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			156 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			156 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef STEREO_MULTIVIEW_H
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#define STEREO_MULTIVIEW_H
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#include <osg/Camera>
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#include <osg/FrameBufferObject>
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#include <osg/GL>
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#include <osg/ref_ptr>
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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 Texture2DArray;
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}
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namespace osgUtil
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{
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    class RenderStage;
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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
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    //! 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(
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        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
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    //! 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::Texture2DArray* multiviewDepthBuffer();
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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::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::Texture2D>, 2> mDepthTexture;
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    };
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    //! Sets up a draw callback on the render stage that performs the MSAA resolve operation
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    void setMultiviewMSAAResolveCallback(osgUtil::RenderStage* renderStage);
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    //! Sets up or updates multiview matrices for the given stateset
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    void setMultiviewMatrices(
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        osg::StateSet* stateset, const std::array<osg::Matrix, 2>& projection, bool createInverseMatrices = false);
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    //! Sets the width/height of a texture by first down-casting it to the appropriate type. Sets depth to 2 always for
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    //! Texture2DArray and Texture2DMultisampleArray.
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    void setMultiviewCompatibleTextureSize(osg::Texture* tex, int w, int h);
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    //! Creates a texture (Texture2D, Texture2DMultisample, Texture2DArray, or Texture2DMultisampleArray) based on
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    //! multiview settings and sample count.
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    osg::ref_ptr<osg::Texture> createMultiviewCompatibleTexture(int width, int height, int samples);
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    //! Returns a framebuffer attachment from the texture, returning a multiview attachment if the texture is one of
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    //! Texture2DArray or Texture2DMultisampleArray
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    osg::FrameBufferAttachment createMultiviewCompatibleAttachment(osg::Texture* tex);
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    //! If OSG has multiview, returns the magic number used to tell OSG to create a multiview attachment. Otherwise
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    //! returns 0.
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    unsigned int osgFaceControlledByMultiviewShader();
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    //! Implements resolving a multisamples multiview framebuffer. Does not automatically reflect changes to the fbo
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    //! attachments, must call dirty() when the fbo attachments change.
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    class MultiviewFramebufferResolve
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    {
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    public:
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        MultiviewFramebufferResolve(
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            osg::FrameBufferObject* msaaFbo, osg::FrameBufferObject* resolveFbo, GLbitfield blitMask);
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        void resolveImplementation(osg::State& state);
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        void dirty() { mDirtyLayers = true; }
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        const osg::FrameBufferObject* resolveFbo() const { return mResolveFbo; }
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        const osg::FrameBufferObject* msaaFbo() const { return mMsaaFbo; }
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    private:
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        void setupLayers();
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        osg::ref_ptr<osg::FrameBufferObject> mResolveFbo;
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        std::array<osg::ref_ptr<osg::FrameBufferObject>, 2> mResolveLayers{};
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        osg::ref_ptr<osg::FrameBufferObject> mMsaaFbo;
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        std::array<osg::ref_ptr<osg::FrameBufferObject>, 2> mMsaaLayers{};
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        GLbitfield mBlitMask;
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        bool mDirtyLayers = true;
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        int mWidth = -1;
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        int mHeight = -1;
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    };
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    //! Wrapper for osg::CullSettings::InitialFrustumCallback, to avoid exposing osg multiview interfaces outside of
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    //! multiview.cpp
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    struct InitialFrustumCallback
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    {
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        InitialFrustumCallback(osg::Camera* camera);
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        virtual ~InitialFrustumCallback();
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        virtual void setInitialFrustum(
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            osg::CullStack& cullStack, osg::BoundingBoxd& bb, bool& nearCulling, bool& farCulling) const = 0;
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        osg::observer_ptr<osg::Camera> mCamera;
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    };
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}
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#endif
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