add stencil to water RTTs, reword some comments

This commit is contained in:
glassmancody.info 2022-02-07 14:35:15 -08:00
parent bbc9c53423
commit 8c2c322d92
5 changed files with 12 additions and 20 deletions

View file

@ -50,7 +50,7 @@ namespace SceneUtil
osg::Texture* RTTNode::getDepthTexture(osgUtil::CullVisitor* cv)
{
return getViewDependentData(cv)->mCamera->getBufferAttachmentMap()[osg::Camera::DEPTH_BUFFER]._texture;
return getViewDependentData(cv)->mCamera->getBufferAttachmentMap()[osg::Camera::PACKED_DEPTH_STENCIL_BUFFER]._texture;
}
RTTNode::ViewDependentData* RTTNode::getViewDependentData(osgUtil::CullVisitor* cv)
@ -67,7 +67,7 @@ namespace SceneUtil
mViewDependentDataMap[cv]->mCamera = camera;
camera->setRenderOrder(osg::Camera::PRE_RENDER, mRenderOrderNum);
camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
camera->setViewport(0, 0, mTextureWidth, mTextureHeight);
SceneUtil::setCameraClearDepth(camera);
@ -88,18 +88,18 @@ namespace SceneUtil
SceneUtil::attachAlphaToCoverageFriendlyFramebufferToCamera(camera, osg::Camera::COLOR_BUFFER, colorBuffer);
}
if (camera->getBufferAttachmentMap().count(osg::Camera::DEPTH_BUFFER) == 0)
if (camera->getBufferAttachmentMap().count(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER) == 0)
{
auto depthBuffer = new osg::Texture2D;
depthBuffer->setTextureSize(mTextureWidth, mTextureHeight);
depthBuffer->setSourceFormat(GL_DEPTH_COMPONENT);
depthBuffer->setInternalFormat(GL_DEPTH_COMPONENT24);
depthBuffer->setSourceFormat(GL_DEPTH_STENCIL_EXT);
depthBuffer->setInternalFormat(GL_DEPTH24_STENCIL8_EXT);
depthBuffer->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
depthBuffer->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
depthBuffer->setSourceType(GL_UNSIGNED_INT);
depthBuffer->setSourceType(GL_UNSIGNED_INT_24_8_EXT);
depthBuffer->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
depthBuffer->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
camera->attach(osg::Camera::DEPTH_BUFFER, depthBuffer);
camera->attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, depthBuffer);
}
}