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84 lines
2.9 KiB
C++
84 lines
2.9 KiB
C++
#include "pingpongcull.hpp"
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#include <osg/Camera>
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#include <osg/FrameBufferObject>
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#include <osg/Texture2DArray>
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#include <osg/Texture>
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#include <osgUtil/CullVisitor>
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#include <components/stereo/multiview.hpp>
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#include <components/stereo/stereomanager.hpp>
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#include "postprocessor.hpp"
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namespace MWRender
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{
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PingPongCull::PingPongCull(PostProcessor* pp)
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: mViewportStateset(nullptr)
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, mPostProcessor(pp)
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{
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if (Stereo::getStereo())
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{
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mViewportStateset = new osg::StateSet();
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mViewport = new osg::Viewport;
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mViewportStateset->setAttribute(mViewport);
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}
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}
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PingPongCull::~PingPongCull()
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{
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// Instantiate osg::ref_ptr<> destructor
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}
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void PingPongCull::operator()(osg::Node* node, osgUtil::CullVisitor* cv)
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{
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osgUtil::RenderStage* renderStage = cv->getCurrentRenderStage();
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size_t frame = cv->getTraversalNumber();
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size_t frameId = frame % 2;
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if (Stereo::getStereo())
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{
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auto& sm = Stereo::Manager::instance();
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auto view = sm.getEye(cv);
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int index = view == Stereo::Eye::Right ? 1 : 0;
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auto projectionMatrix = sm.computeEyeProjection(index, true);
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mPostProcessor->getStateUpdater()->setProjectionMatrix(projectionMatrix);
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}
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mPostProcessor->getStateUpdater()->setViewMatrix(cv->getCurrentCamera()->getViewMatrix());
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mPostProcessor->getStateUpdater()->setPrevViewMatrix(mLastViewMatrix[0]);
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mLastViewMatrix[0] = cv->getCurrentCamera()->getViewMatrix();
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mPostProcessor->getStateUpdater()->setEyePos(cv->getEyePoint());
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mPostProcessor->getStateUpdater()->setEyeVec(cv->getLookVectorLocal());
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if (!mPostProcessor->getFbo(PostProcessor::FBO_Multisample, frameId))
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{
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renderStage->setFrameBufferObject(mPostProcessor->getFbo(PostProcessor::FBO_Primary, frameId));
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}
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else
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{
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renderStage->setMultisampleResolveFramebufferObject(
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mPostProcessor->getFbo(PostProcessor::FBO_Primary, frameId));
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renderStage->setFrameBufferObject(mPostProcessor->getFbo(PostProcessor::FBO_Multisample, frameId));
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// The MultiView patch has a bug where it does not update resolve layers if the resolve framebuffer is
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// changed. So we do blit manually in this case
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if (Stereo::getMultiview() && !renderStage->getDrawCallback())
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Stereo::setMultiviewMSAAResolveCallback(renderStage);
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}
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if (mViewportStateset)
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{
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mViewport->setViewport(0, 0, mPostProcessor->renderWidth(), mPostProcessor->renderHeight());
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renderStage->setViewport(mViewport);
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cv->pushStateSet(mViewportStateset.get());
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traverse(node, cv);
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cv->popStateSet();
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}
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else
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traverse(node, cv);
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}
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}
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