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@ -12,16 +12,21 @@
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#include <osg/Group>
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#include <osg/Group>
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#include <osg/UserDataContainer>
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#include <osg/UserDataContainer>
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#include <osg/ComputeBoundsVisitor>
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#include <osg/ComputeBoundsVisitor>
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#include <osg/ShapeDrawable>
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#include <osg/TextureCubeMap>
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#include <osgUtil/LineSegmentIntersector>
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#include <osgUtil/LineSegmentIntersector>
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#include <osgUtil/IncrementalCompileOperation>
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#include <osgUtil/IncrementalCompileOperation>
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#include <osg/ImageUtils>
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#include <osgViewer/Viewer>
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#include <osgViewer/Viewer>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/imagemanager.hpp>
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#include <components/resource/imagemanager.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/resource/keyframemanager.hpp>
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#include <components/resource/keyframemanager.hpp>
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#include <components/shader/shadermanager.hpp>
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#include <components/settings/settings.hpp>
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#include <components/settings/settings.hpp>
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@ -39,7 +44,12 @@
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#include <components/esm/loadcell.hpp>
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#include <components/esm/loadcell.hpp>
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#include <components/fallback/fallback.hpp>
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#include <components/fallback/fallback.hpp>
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#include <boost/algorithm/string.hpp>
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwgui/loadingscreen.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "sky.hpp"
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#include "sky.hpp"
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#include "effectmanager.hpp"
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#include "effectmanager.hpp"
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@ -212,7 +222,7 @@ namespace MWRender
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mSceneRoot = sceneRoot;
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mSceneRoot = sceneRoot;
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sceneRoot->setStartLight(1);
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sceneRoot->setStartLight(1);
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mRootNode->addChild(sceneRoot);
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mRootNode->addChild(mSceneRoot);
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mPathgrid.reset(new Pathgrid(mRootNode));
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mPathgrid.reset(new Pathgrid(mRootNode));
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@ -668,7 +678,203 @@ namespace MWRender
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mutable bool mDone;
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mutable bool mDone;
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};
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};
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void RenderingManager::screenshot(osg::Image *image, int w, int h)
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bool RenderingManager::screenshot360(osg::Image* image, std::string settingStr)
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{
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int screenshotW = mViewer->getCamera()->getViewport()->width();
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int screenshotH = mViewer->getCamera()->getViewport()->height();
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int screenshotMapping = 0;
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int cubeSize = screenshotMapping == 2 ?
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screenshotW: // planet mapping needs higher resolution
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screenshotW / 2;
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std::vector<std::string> settingArgs;
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boost::algorithm::split(settingArgs,settingStr,boost::is_any_of(" "));
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if (settingArgs.size() > 0)
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{
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std::string typeStrings[4] = {"spherical","cylindrical","planet","cubemap"};
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bool found = false;
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for (int i = 0; i < 4; ++i)
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if (settingArgs[0].compare(typeStrings[i]) == 0)
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{
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screenshotMapping = i;
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found = true;
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break;
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}
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if (!found)
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{
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std::cerr << "Wrong screenshot type: " << settingArgs[0] << "." << std::endl;
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return false;
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}
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}
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if (settingArgs.size() > 1)
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screenshotW = std::min(10000,std::atoi(settingArgs[1].c_str()));
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if (settingArgs.size() > 2)
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screenshotH = std::min(10000,std::atoi(settingArgs[2].c_str()));
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if (settingArgs.size() > 3)
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cubeSize = std::min(5000,std::atoi(settingArgs[3].c_str()));
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if (mCamera->isVanityOrPreviewModeEnabled())
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{
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std::cerr << "Spherical screenshots are not allowed in preview mode." << std::endl;
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return false;
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}
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bool rawCubemap = screenshotMapping == 3;
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if (rawCubemap)
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screenshotW = cubeSize * 6; // the image will consist of 6 cube sides in a row
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else if (screenshotMapping == 2)
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screenshotH = screenshotW; // use square resolution for planet mapping
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std::vector<osg::ref_ptr<osg::Image>> images;
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for (int i = 0; i < 6; ++i)
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images.push_back(new osg::Image);
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osg::Vec3 directions[6] = {
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rawCubemap ? osg::Vec3(1,0,0) : osg::Vec3(0,0,1),
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osg::Vec3(0,0,-1),
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osg::Vec3(-1,0,0),
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rawCubemap ? osg::Vec3(0,0,1) : 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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int maskBackup = mPlayerAnimation->getObjectRoot()->getNodeMask();
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if (mCamera->isFirstPerson())
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mPlayerAnimation->getObjectRoot()->setNodeMask(0);
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for (int i = 0; i < 6; ++i) // for each cubemap side
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{
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osg::Matrixd transform = osg::Matrixd::rotate(osg::Vec3(0,0,-1),directions[i]);
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if (!rawCubemap)
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transform *= osg::Matrixd::rotate(rotations[i],osg::Vec3(0,0,-1));
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osg::Image *sideImage = images[i].get();
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screenshot(sideImage,cubeSize,cubeSize,transform);
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if (!rawCubemap)
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sideImage->flipHorizontal();
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}
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mPlayerAnimation->getObjectRoot()->setNodeMask(maskBackup);
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mFieldOfView = fovBackup;
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if (rawCubemap) // for raw cubemap don't run on GPU, just merge the images
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{
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image->allocateImage(cubeSize * 6,cubeSize,images[0]->r(),images[0]->getPixelFormat(),images[0]->getDataType());
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for (int i = 0; i < 6; ++i)
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osg::copyImage(images[i].get(),0,0,0,images[i]->s(),images[i]->t(),images[i]->r(),image,i * cubeSize,0,0);
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return true;
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}
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// run on GPU now:
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osg::ref_ptr<osg::TextureCubeMap> cubeTexture (new osg::TextureCubeMap);
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cubeTexture->setResizeNonPowerOfTwoHint(false);
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cubeTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
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cubeTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
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cubeTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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cubeTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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for (int i = 0; i < 6; ++i)
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cubeTexture->setImage(i,images[i].get());
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osg::ref_ptr<osg::Camera> screenshotCamera (new osg::Camera);
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osg::ref_ptr<osg::ShapeDrawable> quad (new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0),2.0)));
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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->addUniform(new osg::Uniform("mapping",screenshotMapping));
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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,screenshotW,screenshotH);
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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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}
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void RenderingManager::renderCameraToImage(osg::Camera *camera, osg::Image *image, int w, int h)
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{
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camera->setNodeMask(Mask_RenderToTexture);
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camera->attach(osg::Camera::COLOR_BUFFER, image);
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camera->setRenderOrder(osg::Camera::PRE_RENDER);
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camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT,osg::Camera::PIXEL_BUFFER_RTT);
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camera->setViewport(0, 0, w, h);
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osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
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texture->setInternalFormat(GL_RGB);
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texture->setTextureSize(w,h);
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texture->setResizeNonPowerOfTwoHint(false);
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texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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camera->attach(osg::Camera::COLOR_BUFFER,texture);
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image->setDataType(GL_UNSIGNED_BYTE);
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image->setPixelFormat(texture->getInternalFormat());
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// The draw needs to complete before we can copy back our image.
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osg::ref_ptr<NotifyDrawCompletedCallback> callback (new NotifyDrawCompletedCallback);
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camera->setFinalDrawCallback(callback);
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MWBase::Environment::get().getWindowManager()->getLoadingScreen()->loadingOn(false);
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mViewer->eventTraversal();
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mViewer->updateTraversal();
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mViewer->renderingTraversals();
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callback->waitTillDone();
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MWBase::Environment::get().getWindowManager()->getLoadingScreen()->loadingOff();
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// now that we've "used up" the current frame, get a fresh framenumber for the next frame() following after the screenshot is completed
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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::Matrixd cameraTransform)
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{
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{
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osg::ref_ptr<osg::Camera> rttCamera (new osg::Camera);
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osg::ref_ptr<osg::Camera> rttCamera (new osg::Camera);
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rttCamera->setNodeMask(Mask_RenderToTexture);
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rttCamera->setNodeMask(Mask_RenderToTexture);
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@ -677,7 +883,8 @@ namespace MWRender
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rttCamera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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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->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->setProjectionMatrixAsPerspective(mFieldOfView, w/float(h), mNearClip, mViewDistance);
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rttCamera->setViewMatrix(mViewer->getCamera()->getViewMatrix());
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rttCamera->setViewMatrix(mViewer->getCamera()->getViewMatrix() * cameraTransform);
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rttCamera->setViewport(0, 0, w, h);
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rttCamera->setViewport(0, 0, w, h);
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osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
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osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
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@ -693,25 +900,17 @@ namespace MWRender
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rttCamera->setUpdateCallback(new NoTraverseCallback);
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rttCamera->setUpdateCallback(new NoTraverseCallback);
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rttCamera->addChild(mSceneRoot);
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rttCamera->addChild(mSceneRoot);
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rttCamera->setCullMask(mViewer->getCamera()->getCullMask() & (~Mask_GUI));
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mRootNode->addChild(rttCamera);
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rttCamera->addChild(mWater->getReflectionCamera());
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rttCamera->addChild(mWater->getRefractionCamera());
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// The draw needs to complete before we can copy back our image.
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rttCamera->setCullMask(mViewer->getCamera()->getCullMask() & (~Mask_GUI));
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osg::ref_ptr<NotifyDrawCompletedCallback> callback (new NotifyDrawCompletedCallback);
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rttCamera->setFinalDrawCallback(callback);
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// at the time this function is called we are in the middle of a frame,
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mRootNode->addChild(rttCamera);
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// so out of order calls are necessary to get a correct frameNumber for the next frame.
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// refer to the advance() and frame() order in Engine::go()
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mViewer->eventTraversal();
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mViewer->updateTraversal();
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mViewer->renderingTraversals();
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callback->waitTillDone();
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rttCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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|
|
// now that we've "used up" the current frame, get a fresh framenumber for the next frame() following after the screenshot is completed
|
|
|
|
renderCameraToImage(rttCamera.get(),image,w,h);
|
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|
|
mViewer->advance(mViewer->getFrameStamp()->getSimulationTime());
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|
rttCamera->removeChildren(0, rttCamera->getNumChildren());
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|
|
rttCamera->removeChildren(0, rttCamera->getNumChildren());
|
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|
|
mRootNode->removeChild(rttCamera);
|
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|
|
mRootNode->removeChild(rttCamera);
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