forked from mirror/openmw-tes3mp
basic cubemap rendering
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2 changed files with 36 additions and 4 deletions
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@ -16,6 +16,8 @@
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#include <osgUtil/LineSegmentIntersector>
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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 <components/resource/resourcesystem.hpp>
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@ -622,10 +624,37 @@ namespace MWRender
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void RenderingManager::screenshot360(osg::Image* image, int w)
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{
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screenshot(image,w,w);
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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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double fovBackup = mFieldOfView;
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mFieldOfView = 90.0; // each side sees 90 degrees
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for (int i = 0; i < 6; i++) // for each cube side
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{
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osg::ref_ptr<osg::Image> sideImage (new osg::Image);
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screenshot(sideImage.get(),w,w,directions[i]);
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if (i == 0)
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{
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image->allocateImage(w * 6,w,sideImage->r(),sideImage->getPixelFormat(),sideImage->getDataType());
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std::cout << image->s() << " " << image->t() << std::endl;
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}
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void RenderingManager::screenshot(osg::Image *image, int w, int h)
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osg::copyImage(sideImage.get(),0,0,0,sideImage->s(),sideImage->t(),sideImage->r(),
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image,w * i,0,0);
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}
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mFieldOfView = fovBackup;
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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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{
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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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@ -634,7 +663,10 @@ namespace MWRender
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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());
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rttCamera->setViewMatrix(
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mViewer->getCamera()->getViewMatrix() * osg::Matrixd::rotate(osg::Vec3(0,0,-1),direction)
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);
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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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@ -125,7 +125,7 @@ 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);
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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 screenshot360(osg::Image* image, int w);
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struct RayResult
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