mirror of
https://github.com/OpenMW/openmw.git
synced 2025-03-03 07:09:40 +00:00
Handle all shadow alpha uniforms in shadowsbin
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parent
5d046bc95d
commit
72f7e6a702
9 changed files with 29 additions and 80 deletions
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@ -16,7 +16,6 @@
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#include <components/resource/scenemanager.hpp>
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#include <components/resource/keyframemanager.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/misc/constants.hpp>
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#include <components/misc/resourcehelpers.hpp>
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@ -37,8 +36,6 @@
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#include <components/settings/settings.hpp>
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#include <components/shader/shadermanager.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/esmstore.hpp"
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@ -493,9 +490,8 @@ namespace MWRender
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class TransparencyUpdater : public SceneUtil::StateSetUpdater
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{
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public:
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TransparencyUpdater(const float alpha, osg::ref_ptr<osg::Uniform> shadowUniform)
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TransparencyUpdater(const float alpha)
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: mAlpha(alpha)
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, mShadowUniform(shadowUniform)
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{
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}
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@ -509,9 +505,6 @@ namespace MWRender
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{
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osg::BlendFunc* blendfunc (new osg::BlendFunc);
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stateset->setAttributeAndModes(blendfunc, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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// TODO: don't do this anymore once custom shadow renderbin is handling it
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if (mShadowUniform)
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stateset->addUniform(mShadowUniform);
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stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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stateset->setRenderBinMode(osg::StateSet::OVERRIDE_RENDERBIN_DETAILS);
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@ -533,7 +526,6 @@ namespace MWRender
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private:
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float mAlpha;
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osg::ref_ptr<osg::Uniform> mShadowUniform;
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};
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struct Animation::AnimSource
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@ -1773,7 +1765,7 @@ namespace MWRender
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{
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if (mTransparencyUpdater == nullptr)
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{
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mTransparencyUpdater = new TransparencyUpdater(alpha, mResourceSystem->getSceneManager()->getShaderManager().getShadowMapAlphaTestEnableUniform());
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mTransparencyUpdater = new TransparencyUpdater(alpha);
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mObjectRoot->addCullCallback(mTransparencyUpdater);
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}
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else
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@ -885,15 +885,6 @@ void SceneUtil::MWShadowTechnique::setupCastingShader(Shader::ShaderManager & sh
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_castingProgram->addShader(shaderManager.getShader("shadowcasting_vertex.glsl", Shader::ShaderManager::DefineMap(), osg::Shader::VERTEX));
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_castingProgram->addShader(shaderManager.getShader("shadowcasting_fragment.glsl", Shader::ShaderManager::DefineMap(), osg::Shader::FRAGMENT));
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_shadowMapAlphaTestDisableUniform = shaderManager.getShadowMapAlphaTestDisableUniform();
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_shadowMapAlphaTestDisableUniform->setName("alphaTestShadows");
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_shadowMapAlphaTestDisableUniform->setType(osg::Uniform::BOOL);
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_shadowMapAlphaTestDisableUniform->set(false);
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shaderManager.getShadowMapAlphaTestEnableUniform()->setName("alphaTestShadows");
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shaderManager.getShadowMapAlphaTestEnableUniform()->setType(osg::Uniform::BOOL);
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shaderManager.getShadowMapAlphaTestEnableUniform()->set(true);
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}
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MWShadowTechnique::ViewDependentData* MWShadowTechnique::createViewDependentData(osgUtil::CullVisitor* /*cv*/)
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@ -1595,7 +1586,7 @@ void MWShadowTechnique::createShaders()
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// The casting program uses a sampler, so to avoid undefined behaviour, we must bind a dummy texture in case no other is supplied
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_shadowCastingStateSet->setTextureAttributeAndModes(0, _fallbackBaseTexture.get(), osg::StateAttribute::ON);
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_shadowCastingStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", true));
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_shadowCastingStateSet->addUniform(_shadowMapAlphaTestDisableUniform);
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_shadowCastingStateSet->addUniform(new osg::Uniform("alphaTestShadows", false));
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osg::ref_ptr<osg::Depth> depth = new osg::Depth;
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depth->setWriteMask(true);
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_shadowCastingStateSet->setAttribute(depth, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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@ -288,7 +288,6 @@ namespace SceneUtil {
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osg::ref_ptr<DebugHUD> _debugHud;
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osg::ref_ptr<osg::Program> _castingProgram;
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osg::ref_ptr<osg::Uniform> _shadowMapAlphaTestDisableUniform;
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};
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}
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@ -42,11 +42,16 @@ namespace SceneUtil
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ShadowsBin::ShadowsBin()
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{
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mStateSet = new osg::StateSet;
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mStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", false));
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mNoTestStateSet = new osg::StateSet;
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mNoTestStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", false));
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mNoTestStateSet->addUniform(new osg::Uniform("alphaTestShadows", false));
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mShaderAlphaTestStateSet = new osg::StateSet;
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mShaderAlphaTestStateSet->addUniform(new osg::Uniform("alphaTestShadows", true));
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mShaderAlphaTestStateSet->setMode(GL_BLEND, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
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}
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bool ShadowsBin::cullStateGraph(StateGraph* sg, StateGraph* root, std::unordered_set<StateGraph*>& uninterestingCache)
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StateGraph* ShadowsBin::cullStateGraph(StateGraph* sg, StateGraph* root, std::unordered_set<StateGraph*>& uninterestingCache)
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{
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std::vector<StateGraph*> return_path;
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State state;
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@ -88,7 +93,7 @@ bool ShadowsBin::cullStateGraph(StateGraph* sg, StateGraph* root, std::unordered
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}
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if (!state.needShadows())
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return true;
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return nullptr;
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if (!state.needTexture() && !state.mImportantState)
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{
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@ -97,9 +102,12 @@ bool ShadowsBin::cullStateGraph(StateGraph* sg, StateGraph* root, std::unordered
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leaf->_parent = root;
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root->_leaves.push_back(leaf);
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}
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return true;
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return nullptr;
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}
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return false;
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if (state.mAlphaBlend)
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return sg->find_or_insert(mShaderAlphaTestStateSet);
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return sg;
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}
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bool ShadowsBin::State::needShadows() const
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@ -128,9 +136,9 @@ void ShadowsBin::sortImplementation()
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if (!root->_parent)
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return;
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}
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root = root->find_or_insert(mStateSet.get());
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StateGraph* noTestRoot = root->find_or_insert(mNoTestStateSet.get());
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// root is now a stategraph with useDiffuseMapForShadowAlpha disabled but minimal other state
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root->_leaves.reserve(_stateGraphList.size());
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noTestRoot->_leaves.reserve(_stateGraphList.size());
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StateGraphList newList;
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std::unordered_set<StateGraph*> uninterestingCache;
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for (StateGraph* graph : _stateGraphList)
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@ -138,11 +146,12 @@ void ShadowsBin::sortImplementation()
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// Render leaves which shouldn't use the diffuse map for shadow alpha but do cast shadows become children of root, so graph is now empty. Don't add to newList.
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// Graphs containing just render leaves which don't cast shadows are discarded. Don't add to newList.
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// Graphs containing other leaves need to be in newList.
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if (!cullStateGraph(graph, root, uninterestingCache))
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newList.push_back(graph);
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StateGraph* graphToAdd = cullStateGraph(graph, noTestRoot, uninterestingCache);
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if (graphToAdd)
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newList.push_back(graphToAdd);
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}
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if (!root->_leaves.empty())
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newList.push_back(root);
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if (!noTestRoot->_leaves.empty())
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newList.push_back(noTestRoot);
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_stateGraphList = newList;
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}
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@ -15,11 +15,12 @@ namespace SceneUtil
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class ShadowsBin : public osgUtil::RenderBin
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{
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private:
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osg::ref_ptr<osg::StateSet> mStateSet;
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osg::ref_ptr<osg::StateSet> mNoTestStateSet;
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osg::ref_ptr<osg::StateSet> mShaderAlphaTestStateSet;
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public:
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META_Object(SceneUtil, ShadowsBin)
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ShadowsBin();
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ShadowsBin(const ShadowsBin& rhs, const osg::CopyOp& copyop) : osgUtil::RenderBin(rhs, copyop), mStateSet(rhs.mStateSet) {}
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ShadowsBin(const ShadowsBin& rhs, const osg::CopyOp& copyop) : osgUtil::RenderBin(rhs, copyop), mNoTestStateSet(rhs.mNoTestStateSet), mShaderAlphaTestStateSet(rhs.mShaderAlphaTestStateSet) {}
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void sortImplementation() override;
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@ -39,7 +40,7 @@ namespace SceneUtil
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bool interesting() const { return !needShadows() || needTexture() || mAlphaBlendOverride || mAlphaTestOverride || mMaterialOverride || mImportantState; }
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};
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bool cullStateGraph(osgUtil::StateGraph* sg, osgUtil::StateGraph* root, std::unordered_set<osgUtil::StateGraph*>& uninteresting);
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osgUtil::StateGraph* cullStateGraph(osgUtil::StateGraph* sg, osgUtil::StateGraph* root, std::unordered_set<osgUtil::StateGraph*>& uninteresting);
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static void addPrototype(const std::string& name)
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{
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@ -384,14 +384,4 @@ namespace Shader
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program.second->releaseGLObjects(state);
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}
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const osg::ref_ptr<osg::Uniform> ShaderManager::getShadowMapAlphaTestEnableUniform()
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{
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return mShadowMapAlphaTestEnableUniform;
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}
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const osg::ref_ptr<osg::Uniform> ShaderManager::getShadowMapAlphaTestDisableUniform()
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{
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return mShadowMapAlphaTestDisableUniform;
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}
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}
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@ -43,9 +43,6 @@ namespace Shader
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void releaseGLObjects(osg::State* state);
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const osg::ref_ptr<osg::Uniform> getShadowMapAlphaTestEnableUniform();
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const osg::ref_ptr<osg::Uniform> getShadowMapAlphaTestDisableUniform();
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private:
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std::string mPath;
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@ -63,9 +60,6 @@ namespace Shader
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ProgramMap mPrograms;
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std::mutex mMutex;
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const osg::ref_ptr<osg::Uniform> mShadowMapAlphaTestEnableUniform = new osg::Uniform();
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const osg::ref_ptr<osg::Uniform> mShadowMapAlphaTestDisableUniform = new osg::Uniform();
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};
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bool parseFors(std::string& source, const std::string& templateName);
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@ -1,7 +1,5 @@
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#include "shadervisitor.hpp"
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#include <osg/AlphaFunc>
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#include <osg/BlendFunc>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/Texture>
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@ -25,7 +23,6 @@ namespace Shader
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: mShaderRequired(false)
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, mColorMode(0)
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, mMaterialOverridden(false)
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, mBlendFuncOverridden(false)
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, mNormalHeight(false)
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, mTexStageRequiringTangents(-1)
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, mNode(nullptr)
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@ -233,14 +230,11 @@ namespace Shader
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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// We probably shouldn't construct a new version of this each time as Uniforms use pointer comparison for early-out.
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// Also it should probably belong to the shader manager
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// Also it should probably belong to the shader manager or be applied by the shadows bin
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writableStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", true));
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}
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}
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bool alphaSettingsChanged = false;
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bool alphaTestShadows = false;
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const osg::StateSet::AttributeList& attributes = stateset->getAttributeList();
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for (osg::StateSet::AttributeList::const_iterator it = attributes.begin(); it != attributes.end(); ++it)
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{
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@ -284,28 +278,8 @@ namespace Shader
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mRequirements.back().mColorMode = colorMode;
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}
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}
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else if (it->first.first == osg::StateAttribute::BLENDFUNC)
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{
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if (!mRequirements.back().mBlendFuncOverridden || it->second.second & osg::StateAttribute::PROTECTED)
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{
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if (it->second.second & osg::StateAttribute::OVERRIDE)
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mRequirements.back().mBlendFuncOverridden = true;
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const osg::BlendFunc* blend = static_cast<const osg::BlendFunc*>(it->second.first.get());
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if (blend->getSource() == osg::BlendFunc::SRC_ALPHA || blend->getSource() == osg::BlendFunc::SRC_COLOR)
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alphaTestShadows = true;
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alphaSettingsChanged = true;
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}
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}
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// Eventually, move alpha testing to discard in shader adn remove deprecated state here
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}
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// we don't need to check for glEnable/glDisable of blending as we always set it at the same time
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if (alphaSettingsChanged)
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{
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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writableStateSet->addUniform(alphaTestShadows ? mShaderManager.getShadowMapAlphaTestEnableUniform() : mShaderManager.getShadowMapAlphaTestDisableUniform());
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}
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}
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void ShaderVisitor::pushRequirements(osg::Node& node)
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@ -75,7 +75,6 @@ namespace Shader
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int mColorMode;
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bool mMaterialOverridden;
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bool mBlendFuncOverridden;
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bool mNormalHeight; // true if normal map has height info in alpha channel
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