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ShaderVisitor improvements
* Adds comments explaining the less-than-obvious aspects. * Adds comments explaining what to do when adding new stuff. * Some fixes caused by those comments not historically existing. * Add a TODO comment to something which may catch fire in the future.
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1 changed files with 109 additions and 21 deletions
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@ -29,6 +29,15 @@
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namespace Shader
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{
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/**
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* Miniature version of osg::StateSet used to track state added by the shader visitor which should be ignored when
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* it's applied a second time, and removed when shaders are removed.
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* Actual StateAttributes aren't kept as they're recoverable from the StateSet this is attached to - we just want
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* the TypeMemberPair as that uniquely identifies which of those StateAttributes it was we're tracking.
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* Not all StateSet features have been added yet - we implement an equivalently-named method to each of the StateSet
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* methods called in createProgram, and implement new ones as they're needed.
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* When expanding tracking to cover new things, ensure they're accounted for in ensureFFP.
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*/
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class AddedState : public osg::Object
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{
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public:
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@ -45,7 +54,6 @@ namespace Shader
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void addUniform(const std::string& name) { mUniforms.emplace(name); }
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void setMode(osg::StateAttribute::GLMode mode) { mModes.emplace(mode); }
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void setAttribute(osg::StateAttribute::TypeMemberPair typeMemberPair) { mAttributes.emplace(typeMemberPair); }
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void setTextureMode(int unit, osg::StateAttribute::GLMode mode) { mTextureModes[unit].emplace(mode); }
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void setAttribute(const osg::StateAttribute* attribute)
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{
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@ -63,6 +71,25 @@ namespace Shader
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template<typename T>
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void setAttributeAndModes(osg::ref_ptr<T> attribute) { setAttributeAndModes(attribute.get()); }
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void setTextureMode(unsigned int unit, osg::StateAttribute::GLMode mode) { mTextureModes[unit].emplace(mode); }
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void setTextureAttribute(int unit, osg::StateAttribute::TypeMemberPair typeMemberPair) { mTextureAttributes[unit].emplace(typeMemberPair); }
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void setTextureAttribute(unsigned int unit, const osg::StateAttribute* attribute)
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{
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mTextureAttributes[unit].emplace(attribute->getTypeMemberPair());
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}
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template<typename T>
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void setTextureAttribute(unsigned int unit, osg::ref_ptr<T> attribute) { setTextureAttribute(unit, attribute.get()); }
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void setTextureAttributeAndModes(unsigned int unit, const osg::StateAttribute* attribute)
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{
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setTextureAttribute(unit, attribute);
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InterrogateModesHelper helper(this, unit);
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attribute->getModeUsage(helper);
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}
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template<typename T>
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void setTextureAttributeAndModes(unsigned int unit, osg::ref_ptr<T> attribute) { setTextureAttributeAndModes(unit, attribute.get()); }
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bool hasUniform(const std::string& name) { return mUniforms.count(name); }
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bool hasMode(osg::StateAttribute::GLMode mode) { return mModes.count(mode); }
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bool hasAttribute(const osg::StateAttribute::TypeMemberPair &typeMemberPair) { return mAttributes.count(typeMemberPair); }
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@ -77,10 +104,11 @@ namespace Shader
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}
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const std::set<osg::StateAttribute::TypeMemberPair>& getAttributes() { return mAttributes; }
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const std::unordered_map<unsigned int, std::set<osg::StateAttribute::TypeMemberPair>>& getTextureAttributes() { return mTextureAttributes; }
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bool empty()
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{
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return mUniforms.empty() && mModes.empty() && mAttributes.empty() && mTextureModes.empty();
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return mUniforms.empty() && mModes.empty() && mAttributes.empty() && mTextureModes.empty() && mTextureAttributes.empty();
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}
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META_Object(Shader, AddedState)
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@ -89,20 +117,26 @@ namespace Shader
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class InterrogateModesHelper : public osg::StateAttribute::ModeUsage
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{
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public:
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InterrogateModesHelper(AddedState* tracker) : mTracker(tracker) {}
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InterrogateModesHelper(AddedState* tracker, unsigned int textureUnit = 0)
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: mTracker(tracker)
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, mTextureUnit(textureUnit)
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{}
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void usesMode(osg::StateAttribute::GLMode mode) override { mTracker->setMode(mode); }
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void usesTextureMode(osg::StateAttribute::GLMode mode) override {}
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void usesTextureMode(osg::StateAttribute::GLMode mode) override { mTracker->setTextureMode(mTextureUnit, mode); }
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private:
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AddedState* mTracker;
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unsigned int mTextureUnit;
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};
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using ModeSet = std::unordered_set<osg::StateAttribute::GLMode>;
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using AttributeSet = std::set<osg::StateAttribute::TypeMemberPair>;
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std::unordered_set<std::string> mUniforms;
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ModeSet mModes;
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std::set<osg::StateAttribute::TypeMemberPair> mAttributes;
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std::unordered_map<int, ModeSet> mTextureModes;
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AttributeSet mAttributes;
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std::unordered_map<unsigned int, ModeSet> mTextureModes;
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std::unordered_map<unsigned int, AttributeSet> mTextureAttributes;
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};
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ShaderVisitor::ShaderRequirements::ShaderRequirements()
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@ -229,6 +263,7 @@ namespace Shader
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if (node.getUserValue("shaderRequired", shaderRequired) && shaderRequired)
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mRequirements.back().mShaderRequired = true;
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// Make sure to disregard any state that came from a previous call to createProgram
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osg::ref_ptr<AddedState> addedState = getAddedState(*stateset);
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if (!texAttributes.empty())
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@ -242,6 +277,8 @@ namespace Shader
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const osg::StateAttribute *attr = stateset->getTextureAttribute(unit, osg::StateAttribute::TEXTURE);
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if (attr)
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{
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// If textures ever get removed in createProgram, expand this to check we're operating on main texture attribute list
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// rather than the removed list
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if (addedState && addedState->hasTextureMode(unit, GL_TEXTURE_2D))
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continue;
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@ -462,6 +499,22 @@ namespace Shader
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return;
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}
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/**
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* The shader visitor is supposed to be idempotent and undoable.
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* That means we need to back up state we've removed (so it can be restored and/or considered by further
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* applications of the visitor) and track which state we added (so it can be removed and/or ignored by further
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* applications of the visitor).
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* Before editing writableStateSet in a way that explicitly removes state or might overwrite existing state, it
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* should be copied to removedState, another StateSet, unless it's there already or was added by a previous
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* application of the visitor (is in previousAddedState).
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* If it's a new class of state that's not already handled by ReinstateRemovedStateVisitor::apply, make sure to
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* add handling there.
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* Similarly, any time new state is added to writableStateSet, the equivalent method should be called on
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* addedState.
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* If that method doesn't exist yet, implement it - we don't use a full StateSet as we only need to check
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* existence, not equality, and don't need to actually get the value as we can get it from writableStateSet
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* instead.
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*/
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osg::Node& node = *reqs.mNode;
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osg::StateSet* writableStateSet = nullptr;
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if (mAllowedToModifyStateSets)
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@ -486,7 +539,10 @@ namespace Shader
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}
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if (defineMap["diffuseMap"] == "0")
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{
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writableStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", false));
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addedState->addUniform("useDiffuseMapForShadowAlpha");
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}
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defineMap["parallax"] = reqs.mNormalHeight ? "1" : "0";
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@ -495,7 +551,6 @@ namespace Shader
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defineMap["alphaFunc"] = std::to_string(reqs.mAlphaFunc);
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// back up removed state in case recreateShaders gets rid of the shader later
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osg::ref_ptr<osg::StateSet> removedState;
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if ((removedState = getRemovedState(*writableStateSet)) && !mAllowedToModifyStateSets)
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removedState = new osg::StateSet(*removedState, osg::CopyOp::SHALLOW_COPY);
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@ -570,7 +625,7 @@ namespace Shader
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osg::ref_ptr<osg::Depth> depth = new SceneUtil::AutoDepth;
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depth->setWriteMask(false);
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writableStateSet->setAttributeAndModes(depth, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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addedState->setAttribute(depth);
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addedState->setAttributeAndModes(depth);
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writableStateSet->addUniform(new osg::Uniform("particleSize", reqs.mSoftParticleSize));
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addedState->addUniform("particleSize");
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@ -579,23 +634,11 @@ namespace Shader
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addedState->addUniform("opaqueDepthTex");
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writableStateSet->setTextureAttributeAndModes(2, mOpaqueDepthTex, osg::StateAttribute::ON);
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addedState->setTextureMode(2, GL_TEXTURE_2D);
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addedState->setTextureAttributeAndModes(2, mOpaqueDepthTex);
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}
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defineMap["softParticles"] = reqs.mSoftParticles ? "1" : "0";
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if (!addedState->empty())
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{
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// user data is normally shallow copied so shared with the original stateset
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osg::ref_ptr<osg::UserDataContainer> writableUserData;
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if (mAllowedToModifyStateSets)
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writableUserData = writableStateSet->getOrCreateUserDataContainer();
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else
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writableUserData = getWritableUserDataContainer(*writableStateSet);
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updateAddedState(*writableUserData, addedState);
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}
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std::string shaderPrefix;
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if (!node.getUserValue("shaderPrefix", shaderPrefix))
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shaderPrefix = mDefaultShaderPrefix;
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addedState->addUniform(texIt->second);
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}
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}
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if (!addedState->empty())
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{
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// user data is normally shallow copied so shared with the original stateset
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osg::ref_ptr<osg::UserDataContainer> writableUserData;
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if (mAllowedToModifyStateSets)
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writableUserData = writableStateSet->getOrCreateUserDataContainer();
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else
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writableUserData = getWritableUserDataContainer(*writableStateSet);
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updateAddedState(*writableUserData, addedState);
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}
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}
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void ShaderVisitor::ensureFFP(osg::Node& node)
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else
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writableStateSet = getWritableStateSet(node);
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/**
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* We might have been using shaders temporarily with the node (e.g. if a GlowUpdater applied a temporary
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* environment map for a temporary enchantment).
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* We therefore need to remove any state doing so added, and restore any that it removed.
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* This is kept track of in createProgram in the StateSet's userdata.
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* If new classes of state get added, handling it here is required - not all StateSet features are implemented
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* in AddedState yet as so far they've not been necessary.
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* Removed state requires no particular special handling as it's dealt with by merging StateSets.
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* We don't need to worry about state in writableStateSet having the OVERRIDE flag as if it's in both, it's also
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* in addedState, and gets removed first.
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*/
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// user data is normally shallow copied so shared with the original stateset - we'll need to copy before edits
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osg::ref_ptr<osg::UserDataContainer> writableUserData;
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// We don't have access to the function to do that, and can't call removeAttribute with an iterator
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for (const auto& [type, member] : addedState->getAttributes())
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writableStateSet->removeAttribute(type, member);
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for (unsigned int unit = 0; unit < writableStateSet->getTextureModeList().size(); ++unit)
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{
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for (auto itr = writableStateSet->getTextureModeList()[unit].begin(); itr != writableStateSet->getTextureModeList()[unit].end();)
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{
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if (addedState->hasTextureMode(unit, itr->first))
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writableStateSet->getTextureModeList()[unit].erase(itr++);
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else
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++itr;
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}
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}
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for (const auto& [unit, attributeList] : addedState->getTextureAttributes())
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{
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for (const auto& [type, member] : attributeList)
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writableStateSet->removeTextureAttribute(unit, type);
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}
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}
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@ -833,6 +917,10 @@ namespace Shader
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void ReinstateRemovedStateVisitor::apply(osg::Node& node)
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{
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// TODO: this may eventually need to remove added state.
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// If so, we can migrate from explicitly copying removed state to just calling osg::StateSet::merge.
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// Not everything is transferred from removedState yet - implement more when createProgram starts marking more
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// as removed.
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if (node.getStateSet())
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{
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osg::ref_ptr<osg::StateSet> removedState = getRemovedState(*node.getStateSet());
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