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openmw/components/shader/shadervisitor.cpp

458 lines
19 KiB
C++

#include "shadervisitor.hpp"
#include <osg/Geometry>
#include <osg/Material>
#include <osg/Texture>
#include <osgUtil/TangentSpaceGenerator>
#include <components/debug/debuglog.hpp>
#include <components/misc/stringops.hpp>
#include <components/resource/imagemanager.hpp>
#include <components/vfs/manager.hpp>
#include <components/sceneutil/riggeometry.hpp>
#include <components/sceneutil/morphgeometry.hpp>
#include "shadermanager.hpp"
namespace Shader
{
ShaderVisitor::ShaderRequirements::ShaderRequirements()
: mShaderRequired(false)
, mColorMode(0)
, mMaterialOverridden(false)
, mNormalHeight(false)
, mTexStageRequiringTangents(-1)
, mNode(nullptr)
{
}
ShaderVisitor::ShaderRequirements::~ShaderRequirements()
{
}
ShaderVisitor::ShaderVisitor(ShaderManager& shaderManager, Resource::ImageManager& imageManager, const std::string &defaultVsTemplate, const std::string &defaultFsTemplate)
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
, mForceShaders(false)
, mAllowedToModifyStateSets(true)
, mAutoUseNormalMaps(false)
, mAutoUseSpecularMaps(false)
, mApplyLightingToEnvMaps(false)
, mShaderManager(shaderManager)
, mImageManager(imageManager)
, mDefaultVsTemplate(defaultVsTemplate)
, mDefaultFsTemplate(defaultFsTemplate)
{
mRequirements.emplace_back();
}
void ShaderVisitor::setForceShaders(bool force)
{
mForceShaders = force;
}
void ShaderVisitor::apply(osg::Node& node)
{
if (node.getStateSet())
{
pushRequirements(node);
applyStateSet(node.getStateSet(), node);
traverse(node);
popRequirements();
}
else
traverse(node);
}
osg::StateSet* getWritableStateSet(osg::Node& node)
{
if (!node.getStateSet())
return node.getOrCreateStateSet();
osg::ref_ptr<osg::StateSet> newStateSet = new osg::StateSet(*node.getStateSet(), osg::CopyOp::SHALLOW_COPY);
node.setStateSet(newStateSet);
return newStateSet.get();
}
const char* defaultTextures[] = { "diffuseMap", "normalMap", "emissiveMap", "darkMap", "detailMap", "envMap", "specularMap", "decalMap", "bumpMap" };
bool isTextureNameRecognized(const std::string& name)
{
for (unsigned int i=0; i<sizeof(defaultTextures)/sizeof(defaultTextures[0]); ++i)
if (name == defaultTextures[i])
return true;
return false;
}
void ShaderVisitor::applyStateSet(osg::ref_ptr<osg::StateSet> stateset, osg::Node& node)
{
osg::StateSet* writableStateSet = nullptr;
if (mAllowedToModifyStateSets)
writableStateSet = node.getStateSet();
const osg::StateSet::TextureAttributeList& texAttributes = stateset->getTextureAttributeList();
if (!texAttributes.empty())
{
const osg::Texture* diffuseMap = nullptr;
const osg::Texture* normalMap = nullptr;
const osg::Texture* specularMap = nullptr;
const osg::Texture* bumpMap = nullptr;
for(unsigned int unit=0;unit<texAttributes.size();++unit)
{
const osg::StateAttribute *attr = stateset->getTextureAttribute(unit, osg::StateAttribute::TEXTURE);
if (attr)
{
const osg::Texture* texture = attr->asTexture();
if (texture)
{
std::string texName = texture->getName();
if ((texName.empty() || !isTextureNameRecognized(texName)) && unit == 0)
texName = "diffuseMap";
if (texName == "normalHeightMap")
{
mRequirements.back().mNormalHeight = true;
texName = "normalMap";
}
if (!texName.empty())
{
mRequirements.back().mTextures[unit] = texName;
if (texName == "normalMap")
{
mRequirements.back().mTexStageRequiringTangents = unit;
mRequirements.back().mShaderRequired = true;
if (!writableStateSet)
writableStateSet = getWritableStateSet(node);
// normal maps are by default off since the FFP can't render them, now that we'll use shaders switch to On
writableStateSet->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON);
normalMap = texture;
}
else if (texName == "diffuseMap")
diffuseMap = texture;
else if (texName == "specularMap")
specularMap = texture;
else if (texName == "bumpMap")
{
bumpMap = texture;
mRequirements.back().mShaderRequired = true;
if (!writableStateSet)
writableStateSet = getWritableStateSet(node);
// Bump maps are off by default as well
writableStateSet->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON);
}
else if (texName == "envMap" && mApplyLightingToEnvMaps)
{
mRequirements.back().mShaderRequired = true;
}
}
else
Log(Debug::Error) << "ShaderVisitor encountered unknown texture " << texture;
}
}
}
if (mAutoUseNormalMaps && diffuseMap != nullptr && normalMap == nullptr && diffuseMap->getImage(0))
{
std::string normalMapFileName = diffuseMap->getImage(0)->getFileName();
osg::ref_ptr<osg::Image> image;
bool normalHeight = false;
std::string normalHeightMap = normalMapFileName;
Misc::StringUtils::replaceLast(normalHeightMap, ".", mNormalHeightMapPattern + ".");
if (mImageManager.getVFS()->exists(normalHeightMap))
{
image = mImageManager.getImage(normalHeightMap);
normalHeight = true;
}
else
{
Misc::StringUtils::replaceLast(normalMapFileName, ".", mNormalMapPattern + ".");
if (mImageManager.getVFS()->exists(normalMapFileName))
{
image = mImageManager.getImage(normalMapFileName);
}
}
// Avoid using the auto-detected normal map if it's already being used as a bump map.
// It's probably not an actual normal map.
bool hasNamesakeBumpMap = image && bumpMap && bumpMap->getImage(0) && image->getFileName() == bumpMap->getImage(0)->getFileName();
if (!hasNamesakeBumpMap && image)
{
osg::ref_ptr<osg::Texture2D> normalMapTex (new osg::Texture2D(image));
normalMapTex->setTextureSize(image->s(), image->t());
normalMapTex->setWrap(osg::Texture::WRAP_S, diffuseMap->getWrap(osg::Texture::WRAP_S));
normalMapTex->setWrap(osg::Texture::WRAP_T, diffuseMap->getWrap(osg::Texture::WRAP_T));
normalMapTex->setFilter(osg::Texture::MIN_FILTER, diffuseMap->getFilter(osg::Texture::MIN_FILTER));
normalMapTex->setFilter(osg::Texture::MAG_FILTER, diffuseMap->getFilter(osg::Texture::MAG_FILTER));
normalMapTex->setMaxAnisotropy(diffuseMap->getMaxAnisotropy());
normalMapTex->setName("normalMap");
int unit = texAttributes.size();
if (!writableStateSet)
writableStateSet = getWritableStateSet(node);
writableStateSet->setTextureAttributeAndModes(unit, normalMapTex, osg::StateAttribute::ON);
mRequirements.back().mTextures[unit] = "normalMap";
mRequirements.back().mTexStageRequiringTangents = unit;
mRequirements.back().mShaderRequired = true;
mRequirements.back().mNormalHeight = normalHeight;
}
}
if (mAutoUseSpecularMaps && diffuseMap != nullptr && specularMap == nullptr && diffuseMap->getImage(0))
{
std::string specularMapFileName = diffuseMap->getImage(0)->getFileName();
Misc::StringUtils::replaceLast(specularMapFileName, ".", mSpecularMapPattern + ".");
if (mImageManager.getVFS()->exists(specularMapFileName))
{
osg::ref_ptr<osg::Image> image (mImageManager.getImage(specularMapFileName));
osg::ref_ptr<osg::Texture2D> specularMapTex (new osg::Texture2D(image));
specularMapTex->setTextureSize(image->s(), image->t());
specularMapTex->setWrap(osg::Texture::WRAP_S, diffuseMap->getWrap(osg::Texture::WRAP_S));
specularMapTex->setWrap(osg::Texture::WRAP_T, diffuseMap->getWrap(osg::Texture::WRAP_T));
specularMapTex->setFilter(osg::Texture::MIN_FILTER, diffuseMap->getFilter(osg::Texture::MIN_FILTER));
specularMapTex->setFilter(osg::Texture::MAG_FILTER, diffuseMap->getFilter(osg::Texture::MAG_FILTER));
specularMapTex->setMaxAnisotropy(diffuseMap->getMaxAnisotropy());
specularMapTex->setName("specularMap");
int unit = texAttributes.size();
if (!writableStateSet)
writableStateSet = getWritableStateSet(node);
writableStateSet->setTextureAttributeAndModes(unit, specularMapTex, osg::StateAttribute::ON);
mRequirements.back().mTextures[unit] = "specularMap";
mRequirements.back().mShaderRequired = true;
}
}
if (diffuseMap)
{
if (!writableStateSet)
writableStateSet = getWritableStateSet(node);
// We probably shouldn't construct a new version of this each time as Uniforms use pointer comparison for early-out.
// Also it should probably belong to the shader manager or be applied by the shadows bin
writableStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", true));
}
}
const osg::StateSet::AttributeList& attributes = stateset->getAttributeList();
for (osg::StateSet::AttributeList::const_iterator it = attributes.begin(); it != attributes.end(); ++it)
{
if (it->first.first == osg::StateAttribute::MATERIAL)
{
// This should probably be moved out of ShaderRequirements and be applied directly now it's a uniform instead of a define
if (!mRequirements.back().mMaterialOverridden || it->second.second & osg::StateAttribute::PROTECTED)
{
if (it->second.second & osg::StateAttribute::OVERRIDE)
mRequirements.back().mMaterialOverridden = true;
const osg::Material* mat = static_cast<const osg::Material*>(it->second.first.get());
if (!writableStateSet)
writableStateSet = getWritableStateSet(node);
int colorMode;
switch (mat->getColorMode())
{
case osg::Material::OFF:
colorMode = 0;
break;
case osg::Material::EMISSION:
colorMode = 1;
break;
default:
case osg::Material::AMBIENT_AND_DIFFUSE:
colorMode = 2;
break;
case osg::Material::AMBIENT:
colorMode = 3;
break;
case osg::Material::DIFFUSE:
colorMode = 4;
break;
case osg::Material::SPECULAR:
colorMode = 5;
break;
}
mRequirements.back().mColorMode = colorMode;
}
}
// Eventually, move alpha testing to discard in shader adn remove deprecated state here
}
}
void ShaderVisitor::pushRequirements(osg::Node& node)
{
mRequirements.push_back(mRequirements.back());
mRequirements.back().mNode = &node;
}
void ShaderVisitor::popRequirements()
{
mRequirements.pop_back();
}
void ShaderVisitor::createProgram(const ShaderRequirements &reqs)
{
if (!reqs.mShaderRequired && !mForceShaders)
return;
osg::Node& node = *reqs.mNode;
osg::StateSet* writableStateSet = nullptr;
if (mAllowedToModifyStateSets)
writableStateSet = node.getOrCreateStateSet();
else
writableStateSet = getWritableStateSet(node);
ShaderManager::DefineMap defineMap;
for (unsigned int i=0; i<sizeof(defaultTextures)/sizeof(defaultTextures[0]); ++i)
{
defineMap[defaultTextures[i]] = "0";
defineMap[std::string(defaultTextures[i]) + std::string("UV")] = "0";
}
for (std::map<int, std::string>::const_iterator texIt = reqs.mTextures.begin(); texIt != reqs.mTextures.end(); ++texIt)
{
defineMap[texIt->second] = "1";
defineMap[texIt->second + std::string("UV")] = std::to_string(texIt->first);
}
defineMap["parallax"] = reqs.mNormalHeight ? "1" : "0";
writableStateSet->addUniform(new osg::Uniform("colorMode", reqs.mColorMode));
osg::ref_ptr<osg::Shader> vertexShader (mShaderManager.getShader(mDefaultVsTemplate, defineMap, osg::Shader::VERTEX));
osg::ref_ptr<osg::Shader> fragmentShader (mShaderManager.getShader(mDefaultFsTemplate, defineMap, osg::Shader::FRAGMENT));
if (vertexShader && fragmentShader)
{
writableStateSet->setAttributeAndModes(mShaderManager.getProgram(vertexShader, fragmentShader), osg::StateAttribute::ON);
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);
}
}
}
bool ShaderVisitor::adjustGeometry(osg::Geometry& sourceGeometry, const ShaderRequirements& reqs)
{
bool useShader = reqs.mShaderRequired || mForceShaders;
bool generateTangents = reqs.mTexStageRequiringTangents != -1;
bool changed = false;
if (mAllowedToModifyStateSets && (useShader || generateTangents))
{
// make sure that all UV sets are there
for (std::map<int, std::string>::const_iterator it = reqs.mTextures.begin(); it != reqs.mTextures.end(); ++it)
{
if (sourceGeometry.getTexCoordArray(it->first) == nullptr)
{
sourceGeometry.setTexCoordArray(it->first, sourceGeometry.getTexCoordArray(0));
changed = true;
}
}
if (generateTangents)
{
osg::ref_ptr<osgUtil::TangentSpaceGenerator> generator (new osgUtil::TangentSpaceGenerator);
generator->generate(&sourceGeometry, reqs.mTexStageRequiringTangents);
sourceGeometry.setTexCoordArray(7, generator->getTangentArray(), osg::Array::BIND_PER_VERTEX);
changed = true;
}
}
return changed;
}
void ShaderVisitor::apply(osg::Geometry& geometry)
{
bool needPop = (geometry.getStateSet() != nullptr);
if (geometry.getStateSet()) // TODO: check if stateset affects shader permutation before pushing it
{
pushRequirements(geometry);
applyStateSet(geometry.getStateSet(), geometry);
}
if (!mRequirements.empty())
{
const ShaderRequirements& reqs = mRequirements.back();
adjustGeometry(geometry, reqs);
createProgram(reqs);
}
if (needPop)
popRequirements();
}
void ShaderVisitor::apply(osg::Drawable& drawable)
{
// non-Geometry drawable (e.g. particle system)
bool needPop = (drawable.getStateSet() != nullptr);
if (drawable.getStateSet())
{
pushRequirements(drawable);
applyStateSet(drawable.getStateSet(), drawable);
}
if (!mRequirements.empty())
{
const ShaderRequirements& reqs = mRequirements.back();
createProgram(reqs);
if (auto rig = dynamic_cast<SceneUtil::RigGeometry*>(&drawable))
{
osg::ref_ptr<osg::Geometry> sourceGeometry = rig->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
rig->setSourceGeometry(sourceGeometry);
}
else if (auto morph = dynamic_cast<SceneUtil::MorphGeometry*>(&drawable))
{
osg::ref_ptr<osg::Geometry> sourceGeometry = morph->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
morph->setSourceGeometry(sourceGeometry);
}
}
if (needPop)
popRequirements();
}
void ShaderVisitor::setAllowedToModifyStateSets(bool allowed)
{
mAllowedToModifyStateSets = allowed;
}
void ShaderVisitor::setAutoUseNormalMaps(bool use)
{
mAutoUseNormalMaps = use;
}
void ShaderVisitor::setNormalMapPattern(const std::string &pattern)
{
mNormalMapPattern = pattern;
}
void ShaderVisitor::setNormalHeightMapPattern(const std::string &pattern)
{
mNormalHeightMapPattern = pattern;
}
void ShaderVisitor::setAutoUseSpecularMaps(bool use)
{
mAutoUseSpecularMaps = use;
}
void ShaderVisitor::setSpecularMapPattern(const std::string &pattern)
{
mSpecularMapPattern = pattern;
}
void ShaderVisitor::setApplyLightingToEnvMaps(bool apply)
{
mApplyLightingToEnvMaps = apply;
}
}