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https://github.com/OpenMW/openmw.git
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Merge branch 'shadow-uniform-thread-safety' into 'master'
Shadow uniform thread safety Closes #5026 See merge request OpenMW/openmw!284
This commit is contained in:
commit
a740b77b3d
2 changed files with 47 additions and 45 deletions
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@ -749,7 +749,8 @@ MWShadowTechnique::ViewDependentData::ViewDependentData(MWShadowTechnique* vdsm)
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_viewDependentShadowMap(vdsm)
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{
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OSG_INFO<<"ViewDependentData::ViewDependentData()"<<this<<std::endl;
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_stateset = new osg::StateSet;
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for (auto& perFrameStateset : _stateset)
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perFrameStateset = new osg::StateSet;
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}
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void MWShadowTechnique::ViewDependentData::releaseGLObjects(osg::State* state) const
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@ -1343,9 +1344,7 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
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std::string validRegionUniformName = "validRegionMatrix" + std::to_string(sm_i);
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osg::ref_ptr<osg::Uniform> validRegionUniform;
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std::lock_guard<std::mutex> lock(_accessUniformsAndProgramMutex);
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for (auto uniform : _uniforms)
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for (auto uniform : _uniforms[cv.getTraversalNumber() % 2])
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{
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if (uniform->getName() == validRegionUniformName)
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validRegionUniform = uniform;
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@ -1354,7 +1353,7 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
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if (!validRegionUniform)
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{
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validRegionUniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, validRegionUniformName);
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_uniforms.push_back(validRegionUniform);
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_uniforms[cv.getTraversalNumber() % 2].push_back(validRegionUniform);
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}
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validRegionUniform->set(validRegionMatrix);
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@ -1400,7 +1399,7 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
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if (numValidShadows>0)
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{
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decoratorStateGraph->setStateSet(selectStateSetForRenderingShadow(*vdd));
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decoratorStateGraph->setStateSet(selectStateSetForRenderingShadow(*vdd, cv.getTraversalNumber()));
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}
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// OSG_NOTICE<<"End of shadow setup Projection matrix "<<*cv.getProjectionMatrix()<<std::endl;
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@ -1467,8 +1466,6 @@ void MWShadowTechnique::createShaders()
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unsigned int _baseTextureUnit = 0;
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std::lock_guard<std::mutex> lock(_accessUniformsAndProgramMutex);
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_shadowCastingStateSet = new osg::StateSet;
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ShadowSettings* settings = getShadowedScene()->getShadowSettings();
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@ -1501,15 +1498,20 @@ void MWShadowTechnique::createShaders()
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_shadowCastingStateSet->setMode(GL_POLYGON_OFFSET_FILL, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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_uniforms.clear();
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osg::ref_ptr<osg::Uniform> baseTextureSampler = new osg::Uniform("baseTexture",(int)_baseTextureUnit);
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_uniforms.push_back(baseTextureSampler.get());
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osg::ref_ptr<osg::Uniform> baseTextureUnit = new osg::Uniform("baseTextureUnit",(int)_baseTextureUnit);
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_uniforms.push_back(baseTextureUnit.get());
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_uniforms.push_back(new osg::Uniform("maximumShadowMapDistance", (float)settings->getMaximumShadowMapDistance()));
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_uniforms.push_back(new osg::Uniform("shadowFadeStart", (float)_shadowFadeStart));
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osg::ref_ptr<osg::Uniform> maxDistance = new osg::Uniform("maximumShadowMapDistance", (float)settings->getMaximumShadowMapDistance());
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osg::ref_ptr<osg::Uniform> fadeStart = new osg::Uniform("shadowFadeStart", (float)_shadowFadeStart);
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for (auto& perFrameUniformList : _uniforms)
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{
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perFrameUniformList.clear();
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perFrameUniformList.push_back(baseTextureSampler);
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perFrameUniformList.push_back(baseTextureUnit.get());
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perFrameUniformList.push_back(maxDistance);
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perFrameUniformList.push_back(fadeStart);
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}
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for(unsigned int sm_i=0; sm_i<settings->getNumShadowMapsPerLight(); ++sm_i)
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{
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@ -1517,14 +1519,16 @@ void MWShadowTechnique::createShaders()
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std::stringstream sstr;
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sstr<<"shadowTexture"<<sm_i;
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osg::ref_ptr<osg::Uniform> shadowTextureSampler = new osg::Uniform(sstr.str().c_str(),(int)(settings->getBaseShadowTextureUnit()+sm_i));
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_uniforms.push_back(shadowTextureSampler.get());
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for (auto& perFrameUniformList : _uniforms)
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perFrameUniformList.push_back(shadowTextureSampler.get());
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}
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{
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std::stringstream sstr;
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sstr<<"shadowTextureUnit"<<sm_i;
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osg::ref_ptr<osg::Uniform> shadowTextureUnit = new osg::Uniform(sstr.str().c_str(),(int)(settings->getBaseShadowTextureUnit()+sm_i));
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_uniforms.push_back(shadowTextureUnit.get());
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for (auto& perFrameUniformList : _uniforms)
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perFrameUniformList.push_back(shadowTextureUnit.get());
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}
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}
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@ -2974,24 +2978,20 @@ void MWShadowTechnique::cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Ca
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return;
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}
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osg::StateSet* MWShadowTechnique::selectStateSetForRenderingShadow(ViewDependentData& vdd) const
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osg::StateSet* MWShadowTechnique::selectStateSetForRenderingShadow(ViewDependentData& vdd, unsigned int traversalNumber) const
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{
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OSG_INFO<<" selectStateSetForRenderingShadow() "<<vdd.getStateSet()<<std::endl;
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OSG_INFO<<" selectStateSetForRenderingShadow() "<<vdd.getStateSet(traversalNumber)<<std::endl;
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osg::ref_ptr<osg::StateSet> stateset = vdd.getStateSet();
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osg::ref_ptr<osg::StateSet> stateset = vdd.getStateSet(traversalNumber);
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std::lock_guard<std::mutex> lock(_accessUniformsAndProgramMutex);
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stateset->clear();
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vdd.getStateSet()->clear();
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stateset->setTextureAttributeAndModes(0, _fallbackBaseTexture.get(), osg::StateAttribute::ON);
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vdd.getStateSet()->setTextureAttributeAndModes(0, _fallbackBaseTexture.get(), osg::StateAttribute::ON);
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for(Uniforms::const_iterator itr=_uniforms.begin();
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itr!=_uniforms.end();
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++itr)
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for(const auto& uniform : _uniforms[traversalNumber % 2])
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{
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OSG_INFO<<"addUniform("<<(*itr)->getName()<<")"<<std::endl;
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stateset->addUniform(itr->get());
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OSG_INFO<<"addUniform("<<uniform->getName()<<")"<<std::endl;
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stateset->addUniform(uniform);
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}
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if (_program.valid())
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@ -3047,7 +3047,7 @@ osg::StateSet* MWShadowTechnique::selectStateSetForRenderingShadow(ViewDependent
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stateset->setTextureMode(sd._textureUnit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON);
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}
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return vdd.getStateSet();
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return stateset;
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}
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void MWShadowTechnique::resizeGLObjectBuffers(unsigned int /*maxSize*/)
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@ -3104,12 +3104,12 @@ SceneUtil::MWShadowTechnique::DebugHUD::DebugHUD(int numberOfShadowMapsPerLight)
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fragmentShader = new osg::Shader(osg::Shader::FRAGMENT, debugFrustumFragmentShaderSource);
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frustumProgram->addShader(fragmentShader);
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for (int i = 0; i < 2; ++i)
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for (auto& frustumGeometry : mFrustumGeometries)
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{
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mFrustumGeometries.emplace_back(new osg::Geometry());
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mFrustumGeometries[i]->setCullingActive(false);
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frustumGeometry = new osg::Geometry();
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frustumGeometry->setCullingActive(false);
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mFrustumGeometries[i]->getOrCreateStateSet()->setAttributeAndModes(frustumProgram, osg::StateAttribute::ON);
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frustumGeometry->getOrCreateStateSet()->setAttributeAndModes(frustumProgram, osg::StateAttribute::ON);
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}
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osg::ref_ptr<osg::DrawElementsUShort> frustumDrawElements = new osg::DrawElementsUShort(osg::PrimitiveSet::LINE_STRIP);
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@ -3145,12 +3145,14 @@ void SceneUtil::MWShadowTechnique::DebugHUD::draw(osg::ref_ptr<osg::Texture2D> t
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// It might be possible to change shadow settings at runtime
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if (shadowMapNumber > mDebugCameras.size())
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addAnotherShadowMap();
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mFrustumUniforms[shadowMapNumber]->set(matrix);
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osg::ref_ptr<osg::StateSet> stateSet = mDebugGeometry[shadowMapNumber]->getOrCreateStateSet();
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osg::ref_ptr<osg::StateSet> stateSet = new osg::StateSet();
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stateSet->setTextureAttributeAndModes(sDebugTextureUnit, texture, osg::StateAttribute::ON);
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auto frustumUniform = mFrustumUniforms[cv.getTraversalNumber() % 2][shadowMapNumber];
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frustumUniform->set(matrix);
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stateSet->addUniform(frustumUniform);
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// Some of these calls may be superfluous.
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unsigned int traversalMask = cv.getTraversalMask();
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cv.setTraversalMask(mDebugGeometry[shadowMapNumber]->getNodeMask());
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@ -3205,6 +3207,6 @@ void SceneUtil::MWShadowTechnique::DebugHUD::addAnotherShadowMap()
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mFrustumTransforms[shadowMapNumber]->setCullingActive(false);
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mDebugCameras[shadowMapNumber]->addChild(mFrustumTransforms[shadowMapNumber]);
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mFrustumUniforms.push_back(new osg::Uniform(osg::Uniform::FLOAT_MAT4, "transform"));
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mFrustumTransforms[shadowMapNumber]->getOrCreateStateSet()->addUniform(mFrustumUniforms[shadowMapNumber]);
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for(auto& uniformVector : mFrustumUniforms)
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uniformVector.push_back(new osg::Uniform(osg::Uniform::FLOAT_MAT4, "transform"));
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}
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@ -19,6 +19,7 @@
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#ifndef COMPONENTS_SCENEUTIL_MWSHADOWTECHNIQUE_H
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#define COMPONENTS_SCENEUTIL_MWSHADOWTECHNIQUE_H 1
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#include <array>
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#include <mutex>
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#include <osg/Camera>
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@ -191,7 +192,7 @@ namespace SceneUtil {
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ShadowDataList& getShadowDataList() { return _shadowDataList; }
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osg::StateSet* getStateSet() { return _stateset.get(); }
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osg::StateSet* getStateSet(unsigned int traversalNumber) { return _stateset[traversalNumber % 2].get(); }
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virtual void releaseGLObjects(osg::State* = 0) const;
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@ -200,7 +201,7 @@ namespace SceneUtil {
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MWShadowTechnique* _viewDependentShadowMap;
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osg::ref_ptr<osg::StateSet> _stateset;
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std::array<osg::ref_ptr<osg::StateSet>, 2> _stateset;
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LightDataList _lightDataList;
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ShadowDataList _shadowDataList;
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@ -230,7 +231,7 @@ namespace SceneUtil {
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virtual void cullShadowCastingScene(osgUtil::CullVisitor* cv, osg::Camera* camera) const;
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virtual osg::StateSet* selectStateSetForRenderingShadow(ViewDependentData& vdd) const;
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virtual osg::StateSet* selectStateSetForRenderingShadow(ViewDependentData& vdd, unsigned int traversalNumber) const;
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protected:
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virtual ~MWShadowTechnique();
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@ -247,8 +248,7 @@ namespace SceneUtil {
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osg::ref_ptr<osg::Texture2D> _fallbackShadowMapTexture;
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typedef std::vector< osg::ref_ptr<osg::Uniform> > Uniforms;
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mutable std::mutex _accessUniformsAndProgramMutex;
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Uniforms _uniforms;
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std::array<Uniforms, 2> _uniforms;
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osg::ref_ptr<osg::Program> _program;
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bool _enableShadows;
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@ -282,8 +282,8 @@ namespace SceneUtil {
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osg::ref_ptr<osg::Program> mDebugProgram;
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std::vector<osg::ref_ptr<osg::Node>> mDebugGeometry;
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std::vector<osg::ref_ptr<osg::Group>> mFrustumTransforms;
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std::vector<osg::ref_ptr<osg::Uniform>> mFrustumUniforms;
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std::vector<osg::ref_ptr<osg::Geometry>> mFrustumGeometries;
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std::array<std::vector<osg::ref_ptr<osg::Uniform>>, 2> mFrustumUniforms;
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std::array<osg::ref_ptr<osg::Geometry>, 2> mFrustumGeometries;
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};
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osg::ref_ptr<DebugHUD> _debugHud;
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