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)); } }
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(); }
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()); }