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openmw/apps/openmw/mwrender/postprocessor.cpp

876 lines
32 KiB
C++

#include "postprocessor.hpp"
#include <algorithm>
#include <chrono>
#include <thread>
#include <SDL_opengl_glext.h>
#include <osg/Texture1D>
#include <osg/Texture2D>
#include <osg/Texture2DMultisample>
#include <osg/Texture3D>
#include <osg/Texture2DArray>
#include <boost/filesystem/operations.hpp>
#include <components/settings/settings.hpp>
#include <components/sceneutil/depth.hpp>
#include <components/sceneutil/color.hpp>
#include <components/sceneutil/nodecallback.hpp>
#include <components/sceneutil/util.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/shader/shadermanager.hpp>
#include <components/misc/stringops.hpp>
#include <components/vfs/manager.hpp>
#include <components/stereo/multiview.hpp>
#include <components/stereo/stereomanager.hpp>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwgui/postprocessorhud.hpp"
#include "transparentpass.hpp"
#include "pingpongcull.hpp"
#include "renderingmanager.hpp"
#include "vismask.hpp"
#include "sky.hpp"
namespace
{
struct ResizedCallback : osg::GraphicsContext::ResizedCallback
{
ResizedCallback(MWRender::PostProcessor* postProcessor)
: mPostProcessor(postProcessor)
{ }
void resizedImplementation(osg::GraphicsContext* gc, int x, int y, int width, int height) override
{
gc->resizedImplementation(x, y, width, height);
mPostProcessor->setRenderTargetSize(width, height);
mPostProcessor->resize();
}
MWRender::PostProcessor* mPostProcessor;
};
class HUDCullCallback : public SceneUtil::NodeCallback<HUDCullCallback, osg::Camera*, osgUtil::CullVisitor*>
{
public:
void operator()(osg::Camera* camera, osgUtil::CullVisitor* cv)
{
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
auto& sm = Stereo::Manager::instance();
auto* fullViewport = camera->getViewport();
if (sm.getEye(cv) == Stereo::Eye::Left)
stateset->setAttributeAndModes(new osg::Viewport(0, 0, fullViewport->width() / 2, fullViewport->height()));
if (sm.getEye(cv) == Stereo::Eye::Right)
stateset->setAttributeAndModes(new osg::Viewport(fullViewport->width() / 2, 0, fullViewport->width() / 2, fullViewport->height()));
cv->pushStateSet(stateset);
traverse(camera, cv);
cv->popStateSet();
}
};
enum class Usage
{
RENDER_BUFFER,
TEXTURE,
};
static osg::FrameBufferAttachment createFrameBufferAttachmentFromTemplate(Usage usage, int width, int height, osg::Texture* template_, int samples)
{
if (usage == Usage::RENDER_BUFFER && !Stereo::getMultiview())
{
osg::ref_ptr<osg::RenderBuffer> attachment = new osg::RenderBuffer(width, height, template_->getInternalFormat(), samples);
return osg::FrameBufferAttachment(attachment);
}
auto texture = Stereo::createMultiviewCompatibleTexture(width, height, samples);
texture->setSourceFormat(template_->getSourceFormat());
texture->setSourceType(template_->getSourceType());
texture->setInternalFormat(template_->getInternalFormat());
texture->setFilter(osg::Texture2D::MIN_FILTER, template_->getFilter(osg::Texture2D::MIN_FILTER));
texture->setFilter(osg::Texture2D::MAG_FILTER, template_->getFilter(osg::Texture2D::MAG_FILTER));
texture->setWrap(osg::Texture::WRAP_S, template_->getWrap(osg::Texture2D::WRAP_S));
texture->setWrap(osg::Texture::WRAP_T, template_->getWrap(osg::Texture2D::WRAP_T));
return Stereo::createMultiviewCompatibleAttachment(texture);
}
}
namespace MWRender
{
PostProcessor::PostProcessor(RenderingManager& rendering, osgViewer::Viewer* viewer, osg::Group* rootNode, const VFS::Manager* vfs)
: osg::Group()
, mEnableLiveReload(false)
, mRootNode(rootNode)
, mSamples(Settings::Manager::getInt("antialiasing", "Video"))
, mDirty(false)
, mDirtyFrameId(0)
, mRendering(rendering)
, mViewer(viewer)
, mVFS(vfs)
, mTriggerShaderReload(false)
, mReload(false)
, mEnabled(false)
, mUsePostProcessing(false)
, mSoftParticles(false)
, mDisableDepthPasses(false)
, mLastFrameNumber(0)
, mLastSimulationTime(0.f)
, mExteriorFlag(false)
, mUnderwater(false)
, mHDR(false)
, mNormals(false)
, mPrevNormals(false)
, mNormalsSupported(false)
, mPassLights(false)
, mPrevPassLights(false)
{
mSoftParticles = Settings::Manager::getBool("soft particles", "Shaders");
mUsePostProcessing = Settings::Manager::getBool("enabled", "Post Processing");
osg::GraphicsContext* gc = viewer->getCamera()->getGraphicsContext();
osg::GLExtensions* ext = gc->getState()->get<osg::GLExtensions>();
mWidth = gc->getTraits()->width;
mHeight = gc->getTraits()->height;
if (!ext->glDisablei && ext->glDisableIndexedEXT)
ext->glDisablei = ext->glDisableIndexedEXT;
#ifdef ANDROID
ext->glDisablei = nullptr;
#endif
if (ext->glDisablei)
mNormalsSupported = true;
else
Log(Debug::Error) << "'glDisablei' unsupported, pass normals will not be available to shaders.";
if (mSoftParticles)
{
for (int i = 0; i < 2; ++i)
{
if (Stereo::getMultiview())
mTextures[i][Tex_OpaqueDepth] = new osg::Texture2DArray;
else
mTextures[i][Tex_OpaqueDepth] = new osg::Texture2D;
mTextures[i][Tex_OpaqueDepth]->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
mTextures[i][Tex_OpaqueDepth]->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
}
}
mGLSLVersion = ext->glslLanguageVersion * 100;
mUBO = ext->isUniformBufferObjectSupported && mGLSLVersion >= 330;
mStateUpdater = new fx::StateUpdater(mUBO);
if (!Stereo::getStereo() && !SceneUtil::AutoDepth::isReversed() && !mSoftParticles && !mUsePostProcessing)
return;
enable(mUsePostProcessing);
}
PostProcessor::~PostProcessor()
{
if (auto* bin = osgUtil::RenderBin::getRenderBinPrototype("DepthSortedBin"))
bin->setDrawCallback(nullptr);
}
void PostProcessor::resize()
{
mHUDCamera->resize(mWidth, mHeight);
mViewer->getCamera()->resize(mWidth, mHeight);
if (Stereo::getStereo())
Stereo::Manager::instance().screenResolutionChanged();
auto width = renderWidth();
auto height = renderHeight();
for (auto& technique : mTechniques)
{
for (auto& [name, rt] : technique->getRenderTargetsMap())
{
const auto [w, h] = rt.mSize.get(width, height);
rt.mTarget->setTextureSize(w, h);
}
}
size_t frameId = frame() % 2;
createTexturesAndCamera(frameId);
createObjectsForFrame(frameId);
mRendering.updateProjectionMatrix();
mRendering.setScreenRes(width, height);
dirtyTechniques();
mPingPongCanvas->dirty(frameId);
mDirty = true;
mDirtyFrameId = !frameId;
}
void PostProcessor::populateTechniqueFiles()
{
for (const auto& name : mVFS->getRecursiveDirectoryIterator(fx::Technique::sSubdir))
{
boost::filesystem::path path = name;
std::string fileExt = Misc::StringUtils::lowerCase(path.extension().string());
if (!path.parent_path().has_parent_path() && fileExt == fx::Technique::sExt)
{
auto absolutePath = boost::filesystem::path(mVFS->getAbsoluteFileName(name));
mTechniqueFileMap[absolutePath.stem().string()] = absolutePath;
}
}
}
void PostProcessor::enable(bool usePostProcessing)
{
mReload = true;
mEnabled = true;
bool postPass = Settings::Manager::getBool("transparent postpass", "Post Processing");
mUsePostProcessing = usePostProcessing;
mDisableDepthPasses = !mSoftParticles && !postPass;
#ifdef ANDROID
mDisableDepthPasses = true;
#endif
if (!mDisableDepthPasses)
{
mTransparentDepthPostPass = new TransparentDepthBinCallback(mRendering.getResourceSystem()->getSceneManager()->getShaderManager(), postPass);
osgUtil::RenderBin::getRenderBinPrototype("DepthSortedBin")->setDrawCallback(mTransparentDepthPostPass);
}
if (mUsePostProcessing && mTechniqueFileMap.empty())
{
populateTechniqueFiles();
}
createTexturesAndCamera(frame() % 2);
removeChild(mHUDCamera);
removeChild(mRootNode);
addChild(mHUDCamera);
addChild(mRootNode);
mViewer->setSceneData(this);
mViewer->getCamera()->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
mViewer->getCamera()->getGraphicsContext()->setResizedCallback(new ResizedCallback(this));
mViewer->getCamera()->setUserData(this);
setCullCallback(mStateUpdater);
mHUDCamera->setCullCallback(new HUDCullCallback);
}
void PostProcessor::disable()
{
if (!mSoftParticles)
osgUtil::RenderBin::getRenderBinPrototype("DepthSortedBin")->setDrawCallback(nullptr);
if (!SceneUtil::AutoDepth::isReversed() && !mSoftParticles)
{
removeChild(mHUDCamera);
setCullCallback(nullptr);
mViewer->getCamera()->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER);
mViewer->getCamera()->getGraphicsContext()->setResizedCallback(nullptr);
mViewer->getCamera()->setUserData(nullptr);
mEnabled = false;
}
mUsePostProcessing = false;
mRendering.getSkyManager()->setSunglare(true);
}
void PostProcessor::traverse(osg::NodeVisitor& nv)
{
if (!mEnabled)
{
osg::Group::traverse(nv);
return;
}
size_t frameId = nv.getTraversalNumber() % 2;
if (nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
cull(frameId, static_cast<osgUtil::CullVisitor*>(&nv));
else if (nv.getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
update(frameId);
osg::Group::traverse(nv);
}
void PostProcessor::cull(size_t frameId, osgUtil::CullVisitor* cv)
{
const auto& fbo = getFbo(FBO_Intercept, frameId);
if (fbo)
{
osgUtil::RenderStage* rs = cv->getRenderStage();
if (rs && rs->getMultisampleResolveFramebufferObject())
rs->setMultisampleResolveFramebufferObject(fbo);
}
mPingPongCanvas->setPostProcessing(frameId, mUsePostProcessing);
mPingPongCanvas->setNormalsTexture(frameId, mNormals ? getTexture(Tex_Normal, frameId) : nullptr);
mPingPongCanvas->setMask(frameId, mUnderwater, mExteriorFlag);
mPingPongCanvas->setHDR(frameId, getHDR());
mPingPongCanvas->setSceneTexture(frameId, getTexture(Tex_Scene, frameId));
if (mDisableDepthPasses)
mPingPongCanvas->setDepthTexture(frameId, getTexture(Tex_Depth, frameId));
else
mPingPongCanvas->setDepthTexture(frameId, getTexture(Tex_OpaqueDepth, frameId));
mPingPongCanvas->setLDRSceneTexture(frameId, getTexture(Tex_Scene_LDR, frameId));
if (mTransparentDepthPostPass)
{
mTransparentDepthPostPass->mFbo[frameId] = mFbos[frameId][FBO_Primary];
mTransparentDepthPostPass->mMsaaFbo[frameId] = mFbos[frameId][FBO_Multisample];
mTransparentDepthPostPass->mOpaqueFbo[frameId] = mFbos[frameId][FBO_OpaqueDepth];
mTransparentDepthPostPass->dirtyFrame(frameId);
}
size_t frame = cv->getTraversalNumber();
mStateUpdater->setResolution(osg::Vec2f(cv->getViewport()->width(), cv->getViewport()->height()));
// per-frame data
if (frame != mLastFrameNumber)
{
mLastFrameNumber = frame;
auto stamp = cv->getFrameStamp();
mStateUpdater->setSimulationTime(static_cast<float>(stamp->getSimulationTime()));
mStateUpdater->setDeltaSimulationTime(static_cast<float>(stamp->getSimulationTime() - mLastSimulationTime));
mLastSimulationTime = stamp->getSimulationTime();
for (const auto& dispatchNode : mPingPongCanvas->getCurrentFrameData(frame))
{
for (auto& uniform : dispatchNode.mHandle->getUniformMap())
{
if (uniform->getType().has_value() && !uniform->mSamplerType)
if (auto* u = dispatchNode.mRootStateSet->getUniform(uniform->mName))
uniform->setUniform(u);
}
}
}
}
void PostProcessor::updateLiveReload()
{
if (!mEnableLiveReload && !mTriggerShaderReload)
return;
mTriggerShaderReload = false;//Done only once
for (auto& technique : mTechniques)
{
if (technique->getStatus() == fx::Technique::Status::File_Not_exists)
continue;
const auto lastWriteTime = boost::filesystem::last_write_time(mTechniqueFileMap[technique->getName()]);
const bool isDirty = technique->setLastModificationTime(lastWriteTime);
if (!isDirty)
continue;
// TODO: Temporary workaround to avoid conflicts with external programs saving the file, especially problematic on Windows.
// If we move to a file watcher using native APIs this should be removed.
std::this_thread::sleep_for(std::chrono::milliseconds(5));
if (technique->compile())
Log(Debug::Info) << "Reloaded technique : " << mTechniqueFileMap[technique->getName()].string();
mReload = technique->isValid();
}
}
void PostProcessor::reloadIfRequired()
{
if (!mReload)
return;
mReload = false;
loadChain();
resize();
}
void PostProcessor::update(size_t frameId)
{
while (!mQueuedTemplates.empty())
{
mTemplates.push_back(std::move(mQueuedTemplates.back()));
mQueuedTemplates.pop_back();
}
updateLiveReload();
reloadIfRequired();
if (mDirty && mDirtyFrameId == frameId)
{
createTexturesAndCamera(frameId);
createObjectsForFrame(frameId);
mDirty = false;
mPingPongCanvas->setCurrentFrameData(frameId, fx::DispatchArray(mTemplateData));
}
if ((mNormalsSupported && mNormals != mPrevNormals) || (mPassLights != mPrevPassLights))
{
mPrevNormals = mNormals;
mPrevPassLights = mPassLights;
mViewer->stopThreading();
auto& shaderManager = MWBase::Environment::get().getResourceSystem()->getSceneManager()->getShaderManager();
auto defines = shaderManager.getGlobalDefines();
defines["disableNormals"] = mNormals ? "0" : "1";
shaderManager.setGlobalDefines(defines);
mRendering.getLightRoot()->setCollectPPLights(mPassLights);
mStateUpdater->bindPointLights(mPassLights ? mRendering.getLightRoot()->getPPLightsBuffer() : nullptr);
mStateUpdater->reset();
mViewer->startThreading();
createTexturesAndCamera(frameId);
createObjectsForFrame(frameId);
mDirty = true;
mDirtyFrameId = !frameId;
}
}
void PostProcessor::createObjectsForFrame(size_t frameId)
{
auto& fbos = mFbos[frameId];
auto& textures = mTextures[frameId];
auto width = renderWidth();
auto height = renderHeight();
for (auto& tex : textures)
{
if (!tex)
continue;
Stereo::setMultiviewCompatibleTextureSize(tex, width, height);
tex->dirtyTextureObject();
}
fbos[FBO_Primary] = new osg::FrameBufferObject;
fbos[FBO_Primary]->setAttachment(osg::Camera::COLOR_BUFFER0, Stereo::createMultiviewCompatibleAttachment(textures[Tex_Scene]));
if (mNormals && mNormalsSupported)
fbos[FBO_Primary]->setAttachment(osg::Camera::COLOR_BUFFER1, Stereo::createMultiviewCompatibleAttachment(textures[Tex_Normal]));
fbos[FBO_Primary]->setAttachment(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, Stereo::createMultiviewCompatibleAttachment(textures[Tex_Depth]));
fbos[FBO_FirstPerson] = new osg::FrameBufferObject;
auto fpDepthRb = createFrameBufferAttachmentFromTemplate(Usage::RENDER_BUFFER, width, height, textures[Tex_Depth], mSamples);
fbos[FBO_FirstPerson]->setAttachment(osg::FrameBufferObject::BufferComponent::PACKED_DEPTH_STENCIL_BUFFER, osg::FrameBufferAttachment(fpDepthRb));
if (mSamples > 1)
{
fbos[FBO_Multisample] = new osg::FrameBufferObject;
auto colorRB = createFrameBufferAttachmentFromTemplate(Usage::RENDER_BUFFER, width, height, textures[Tex_Scene], mSamples);
if (mNormals && mNormalsSupported)
{
auto normalRB = createFrameBufferAttachmentFromTemplate(Usage::RENDER_BUFFER, width, height, textures[Tex_Normal], mSamples);
fbos[FBO_Multisample]->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER1, normalRB);
}
auto depthRB = createFrameBufferAttachmentFromTemplate(Usage::RENDER_BUFFER, width, height, textures[Tex_Depth], mSamples);
fbos[FBO_Multisample]->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0, colorRB);
fbos[FBO_Multisample]->setAttachment(osg::FrameBufferObject::BufferComponent::PACKED_DEPTH_STENCIL_BUFFER, depthRB);
fbos[FBO_FirstPerson]->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0, colorRB);
fbos[FBO_Intercept] = new osg::FrameBufferObject;
fbos[FBO_Intercept]->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0, Stereo::createMultiviewCompatibleAttachment(textures[Tex_Scene]));
fbos[FBO_Intercept]->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER1, Stereo::createMultiviewCompatibleAttachment(textures[Tex_Normal]));
}
else
{
fbos[FBO_FirstPerson]->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0, Stereo::createMultiviewCompatibleAttachment(textures[Tex_Scene]));
if (mNormals && mNormalsSupported)
fbos[FBO_FirstPerson]->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER1, Stereo::createMultiviewCompatibleAttachment(textures[Tex_Normal]));
}
if (textures[Tex_OpaqueDepth])
{
fbos[FBO_OpaqueDepth] = new osg::FrameBufferObject;
fbos[FBO_OpaqueDepth]->setAttachment(osg::FrameBufferObject::BufferComponent::PACKED_DEPTH_STENCIL_BUFFER, Stereo::createMultiviewCompatibleAttachment(textures[Tex_OpaqueDepth]));
}
#ifdef __APPLE__
if (textures[Tex_OpaqueDepth])
fbos[FBO_OpaqueDepth]->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER, osg::FrameBufferAttachment(new osg::RenderBuffer(textures[Tex_OpaqueDepth]->getTextureWidth(), textures[Tex_OpaqueDepth]->getTextureHeight(), textures[Tex_Scene]->getInternalFormat())));
#endif
}
void PostProcessor::dirtyTechniques()
{
if (!isEnabled())
return;
size_t frameId = frame() % 2;
mDirty = true;
mDirtyFrameId = !frameId;
mTemplateData = {};
bool sunglare = true;
mHDR = false;
mNormals = false;
mPassLights = false;
for (const auto& technique : mTechniques)
{
if (!technique->isValid())
continue;
if (technique->getGLSLVersion() > mGLSLVersion)
{
Log(Debug::Warning) << "Technique " << technique->getName() << " requires GLSL version " << technique->getGLSLVersion() << " which is unsupported by your hardware.";
continue;
}
fx::DispatchNode node;
node.mFlags = technique->getFlags();
if (technique->getHDR())
mHDR = true;
if (technique->getNormals())
mNormals = true;
if (technique->getLights())
mPassLights = true;
if (node.mFlags & fx::Technique::Flag_Disable_SunGlare)
sunglare = false;
// required default samplers available to every shader pass
node.mRootStateSet->addUniform(new osg::Uniform("omw_SamplerLastShader", Unit_LastShader));
node.mRootStateSet->addUniform(new osg::Uniform("omw_SamplerLastPass", Unit_LastPass));
node.mRootStateSet->addUniform(new osg::Uniform("omw_SamplerDepth", Unit_Depth));
if (mNormals)
node.mRootStateSet->addUniform(new osg::Uniform("omw_SamplerNormals", Unit_Normals));
if (technique->getHDR())
node.mRootStateSet->addUniform(new osg::Uniform("omw_EyeAdaptation", Unit_EyeAdaptation));
int texUnit = Unit_NextFree;
// user-defined samplers
for (const osg::Texture* texture : technique->getTextures())
{
if (const auto* tex1D = dynamic_cast<const osg::Texture1D*>(texture))
node.mRootStateSet->setTextureAttribute(texUnit, new osg::Texture1D(*tex1D));
else if (const auto* tex2D = dynamic_cast<const osg::Texture2D*>(texture))
node.mRootStateSet->setTextureAttribute(texUnit, new osg::Texture2D(*tex2D));
else if (const auto* tex3D = dynamic_cast<const osg::Texture3D*>(texture))
node.mRootStateSet->setTextureAttribute(texUnit, new osg::Texture3D(*tex3D));
node.mRootStateSet->addUniform(new osg::Uniform(texture->getName().c_str(), texUnit++));
}
// user-defined uniforms
for (auto& uniform : technique->getUniformMap())
{
if (uniform->mSamplerType) continue;
if (auto type = uniform->getType())
uniform->setUniform(node.mRootStateSet->getOrCreateUniform(uniform->mName.c_str(), *type, uniform->getNumElements()));
}
std::unordered_map<osg::Texture2D*, osg::Texture2D*> renderTargetCache;
for (const auto& pass : technique->getPasses())
{
int subTexUnit = texUnit;
fx::DispatchNode::SubPass subPass;
pass->prepareStateSet(subPass.mStateSet, technique->getName());
node.mHandle = technique;
if (!pass->getTarget().empty())
{
const auto& rt = technique->getRenderTargetsMap()[pass->getTarget()];
const auto [w, h] = rt.mSize.get(renderWidth(), renderHeight());
subPass.mRenderTexture = new osg::Texture2D(*rt.mTarget);
renderTargetCache[rt.mTarget] = subPass.mRenderTexture;
subPass.mRenderTexture->setTextureSize(w, h);
subPass.mRenderTexture->setName(std::string(pass->getTarget()));
if (rt.mMipMap)
subPass.mRenderTexture->setNumMipmapLevels(osg::Image::computeNumberOfMipmapLevels(w, h));
subPass.mRenderTarget = new osg::FrameBufferObject;
subPass.mRenderTarget->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0, osg::FrameBufferAttachment(subPass.mRenderTexture));
subPass.mStateSet->setAttributeAndModes(new osg::Viewport(0, 0, w, h));
}
for (const auto& whitelist : pass->getRenderTargets())
{
auto it = technique->getRenderTargetsMap().find(whitelist);
if (it != technique->getRenderTargetsMap().end() && renderTargetCache[it->second.mTarget])
{
subPass.mStateSet->setTextureAttribute(subTexUnit, renderTargetCache[it->second.mTarget]);
subPass.mStateSet->addUniform(new osg::Uniform(std::string(it->first).c_str(), subTexUnit++));
}
}
node.mPasses.emplace_back(std::move(subPass));
}
node.compile();
mTemplateData.emplace_back(std::move(node));
}
mPingPongCanvas->setCurrentFrameData(frameId, fx::DispatchArray(mTemplateData));
if (auto hud = MWBase::Environment::get().getWindowManager()->getPostProcessorHud())
hud->updateTechniques();
mRendering.getSkyManager()->setSunglare(sunglare);
}
PostProcessor::Status PostProcessor::enableTechnique(std::shared_ptr<fx::Technique> technique, std::optional<int> location)
{
if (!isEnabled())
{
Log(Debug::Warning) << "PostProcessing disabled, cannot load technique '" << technique->getName() << "'";
return Status_Error;
}
if (!technique || technique->getLocked() || (location.has_value() && location.value() < 0))
return Status_Error;
disableTechnique(technique, false);
int pos = std::min<int>(location.value_or(mTechniques.size()), mTechniques.size());
mTechniques.insert(mTechniques.begin() + pos, technique);
dirtyTechniques();
return Status_Toggled;
}
PostProcessor::Status PostProcessor::disableTechnique(std::shared_ptr<fx::Technique> technique, bool dirty)
{
if (technique->getLocked())
return Status_Error;
auto it = std::find(mTechniques.begin(), mTechniques.end(), technique);
if (it == std::end(mTechniques))
return Status_Unchanged;
mTechniques.erase(it);
if (dirty)
dirtyTechniques();
return Status_Toggled;
}
bool PostProcessor::isTechniqueEnabled(const std::shared_ptr<fx::Technique>& technique) const
{
if (auto it = std::find(mTechniques.begin(), mTechniques.end(), technique); it == mTechniques.end())
return false;
return technique->isValid();
}
void PostProcessor::createTexturesAndCamera(size_t frameId)
{
auto& textures = mTextures[frameId];
auto width = renderWidth();
auto height = renderHeight();
for (auto& texture : textures)
{
if (!texture)
{
if (Stereo::getMultiview())
texture = new osg::Texture2DArray;
else
texture = new osg::Texture2D;
}
Stereo::setMultiviewCompatibleTextureSize(texture, width, height);
texture->setSourceFormat(GL_RGBA);
texture->setSourceType(GL_UNSIGNED_BYTE);
texture->setInternalFormat(GL_RGBA);
texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture::LINEAR);
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
texture->setResizeNonPowerOfTwoHint(false);
}
textures[Tex_Normal]->setSourceFormat(GL_RGB);
textures[Tex_Normal]->setInternalFormat(GL_RGB);
auto setupDepth = [] (osg::Texture* tex) {
tex->setSourceFormat(GL_DEPTH_STENCIL_EXT);
tex->setSourceType(SceneUtil::AutoDepth::depthSourceType());
tex->setInternalFormat(SceneUtil::AutoDepth::depthInternalFormat());
};
setupDepth(textures[Tex_Depth]);
if (mDisableDepthPasses)
{
textures[Tex_OpaqueDepth] = nullptr;
}
else
{
setupDepth(textures[Tex_OpaqueDepth]);
textures[Tex_OpaqueDepth]->setName("opaqueTexMap");
}
if (mHUDCamera)
return;
mHUDCamera = new osg::Camera;
mHUDCamera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
mHUDCamera->setRenderOrder(osg::Camera::POST_RENDER);
mHUDCamera->setClearColor(osg::Vec4(0.45, 0.45, 0.14, 1.0));
mHUDCamera->setClearMask(0);
mHUDCamera->setProjectionMatrix(osg::Matrix::ortho2D(0, 1, 0, 1));
mHUDCamera->setAllowEventFocus(false);
mHUDCamera->setViewport(0, 0, mWidth, mHeight);
mViewer->getCamera()->removeCullCallback(mPingPongCull);
mPingPongCull = new PingPongCull(this);
mViewer->getCamera()->addCullCallback(mPingPongCull);
mPingPongCanvas = new PingPongCanvas(mRendering.getResourceSystem()->getSceneManager()->getShaderManager());
mHUDCamera->addChild(mPingPongCanvas);
mHUDCamera->setNodeMask(Mask_RenderToTexture);
mHUDCamera->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
mHUDCamera->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
}
std::shared_ptr<fx::Technique> PostProcessor::loadTechnique(const std::string& name, bool loadNextFrame)
{
if (!isEnabled())
{
Log(Debug::Warning) << "PostProcessing disabled, cannot load technique '" << name << "'";
return nullptr;
}
for (const auto& technique : mTemplates)
if (Misc::StringUtils::ciEqual(technique->getName(), name))
return technique;
for (const auto& technique : mQueuedTemplates)
if (Misc::StringUtils::ciEqual(technique->getName(), name))
return technique;
auto technique = std::make_shared<fx::Technique>(*mVFS, *mRendering.getResourceSystem()->getImageManager(), name, renderWidth(), renderHeight(), mUBO, mNormalsSupported);
technique->compile();
if (technique->getStatus() != fx::Technique::Status::File_Not_exists)
technique->setLastModificationTime(boost::filesystem::last_write_time(mTechniqueFileMap[technique->getName()]));
if (loadNextFrame)
{
mQueuedTemplates.push_back(technique);
return technique;
}
mTemplates.push_back(std::move(technique));
return mTemplates.back();
}
void PostProcessor::loadChain()
{
if (!isEnabled())
return;
mTechniques.clear();
std::vector<std::string> techniqueStrings = Settings::Manager::getStringArray("chain", "Post Processing");
for (auto& techniqueName : techniqueStrings)
{
if (techniqueName.empty())
continue;
mTechniques.push_back(loadTechnique(techniqueName));
}
dirtyTechniques();
}
void PostProcessor::saveChain()
{
std::vector<std::string> chain;
for (const auto& technique : mTechniques) {
if (!technique || technique->getDynamic())
continue;
chain.push_back(technique->getName());
}
Settings::Manager::setStringArray("chain", "Post Processing", chain);
}
void PostProcessor::toggleMode()
{
for (auto& technique : mTemplates)
technique->compile();
dirtyTechniques();
}
void PostProcessor::disableDynamicShaders()
{
for (auto& technique : mTechniques)
if (technique->getDynamic())
disableTechnique(technique);
}
int PostProcessor::renderWidth() const
{
if (Stereo::getStereo())
return Stereo::Manager::instance().eyeResolution().x();
return mWidth;
}
int PostProcessor::renderHeight() const
{
if (Stereo::getStereo())
return Stereo::Manager::instance().eyeResolution().y();
return mHeight;
}
void PostProcessor::triggerShaderReload()
{
mTriggerShaderReload = true;
}
}