forked from mirror/openmw-tes3mp
render cubemaps in OGL coordinates
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1c3d45f641
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226fb9c26b
4 changed files with 70 additions and 51 deletions
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@ -829,13 +829,20 @@ namespace MWRender
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SphericalScreenshot s(cubeSize);
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osg::Vec3 directions[6] = {
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osg::Vec3(0,0,-1),
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osg::Vec3(-1,0,0),
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osg::Vec3(0,0,1),
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osg::Vec3(1,0,0),
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osg::Vec3(0,1,0),
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osg::Vec3(0,-1,0),
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};
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osg::Vec3(0,0,1),
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osg::Vec3(0,0,-1),
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osg::Vec3(-1,0,0),
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osg::Vec3(1,0,0),
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osg::Vec3(0,1,0),
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osg::Vec3(0,-1,0)};
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double rotations[] = {
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-osg::PI / 2.0,
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osg::PI / 2.0,
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osg::PI,
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0,
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osg::PI / 2.0,
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osg::PI / 2.0};
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double fovBackup = mFieldOfView;
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mFieldOfView = 90.0; // each cubemap side sees 90 degrees
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@ -847,51 +854,55 @@ namespace MWRender
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for (int i = 0; i < 6; i++) // for each cubemap side
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{
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osg::Matrixd transform = osg::Matrixd::rotate(osg::Vec3(0,0,-1),directions[i]) * osg::Matrixd::rotate(rotations[i],osg::Vec3(0,0,-1));
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osg::Image *sideImage = s.getImage(i);
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screenshot(sideImage,cubeSize,cubeSize,directions[i]);
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screenshot(sideImage,cubeSize,cubeSize,transform);
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sideImage->flipHorizontal();
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}
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s.create(image,screenshotW,screenshotMapping != SphericalScreenshot::MAPPING_SMALL_PLANET ? screenshotH : screenshotW,screenshotMapping);
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// s.create(image,screenshotW,screenshotMapping != SphericalScreenshot::MAPPING_SMALL_PLANET ? screenshotH : screenshotW,screenshotMapping);
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mPlayerAnimation->getObjectRoot()->setNodeMask(maskBackup);
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mFieldOfView = fovBackup;
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osg::ref_ptr<osg::TextureCubeMap> cubeTexture (new osg::TextureCubeMap);
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for (int i = 0; i < 6; ++i)
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cubeTexture->setImage(i,s.getImage(i));
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osg::ref_ptr<osg::Camera> screenshotCamera (new osg::Camera);
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osg::ref_ptr<osg::ShapeDrawable> quad (new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0),2.0)));
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std::map<std::string, std::string> defineMap;
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Shader::ShaderManager& shaderMgr = mResourceSystem->getSceneManager()->getShaderManager();
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osg::ref_ptr<osg::Shader> fragmentShader (shaderMgr.getShader("s360_fragment.glsl",defineMap,osg::Shader::FRAGMENT));
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osg::ref_ptr<osg::Shader> vertexShader (shaderMgr.getShader("s360_vertex.glsl", defineMap, osg::Shader::VERTEX));
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osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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osg::ref_ptr<osg::Program> program (new osg::Program);
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program->addShader(fragmentShader);
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program->addShader(vertexShader);
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stateset->setAttributeAndModes(program, osg::StateAttribute::ON);
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stateset->addUniform(new osg::Uniform("cubeMap",0));
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stateset->setTextureAttributeAndModes(0,cubeTexture,osg::StateAttribute::ON);
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quad->setStateSet(stateset);
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quad->setUpdateCallback(NULL);
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screenshotCamera->addChild(quad);
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mRootNode->addChild(screenshotCamera);
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renderCameraToImage(screenshotCamera,image,1000,640);
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screenshotCamera->removeChildren(0,screenshotCamera->getNumChildren());
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mRootNode->removeChild(screenshotCamera);
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osg::ref_ptr<osg::TextureCubeMap> cubeTexture (new osg::TextureCubeMap);
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for (int i = 0; i < 6; ++i)
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cubeTexture->setImage(i,s.getImage(i));
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osg::ref_ptr<osg::Camera> screenshotCamera (new osg::Camera);
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osg::ref_ptr<osg::ShapeDrawable> quad (new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0),2.0)));
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std::map<std::string, std::string> defineMap;
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Shader::ShaderManager& shaderMgr = mResourceSystem->getSceneManager()->getShaderManager();
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osg::ref_ptr<osg::Shader> fragmentShader (shaderMgr.getShader("s360_fragment.glsl",defineMap,osg::Shader::FRAGMENT));
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osg::ref_ptr<osg::Shader> vertexShader (shaderMgr.getShader("s360_vertex.glsl", defineMap, osg::Shader::VERTEX));
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osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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osg::ref_ptr<osg::Program> program (new osg::Program);
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program->addShader(fragmentShader);
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program->addShader(vertexShader);
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stateset->setAttributeAndModes(program, osg::StateAttribute::ON);
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stateset->addUniform(new osg::Uniform("cubeMap",0));
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stateset->setTextureAttributeAndModes(0,cubeTexture,osg::StateAttribute::ON);
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quad->setStateSet(stateset);
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quad->setUpdateCallback(NULL);
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screenshotCamera->addChild(quad);
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mRootNode->addChild(screenshotCamera);
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renderCameraToImage(screenshotCamera,image,1000,640);
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screenshotCamera->removeChildren(0,screenshotCamera->getNumChildren());
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mRootNode->removeChild(screenshotCamera);
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return true;
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@ -936,20 +947,16 @@ mRootNode->removeChild(screenshotCamera);
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mViewer->advance(mViewer->getFrameStamp()->getSimulationTime());
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}
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void RenderingManager::screenshot(osg::Image *image, int w, int h, osg::Vec3 direction)
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void RenderingManager::screenshot(osg::Image *image, int w, int h, osg::Matrixd cameraTransform)
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{
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osg::ref_ptr<osg::Camera> rttCamera (new osg::Camera);
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rttCamera->setProjectionMatrixAsPerspective(mFieldOfView, w/float(h), mNearClip, mViewDistance);
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rttCamera->setViewMatrix(mViewer->getCamera()->getViewMatrix() * osg::Matrixd::rotate(osg::Vec3(0,0,-1),direction));
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rttCamera->setNodeMask(Mask_RenderToTexture);
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rttCamera->attach(osg::Camera::COLOR_BUFFER, image);
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rttCamera->setRenderOrder(osg::Camera::PRE_RENDER);
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rttCamera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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rttCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::PIXEL_BUFFER_RTT);
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rttCamera->setProjectionMatrixAsPerspective(mFieldOfView, w/float(h), mNearClip, mViewDistance);
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rttCamera->setViewMatrix(mViewer->getCamera()->getViewMatrix() * osg::Matrixd::rotate(osg::Vec3(0,0,-1),direction));
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rttCamera->setViewMatrix(mViewer->getCamera()->getViewMatrix() * cameraTransform);
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rttCamera->setViewport(0, 0, w, h);
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@ -126,7 +126,7 @@ namespace MWRender
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void setWaterHeight(float level);
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/// Take a screenshot of w*h onto the given image, not including the GUI.
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void screenshot(osg::Image* image, int w, int h, osg::Vec3 direction=osg::Vec3(0,0,-1));
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void screenshot(osg::Image* image, int w, int h, osg::Matrixd cameraTransform=osg::Matrixd());
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bool screenshot360(osg::Image* image, std::string settingStr);
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struct RayResult
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@ -3,7 +3,19 @@
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varying vec2 uv;
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uniform samplerCube cubeMap;
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#define PI 3.1415926535
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vec3 cylindricalCoords(vec2 coords)
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{
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return normalize(vec3(cos(-1 * coords.x * 2 * PI),sin(-1 * coords.x * 2 * PI),coords.y * 2.0 - 1.0));
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}
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void main(void)
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{
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gl_FragData[0] = textureCube(cubeMap,vec3(uv.x * 2.0 - 1.0,uv.y * 2.0 - 1.0,1));
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vec3 c;
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c.x = uv.x * 2.0 - 1.0;
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c.y = uv.y * 2.0 - 1.0;
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c.z = 1.0;
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gl_FragData[0] = textureCube(cubeMap,vec3(cylindricalCoords(uv)));
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}
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@ -5,5 +5,5 @@ varying vec2 uv;
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void main(void)
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{
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gl_Position = gl_Vertex;
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uv = (gl_Vertex.xy + vec2(1.0)) / 2.0;
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uv = (gl_Vertex.xy * vec2(1.0,-1.0) + vec2(1.0)) / 2.0;
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}
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