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			466 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			466 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "multiview.hpp"
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| 
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| #include <osg/FrameBufferObject>
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| #include <osg/GLExtensions>
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| #include <osg/Texture2D>
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| #include <osg/Texture2DArray>
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| #include <osgUtil/RenderStage>
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| #include <osgUtil/CullVisitor>
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| 
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| #include <components/sceneutil/nodecallback.hpp>
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| #include <components/settings/settings.hpp>
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| #include <components/debug/debuglog.hpp>
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| #include <components/stereo/stereomanager.hpp>
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| 
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| #include <algorithm>
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| 
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| namespace Stereo
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| {
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|     namespace
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|     {
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|         bool getMultiviewSupportedImpl(unsigned int contextID)
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|         {
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| #ifdef OSG_HAS_MULTIVIEW
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|             if (!osg::isGLExtensionSupported(contextID, "GL_OVR_multiview"))
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|             {
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|                 Log(Debug::Verbose) << "Disabling Multiview (opengl extension \"GL_OVR_multiview\" not supported)";
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|                 return false;
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|             }
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| 
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|             if (!osg::isGLExtensionSupported(contextID, "GL_OVR_multiview2"))
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|             {
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|                 Log(Debug::Verbose) << "Disabling Multiview (opengl extension \"GL_OVR_multiview2\" not supported)";
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|                 return false;
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|             }
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|             return true;
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| #else
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|             Log(Debug::Verbose) << "Disabling Multiview (OSG does not support multiview)";
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|             return false;
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| #endif
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|         }
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| 
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|         bool getMultiviewSupported(unsigned int contextID)
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|         {
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|             static bool supported = getMultiviewSupportedImpl(contextID);
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|             return supported;
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|         }
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| 
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|         bool getTextureViewSupportedImpl(unsigned int contextID)
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|         {
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|             if (!osg::isGLExtensionOrVersionSupported(contextID, "ARB_texture_view", 4.3))
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|             {
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|                 Log(Debug::Verbose) << "Disabling texture views (opengl extension \"ARB_texture_view\" not supported)";
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|                 return false;
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|             }
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|             return true;
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|         }
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| 
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|         bool getTextureViewSupported(unsigned int contextID)
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|         {
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|             static bool supported = getTextureViewSupportedImpl(contextID);
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|             return supported;
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|         }
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| 
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|         bool getMultiviewImpl(unsigned int contextID)
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|         {
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|             if (!Stereo::getStereo())
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|             {
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|                 Log(Debug::Verbose) << "Disabling Multiview (disabled by config)";
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|                 return false;
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|             }
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| 
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|             if (!Settings::Manager::getBool("multiview", "Stereo"))
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|             {
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|                 Log(Debug::Verbose) << "Disabling Multiview (disabled by config)";
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|                 return false;
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|             }
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| 
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|             if (!getMultiviewSupported(contextID))
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|             {
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|                 return false;
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|             }
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| 
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|             if (!getTextureViewSupported(contextID))
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|             {
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|                 Log(Debug::Verbose) << "Disabling Multiview (texture views not supported)";
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|                 return false;
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|             }
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| 
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|             Log(Debug::Verbose) << "Enabling Multiview";
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|             return true;
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|         }
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| 
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|         bool getMultiview(unsigned int contextID)
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|         {
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|             static bool multiView = getMultiviewImpl(contextID);
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|             return multiView;
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|         }
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|     }
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| 
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|     bool getTextureViewSupported()
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|     {
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|         return getTextureViewSupported(0);
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|     }
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| 
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|     bool getMultiview()
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|     {
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|         return getMultiview(0);
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|     }
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| 
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|     void configureExtensions(unsigned int contextID)
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|     {
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|         getTextureViewSupported(contextID);
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|         getMultiviewSupported(contextID);
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|         getMultiview(contextID);
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|     }
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| 
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|     void setVertexBufferHint()
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|     {
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|         if (getStereo() && Settings::Manager::getBool("multiview", "Stereo"))
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|         {
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|             auto* ds = osg::DisplaySettings::instance().get();
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|             if (!Settings::Manager::getBool("allow display lists for multiview", "Stereo")
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|                 && ds->getVertexBufferHint() == osg::DisplaySettings::VertexBufferHint::NO_PREFERENCE)
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|             {
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|                 // Note that this only works if this code is executed before realize() is called on the viewer.
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|                 // The hint is read by the state object only once, before the user realize operations are run. 
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|                 // Therefore we have to set this hint without access to a graphics context to let us determine 
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|                 // if multiview will actually be supported or not. So if the user has requested multiview, we
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|                 // will just have to set it regardless.
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|                 ds->setVertexBufferHint(osg::DisplaySettings::VertexBufferHint::VERTEX_BUFFER_OBJECT);
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|                 Log(Debug::Verbose) << "Disabling display lists";
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|             }
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|         }
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|     }
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| 
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|     class Texture2DViewSubloadCallback : public osg::Texture2D::SubloadCallback
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|     {
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|     public:
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|         Texture2DViewSubloadCallback(osg::Texture2DArray* textureArray, int layer);
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| 
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|         void load(const osg::Texture2D& texture, osg::State& state) const override;
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|         void subload(const osg::Texture2D& texture, osg::State& state) const override;
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| 
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|     private:
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|         osg::ref_ptr<osg::Texture2DArray> mTextureArray;
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|         int mLayer;
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|     };
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| 
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|     Texture2DViewSubloadCallback::Texture2DViewSubloadCallback(osg::Texture2DArray* textureArray, int layer)
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|         : mTextureArray(textureArray)
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|         , mLayer(layer)
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|     {
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|     }
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| 
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|     void Texture2DViewSubloadCallback::load(const osg::Texture2D& texture, osg::State& state) const
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|     {
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|         state.checkGLErrors("before Texture2DViewSubloadCallback::load()");
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| 
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|         auto contextId = state.getContextID();
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|         auto* gl = osg::GLExtensions::Get(contextId, false);
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|         mTextureArray->apply(state);
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| 
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|         auto sourceTextureObject = mTextureArray->getTextureObject(contextId);
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|         if (!sourceTextureObject)
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|         {
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|             Log(Debug::Error) << "Texture2DViewSubloadCallback: Texture2DArray did not have a texture object";
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|             return;
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|         }
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| 
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|         osg::Texture::TextureObject* const targetTextureObject = texture.getTextureObject(contextId);
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|         if (targetTextureObject == nullptr)
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|         {
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|             Log(Debug::Error) << "Texture2DViewSubloadCallback: Texture2D did not have a texture object";
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|             return;
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|         }
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| 
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| 
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|         // OSG already bound this texture ID, giving it a target.
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|         // Delete it and make a new texture ID.
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|         glBindTexture(GL_TEXTURE_2D, 0);
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|         glDeleteTextures(1, &targetTextureObject->_id);
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|         glGenTextures(1, &targetTextureObject->_id);
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| 
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|         auto sourceId = sourceTextureObject->_id;
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|         auto targetId = targetTextureObject->_id;
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|         auto internalFormat = sourceTextureObject->_profile._internalFormat;
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|         auto levels = std::max(1, sourceTextureObject->_profile._numMipmapLevels);
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| 
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|         {
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|             ////// OSG BUG
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|             // Texture views require immutable storage. 
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|             // OSG should always give immutable storage to sized internal formats, but does not do so for depth formats.
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|             // Fortunately, we can just call glTexStorage3D here to make it immutable. This probably discards depth info for that frame, but whatever.
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| #ifndef GL_TEXTURE_IMMUTABLE_FORMAT
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| #define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F 
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| #endif
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|             // Store any current binding and re-apply it after so i don't mess with state.
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|             GLint oldBinding = 0;
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|             glGetIntegerv(GL_TEXTURE_BINDING_2D_ARRAY, &oldBinding);
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| 
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|             // Bind the source texture and check if it's immutable.
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|             glBindTexture(GL_TEXTURE_2D_ARRAY, sourceId);
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|             GLint immutable = 0;
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|             glGetTexParameteriv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_IMMUTABLE_FORMAT, &immutable);
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|             if(!immutable)
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|             {
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|                 // It wasn't immutable, so make it immutable.
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|                 gl->glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, internalFormat, sourceTextureObject->_profile._width, sourceTextureObject->_profile._height, 2);
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|                 state.checkGLErrors("after Texture2DViewSubloadCallback::load()::glTexStorage3D");
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|             }
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|             glBindTexture(GL_TEXTURE_2D_ARRAY, oldBinding);
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|         }
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| 
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|         gl->glTextureView(targetId, GL_TEXTURE_2D, sourceId, internalFormat, 0, levels, mLayer, 1);
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|         state.checkGLErrors("after Texture2DViewSubloadCallback::load()::glTextureView");
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|         glBindTexture(GL_TEXTURE_2D, targetId);
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|     }
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| 
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|     void Texture2DViewSubloadCallback::subload(const osg::Texture2D& texture, osg::State& state) const
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|     {
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|         // Nothing to do
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|     }
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| 
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|     osg::ref_ptr<osg::Texture2D> createTextureView_Texture2DFromTexture2DArray(osg::Texture2DArray* textureArray, int layer)
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|     {
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|         if (!getTextureViewSupported())
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|         {
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|             Log(Debug::Error) << "createTextureView_Texture2DFromTexture2DArray: Tried to use a texture view but glTextureView is not supported";
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|             return nullptr;
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|         }
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| 
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|         osg::ref_ptr<osg::Texture2D> texture2d = new osg::Texture2D;
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|         texture2d->setSubloadCallback(new Texture2DViewSubloadCallback(textureArray, layer));
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|         texture2d->setTextureSize(textureArray->getTextureWidth(), textureArray->getTextureHeight());
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|         texture2d->setBorderColor(textureArray->getBorderColor());
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|         texture2d->setBorderWidth(textureArray->getBorderWidth());
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|         texture2d->setLODBias(textureArray->getLODBias());
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|         texture2d->setFilter(osg::Texture::FilterParameter::MAG_FILTER, textureArray->getFilter(osg::Texture::FilterParameter::MAG_FILTER));
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|         texture2d->setFilter(osg::Texture::FilterParameter::MIN_FILTER, textureArray->getFilter(osg::Texture::FilterParameter::MIN_FILTER));
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|         texture2d->setInternalFormat(textureArray->getInternalFormat());
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|         texture2d->setNumMipmapLevels(textureArray->getNumMipmapLevels());
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|         return texture2d;
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|     }
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| 
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|     class UpdateRenderStagesCallback : public SceneUtil::NodeCallback<UpdateRenderStagesCallback, osg::Node*, osgUtil::CullVisitor*>
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|     {
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|     public:
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|         UpdateRenderStagesCallback(Stereo::MultiviewFramebuffer* multiviewFramebuffer)
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|             : mMultiviewFramebuffer(multiviewFramebuffer)
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|         {
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|             mViewport = new osg::Viewport(0, 0, multiviewFramebuffer->width(), multiviewFramebuffer->height());
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|             mViewportStateset = new osg::StateSet();
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|             mViewportStateset->setAttribute(mViewport.get());
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|         }
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| 
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|         void operator()(osg::Node* node, osgUtil::CullVisitor* cv)
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|         {
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|             osgUtil::RenderStage* renderStage = cv->getCurrentRenderStage();
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| 
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|             bool msaa = mMultiviewFramebuffer->samples() > 1;
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| 
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|             if (!Stereo::getMultiview())
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|             {
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|                 auto eye = static_cast<int>(Stereo::Manager::instance().getEye(cv));
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| 
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|                 if (msaa)
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|                 {
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|                     renderStage->setFrameBufferObject(mMultiviewFramebuffer->layerMsaaFbo(eye));
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|                     renderStage->setMultisampleResolveFramebufferObject(mMultiviewFramebuffer->layerFbo(eye));
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|                 }
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|                 else
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|                 {
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|                     renderStage->setFrameBufferObject(mMultiviewFramebuffer->layerFbo(eye));
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|                 }
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|             }
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| 
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|             // OSG tries to do a horizontal split, but we want to render to separate framebuffers instead.
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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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| 
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|     private:
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|         Stereo::MultiviewFramebuffer* mMultiviewFramebuffer;
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|         osg::ref_ptr<osg::Viewport> mViewport;
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|         osg::ref_ptr<osg::StateSet> mViewportStateset;
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|     };
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| 
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|     MultiviewFramebuffer::MultiviewFramebuffer(int width, int height, int samples)
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|         : mWidth(width)
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|         , mHeight(height)
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|         , mSamples(samples)
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|         , mMultiview(getMultiview())
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|         , mMultiviewFbo{ new osg::FrameBufferObject }
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|         , mLayerFbo{ new osg::FrameBufferObject, new osg::FrameBufferObject }
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|         , mLayerMsaaFbo{ new osg::FrameBufferObject, new osg::FrameBufferObject }
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|     {
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|     }
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| 
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|     MultiviewFramebuffer::~MultiviewFramebuffer()
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|     {
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|     }
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| 
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|     void MultiviewFramebuffer::attachColorComponent(GLint sourceFormat, GLint sourceType, GLint internalFormat)
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|     {
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|         if (mMultiview)
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|         {
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| #ifdef OSG_HAS_MULTIVIEW
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|             mMultiviewColorTexture = createTextureArray(sourceFormat, sourceType, internalFormat);
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|             mMultiviewFbo->setAttachment(osg::Camera::COLOR_BUFFER, osg::FrameBufferAttachment(mMultiviewColorTexture, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER, 0));
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|             for (unsigned i = 0; i < 2; i++)
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|             {
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|                 mColorTexture[i] = createTextureView_Texture2DFromTexture2DArray(mMultiviewColorTexture.get(), i);
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|                 mLayerFbo[i]->setAttachment(osg::Camera::COLOR_BUFFER, osg::FrameBufferAttachment(mColorTexture[i]));
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|             }
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| #endif
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|         }
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|         else
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|         {
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|             for (unsigned i = 0; i < 2; i++)
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|             {
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|                 if (mSamples > 1)
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|                     mLayerMsaaFbo[i]->setAttachment(osg::Camera::COLOR_BUFFER, osg::FrameBufferAttachment(new osg::RenderBuffer(mWidth, mHeight, internalFormat, mSamples)));
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|                 mColorTexture[i] = createTexture(sourceFormat, sourceType, internalFormat);
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|                 mLayerFbo[i]->setAttachment(osg::Camera::COLOR_BUFFER, osg::FrameBufferAttachment(mColorTexture[i]));
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|             }
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|         }
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|     }
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| 
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|     void MultiviewFramebuffer::attachDepthComponent(GLint sourceFormat, GLint sourceType, GLint internalFormat)
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|     {
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|         if (mMultiview)
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|         {
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| #ifdef OSG_HAS_MULTIVIEW
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|             mMultiviewDepthTexture = createTextureArray(sourceFormat, sourceType, internalFormat);
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|             mMultiviewFbo->setAttachment(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, osg::FrameBufferAttachment(mMultiviewDepthTexture, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER, 0));
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|             for (unsigned i = 0; i < 2; i++)
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|             {
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|                 mDepthTexture[i] = createTextureView_Texture2DFromTexture2DArray(mMultiviewDepthTexture.get(), i);
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|                 mLayerFbo[i]->setAttachment(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, osg::FrameBufferAttachment(mDepthTexture[i]));
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|             }
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| #endif
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|         }
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|         else
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|         {
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|             for (unsigned i = 0; i < 2; i++)
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|             {
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|                 if (mSamples > 1)
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|                     mLayerMsaaFbo[i]->setAttachment(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, osg::FrameBufferAttachment(new osg::RenderBuffer(mWidth, mHeight, internalFormat, mSamples)));
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|                 mDepthTexture[i] = createTexture(sourceFormat, sourceType, internalFormat);
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|                 mLayerFbo[i]->setAttachment(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, osg::FrameBufferAttachment(mDepthTexture[i]));
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|             }
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|         }
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|     }
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| 
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|     osg::FrameBufferObject* MultiviewFramebuffer::multiviewFbo()
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|     {
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|         return mMultiviewFbo;
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|     }
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| 
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|     osg::FrameBufferObject* MultiviewFramebuffer::layerFbo(int i)
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|     {
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|         return mLayerFbo[i];
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|     }
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| 
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|     osg::FrameBufferObject* MultiviewFramebuffer::layerMsaaFbo(int i)
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|     {
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|         return mLayerMsaaFbo[i];
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|     }
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| 
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|     osg::Texture2DArray* MultiviewFramebuffer::multiviewColorBuffer()
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|     {
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|         return mMultiviewColorTexture;
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|     }
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| 
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|     osg::Texture2DArray* MultiviewFramebuffer::multiviewDepthBuffer()
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|     {
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|         return mMultiviewDepthTexture;
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|     }
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| 
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|     osg::Texture2D* MultiviewFramebuffer::layerColorBuffer(int i)
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|     {
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|         return mColorTexture[i];
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|     }
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| 
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|     osg::Texture2D* MultiviewFramebuffer::layerDepthBuffer(int i)
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|     {
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|         return mDepthTexture[i];
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|     }
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|     void MultiviewFramebuffer::attachTo(osg::Camera* camera)
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|     {
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| #ifdef OSG_HAS_MULTIVIEW
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|         if (mMultiview)
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|         {
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|             if (mMultiviewColorTexture)
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|             {
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|                 camera->attach(osg::Camera::COLOR_BUFFER, mMultiviewColorTexture, 0, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER, false, mSamples);
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|                 camera->getBufferAttachmentMap()[osg::Camera::COLOR_BUFFER]._internalFormat = mMultiviewColorTexture->getInternalFormat();
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|                 camera->getBufferAttachmentMap()[osg::Camera::COLOR_BUFFER]._mipMapGeneration = false;
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|             }
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|             if (mMultiviewDepthTexture)
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|             {
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|                 camera->attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, mMultiviewDepthTexture, 0, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER, false, mSamples);
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|                 camera->getBufferAttachmentMap()[osg::Camera::PACKED_DEPTH_STENCIL_BUFFER]._internalFormat = mMultiviewDepthTexture->getInternalFormat();
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|                 camera->getBufferAttachmentMap()[osg::Camera::PACKED_DEPTH_STENCIL_BUFFER]._mipMapGeneration = false;
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|             }
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|         }
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| #endif
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|         camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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|         
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|         if (!mCullCallback)
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|             mCullCallback = new UpdateRenderStagesCallback(this);
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|         camera->addCullCallback(mCullCallback);
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|     }
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| 
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|     void MultiviewFramebuffer::detachFrom(osg::Camera* camera)
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|     {
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| #ifdef OSG_HAS_MULTIVIEW
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|         if (mMultiview)
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|         {
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|             if (mMultiviewColorTexture)
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|             {
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|                 camera->detach(osg::Camera::COLOR_BUFFER);
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|             }
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|             if (mMultiviewDepthTexture)
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|             {
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|                 camera->detach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER);
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|             }
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|         }
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| #endif
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|         camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER);
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|         if (mCullCallback)
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|             camera->removeCullCallback(mCullCallback);
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|     }
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| 
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|     osg::Texture2D* MultiviewFramebuffer::createTexture(GLint sourceFormat, GLint sourceType, GLint internalFormat)
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|     {
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|         osg::Texture2D* texture = new osg::Texture2D;
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|         texture->setTextureSize(mWidth, mHeight);
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|         texture->setSourceFormat(sourceFormat);
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|         texture->setSourceType(sourceType);
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|         texture->setInternalFormat(internalFormat);
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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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|         texture->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
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|         return texture;
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|     }
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| 
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|     osg::Texture2DArray* MultiviewFramebuffer::createTextureArray(GLint sourceFormat, GLint sourceType, GLint internalFormat)
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|     {
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|         osg::Texture2DArray* textureArray = new osg::Texture2DArray;
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|         textureArray->setTextureSize(mWidth, mHeight, 2);
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|         textureArray->setSourceFormat(sourceFormat);
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|         textureArray->setSourceType(sourceType);
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|         textureArray->setInternalFormat(internalFormat);
 | |
|         textureArray->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
 | |
|         textureArray->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
 | |
|         textureArray->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
 | |
|         textureArray->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
 | |
|         textureArray->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
 | |
|         return textureArray;
 | |
|     }
 | |
| }
 |