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823 lines
31 KiB
C++
823 lines
31 KiB
C++
#include "multiview.hpp"
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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 <osg/Texture2DMultisample>
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#include <osgUtil/CullVisitor>
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#include <osgUtil/RenderStage>
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#ifdef OSG_HAS_MULTIVIEW
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#include <osg/Texture2DMultisampleArray>
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#endif
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#include <components/debug/debuglog.hpp>
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#include <components/sceneutil/nodecallback.hpp>
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#include <components/settings/settings.hpp>
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#include <components/stereo/stereomanager.hpp>
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#include <algorithm>
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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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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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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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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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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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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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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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if (!getMultiviewSupported(contextID))
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{
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return false;
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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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Log(Debug::Verbose) << "Enabling Multiview";
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return true;
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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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bool getTextureViewSupported()
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{
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return getTextureViewSupported(0);
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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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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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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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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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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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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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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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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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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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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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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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// 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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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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////// 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
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// 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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// 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,
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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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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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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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osg::ref_ptr<osg::Texture2D> createTextureView_Texture2DFromTexture2DArray(
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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 "
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"glTextureView is not supported";
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return nullptr;
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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,
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textureArray->getFilter(osg::Texture::FilterParameter::MAG_FILTER));
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texture2d->setFilter(osg::Texture::FilterParameter::MIN_FILTER,
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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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#ifdef OSG_HAS_MULTIVIEW
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//! Draw callback that, if set on a RenderStage, resolves MSAA after draw. Needed when using custom fbo/resolve fbos
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//! on renderstages in combination with multiview.
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struct MultiviewMSAAResolveCallback : public osgUtil::RenderBin::DrawCallback
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{
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void drawImplementation(
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osgUtil::RenderBin* bin, osg::RenderInfo& renderInfo, osgUtil::RenderLeaf*& previous) override
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{
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osgUtil::RenderStage* stage = static_cast<osgUtil::RenderStage*>(bin);
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auto msaaFbo = stage->getFrameBufferObject();
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auto resolveFbo = stage->getMultisampleResolveFramebufferObject();
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if (msaaFbo != mMsaaFbo)
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{
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mMsaaFbo = msaaFbo;
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setupMsaaLayers();
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}
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if (resolveFbo != mFbo)
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{
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mFbo = resolveFbo;
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setupLayers();
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}
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// Null the resolve framebuffer to keep osg from doing redundant work.
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stage->setMultisampleResolveFramebufferObject(nullptr);
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// Do the actual render work
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bin->drawImplementation(renderInfo, previous);
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// Blit layers
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osg::State& state = *renderInfo.getState();
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osg::GLExtensions* ext = state.get<osg::GLExtensions>();
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for (int i = 0; i < 2; i++)
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{
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mLayers[i]->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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mMsaaLayers[i]->apply(state, osg::FrameBufferObject::READ_FRAMEBUFFER);
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ext->glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight,
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GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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msaaFbo->apply(state, osg::FrameBufferObject::READ_DRAW_FRAMEBUFFER);
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}
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void setupLayers()
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{
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const auto& attachments = mFbo->getAttachmentMap();
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for (int i = 0; i < 2; i++)
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{
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mLayers[i] = new osg::FrameBufferObject;
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// Intentionally not using ref& so attachment can be non-const
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for (auto [component, attachment] : attachments)
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{
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osg::Texture2DArray* texture = static_cast<osg::Texture2DArray*>(attachment.getTexture());
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mLayers[i]->setAttachment(component, osg::FrameBufferAttachment(texture, i));
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mWidth = texture->getTextureWidth();
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mHeight = texture->getTextureHeight();
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}
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}
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}
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void setupMsaaLayers()
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{
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const auto& attachments = mMsaaFbo->getAttachmentMap();
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for (int i = 0; i < 2; i++)
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{
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mMsaaLayers[i] = new osg::FrameBufferObject;
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// Intentionally not using ref& so attachment can be non-const
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for (auto [component, attachment] : attachments)
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{
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osg::Texture2DMultisampleArray* texture
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= static_cast<osg::Texture2DMultisampleArray*>(attachment.getTexture());
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mMsaaLayers[i]->setAttachment(component, osg::FrameBufferAttachment(texture, i));
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mWidth = texture->getTextureWidth();
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mHeight = texture->getTextureHeight();
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}
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}
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}
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osg::ref_ptr<osg::FrameBufferObject> mFbo;
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osg::ref_ptr<osg::FrameBufferObject> mMsaaFbo;
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osg::ref_ptr<osg::FrameBufferObject> mLayers[2];
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osg::ref_ptr<osg::FrameBufferObject> mMsaaLayers[2];
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int mWidth;
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int mHeight;
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};
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#endif
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void setMultiviewMSAAResolveCallback(osgUtil::RenderStage* renderStage)
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{
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#ifdef OSG_HAS_MULTIVIEW
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if (Stereo::getMultiview())
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{
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renderStage->setDrawCallback(new MultiviewMSAAResolveCallback);
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}
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#endif
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}
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void setMultiviewMatrices(
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osg::StateSet* stateset, const std::array<osg::Matrix, 2>& projection, bool createInverseMatrices)
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{
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auto* projUniform = stateset->getUniform("projectionMatrixMultiView");
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if (!projUniform)
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{
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projUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "projectionMatrixMultiView", 2);
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stateset->addUniform(projUniform, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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}
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projUniform->setElement(0, projection[0]);
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projUniform->setElement(1, projection[1]);
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if (createInverseMatrices)
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{
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auto* invUniform = stateset->getUniform("invProjectionMatrixMultiView");
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if (!invUniform)
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{
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invUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "invProjectionMatrixMultiView", 2);
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stateset->addUniform(invUniform, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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}
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invUniform->setElement(0, osg::Matrix::inverse(projection[0]));
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invUniform->setElement(1, osg::Matrix::inverse(projection[1]));
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}
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}
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void setMultiviewCompatibleTextureSize(osg::Texture* tex, int w, int h)
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{
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switch (tex->getTextureTarget())
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{
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case GL_TEXTURE_2D:
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static_cast<osg::Texture2D*>(tex)->setTextureSize(w, h);
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break;
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case GL_TEXTURE_2D_ARRAY:
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static_cast<osg::Texture2DArray*>(tex)->setTextureSize(w, h, 2);
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break;
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case GL_TEXTURE_2D_MULTISAMPLE:
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static_cast<osg::Texture2DMultisample*>(tex)->setTextureSize(w, h);
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break;
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#ifdef OSG_HAS_MULTIVIEW
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case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
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static_cast<osg::Texture2DMultisampleArray*>(tex)->setTextureSize(w, h, 2);
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break;
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#endif
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default:
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throw std::logic_error("Invalid texture type received");
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}
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}
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osg::ref_ptr<osg::Texture> createMultiviewCompatibleTexture(int width, int height, int samples)
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{
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#ifdef OSG_HAS_MULTIVIEW
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if (Stereo::getMultiview())
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{
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if (samples > 1)
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{
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auto tex = new osg::Texture2DMultisampleArray();
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tex->setTextureSize(width, height, 2);
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tex->setNumSamples(samples);
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return tex;
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}
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else
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{
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auto tex = new osg::Texture2DArray();
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tex->setTextureSize(width, height, 2);
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return tex;
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}
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}
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else
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#endif
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{
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if (samples > 1)
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{
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auto tex = new osg::Texture2DMultisample();
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tex->setTextureSize(width, height);
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tex->setNumSamples(samples);
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return tex;
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}
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else
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{
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auto tex = new osg::Texture2D();
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tex->setTextureSize(width, height);
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return tex;
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}
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}
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}
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osg::FrameBufferAttachment createMultiviewCompatibleAttachment(osg::Texture* tex)
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{
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switch (tex->getTextureTarget())
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{
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case GL_TEXTURE_2D:
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{
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auto* tex2d = static_cast<osg::Texture2D*>(tex);
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return osg::FrameBufferAttachment(tex2d);
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}
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case GL_TEXTURE_2D_MULTISAMPLE:
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{
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auto* tex2dMsaa = static_cast<osg::Texture2DMultisample*>(tex);
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return osg::FrameBufferAttachment(tex2dMsaa);
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}
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#ifdef OSG_HAS_MULTIVIEW
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case GL_TEXTURE_2D_ARRAY:
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{
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auto* tex2dArray = static_cast<osg::Texture2DArray*>(tex);
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return osg::FrameBufferAttachment(tex2dArray, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER, 0);
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}
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case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
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{
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auto* tex2dMsaaArray = static_cast<osg::Texture2DMultisampleArray*>(tex);
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return osg::FrameBufferAttachment(tex2dMsaaArray, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER, 0);
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}
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#endif
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default:
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throw std::logic_error("Invalid texture type received");
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}
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}
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unsigned int osgFaceControlledByMultiviewShader()
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{
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#ifdef OSG_HAS_MULTIVIEW
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return osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER;
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#else
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return 0;
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#endif
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}
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class UpdateRenderStagesCallback
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: 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();
|
|
mViewportStateset->setAttribute(mViewport.get());
|
|
}
|
|
|
|
void operator()(osg::Node* node, osgUtil::CullVisitor* cv)
|
|
{
|
|
osgUtil::RenderStage* renderStage = cv->getCurrentRenderStage();
|
|
|
|
bool msaa = mMultiviewFramebuffer->samples() > 1;
|
|
|
|
if (!Stereo::getMultiview())
|
|
{
|
|
auto eye = static_cast<int>(Stereo::Manager::instance().getEye(cv));
|
|
|
|
if (msaa)
|
|
{
|
|
renderStage->setFrameBufferObject(mMultiviewFramebuffer->layerMsaaFbo(eye));
|
|
renderStage->setMultisampleResolveFramebufferObject(mMultiviewFramebuffer->layerFbo(eye));
|
|
}
|
|
else
|
|
{
|
|
renderStage->setFrameBufferObject(mMultiviewFramebuffer->layerFbo(eye));
|
|
}
|
|
}
|
|
|
|
// OSG tries to do a horizontal split, but we want to render to separate framebuffers instead.
|
|
renderStage->setViewport(mViewport);
|
|
cv->pushStateSet(mViewportStateset.get());
|
|
traverse(node, cv);
|
|
cv->popStateSet();
|
|
}
|
|
|
|
private:
|
|
Stereo::MultiviewFramebuffer* mMultiviewFramebuffer;
|
|
osg::ref_ptr<osg::Viewport> mViewport;
|
|
osg::ref_ptr<osg::StateSet> mViewportStateset;
|
|
};
|
|
|
|
MultiviewFramebuffer::MultiviewFramebuffer(int width, int height, int samples)
|
|
: mWidth(width)
|
|
, mHeight(height)
|
|
, mSamples(samples)
|
|
, mMultiview(getMultiview())
|
|
, mMultiviewFbo{ new osg::FrameBufferObject }
|
|
, mLayerFbo{ new osg::FrameBufferObject, new osg::FrameBufferObject }
|
|
, mLayerMsaaFbo{ new osg::FrameBufferObject, new osg::FrameBufferObject }
|
|
{
|
|
}
|
|
|
|
MultiviewFramebuffer::~MultiviewFramebuffer() {}
|
|
|
|
void MultiviewFramebuffer::attachColorComponent(GLint sourceFormat, GLint sourceType, GLint internalFormat)
|
|
{
|
|
if (mMultiview)
|
|
{
|
|
#ifdef OSG_HAS_MULTIVIEW
|
|
mMultiviewColorTexture = createTextureArray(sourceFormat, sourceType, internalFormat);
|
|
mMultiviewFbo->setAttachment(osg::Camera::COLOR_BUFFER,
|
|
osg::FrameBufferAttachment(
|
|
mMultiviewColorTexture, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER, 0));
|
|
for (unsigned i = 0; i < 2; i++)
|
|
{
|
|
mColorTexture[i] = createTextureView_Texture2DFromTexture2DArray(mMultiviewColorTexture.get(), i);
|
|
mLayerFbo[i]->setAttachment(osg::Camera::COLOR_BUFFER, osg::FrameBufferAttachment(mColorTexture[i]));
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
for (unsigned i = 0; i < 2; i++)
|
|
{
|
|
if (mSamples > 1)
|
|
mLayerMsaaFbo[i]->setAttachment(osg::Camera::COLOR_BUFFER,
|
|
osg::FrameBufferAttachment(new osg::RenderBuffer(mWidth, mHeight, internalFormat, mSamples)));
|
|
mColorTexture[i] = createTexture(sourceFormat, sourceType, internalFormat);
|
|
mLayerFbo[i]->setAttachment(osg::Camera::COLOR_BUFFER, osg::FrameBufferAttachment(mColorTexture[i]));
|
|
}
|
|
}
|
|
}
|
|
|
|
void MultiviewFramebuffer::attachDepthComponent(GLint sourceFormat, GLint sourceType, GLint internalFormat)
|
|
{
|
|
if (mMultiview)
|
|
{
|
|
#ifdef OSG_HAS_MULTIVIEW
|
|
mMultiviewDepthTexture = createTextureArray(sourceFormat, sourceType, internalFormat);
|
|
mMultiviewFbo->setAttachment(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER,
|
|
osg::FrameBufferAttachment(
|
|
mMultiviewDepthTexture, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER, 0));
|
|
for (unsigned i = 0; i < 2; i++)
|
|
{
|
|
mDepthTexture[i] = createTextureView_Texture2DFromTexture2DArray(mMultiviewDepthTexture.get(), i);
|
|
mLayerFbo[i]->setAttachment(
|
|
osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, osg::FrameBufferAttachment(mDepthTexture[i]));
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
for (unsigned i = 0; i < 2; i++)
|
|
{
|
|
if (mSamples > 1)
|
|
mLayerMsaaFbo[i]->setAttachment(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER,
|
|
osg::FrameBufferAttachment(new osg::RenderBuffer(mWidth, mHeight, internalFormat, mSamples)));
|
|
mDepthTexture[i] = createTexture(sourceFormat, sourceType, internalFormat);
|
|
mLayerFbo[i]->setAttachment(
|
|
osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, osg::FrameBufferAttachment(mDepthTexture[i]));
|
|
}
|
|
}
|
|
}
|
|
|
|
osg::FrameBufferObject* MultiviewFramebuffer::multiviewFbo()
|
|
{
|
|
return mMultiviewFbo;
|
|
}
|
|
|
|
osg::FrameBufferObject* MultiviewFramebuffer::layerFbo(int i)
|
|
{
|
|
return mLayerFbo[i];
|
|
}
|
|
|
|
osg::FrameBufferObject* MultiviewFramebuffer::layerMsaaFbo(int i)
|
|
{
|
|
return mLayerMsaaFbo[i];
|
|
}
|
|
|
|
osg::Texture2DArray* MultiviewFramebuffer::multiviewColorBuffer()
|
|
{
|
|
return mMultiviewColorTexture;
|
|
}
|
|
|
|
osg::Texture2DArray* MultiviewFramebuffer::multiviewDepthBuffer()
|
|
{
|
|
return mMultiviewDepthTexture;
|
|
}
|
|
|
|
osg::Texture2D* MultiviewFramebuffer::layerColorBuffer(int i)
|
|
{
|
|
return mColorTexture[i];
|
|
}
|
|
|
|
osg::Texture2D* MultiviewFramebuffer::layerDepthBuffer(int i)
|
|
{
|
|
return mDepthTexture[i];
|
|
}
|
|
void MultiviewFramebuffer::attachTo(osg::Camera* camera)
|
|
{
|
|
#ifdef OSG_HAS_MULTIVIEW
|
|
if (mMultiview)
|
|
{
|
|
if (mMultiviewColorTexture)
|
|
{
|
|
camera->attach(osg::Camera::COLOR_BUFFER, mMultiviewColorTexture, 0,
|
|
osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER, false, mSamples);
|
|
camera->getBufferAttachmentMap()[osg::Camera::COLOR_BUFFER]._internalFormat
|
|
= mMultiviewColorTexture->getInternalFormat();
|
|
camera->getBufferAttachmentMap()[osg::Camera::COLOR_BUFFER]._mipMapGeneration = false;
|
|
}
|
|
if (mMultiviewDepthTexture)
|
|
{
|
|
camera->attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, mMultiviewDepthTexture, 0,
|
|
osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER, false, mSamples);
|
|
camera->getBufferAttachmentMap()[osg::Camera::PACKED_DEPTH_STENCIL_BUFFER]._internalFormat
|
|
= mMultiviewDepthTexture->getInternalFormat();
|
|
camera->getBufferAttachmentMap()[osg::Camera::PACKED_DEPTH_STENCIL_BUFFER]._mipMapGeneration = false;
|
|
}
|
|
}
|
|
#endif
|
|
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
|
|
|
|
if (!mCullCallback)
|
|
mCullCallback = new UpdateRenderStagesCallback(this);
|
|
camera->addCullCallback(mCullCallback);
|
|
}
|
|
|
|
void MultiviewFramebuffer::detachFrom(osg::Camera* camera)
|
|
{
|
|
#ifdef OSG_HAS_MULTIVIEW
|
|
if (mMultiview)
|
|
{
|
|
if (mMultiviewColorTexture)
|
|
{
|
|
camera->detach(osg::Camera::COLOR_BUFFER);
|
|
}
|
|
if (mMultiviewDepthTexture)
|
|
{
|
|
camera->detach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER);
|
|
}
|
|
}
|
|
#endif
|
|
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER);
|
|
if (mCullCallback)
|
|
camera->removeCullCallback(mCullCallback);
|
|
}
|
|
|
|
osg::Texture2D* MultiviewFramebuffer::createTexture(GLint sourceFormat, GLint sourceType, GLint internalFormat)
|
|
{
|
|
osg::Texture2D* texture = new osg::Texture2D;
|
|
texture->setTextureSize(mWidth, mHeight);
|
|
texture->setSourceFormat(sourceFormat);
|
|
texture->setSourceType(sourceType);
|
|
texture->setInternalFormat(internalFormat);
|
|
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
|
|
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
|
|
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
|
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
|
|
texture->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
|
|
return texture;
|
|
}
|
|
|
|
osg::Texture2DArray* MultiviewFramebuffer::createTextureArray(
|
|
GLint sourceFormat, GLint sourceType, GLint internalFormat)
|
|
{
|
|
osg::Texture2DArray* textureArray = new osg::Texture2DArray;
|
|
textureArray->setTextureSize(mWidth, mHeight, 2);
|
|
textureArray->setSourceFormat(sourceFormat);
|
|
textureArray->setSourceType(sourceType);
|
|
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;
|
|
}
|
|
|
|
osg::FrameBufferAttachment makeSingleLayerAttachmentFromMultilayerAttachment(
|
|
osg::FrameBufferAttachment attachment, int layer)
|
|
{
|
|
osg::Texture* tex = attachment.getTexture();
|
|
|
|
if (tex->getTextureTarget() == GL_TEXTURE_2D_ARRAY)
|
|
return osg::FrameBufferAttachment(static_cast<osg::Texture2DArray*>(tex), layer, 0);
|
|
|
|
#ifdef OSG_HAS_MULTIVIEW
|
|
if (tex->getTextureTarget() == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
|
|
return osg::FrameBufferAttachment(static_cast<osg::Texture2DMultisampleArray*>(tex), layer, 0);
|
|
#endif
|
|
|
|
Log(Debug::Error) << "Attempted to extract a layer from an unlayered texture";
|
|
|
|
return osg::FrameBufferAttachment();
|
|
}
|
|
|
|
MultiviewFramebufferResolve::MultiviewFramebufferResolve(
|
|
osg::FrameBufferObject* msaaFbo, osg::FrameBufferObject* resolveFbo, GLbitfield blitMask)
|
|
: mResolveFbo(resolveFbo)
|
|
, mMsaaFbo(msaaFbo)
|
|
, mBlitMask(blitMask)
|
|
{
|
|
}
|
|
|
|
void MultiviewFramebufferResolve::resolveImplementation(osg::State& state)
|
|
{
|
|
if (mDirtyLayers)
|
|
setupLayers();
|
|
|
|
osg::GLExtensions* ext = state.get<osg::GLExtensions>();
|
|
|
|
for (int view : { 0, 1 })
|
|
{
|
|
mResolveLayers[view]->apply(state, osg::FrameBufferObject::BindTarget::DRAW_FRAMEBUFFER);
|
|
mMsaaLayers[view]->apply(state, osg::FrameBufferObject::BindTarget::READ_FRAMEBUFFER);
|
|
ext->glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
}
|
|
void MultiviewFramebufferResolve::setupLayers()
|
|
{
|
|
mDirtyLayers = false;
|
|
std::vector<osg::FrameBufferObject::BufferComponent> components;
|
|
if (mBlitMask & GL_DEPTH_BUFFER_BIT)
|
|
components.push_back(osg::FrameBufferObject::BufferComponent::PACKED_DEPTH_STENCIL_BUFFER);
|
|
if (mBlitMask & GL_COLOR_BUFFER_BIT)
|
|
components.push_back(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER);
|
|
|
|
mMsaaLayers = { new osg::FrameBufferObject, new osg::FrameBufferObject };
|
|
mResolveLayers = { new osg::FrameBufferObject, new osg::FrameBufferObject };
|
|
for (auto component : components)
|
|
{
|
|
const auto& msaaAttachment = mMsaaFbo->getAttachment(component);
|
|
mMsaaLayers[0]->setAttachment(
|
|
component, makeSingleLayerAttachmentFromMultilayerAttachment(msaaAttachment, 0));
|
|
mMsaaLayers[1]->setAttachment(
|
|
component, makeSingleLayerAttachmentFromMultilayerAttachment(msaaAttachment, 1));
|
|
|
|
const auto& resolveAttachment = mResolveFbo->getAttachment(component);
|
|
mResolveLayers[0]->setAttachment(
|
|
component, makeSingleLayerAttachmentFromMultilayerAttachment(resolveAttachment, 0));
|
|
mResolveLayers[1]->setAttachment(
|
|
component, makeSingleLayerAttachmentFromMultilayerAttachment(resolveAttachment, 1));
|
|
|
|
mWidth = msaaAttachment.getTexture()->getTextureWidth();
|
|
mHeight = msaaAttachment.getTexture()->getTextureHeight();
|
|
}
|
|
}
|
|
|
|
#ifdef OSG_HAS_MULTIVIEW
|
|
namespace
|
|
{
|
|
struct MultiviewFrustumCallback final : public osg::CullSettings::InitialFrustumCallback
|
|
{
|
|
MultiviewFrustumCallback(Stereo::InitialFrustumCallback* ifc)
|
|
: mIfc(ifc)
|
|
{
|
|
}
|
|
|
|
void setInitialFrustum(osg::CullStack& cullStack, osg::Polytope& frustum) const override
|
|
{
|
|
bool nearCulling = false;
|
|
bool farCulling = false;
|
|
osg::BoundingBoxd bb;
|
|
mIfc->setInitialFrustum(cullStack, bb, nearCulling, farCulling);
|
|
frustum.setToBoundingBox(bb, nearCulling, farCulling);
|
|
}
|
|
|
|
Stereo::InitialFrustumCallback* mIfc;
|
|
};
|
|
}
|
|
#endif
|
|
|
|
InitialFrustumCallback::InitialFrustumCallback(osg::Camera* camera)
|
|
: mCamera(camera)
|
|
{
|
|
#ifdef OSG_HAS_MULTIVIEW
|
|
camera->setInitialFrustumCallback(new MultiviewFrustumCallback(this));
|
|
#endif
|
|
}
|
|
|
|
InitialFrustumCallback::~InitialFrustumCallback()
|
|
{
|
|
#ifdef OSG_HAS_MULTIVIEW
|
|
osg::ref_ptr<osg::Camera> camera;
|
|
if (mCamera.lock(camera))
|
|
camera->setInitialFrustumCallback(nullptr);
|
|
#endif
|
|
}
|
|
}
|