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openmw-tes3mp/components/sceneutil/statesetupdater.hpp

89 lines
3.8 KiB
C++

#ifndef OPENMW_COMPONENTS_SCENEUTIL_STATESETCONTROLLER_H
#define OPENMW_COMPONENTS_SCENEUTIL_STATESETCONTROLLER_H
#include <osg/NodeCallback>
#include <map>
#include <array>
namespace osgUtil
{
class CullVisitor;
}
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 Must be set as UpdateCallback or CullCallback on a Node. If set as a CullCallback, the StateSetUpdater operates on an empty StateSet,
/// otherwise it operates on a clone of the node's existing StateSet.
/// @par If set as an UpdateCallback, 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 If set as a CullCallback, race conditions are prevented by mapping statesets to cull visitors - OSG has two cull visitors that take turns,
/// allowing the updater to automatically scale for the number of views.
/// @note When used as a CullCallback, StateSetUpdater will have no effect on leaf nodes such as osg::Geometry and must be used on branch nodes only.
/// @note Do not add the same StateSetUpdater to multiple nodes.
/// @note Do not add multiple StateSetUpdaters 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)
void operator()(osg::Node* node, osg::NodeVisitor* nv) override;
/// 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:
void applyCull(osg::Node* node, osgUtil::CullVisitor* cv);
void applyUpdate(osg::Node* node, osg::NodeVisitor* nv);
osg::StateSet* getCvDependentStateset(osgUtil::CullVisitor* cv);
std::array<osg::ref_ptr<osg::StateSet>, 2> mStateSetsUpdate;
std::map<osgUtil::CullVisitor*, osg::ref_ptr<osg::StateSet>> mStateSetsCull;
};
/// @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);
void apply(osg::StateSet* stateset, osg::NodeVisitor* nv) override;
protected:
void setDefaults(osg::StateSet *stateset) override;
std::vector<osg::ref_ptr<StateSetUpdater> > mCtrls;
};
}
#endif