DepthPeelingStageDataTransitPtr
    DepthPeelingStage::setupStageData(Int32 iPixelWidth,
                                      Int32 iPixelHeight)
{
    DepthPeelingStageDataTransitPtr returnValue =
        DepthPeelingStageData::createLocal();

    if(returnValue == NULL)
        return returnValue;

    OSG::Thread::setCurrentLocalFlags();

    //Depth, Blend chunks and Background in Data?
    DepthChunkUnrecPtr pDepthOffChunk = DepthChunk::createLocal();
    pDepthOffChunk->setEnable(false);

    DepthChunkUnrecPtr pDepthOnChunk = DepthChunk::createLocal();
    pDepthOnChunk->setEnable(true);

    returnValue->setDepthChunk(pDepthOnChunk);

    ShaderProgramVariableChunkUnrecPtr pSPVChunk1 =
        ShaderProgramVariableChunk::createLocal();
    pSPVChunk1->addUniformVariable("uIsPeelPass", true);

    returnValue->setSpvIsPeelChunk(pSPVChunk1);

    ShaderProgramVariableChunkUnrecPtr pSPVChunk2 =
        ShaderProgramVariableChunk::createLocal();
    pSPVChunk2->addUniformVariable("uIsPeelPass", false);

    returnValue->setSpvIsInitialChunk(pSPVChunk2);

    BlendChunkUnrecPtr pBlendChunk = BlendChunk::createLocal();
    pBlendChunk->setSrcFactor(GL_DST_ALPHA);
    pBlendChunk->setDestFactor(GL_ONE);
    pBlendChunk->setAlphaSrcFactor(GL_ZERO);
    pBlendChunk->setAlphaDestFactor(GL_ONE_MINUS_SRC_ALPHA);
    pBlendChunk->setEquation(GL_FUNC_ADD);

    SolidBackgroundUnrecPtr pSolidBackground = SolidBackground::createLocal();
    pSolidBackground->setColor(Color3f(0.f, 0.f, 0.f));
    pSolidBackground->setAlpha(0.f);
    returnValue->setBackground(pSolidBackground);

    SimpleSHLChunkUnrecPtr pQuadShader = SimpleSHLChunk::createLocal();
    pQuadShader->setFragmentProgram(std::string(blendFS));
    pQuadShader->addUniformVariable("uSampler", 0);

    //2 FBOs (Ping-Pong)
    FrameBufferObjectUnrecPtr pPeelFBOs[2];
    TextureBufferUnrecPtr pPeelColorTexBuffers[2];
    TextureBufferUnrecPtr pPeelDepthTexBuffers[2];

    TextureObjChunkUnrecPtr pColorTexs[2];
    ImageUnrecPtr           pColorImgs[2];

    TextureObjChunkUnrecPtr pDepthTexs[2];
    ImageUnrecPtr           pDepthImgs[2];

    for (int i=0; i<2; ++i)
    {
        //Color textures
        pColorTexs[i]     = TextureObjChunk::createLocal();
        pColorImgs[i]     = Image          ::createLocal();

        pColorImgs[i]->set(Image::OSG_RGBA_PF,
                  iPixelWidth,
                  iPixelHeight,
                  1,
                  1,
                  1,
                  0.0,
                  0,
                  Image::OSG_FLOAT32_IMAGEDATA,
                  false);

        pColorTexs[i]   ->setImage         (pColorImgs[i]   );
        pColorTexs[i]   ->setMinFilter     (GL_NEAREST       );
        pColorTexs[i]   ->setMagFilter     (GL_NEAREST       );
        pColorTexs[i]   ->setWrapS         (GL_CLAMP_TO_EDGE );
        pColorTexs[i]   ->setWrapT         (GL_CLAMP_TO_EDGE );
        pColorTexs[i]   ->setInternalFormat(GL_RGBA8);

        pPeelColorTexBuffers[i]   = TextureBuffer::createLocal();
        pPeelColorTexBuffers[i]->setTexture(pColorTexs[i]);

        //Depth textures
        pDepthTexs[i]      = TextureObjChunk::createLocal();
        pDepthImgs[i]      = Image          ::createLocal();

        pDepthImgs[i]->set(Image::OSG_DEPTH_PF,
                  iPixelWidth,
                  iPixelHeight,
                  1,
                  1,
                  1,
                  0.0,
                  0,
                  Image::OSG_FLOAT32_IMAGEDATA,
                  false);

        pDepthTexs[i]   ->setImage         (pDepthImgs[i]   );
        pDepthTexs[i]   ->setMinFilter     (GL_NEAREST       );
        pDepthTexs[i]   ->setMagFilter     (GL_NEAREST       );
        pDepthTexs[i]   ->setWrapS         (GL_CLAMP_TO_EDGE );
        pDepthTexs[i]   ->setWrapT         (GL_CLAMP_TO_EDGE );
        pDepthTexs[i]   ->setInternalFormat(GL_DEPTH_COMPONENT32F);
        pDepthTexs[i]   ->setExternalFormat(GL_DEPTH_COMPONENT);

        pPeelDepthTexBuffers[i] = TextureBuffer::createLocal();
        pPeelDepthTexBuffers[i]->setTexture(pDepthTexs[i]);

        pPeelFBOs[i] = FrameBufferObject::createLocal();

        pPeelFBOs[i]->setSize(iPixelWidth, iPixelHeight);
        pPeelFBOs[i]->setColorAttachment(pPeelColorTexBuffers[i], 0);
        pPeelFBOs[i]->setDepthAttachment(pPeelDepthTexBuffers[i]);
        pPeelFBOs[i]->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT);

        //Peel material for Quad (!)
        ChunkMaterialUnrecPtr pPeelMat  = ChunkMaterial  ::createLocal();
        pPeelMat->addChunk(pQuadShader, 0);
        pPeelMat->addChunk(pColorTexs[i],     0);
        pPeelMat->addChunk(pDepthOffChunk);
        pPeelMat->addChunk(pBlendChunk);

        if (i == 0)
        {
            returnValue->setPeelPingFBO(pPeelFBOs[i]);
            returnValue->setPeelPingMaterial(pPeelMat);
        }
        else
        {
            returnValue->setPeelPongFBO(pPeelFBOs[i]);
            returnValue->setPeelPongMaterial(pPeelMat);
        }
    }

    // The final color blend target
    FrameBufferObjectUnrecPtr pBlendFBO      = FrameBufferObject::createLocal();

    //Color texture
    TextureObjChunkUnrecPtr   pBlendColorTex = TextureObjChunk::createLocal();
    ImageUnrecPtr             pBlendColorImg = Image          ::createLocal();

    pBlendColorImg->set(Image::OSG_RGBA_PF,
              iPixelWidth,
              iPixelHeight,
              1,
              1,
              1,
              0.0,
              0,
              Image::OSG_FLOAT32_IMAGEDATA,
              false);

    pBlendColorTex->setImage         (pBlendColorImg   );
    pBlendColorTex->setMinFilter     (GL_NEAREST       );
    pBlendColorTex->setMagFilter     (GL_NEAREST       );
    pBlendColorTex->setWrapS         (GL_CLAMP_TO_EDGE );
    pBlendColorTex->setWrapT         (GL_CLAMP_TO_EDGE );
    pBlendColorTex->setInternalFormat(GL_RGBA8);

    TextureBufferUnrecPtr pBlendColorTexBuffer   = TextureBuffer::createLocal();
    pBlendColorTexBuffer->setTexture(pBlendColorTex);

    TextureBufferUnrecPtr pBlendDepthTexBuffer   = TextureBuffer::createLocal();
    pBlendDepthTexBuffer->setTexture(pDepthTexs[0]);

    pBlendFBO->setSize(iPixelWidth, iPixelHeight);
    pBlendFBO->setColorAttachment(pBlendColorTexBuffer, 0);
    pBlendFBO->setDepthAttachment(pBlendDepthTexBuffer);

    pBlendFBO->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT);

    returnValue->setBlendFBO(pBlendFBO);

    // Blend Final Material
    ChunkMaterialUnrecPtr pBlendFinalMat = ChunkMaterial::createLocal();

    pBlendFinalMat->addChunk(pDepthOffChunk);
    pBlendFinalMat->addChunk(pBlendColorTex,     0);

    SimpleSHLChunkUnrecPtr pBlendFinalShader = SimpleSHLChunk::createLocal();
    pBlendFinalShader->setFragmentProgram(std::string(blendFinalFS));
    pBlendFinalShader->addUniformVariable("uSampler", 0);

    pBlendFinalMat->addChunk(pBlendFinalShader, 0);
    returnValue->setBlendFinalMaterial(pBlendFinalMat);

    OSG::Thread::resetCurrentLocalFlags();

    Thread::getCurrentChangeList()->commitChanges();

    return returnValue;
}
예제 #2
0
PostShaderStageDataTransitPtr 
    PostShaderStage::setupStageData(Int32 iPixelWidth,
                                    Int32 iPixelHeight)
{
    PostShaderStageDataTransitPtr returnValue = 
        PostShaderStageData::createLocal();

    if(returnValue == NULL)
        return returnValue;

    OSG::Thread::setCurrentLocalFlags();

    // Scene Target
    FrameBufferObjectUnrecPtr pSceneFBO = FrameBufferObject::createLocal();
        
    //Depth texture
                            _pSceneDepthTex    = TextureObjChunk::createLocal();
    TextureEnvChunkUnrecPtr  pSceneDepthTexEnv = TextureEnvChunk::createLocal();
    ImageUnrecPtr            pDepthImg         = Image          ::createLocal();

    pDepthImg->set(Image::OSG_L_PF, 
                   iPixelWidth, 
                   iPixelHeight,
                   1,
                   1,
                   1,
                   0.0,
                   NULL,
                   Image::OSG_UINT8_IMAGEDATA,
                   false);

    _pSceneDepthTex  ->setImage         (pDepthImg         ); 
    _pSceneDepthTex  ->setMinFilter     (GL_LINEAR         );
    _pSceneDepthTex  ->setMagFilter     (GL_LINEAR         );
    _pSceneDepthTex  ->setWrapS         (GL_CLAMP_TO_EDGE  );
    _pSceneDepthTex  ->setWrapT         (GL_CLAMP_TO_EDGE  );
    _pSceneDepthTex  ->setInternalFormat(GL_DEPTH_COMPONENT);
    _pSceneDepthTex  ->setExternalFormat(GL_DEPTH_COMPONENT);

    pSceneDepthTexEnv->setEnvMode       (GL_REPLACE        );
    
    TextureBufferUnrecPtr pDepthBuffer = TextureBuffer::createLocal();
    //pDepthBuffer->setInternalFormat(GL_DEPTH_COMPONENT24   );
    
    pDepthBuffer->setTexture(_pSceneDepthTex);

        
    //Color Buffer
                            _pSceneTex     = TextureObjChunk::createLocal();
    TextureEnvChunkUnrecPtr  pSceneTexEnv  = TextureEnvChunk::createLocal();
    ImageUnrecPtr            pImg          = Image          ::createLocal();
    
    pImg->set(Image::OSG_RGB_PF, 
              iPixelWidth, 
              iPixelHeight,
              1,
              1,
              1,
              0.0,
              0,
              Image::OSG_UINT8_IMAGEDATA,
              false);
    
    _pSceneTex  ->setImage         (pImg                  ); 
    _pSceneTex  ->setMinFilter     (GL_LINEAR             );
    _pSceneTex  ->setMagFilter     (GL_LINEAR             );
    _pSceneTex  ->setWrapS         (GL_CLAMP_TO_EDGE      );
    _pSceneTex  ->setWrapT         (GL_CLAMP_TO_EDGE      );
    _pSceneTex  ->setInternalFormat(getColorBufferFormat());

    pSceneTexEnv->setEnvMode       (GL_REPLACE            );
    
    TextureBufferUnrecPtr pSceneTexBuffer   = TextureBuffer::createLocal();
    
    pSceneTexBuffer->setTexture(_pSceneTex);
    

    
    pSceneFBO->setSize(iPixelWidth, iPixelHeight);
    
    pSceneFBO->setColorAttachment(pSceneTexBuffer, 0);
    pSceneFBO->setDepthAttachment(pDepthBuffer      );
    
    pSceneFBO->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT);
    
    setRenderTarget(pSceneFBO);
    
    // general mat chunk

    //Init all of the render passes
    _vPostProcessPasses.clear();

    UInt32 NumPasses = getNumPasses();

    for(UInt32 i =0; i != NumPasses ; ++i)
    {
        _vPostProcessPasses.push_back(
            RenderPassData::create( getVertexShaders(i),
                                    getFragmentShaders(i),
                                    (i == NumPasses-1),
                                    i,
                                    iPixelWidth,
                                    iPixelHeight,
                                    returnValue.get(),
                                    getPassSizes(i),
                                   _pSceneTex,
                                   _pSceneDepthTex,
                                   _vPostProcessPasses,
                                    pSceneFBO));
    }
    
    OSG::Thread::resetCurrentLocalFlags();

    Thread::getCurrentChangeList()->commitChanges();

    return returnValue;
}
CubeMapGeneratorStageDataTransitPtr CubeMapGenerator::setupStageData(
    RenderActionBase *pAction)
{
    CubeMapGeneratorStageDataTransitPtr returnValue = 
        CubeMapGeneratorStageData::createLocal();
    
    if(returnValue == NULL)
        return returnValue;

    FrameBufferObjectUnrecPtr pCubeTarget  = NULL;
    RenderBufferUnrecPtr      pDepthBuffer = NULL;

    if(this->getRenderTarget() == NULL)
    {
        pCubeTarget  = FrameBufferObject::createLocal();
        pDepthBuffer = RenderBuffer     ::createLocal();

        pDepthBuffer->setInternalFormat (GL_DEPTH_COMPONENT24);

        pCubeTarget ->setDepthAttachment(pDepthBuffer        );

        returnValue ->setRenderTarget   (pCubeTarget         );
    }
    else
    {
        pCubeTarget = this->getRenderTarget();
    }

    TextureObjChunkUnrecPtr   pCubeTex     = NULL;

    if(0x0000 != (_sfSetupMode.getValue() & SetupTexture))
    {
        pCubeTex = TextureObjChunk::createLocal();

        ImageUnrecPtr pImg = Image::createLocal();
    
        pImg->set(Image::OSG_RGB_PF, 
                  getWidth (), 
                  getHeight(),
                  1,
                  1,
                  1,
                  0.0,
                  0,
                  Image::OSG_UINT8_IMAGEDATA,
                  false,
                  6);
        
        pCubeTex   ->setImage         (pImg              ); 
        pCubeTex   ->setMinFilter     (GL_LINEAR         );
        pCubeTex   ->setMagFilter     (GL_LINEAR         );
        pCubeTex   ->setWrapS         (GL_CLAMP_TO_EDGE  );
        pCubeTex   ->setWrapT         (GL_CLAMP_TO_EDGE  );
        pCubeTex   ->setWrapR         (GL_CLAMP_TO_EDGE  );
        pCubeTex   ->setInternalFormat(getTextureFormat());
    }
    else
    {
        pCubeTex = _sfTexture.getValue();
    }

    TextureEnvChunkUnrecPtr pCubeTexEnv  = NULL;

    if(0x0000 != (_sfSetupMode.getValue() & SetupTexEnv))
    {
        pCubeTexEnv = TextureEnvChunk::createLocal();
        
        pCubeTexEnv->setEnvMode       (GL_REPLACE       );
    }

    TexGenChunkUnrecPtr           pCubeTexGen   = NULL;
    TextureTransformChunkUnrecPtr pCubeTexTrans = NULL;

    if(0x0000 != (_sfSetupMode.getValue() & SetupTexGen))
    {
        pCubeTexGen = TexGenChunk::createLocal();

        pCubeTexGen->setGenFuncS(GL_REFLECTION_MAP);
        pCubeTexGen->setGenFuncT(GL_REFLECTION_MAP);
        pCubeTexGen->setGenFuncR(GL_REFLECTION_MAP);

        pCubeTexTrans = TextureTransformChunk::createLocal();

        pCubeTexTrans->setUseCameraBeacon(true);
    }


    static GLenum targets[6] = 
    {
        GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
        GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
        GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
        GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
        GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
        GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
    };

    for(UInt32 i = 0; i < 6; ++i)
    {
        TextureBufferUnrecPtr pCubeTexBuffer = TextureBuffer::createLocal();
    
        pCubeTexBuffer->setTexture  (pCubeTex  );
        pCubeTexBuffer->setTexTarget(targets[i]);

        pCubeTarget->setColorAttachment(pCubeTexBuffer,    i);
    }

    pCubeTarget->setSize(getWidth (),
                         getHeight());

    if(0x0000 != (_sfSetupMode.getValue() & OverrideTex))
    {
        returnValue->addChunk(pCubeTex,
                              getTexUnit());
    }

    if(0x0000 != (_sfSetupMode.getValue() & SetupTexEnv))
    {
        returnValue->addChunk(pCubeTexEnv,
                              getTexUnit());
    }

    if(0x0000 != (_sfSetupMode.getValue() & SetupTexGen))
    {
        returnValue->addChunk(pCubeTexGen,
                              getTexUnit());
        returnValue->addChunk(pCubeTexTrans,
                              getTexUnit());

        returnValue->setTexTransform(pCubeTexTrans);
    }

    if(this->getCamera() == NULL)
    {
        PerspectiveCameraUnrecPtr pCam = PerspectiveCamera::createLocal();

        pCam->setNear(pAction->getCamera()->getNear());
        pCam->setFar (pAction->getCamera()->getFar ());
        
        pCam->setFov (osgDegree2Rad(90.f));

        returnValue->setCamera(pCam);
    }

    return returnValue;
}
예제 #4
0
HDRStageDataTransitPtr HDRStage::setupStageData(Int32 iPixelWidth,
                                                Int32 iPixelHeight)
{
    HDRStageDataTransitPtr returnValue = HDRStageData::createLocal();

    if(returnValue == NULL)
        return returnValue;

    OSG::Thread::setCurrentLocalFlags();

    // Scene Target

    FrameBufferObjectUnrecPtr pSceneFBO    = FrameBufferObject::createLocal();

    RenderBufferUnrecPtr      pDepthBuffer = RenderBuffer     ::createLocal();

    pDepthBuffer->setInternalFormat(GL_DEPTH_COMPONENT24   );

        
    TextureObjChunkUnrecPtr pSceneTex     = TextureObjChunk::createLocal();
    TextureEnvChunkUnrecPtr pSceneTexEnv  = TextureEnvChunk::createLocal();
    ImageUnrecPtr           pImg          = Image          ::createLocal();
    
    pImg->set(Image::OSG_RGB_PF, 
              iPixelWidth, 
              iPixelHeight,
              1,
              1,
              1,
              0.0,
              0,
              Image::OSG_FLOAT32_IMAGEDATA,
              false);
    
    pSceneTex   ->setImage         (pImg             ); 
    pSceneTex   ->setMinFilter     (GL_LINEAR        );
    pSceneTex   ->setMagFilter     (GL_LINEAR        );
    pSceneTex   ->setWrapS         (GL_CLAMP_TO_EDGE );
    pSceneTex   ->setWrapT         (GL_CLAMP_TO_EDGE );
    pSceneTex   ->setInternalFormat(getBufferFormat());

    pSceneTexEnv->setEnvMode       (GL_REPLACE       );
    
    TextureBufferUnrecPtr pSceneTexBuffer   = TextureBuffer::createLocal();
    
    pSceneTexBuffer->setTexture(pSceneTex);
    

    
    pSceneFBO->setSize(iPixelWidth, iPixelHeight);
    
    pSceneFBO->setColorAttachment(pSceneTexBuffer, 0);
    pSceneFBO->setDepthAttachment(pDepthBuffer      );
    
    pSceneFBO->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT);
    
    setRenderTarget(pSceneFBO);
    



    // Shrink Target (w/2, h/2)

    FrameBufferObjectUnrecPtr pShrinkFBO     = FrameBufferObject::createLocal();

    TextureObjChunkUnrecPtr   pShrinkTex     = TextureObjChunk::createLocal();
    TextureEnvChunkUnrecPtr   pShrinkTexEnv  = TextureEnvChunk::createLocal();
                              pImg           = Image          ::createLocal();
    
    pImg->set(Image::OSG_RGB_PF, 
              iPixelWidth  / 2, 
              iPixelHeight / 2,
              1,
              1,
              1,
              0.0,
              0,
              Image::OSG_FLOAT32_IMAGEDATA,
              false);
    
    pShrinkTex   ->setImage         (pImg             ); 
    pShrinkTex   ->setMinFilter     (GL_LINEAR        );
    pShrinkTex   ->setMagFilter     (GL_LINEAR        );
    pShrinkTex   ->setWrapS         (GL_CLAMP_TO_EDGE );
    pShrinkTex   ->setWrapT         (GL_CLAMP_TO_EDGE );
    pShrinkTex   ->setInternalFormat(getBufferFormat());

    pShrinkTexEnv->setEnvMode       (GL_REPLACE       );
    
    TextureBufferUnrecPtr pShrinkTexBuffer   = TextureBuffer::createLocal();
    
    pShrinkTexBuffer->setTexture(pShrinkTex);
    

    
    pShrinkFBO->setSize(iPixelWidth / 2, iPixelHeight / 2);
    
    pShrinkFBO->setColorAttachment(pShrinkTexBuffer, 0);
    
    pShrinkFBO->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT);
    
    returnValue->setShrinkRenderTarget(pShrinkFBO);





    // blur (w/4, h/4)


    FrameBufferObjectUnrecPtr pBlurFBO     = FrameBufferObject::createLocal();

    TextureObjChunkUnrecPtr   pBlurTex1    = TextureObjChunk  ::createLocal();
    TextureEnvChunkUnrecPtr   pBlurTex1Env = TextureEnvChunk  ::createLocal();
    
    
    pImg = Image::createLocal();
    
    pImg->set(Image::OSG_RGB_PF, 
              iPixelWidth  / 4,
              iPixelHeight / 4,
              1,
              1,
              1,
              0.0,
              0,
              Image::OSG_FLOAT32_IMAGEDATA,
              false);
    
    pBlurTex1   ->setImage         (pImg             ); 
    pBlurTex1   ->setMinFilter     (GL_LINEAR        );
    pBlurTex1   ->setMagFilter     (GL_LINEAR        );
    pBlurTex1   ->setWrapS         (GL_CLAMP_TO_EDGE );
    pBlurTex1   ->setWrapT         (GL_CLAMP_TO_EDGE );
    pBlurTex1   ->setInternalFormat(getBufferFormat());

    pBlurTex1Env->setEnvMode       (GL_REPLACE       );
    
    TextureBufferUnrecPtr pBlurTexBuffer1 = TextureBuffer::createLocal();
    
    pBlurTexBuffer1->setTexture(pBlurTex1);
    
    
    
    TextureObjChunkUnrecPtr pBlurTex2    = TextureObjChunk::createLocal();
    TextureEnvChunkUnrecPtr pBlurTex2Env = TextureEnvChunk::createLocal();
    
    
    pImg = Image::createLocal();

    pImg->set(Image::OSG_RGB_PF, 
              iPixelWidth  / 4,
              iPixelHeight / 4,
              1,
              1,
              1,
              0.0,
              0,
              Image::OSG_FLOAT32_IMAGEDATA,
              false);
    
    pBlurTex2   ->setImage         (pImg             ); 
    pBlurTex2   ->setMinFilter     (GL_LINEAR        );
    pBlurTex2   ->setMagFilter     (GL_LINEAR        );
    pBlurTex2   ->setWrapS         (GL_CLAMP_TO_EDGE );
    pBlurTex2   ->setWrapT         (GL_CLAMP_TO_EDGE );
    pBlurTex2   ->setInternalFormat(getBufferFormat());

    pBlurTex2Env->setEnvMode       (GL_REPLACE       );
    
    TextureBufferUnrecPtr pBlurTexBuffer2 = TextureBuffer::createLocal();

    pBlurTexBuffer2->setTexture(pBlurTex2);


    pBlurFBO->setSize(iPixelWidth  / 4,
                      iPixelHeight / 4);
    
    pBlurFBO->setColorAttachment(pBlurTexBuffer1,  0);
    pBlurFBO->setColorAttachment(pBlurTexBuffer2,  1);
    
    returnValue->setBlurRenderTarget(pBlurFBO);


    // general mat chunk


    MaterialChunkUnrecPtr pMatChunk = MaterialChunk::createLocal();
        
    pMatChunk->setLit(false);




    // tone map material

    ChunkMaterialUnrecPtr    pTonemapMat  = ChunkMaterial  ::createLocal();
    
    pTonemapMat->addChunk(pMatChunk         );
    pTonemapMat->addChunk(pSceneTex,       0);
    pTonemapMat->addChunk(pSceneTexEnv,    0);
    pTonemapMat->addChunk(pBlurTex1,       1);
    pTonemapMat->addChunk(pBlurTex1Env,    1);

    SimpleSHLChunkUnrecPtr pTonemapShader = generateHDRFragmentProgram();
    
    pTonemapShader->addUniformVariable("sceneTex",     0);
    pTonemapShader->addUniformVariable("blurTex",      1);
    pTonemapShader->addUniformVariable("blurAmount",   getBlurAmount  ());
    pTonemapShader->addUniformVariable("exposure",     getExposure    ());
    pTonemapShader->addUniformVariable("effectAmount", getEffectAmount());
    pTonemapShader->addUniformVariable("gamma",        getGamma       ());
    
    pTonemapMat->addChunk(pTonemapShader, 0);
    
    returnValue->setToneMappingMaterial(pTonemapMat);




    // Shrink material

    ChunkMaterialUnrecPtr pShrinkMat = ChunkMaterial::createLocal();
    
    pShrinkMat->addChunk(pMatChunk   );
    
    pShrinkMat->addChunk(pSceneTex,     0);
    pShrinkMat->addChunk(pSceneTexEnv,  0);

    SimpleSHLChunkUnrecPtr pShrinkShader = generate2DShrinkHalfFilterFP();
        
    pShrinkShader->addUniformVariable("inputTex", 0);
    
    pShrinkMat->addChunk(pShrinkShader, 0);
    
    returnValue->setShrinkMaterial(pShrinkMat);




    // Blur material

    ChunkMaterialUnrecPtr pBlurMat = ChunkMaterial::createLocal();
    
    pBlurMat->addChunk(pMatChunk   );
    
    pBlurMat->addChunk(pShrinkTex,    0);
    pBlurMat->addChunk(pShrinkTexEnv, 0);
    pBlurMat->addChunk(pBlurTex1,     1);
    pBlurMat->addChunk(pBlurTex1Env,  1);
    pBlurMat->addChunk(pBlurTex2,     2);
    pBlurMat->addChunk(pBlurTex2Env,  2);

    pBlurMat->addChunk(pShrinkShader, 0);
    
    returnValue->setBlurMaterial(pBlurMat);


    // generate blur fragment programs
    SimpleSHLChunkUnrecPtr pHBlurShader = 
        generate1DConvolutionFilterFP(getBlurWidth(), 
                                      false, 
                                      true, 
                                      iPixelWidth  / 2, 
                                      iPixelHeight / 2);
    
   
    pHBlurShader->addUniformVariable("inputTex", 0);

    returnValue->setHBlurShader(pHBlurShader);

    
    
    // VBlur Override


    SimpleSHLChunkUnrecPtr pVBlurShader = 
        generate1DConvolutionFilterFP(getBlurWidth(),  
                                      true, 
                                      true, 
                                      iPixelWidth  / 2, 
                                      iPixelHeight / 2);
    
    pVBlurShader->addUniformVariable("inputTex", 1);
    
    returnValue->setVBlurShader(pVBlurShader);

    OSG::Thread::resetCurrentLocalFlags();

    Thread::getCurrentChangeList()->commitChanges();

    return returnValue;
}
DisplayFilterStageDataTransitPtr 
    DisplayFilterStage::setupStageData(Int32 iPixelWidth,
                                       Int32 iPixelHeight)
{
    DisplayFilterStageDataTransitPtr returnValue = 
        DisplayFilterStageData::createLocal();

    if(returnValue == NULL)
        return returnValue;

    // Scene Buffer

    FrameBufferObjectUnrecPtr pFBO     = FrameBufferObject::createLocal();
    RenderBufferUnrecPtr      pDBuffer = RenderBuffer     ::createLocal();
    TextureBufferUnrecPtr     pTBuffer = TextureBuffer    ::createLocal();

    TextureObjChunkUnrecPtr   pTex     = TextureObjChunk  ::createLocal();
    ImageUnrecPtr             pImg     = Image            ::createLocal();

    pImg->set(Image::OSG_RGB_PF, 
              iPixelWidth, 
              iPixelHeight,
              1,
              1,
              1,
              0.0,
              0,
              Image::OSG_UINT8_IMAGEDATA,
              false);
    
    pTex    ->setImage         (pImg             ); 
    pTex    ->setMinFilter     (GL_NEAREST       );
    pTex    ->setMagFilter     (GL_NEAREST       );
    pTex    ->setWrapS         (GL_CLAMP_TO_EDGE );
    pTex    ->setWrapT         (GL_CLAMP_TO_EDGE );
    
    pTBuffer->setTexture(pTex);

    pDBuffer->setInternalFormat(GL_DEPTH_COMPONENT24);
 

    pFBO->setSize(iPixelWidth, iPixelHeight);
    
    pFBO->setColorAttachment(pTBuffer, 0);
    pFBO->setDepthAttachment(pDBuffer   );

    pFBO->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT);


    pFBO->setEnableMultiSample  (this->getEnableMultiSample  ());
    pFBO->setColorSamples       (this->getColorSamples       ());
    pFBO->setCoverageSamples    (this->getCoverageSamples    ());
    pFBO->setFixedSampleLocation(this->getFixedSampleLocation());

    returnValue->setTarget(pFBO);


    ChunkMaterialUnrecPtr pCMat = ChunkMaterial::createLocal();

    pCMat->addChunk(pTex);

    returnValue->setBaseMaterial(pCMat);

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

    commitChanges();

    return returnValue;
}