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openmw/components/shader/shadervisitor.cpp

973 lines
43 KiB
C++

#include "shadervisitor.hpp"
#include <unordered_set>
#include <unordered_map>
#include <set>
#include <osg/AlphaFunc>
#include <osg/Geometry>
#include <osg/GLExtensions>
#include <osg/Material>
#include <osg/Multisample>
#include <osg/Texture>
#include <osg/ValueObject>
3 years ago
#include <osgParticle/ParticleSystem>
#include <osgUtil/TangentSpaceGenerator>
#include <components/debug/debuglog.hpp>
#include <components/misc/stringops.hpp>
#include <components/stereo/stereomanager.hpp>
#include <components/resource/imagemanager.hpp>
#include <components/vfs/manager.hpp>
#include <components/sceneutil/riggeometry.hpp>
#include <components/sceneutil/morphgeometry.hpp>
3 years ago
#include <components/sceneutil/depth.hpp>
#include "removedalphafunc.hpp"
#include "shadermanager.hpp"
namespace Shader
{
/**
* Miniature version of osg::StateSet used to track state added by the shader visitor which should be ignored when
* it's applied a second time, and removed when shaders are removed.
* Actual StateAttributes aren't kept as they're recoverable from the StateSet this is attached to - we just want
* the TypeMemberPair as that uniquely identifies which of those StateAttributes it was we're tracking.
* Not all StateSet features have been added yet - we implement an equivalently-named method to each of the StateSet
* methods called in createProgram, and implement new ones as they're needed.
* When expanding tracking to cover new things, ensure they're accounted for in ensureFFP.
*/
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)
, mTextureModes(rhs.mTextureModes)
{
}
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()); }
void setTextureMode(unsigned int unit, osg::StateAttribute::GLMode mode) { mTextureModes[unit].emplace(mode); }
void setTextureAttribute(int unit, osg::StateAttribute::TypeMemberPair typeMemberPair) { mTextureAttributes[unit].emplace(typeMemberPair); }
void setTextureAttribute(unsigned int unit, const osg::StateAttribute* attribute)
{
mTextureAttributes[unit].emplace(attribute->getTypeMemberPair());
}
template<typename T>
void setTextureAttribute(unsigned int unit, osg::ref_ptr<T> attribute) { setTextureAttribute(unit, attribute.get()); }
void setTextureAttributeAndModes(unsigned int unit, const osg::StateAttribute* attribute)
{
setTextureAttribute(unit, attribute);
InterrogateModesHelper helper(this, unit);
attribute->getModeUsage(helper);
}
template<typename T>
void setTextureAttributeAndModes(unsigned int unit, osg::ref_ptr<T> attribute) { setTextureAttributeAndModes(unit, attribute.get()); }
bool hasUniform(const std::string& name) { return mUniforms.count(name); }
bool hasMode(osg::StateAttribute::GLMode mode) { return mModes.count(mode); }
bool hasAttribute(const osg::StateAttribute::TypeMemberPair &typeMemberPair) { return mAttributes.count(typeMemberPair); }
bool hasAttribute(osg::StateAttribute::Type type, unsigned int member) { return hasAttribute(osg::StateAttribute::TypeMemberPair(type, member)); }
bool hasTextureMode(int unit, osg::StateAttribute::GLMode mode)
{
auto it = mTextureModes.find(unit);
if (it == mTextureModes.cend())
return false;
return it->second.count(mode);
}
const std::set<osg::StateAttribute::TypeMemberPair>& getAttributes() { return mAttributes; }
const std::unordered_map<unsigned int, std::set<osg::StateAttribute::TypeMemberPair>>& getTextureAttributes() { return mTextureAttributes; }
bool empty()
{
return mUniforms.empty() && mModes.empty() && mAttributes.empty() && mTextureModes.empty() && mTextureAttributes.empty();
}
META_Object(Shader, AddedState)
private:
class InterrogateModesHelper : public osg::StateAttribute::ModeUsage
{
public:
InterrogateModesHelper(AddedState* tracker, unsigned int textureUnit = 0)
: mTracker(tracker)
, mTextureUnit(textureUnit)
{}
void usesMode(osg::StateAttribute::GLMode mode) override { mTracker->setMode(mode); }
void usesTextureMode(osg::StateAttribute::GLMode mode) override { mTracker->setTextureMode(mTextureUnit, mode); }
private:
AddedState* mTracker;
unsigned int mTextureUnit;
};
using ModeSet = std::unordered_set<osg::StateAttribute::GLMode>;
using AttributeSet = std::set<osg::StateAttribute::TypeMemberPair>;
std::unordered_set<std::string> mUniforms;
ModeSet mModes;
AttributeSet mAttributes;
std::unordered_map<unsigned int, ModeSet> mTextureModes;
std::unordered_map<unsigned int, AttributeSet> mTextureAttributes;
};
ShaderVisitor::ShaderRequirements::ShaderRequirements()
: mShaderRequired(false)
, mColorMode(0)
, mMaterialOverridden(false)
, mAlphaTestOverridden(false)
, mAlphaBlendOverridden(false)
, mAlphaFunc(GL_ALWAYS)
, mAlphaRef(1.0)
, mAlphaBlend(false)
, mNormalHeight(false)
, mTexStageRequiringTangents(-1)
, mSoftParticles(false)
, mSoftParticleSize(0.f)
, mNode(nullptr)
{
}
ShaderVisitor::ShaderVisitor(ShaderManager& shaderManager, Resource::ImageManager& imageManager, const std::string &defaultShaderPrefix)
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
, mForceShaders(false)
, mAllowedToModifyStateSets(true)
, mAutoUseNormalMaps(false)
, mAutoUseSpecularMaps(false)
, mApplyLightingToEnvMaps(false)
, mConvertAlphaTestToAlphaToCoverage(false)
, mShaderManager(shaderManager)
, mImageManager(imageManager)
, mDefaultShaderPrefix(defaultShaderPrefix)
{
}
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();
}
osg::UserDataContainer* getWritableUserDataContainer(osg::Object& object)
{
if (!object.getUserDataContainer())
return object.getOrCreateUserDataContainer();
osg::ref_ptr<osg::UserDataContainer> newUserData = static_cast<osg::UserDataContainer *>(object.getUserDataContainer()->clone(osg::CopyOp::SHALLOW_COPY));
object.setUserDataContainer(newUserData);
return newUserData.get();
}
osg::StateSet* getRemovedState(osg::StateSet& stateSet)
{
if (!stateSet.getUserDataContainer())
return nullptr;
return static_cast<osg::StateSet *>(stateSet.getUserDataContainer()->getUserObject("removedState"));
}
void updateRemovedState(osg::UserDataContainer& userData, osg::StateSet* removedState)
{
unsigned int index = userData.getUserObjectIndex("removedState");
if (index < userData.getNumUserObjects())
userData.setUserObject(index, removedState);
else
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", "glossMap" };
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();
bool shaderRequired = false;
if (node.getUserValue("shaderRequired", shaderRequired) && shaderRequired)
mRequirements.back().mShaderRequired = true;
// Make sure to disregard any state that came from a previous call to createProgram
osg::ref_ptr<AddedState> addedState = getAddedState(*stateset);
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)
{
// If textures ever get removed in createProgram, expand this to check we're operating on main texture attribute list
// rather than the removed list
if (addedState && addedState->hasTextureMode(unit, GL_TEXTURE_2D))
continue;
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 if (texName == "glossMap")
{
mRequirements.back().mShaderRequired = true;
if (!writableStateSet)
writableStateSet = getWritableStateSet(node);
// As well as gloss maps
writableStateSet->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON);
}
}
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;
}
}
}
const osg::StateSet::AttributeList& attributes = stateset->getAttributeList();
osg::StateSet::AttributeList removedAttributes;
if (osg::ref_ptr<osg::StateSet> removedState = getRemovedState(*stateset))
removedAttributes = removedState->getAttributeList();
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 (addedState && attributeMap != &removedAttributes && addedState->hasAttribute(it->first))
continue;
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());
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;
}
}
else if (it->first.first == osg::StateAttribute::ALPHAFUNC)
{
if (!mRequirements.back().mAlphaTestOverridden || it->second.second & osg::StateAttribute::PROTECTED)
{
if (it->second.second & osg::StateAttribute::OVERRIDE)
mRequirements.back().mAlphaTestOverridden = true;
const osg::AlphaFunc* alpha = static_cast<const osg::AlphaFunc*>(it->second.first.get());
mRequirements.back().mAlphaFunc = alpha->getFunction();
mRequirements.back().mAlphaRef = alpha->getReferenceValue();
}
}
}
}
unsigned int alphaBlend = stateset->getMode(GL_BLEND);
if (alphaBlend != osg::StateAttribute::INHERIT && (!mRequirements.back().mAlphaBlendOverridden || alphaBlend & osg::StateAttribute::PROTECTED))
{
if (alphaBlend & osg::StateAttribute::OVERRIDE)
mRequirements.back().mAlphaBlendOverridden = true;
mRequirements.back().mAlphaBlend = alphaBlend & osg::StateAttribute::ON;
}
}
void ShaderVisitor::pushRequirements(osg::Node& node)
{
if (mRequirements.empty())
mRequirements.emplace_back();
else
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)
{
ensureFFP(*reqs.mNode);
return;
}
/**
* The shader visitor is supposed to be idempotent and undoable.
* That means we need to back up state we've removed (so it can be restored and/or considered by further
* applications of the visitor) and track which state we added (so it can be removed and/or ignored by further
* applications of the visitor).
* Before editing writableStateSet in a way that explicitly removes state or might overwrite existing state, it
* should be copied to removedState, another StateSet, unless it's there already or was added by a previous
* application of the visitor (is in previousAddedState).
* If it's a new class of state that's not already handled by ReinstateRemovedStateVisitor::apply, make sure to
* add handling there.
* Similarly, any time new state is added to writableStateSet, the equivalent method should be called on
* addedState.
* If that method doesn't exist yet, implement it - we don't use a full StateSet as we only need to check
* existence, not equality, and don't need to actually get the value as we can get it from writableStateSet
* instead.
*/
osg::Node& node = *reqs.mNode;
osg::StateSet* writableStateSet = nullptr;
if (mAllowedToModifyStateSets)
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)
{
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);
}
if (defineMap["diffuseMap"] == "0")
{
writableStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", false));
addedState->addUniform("useDiffuseMapForShadowAlpha");
}
defineMap["parallax"] = reqs.mNormalHeight ? "1" : "0";
writableStateSet->addUniform(new osg::Uniform("colorMode", reqs.mColorMode));
addedState->addUniform("colorMode");
defineMap["alphaFunc"] = std::to_string(reqs.mAlphaFunc);
osg::ref_ptr<osg::StateSet> removedState;
if ((removedState = getRemovedState(*writableStateSet)) && !mAllowedToModifyStateSets)
removedState = new osg::StateSet(*removedState, osg::CopyOp::SHALLOW_COPY);
if (!removedState)
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 && !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)
defineMap["useGPUShader4"] = "1";
// We could fall back to a texture size uniform if EXT_gpu_shader4 is missing
}
bool simpleLighting = false;
node.getUserValue("simpleLighting", simpleLighting);
if (simpleLighting)
{
defineMap["forcePPL"] = "1";
defineMap["endLight"] = "0";
}
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())
{
// 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);
updateRemovedState(*writableUserData, removedState);
}
if (reqs.mSoftParticles)
{
osg::ref_ptr<osg::Depth> depth = new SceneUtil::AutoDepth;
depth->setWriteMask(false);
writableStateSet->setAttributeAndModes(depth, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
addedState->setAttributeAndModes(depth);
writableStateSet->addUniform(new osg::Uniform("particleSize", reqs.mSoftParticleSize));
addedState->addUniform("particleSize");
writableStateSet->addUniform(new osg::Uniform("opaqueDepthTex", 2));
addedState->addUniform("opaqueDepthTex");
writableStateSet->setTextureAttributeAndModes(2, mOpaqueDepthTex, osg::StateAttribute::ON);
addedState->setTextureAttributeAndModes(2, mOpaqueDepthTex);
}
defineMap["softParticles"] = reqs.mSoftParticles ? "1" : "0";
Stereo::Manager::instance().shaderStereoDefines(defineMap);
std::string shaderPrefix;
if (!node.getUserValue("shaderPrefix", shaderPrefix))
shaderPrefix = mDefaultShaderPrefix;
osg::ref_ptr<osg::Shader> vertexShader (mShaderManager.getShader(shaderPrefix + "_vertex.glsl", defineMap, osg::Shader::VERTEX));
osg::ref_ptr<osg::Shader> fragmentShader (mShaderManager.getShader(shaderPrefix + "_fragment.glsl", defineMap, osg::Shader::FRAGMENT));
if (vertexShader && fragmentShader)
{
auto program = mShaderManager.getProgram(vertexShader, fragmentShader, mProgramTemplate);
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);
}
}
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);
}
}
void ShaderVisitor::ensureFFP(osg::Node& node)
{
if (!node.getStateSet() || !node.getStateSet()->getAttribute(osg::StateAttribute::PROGRAM))
return;
osg::StateSet* writableStateSet = nullptr;
if (mAllowedToModifyStateSets)
writableStateSet = node.getStateSet();
else
writableStateSet = getWritableStateSet(node);
/**
* We might have been using shaders temporarily with the node (e.g. if a GlowUpdater applied a temporary
* environment map for a temporary enchantment).
* We therefore need to remove any state doing so added, and restore any that it removed.
* This is kept track of in createProgram in the StateSet's userdata.
* If new classes of state get added, handling it here is required - not all StateSet features are implemented
* in AddedState yet as so far they've not been necessary.
* Removed state requires no particular special handling as it's dealt with by merging StateSets.
* We don't need to worry about state in writableStateSet having the OVERRIDE flag as if it's in both, it's also
* in addedState, and gets removed first.
*/
// 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);
for (unsigned int unit = 0; unit < writableStateSet->getTextureModeList().size(); ++unit)
{
for (auto itr = writableStateSet->getTextureModeList()[unit].begin(); itr != writableStateSet->getTextureModeList()[unit].end();)
{
if (addedState->hasTextureMode(unit, itr->first))
writableStateSet->getTextureModeList()[unit].erase(itr++);
else
++itr;
}
}
for (const auto& [unit, attributeList] : addedState->getTextureAttributes())
{
for (const auto& [type, member] : attributeList)
writableStateSet->removeTextureAttribute(unit, type);
}
}
if (osg::ref_ptr<osg::StateSet> removedState = getRemovedState(*writableStateSet))
{
if (!writableUserData)
{
if (mAllowedToModifyStateSets)
writableUserData = writableStateSet->getUserDataContainer();
else
writableUserData = getWritableUserDataContainer(*writableStateSet);
}
unsigned int index = writableUserData->getUserObjectIndex("removedState");
writableUserData->removeUserObject(index);
writableStateSet->merge(*removedState);
}
}
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);
}
else
ensureFFP(geometry);
if (needPop)
popRequirements();
}
void ShaderVisitor::apply(osg::Drawable& drawable)
{
auto partsys = dynamic_cast<osgParticle::ParticleSystem*>(&drawable);
bool needPop = drawable.getStateSet() || partsys;
if (needPop)
{
pushRequirements(drawable);
if (partsys && mOpaqueDepthTex)
{
mRequirements.back().mSoftParticles = true;
mRequirements.back().mSoftParticleSize = partsys->getDefaultParticleTemplate().getSizeRange().maximum;
}
if (drawable.getStateSet())
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);
}
}
else
ensureFFP(drawable);
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;
}
void ShaderVisitor::setConvertAlphaTestToAlphaToCoverage(bool convert)
{
mConvertAlphaTestToAlphaToCoverage = convert;
}
3 years ago
void ShaderVisitor::setOpaqueDepthTex(osg::ref_ptr<osg::Texture2D> texture)
{
mOpaqueDepthTex = texture;
}
ReinstateRemovedStateVisitor::ReinstateRemovedStateVisitor(bool allowedToModifyStateSets)
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
, mAllowedToModifyStateSets(allowedToModifyStateSets)
{
}
void ReinstateRemovedStateVisitor::apply(osg::Node& node)
{
// TODO: this may eventually need to remove added state.
// If so, we can migrate from explicitly copying removed state to just calling osg::StateSet::merge.
// Not everything is transferred from removedState yet - implement more when createProgram starts marking more
// as removed.
if (node.getStateSet())
{
osg::ref_ptr<osg::StateSet> removedState = getRemovedState(*node.getStateSet());
if (removedState)
{
osg::ref_ptr<osg::StateSet> writableStateSet;
if (mAllowedToModifyStateSets)
writableStateSet = node.getStateSet();
else
writableStateSet = getWritableStateSet(node);
// user data is normally shallow copied so shared with the original stateset
osg::ref_ptr<osg::UserDataContainer> 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);
for (unsigned int unit = 0; unit < removedState->getTextureModeList().size(); ++unit)
{
for (const auto&[mode, value] : removedState->getTextureModeList()[unit])
writableStateSet->setTextureMode(unit, mode, value);
}
}
}
traverse(node);
}
}