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openmw/components/stereo/multiview.hpp

83 lines
3.0 KiB
C++

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