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228 lines
9.0 KiB
C++
228 lines
9.0 KiB
C++
#include "shadowsbin.hpp"
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#include <osg/AlphaFunc>
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#include <osg/Material>
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#include <osg/Program>
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#include <osg/StateSet>
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#include <osgUtil/StateGraph>
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#include <unordered_set>
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using namespace osgUtil;
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namespace
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{
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template <typename T>
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inline void accumulateState(T& currentValue, T newValue, bool& isOverride, unsigned int overrideFlags)
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{
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if (isOverride && !(overrideFlags & osg::StateAttribute::PROTECTED))
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return;
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if (overrideFlags & osg::StateAttribute::OVERRIDE)
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isOverride = true;
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currentValue = newValue;
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}
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inline void accumulateModeState(const osg::StateSet* ss, bool& currentValue, bool& isOverride, int mode)
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{
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const osg::StateSet::ModeList& l = ss->getModeList();
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osg::StateSet::ModeList::const_iterator mf = l.find(mode);
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if (mf == l.end())
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return;
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unsigned int flags = mf->second;
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bool newValue = flags & osg::StateAttribute::ON;
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accumulateState(currentValue, newValue, isOverride, flags);
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}
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inline bool materialNeedShadows(osg::Material* m)
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{
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// I'm pretty sure this needs to check the colour mode - vertex colours might override this value.
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return m->getDiffuse(osg::Material::FRONT).a() > 0.5;
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}
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}
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namespace SceneUtil
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{
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ShadowsBin::ShadowsBin(const CastingPrograms& castingPrograms)
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{
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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->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", true));
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mShaderAlphaTestStateSet->setMode(
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GL_BLEND, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED | osg::StateAttribute::OVERRIDE);
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for (size_t i = 0; i < castingPrograms.size(); ++i)
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{
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mAlphaFuncShaders[i] = new osg::StateSet;
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mAlphaFuncShaders[i]->setAttribute(castingPrograms[i],
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osg::StateAttribute::ON | osg::StateAttribute::PROTECTED | osg::StateAttribute::OVERRIDE);
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}
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}
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StateGraph* ShadowsBin::cullStateGraph(
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StateGraph* sg, StateGraph* root, std::unordered_set<StateGraph*>& uninterestingCache, bool cullFaceOverridden)
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{
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std::vector<StateGraph*> return_path;
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State state;
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StateGraph* sg_new = sg;
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do
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{
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if (uninterestingCache.find(sg_new) != uninterestingCache.end())
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break;
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return_path.push_back(sg_new);
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sg_new = sg_new->_parent;
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} while (sg_new && sg_new != root);
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for (auto itr = return_path.rbegin(); itr != return_path.rend(); ++itr)
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{
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const osg::StateSet* ss = (*itr)->getStateSet();
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if (!ss)
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continue;
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accumulateModeState(ss, state.mAlphaBlend, state.mAlphaBlendOverride, GL_BLEND);
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const osg::StateSet::AttributeList& attributes = ss->getAttributeList();
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osg::StateSet::AttributeList::const_iterator found
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= attributes.find(std::make_pair(osg::StateAttribute::MATERIAL, 0));
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if (found != attributes.end())
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{
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const osg::StateSet::RefAttributePair& rap = found->second;
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accumulateState(
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state.mMaterial, static_cast<osg::Material*>(rap.first.get()), state.mMaterialOverride, rap.second);
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if (state.mMaterial && !materialNeedShadows(state.mMaterial))
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state.mMaterial = nullptr;
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}
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found = attributes.find(std::make_pair(osg::StateAttribute::ALPHAFUNC, 0));
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if (found != attributes.end())
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{
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// As force shaders is on, we know this is really a RemovedAlphaFunc
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const osg::StateSet::RefAttributePair& rap = found->second;
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accumulateState(state.mAlphaFunc, static_cast<osg::AlphaFunc*>(rap.first.get()),
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state.mAlphaFuncOverride, rap.second);
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}
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if (!cullFaceOverridden)
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{
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// osg::FrontFace specifies triangle winding, not front-face culling. We can't safely reparent anything
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// under it unless GL_CULL_FACE is off or we flip face culling.
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found = attributes.find(std::make_pair(osg::StateAttribute::FRONTFACE, 0));
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if (found != attributes.end())
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state.mImportantState = true;
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}
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if ((*itr) != sg && !state.interesting())
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uninterestingCache.insert(*itr);
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}
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if (!state.needShadows())
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return nullptr;
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if (!state.needTexture() && !state.mImportantState)
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{
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for (RenderLeaf* leaf : sg->_leaves)
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{
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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 nullptr;
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}
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if (state.mAlphaBlend)
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{
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sg_new = sg->find_or_insert(mShaderAlphaTestStateSet);
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sg_new->_leaves = std::move(sg->_leaves);
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for (RenderLeaf* leaf : sg_new->_leaves)
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leaf->_parent = sg_new;
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sg = sg_new;
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}
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// GL_ALWAYS is set by default by mwshadowtechnique
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if (state.mAlphaFunc && state.mAlphaFunc->getFunction() != GL_ALWAYS)
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{
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sg_new = sg->find_or_insert(mAlphaFuncShaders[state.mAlphaFunc->getFunction() - GL_NEVER]);
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sg_new->_leaves = std::move(sg->_leaves);
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for (RenderLeaf* leaf : sg_new->_leaves)
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leaf->_parent = sg_new;
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sg = sg_new;
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}
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return sg;
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}
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inline bool ShadowsBin::State::needTexture() const
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{
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return mAlphaBlend || (mAlphaFunc && mAlphaFunc->getFunction() != GL_ALWAYS);
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}
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bool ShadowsBin::State::needShadows() const
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{
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if (mAlphaFunc && mAlphaFunc->getFunction() == GL_NEVER)
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return false;
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// other alpha func + material combinations might be skippable
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if (mAlphaBlend && mMaterial)
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return materialNeedShadows(mMaterial);
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return true;
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}
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void ShadowsBin::sortImplementation()
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{
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// The cull visitor contains a stategraph.
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// When a stateset is pushed, it's added/found as a child of the current stategraph node, then that node becomes
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// the new current stategraph node. When a drawable is added, the current stategraph node is added to the
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// current renderbin (if it's not there already) and the drawable is added as a renderleaf to the stategraph
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// This means our list only contains stategraph nodes with directly-attached renderleaves, but they might have
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// parents with more state set that needs to be considered.
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if (!_stateGraphList.size())
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return;
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StateGraph* root = _stateGraphList[0];
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while (root->_parent)
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{
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root = root->_parent;
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const osg::StateSet* ss = root->getStateSet();
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if (ss->getMode(GL_NORMALIZE) & osg::StateAttribute::ON // that is root stategraph of renderingmanager cpp
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|| ss->getAttribute(osg::StateAttribute::VIEWPORT)) // fallback to rendertarget's sg just in case
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break;
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if (!root->_parent)
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return;
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}
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StateGraph* noTestRoot = root->find_or_insert(mNoTestStateSet.get());
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// noTestRoot is now a stategraph with useDiffuseMapForShadowAlpha disabled but minimal other state
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bool cullFaceOverridden = false;
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while (root->_parent)
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{
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root = root->_parent;
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if (!root->getStateSet())
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continue;
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unsigned int cullFaceFlags = root->getStateSet()->getMode(GL_CULL_FACE);
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if (cullFaceFlags & osg::StateAttribute::OVERRIDE && !(cullFaceFlags & osg::StateAttribute::ON))
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{
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cullFaceOverridden = true;
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break;
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}
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}
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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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{
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// Render leaves which shouldn't use the diffuse map for shadow alpha but do cast shadows become children of
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// root, so graph is now empty. Don't add to newList. Graphs containing just render leaves which don't cast
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// shadows are discarded. Don't add to newList. Graphs containing other leaves need to be in newList.
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StateGraph* graphToAdd = cullStateGraph(graph, noTestRoot, uninterestingCache, cullFaceOverridden);
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if (graphToAdd)
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newList.push_back(graphToAdd);
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}
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if (!noTestRoot->_leaves.empty())
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newList.push_back(noTestRoot);
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_stateGraphList = std::move(newList);
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}
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}
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