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@ -3,40 +3,16 @@
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#include <condition_variable>
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#include <mutex>
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#include <osg/ImageUtils>
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#include <osg/ShapeDrawable>
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#include <osg/Texture2D>
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#include <osg/TextureCubeMap>
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#include <components/loadinglistener/loadinglistener.hpp>
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#include <components/misc/strings/algorithm.hpp>
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#include <components/misc/strings/conversion.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/depth.hpp>
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#include <components/settings/values.hpp>
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#include <components/shader/shadermanager.hpp>
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#include <components/stereo/multiview.hpp>
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#include <components/stereo/stereomanager.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "postprocessor.hpp"
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#include "util.hpp"
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#include "vismask.hpp"
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#include "water.hpp"
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namespace MWRender
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{
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enum class Screenshot360Type
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{
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Spherical,
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Cylindrical,
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Planet,
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RawCubemap
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};
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class NotifyDrawCompletedCallback : public osg::Camera::DrawCallback
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{
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@ -113,14 +89,9 @@ namespace MWRender
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osg::ref_ptr<osg::Image> mImage;
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};
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ScreenshotManager::ScreenshotManager(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode,
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osg::ref_ptr<osg::Group> sceneRoot, Resource::ResourceSystem* resourceSystem, Water* water)
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ScreenshotManager::ScreenshotManager(osgViewer::Viewer* viewer)
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: mViewer(viewer)
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, mRootNode(std::move(rootNode))
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, mSceneRoot(std::move(sceneRoot))
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, mDrawCompleteCallback(new NotifyDrawCompletedCallback)
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, mResourceSystem(resourceSystem)
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, mWater(water)
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{
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}
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@ -135,204 +106,18 @@ namespace MWRender
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tempDrw->getOrCreateStateSet()->setRenderBinDetails(100, "RenderBin",
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osg::StateSet::USE_RENDERBIN_DETAILS); // so its after all scene bins but before POST_RENDER gui camera
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camera->addChild(tempDrw);
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traversalsAndWait(mViewer->getFrameStamp()->getFrameNumber());
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// now that we've "used up" the current frame, get a fresh frame number for the next frame() following after the
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// screenshot is completed
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mViewer->advance(mViewer->getFrameStamp()->getSimulationTime());
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camera->removeChild(tempDrw);
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}
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bool ScreenshotManager::screenshot360(osg::Image* image)
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{
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const Settings::ScreenshotSettings& settings = Settings::video().mScreenshotType;
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Screenshot360Type screenshotMapping = Screenshot360Type::Spherical;
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switch (settings.mType)
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{
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case Settings::ScreenshotType::Regular:
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Log(Debug::Warning) << "Wrong screenshot 360 type: regular.";
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return false;
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case Settings::ScreenshotType::Cylindrical:
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screenshotMapping = Screenshot360Type::Cylindrical;
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break;
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case Settings::ScreenshotType::Spherical:
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screenshotMapping = Screenshot360Type::Spherical;
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break;
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case Settings::ScreenshotType::Planet:
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screenshotMapping = Screenshot360Type::Planet;
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break;
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case Settings::ScreenshotType::Cubemap:
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screenshotMapping = Screenshot360Type::RawCubemap;
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break;
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}
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int screenshotW = mViewer->getCamera()->getViewport()->width();
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if (settings.mWidth.has_value())
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screenshotW = *settings.mWidth;
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int screenshotH = mViewer->getCamera()->getViewport()->height();
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if (settings.mHeight.has_value())
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screenshotH = *settings.mHeight;
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// planet mapping needs higher resolution
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const int cubeSize = screenshotMapping == Screenshot360Type::Planet ? screenshotW : screenshotW / 2;
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const bool rawCubemap = screenshotMapping == Screenshot360Type::RawCubemap;
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if (rawCubemap)
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screenshotW = cubeSize * 6; // the image will consist of 6 cube sides in a row
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else if (screenshotMapping == Screenshot360Type::Planet)
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screenshotH = screenshotW; // use square resolution for planet mapping
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std::vector<osg::ref_ptr<osg::Image>> images;
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images.reserve(6);
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for (int i = 0; i < 6; ++i)
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images.push_back(new osg::Image);
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osg::Vec3 directions[6]
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= { rawCubemap ? osg::Vec3(1, 0, 0) : osg::Vec3(0, 0, 1), osg::Vec3(0, 0, -1), osg::Vec3(-1, 0, 0),
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rawCubemap ? osg::Vec3(0, 0, 1) : osg::Vec3(1, 0, 0), osg::Vec3(0, 1, 0), osg::Vec3(0, -1, 0) };
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double rotations[] = { -osg::PI / 2.0, osg::PI / 2.0, osg::PI, 0, osg::PI / 2.0, osg::PI / 2.0 };
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for (int i = 0; i < 6; ++i) // for each cubemap side
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{
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osg::Matrixd transform = osg::Matrixd::rotate(osg::Vec3(0, 0, -1), directions[i]);
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if (!rawCubemap)
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transform *= osg::Matrixd::rotate(rotations[i], osg::Vec3(0, 0, -1));
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osg::Image* sideImage = images[i].get();
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makeCubemapScreenshot(sideImage, cubeSize, cubeSize, transform);
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if (!rawCubemap)
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sideImage->flipHorizontal();
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}
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if (rawCubemap) // for raw cubemap don't run on GPU, just merge the images
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{
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image->allocateImage(
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cubeSize * 6, cubeSize, images[0]->r(), images[0]->getPixelFormat(), images[0]->getDataType());
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for (int i = 0; i < 6; ++i)
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osg::copyImage(images[i].get(), 0, 0, 0, images[i]->s(), images[i]->t(), images[i]->r(), image,
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i * cubeSize, 0, 0);
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return true;
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}
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// run on GPU now:
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osg::ref_ptr<osg::TextureCubeMap> cubeTexture(new osg::TextureCubeMap);
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cubeTexture->setResizeNonPowerOfTwoHint(false);
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cubeTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
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cubeTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
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cubeTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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cubeTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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for (int i = 0; i < 6; ++i)
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cubeTexture->setImage(i, images[i].get());
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osg::ref_ptr<osg::Camera> screenshotCamera(new osg::Camera);
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osg::ref_ptr<osg::ShapeDrawable> quad(new osg::ShapeDrawable(new osg::Box(osg::Vec3(0, 0, 0), 2.0)));
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osg::ref_ptr<osg::StateSet> stateset = quad->getOrCreateStateSet();
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Shader::ShaderManager& shaderMgr = mResourceSystem->getSceneManager()->getShaderManager();
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stateset->setAttributeAndModes(shaderMgr.getProgram("s360"), osg::StateAttribute::ON);
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stateset->addUniform(new osg::Uniform("cubeMap", 0));
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stateset->addUniform(new osg::Uniform("mapping", static_cast<int>(screenshotMapping)));
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stateset->setTextureAttributeAndModes(0, cubeTexture, osg::StateAttribute::ON);
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screenshotCamera->addChild(quad);
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renderCameraToImage(screenshotCamera, image, screenshotW, screenshotH);
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return true;
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}
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void ScreenshotManager::traversalsAndWait(unsigned int frame)
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{
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// Ref https://gitlab.com/OpenMW/openmw/-/issues/6013
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mDrawCompleteCallback->reset(frame);
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mDrawCompleteCallback->reset(mViewer->getFrameStamp()->getFrameNumber());
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mViewer->getCamera()->setFinalDrawCallback(mDrawCompleteCallback);
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mViewer->eventTraversal();
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mViewer->updateTraversal();
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mViewer->renderingTraversals();
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mDrawCompleteCallback->waitTillDone();
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}
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void ScreenshotManager::renderCameraToImage(osg::Camera* camera, osg::Image* image, int w, int h)
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{
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camera->setNodeMask(Mask_RenderToTexture);
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camera->attach(osg::Camera::COLOR_BUFFER, image);
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camera->setRenderOrder(osg::Camera::PRE_RENDER);
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camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::PIXEL_BUFFER_RTT);
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camera->setViewport(0, 0, w, h);
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SceneUtil::setCameraClearDepth(camera);
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osg::ref_ptr<osg::Texture2D> texture(new osg::Texture2D);
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texture->setInternalFormat(GL_RGB);
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texture->setTextureSize(w, h);
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texture->setResizeNonPowerOfTwoHint(false);
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texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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camera->attach(osg::Camera::COLOR_BUFFER, texture);
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image->setDataType(GL_UNSIGNED_BYTE);
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image->setPixelFormat(texture->getInternalFormat());
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mRootNode->addChild(camera);
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MWBase::Environment::get().getWindowManager()->getLoadingScreen()->loadingOn(false);
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// The draw needs to complete before we can copy back our image.
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traversalsAndWait(0);
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MWBase::Environment::get().getWindowManager()->getLoadingScreen()->loadingOff();
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// now that we've "used up" the current frame, get a fresh frame number for the next frame() following after the
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// screenshot is completed
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mViewer->advance(mViewer->getFrameStamp()->getSimulationTime());
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camera->removeChildren(0, camera->getNumChildren());
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mRootNode->removeChild(camera);
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}
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void ScreenshotManager::makeCubemapScreenshot(osg::Image* image, int w, int h, const osg::Matrixd& cameraTransform)
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{
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osg::ref_ptr<osg::Camera> rttCamera(new osg::Camera);
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const float nearClip = Settings::camera().mNearClip;
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const float viewDistance = Settings::camera().mViewingDistance;
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// each cubemap side sees 90 degrees
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if (SceneUtil::AutoDepth::isReversed())
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rttCamera->setProjectionMatrix(
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SceneUtil::getReversedZProjectionMatrixAsPerspectiveInf(90.0, w / float(h), nearClip));
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else
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rttCamera->setProjectionMatrixAsPerspective(90.0, w / float(h), nearClip, viewDistance);
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rttCamera->setViewMatrix(mViewer->getCamera()->getViewMatrix() * cameraTransform);
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rttCamera->setUpdateCallback(new NoTraverseCallback);
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rttCamera->addChild(mSceneRoot);
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rttCamera->addChild(mWater->getReflectionNode());
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rttCamera->addChild(mWater->getRefractionNode());
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rttCamera->setCullMask(
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MWBase::Environment::get().getWindowManager()->getCullMask() & ~(Mask_GUI | Mask_FirstPerson));
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rttCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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renderCameraToImage(rttCamera.get(), image, w, h);
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camera->removeChild(tempDrw);
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}
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}
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