PostShaderStage::RenderPassData::RenderPassData( const std::string & szVertexProgram, const std::string & szFragmentProgram, bool isLastPass, UInt32 uiIndex, Int32 iPixelWidth, Int32 iPixelHeight, PostShaderStageData * pStageData, const Vec2f & vFBOSize, TextureObjChunk * const pSceneColorTex, TextureObjChunk * const pSceneDepthTex, const RenderPassVector & vPasses, FrameBufferObject * const pSceneFBO) : _pShader (NULL ), _pFBO (NULL ), _pOutputTexture (NULL ), _bIsLassPass (isLastPass), _uiIndex (uiIndex ), _vFBOSize (vFBOSize ), _vWidthRefs ( ), _vHeightRefs ( ), _bShaderHasSceneColorTex(false ), _bShaderHasSceneDepthTex(false ), _bShaderHasFBOWidth (false ), _bShaderHasFBOHeight (false ), _bShaderHasCameraNear (false ), _bShaderHasCameraFar (false ) { //If this pass is not the last if(!_bIsLassPass) { _pFBO = FrameBufferObject::createLocal(); _pOutputTexture = TextureObjChunk::createLocal(); TextureEnvChunkUnrecPtr pTexEnv = TextureEnvChunk::createLocal(); ImageUnrecPtr pImg = Image ::createLocal(); pImg->set(Image::OSG_RGB_PF, static_cast<Real32>(iPixelWidth) * _vFBOSize.x() , static_cast<Real32>(iPixelHeight) * _vFBOSize.y(), 1, 1, 1, 0.0, 0, Image::OSG_UINT8_IMAGEDATA, false); _pOutputTexture ->setImage (pImg ); _pOutputTexture ->setMinFilter (GL_LINEAR ); _pOutputTexture ->setMagFilter (GL_LINEAR ); _pOutputTexture ->setWrapS (GL_CLAMP_TO_EDGE ); _pOutputTexture ->setWrapT (GL_CLAMP_TO_EDGE ); _pOutputTexture ->setInternalFormat(GL_RGB ); pTexEnv->setEnvMode (GL_REPLACE ); TextureBufferUnrecPtr pTexBuffer = TextureBuffer::createLocal(); pTexBuffer->setTexture(_pOutputTexture); _pFBO->setSize(static_cast<Real32>(iPixelWidth) * _vFBOSize.x(), static_cast<Real32>(iPixelHeight) * _vFBOSize.y()); _pFBO->setColorAttachment(pTexBuffer, 0); _pFBO->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT); pStageData->pushToRenderTargets(_pFBO); OSG_ASSERT(pStageData->getMFRenderTargets()->size() == _uiIndex + 1); } else { _pFBO = pSceneFBO; } //Update the flags on what uniforms are present _bShaderHasSceneColorTex = ((szFragmentProgram.find( PostShaderStage::ShaderSceneColorTexName) != std::string::npos) || (szVertexProgram .find( PostShaderStage::ShaderSceneColorTexName) != std::string::npos)); _bShaderHasSceneDepthTex = ((szFragmentProgram.find( PostShaderStage::ShaderSceneDepthTexName) != std::string::npos) || (szVertexProgram .find( PostShaderStage::ShaderSceneDepthTexName) != std::string::npos)); _bShaderHasFBOWidth = ((szFragmentProgram.find( PostShaderStage::ShaderFBOWidthName) != std::string::npos) || (szVertexProgram .find( PostShaderStage::ShaderFBOWidthName) != std::string::npos)); _bShaderHasFBOHeight = ((szFragmentProgram.find( PostShaderStage::ShaderFBOHeightName) != std::string::npos) || (szVertexProgram .find( PostShaderStage::ShaderFBOHeightName) != std::string::npos)); _bShaderHasCameraNear = ((szFragmentProgram.find( PostShaderStage::ShaderCameraNearName) != std::string::npos) || (szVertexProgram .find( PostShaderStage::ShaderCameraNearName) != std::string::npos)); _bShaderHasCameraFar = ((szFragmentProgram.find( PostShaderStage::ShaderCameraFarName) != std::string::npos) || (szVertexProgram .find( PostShaderStage::ShaderCameraFarName) != std::string::npos)); //Create the material used by this pass ChunkMaterialUnrecPtr pPostShaderMat = ChunkMaterial::createLocal(); UInt16 uiTextureId = 0; _pShader = SimpleSHLChunk::createLocal(); TextureEnvChunkUnrecPtr pGenericTexEnv = TextureEnvChunk::createLocal(); pGenericTexEnv->setEnvMode(GL_REPLACE); //Scene Color Texture if(_bShaderHasSceneColorTex) { pPostShaderMat->addChunk(pSceneColorTex, uiTextureId); pPostShaderMat->addChunk(pGenericTexEnv, uiTextureId); _pShader->addUniformVariable( PostShaderStage::ShaderSceneColorTexName.c_str(), uiTextureId); ++uiTextureId; } //Scene Depth Texture if(_bShaderHasSceneDepthTex) { pPostShaderMat->addChunk(pSceneDepthTex, uiTextureId); pPostShaderMat->addChunk(pGenericTexEnv, uiTextureId); _pShader->addUniformVariable( PostShaderStage::ShaderSceneDepthTexName.c_str(), uiTextureId); ++uiTextureId; } _vHeightRefs.clear(); _vWidthRefs .clear(); //Preceding passes variables std::string szVariableName; RenderPassVector::const_iterator passIt = vPasses.begin(); for(; passIt != vPasses.end(); ++passIt) { szVariableName = (*passIt)->getOutputTextureName(); if((szFragmentProgram.find(szVariableName) != std::string::npos) || (szVertexProgram .find(szVariableName) != std::string::npos) ) { pPostShaderMat->addChunk((*passIt)->getOutputTexture(), uiTextureId); pPostShaderMat->addChunk(pGenericTexEnv, uiTextureId); _pShader->addUniformVariable(szVariableName.c_str(), uiTextureId); ++uiTextureId; } szVariableName = (*passIt)->getWidthName(); if((szFragmentProgram.find(szVariableName) != std::string::npos) || (szVertexProgram .find(szVariableName) != std::string::npos) ) { _pShader->addUniformVariable<Real32>( szVariableName.c_str(), (*passIt)->getOutputTexture()->getImage()->getWidth()); _vWidthRefs.push_back((*passIt)->getIndex()); } szVariableName = (*passIt)->getHeightName(); if((szFragmentProgram.find(szVariableName) != std::string::npos) || (szVertexProgram .find(szVariableName) != std::string::npos) ) { _pShader->addUniformVariable<Real32>( szVariableName.c_str(), (*passIt)->getOutputTexture()->getImage()->getHeight()); _vHeightRefs.push_back((*passIt)->getIndex()); } } MaterialChunkUnrecPtr pMatChunk = MaterialChunk::createLocal(); pMatChunk ->setLit(false); pPostShaderMat->addChunk(pMatChunk); _pShader->setVertexProgram (szVertexProgram); _pShader->setFragmentProgram(szFragmentProgram); //Add the uniform parameters _pShader->addUniformVariable(ShaderFBOWidthName .c_str(), 0.0f); _pShader->addUniformVariable(ShaderFBOHeightName .c_str(), 0.0f); _pShader->addUniformVariable(ShaderCameraNearName.c_str(), 0.0f); _pShader->addUniformVariable(ShaderCameraFarName .c_str(), 1.0f); pPostShaderMat->addChunk(_pShader, 0); pStageData->pushToShaderMaterials(pPostShaderMat); OSG_ASSERT(pStageData->getMFShaderMaterials()->size() == _uiIndex + 1); }
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; }
static Action::ResultE modifyMaterial(Node * const node) { MaterialGroup *mg = dynamic_cast<MaterialGroup *>(node->getCore()); if(mg == NULL) return Action::Continue; ChunkMaterial *cmat = dynamic_cast<ChunkMaterial *>(mg->getMaterial()); if(cmat == NULL) return Action::Continue; TextureObjChunk *texc = dynamic_cast<TextureObjChunk *>( cmat->find(TextureObjChunk::getClassType())); if(texc == NULL) return Action::Continue; MaterialChunk *matc = dynamic_cast<MaterialChunk *>( cmat->find(MaterialChunk::getClassType())); TextureEnvChunkUnrecPtr texe = dynamic_cast<TextureEnvChunk *>( cmat->find(TextureEnvChunk::getClassType())); if(texe == NULL) { texe = TextureEnvChunk::create(); cmat->addChunk(texe); } if(matc == NULL) { // no material chunk so we use the replace mode. texe->setEnvMode(GL_REPLACE); return Action::Continue; } if(matc != NULL) { Image *img = texc->getImage(); texe->setEnvMode(GL_MODULATE); if(img != NULL && img->getBpp() > 2) { // for color textures the texture replaces only the diffuse part. matc->setDiffuse(Color4f(1.0f, 1.0f, 1.0f, 1.0f)); } // check for textures with alpha if(!matc->isTransparent() && img != NULL && img->getBpp() == 4 ) { BlendChunkUnrecPtr blendc = dynamic_cast<BlendChunk *>( cmat->find(BlendChunk::getClassType())); if(blendc == NULL) { blendc = OSG::BlendChunk::create(); blendc->setSrcFactor (GL_SRC_ALPHA); blendc->setDestFactor(GL_ONE_MINUS_SRC_ALPHA); cmat->addChunk(blendc); } } } return Action::Continue; }
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; }
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; }