PlanarReflection::PlanarReflection( osg::Camera * sceneCamera )
{
    int w = 1024, h = 1024;
    _sceneCamera = sceneCamera;

    _texture = new osg::Texture2D;
    _texture->setInternalFormat( GL_RGBA );
    _texture->setSourceFormat( GL_RGBA );
    _texture->setSourceType( GL_UNSIGNED_BYTE );
    _texture->setTextureWidth( w );
    _texture->setTextureHeight( h );
    _texture->setFilter( osg::Texture::MIN_FILTER, osg::Texture::NEAREST );
    _texture->setFilter( osg::Texture::MAG_FILTER, osg::Texture::NEAREST );
    _textureProjectionMatrix = new osg::RefMatrix();

    // set up the background color and clear mask.
    setClearColor(osg::Vec4(1.0f, 1.0f, 1.0f, 0.0f));
    setClearMask( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );

    setViewport( 0,0,w,h );
    setReferenceFrame( osg::Transform::ABSOLUTE_RF );

    // set the camera to render before the main camera.
    setRenderOrder(osg::Camera::PRE_RENDER);
    attach( osg::Camera::COLOR_BUFFER, _texture );

    setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
}
예제 #2
0
    Refraction()
    {
        unsigned int rttSize = Settings::Manager::getInt("rtt size", "Water");
        setRenderOrder(osg::Camera::PRE_RENDER);
        setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
        setReferenceFrame(osg::Camera::RELATIVE_RF);
        setSmallFeatureCullingPixelSize(Settings::Manager::getInt("small feature culling pixel size", "Water"));
        setName("RefractionCamera");

        setCullMask(Mask_Effect|Mask_Scene|Mask_Terrain|Mask_Actor|Mask_ParticleSystem|Mask_Sky|Mask_Sun|Mask_Player|Mask_Lighting);
        setNodeMask(Mask_RenderToTexture);
        setViewport(0, 0, rttSize, rttSize);

        // No need for Update traversal since the scene is already updated as part of the main scene graph
        // A double update would mess with the light collection (in addition to being plain redundant)
        setUpdateCallback(new NoTraverseCallback);

        // No need for fog here, we are already applying fog on the water surface itself as well as underwater fog
        // assign large value to effectively turn off fog
        // shaders don't respect glDisable(GL_FOG)
        osg::ref_ptr<osg::Fog> fog (new osg::Fog);
        fog->setStart(10000000);
        fog->setEnd(10000000);
        getOrCreateStateSet()->setAttributeAndModes(fog, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);

        mClipCullNode = new ClipCullNode;
        addChild(mClipCullNode);

        mRefractionTexture = new osg::Texture2D;
        mRefractionTexture->setTextureSize(rttSize, rttSize);
        mRefractionTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
        mRefractionTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
        mRefractionTexture->setInternalFormat(GL_RGB);
        mRefractionTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
        mRefractionTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);

        attach(osg::Camera::COLOR_BUFFER, mRefractionTexture);

        mRefractionDepthTexture = new osg::Texture2D;
        mRefractionDepthTexture->setSourceFormat(GL_DEPTH_COMPONENT);
        mRefractionDepthTexture->setInternalFormat(GL_DEPTH_COMPONENT24);
        mRefractionDepthTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
        mRefractionDepthTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
        mRefractionDepthTexture->setSourceType(GL_UNSIGNED_INT);
        mRefractionDepthTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
        mRefractionDepthTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);

        attach(osg::Camera::DEPTH_BUFFER, mRefractionDepthTexture);
    }
예제 #3
0
    Reflection()
    {
        setRenderOrder(osg::Camera::PRE_RENDER);
        setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
        setReferenceFrame(osg::Camera::RELATIVE_RF);
        setSmallFeatureCullingPixelSize(Settings::Manager::getInt("small feature culling pixel size", "Water"));
        setName("ReflectionCamera");

        bool reflectActors = Settings::Manager::getBool("reflect actors", "Water");

        setCullMask(Mask_Effect|Mask_Scene|Mask_Terrain|Mask_ParticleSystem|Mask_Sky|Mask_Player|Mask_Lighting|(reflectActors ? Mask_Actor : 0));
        setNodeMask(Mask_RenderToTexture);

        unsigned int rttSize = Settings::Manager::getInt("rtt size", "Water");
        setViewport(0, 0, rttSize, rttSize);

        // No need for Update traversal since the mSceneRoot is already updated as part of the main scene graph
        // A double update would mess with the light collection (in addition to being plain redundant)
        setUpdateCallback(new NoTraverseCallback);

        mReflectionTexture = new osg::Texture2D;
        mReflectionTexture->setInternalFormat(GL_RGB);
        mReflectionTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
        mReflectionTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
        mReflectionTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
        mReflectionTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);

        attach(osg::Camera::COLOR_BUFFER, mReflectionTexture);

        // XXX: should really flip the FrontFace on each renderable instead of forcing clockwise.
        osg::ref_ptr<osg::FrontFace> frontFace (new osg::FrontFace);
        frontFace->setMode(osg::FrontFace::CLOCKWISE);
        getOrCreateStateSet()->setAttributeAndModes(frontFace, osg::StateAttribute::ON);

        mClipCullNode = new ClipCullNode;
        addChild(mClipCullNode);
    }