#ifndef OPENMW_COMPONENTS_SCENEUTIL_STATESETCONTROLLER_H #define OPENMW_COMPONENTS_SCENEUTIL_STATESETCONTROLLER_H #include #include #include namespace osgUtil { class CullVisitor; } namespace SceneUtil { /// @brief Implements efficient per-frame updating of StateSets. /// @par With a naive update there would be race conditions when the OSG draw thread of the last frame /// queues up a StateSet that we want to modify for the next frame. To solve this we could set the StateSet to /// DYNAMIC data variance but that would undo all the benefits of the threading model - having the cull and draw /// traversals run in parallel can yield up to 200% framerates. /// @par Must be set as UpdateCallback or CullCallback on a Node. If set as a CullCallback, the StateSetUpdater /// operates on an empty StateSet, /// otherwise it operates on a clone of the node's existing StateSet. /// @par If set as an UpdateCallback, race conditions are prevented using a "double buffering" scheme - we have two /// StateSets that take turns, /// one StateSet we can write to, the second one is currently in use by the draw traversal of the last frame. /// @par If set as a CullCallback, race conditions are prevented by mapping statesets to cull visitors - OSG has two /// cull visitors that take turns, /// allowing the updater to automatically scale for the number of views. /// @note When used as a CullCallback, StateSetUpdater will have no effect on leaf nodes such as osg::Geometry and /// must be used on branch nodes only. /// @note Do not add the same StateSetUpdater to multiple nodes. /// @note Do not add multiple StateSetUpdaters on the same Node as they will conflict - instead use the /// CompositeStateSetUpdater. class StateSetUpdater : public SceneUtil::NodeCallback { public: StateSetUpdater(); StateSetUpdater(const StateSetUpdater& copy, const osg::CopyOp& copyop); void operator()(osg::Node* node, osg::NodeVisitor* nv); /// Apply state - to override in derived classes /// @note Due to the double buffering approach you *have* to apply all state /// even if it has not changed since the last frame. virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* nv) {} /// Apply any state specific to the Left view. Default implementation does nothing. Called after apply() \note /// requires the updater be a cull callback virtual void applyLeft(osg::StateSet* stateset, osgUtil::CullVisitor* nv) {} /// Apply any state specific to the Right view. Default implementation does nothing. Called after apply() \note /// requires the updater be a cull callback virtual void applyRight(osg::StateSet* stateset, osgUtil::CullVisitor* nv) {} /// Set default state - optionally override in derived classes /// @par May be used e.g. to allocate StateAttributes. virtual void setDefaults(osg::StateSet* stateset) {} /// Reset mStateSets, forcing a setDefaults() on the next frame. Can be used to change the defaults if needed. void reset(); private: void applyCull(osg::Node* node, osgUtil::CullVisitor* cv); void applyUpdate(osg::Node* node, osg::NodeVisitor* nv); osg::StateSet* getCvDependentStateset(osgUtil::CullVisitor* cv); std::array, 2> mStateSetsUpdate; std::map> mStateSetsCull; }; /// @brief A variant of the StateSetController that can be made up of multiple controllers all controlling the same /// target. class CompositeStateSetUpdater : public StateSetUpdater { public: CompositeStateSetUpdater(); CompositeStateSetUpdater(const CompositeStateSetUpdater& copy, const osg::CopyOp& copyop); META_Object(SceneUtil, CompositeStateSetUpdater) unsigned int getNumControllers(); StateSetUpdater* getController(int i); void addController(StateSetUpdater* ctrl); void apply(osg::StateSet* stateset, osg::NodeVisitor* nv) override; protected: void setDefaults(osg::StateSet* stateset) override; std::vector> mCtrls; }; } #endif