeft = createRTTCamera(textureLeft, gc);
	osg::ref_ptr<osg::Camera> cameraRTTRight = createRTTCamera(textureRight, gc);
	cameraRTTLeft->setName("LeftRTT");
	cameraRTTRight->setName("RightRTT");
	cameraRTTLeft->setCullMask(m_sceneNodeMask);
	cameraRTTRight->setCullMask(m_sceneNodeMask);
	// Create HUD cameras for left eye
	osg::ref_ptr<osg::Camera> cameraHUDLeft = createHUDCamera(0.0, 1.0, 0.0, 1.0, gc);
	cameraHUDLeft->setName("LeftHUD");
	cameraHUDLeft->setViewport(new osg::Viewport(0, 0, 
		m_device->hScreenResolution() / 2.0f, m_device->vScreenResolution()));
	// Create HUD cameras for right eye
	osg::ref_ptr<osg::Camera> cameraHUDRight = createHUDCamera(0.0, 1.0, 0.0, 1.0, gc);
	cameraHUDRight->setName("RightHUD");
	cameraHUDRight->setViewport(new osg::Viewport(m_device->hScreenResolution() / 2.0f, 0,
										 m_device->hScreenResolution() / 2.0f, m_device->vScreenResolution()));
	// Create quads for each camera
	osg::ref_ptr<osg::Geode> leftQuad = createHUDQuad(1.0f, 1.0f);
	cameraHUDLeft->addChild(leftQuad);
	osg::ref_ptr<osg::Geode> rightQuad = createHUDQuad(1.0f, 1.0f);
	cameraHUDRight->addChild(rightQuad);

	// Set up shaders from the Oculus SDK documentation
	osg::ref_ptr<osg::Program> program = new osg::Program;
	osg::ref_ptr<osg::Shader> vertexShader = new osg::Shader(osg::Shader::VERTEX);
	vertexShader->loadShaderSourceFromFile(osgDB::findDataFile("warp.vert"));
	osg::ref_ptr<osg::Shader> fragmentShader = new osg::Shader(osg::Shader::FRAGMENT);

	// Fragment shader with or without correction for chromatic aberration
	if (m_useChromaticAberrationCorrection) {
		fragmentShader->loadShaderSourceFromFile(osgDB::findDataFile("warpWithChromeAb.frag"));
	} else {
		fragmentShader->loadShaderSourceFromFile(osgDB::findDataFile("warpWithoutChromeAb.frag"));
	}

	program->addShader(vertexShader);
	program->addShader(fragmentShader);
	
	// Attach shaders to each HUD
	osg::StateSet* leftEyeStateSet = leftQuad->getOrCreateStateSet();
	osg::StateSet* rightEyeStateSet = rightQuad->getOrCreateStateSet();
	applyShaderParameters(leftEyeStateSet, program.get(), textureLeft.get(), OculusDevice::LEFT_EYE);
	applyShaderParameters(rightEyeStateSet, program.get(), textureRight.get(), OculusDevice::RIGHT_EYE);
	
	// Add RTT cameras as slaves, specifying offsets for the projection
	view.addSlave(cameraRTTLeft, 
		m_device->projectionOffsetMatrix(OculusDevice::LEFT_EYE), 
		m_device->viewMatrix(OculusDevice::LEFT_EYE), 
		true);
	view.addSlave(cameraRTTRight, 
		m_device->projectionOffsetMatrix(OculusDevice::RIGHT_EYE), 
		m_device->viewMatrix(OculusDevice::RIGHT_EYE), 
		true);

	// Add HUD cameras as slaves
	view.addSlave(cameraHUDLeft, false);
	view.addSlave(cameraHUDRight, false);

	view.setName("Oculus");
	// Connect main camera to node callback that get HMD orientation
	if (m_useOrientations) {
		_main_camera->setDataVariance(osg::Object::DYNAMIC);
		_callback = new OculusViewConfigOrientationCallback(cameraRTTLeft, cameraRTTRight, m_device);
		_main_camera->setUpdateCallback(_callback);
	}
}
void OculusViewConfig::configure(osgViewer::View& view) const
{
	m_dev->setNearClip(m_nearClip);
	m_dev->setFarClip(m_farClip);
	m_dev->setSensorPredictionEnabled(m_useSensorPrediction);
	m_dev->setSensorPredictionDelta(m_predictionDelta);

	if (m_useCustomScaleFactor) {
		m_dev->setCustomScaleFactor(m_customScaleFactor);
	}

	// Create screen with match the Oculus Rift resolution
	osg::GraphicsContext::WindowingSystemInterface* wsi = osg::GraphicsContext::getWindowingSystemInterface();

	if (!wsi) {
		osg::notify(osg::NOTICE)<<"Error, no WindowSystemInterface available, cannot create windows."<<std::endl;
		return;
	}

	unsigned int width, height;
	wsi->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0), width, height);
	osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
	traits->windowDecoration = false;
	traits->x = 0;
	traits->y = 0;
	traits->width = m_dev->hScreenResolution();
	traits->height = m_dev->vScreenResolution();
	traits->doubleBuffer = true;
	traits->sharedContext = 0;
	traits->sampleBuffers = true;
	traits->samples = 4;
	traits->vsync = true;
	osg::ref_ptr<osg::GraphicsContext> gc = osg::GraphicsContext::createGraphicsContext(traits);
	osg::ref_ptr<osg::Camera> camera = view.getCamera();
	camera->setGraphicsContext(gc);
	// Use full viewport
	camera->setViewport(new osg::Viewport(0, 0, traits->width, traits->height));
	// Disable automatic computation of near and far plane on main camera, will propagate to slave cameras
	camera->setComputeNearFarMode( osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR );
	const int textureWidth  = m_dev->scaleFactor() * m_dev->hScreenResolution()/2;
	const int textureHeight = m_dev->scaleFactor() * m_dev->vScreenResolution();
	// master projection matrix
	camera->setProjectionMatrix(m_dev->projectionCenterMatrix());
	osg::ref_ptr<osg::Texture2D> l_tex = new osg::Texture2D;
	l_tex->setTextureSize( textureWidth, textureHeight );
	l_tex->setInternalFormat( GL_RGBA );
	osg::ref_ptr<osg::Texture2D> r_tex = new osg::Texture2D;
	r_tex->setTextureSize( textureWidth, textureHeight );
	r_tex->setInternalFormat( GL_RGBA );
	osg::ref_ptr<osg::Camera> l_rtt = createRTTCamera(osg::Camera::COLOR_BUFFER, l_tex, gc);
	osg::ref_ptr<osg::Camera> r_rtt = createRTTCamera(osg::Camera::COLOR_BUFFER, r_tex, gc);
	// Create HUD cameras for each eye
	osg::ref_ptr<osg::Camera> l_hud = createHUDCamera(0.0, 1.0, 0.0, 1.0, gc);
	l_hud->setViewport(new osg::Viewport(0, 0, m_dev->hScreenResolution() / 2.0f, m_dev->vScreenResolution()));
	osg::ref_ptr<osg::Camera> r_hud = createHUDCamera(0.0, 1.0, 0.0, 1.0, gc);
	r_hud->setViewport(new osg::Viewport(m_dev->hScreenResolution() / 2.0f, 0,
										 m_dev->hScreenResolution() / 2.0f, m_dev->vScreenResolution()));
	// Create quads on each camera
	osg::ref_ptr<osg::Geode> leftQuad = createHUDQuad(1.0f, 1.0f);
	l_hud->addChild(leftQuad);
	osg::ref_ptr<osg::Geode> rightQuad = createHUDQuad(1.0f, 1.0f);
	r_hud->addChild(rightQuad);
	// Set up shaders from the Oculus SDK documentation
	osg::ref_ptr<osg::Program> program = new osg::Program;
	osg::ref_ptr<osg::Shader> vertexShader = new osg::Shader(osg::Shader::VERTEX);
	vertexShader->loadShaderSourceFromFile(osgDB::findDataFile("warp.vert"));
	osg::ref_ptr<osg::Shader> fragmentShader = new osg::Shader(osg::Shader::FRAGMENT);

	// Fragment shader with or without correction for chromatic aberration
	if (m_useChromaticAberrationCorrection) {
		fragmentShader->loadShaderSourceFromFile(osgDB::findDataFile("warpWithChromeAb.frag"));
	} else {
		fragmentShader->loadShaderSourceFromFile(osgDB::findDataFile("warpWithoutChromeAb.frag"));
	}

	program->addShader(vertexShader);
	program->addShader(fragmentShader);
	// Configure state sets for both eyes
	osg::StateSet* leftEyeStateSet = leftQuad->getOrCreateStateSet();
	leftEyeStateSet->setTextureAttributeAndModes(0, l_tex, osg::StateAttribute::ON);
	leftEyeStateSet->setAttributeAndModes( program, osg::StateAttribute::ON );
	leftEyeStateSet->addUniform( new osg::Uniform("WarpTexture", 0) );
	leftEyeStateSet->addUniform( new osg::Uniform("LensCenter", m_dev->lensCenter(OculusDevice::LEFT_EYE)));
	leftEyeStateSet->addUniform( new osg::Uniform("ScreenCenter", m_dev->screenCenter()));
	leftEyeStateSet->addUniform( new osg::Uniform("Scale", m_dev->scale()));
	leftEyeStateSet->addUniform( new osg::Uniform("ScaleIn", m_dev->scaleIn()));
	leftEyeStateSet->addUniform( new osg::Uniform("HmdWarpParam", m_dev->warpParameters()));
	leftEyeStateSet->addUniform( new osg::Uniform("ChromAbParam", m_dev->chromAbParameters()));
	osg::StateSet* rightEyeStateSet = rightQuad->getOrCreateStateSet();
	rightEyeStateSet->setTextureAttributeAndModes(0, r_tex, osg::StateAttribute::ON);
	rightEyeStateSet->setAttributeAndModes( program, osg::StateAttribute::ON );
	rightEyeStateSet->addUniform( new osg::Uniform("WarpTexture", 0) );
	rightEyeStateSet->addUniform( new osg::Uniform("LensCenter", m_dev->lensCenter(OculusDevice::RIGHT_EYE)));
	rightEyeStateSet->addUniform( new osg::Uniform("ScreenCenter", m_dev->screenCenter()));
	rightEyeStateSet->addUniform( new osg::Uniform("Scale", m_dev->scale()));
	rightEyeStateSet->addUniform( new osg::Uniform("ScaleIn", m_dev->scaleIn()));
	rightEyeStateSet->addUniform( new osg::Uniform("HmdWarpParam", m_dev->warpParameters()));
	rightEyeStateSet->addUniform( new osg::Uniform("ChromAbParam", m_dev->chromAbParameters()));
	// Add cameras as slaves, specifying offsets for the projection
	view.addSlave(l_rtt, m_dev->projectionOffsetMatrix(OculusDevice::LEFT_EYE), m_dev->viewMatrix(OculusDevice::LEFT_EYE), true);
	view.addSlave(r_rtt, m_dev->projectionOffsetMatrix(OculusDevice::RIGHT_EYE), m_dev->viewMatrix(OculusDevice::RIGHT_EYE), true);
	view.addSlave(l_hud, false);
	view.addSlave(r_hud, false);

	// Connect main camera to node callback that get HMD orientation
	if (m_useOrientations) {
		camera->setDataVariance(osg::Object::DYNAMIC);
		camera->setUpdateCallback(new OculusViewConfigOrientationCallback(l_rtt, r_rtt, m_dev));
	}
}
Example #3
0
int main(void){
	osg::DisplaySettings::instance()->setNumMultiSamples( 4 );
	viewer.setUpViewInWindow( 100, 50, 800, 600 );
	viewer.getCamera()->setClearColor( osg::Vec4( 0.5,0.5,0.5,1) );
	viewer.addEventHandler(new osgViewer::StatsHandler);
	
	osg::Group* scene = new osg::Group;
	
	// Création d'une boîte centrée à l'origine, de dimensions 2x3x4:
	osg::Box* boite = new osg::Box(osg::Vec3(-10, 0, 0), 2,3,4);
	osg::ShapeDrawable* boiteDrawable = new osg::ShapeDrawable(boite);
	osg::Geode* geodeBoite = new osg::Geode();
	geodeBoite->addDrawable(boiteDrawable);
	
	osg::Sphere* sphere = new osg::Sphere( osg::Vec3(10,0,0), 1.0);
	osg::ShapeDrawable* sphereDrawable = new osg::ShapeDrawable(sphere);
	osg::Geode* geodeSphere = new osg::Geode();
	geodeSphere->addDrawable(sphereDrawable);
	
	osg::Capsule* capsule = new osg::Capsule(osg::Vec3(0, 0, 0), 1.0, 3.0);
	osg::ShapeDrawable* capsuleDrawable = new osg::ShapeDrawable(capsule);
	osg::Geode* geodeCapsule = new osg::Geode();
	geodeCapsule->addDrawable(capsuleDrawable);
	
	osg::Cone* cone = new osg::Cone(osg::Vec3(0, 10, 0), 1, 2);
	osg::ShapeDrawable* coneDrawable = new osg::ShapeDrawable(cone);
	osg::Geode* geodeCone= new osg::Geode();
	geodeCone->addDrawable(coneDrawable);
	
	
	osg::Material* matBoite = new osg::Material;
	matBoite->setAmbient (osg::Material::FRONT_AND_BACK, osg::Vec4(0.5, 0.0, 0.0, 1.0));
	matBoite->setDiffuse (osg::Material::FRONT_AND_BACK, osg::Vec4(0.9, 0.0, 0.0, 1.0));
	matBoite->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(0.2, 0.2, 0.2, 1.0));
	matBoite->setShininess(osg::Material::FRONT_AND_BACK, 64);
	
	osg::Material* matCone = new osg::Material;
	matCone->setAmbient (osg::Material::FRONT_AND_BACK, osg::Vec4(0.5, 0.0, 0.5, 1.0));
	matCone->setDiffuse (osg::Material::FRONT_AND_BACK, osg::Vec4(0.9, 0.0, 0.9, 1.0));
	matCone->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(0.2, 0.2, 0.2, 1.0));
	matCone->setShininess(osg::Material::FRONT_AND_BACK, 64);
	
	osg::Node* aregne = osgDB::readNodeFile("cow_high.3ds"); 
	
	transformAregne->setPosition(osg::Vec3(5, 0, 0));
	transformAregne->setScale(osg::Vec3(0.2, 0.2, 0.2));
	transformAregne->getOrCreateStateSet()->setMode(GL_NORMALIZE,osg::StateAttribute::ON); 
	transformAregne->addChild(aregne);
	
	boiteDrawable->getOrCreateStateSet()->setAttributeAndModes(matBoite);
	coneDrawable->getOrCreateStateSet()->setAttributeAndModes(matCone);
	
	
	/*scene->addChild(geodeCapsule);
	scene->addChild(geodeCone);
	scene->addChild(geodeBoite);
	scene->addChild(geodeSphere);
	scene->addChild(transformAregne);*/
	scene->addChild(aregne);
	
	// Création d'une texture
osg::ref_ptr<osg::Texture2D> tex2D = new osg::Texture2D;
tex2D->setTextureSize(1024, 1024);
tex2D->setInternalFormat(GL_RGBA);
// Création d'une caméra qui effectuera son rendu dans la texture
osg::ref_ptr<osg::Camera> rttCamera =
 createRTTCamera(osg::Camera::COLOR_BUFFER, tex2D.get());
// On indique la partie du graphe que la caméra devra rendre, ici toute la scène :
rttCamera->addChild(scene);
// Création d'une caméra permettant d'afficher un HUD qui couvrira tout l'écran
osg::ref_ptr<osg::Camera> hudCamera = createHUDCamera();
osg::Geode* screenQuad = createScreenQuad();
hudCamera->addChild(screenQuad);
osg::StateSet* stateset = screenQuad->getOrCreateStateSet();
stateset->setTextureAttributeAndModes(0, tex2D.get());
// VOUS METTREZ ICI LE CODE DE LA QUESTION 7
// Création d'une nouvelle racine du graphe, à laquelle on rattache la caméra
// de rendu dans une texture, la caméra du HUD et la racine du graphe de la scène
osg::ref_ptr<osg::Group> root = new osg::Group;
root->addChild(rttCamera.get());
root->addChild(hudCamera.get());
root->addChild(scene);
// Indique au viewer la scène à affich
	
	trackCone->setTrackNode(geodeCone);
	trackCone->setTrackerMode(osgGA::NodeTrackerManipulator::NODE_CENTER);
	
	
	trackBoite->setTrackNode(geodeBoite);
	trackBoite->setTrackerMode(osgGA::NodeTrackerManipulator::NODE_CENTER);
	
	trackSphere->setTrackNode(geodeSphere);
	trackSphere->setTrackerMode(osgGA::NodeTrackerManipulator::NODE_CENTER);
	
	transformAregne->setUpdateCallback(new Deplacement);
	
	viewer.setSceneData(scene);
	
	osg::ref_ptr<GestionEvenements> gestionnaire = new GestionEvenements();
	viewer.addEventHandler(gestionnaire.get());

	return viewer.run();
}
Example #4
0
void RenderPipeline::initialize(osg::Group *scene, int width, int height)
{
    if(mGraph.valid())
        deinitialize();

    mScreenWidth = mTextureWidth = width;
    mScreenHeight = mTextureHeight = height;

    mGBufferColors    = createTextureRect(mTextureWidth, mTextureHeight, GL_RGBA16F, GL_RGBA, GL_FLOAT);
    mGBufferNormals   = createTextureRect(mTextureWidth, mTextureHeight, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
    mGBufferPositions = createTextureRect(mTextureWidth, mTextureHeight, GL_RGBA16F, GL_RGBA, GL_FLOAT);
    mDepthStencil     = createTextureRect(mTextureWidth, mTextureHeight, GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV);
    mDiffuseLight  = createTextureRect(mTextureWidth, mTextureHeight, GL_RGBA16F, GL_RGBA, GL_FLOAT);
    mSpecularLight = createTextureRect(mTextureWidth, mTextureHeight, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
    mFinalBuffer = createTextureRect(mTextureWidth, mTextureHeight, GL_RGBA16F, GL_RGBA, GL_FLOAT);

    int pre_render_pass = 0;

    // Clear pass (clears specular and depth buffers)
    mClearPass = createRTTCamera(osg::Camera::COLOR_BUFFER, mSpecularLight.get());
    mClearPass->setNodeMask(Renderer::Mask_RTT);
    mClearPass->attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, mDepthStencil.get());
    mClearPass->setRenderOrder(osg::Camera::PRE_RENDER, pre_render_pass++);

    // Main pass (generates colors, normals, positions, and emissive diffuse lighting).
    mMainPass = createRTTCamera(osg::Camera::COLOR_BUFFER0, mGBufferColors.get());
    mMainPass->attach(osg::Camera::COLOR_BUFFER1, mGBufferNormals.get());
    mMainPass->attach(osg::Camera::COLOR_BUFFER2, mGBufferPositions.get());
    mMainPass->attach(osg::Camera::COLOR_BUFFER3, mDiffuseLight.get());
    mMainPass->attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, mDepthStencil.get());
    // FIXME: Once sky rendering is implemented, don't clear buffers here
    //mMainPass->setClearMask(GL_NONE);
    mMainPass->setRenderOrder(osg::Camera::PRE_RENDER, pre_render_pass++);
    osg::StateSet *ss = mMainPass->getOrCreateStateSet();
    ss->addUniform(new osg::Uniform("illumination_color", osg::Vec4()));
    {
        // Make sure to clear stencil bit 0x1 by default (geometry that doesn't
        // want external lighting should set bit 0x1 on z-pass).
        osg::ref_ptr<osg::Stencil> stencil = new osg::Stencil();
        stencil->setWriteMask(~0);
        stencil->setFunction(osg::Stencil::ALWAYS, 0x00, 0x01);
        stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::REPLACE);
        ss->setAttributeAndModes(stencil.get());
    }
    mMainPass->addChild(scene);

    // Lighting pass (generates diffuse and specular).
    mLightPass = createRTTCamera(osg::Camera::COLOR_BUFFER0, mDiffuseLight.get());
    mLightPass->setNodeMask(Renderer::Mask_RTT);
    mLightPass->attach(osg::Camera::COLOR_BUFFER1, mSpecularLight.get());
    mLightPass->attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, mDepthStencil.get());
    mLightPass->setClearMask(GL_NONE);
    mLightPass->setRenderOrder(osg::Camera::PRE_RENDER, pre_render_pass++);
    mLightPass->setCullingMode(osg::CullSettings::NO_CULLING);
    mLightPass->setProjectionResizePolicy(osg::Camera::FIXED);
    mLightPass->setProjectionMatrixAsOrtho2D(0.0, 1.0, 0.0, 1.0);
    ss = mLightPass->getOrCreateStateSet();
    ss->setAttributeAndModes(new osg::BlendFunc(GL_ONE, GL_ONE));
    ss->setAttributeAndModes(new osg::Depth(osg::Depth::GEQUAL, 0.0, 1.0, false));
    ss->setTextureAttribute(0, mGBufferColors.get());
    ss->setTextureAttribute(1, mGBufferNormals.get());
    ss->setTextureAttribute(2, mGBufferPositions.get());
    ss->addUniform(new osg::Uniform("ColorTex",  0));
    ss->addUniform(new osg::Uniform("NormalTex", 1));
    ss->addUniform(new osg::Uniform("PosTex",    2));
    // Default light values
    ss->addUniform(new osg::Uniform("ambient_color", osg::Vec4f(0.2f, 0.2f, 0.2f, 1.0f)));
    ss->addUniform(new osg::Uniform("diffuse_color", osg::Vec4f(1.0f, 1.0f, 1.0f, 1.0f)));
    ss->addUniform(new osg::Uniform("specular_color", osg::Vec4f(1.0f, 1.0f, 1.0f, 1.0f)));
    {
        // Skip lighting for pixels that have stencil bit 0x1 set
        osg::ref_ptr<osg::Stencil> stencil = new osg::Stencil();
        stencil->setWriteMask(0);
        stencil->setFunction(osg::Stencil::EQUAL, 0x0, 0x1);
        stencil->setOperation(osg::Stencil::KEEP, osg::Stencil::KEEP, osg::Stencil::KEEP);
        ss->setAttributeAndModes(stencil.get());
    }

    // Combiner pass (combines colors, diffuse, and specular).
    mCombinerPass = createRTTCamera(osg::Camera::COLOR_BUFFER, mFinalBuffer.get());
    mCombinerPass->setNodeMask(Renderer::Mask_RTT);
    mCombinerPass->attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, mDepthStencil.get());
    mCombinerPass->setClearMask(GL_NONE);
    mCombinerPass->setRenderOrder(osg::Camera::PRE_RENDER, pre_render_pass++);
    mCombinerPass->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
    mCombinerPass->setProjectionResizePolicy(osg::Camera::FIXED);
    mCombinerPass->setProjectionMatrix(osg::Matrix::ortho2D(0.0, 1.0, 0.0, 1.0));
    ss = setShaderProgram(mCombinerPass.get(), "shaders/combiner.vert", "shaders/combiner.frag");
    ss->setAttributeAndModes(new osg::Depth(osg::Depth::ALWAYS, 0.0, 1.0, false),
                             osg::StateAttribute::OFF);
    ss->setTextureAttribute(0, mGBufferColors.get());
    ss->setTextureAttribute(1, mDiffuseLight.get());
    ss->setTextureAttribute(2, mSpecularLight.get());
    ss->addUniform(new osg::Uniform("ColorTex",    0));
    ss->addUniform(new osg::Uniform("DiffuseTex",  1));
    ss->addUniform(new osg::Uniform("SpecularTex", 2));
    mCombinerPass->addChild(createScreenQuad(osg::Vec2f(), 1.0f, 1.0f, mTextureWidth, mTextureHeight));

    // Final output to back buffer
    mOutputPass = new osg::Camera();
    mOutputPass->setNodeMask(Renderer::Mask_RTT);
    mOutputPass->setClearMask(GL_NONE);
    mOutputPass->setRenderOrder(osg::Camera::POST_RENDER, -1);
    mOutputPass->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
    mOutputPass->setProjectionResizePolicy(osg::Camera::FIXED);
    mOutputPass->setProjectionMatrix(osg::Matrix::ortho2D(0.0, 1.0, 0.0, 1.0));
    mOutputPass->setViewport(0, 0, mScreenWidth, mScreenHeight);
    mOutputPass->setAllowEventFocus(false);
    ss = setShaderProgram(mOutputPass.get(), "shaders/quad_rect.vert", "shaders/quad_rect.frag");
    ss->setTextureAttribute(0, mFinalBuffer.get());
    ss->addUniform(new osg::Uniform("ImageTex", 0));
    ss->setAttributeAndModes(new osg::Depth(osg::Depth::ALWAYS, 0.0, 1.0, false),
                             osg::StateAttribute::OFF);
    mOutputPass->addChild(createScreenQuad(osg::Vec2f(), 1.0f, 1.0f, mTextureWidth, mTextureHeight));

    // Graph.
    mGraph = new osg::Group();

    mGraph->addChild(mClearPass.get());
    mGraph->addChild(mMainPass.get());
    mGraph->addChild(mLightPass.get());
    mGraph->addChild(mCombinerPass.get());
    mGraph->addChild(mOutputPass.get());
}