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openmw-tes3mp/components/sceneutil/statesetupdater.hpp

72 lines
2.9 KiB
C++

#ifndef OPENMW_COMPONENTS_SCENEUTIL_STATESETCONTROLLER_H
#define OPENMW_COMPONENTS_SCENEUTIL_STATESETCONTROLLER_H
#include <osg/NodeCallback>
namespace SceneUtil
{
/// @brief Implements efficient per-frame updating of StateSets.
/// @par With a naive update there would be race conditions when the OSG draw thread of the last frame
/// queues up a StateSet that we want to modify for the next frame. To solve this we could set the StateSet to
/// DYNAMIC data variance but that would undo all the benefits of the threading model - having the cull and draw
/// traversals run in parallel can yield up to 200% framerates.
/// @par Race conditions are prevented using a "double buffering" scheme - we have two StateSets that take turns,
/// one StateSet we can write to, the second one is currently in use by the draw traversal of the last frame.
/// @par Must be set as UpdateCallback on a Node.
/// @note Do not add the same StateSetUpdater to multiple nodes.
/// @note Do not add multiple StateSetControllers on the same Node as they will conflict - instead use the CompositeStateSetUpdater.
class StateSetUpdater : public osg::NodeCallback
{
public:
StateSetUpdater();
StateSetUpdater(const StateSetUpdater& copy, const osg::CopyOp& copyop);
META_Object(SceneUtil, StateSetUpdater)
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv);
/// Apply state - to override in derived classes
/// @note Due to the double buffering approach you *have* to apply all state
/// even if it has not changed since the last frame.
virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* nv) {}
/// Set default state - optionally override in derived classes
/// @par May be used e.g. to allocate StateAttributes.
virtual void setDefaults(osg::StateSet* stateset) {}
protected:
/// Reset mStateSets, forcing a setDefaults() on the next frame. Can be used to change the defaults if needed.
void reset();
private:
osg::ref_ptr<osg::StateSet> mStateSets[2];
};
/// @brief A variant of the StateSetController that can be made up of multiple controllers all controlling the same target.
class CompositeStateSetUpdater : public StateSetUpdater
{
public:
CompositeStateSetUpdater();
CompositeStateSetUpdater(const CompositeStateSetUpdater& copy, const osg::CopyOp& copyop);
META_Object(SceneUtil, CompositeStateSetUpdater)
unsigned int getNumControllers();
StateSetUpdater* getController(int i);
void addController(StateSetUpdater* ctrl);
virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* nv);
protected:
virtual void setDefaults(osg::StateSet *stateset);
std::vector<osg::ref_ptr<StateSetUpdater> > mCtrls;
};
}
#endif