Add OpenMW 0.47 commits up to 25 Jul 2021

pull/593/head
David Cernat 3 years ago
commit 0567dc1fd4

@ -130,6 +130,7 @@
Bug #6036: OpenMW-CS: Terrain selection at the border of cells omits certain corner vertices
Bug #6043: Actor can have torch missing when torch animation is played
Bug #6047: Mouse bindings can be triggered during save loading
Bug #6136: Game freezes when NPCs try to open doors that are about to be closed
Feature #390: 3rd person look "over the shoulder"
Feature #832: OpenMW-CS: Handle deleted references
Feature #1536: Show more information about level on menu

@ -500,8 +500,8 @@ else ()
"${OpenMW_BINARY_DIR}/openmw.cfg")
endif ()
configure_resource_file(${OpenMW_SOURCE_DIR}/files/openmw-cs.cfg
"${OpenMW_BINARY_DIR}" "openmw-cs.cfg")
pack_resource_file(${OpenMW_SOURCE_DIR}/files/openmw-cs.cfg
"${OpenMW_BINARY_DIR}" "defaults-cs.bin")
# Needs the copy version because the configure version assumes the end of the file has been reached when a null character is reached and there are no CMake expressions to evaluate.
copy_resource_file(${OpenMW_SOURCE_DIR}/files/opencs/defaultfilters
@ -1039,7 +1039,7 @@ elseif(NOT APPLE)
# End of tes3mp addition
IF(BUILD_OPENCS)
INSTALL(FILES "${INSTALL_SOURCE}/openmw-cs.cfg" DESTINATION "${SYSCONFDIR}" COMPONENT "opencs")
INSTALL(FILES "${INSTALL_SOURCE}/defaults-cs.bin" DESTINATION "${SYSCONFDIR}" COMPONENT "opencs")
ENDIF(BUILD_OPENCS)
# Install resources

@ -158,7 +158,7 @@ include_directories(${CMAKE_CURRENT_BINARY_DIR})
if(APPLE)
set (OPENCS_MAC_ICON "${CMAKE_SOURCE_DIR}/files/mac/openmw-cs.icns")
set (OPENCS_CFG "${OpenMW_BINARY_DIR}/openmw-cs.cfg")
set (OPENCS_CFG "${OpenMW_BINARY_DIR}/defaults-cs.bin")
set (OPENCS_DEFAULT_FILTERS_FILE "${OpenMW_BINARY_DIR}/resources/defaultfilters")
set (OPENCS_OPENMW_CFG "${OpenMW_BINARY_DIR}/openmw.cfg")
else()
@ -270,7 +270,7 @@ if (WIN32)
SET(INSTALL_SOURCE "${OpenMW_BINARY_DIR}")
endif ()
INSTALL(FILES "${INSTALL_SOURCE}/openmw-cs.cfg" DESTINATION ".")
INSTALL(FILES "${INSTALL_SOURCE}/defaults-cs.bin" DESTINATION ".")
endif()
if (MSVC)

@ -17,15 +17,15 @@ CSMPrefs::State *CSMPrefs::State::sThis = nullptr;
void CSMPrefs::State::load()
{
// default settings file
boost::filesystem::path local = mConfigurationManager.getLocalPath() / mConfigFile;
boost::filesystem::path global = mConfigurationManager.getGlobalPath() / mConfigFile;
boost::filesystem::path local = mConfigurationManager.getLocalPath() / mDefaultConfigFile;
boost::filesystem::path global = mConfigurationManager.getGlobalPath() / mDefaultConfigFile;
if (boost::filesystem::exists (local))
mSettings.loadDefault (local.string());
else if (boost::filesystem::exists (global))
mSettings.loadDefault (global.string());
else
throw std::runtime_error ("No default settings file found! Make sure the file \"openmw-cs.cfg\" was properly installed.");
throw std::runtime_error ("No default settings file found! Make sure the file \"" + mDefaultConfigFile + "\" was properly installed.");
// user settings file
boost::filesystem::path user = mConfigurationManager.getUserConfigPath() / mConfigFile;
@ -641,7 +641,7 @@ void CSMPrefs::State::setDefault (const std::string& key, const std::string& def
}
CSMPrefs::State::State (const Files::ConfigurationManager& configurationManager)
: mConfigFile ("openmw-cs.cfg"), mConfigurationManager (configurationManager),
: mConfigFile ("openmw-cs.cfg"), mDefaultConfigFile("defaults-cs.bin"), mConfigurationManager (configurationManager),
mCurrentCategory (mCategories.end())
{
if (sThis)

@ -48,6 +48,7 @@ namespace CSMPrefs
private:
const std::string mConfigFile;
const std::string mDefaultConfigFile;
const Files::ConfigurationManager& mConfigurationManager;
ShortcutManager mShortcutManager;
Settings::Manager mSettings;

@ -55,6 +55,11 @@ MWWorld::Ptr MWMechanics::AiPackage::getTarget() const
if (mTargetActorId == -1)
{
if (mTargetActorRefId.empty())
{
mTargetActorId = -2;
return MWWorld::Ptr();
}
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mTargetActorRefId, false);
if (target.isEmpty())
{

@ -32,8 +32,8 @@ namespace MWPhysics
{
Actor::Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, PhysicsTaskScheduler* scheduler)
: mStandingOnPtr(nullptr), mCanWaterWalk(false), mWalkingOnWater(false)
Actor::Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, PhysicsTaskScheduler* scheduler, bool canWaterWalk)
: mStandingOnPtr(nullptr), mCanWaterWalk(canWaterWalk), mWalkingOnWater(false)
, mCollisionObject(nullptr), mMeshTranslation(shape->mCollisionBox.center), mHalfExtents(shape->mCollisionBox.extents)
, mVelocity(0,0,0), mStuckFrames(0), mLastStuckPosition{0, 0, 0}
, mForce(0.f, 0.f, 0.f), mOnGround(true), mOnSlope(false)
@ -159,11 +159,13 @@ void Actor::updatePosition()
mPositionOffset = osg::Vec3f();
mStandingOnPtr = nullptr;
mSkipCollisions = true;
mSkipSimulation = true;
}
void Actor::setSimulationPosition(const osg::Vec3f& position)
{
mSimulationPosition = position;
if (!std::exchange(mSkipSimulation, false))
mSimulationPosition = position;
}
osg::Vec3f Actor::getSimulationPosition() const
@ -180,18 +182,20 @@ void Actor::updateCollisionObjectPosition()
{
std::scoped_lock lock(mPositionMutex);
mShape->setLocalScaling(Misc::Convert::toBullet(mScale));
osg::Vec3f scaledTranslation = mRotation * osg::componentMultiply(mMeshTranslation, mScale);
osg::Vec3f newPosition = scaledTranslation + mPosition;
mLocalTransform.setOrigin(Misc::Convert::toBullet(newPosition));
mLocalTransform.setRotation(Misc::Convert::toBullet(mRotation));
mCollisionObject->setWorldTransform(mLocalTransform);
osg::Vec3f newPosition = getScaledMeshTranslation() + mPosition;
auto& trans = mCollisionObject->getWorldTransform();
trans.setOrigin(Misc::Convert::toBullet(newPosition));
trans.setRotation(Misc::Convert::toBullet(mRotation));
mCollisionObject->setWorldTransform(trans);
mWorldPositionChanged = false;
}
osg::Vec3f Actor::getCollisionObjectPosition() const
{
std::scoped_lock lock(mPositionMutex);
return Misc::Convert::toOsg(mLocalTransform.getOrigin());
return getScaledMeshTranslation() + mPosition;
}
bool Actor::setPosition(const osg::Vec3f& position)

@ -27,7 +27,7 @@ namespace MWPhysics
class Actor final : public PtrHolder
{
public:
Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, PhysicsTaskScheduler* scheduler);
Actor(const MWWorld::Ptr& ptr, const Resource::BulletShape* shape, PhysicsTaskScheduler* scheduler, bool canWaterWalk);
~Actor() override;
/**
@ -74,9 +74,6 @@ namespace MWPhysics
*/
osg::Vec3f getOriginalHalfExtents() const;
/// Returns the mesh translation, scaled and rotated as necessary
osg::Vec3f getScaledMeshTranslation() const;
/**
* Returns the position of the collision body
* @note The collision shape's origin is in its center, so the position returned can be described as center of the actor collision box in world space.
@ -181,6 +178,9 @@ namespace MWPhysics
void addCollisionMask(int collisionMask);
int getCollisionMask() const;
/// Returns the mesh translation, scaled and rotated as necessary
osg::Vec3f getScaledMeshTranslation() const;
bool mCanWaterWalk;
std::atomic<bool> mWalkingOnWater;
@ -204,7 +204,7 @@ namespace MWPhysics
osg::Vec3f mVelocity;
bool mWorldPositionChanged;
bool mSkipCollisions;
btTransform mLocalTransform;
bool mSkipSimulation;
mutable std::mutex mPositionMutex;
unsigned int mStuckFrames;

@ -599,7 +599,7 @@ namespace MWPhysics
if (!mRemainingSteps)
return;
for (auto& data : mActorsFrameData)
if (data.mActor.lock())
if (const auto actor = data.mActor.lock())
{
std::unique_lock lock(mCollisionWorldMutex);
MovementSolver::unstuck(data, mCollisionWorld);

@ -27,8 +27,8 @@ namespace MWPhysics
mCollisionObject->setUserPointer(this);
setScale(ptr.getCellRef().getScale());
setRotation(Misc::Convert::toBullet(ptr.getRefData().getBaseNode()->getAttitude()));
setOrigin(Misc::Convert::toBullet(ptr.getRefData().getPosition().asVec3()));
setRotation(ptr.getRefData().getBaseNode()->getAttitude());
updatePosition();
commitPositionChange();
mTaskScheduler->addCollisionObject(mCollisionObject.get(), collisionType, CollisionType_Actor|CollisionType_HeightMap|CollisionType_Projectile);
@ -51,17 +51,17 @@ namespace MWPhysics
mScaleUpdatePending = true;
}
void Object::setRotation(const btQuaternion& quat)
void Object::setRotation(const osg::Quat& quat)
{
std::unique_lock<std::mutex> lock(mPositionMutex);
mLocalTransform.setRotation(quat);
mRotation = quat;
mTransformUpdatePending = true;
}
void Object::setOrigin(const btVector3& vec)
void Object::updatePosition()
{
std::unique_lock<std::mutex> lock(mPositionMutex);
mLocalTransform.setOrigin(vec);
mPosition = mPtr.getRefData().getPosition().asVec3();
mTransformUpdatePending = true;
}
@ -75,7 +75,10 @@ namespace MWPhysics
}
if (mTransformUpdatePending)
{
mCollisionObject->setWorldTransform(mLocalTransform);
btTransform trans;
trans.setOrigin(Misc::Convert::toBullet(mPosition));
trans.setRotation(Misc::Convert::toBullet(mRotation));
mCollisionObject->setWorldTransform(trans);
mTransformUpdatePending = false;
}
}
@ -93,7 +96,10 @@ namespace MWPhysics
btTransform Object::getTransform() const
{
std::unique_lock<std::mutex> lock(mPositionMutex);
return mLocalTransform;
btTransform trans;
trans.setOrigin(Misc::Convert::toBullet(mPosition));
trans.setRotation(Misc::Convert::toBullet(mRotation));
return trans;
}
bool Object::isSolid() const

@ -16,7 +16,6 @@ namespace Resource
}
class btCollisionObject;
class btQuaternion;
class btVector3;
namespace MWPhysics
@ -31,8 +30,8 @@ namespace MWPhysics
const Resource::BulletShapeInstance* getShapeInstance() const;
void setScale(float scale);
void setRotation(const btQuaternion& quat);
void setOrigin(const btVector3& vec);
void setRotation(const osg::Quat& quat);
void updatePosition();
void commitPositionChange();
btCollisionObject* getCollisionObject();
const btCollisionObject* getCollisionObject() const;
@ -51,7 +50,8 @@ namespace MWPhysics
std::map<int, osg::NodePath> mRecIndexToNodePath;
bool mSolid;
btVector3 mScale;
btTransform mLocalTransform;
osg::Vec3f mPosition;
osg::Quat mRotation;
bool mScaleUpdatePending;
bool mTransformUpdatePending;
mutable std::mutex mPositionMutex;

@ -654,7 +654,7 @@ namespace MWPhysics
ObjectMap::iterator found = mObjects.find(ptr);
if (found != mObjects.end())
{
found->second->setRotation(Misc::Convert::toBullet(ptr.getRefData().getBaseNode()->getAttitude()));
found->second->setRotation(ptr.getRefData().getBaseNode()->getAttitude());
mTaskScheduler->updateSingleAabb(found->second);
return;
}
@ -675,7 +675,7 @@ namespace MWPhysics
ObjectMap::iterator found = mObjects.find(ptr);
if (found != mObjects.end())
{
found->second->setOrigin(Misc::Convert::toBullet(ptr.getRefData().getPosition().asVec3()));
found->second->updatePosition();
mTaskScheduler->updateSingleAabb(found->second);
return;
}
@ -705,7 +705,15 @@ namespace MWPhysics
if (!shape)
return;
auto actor = std::make_shared<Actor>(ptr, shape, mTaskScheduler.get());
// check if Actor should spawn above water
const MWMechanics::MagicEffects& effects = ptr.getClass().getCreatureStats(ptr).getMagicEffects();
const bool canWaterWalk = effects.get(ESM::MagicEffect::WaterWalking).getMagnitude() > 0;
auto actor = std::make_shared<Actor>(ptr, shape, mTaskScheduler.get(), canWaterWalk);
// check if Actor is on the ground or in the air
traceDown(ptr, ptr.getRefData().getPosition().asVec3(), 10.f);
mActors.emplace(ptr, std::move(actor));
}

@ -3,14 +3,11 @@
#include <BulletCollision/CollisionShapes/btSphereShape.h>
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
#include <LinearMath/btVector3.h>
#include <components/misc/convert.hpp>
#include "../mwworld/class.hpp"
#include "collisiontype.hpp"
#include "memory"
#include "mtphysics.hpp"
#include "projectile.hpp"
@ -55,7 +52,9 @@ void Projectile::commitPositionChange()
std::scoped_lock lock(mMutex);
if (mTransformUpdatePending)
{
mCollisionObject->setWorldTransform(mLocalTransform);
auto& trans = mCollisionObject->getWorldTransform();
trans.setOrigin(Misc::Convert::toBullet(mPosition));
mCollisionObject->setWorldTransform(trans);
mTransformUpdatePending = false;
}
}
@ -63,14 +62,14 @@ void Projectile::commitPositionChange()
void Projectile::setPosition(const osg::Vec3f &position)
{
std::scoped_lock lock(mMutex);
mLocalTransform.setOrigin(Misc::Convert::toBullet(position));
mPosition = position;
mTransformUpdatePending = true;
}
osg::Vec3f Projectile::getPosition() const
{
std::scoped_lock lock(mMutex);
return Misc::Convert::toOsg(mLocalTransform.getOrigin());
return mPosition;
}
bool Projectile::canTraverseWater() const

@ -6,12 +6,13 @@
#include <mutex>
#include <optional>
#include <LinearMath/btVector3.h>
#include "ptrholder.hpp"
class btCollisionObject;
class btCollisionShape;
class btConvexShape;
class btVector3;
namespace osg
{
@ -76,7 +77,6 @@ namespace MWPhysics
btConvexShape* mConvexShape;
std::unique_ptr<btCollisionObject> mCollisionObject;
btTransform mLocalTransform;
bool mTransformUpdatePending;
bool mCanCrossWaterSurface;
bool mCrossedWaterSurface;
@ -84,6 +84,7 @@ namespace MWPhysics
MWWorld::Ptr mCaster;
MWWorld::Ptr mHitTarget;
std::optional<btVector3> mWaterHitPosition;
osg::Vec3f mPosition;
btVector3 mHitPosition;
btVector3 mHitNormal;

@ -364,6 +364,7 @@ namespace MWRender
osg::ref_ptr<osg::StateSet> stateset = node.getStateSet() ? osg::clone(node.getStateSet(), osg::CopyOp::SHALLOW_COPY) : new osg::StateSet;
stateset->setAttribute(m);
stateset->addUniform(new osg::Uniform("colorMode", 0));
stateset->addUniform(new osg::Uniform("emissiveMult", 1.f));
node.setStateSet(stateset);
}
};
@ -477,8 +478,7 @@ namespace MWRender
constexpr auto copyMask = ~Mask_UpdateVisitor;
AnalyzeVisitor analyzeVisitor(copyMask);
osg::Vec3f center3 = { center.x(), center.y(), 0.f };
analyzeVisitor.mCurrentDistance = (viewPoint - center3).length2();
analyzeVisitor.mCurrentDistance = (viewPoint - worldCenter).length2();
float minSize = mMinSize;
if (mMinSizeMergeFactor)
minSize *= mMinSizeMergeFactor;

@ -478,12 +478,6 @@ namespace MWWorld
const auto player = MWBase::Environment::get().getWorld()->getPlayerPtr();
// By default the player is grounded, with the scene fully loaded, we validate and correct this.
if (player.mCell == cell) // Only run once, during initial cell load.
{
mPhysics->traceDown(player, player.getRefData().getPosition().asVec3(), 10.f);
}
navigator->update(player.getRefData().getPosition().asVec3());
if (!cell->isExterior() && !(cell->getCell()->mData.mFlags & ESM::Cell::QuasiEx))

@ -1427,7 +1427,7 @@ namespace MWWorld
if (movePhysics)
{
if (const auto object = mPhysics->getObject(ptr))
updateNavigatorObject(object);
updateNavigatorObject(*object);
}
}
@ -1486,7 +1486,7 @@ namespace MWWorld
if (mPhysics->getActor(ptr))
mNavigator->addAgent(getPathfindingHalfExtents(ptr));
else if (const auto object = mPhysics->getObject(ptr))
mShouldUpdateNavigator = updateNavigatorObject(object) || mShouldUpdateNavigator;
updateNavigatorObject(*object);
}
void World::rotateObjectImp(const Ptr& ptr, const osg::Vec3f& rot, MWBase::RotationFlags flags)
@ -1535,7 +1535,7 @@ namespace MWWorld
mWorldScene->updateObjectRotation(ptr, order);
if (const auto object = mPhysics->getObject(ptr))
updateNavigatorObject(object);
updateNavigatorObject(*object);
}
}
@ -1627,7 +1627,7 @@ namespace MWWorld
mPhysics->updateRotation(ptr);
if (const auto object = mPhysics->getObject(ptr))
updateNavigatorObject(object);
updateNavigatorObject(*object);
}
}
@ -1775,14 +1775,11 @@ namespace MWWorld
void World::updateNavigator()
{
mPhysics->forEachAnimatedObject([&] (const MWPhysics::Object* object)
{
mShouldUpdateNavigator = updateNavigatorObject(object) || mShouldUpdateNavigator;
});
mPhysics->forEachAnimatedObject([&] (const MWPhysics::Object* object) { updateNavigatorObject(*object); });
for (const auto& door : mDoorStates)
if (const auto object = mPhysics->getObject(door.first))
mShouldUpdateNavigator = updateNavigatorObject(object) || mShouldUpdateNavigator;
updateNavigatorObject(*object);
if (mShouldUpdateNavigator)
{
@ -1791,13 +1788,14 @@ namespace MWWorld
}
}
bool World::updateNavigatorObject(const MWPhysics::Object* object)
void World::updateNavigatorObject(const MWPhysics::Object& object)
{
const DetourNavigator::ObjectShapes shapes {
*object->getShapeInstance()->getCollisionShape(),
object->getShapeInstance()->getAvoidCollisionShape()
*object.getShapeInstance()->getCollisionShape(),
object.getShapeInstance()->getAvoidCollisionShape()
};
return mNavigator->updateObject(DetourNavigator::ObjectId(object), shapes, object->getTransform());
mShouldUpdateNavigator = mNavigator->updateObject(DetourNavigator::ObjectId(&object), shapes, object.getTransform())
|| mShouldUpdateNavigator;
}
const MWPhysics::RayCastingInterface* World::getRayCasting() const

@ -167,7 +167,7 @@ namespace MWWorld
void updateNavigator();
bool updateNavigatorObject(const MWPhysics::Object* object);
void updateNavigatorObject(const MWPhysics::Object& object);
void ensureNeededRecords();

@ -2011,6 +2011,11 @@ namespace NifOsg
{
osg::ref_ptr<osg::BlendFunc> blendFunc (new osg::BlendFunc(getBlendMode((alphaprop->flags>>1)&0xf),
getBlendMode((alphaprop->flags>>5)&0xf)));
// on AMD hardware, alpha still seems to be stored with an RGBA framebuffer with OpenGL.
// This might be mandated by the OpenGL 2.1 specification section 2.14.9, or might be a bug.
// Either way, D3D8.1 doesn't do that, so adapt the destination factor.
if (blendFunc->getDestination() == GL_DST_ALPHA)
blendFunc->setDestination(GL_ONE);
blendFunc = shareAttribute(blendFunc);
stateset->setAttributeAndModes(blendFunc, osg::StateAttribute::ON);

@ -904,6 +904,7 @@ void SceneUtil::MWShadowTechnique::setupCastingShader(Shader::ShaderManager & sh
program->addShader(castingVertexShader);
program->addShader(shaderManager.getShader("shadowcasting_fragment.glsl", { {"alphaFunc", std::to_string(alphaFunc)},
{"alphaToCoverage", "0"},
{"adjustCoverage", "1"},
{"useGPUShader4", useGPUShader4}
}, osg::Shader::FRAGMENT));
}

@ -22,6 +22,68 @@
namespace Shader
{
class AddedState : public osg::Object
{
public:
AddedState() = default;
AddedState(const AddedState& rhs, const osg::CopyOp& copyOp)
: osg::Object(rhs, copyOp)
, mUniforms(rhs.mUniforms)
, mModes(rhs.mModes)
, mAttributes(rhs.mAttributes)
{
}
void addUniform(const std::string& name) { mUniforms.emplace(name); }
void setMode(osg::StateAttribute::GLMode mode) { mModes.emplace(mode); }
void setAttribute(osg::StateAttribute::TypeMemberPair typeMemberPair) { mAttributes.emplace(typeMemberPair); }
void setAttribute(const osg::StateAttribute* attribute)
{
mAttributes.emplace(attribute->getTypeMemberPair());
}
template<typename T>
void setAttribute(osg::ref_ptr<T> attribute) { setAttribute(attribute.get()); }
void setAttributeAndModes(const osg::StateAttribute* attribute)
{
setAttribute(attribute);
InterrogateModesHelper helper(this);
attribute->getModeUsage(helper);
}
template<typename T>
void setAttributeAndModes(osg::ref_ptr<T> attribute) { setAttributeAndModes(attribute.get()); }
bool hasUniform(const std::string& name) { return mUniforms.count(name); }
bool hasMode(osg::StateAttribute::GLMode mode) { return mModes.count(mode); }
bool hasAttribute(osg::StateAttribute::TypeMemberPair typeMemberPair) { return mAttributes.count(typeMemberPair); }
bool hasAttribute(osg::StateAttribute::Type type, unsigned int member) { return hasAttribute(osg::StateAttribute::TypeMemberPair(type, member)); }
const std::set<osg::StateAttribute::TypeMemberPair>& getAttributes() { return mAttributes; }
bool empty()
{
return mUniforms.empty() && mModes.empty() && mAttributes.empty();
}
META_Object(Shader, AddedState)
private:
class InterrogateModesHelper : public osg::StateAttribute::ModeUsage
{
public:
InterrogateModesHelper(AddedState* tracker) : mTracker(tracker) {}
void usesMode(osg::StateAttribute::GLMode mode) override { mTracker->setMode(mode); }
void usesTextureMode(osg::StateAttribute::GLMode mode) override {}
private:
AddedState* mTracker;
};
std::unordered_set<std::string> mUniforms;
std::unordered_set<osg::StateAttribute::GLMode> mModes;
std::set<osg::StateAttribute::TypeMemberPair> mAttributes;
};
ShaderVisitor::ShaderRequirements::ShaderRequirements()
: mShaderRequired(false)
@ -105,14 +167,32 @@ namespace Shader
return static_cast<osg::StateSet *>(stateSet.getUserDataContainer()->getUserObject("removedState"));
}
void updateRemovedState(osg::UserDataContainer& userData, osg::StateSet* stateSet)
void updateRemovedState(osg::UserDataContainer& userData, osg::StateSet* removedState)
{
unsigned int index = userData.getUserObjectIndex("removedState");
if (index < userData.getNumUserObjects())
userData.setUserObject(index, stateSet);
userData.setUserObject(index, removedState);
else
userData.addUserObject(stateSet);
stateSet->setName("removedState");
userData.addUserObject(removedState);
removedState->setName("removedState");
}
AddedState* getAddedState(osg::StateSet& stateSet)
{
if (!stateSet.getUserDataContainer())
return nullptr;
return static_cast<AddedState*>(stateSet.getUserDataContainer()->getUserObject("addedState"));
}
void updateAddedState(osg::UserDataContainer& userData, AddedState* addedState)
{
unsigned int index = userData.getUserObjectIndex("addedState");
if (index < userData.getNumUserObjects())
userData.setUserObject(index, addedState);
else
userData.addUserObject(addedState);
addedState->setName("addedState");
}
const char* defaultTextures[] = { "diffuseMap", "normalMap", "emissiveMap", "darkMap", "detailMap", "envMap", "specularMap", "decalMap", "bumpMap" };
@ -280,11 +360,13 @@ namespace Shader
osg::StateSet::AttributeList removedAttributes;
if (osg::ref_ptr<osg::StateSet> removedState = getRemovedState(*stateset))
removedAttributes = removedState->getAttributeList();
osg::ref_ptr<AddedState> addedState = getAddedState(*stateset);
for (const auto* attributeMap : std::initializer_list<const osg::StateSet::AttributeList*>{ &attributes, &removedAttributes })
{
for (osg::StateSet::AttributeList::const_iterator it = attributeMap->begin(); it != attributeMap->end(); ++it)
{
if (attributeMap != &removedAttributes && removedAttributes.count(it->first))
if (addedState && attributeMap != &removedAttributes && addedState->hasAttribute(it->first))
continue;
if (it->first.first == osg::StateAttribute::MATERIAL)
{
@ -296,9 +378,6 @@ namespace Shader
const osg::Material* mat = static_cast<const osg::Material*>(it->second.first.get());
if (!writableStateSet)
writableStateSet = getWritableStateSet(node);
int colorMode;
switch (mat->getColorMode())
{
@ -376,6 +455,10 @@ namespace Shader
writableStateSet = node.getOrCreateStateSet();
else
writableStateSet = getWritableStateSet(node);
osg::ref_ptr<AddedState> addedState = new AddedState;
osg::ref_ptr<AddedState> previousAddedState = getAddedState(*writableStateSet);
if (!previousAddedState)
previousAddedState = new AddedState;
ShaderManager::DefineMap defineMap;
for (unsigned int i=0; i<sizeof(defaultTextures)/sizeof(defaultTextures[0]); ++i)
@ -392,6 +475,7 @@ namespace Shader
defineMap["parallax"] = reqs.mNormalHeight ? "1" : "0";
writableStateSet->addUniform(new osg::Uniform("colorMode", reqs.mColorMode));
addedState->addUniform("colorMode");
defineMap["alphaFunc"] = std::to_string(reqs.mAlphaFunc);
@ -403,26 +487,35 @@ namespace Shader
removedState = new osg::StateSet();
defineMap["alphaToCoverage"] = "0";
defineMap["adjustCoverage"] = "0";
if (reqs.mAlphaFunc != osg::AlphaFunc::ALWAYS)
{
writableStateSet->addUniform(new osg::Uniform("alphaRef", reqs.mAlphaRef));
addedState->addUniform("alphaRef");
if (!removedState->getAttributePair(osg::StateAttribute::ALPHAFUNC))
{
const auto* alphaFunc = writableStateSet->getAttributePair(osg::StateAttribute::ALPHAFUNC);
if (alphaFunc)
if (alphaFunc && !previousAddedState->hasAttribute(osg::StateAttribute::ALPHAFUNC, 0))
removedState->setAttribute(alphaFunc->first, alphaFunc->second);
}
// This prevents redundant glAlphaFunc calls while letting the shadows bin still see the test
writableStateSet->setAttribute(RemovedAlphaFunc::getInstance(reqs.mAlphaFunc), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
addedState->setAttribute(RemovedAlphaFunc::getInstance(reqs.mAlphaFunc));
// Blending won't work with A2C as we use the alpha channel for coverage. gl_SampleCoverage from ARB_sample_shading would save the day, but requires GLSL 130
if (mConvertAlphaTestToAlphaToCoverage && !reqs.mAlphaBlend)
{
writableStateSet->setMode(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB, osg::StateAttribute::ON);
addedState->setMode(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
defineMap["alphaToCoverage"] = "1";
}
// Adjusting coverage isn't safe with blending on as blending requires the alpha to be intact.
// Maybe we could also somehow (e.g. userdata) detect when the diffuse map has coverage-preserving mip maps in the future
if (!reqs.mAlphaBlend)
defineMap["adjustCoverage"] = "1";
// Preventing alpha tested stuff shrinking as lower mip levels are used requires knowing the texture size
osg::ref_ptr<osg::GLExtensions> exts = osg::GLExtensions::Get(0, false);
if (exts && exts->isGpuShader4Supported)
@ -430,10 +523,11 @@ namespace Shader
// We could fall back to a texture size uniform if EXT_gpu_shader4 is missing
}
if (writableStateSet->getMode(GL_ALPHA_TEST) != osg::StateAttribute::INHERIT)
if (writableStateSet->getMode(GL_ALPHA_TEST) != osg::StateAttribute::INHERIT && !previousAddedState->hasMode(GL_ALPHA_TEST))
removedState->setMode(GL_ALPHA_TEST, writableStateSet->getMode(GL_ALPHA_TEST));
// This disables the deprecated fixed-function alpha test
writableStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED);
addedState->setMode(GL_ALPHA_TEST);
if (!removedState->getModeList().empty() || !removedState->getAttributeList().empty())
{
@ -447,6 +541,18 @@ namespace Shader
updateRemovedState(*writableUserData, removedState);
}
if (!addedState->empty())
{
// user data is normally shallow copied so shared with the original stateset
osg::ref_ptr<osg::UserDataContainer> writableUserData;
if (mAllowedToModifyStateSets)
writableUserData = writableStateSet->getOrCreateUserDataContainer();
else
writableUserData = getWritableUserDataContainer(*writableStateSet);
updateAddedState(*writableUserData, addedState);
}
defineMap["translucentFramebuffer"] = mTranslucentFramebuffer ? "1" : "0";
std::string shaderPrefix;
@ -458,11 +564,14 @@ namespace Shader
if (vertexShader && fragmentShader)
{
writableStateSet->setAttributeAndModes(mShaderManager.getProgram(vertexShader, fragmentShader), osg::StateAttribute::ON);
auto program = mShaderManager.getProgram(vertexShader, fragmentShader);
writableStateSet->setAttributeAndModes(program, osg::StateAttribute::ON);
addedState->setAttributeAndModes(program);
for (std::map<int, std::string>::const_iterator texIt = reqs.mTextures.begin(); texIt != reqs.mTextures.end(); ++texIt)
{
writableStateSet->addUniform(new osg::Uniform(texIt->second.c_str(), texIt->first), osg::StateAttribute::ON);
addedState->addUniform(texIt->second);
}
}
}
@ -477,24 +586,57 @@ namespace Shader
else
writableStateSet = getWritableStateSet(node);
writableStateSet->removeAttribute(osg::StateAttribute::PROGRAM);
// user data is normally shallow copied so shared with the original stateset - we'll need to copy before edits
osg::ref_ptr<osg::UserDataContainer> writableUserData;
if (osg::ref_ptr<AddedState> addedState = getAddedState(*writableStateSet))
{
if (mAllowedToModifyStateSets)
writableUserData = writableStateSet->getUserDataContainer();
else
writableUserData = getWritableUserDataContainer(*writableStateSet);
unsigned int index = writableUserData->getUserObjectIndex("addedState");
writableUserData->removeUserObject(index);
// O(n log n) to use StateSet::removeX, but this is O(n)
for (auto itr = writableStateSet->getUniformList().begin(); itr != writableStateSet->getUniformList().end();)
{
if (addedState->hasUniform(itr->first))
writableStateSet->getUniformList().erase(itr++);
else
++itr;
}
for (auto itr = writableStateSet->getModeList().begin(); itr != writableStateSet->getModeList().end();)
{
if (addedState->hasMode(itr->first))
writableStateSet->getModeList().erase(itr++);
else
++itr;
}
// StateAttributes track the StateSets they're attached to
// We don't have access to the function to do that, and can't call removeAttribute with an iterator
for (const auto& [type, member] : addedState->getAttributes())
writableStateSet->removeAttribute(type, member);
}
if (osg::ref_ptr<osg::StateSet> removedState = getRemovedState(*writableStateSet))
{
// user data is normally shallow copied so shared with the original stateset
osg::ref_ptr<osg::UserDataContainer> writableUserData;
if (!writableUserData)
{
if (mAllowedToModifyStateSets)
writableUserData = writableStateSet->getUserDataContainer();
else
writableUserData = getWritableUserDataContainer(*writableStateSet);
}
unsigned int index = writableUserData->getUserObjectIndex("removedState");
writableUserData->removeUserObject(index);
for (const auto& [mode, value] : removedState->getModeList())
writableStateSet->setMode(mode, value);
for (const auto& attribute : removedState->getAttributeList())
writableStateSet->setAttribute(attribute.second.first, attribute.second.second);
writableStateSet->merge(*removedState);
}
}

@ -95,6 +95,12 @@ class Base64 {
size_t in_len = input.size();
if (in_len % 4 != 0) return "Input data size is not a multiple of 4";
if (in_len == 0)
{
out = "";
return "";
}
size_t out_len = in_len / 4 * 3;
if (input[in_len - 1] == '=') out_len--;
if (input[in_len - 2] == '=') out_len--;

@ -22,7 +22,7 @@ float mipmapLevel(vec2 scaleduv)
float coveragePreservingAlphaScale(sampler2D diffuseMap, vec2 uv)
{
#if @alphaFunc != FUNC_ALWAYS && @alphaFunc != FUNC_NEVER
#if @adjustCoverage
vec2 textureSize;
#if @useGPUShader4
textureSize = textureSize2D(diffuseMap, 0);

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