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#include "multiview.hpp"
#include <osg/FrameBufferObject>
#include <osg/GLExtensions>
#include <osg/Texture2D>
#include <osg/Texture2DArray>
#include <osg/Texture2DMultisample>
#include <osgUtil/CullVisitor>
#include <osgUtil/RenderStage>
#ifdef OSG_HAS_MULTIVIEW
#include <osg/Texture2DMultisampleArray>
#endif
#include <components/debug/debuglog.hpp>
#include <components/sceneutil/nodecallback.hpp>
#include <components/settings/settings.hpp>
#include <components/stereo/stereomanager.hpp>
#include <algorithm>
namespace Stereo
{
namespace
{
bool getMultiviewSupportedImpl(unsigned int contextID)
{
#ifdef OSG_HAS_MULTIVIEW
if (!osg::isGLExtensionSupported(contextID, "GL_OVR_multiview"))
{
Log(Debug::Verbose) << "Disabling Multiview (opengl extension \"GL_OVR_multiview\" not supported)";
return false;
}
if (!osg::isGLExtensionSupported(contextID, "GL_OVR_multiview2"))
{
Log(Debug::Verbose) << "Disabling Multiview (opengl extension \"GL_OVR_multiview2\" not supported)";
return false;
}
return true;
#else
Log(Debug::Verbose) << "Disabling Multiview (OSG does not support multiview)";
return false;
#endif
}
bool getMultiviewSupported(unsigned int contextID)
{
static bool supported = getMultiviewSupportedImpl(contextID);
return supported;
}
bool getTextureViewSupportedImpl(unsigned int contextID)
{
if (!osg::isGLExtensionOrVersionSupported(contextID, "ARB_texture_view", 4.3))
{
Log(Debug::Verbose) << "Disabling texture views (opengl extension \"ARB_texture_view\" not supported)";
return false;
}
return true;
}
bool getTextureViewSupported(unsigned int contextID)
{
static bool supported = getTextureViewSupportedImpl(contextID);
return supported;
}
bool getMultiviewImpl(unsigned int contextID)
{
if (!Stereo::getStereo())
{
Log(Debug::Verbose) << "Disabling Multiview (disabled by config)";
return false;
}
if (!getMultiviewSupported(contextID))
{
return false;
}
if (!getTextureViewSupported(contextID))
{
Log(Debug::Verbose) << "Disabling Multiview (texture views not supported)";
return false;
}
Log(Debug::Verbose) << "Enabling Multiview";
return true;
}
static bool sMultiview = false;
bool getMultiview(unsigned int contextID)
{
static bool multiView = getMultiviewImpl(contextID);
return multiView;
}
}
bool getTextureViewSupported()
{
return getTextureViewSupported(0);
}
bool getMultiview()
{
return getMultiview(0);
}
void configureExtensions(unsigned int contextID, bool enableMultiview)
{
getTextureViewSupported(contextID);
getMultiviewSupported(contextID);
if (enableMultiview)
{
sMultiview = getMultiview(contextID);
}
else
{
Log(Debug::Verbose) << "Disabling Multiview (disabled by config)";
sMultiview = false;
}
}
void setVertexBufferHint(bool enableMultiview, bool allowDisplayListsForMultiview)
{
if (getStereo() && enableMultiview)
{
auto* ds = osg::DisplaySettings::instance().get();
if (!allowDisplayListsForMultiview
&& ds->getVertexBufferHint() == osg::DisplaySettings::VertexBufferHint::NO_PREFERENCE)
{
// Note that this only works if this code is executed before realize() is called on the viewer.
// The hint is read by the state object only once, before the user realize operations are run.
// Therefore we have to set this hint without access to a graphics context to let us determine
// if multiview will actually be supported or not. So if the user has requested multiview, we
// will just have to set it regardless.
ds->setVertexBufferHint(osg::DisplaySettings::VertexBufferHint::VERTEX_BUFFER_OBJECT);
Log(Debug::Verbose) << "Disabling display lists";
}
}
}
class Texture2DViewSubloadCallback : public osg::Texture2D::SubloadCallback
{
public:
Texture2DViewSubloadCallback(osg::Texture2DArray* textureArray, int layer);
void load(const osg::Texture2D& texture, osg::State& state) const override;
void subload(const osg::Texture2D& texture, osg::State& state) const override;
private:
osg::ref_ptr<osg::Texture2DArray> mTextureArray;
int mLayer;
};
Texture2DViewSubloadCallback::Texture2DViewSubloadCallback(osg::Texture2DArray* textureArray, int layer)
: mTextureArray(textureArray)
, mLayer(layer)
{
}
void Texture2DViewSubloadCallback::load(const osg::Texture2D& texture, osg::State& state) const
{
state.checkGLErrors("before Texture2DViewSubloadCallback::load()");
auto contextId = state.getContextID();
auto* gl = osg::GLExtensions::Get(contextId, false);
mTextureArray->apply(state);
auto sourceTextureObject = mTextureArray->getTextureObject(contextId);
if (!sourceTextureObject)
{
Log(Debug::Error) << "Texture2DViewSubloadCallback: Texture2DArray did not have a texture object";
return;
}
osg::Texture::TextureObject* const targetTextureObject = texture.getTextureObject(contextId);
if (targetTextureObject == nullptr)
{
Log(Debug::Error) << "Texture2DViewSubloadCallback: Texture2D did not have a texture object";
return;
}
// OSG already bound this texture ID, giving it a target.
// Delete it and make a new texture ID.
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &targetTextureObject->_id);
glGenTextures(1, &targetTextureObject->_id);
auto sourceId = sourceTextureObject->_id;
auto targetId = targetTextureObject->_id;
auto internalFormat = sourceTextureObject->_profile._internalFormat;
auto levels = std::max(1, sourceTextureObject->_profile._numMipmapLevels);
{
////// OSG BUG
// Texture views require immutable storage.
// OSG should always give immutable storage to sized internal formats, but does not do so for depth formats.
// Fortunately, we can just call glTexStorage3D here to make it immutable. This probably discards depth info
// for that frame, but whatever.
#ifndef GL_TEXTURE_IMMUTABLE_FORMAT
#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F
#endif
// Store any current binding and re-apply it after so i don't mess with state.
GLint oldBinding = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D_ARRAY, &oldBinding);
// Bind the source texture and check if it's immutable.
glBindTexture(GL_TEXTURE_2D_ARRAY, sourceId);
GLint immutable = 0;
glGetTexParameteriv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_IMMUTABLE_FORMAT, &immutable);
if (!immutable)
{
// It wasn't immutable, so make it immutable.
gl->glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, internalFormat, sourceTextureObject->_profile._width,
sourceTextureObject->_profile._height, 2);
state.checkGLErrors("after Texture2DViewSubloadCallback::load()::glTexStorage3D");
}
glBindTexture(GL_TEXTURE_2D_ARRAY, oldBinding);
}
gl->glTextureView(targetId, GL_TEXTURE_2D, sourceId, internalFormat, 0, levels, mLayer, 1);
state.checkGLErrors("after Texture2DViewSubloadCallback::load()::glTextureView");
glBindTexture(GL_TEXTURE_2D, targetId);
}
void Texture2DViewSubloadCallback::subload(const osg::Texture2D& texture, osg::State& state) const
{
// Nothing to do
}
osg::ref_ptr<osg::Texture2D> createTextureView_Texture2DFromTexture2DArray(
osg::Texture2DArray* textureArray, int layer)
{
if (!getTextureViewSupported())
{
Log(Debug::Error) << "createTextureView_Texture2DFromTexture2DArray: Tried to use a texture view but "
"glTextureView is not supported";
return nullptr;
}
osg::ref_ptr<osg::Texture2D> texture2d = new osg::Texture2D;
texture2d->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
texture2d->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
texture2d->setSubloadCallback(new Texture2DViewSubloadCallback(textureArray, layer));
texture2d->setTextureSize(textureArray->getTextureWidth(), textureArray->getTextureHeight());
texture2d->setBorderColor(textureArray->getBorderColor());
texture2d->setBorderWidth(textureArray->getBorderWidth());
texture2d->setLODBias(textureArray->getLODBias());
texture2d->setFilter(osg::Texture::FilterParameter::MAG_FILTER,
textureArray->getFilter(osg::Texture::FilterParameter::MAG_FILTER));
texture2d->setFilter(osg::Texture::FilterParameter::MIN_FILTER,
textureArray->getFilter(osg::Texture::FilterParameter::MIN_FILTER));
texture2d->setInternalFormat(textureArray->getInternalFormat());
texture2d->setNumMipmapLevels(textureArray->getNumMipmapLevels());
return texture2d;
}
#ifdef OSG_HAS_MULTIVIEW
//! Draw callback that, if set on a RenderStage, resolves MSAA after draw. Needed when using custom fbo/resolve fbos
//! on renderstages in combination with multiview.
struct MultiviewMSAAResolveCallback : public osgUtil::RenderBin::DrawCallback
{
void drawImplementation(
osgUtil::RenderBin* bin, osg::RenderInfo& renderInfo, osgUtil::RenderLeaf*& previous) override
{
osgUtil::RenderStage* stage = static_cast<osgUtil::RenderStage*>(bin);
auto msaaFbo = stage->getFrameBufferObject();
auto resolveFbo = stage->getMultisampleResolveFramebufferObject();
if (msaaFbo != mMsaaFbo)
{
mMsaaFbo = msaaFbo;
setupMsaaLayers();
}
if (resolveFbo != mFbo)
{
mFbo = resolveFbo;
setupLayers();
}
// Null the resolve framebuffer to keep osg from doing redundant work.
stage->setMultisampleResolveFramebufferObject(nullptr);
// Do the actual render work
bin->drawImplementation(renderInfo, previous);
// Blit layers
osg::State& state = *renderInfo.getState();
osg::GLExtensions* ext = state.get<osg::GLExtensions>();
for (int i = 0; i < 2; i++)
{
mLayers[i]->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
mMsaaLayers[i]->apply(state, osg::FrameBufferObject::READ_FRAMEBUFFER);
ext->glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight,
GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
msaaFbo->apply(state, osg::FrameBufferObject::READ_DRAW_FRAMEBUFFER);
}
void setupLayers()
{
const auto& attachments = mFbo->getAttachmentMap();
for (int i = 0; i < 2; i++)
{
mLayers[i] = new osg::FrameBufferObject;
// Intentionally not using ref& so attachment can be non-const
for (auto [component, attachment] : attachments)
{
osg::Texture2DArray* texture = static_cast<osg::Texture2DArray*>(attachment.getTexture());
mLayers[i]->setAttachment(component, osg::FrameBufferAttachment(texture, i));
mWidth = texture->getTextureWidth();
mHeight = texture->getTextureHeight();
}
}
}
void setupMsaaLayers()
{
const auto& attachments = mMsaaFbo->getAttachmentMap();
for (int i = 0; i < 2; i++)
{
mMsaaLayers[i] = new osg::FrameBufferObject;
// Intentionally not using ref& so attachment can be non-const
for (auto [component, attachment] : attachments)
{
osg::Texture2DMultisampleArray* texture
= static_cast<osg::Texture2DMultisampleArray*>(attachment.getTexture());
mMsaaLayers[i]->setAttachment(component, osg::FrameBufferAttachment(texture, i));
mWidth = texture->getTextureWidth();
mHeight = texture->getTextureHeight();
}
}
}
osg::ref_ptr<osg::FrameBufferObject> mFbo;
osg::ref_ptr<osg::FrameBufferObject> mMsaaFbo;
osg::ref_ptr<osg::FrameBufferObject> mLayers[2];
osg::ref_ptr<osg::FrameBufferObject> mMsaaLayers[2];
int mWidth;
int mHeight;
};
#endif
void setMultiviewMSAAResolveCallback(osgUtil::RenderStage* renderStage)
{
#ifdef OSG_HAS_MULTIVIEW
if (Stereo::getMultiview())
{
renderStage->setDrawCallback(new MultiviewMSAAResolveCallback);
}
#endif
}
void setMultiviewMatrices(
osg::StateSet* stateset, const std::array<osg::Matrix, 2>& projection, bool createInverseMatrices)
{
auto* projUniform = stateset->getUniform("projectionMatrixMultiView");
if (!projUniform)
{
projUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "projectionMatrixMultiView", 2);
stateset->addUniform(projUniform, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
}
projUniform->setElement(0, projection[0]);
projUniform->setElement(1, projection[1]);
if (createInverseMatrices)
{
auto* invUniform = stateset->getUniform("invProjectionMatrixMultiView");
if (!invUniform)
{
invUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "invProjectionMatrixMultiView", 2);
stateset->addUniform(invUniform, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
}
invUniform->setElement(0, osg::Matrix::inverse(projection[0]));
invUniform->setElement(1, osg::Matrix::inverse(projection[1]));
}
}
void setMultiviewCompatibleTextureSize(osg::Texture* tex, int w, int h)
{
switch (tex->getTextureTarget())
{
case GL_TEXTURE_2D:
static_cast<osg::Texture2D*>(tex)->setTextureSize(w, h);
break;
case GL_TEXTURE_2D_ARRAY:
static_cast<osg::Texture2DArray*>(tex)->setTextureSize(w, h, 2);
break;
case GL_TEXTURE_2D_MULTISAMPLE:
static_cast<osg::Texture2DMultisample*>(tex)->setTextureSize(w, h);
break;
#ifdef OSG_HAS_MULTIVIEW
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
static_cast<osg::Texture2DMultisampleArray*>(tex)->setTextureSize(w, h, 2);
break;
#endif
default:
throw std::logic_error("Invalid texture type received");
}
}
osg::ref_ptr<osg::Texture> createMultiviewCompatibleTexture(int width, int height, int samples)
{
#ifdef OSG_HAS_MULTIVIEW
if (Stereo::getMultiview())
{
if (samples > 1)
{
auto tex = new osg::Texture2DMultisampleArray();
tex->setTextureSize(width, height, 2);
tex->setNumSamples(samples);
return tex;
}
else
{
auto tex = new osg::Texture2DArray();
tex->setTextureSize(width, height, 2);
return tex;
}
}
else
#endif
{
if (samples > 1)
{
auto tex = new osg::Texture2DMultisample();
tex->setTextureSize(width, height);
tex->setNumSamples(samples);
tex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
tex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
return tex;
}
else
{
auto tex = new osg::Texture2D();
tex->setTextureSize(width, height);
tex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
tex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
return tex;
}
}
}
osg::FrameBufferAttachment createMultiviewCompatibleAttachment(osg::Texture* tex)
{
switch (tex->getTextureTarget())
{
case GL_TEXTURE_2D:
{
auto* tex2d = static_cast<osg::Texture2D*>(tex);
return osg::FrameBufferAttachment(tex2d);
}
case GL_TEXTURE_2D_MULTISAMPLE:
{
auto* tex2dMsaa = static_cast<osg::Texture2DMultisample*>(tex);
return osg::FrameBufferAttachment(tex2dMsaa);
}
#ifdef OSG_HAS_MULTIVIEW
case GL_TEXTURE_2D_ARRAY:
{
auto* tex2dArray = static_cast<osg::Texture2DArray*>(tex);
return osg::FrameBufferAttachment(tex2dArray, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER, 0);
}
case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
{
auto* tex2dMsaaArray = static_cast<osg::Texture2DMultisampleArray*>(tex);
return osg::FrameBufferAttachment(tex2dMsaaArray, osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER, 0);
}
#endif
default:
throw std::logic_error("Invalid texture type received");
}
}
unsigned int osgFaceControlledByMultiviewShader()
{
#ifdef OSG_HAS_MULTIVIEW
return osg::Camera::FACE_CONTROLLED_BY_MULTIVIEW_SHADER;
#else
return 0;
#endif
}
class UpdateRenderStagesCallback
: public SceneUtil::NodeCallback<UpdateRenderStagesCallback, osg::Node*, osgUtil::CullVisitor*>
{
public:
UpdateRenderStagesCallback(Stereo::MultiviewFramebuffer* multiviewFramebuffer)
: mMultiviewFramebuffer(multiviewFramebuffer)
{
mViewport = new osg::Viewport(0, 0, multiviewFramebuffer->width(), multiviewFramebuffer->height());
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 (eye < 2)
{
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() = default;
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::setResolveFbo(osg::FrameBufferObject* resolveFbo)
{
if (resolveFbo != mResolveFbo)
dirty();
mResolveFbo = resolveFbo;
}
void MultiviewFramebufferResolve::setMsaaFbo(osg::FrameBufferObject* msaaFbo)
{
if (msaaFbo != mMsaaFbo)
dirty();
mMsaaFbo = msaaFbo;
}
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
}
}
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