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86 lines
3.2 KiB
C++
86 lines
3.2 KiB
C++
3 years ago
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#ifndef STEREO_MULTIVIEW_H
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#define STEREO_MULTIVIEW_H
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#include <osg/ref_ptr>
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#include <osg/GL>
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#include <osg/Camera>
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#include <array>
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#include <memory>
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namespace osg
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{
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class FrameBufferObject;
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class Texture;
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class Texture2D;
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class Texture2DMultisample;
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class Texture2DArray;
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}
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namespace Stereo
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{
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class UpdateRenderStagesCallback;
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//! Check if TextureView is supported. Results are undefined if called before configureExtensions().
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bool getTextureViewSupported();
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//! Check if Multiview should be used. Results are undefined if called before configureExtensions().
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bool getMultiview();
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//! Use the provided context to check what extensions are supported and configure use of multiview based on extensions and settings.
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void configureExtensions(unsigned int contextID);
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//! Sets the appropriate vertex buffer hint on OSG's display settings if needed
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void setVertexBufferHint();
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//! Creates a Texture2D as a texture view into a Texture2DArray
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osg::ref_ptr<osg::Texture2D> createTextureView_Texture2DFromTexture2DArray(osg::Texture2DArray* textureArray, int layer);
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//! Class that manages the specifics of GL_OVR_Multiview aware framebuffers, separating the layers into separate framebuffers, and disabling
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class MultiviewFramebuffer
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{
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public:
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MultiviewFramebuffer(int width, int height, int samples);
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~MultiviewFramebuffer();
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void attachColorComponent(GLint sourceFormat, GLint sourceType, GLint internalFormat);
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void attachDepthComponent(GLint sourceFormat, GLint sourceType, GLint internalFormat);
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osg::FrameBufferObject* multiviewFbo();
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osg::FrameBufferObject* layerFbo(int i);
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osg::FrameBufferObject* layerMsaaFbo(int i);
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osg::Texture2DArray* multiviewColorBuffer();
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osg::Texture2D* layerColorBuffer(int i);
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osg::Texture2D* layerDepthBuffer(int i);
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void attachTo(osg::Camera* camera);
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void detachFrom(osg::Camera* camera);
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int width() const { return mWidth; }
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int height() const { return mHeight; }
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int samples() const { return mSamples; };
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private:
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osg::Texture2D* createTexture(GLint sourceFormat, GLint sourceType, GLint internalFormat);
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osg::Texture2DMultisample* createTextureMsaa(GLint sourceFormat, GLint sourceType, GLint internalFormat);
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osg::Texture2DArray* createTextureArray(GLint sourceFormat, GLint sourceType, GLint internalFormat);
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int mWidth;
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int mHeight;
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int mSamples;
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bool mMultiview;
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osg::ref_ptr<UpdateRenderStagesCallback> mCullCallback;
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osg::ref_ptr<osg::FrameBufferObject> mMultiviewFbo;
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std::array<osg::ref_ptr<osg::FrameBufferObject>, 2> mLayerFbo;
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std::array<osg::ref_ptr<osg::FrameBufferObject>, 2> mLayerMsaaFbo;
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osg::ref_ptr<osg::Texture2DArray> mMultiviewColorTexture;
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osg::ref_ptr<osg::Texture2DArray> mMultiviewDepthTexture;
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std::array<osg::ref_ptr<osg::Texture2D>, 2> mColorTexture;
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std::array<osg::ref_ptr<osg::Texture2DMultisample>, 2> mMsaaColorTexture;
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std::array<osg::ref_ptr<osg::Texture2D>, 2> mDepthTexture;
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std::array<osg::ref_ptr<osg::Texture2DMultisample>, 2> mMsaaDepthTexture;
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};
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}
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#endif
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