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
DepthPeelingStage::setupRenderScene(RenderAction* a,
                                    Int32         iVPWidth,
                                    Int32         iVPHeight,
                                    bool          isInitial,
                                    bool          isPing    )
{
    this->pushPartition(a);
    {
        RenderPartition   *pPart   = a->getActivePartition();
        FrameBufferObject *pTarget = NULL;
        Viewarea          *pArea   = a->getViewarea       ();
        Camera            *pCam    = a->getCamera         ();
        Background        *pBack   = NULL;


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

        if(!pData)
        {
            this->initData(a, iVPWidth, iVPHeight);
        }
        else
        {
            this->updateData(a, iVPWidth, iVPHeight);
        }
        pData = a->getData<DepthPeelingStageData *>(_iDataSlotId);

        if (isInitial)
        {
            pTarget = pData->getBlendFBO();
            pBack   = a->getBackground  ();
        }
        else
        {
            if (isPing)
                pTarget = pData->getPeelPingFBO();
            else
                pTarget = pData->getPeelPongFBO();

            pBack = pData->getBackground();
        }
        pPart->setRenderTarget(pTarget);

        if(pArea != NULL)
        {
            pPart->setWindow  (a->getWindow());

            if(pTarget != NULL)
            {
                pPart->calcViewportDimension(pArea->getLeft  (),
                                                pArea->getBottom(),
                                                pArea->getRight (),
                                                pArea->getTop   (),

                                                pTarget->getWidth    (),
                                                pTarget->getHeight   ());
            }
            else
            {
                pPart->calcViewportDimension(pArea->getLeft  (),
                                                pArea->getBottom(),
                                                pArea->getRight (),
                                                pArea->getTop   (),

                                                a->getWindow()->getWidth (),
                                                a->getWindow()->getHeight());
            }

            if(pCam != NULL)
            {
                Matrix m, t;

                // set the projection
                pCam->getProjection          (m,
                                                pPart->getViewportWidth (),
                                                pPart->getViewportHeight());

                pCam->getProjectionTranslation(t,
                                                pPart->getViewportWidth (),
                                                pPart->getViewportHeight());

                pPart->setupProjection(m, t);

                pCam->getViewing(m,
                                    pPart->getViewportWidth (),
                                    pPart->getViewportHeight());


                pPart->setupViewing(m);

                pPart->setNear     (pCam->getNear());
                pPart->setFar      (pCam->getFar ());

                pPart->calcFrustum();
            }

            pPart->setBackground(pBack);
        }

        pPart->addSetupModeBit(RenderPartition::BackgroundSetup);

        pPart->pushState();
        if (!isInitial)
        {
            FrameBufferObject* fbo           =
                isPing ? pData->getPeelPongFBO() : pData->getPeelPingFBO();
            TextureBuffer*     texbuf        =
                static_cast<TextureBuffer *>(fbo->getDepthAttachment());
            TextureObjChunk*   depthTexChunk = texbuf->getTexture();

            pPart->addOverride(depthTexChunk->getClassId() + getDepthTexUnit(),
                               depthTexChunk                                   );
            pPart->addOverride(pData->getSpvIsPeelChunk()->getClassId(),
                               pData->getSpvIsPeelChunk()               );
        }
        else
        {
            pPart->addOverride(pData->getSpvIsInitialChunk()->getClassId(),
                               pData->getSpvIsInitialChunk()               );
        }

        pPart->addOverride(pData->getDepthChunk()->getClassId(),
                           pData->getDepthChunk()               );

        this->recurseFromThis(a);
        a->useNodeList(false);

        pPart->popState();
    }
    this->popPartition(a);
}
void PCSSShadowMapHandler::createShadowMapsFBO(RenderAction *a,
                                               DrawEnv      *pEnv)
{
    // 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::TravMaskStore &vExclTravMask =
        _pStageData->getExcludeNodeTravMask();

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

        vLights[i].second->setOn(false);
    }

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

        if(exnode != NULL)
            exnode->setTravMask(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)
            {
                _pStage->pushPartition(a);
                {
                    RenderPartition   *pPart    = a->getActivePartition();

                    pPart->addPreRenderCallback(
                        &ShadowTreeHandler::setupAmbientModelAndMasks);
                    pPart->addPostRenderCallback(
                        &ShadowTreeHandler::endAmbientModelAndMasks);
                    
                    pPart->setRenderTarget(vShadowMaps[i].pFBO);
                    
                    pPart->setWindow  (a->getWindow());
                    
                    pPart->calcViewportDimension(0.f,
                                                 0.f,
                                                 _pStage->getMapSize()-1,
                                                 _pStage->getMapSize()-1,
                                                 
                                                 _pStage->getMapSize(),
                                                 _pStage->getMapSize() );
                    
                    
                    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(_unlitMat, a->getActNode());
                    _pStage->recurse(a, light);
                    a->overrideMaterial( NULL,       a->getActNode());
                    
                    if(parent != NULL)
                    {
                        a->popMatrix();
                    }
                }
                _pStage->popPartition(a);
            }
        }
    }

    //-------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)
        {
            exnode->setTravMask(vExclTravMask[i]);
        }
    }
}
示例#4
0
Action::ResultE HDRStage::renderEnter(Action *action)
{
    RenderAction *a = dynamic_cast<RenderAction *>(action);

    a->disableDefaultPartition();

    Int32 iVPWidth  = a->getActivePartition()->getViewportWidth ();
    Int32 iVPHeight = a->getActivePartition()->getViewportHeight();

    this->beginPartitionGroup(a);
    {
        this->pushPartition(a);
        {
            RenderPartition   *pPart    = a   ->getActivePartition();
            FrameBufferObject *pTarget  = this->getRenderTarget   ();
            Viewarea          *pArea    = a   ->getViewarea       ();
            Camera            *pCam     = a   ->getCamera         ();
            Background        *pBack    = a   ->getBackground     ();
            
            if(pTarget == NULL)
            {
                this->initData(a, iVPWidth, iVPHeight);

                pTarget  = this->getRenderTarget();
            }
            else
            {
                this->updateData(a, iVPWidth, iVPHeight);
            }

            pPart->setRenderTarget(pTarget);
            pPart->getDrawEnv().setTargetBufferFormat(this->getBufferFormat());

#ifdef OSG_DEBUGX
            std::string szMessage("HDR: RenderPartition\n");
            pPart->setDebugString(szMessage          );
#endif

            if(pArea != NULL)
            {
                pPart->setWindow  (a->getWindow());
                
                if(pTarget != NULL)
                {
#if 0
                    pPart->calcViewportDimension(pArea->getLeft  (),
                                                 pArea->getBottom(),
                                                 pArea->getRight (),
                                                 pArea->getTop   (),
                                                 
                                                 pTarget->getWidth    (),
                                                 pTarget->getHeight   ());
#endif
                    pPart->calcViewportDimension(0.f,
                                                 0.f,
                                                 1.f,
                                                 1.f,
                                                 
                                                 pTarget->getWidth    (),
                                                 pTarget->getHeight   ());

                }
                else
                {
                    pPart->calcViewportDimension(pArea->getLeft  (),
                                                 pArea->getBottom(),
                                                 pArea->getRight (),
                                                 pArea->getTop   (),
                                                 
                                                 a->getWindow()->getWidth (),
                                                 a->getWindow()->getHeight());
                }

                if(pCam != NULL)
                {
                    Matrix m, t;
                    
                    // set the projection
                    pCam->getProjection          (m, 
                                                  pPart->getViewportWidth (), 
                                                  pPart->getViewportHeight());
                    
                    pCam->getProjectionTranslation(t, 
                                                   pPart->getViewportWidth (), 
                                                   pPart->getViewportHeight());
                    
                    pPart->setupProjection(m, t);
                    
                    pCam->getViewing(m, 
                                     pPart->getViewportWidth (),
                                     pPart->getViewportHeight());
                    
                    
                    pPart->setupViewing(m);
                    
                    pPart->setNear     (pCam->getNear());
                    pPart->setFar      (pCam->getFar ());
                    
                    pPart->calcFrustum();
                }
                
                pPart->setBackground(pBack);
            }
            
            this->recurseFromThis(a);
        }
        this->popPartition(a);

        a->getActivePartition()->disable();

        this->pushPartition(a,
                            (RenderPartition::CopyWindow       |
                             RenderPartition::CopyViewportSize |
                             RenderPartition::CopyTarget       ),
                            RenderPartition::SimpleCallback    );
        {
            RenderPartition *pPart  = a->getActivePartition();

#ifdef OSG_DEBUGX
            std::string szMessage("HDR: PostProcessPartition\n");
            pPart->setDebugString(szMessage          );
#endif

            Matrix m, t;
                
            m.setIdentity();
            t.setIdentity();
                
            MatrixOrthogonal( m,
                              0.f, 1.f,
                              0.f, 1.f,
                             -1.f, 1.f);
            
            pPart->setupProjection(m, t);
                
            RenderPartition::SimpleDrawCallback f;
                
            f = boost::bind(&HDRStage::postProcess, this, _1);
                
            pPart->dropFunctor(f);
        }
        this->popPartition(a);
    }
    this->endPartitionGroup(a);

    return Action::Skip;
}
示例#5
0
Action::ResultE PostShaderStage::renderEnter(Action *action)
{
    RenderAction *a = dynamic_cast<RenderAction *>(action);

    a->disableDefaultPartition();

    this->beginPartitionGroup(a);
    {
        this->pushPartition(a);
        {
            RenderPartition   *pPart    = a->getActivePartition();
            FrameBufferObject *pTarget  = this->getRenderTarget();
            Viewarea          *pArea    = a->getViewarea();
            Camera            *pCam     = a->getCamera  ();
            Background        *pBack    = a->getBackground();
            
            if(pTarget == NULL)
            {
                this->initData(a);

                pTarget  = this->getRenderTarget();
            }

            pPart->setRenderTarget(pTarget);
            
#ifdef OSG_DEBUGX
            std::string szMessage("RenderPartition\n");
            pPart->setDebugString(szMessage          );
#endif

            if(pArea != NULL)
            {
//                pPart->setViewport(pPort         );
                pPart->setWindow  (a->getWindow());
                
                if(pTarget != NULL)
                {
#if 0
                    pPart->calcViewportDimension(pArea->getLeft  (),
                                                 pArea->getBottom(),
                                                 pArea->getRight (),
                                                 pArea->getTop   (),
                                                 
                                                 pTarget->getWidth    (),
                                                 pTarget->getHeight   ());

#endif
                    pPart->calcViewportDimension(0.f,
                                                 0.f,
                                                 1.f,
                                                 1.f,
                                                 
                                                 pTarget->getWidth    (),
                                                 pTarget->getHeight   ());

                }
                else
                {
                    pPart->calcViewportDimension(pArea->getLeft  (),
                                                 pArea->getBottom(),
                                                 pArea->getRight (),
                                                 pArea->getTop   (),
                                                 
                                                 a->getWindow()->getWidth (),
                                                 a->getWindow()->getHeight());
                }
                
                if(pCam != NULL)
                {
                    Matrix m, t;
                    
                    // set the projection
                    pCam->getProjection          (m, 
                                                  pPart->getViewportWidth (), 
                                                  pPart->getViewportHeight());
                    
                    pCam->getProjectionTranslation(t, 
                                                   pPart->getViewportWidth (), 
                                                   pPart->getViewportHeight());
                    
                    pPart->setupProjection(m, t);
                    
                    pCam->getViewing(m, 
                                     pPart->getViewportWidth (),
                                     pPart->getViewportHeight());
                    
                    
                    pPart->setupViewing(m);
                    
                    pPart->setNear     (pCam->getNear());
                    pPart->setFar      (pCam->getFar ());
                    
                    pPart->calcFrustum();
                }
                
                pPart->setBackground(pBack);
            }
            
            this->recurseFromThis(a);
        }
        this->popPartition(a);
        
        this->pushPartition(a,
                            (RenderPartition::CopyWindow      |
                             RenderPartition::CopyViewportSize),
                            RenderPartition::SimpleCallback    );
        {
            RenderPartition *pPart  = a->getActivePartition();

#ifdef OSG_DEBUGX
            std::string szMessage("PostProcessPartition\n");
            pPart->setDebugString(szMessage          );
#endif
           
            Matrix m, t;
                
            m.setIdentity();
            t.setIdentity();
                
            MatrixOrthogonal( m,
                              0.f, 1.f,
                              0.f, 1.f,
                             -1.f, 1.f);
            
            pPart->setupProjection(m, t);
                
            RenderPartition::SimpleDrawCallback f;
                
            f = boost::bind(&PostShaderStage::postProcess, this, _1);
                
            pPart->dropFunctor(f);
        }
        this->popPartition(a);
    }
    this->endPartitionGroup(a);

    RenderPassVector::iterator passIt = _vPostProcessPasses.begin();

    //Update the uniform parameters to the shader
    for(; passIt != _vPostProcessPasses.end(); ++passIt)
    {
        (*passIt)->updateUniformVariables(a);
    }

    return Action::Skip;
}
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;
}
示例#7
0
void VRShadowEngine::doLightPass(Light         *pLight,
                                        RenderAction  *pAction,
                                        EngineDataPtr  pEngineData)
{
    this->pushPartition(pAction);

    RenderPartition   *pPart   = pAction    ->getActivePartition();
    Viewarea          *pArea   = pAction    ->getViewarea       ();
    Background        *pBack   = pAction    ->getBackground     ();

    FrameBufferObject *pTarget = pEngineData->getRenderTarget();

    if(pTarget == NULL)
    {
        FrameBufferObjectUnrecPtr pFBO = FrameBufferObject::createLocal();

        pFBO->setWidth (this->getWidth ());
        pFBO->setHeight(this->getHeight());

        pEngineData->setRenderTarget(pFBO);

        pTarget = pFBO;
    }

    TextureObjChunk       *pTexChunk  = pEngineData->getTexChunk();


    TextureBufferUnrecPtr  pTexBuffer = pEngineData->getTexBuffer();

    if(pTexBuffer == NULL)
    {
        pTexBuffer = TextureBuffer::createLocal();

        pEngineData->setTexBuffer     (pTexBuffer);

        pTexBuffer->setTexture        (pTexChunk );
        pTarget   ->setDepthAttachment(pTexBuffer);
    }

    PolygonChunkUnrecPtr pPoly = pEngineData->getPolyChunk();

    if(pPoly == NULL)
    {
        pPoly = PolygonChunk::createLocal();

        pPoly->setOffsetBias  (this->getOffsetBias  ());
        pPoly->setOffsetFactor(this->getOffsetFactor());
        pPoly->setOffsetFill  (true                   );

        pEngineData->setPolyChunk(pPoly);
    }

    pPart->setRenderTarget(pTarget);

    if(pArea != NULL)
    {
        Camera *pCam = pEngineData->getCamera();

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

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

        pCam->getViewing(m,
                         pPart->getViewportWidth (),
                         pPart->getViewportHeight());


        pPart->setupViewing(m);

        pPart->setNear     (pCam->getNear());
        pPart->setFar      (pCam->getFar ());

        pPart->calcFrustum ();

        pPart->setBackground(pBack);
    }

    Node *pActNode = pAction->getActNode();

    pAction->overrideMaterial(_pLightPassMat, pActNode);

    pAction->pushState();

    UInt32 uiPolySlot  = pPoly->getClassId();

    pAction->addOverride     (uiPolySlot,     pPoly);

//    lightRenderEnter(pLight, pAction);

    pAction->useNodeList(false);

    this->recurseFrom(pAction, pLight);

    pAction->popState();

    pAction->overrideMaterial(NULL, pActNode);

    this->popPartition(pAction);
}
Action::ResultE DisplayFilterStage::renderEnter(Action *action)
{
    RenderAction *ract = dynamic_cast<RenderAction *>(action);

    if(ract == NULL)
        return Action::Continue;

    DisplayFilterStageDataUnrecPtr pData = 
        ract->getData<DisplayFilterStageData *>(_iDataSlotId);

    DrawEnv &oEnv = ract->getActivePartition()->getDrawEnv();

    bool                      bFilterActive = false;
    RenderPartition::Mode     partMode      = RenderPartition::StateSorting;

    CalibrationPatternFilter *pCalibFilter  = NULL;
    ResolutionDisplayFilter  *pResFilter    = NULL;
    DistortionDisplayFilter  *pDistFilter   = NULL;
    ColorDisplayFilter       *pColFilter    = NULL;
    bool                      bDoDraw       = true;

    if(_mfFilterGroups.size() == 0)
    {
        pCalibFilter = this->getCalibrationPatternFilter();

        pResFilter   = this->getResolutionFilter();

        pColFilter   = this->getColorFilter();

        pDistFilter  = this->getDistortionFilter();

    }
    else
    {
        // Linear search, optimize of needed

        MFFilterGroupsType::const_iterator gIt  = _mfFilterGroups.begin();
        MFFilterGroupsType::const_iterator gEnd = _mfFilterGroups.end  ();

        for(; gIt != gEnd; ++gIt)
        {
            if((*gIt)->matches(oEnv.getDrawerId(),
                               oEnv.getDrawableId()) == true)
            {
                pCalibFilter = (*gIt)->getCalibrationPatternFilter();

                pResFilter   = (*gIt)->getResolutionFilter();

                pColFilter   = (*gIt)->getColorFilter();

                pDistFilter  = (*gIt)->getDistortionFilter();
                
                bDoDraw = 
                    ((*gIt)->matches(this->getActiveGroup(),
                                     oEnv. getDrawableId ()) == true) ||
                     (this->getActiveGroup()                == -1   )  ;

                break;
            }
        }
    }


    if(pCalibFilter != NULL && pCalibFilter->getEnabled() == true)
    {
        if(pData != NULL)
            pData->setCalibFilter(pCalibFilter);
            
        bFilterActive = true;
        partMode      = RenderPartition::SimpleCallback;
    }
    else
    {
        if(pData != NULL)
            pData->setCalibFilter(NULL);
    }

    if(pColFilter               != NULL &&
       pColFilter->getEnabled() == true  )
    {
        if(pData != NULL)
            pData->setColFilter(pColFilter);
        
        bFilterActive = true;
    }
    else
    {
        if(pData != NULL)
        {
            pData->setColFilter(NULL);
            
            ColorDisplayFilter::deactivate(pData);
        }
    }        
    if(pDistFilter               != NULL &&
       pDistFilter->getEnabled() == true  )
    {
        if(pData != NULL)
            pData->setDistFilter(pDistFilter);

        bFilterActive = true;
    }
    else
    {
        if(pData != NULL)
            pData->setDistFilter(NULL);
    }

    
    UInt32 uiTargetWidth  = oEnv.getPixelWidth ();
    UInt32 uiTargetHeight = oEnv.getPixelHeight();

    Int32 iLeft   = oEnv.getPixelLeft  ();
    Int32 iRight  = oEnv.getPixelRight ();
    Int32 iBottom = oEnv.getPixelBottom();
    Int32 iTop    = oEnv.getPixelTop   ();

    if(pResFilter               != NULL &&
       pResFilter->getEnabled() == true  )
    {
        bFilterActive = true;
        
        uiTargetWidth  = UInt32(uiTargetWidth  * pResFilter->getDownScale());
        uiTargetHeight = UInt32(uiTargetHeight * pResFilter->getDownScale());

        iLeft   = Int32(iLeft   * pResFilter->getDownScale());
        iRight  = Int32(iRight  * pResFilter->getDownScale());
        iBottom = Int32(iBottom * pResFilter->getDownScale());
        iTop    = Int32(iTop    * pResFilter->getDownScale());
        
    }

    if(pData == NULL)
    {
        pData = setupStageData(uiTargetWidth,
                               uiTargetHeight);

        if(pData == NULL)
            return Action::Continue;

        this->setData(pData, _iDataSlotId, ract);

        pData->setColFilter  (pColFilter  );
        pData->setDistFilter (pDistFilter );
        pData->setCalibFilter(pCalibFilter);
    }


    if((pData->getWidth () != uiTargetWidth ) ||
       (pData->getHeight() != uiTargetHeight)  )
    {
        resizeStageData(pData, uiTargetWidth, uiTargetHeight);
    }

   


    if(bFilterActive == false)
        return Action::Continue;

    ract->disableDefaultPartition();

    this->beginPartitionGroup(ract);
    {
        this->pushPartition(ract, 0x0000, partMode);
        {
            RenderPartition   *pPart    = ract ->getActivePartition();
            FrameBufferObject *pTarget  = pData->getTarget();
            Viewarea          *pArea    = ract ->getViewarea();
            Camera            *pCam     = ract ->getCamera  ();
            Background        *pBack    = ract ->getBackground();
            

            pPart->setRenderTarget(pTarget);
            
            if(pArea != NULL)
            {
                pPart->setWindow(ract->getWindow());
                
                if(pTarget != NULL)
                {
                    pPart->calcViewportDimension(iLeft  ,
                                                 iBottom,
                                                 iRight ,
                                                 iTop   ,
                                                 
                                                 pTarget->getWidth    (),
                                                 pTarget->getHeight   ());
                }
                else
                {
                    pPart->calcViewportDimension(
                        pArea->getLeft  (),
                        pArea->getBottom(),
                        pArea->getRight (),
                        pArea->getTop   (),
                        
                        ract->getWindow()->getWidth (),
                        ract->getWindow()->getHeight());
                }
                
                if(pCam != NULL)
                {
                    Matrix m, t;
                    
                    // set the projection
                    pCam->getProjection          (m, 
                                                  pPart->getViewportWidth (), 
                                                  pPart->getViewportHeight());
                    
                    pCam->getProjectionTranslation(t, 
                                                   pPart->getViewportWidth (), 
                                                   pPart->getViewportHeight());
                    
                    pPart->setupProjection(m, t);
                    
                    pCam->getViewing(m, 
                                     pPart->getViewportWidth (),
                                     pPart->getViewportHeight());
                    
                    
                    pPart->setupViewing(m);
                    
                    pPart->setNear     (pCam->getNear());
                    pPart->setFar      (pCam->getFar ());
                    
                    pPart->calcFrustum();
                }
                
                pPart->setBackground(pBack);
            }

            if(pCalibFilter != NULL && pCalibFilter->getEnabled() == true)
            {
                RenderPartition::SimpleDrawCallback f;

                if(bDoDraw == true)
                {
                    f = boost::bind(&DisplayFilterStage::processCalibActive, 
                                    this, _1);
                }
                else
                {
                    f = boost::bind(&DisplayFilterStage::processCalibInactive, 
                                    this, _1);
                }

                pPart->dropFunctor(f);
            }
            else
            {
                MFForegroundsType::const_iterator fIt = 
                    this->getMFForegrounds()->begin();
                MFForegroundsType::const_iterator fEnd = 
                    this->getMFForegrounds()->end  ();

                for(; fIt != fEnd; ++fIt)
                {
                    pPart->pushToForegrounds(*fIt);
                }

                this->recurseFromThis(ract);
            }
        }
        this->popPartition(ract);
        
        this->pushPartition(ract,
                            (RenderPartition::CopyWindow      |
                             RenderPartition::CopyViewportSize),
                            RenderPartition::SimpleCallback);
        {
            RenderPartition *pPart  = ract->getActivePartition();

            Matrix m, t;
                
            m.setIdentity();
            t.setIdentity();
                
            MatrixOrthogonal( m,
                              0.f, 1.f,
                              0.f, 1.f,
                             -1.f, 1.f);
            
            pPart->setupProjection(m, t);
                
            RenderPartition::SimpleDrawCallback f;
                
            f = boost::bind(&DisplayFilterStage::postProcess, this, _1);
                
            pPart->dropFunctor(f);
        }
        this->popPartition(ract);
    }
    this->endPartitionGroup(ract);

    return Action::Skip;
}
示例#9
0
Action::ResultE Stage::renderEnter(Action *action)
{
    RenderAction *a = dynamic_cast<RenderAction *>(action);

    if(a == NULL)
        return Action::Continue;

    RenderPartition   *pParentPart = a->getActivePartition();
    FrameBufferObject *pTarget     = this->getRenderTarget();

    if(pTarget == NULL && this->getInheritedTarget() == true)
    {
        pTarget = pParentPart->getRenderTarget();
    }

    this->pushPartition(a);

    RenderPartition   *pPart    = a->getActivePartition();
    Viewarea          *pArea    = a->getViewarea();
    Camera            *pCam     = a->getCamera  ();
    Background        *pBack    = a->getBackground();
    
    pPart->setRenderTarget(pTarget);

    if(pArea != NULL)
    {
        pPart->setWindow  (a->getWindow());
            
        if(pTarget != NULL)
        {
            pPart->calcViewportDimension(pArea->getLeft  (),
                                         pArea->getBottom(),
                                         pArea->getRight (),
                                         pArea->getTop   (),
                                         
                                         pTarget->getWidth    (),
                                         pTarget->getHeight   ());
        }
        else
        {
            pPart->calcViewportDimension(pArea->getLeft  (),
                                         pArea->getBottom(),
                                         pArea->getRight (),
                                         pArea->getTop   (),
                                         
                                         a->getWindow()->getWidth (),
                                         a->getWindow()->getHeight());
        }
        
        if(pCam != NULL)
        {
            Matrix m, t;
            
            // set the projection
            pCam->getProjection          (m, 
                                          pPart->getViewportWidth (), 
                                          pPart->getViewportHeight());
            
            pCam->getProjectionTranslation(t, 
                                           pPart->getViewportWidth (), 
                                           pPart->getViewportHeight());
                
            pPart->setupProjection(m, t);
            
            pCam->getViewing(m, 
                             pPart->getViewportWidth (),
                             pPart->getViewportHeight());
            
            
            pPart->setupViewing(m);
            
            pPart->setNear     (pCam->getNear());
            pPart->setFar      (pCam->getFar ());
            
            pPart->calcFrustum();
        }
    }

    pPart->setBackground(pBack);

    return Action::Continue;
}
ActionBase::ResultE GroupingStage::renderEnter(Action *action)
{
    RenderAction *a = dynamic_cast<RenderAction *>(action);

    if(a == NULL)
        return ActionBase::Continue;

#if 0
    RenderPartition   *pParentPart = a   ->getActivePartition();
    FrameBufferObject *pTarget     = pParentPart->getRenderTarget();
#endif

    this->pushPartition(a, RenderPartition::CopyAll);

    RenderPartition   *pPart   = a->getActivePartition();

    Inherited::addCallbacks(pPart);

#if 0
    RenderPartition   *pParentPart = a   ->getActivePartition();
    FrameBufferObject *pTarget     = this->getRenderTarget();

    Background        *pBack   = this->getBackground();
    Viewport          *pPort   = a->getViewport();
    Window            *pWin    = a->getWindow  ();


    if(pTarget == NULL && this->getInheritedTarget() == true)
    {
        pTarget = pParentPart->getRenderTarget();
    }

    
    RenderPartition   *pPart   = a->getActivePartition();
    Camera            *pCam    = this->getCamera();
    
    pPart->setRenderTarget(pTarget);
    
//    pPart->setViewport(pPort);
    pPart->setWindow  (pWin );
    
    if(pTarget != NULL)
    {
        pPart->calcViewportDimension(this->getLeft  (),
                                     this->getBottom(),
                                     this->getRight (),
                                     this->getTop   (),
                                     
                                     pTarget->getWidth    (),
                                     pTarget->getHeight   ());
    }
    else if(pWin != NULL)
    {
        pPart->calcViewportDimension(this->getLeft  (),
                                     this->getBottom(),
                                     this->getRight (),
                                     this->getTop   (),
                                     
                                     pWin->getWidth   (),
                                     pWin->getHeight  ());
    }
    
    if(pCam != NULL)
    {
        Matrix m, t;
        
        // set the projection
        pCam->getProjection          (m, 
                                      pPart->getViewportWidth (), 
                                      pPart->getViewportHeight());
        
        pCam->getProjectionTranslation(t, 
                                       pPart->getViewportWidth (), 
                                       pPart->getViewportHeight());
        
        pPart->setupProjection(m, t);
        
        pCam->getViewing(m, 
                         pPart->getViewportWidth (),
                         pPart->getViewportHeight());
        
        
        pPart->setupViewing(m              );
        
        pPart->setNear     (pCam->getNear());
        pPart->setFar      (pCam->getFar ());
        
        pPart->calcFrustum (               );
        
    }
    
    this->fillPreRenderStore(vCallbackStore);

    GroupingStage::RenderFunctorStore::const_iterator cbIt  = 
        vCallbackStore.begin();

    GroupingStage::RenderFunctorStore::const_iterator cbEnd = 
        vCallbackStore.end  ();

    while(cbIt != cbEnd)
    {
        pPart->addPreRenderCallback(*cbIt);
        
        ++cbIt;
    }


    vCallbackStore.clear();

    this->fillPostRenderStore(vCallbackStore);

    cbIt  = vCallbackStore.begin();
    cbEnd = vCallbackStore.end  ();

    while(cbIt != cbEnd)
    {
        pPart->addPostRenderCallback(*cbIt);
        
        ++cbIt;
    }


    pPart->setBackground(pBack);
#endif

    return ActionBase::Continue;
}