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openmw-tes3mp/components/resource/scenemanager.cpp

760 lines
27 KiB
C++

#include "scenemanager.hpp"
#include <iostream>
#include <cstdlib>
#include <osg/Node>
#include <osg/UserDataContainer>
#include <osgParticle/ParticleSystem>
#include <osgUtil/IncrementalCompileOperation>
#include <osgDB/SharedStateManager>
#include <osgDB/Registry>
#include <components/nifosg/nifloader.hpp>
#include <components/nif/niffile.hpp>
#include <components/misc/stringops.hpp>
#include <components/vfs/manager.hpp>
#include <components/sceneutil/clone.hpp>
#include <components/sceneutil/util.hpp>
#include <components/sceneutil/controller.hpp>
#include <components/sceneutil/optimizer.hpp>
#include <components/shader/shadervisitor.hpp>
#include <components/shader/shadermanager.hpp>
#include "imagemanager.hpp"
#include "niffilemanager.hpp"
#include "objectcache.hpp"
#include "multiobjectcache.hpp"
namespace
{
class InitWorldSpaceParticlesCallback : public osg::NodeCallback
{
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osgParticle::ParticleSystem* partsys = static_cast<osgParticle::ParticleSystem*>(node);
// HACK: Ignore the InverseWorldMatrix transform the particle system is attached to
if (partsys->getNumParents() && partsys->getParent(0)->getNumParents())
transformInitialParticles(partsys, partsys->getParent(0)->getParent(0));
node->removeUpdateCallback(this);
}
void transformInitialParticles(osgParticle::ParticleSystem* partsys, osg::Node* node)
{
osg::NodePathList nodepaths = node->getParentalNodePaths();
if (nodepaths.empty())
return;
osg::Matrixf worldMat = osg::computeLocalToWorld(nodepaths[0]);
worldMat.orthoNormalize(worldMat); // scale is already applied on the particle node
for (int i=0; i<partsys->numParticles(); ++i)
{
partsys->getParticle(i)->transformPositionVelocity(worldMat);
}
// transform initial bounds to worldspace
osg::BoundingSphere sphere(partsys->getInitialBound());
SceneUtil::transformBoundingSphere(worldMat, sphere);
osg::BoundingBox box;
box.expandBy(sphere);
partsys->setInitialBound(box);
}
};
class InitParticlesVisitor : public osg::NodeVisitor
{
public:
/// @param mask The node mask to set on ParticleSystem nodes.
InitParticlesVisitor(unsigned int mask)
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
, mMask(mask)
{
}
bool isWorldSpaceParticleSystem(osgParticle::ParticleSystem* partsys)
{
// HACK: ParticleSystem has no getReferenceFrame()
return (partsys->getUserDataContainer()
&& partsys->getUserDataContainer()->getNumDescriptions() > 0
&& partsys->getUserDataContainer()->getDescriptions()[0] == "worldspace");
}
void apply(osg::Drawable& drw)
{
if (osgParticle::ParticleSystem* partsys = dynamic_cast<osgParticle::ParticleSystem*>(&drw))
{
if (isWorldSpaceParticleSystem(partsys))
{
partsys->addUpdateCallback(new InitWorldSpaceParticlesCallback);
}
partsys->setNodeMask(mMask);
}
}
private:
unsigned int mMask;
};
}
namespace Resource
{
class SharedStateManager : public osgDB::SharedStateManager
{
public:
unsigned int getNumSharedTextures() const
{
return _sharedTextureList.size();
}
unsigned int getNumSharedStateSets() const
{
return _sharedStateSetList.size();
}
void clearCache()
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_listMutex);
_sharedTextureList.clear();
_sharedStateSetList.clear();
}
};
/// Set texture filtering settings on textures contained in a FlipController.
class SetFilterSettingsControllerVisitor : public SceneUtil::ControllerVisitor
{
public:
SetFilterSettingsControllerVisitor(osg::Texture::FilterMode minFilter, osg::Texture::FilterMode magFilter, int maxAnisotropy)
: mMinFilter(minFilter)
, mMagFilter(magFilter)
, mMaxAnisotropy(maxAnisotropy)
{
}
virtual void visit(osg::Node& node, SceneUtil::Controller& ctrl)
{
if (NifOsg::FlipController* flipctrl = dynamic_cast<NifOsg::FlipController*>(&ctrl))
{
for (std::vector<osg::ref_ptr<osg::Texture2D> >::iterator it = flipctrl->getTextures().begin(); it != flipctrl->getTextures().end(); ++it)
{
osg::Texture* tex = *it;
tex->setFilter(osg::Texture::MIN_FILTER, mMinFilter);
tex->setFilter(osg::Texture::MAG_FILTER, mMagFilter);
tex->setMaxAnisotropy(mMaxAnisotropy);
}
}
}
private:
osg::Texture::FilterMode mMinFilter;
osg::Texture::FilterMode mMagFilter;
int mMaxAnisotropy;
};
/// Set texture filtering settings on textures contained in StateSets.
class SetFilterSettingsVisitor : public osg::NodeVisitor
{
public:
SetFilterSettingsVisitor(osg::Texture::FilterMode minFilter, osg::Texture::FilterMode magFilter, int maxAnisotropy)
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
, mMinFilter(minFilter)
, mMagFilter(magFilter)
, mMaxAnisotropy(maxAnisotropy)
{
}
virtual void apply(osg::Node& node)
{
osg::StateSet* stateset = node.getStateSet();
if (stateset)
applyStateSet(stateset);
traverse(node);
}
void applyStateSet(osg::StateSet* stateset)
{
const osg::StateSet::TextureAttributeList& texAttributes = stateset->getTextureAttributeList();
for(unsigned int unit=0;unit<texAttributes.size();++unit)
{
osg::StateAttribute *texture = stateset->getTextureAttribute(unit, osg::StateAttribute::TEXTURE);
if (texture)
applyStateAttribute(texture);
}
}
void applyStateAttribute(osg::StateAttribute* attr)
{
osg::Texture* tex = attr->asTexture();
if (tex)
{
tex->setFilter(osg::Texture::MIN_FILTER, mMinFilter);
tex->setFilter(osg::Texture::MAG_FILTER, mMagFilter);
tex->setMaxAnisotropy(mMaxAnisotropy);
}
}
private:
osg::Texture::FilterMode mMinFilter;
osg::Texture::FilterMode mMagFilter;
int mMaxAnisotropy;
};
SceneManager::SceneManager(const VFS::Manager *vfs, Resource::ImageManager* imageManager, Resource::NifFileManager* nifFileManager)
: ResourceManager(vfs)
, mShaderManager(new Shader::ShaderManager)
, mForceShaders(false)
, mClampLighting(true)
, mForcePerPixelLighting(false)
, mAutoUseNormalMaps(false)
, mAutoUseSpecularMaps(false)
, mInstanceCache(new MultiObjectCache)
, mSharedStateManager(new SharedStateManager)
, mImageManager(imageManager)
, mNifFileManager(nifFileManager)
, mMinFilter(osg::Texture::LINEAR_MIPMAP_LINEAR)
, mMagFilter(osg::Texture::LINEAR)
, mMaxAnisotropy(1)
, mUnRefImageDataAfterApply(false)
, mParticleSystemMask(~0u)
{
}
void SceneManager::setForceShaders(bool force)
{
mForceShaders = force;
}
bool SceneManager::getForceShaders() const
{
return mForceShaders;
}
void SceneManager::recreateShaders(osg::ref_ptr<osg::Node> node)
{
osg::ref_ptr<Shader::ShaderVisitor> shaderVisitor(createShaderVisitor());
shaderVisitor->setAllowedToModifyStateSets(false);
node->accept(*shaderVisitor);
}
void SceneManager::setClampLighting(bool clamp)
{
mClampLighting = clamp;
}
bool SceneManager::getClampLighting() const
{
return mClampLighting;
}
void SceneManager::setForcePerPixelLighting(bool force)
{
mForcePerPixelLighting = force;
}
bool SceneManager::getForcePerPixelLighting() const
{
return mForcePerPixelLighting;
}
void SceneManager::setAutoUseNormalMaps(bool use)
{
mAutoUseNormalMaps = use;
}
void SceneManager::setNormalMapPattern(const std::string &pattern)
{
mNormalMapPattern = pattern;
}
void SceneManager::setNormalHeightMapPattern(const std::string &pattern)
{
mNormalHeightMapPattern = pattern;
}
void SceneManager::setAutoUseSpecularMaps(bool use)
{
mAutoUseSpecularMaps = use;
}
void SceneManager::setSpecularMapPattern(const std::string &pattern)
{
mSpecularMapPattern = pattern;
}
SceneManager::~SceneManager()
{
// this has to be defined in the .cpp file as we can't delete incomplete types
}
Shader::ShaderManager &SceneManager::getShaderManager()
{
return *mShaderManager.get();
}
void SceneManager::setShaderPath(const std::string &path)
{
mShaderManager->setShaderPath(path);
}
bool SceneManager::checkLoaded(const std::string &name, double timeStamp)
{
std::string normalized = name;
mVFS->normalizeFilename(normalized);
return mCache->checkInObjectCache(normalized, timeStamp);
}
/// @brief Callback to read image files from the VFS.
class ImageReadCallback : public osgDB::ReadFileCallback
{
public:
ImageReadCallback(Resource::ImageManager* imageMgr)
: mImageManager(imageMgr)
{
}
virtual osgDB::ReaderWriter::ReadResult readImage(const std::string& filename, const osgDB::Options* options)
{
try
{
return osgDB::ReaderWriter::ReadResult(mImageManager->getImage(filename), osgDB::ReaderWriter::ReadResult::FILE_LOADED);
}
catch (std::exception& e)
{
return osgDB::ReaderWriter::ReadResult(e.what());
}
}
private:
Resource::ImageManager* mImageManager;
};
std::string getFileExtension(const std::string& file)
{
size_t extPos = file.find_last_of('.');
if (extPos != std::string::npos && extPos+1 < file.size())
return file.substr(extPos+1);
return std::string();
}
osg::ref_ptr<osg::Node> load (Files::IStreamPtr file, const std::string& normalizedFilename, Resource::ImageManager* imageManager, Resource::NifFileManager* nifFileManager)
{
std::string ext = getFileExtension(normalizedFilename);
if (ext == "nif")
return NifOsg::Loader::load(nifFileManager->get(normalizedFilename), imageManager);
else
{
osgDB::ReaderWriter* reader = osgDB::Registry::instance()->getReaderWriterForExtension(ext);
if (!reader)
{
std::stringstream errormsg;
errormsg << "Error loading " << normalizedFilename << ": no readerwriter for '" << ext << "' found" << std::endl;
throw std::runtime_error(errormsg.str());
}
osg::ref_ptr<osgDB::Options> options (new osgDB::Options);
// Set a ReadFileCallback so that image files referenced in the model are read from our virtual file system instead of the osgDB.
// Note, for some formats (.obj/.mtl) that reference other (non-image) files a findFileCallback would be necessary.
// but findFileCallback does not support virtual files, so we can't implement it.
options->setReadFileCallback(new ImageReadCallback(imageManager));
osgDB::ReaderWriter::ReadResult result = reader->readNode(*file, options);
if (!result.success())
{
std::stringstream errormsg;
errormsg << "Error loading " << normalizedFilename << ": " << result.message() << " code " << result.status() << std::endl;
throw std::runtime_error(errormsg.str());
}
return result.getNode();
}
}
class CanOptimizeCallback : public SceneUtil::Optimizer::IsOperationPermissibleForObjectCallback
{
public:
bool isReservedName(const std::string& name) const
{
if (name.empty())
return false;
static std::vector<std::string> reservedNames;
if (reservedNames.empty())
{
const char* reserved[] = {"Head", "Neck", "Chest", "Groin", "Right Hand", "Left Hand", "Right Wrist", "Left Wrist", "Shield Bone", "Right Forearm", "Left Forearm", "Right Upper Arm",
"Left Upper Arm", "Right Foot", "Left Foot", "Right Ankle", "Left Ankle", "Right Knee", "Left Knee", "Right Upper Leg", "Left Upper Leg", "Right Clavicle",
"Left Clavicle", "Weapon Bone", "Tail", "Bip01", "Root Bone", "BoneOffset", "AttachLight", "ArrowBone", "Camera"};
reservedNames = std::vector<std::string>(reserved, reserved + sizeof(reserved)/sizeof(reserved[0]));
for (unsigned int i=0; i<sizeof(reserved)/sizeof(reserved[0]); ++i)
reservedNames.push_back(std::string("Tri ") + reserved[i]);
std::sort(reservedNames.begin(), reservedNames.end(), Misc::StringUtils::ciLess);
}
std::vector<std::string>::iterator it = Misc::StringUtils::partialBinarySearch(reservedNames.begin(), reservedNames.end(), name);
return it != reservedNames.end();
}
virtual bool isOperationPermissibleForObjectImplementation(const SceneUtil::Optimizer* optimizer, const osg::Drawable* node,unsigned int option) const
{
if (option & SceneUtil::Optimizer::FLATTEN_STATIC_TRANSFORMS)
{
if (node->asGeometry() && node->className() == std::string("Geometry"))
return true;
else
return false; //ParticleSystem would have to convert space of all the processors, RigGeometry would have to convert bones... theoretically possible, but very complicated
}
return (option & optimizer->getPermissibleOptimizationsForObject(node))!=0;
}
virtual bool isOperationPermissibleForObjectImplementation(const SceneUtil::Optimizer* optimizer, const osg::Node* node,unsigned int option) const
{
if (node->getNumDescriptions()>0) return false;
if (node->getDataVariance() == osg::Object::DYNAMIC) return false;
if (isReservedName(node->getName())) return false;
return (option & optimizer->getPermissibleOptimizationsForObject(node))!=0;
}
};
bool canOptimize(const std::string& filename)
{
size_t slashpos = filename.find_last_of("\\/");
if (slashpos != std::string::npos && slashpos+1 < filename.size())
{
std::string basename = filename.substr(slashpos+1);
// xmesh.nif can not be optimized because there are keyframes added in post
if (!basename.empty() && basename[0] == 'x')
return false;
// NPC skeleton files can not be optimized because of keyframes added in post
// (most of them are usually named like 'xbase_anim.nif' anyway, but not all of them :( )
if (basename.compare(0, 9, "base_anim") == 0 || basename.compare(0, 4, "skin") == 0)
return false;
}
// For spell VFX, DummyXX nodes must remain intact. Not adding those to reservedNames to avoid being overly cautious - instead, decide on filename
if (filename.find("vfx_pattern") != std::string::npos)
return false;
return true;
}
unsigned int getOptimizationOptions()
{
using namespace SceneUtil;
const char* env = getenv("OPENMW_OPTIMIZE");
unsigned int options = Optimizer::FLATTEN_STATIC_TRANSFORMS|Optimizer::REMOVE_REDUNDANT_NODES|Optimizer::MERGE_GEOMETRY;
if (env)
{
std::string str(env);
if(str.find("OFF")!=std::string::npos || str.find("0")!= std::string::npos) options = 0;
if(str.find("~FLATTEN_STATIC_TRANSFORMS")!=std::string::npos) options ^= Optimizer::FLATTEN_STATIC_TRANSFORMS;
else if(str.find("FLATTEN_STATIC_TRANSFORMS")!=std::string::npos) options |= Optimizer::FLATTEN_STATIC_TRANSFORMS;
if(str.find("~REMOVE_REDUNDANT_NODES")!=std::string::npos) options ^= Optimizer::REMOVE_REDUNDANT_NODES;
else if(str.find("REMOVE_REDUNDANT_NODES")!=std::string::npos) options |= Optimizer::REMOVE_REDUNDANT_NODES;
if(str.find("~MERGE_GEOMETRY")!=std::string::npos) options ^= Optimizer::MERGE_GEOMETRY;
else if(str.find("MERGE_GEOMETRY")!=std::string::npos) options |= Optimizer::MERGE_GEOMETRY;
}
return options;
}
osg::ref_ptr<const osg::Node> SceneManager::getTemplate(const std::string &name)
{
std::string normalized = name;
mVFS->normalizeFilename(normalized);
osg::ref_ptr<osg::Object> obj = mCache->getRefFromObjectCache(normalized);
if (obj)
return osg::ref_ptr<const osg::Node>(static_cast<osg::Node*>(obj.get()));
else
{
osg::ref_ptr<osg::Node> loaded;
try
{
Files::IStreamPtr file = mVFS->get(normalized);
loaded = load(file, normalized, mImageManager, mNifFileManager);
}
catch (std::exception& e)
{
static const char * const sMeshTypes[] = { "nif", "osg", "osgt", "osgb", "osgx", "osg2" };
for (unsigned int i=0; i<sizeof(sMeshTypes)/sizeof(sMeshTypes[0]); ++i)
{
normalized = "meshes/marker_error." + std::string(sMeshTypes[i]);
if (mVFS->exists(normalized))
{
std::cerr << "Failed to load '" << name << "': " << e.what() << ", using marker_error." << sMeshTypes[i] << " instead" << std::endl;
Files::IStreamPtr file = mVFS->get(normalized);
loaded = load(file, normalized, mImageManager, mNifFileManager);
break;
}
}
if (!loaded)
throw;
}
// set filtering settings
SetFilterSettingsVisitor setFilterSettingsVisitor(mMinFilter, mMagFilter, mMaxAnisotropy);
loaded->accept(setFilterSettingsVisitor);
SetFilterSettingsControllerVisitor setFilterSettingsControllerVisitor(mMinFilter, mMagFilter, mMaxAnisotropy);
loaded->accept(setFilterSettingsControllerVisitor);
osg::ref_ptr<Shader::ShaderVisitor> shaderVisitor (createShaderVisitor());
loaded->accept(*shaderVisitor);
// share state
// do this before optimizing so the optimizer will be able to combine nodes more aggressively
// note, because StateSets will be shared at this point, StateSets can not be modified inside the optimizer
mSharedStateMutex.lock();
mSharedStateManager->share(loaded.get());
mSharedStateMutex.unlock();
if (canOptimize(normalized))
{
SceneUtil::Optimizer optimizer;
optimizer.setIsOperationPermissibleForObjectCallback(new CanOptimizeCallback);
static const unsigned int options = getOptimizationOptions();
optimizer.optimize(loaded, options);
}
if (mIncrementalCompileOperation)
mIncrementalCompileOperation->add(loaded);
mCache->addEntryToObjectCache(normalized, loaded);
return loaded;
}
}
osg::ref_ptr<osg::Node> SceneManager::cacheInstance(const std::string &name)
{
std::string normalized = name;
mVFS->normalizeFilename(normalized);
osg::ref_ptr<osg::Node> node = createInstance(normalized);
mInstanceCache->addEntryToObjectCache(normalized, node.get());
return node;
}
class TemplateRef : public osg::Object
{
public:
TemplateRef(const Object* object)
: mObject(object) {}
TemplateRef() {}
TemplateRef(const TemplateRef& copy, const osg::CopyOp&) : mObject(copy.mObject) {}
META_Object(Resource, TemplateRef)
private:
osg::ref_ptr<const Object> mObject;
};
osg::ref_ptr<osg::Node> SceneManager::createInstance(const std::string& name)
{
osg::ref_ptr<const osg::Node> scene = getTemplate(name);
return createInstance(scene);
}
osg::ref_ptr<osg::Node> SceneManager::createInstance(const osg::Node *base)
{
osg::ref_ptr<osg::Node> cloned = osg::clone(base, SceneUtil::CopyOp());
// add a ref to the original template, to hint to the cache that it's still being used and should be kept in cache
cloned->getOrCreateUserDataContainer()->addUserObject(new TemplateRef(base));
// we can skip any scene graphs without update callbacks since we know that particle emitters will have an update callback set
if (cloned->getNumChildrenRequiringUpdateTraversal() > 0)
{
InitParticlesVisitor visitor (mParticleSystemMask);
cloned->accept(visitor);
}
return cloned;
}
osg::ref_ptr<osg::Node> SceneManager::getInstance(const std::string &name)
{
std::string normalized = name;
mVFS->normalizeFilename(normalized);
osg::ref_ptr<osg::Object> obj = mInstanceCache->takeFromObjectCache(normalized);
if (obj.get())
return static_cast<osg::Node*>(obj.get());
return createInstance(normalized);
}
osg::ref_ptr<osg::Node> SceneManager::getInstance(const std::string &name, osg::Group* parentNode)
{
osg::ref_ptr<osg::Node> cloned = getInstance(name);
attachTo(cloned, parentNode);
return cloned;
}
void SceneManager::attachTo(osg::Node *instance, osg::Group *parentNode) const
{
parentNode->addChild(instance);
}
void SceneManager::releaseGLObjects(osg::State *state)
{
mCache->releaseGLObjects(state);
mInstanceCache->releaseGLObjects(state);
mShaderManager->releaseGLObjects(state);
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mSharedStateMutex);
mSharedStateManager->releaseGLObjects(state);
}
void SceneManager::setIncrementalCompileOperation(osgUtil::IncrementalCompileOperation *ico)
{
mIncrementalCompileOperation = ico;
}
osgUtil::IncrementalCompileOperation *SceneManager::getIncrementalCompileOperation()
{
return mIncrementalCompileOperation.get();
}
Resource::ImageManager* SceneManager::getImageManager()
{
return mImageManager;
}
void SceneManager::setParticleSystemMask(unsigned int mask)
{
mParticleSystemMask = mask;
}
void SceneManager::setFilterSettings(const std::string &magfilter, const std::string &minfilter,
const std::string &mipmap, int maxAnisotropy)
{
osg::Texture::FilterMode min = osg::Texture::LINEAR;
osg::Texture::FilterMode mag = osg::Texture::LINEAR;
if(magfilter == "nearest")
mag = osg::Texture::NEAREST;
else if(magfilter != "linear")
std::cerr<< "Warning: Invalid texture mag filter: "<<magfilter <<std::endl;
if(minfilter == "nearest")
min = osg::Texture::NEAREST;
else if(minfilter != "linear")
std::cerr<< "Warning: Invalid texture min filter: "<<minfilter <<std::endl;
if(mipmap == "nearest")
{
if(min == osg::Texture::NEAREST)
min = osg::Texture::NEAREST_MIPMAP_NEAREST;
else if(min == osg::Texture::LINEAR)
min = osg::Texture::LINEAR_MIPMAP_NEAREST;
}
else if(mipmap != "none")
{
if(mipmap != "linear")
std::cerr<< "Warning: Invalid texture mipmap: "<<mipmap <<std::endl;
if(min == osg::Texture::NEAREST)
min = osg::Texture::NEAREST_MIPMAP_LINEAR;
else if(min == osg::Texture::LINEAR)
min = osg::Texture::LINEAR_MIPMAP_LINEAR;
}
mMinFilter = min;
mMagFilter = mag;
mMaxAnisotropy = std::max(1, maxAnisotropy);
SetFilterSettingsControllerVisitor setFilterSettingsControllerVisitor (mMinFilter, mMagFilter, mMaxAnisotropy);
SetFilterSettingsVisitor setFilterSettingsVisitor (mMinFilter, mMagFilter, mMaxAnisotropy);
mCache->accept(setFilterSettingsVisitor);
mCache->accept(setFilterSettingsControllerVisitor);
}
void SceneManager::applyFilterSettings(osg::Texture *tex)
{
tex->setFilter(osg::Texture::MIN_FILTER, mMinFilter);
tex->setFilter(osg::Texture::MAG_FILTER, mMagFilter);
tex->setMaxAnisotropy(mMaxAnisotropy);
}
void SceneManager::setUnRefImageDataAfterApply(bool unref)
{
mUnRefImageDataAfterApply = unref;
}
void SceneManager::updateCache(double referenceTime)
{
ResourceManager::updateCache(referenceTime);
mInstanceCache->removeUnreferencedObjectsInCache();
mSharedStateMutex.lock();
mSharedStateManager->prune();
mSharedStateMutex.unlock();
}
void SceneManager::clearCache()
{
ResourceManager::clearCache();
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mSharedStateMutex);
mSharedStateManager->clearCache();
mInstanceCache->clear();
}
void SceneManager::reportStats(unsigned int frameNumber, osg::Stats *stats) const
{
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(*mIncrementalCompileOperation->getToCompiledMutex());
stats->setAttribute(frameNumber, "Compiling", mIncrementalCompileOperation->getToCompile().size());
}
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(mSharedStateMutex);
stats->setAttribute(frameNumber, "Texture", mSharedStateManager->getNumSharedTextures());
stats->setAttribute(frameNumber, "StateSet", mSharedStateManager->getNumSharedStateSets());
}
stats->setAttribute(frameNumber, "Node", mCache->getCacheSize());
stats->setAttribute(frameNumber, "Node Instance", mInstanceCache->getCacheSize());
}
Shader::ShaderVisitor *SceneManager::createShaderVisitor()
{
Shader::ShaderVisitor* shaderVisitor = new Shader::ShaderVisitor(*mShaderManager.get(), *mImageManager, "objects_vertex.glsl", "objects_fragment.glsl");
shaderVisitor->setForceShaders(mForceShaders);
shaderVisitor->setClampLighting(mClampLighting);
shaderVisitor->setForcePerPixelLighting(mForcePerPixelLighting);
shaderVisitor->setAutoUseNormalMaps(mAutoUseNormalMaps);
shaderVisitor->setNormalMapPattern(mNormalMapPattern);
shaderVisitor->setNormalHeightMapPattern(mNormalHeightMapPattern);
shaderVisitor->setAutoUseSpecularMaps(mAutoUseSpecularMaps);
shaderVisitor->setSpecularMapPattern(mSpecularMapPattern);
return shaderVisitor;
}
}