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1097 lines
48 KiB
C++
1097 lines
48 KiB
C++
#include "shadervisitor.hpp"
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#include <set>
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#include <unordered_map>
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#include <unordered_set>
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#include <osg/AlphaFunc>
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#include <osg/BlendFunc>
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#include <osg/ColorMaski>
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#include <osg/GLExtensions>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/Multisample>
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#include <osg/Texture>
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#include <osg/ValueObject>
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#include <osgParticle/ParticleSystem>
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#include <osgUtil/TangentSpaceGenerator>
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#include <components/debug/debuglog.hpp>
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#include <components/misc/osguservalues.hpp>
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#include <components/misc/strings/algorithm.hpp>
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#include <components/resource/imagemanager.hpp>
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#include <components/sceneutil/glextensions.hpp>
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#include <components/sceneutil/morphgeometry.hpp>
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#include <components/sceneutil/riggeometry.hpp>
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#include <components/sceneutil/riggeometryosgaextension.hpp>
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#include <components/sceneutil/texturetype.hpp>
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#include <components/sceneutil/util.hpp>
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#include <components/settings/settings.hpp>
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#include <components/stereo/stereomanager.hpp>
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#include <components/vfs/manager.hpp>
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#include "removedalphafunc.hpp"
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#include "shadermanager.hpp"
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namespace Shader
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{
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/**
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* Miniature version of osg::StateSet used to track state added by the shader visitor which should be ignored when
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* it's applied a second time, and removed when shaders are removed.
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* Actual StateAttributes aren't kept as they're recoverable from the StateSet this is attached to - we just want
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* the TypeMemberPair as that uniquely identifies which of those StateAttributes it was we're tracking.
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* Not all StateSet features have been added yet - we implement an equivalently-named method to each of the StateSet
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* methods called in createProgram, and implement new ones as they're needed.
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* When expanding tracking to cover new things, ensure they're accounted for in ensureFFP.
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*/
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class AddedState : public osg::Object
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{
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public:
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AddedState() = default;
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AddedState(const AddedState& rhs, const osg::CopyOp& copyOp)
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: osg::Object(rhs, copyOp)
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, mUniforms(rhs.mUniforms)
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, mModes(rhs.mModes)
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, mAttributes(rhs.mAttributes)
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, mTextureModes(rhs.mTextureModes)
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{
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}
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void addUniform(const std::string& name) { mUniforms.emplace(name); }
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void setMode(osg::StateAttribute::GLMode mode) { mModes.emplace(mode); }
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void setAttribute(osg::StateAttribute::TypeMemberPair typeMemberPair) { mAttributes.emplace(typeMemberPair); }
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void setAttribute(const osg::StateAttribute* attribute) { mAttributes.emplace(attribute->getTypeMemberPair()); }
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template <typename T>
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void setAttribute(osg::ref_ptr<T> attribute)
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{
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setAttribute(attribute.get());
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}
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void setAttributeAndModes(const osg::StateAttribute* attribute)
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{
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setAttribute(attribute);
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InterrogateModesHelper helper(this);
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attribute->getModeUsage(helper);
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}
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template <typename T>
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void setAttributeAndModes(osg::ref_ptr<T> attribute)
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{
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setAttributeAndModes(attribute.get());
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}
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void setTextureMode(unsigned int unit, osg::StateAttribute::GLMode mode) { mTextureModes[unit].emplace(mode); }
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void setTextureAttribute(int unit, osg::StateAttribute::TypeMemberPair typeMemberPair)
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{
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mTextureAttributes[unit].emplace(typeMemberPair);
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}
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void setTextureAttribute(unsigned int unit, const osg::StateAttribute* attribute)
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{
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mTextureAttributes[unit].emplace(attribute->getTypeMemberPair());
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}
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template <typename T>
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void setTextureAttribute(unsigned int unit, osg::ref_ptr<T> attribute)
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{
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setTextureAttribute(unit, attribute.get());
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}
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void setTextureAttributeAndModes(unsigned int unit, const osg::StateAttribute* attribute)
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{
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setTextureAttribute(unit, attribute);
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InterrogateModesHelper helper(this, unit);
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attribute->getModeUsage(helper);
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}
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template <typename T>
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void setTextureAttributeAndModes(unsigned int unit, osg::ref_ptr<T> attribute)
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{
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setTextureAttributeAndModes(unit, attribute.get());
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}
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bool hasUniform(const std::string& name) { return mUniforms.count(name); }
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bool hasMode(osg::StateAttribute::GLMode mode) { return mModes.count(mode); }
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bool hasAttribute(const osg::StateAttribute::TypeMemberPair& typeMemberPair)
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{
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return mAttributes.count(typeMemberPair);
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}
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bool hasAttribute(osg::StateAttribute::Type type, unsigned int member)
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{
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return hasAttribute(osg::StateAttribute::TypeMemberPair(type, member));
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}
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bool hasTextureMode(int unit, osg::StateAttribute::GLMode mode)
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{
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auto it = mTextureModes.find(unit);
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if (it == mTextureModes.cend())
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return false;
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return it->second.count(mode);
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}
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const std::set<osg::StateAttribute::TypeMemberPair>& getAttributes() { return mAttributes; }
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const std::unordered_map<unsigned int, std::set<osg::StateAttribute::TypeMemberPair>>& getTextureAttributes()
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{
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return mTextureAttributes;
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}
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bool empty()
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{
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return mUniforms.empty() && mModes.empty() && mAttributes.empty() && mTextureModes.empty()
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&& mTextureAttributes.empty();
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}
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META_Object(Shader, AddedState)
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private:
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class InterrogateModesHelper : public osg::StateAttribute::ModeUsage
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{
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public:
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InterrogateModesHelper(AddedState* tracker, unsigned int textureUnit = 0)
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: mTracker(tracker)
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, mTextureUnit(textureUnit)
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{
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}
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void usesMode(osg::StateAttribute::GLMode mode) override { mTracker->setMode(mode); }
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void usesTextureMode(osg::StateAttribute::GLMode mode) override
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{
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mTracker->setTextureMode(mTextureUnit, mode);
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}
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private:
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AddedState* mTracker;
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unsigned int mTextureUnit;
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};
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using ModeSet = std::unordered_set<osg::StateAttribute::GLMode>;
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using AttributeSet = std::set<osg::StateAttribute::TypeMemberPair>;
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std::unordered_set<std::string> mUniforms;
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ModeSet mModes;
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AttributeSet mAttributes;
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std::unordered_map<unsigned int, ModeSet> mTextureModes;
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std::unordered_map<unsigned int, AttributeSet> mTextureAttributes;
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};
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ShaderVisitor::ShaderRequirements::ShaderRequirements()
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: mShaderRequired(false)
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, mColorMode(0)
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, mMaterialOverridden(false)
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, mAlphaTestOverridden(false)
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, mAlphaBlendOverridden(false)
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, mAlphaFunc(GL_ALWAYS)
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, mAlphaRef(1.0)
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, mAlphaBlend(false)
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, mBlendFuncOverridden(false)
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, mAdditiveBlending(false)
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, mDiffuseHeight(false)
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, mNormalHeight(false)
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, mReconstructNormalZ(false)
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, mTexStageRequiringTangents(-1)
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, mSoftParticles(false)
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, mNode(nullptr)
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{
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}
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ShaderVisitor::ShaderVisitor(
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ShaderManager& shaderManager, Resource::ImageManager& imageManager, const std::string& defaultShaderPrefix)
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: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
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, mForceShaders(false)
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, mAllowedToModifyStateSets(true)
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, mAutoUseNormalMaps(false)
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, mAutoUseSpecularMaps(false)
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, mApplyLightingToEnvMaps(false)
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, mConvertAlphaTestToAlphaToCoverage(false)
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, mAdjustCoverageForAlphaTest(false)
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, mSupportsNormalsRT(false)
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, mShaderManager(shaderManager)
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, mImageManager(imageManager)
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, mDefaultShaderPrefix(defaultShaderPrefix)
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{
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}
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void ShaderVisitor::setForceShaders(bool force)
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{
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mForceShaders = force;
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}
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void ShaderVisitor::apply(osg::Node& node)
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{
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bool needPop = false;
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if (node.getStateSet() || mRequirements.empty())
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{
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needPop = true;
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pushRequirements(node);
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if (node.getStateSet())
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applyStateSet(node.getStateSet(), node);
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}
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traverse(node);
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if (needPop)
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popRequirements();
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}
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osg::StateSet* getWritableStateSet(osg::Node& node)
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{
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if (!node.getStateSet())
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return node.getOrCreateStateSet();
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osg::ref_ptr<osg::StateSet> newStateSet = new osg::StateSet(*node.getStateSet(), osg::CopyOp::SHALLOW_COPY);
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node.setStateSet(newStateSet);
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return newStateSet.get();
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}
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osg::UserDataContainer* getWritableUserDataContainer(osg::Object& object)
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{
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if (!object.getUserDataContainer())
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return object.getOrCreateUserDataContainer();
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osg::ref_ptr<osg::UserDataContainer> newUserData
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= static_cast<osg::UserDataContainer*>(object.getUserDataContainer()->clone(osg::CopyOp::SHALLOW_COPY));
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object.setUserDataContainer(newUserData);
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return newUserData.get();
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}
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osg::StateSet* getRemovedState(osg::StateSet& stateSet)
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{
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if (!stateSet.getUserDataContainer())
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return nullptr;
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return static_cast<osg::StateSet*>(stateSet.getUserDataContainer()->getUserObject("removedState"));
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}
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void updateRemovedState(osg::UserDataContainer& userData, osg::StateSet* removedState)
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{
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unsigned int index = userData.getUserObjectIndex("removedState");
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if (index < userData.getNumUserObjects())
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userData.setUserObject(index, removedState);
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else
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userData.addUserObject(removedState);
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removedState->setName("removedState");
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}
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AddedState* getAddedState(osg::StateSet& stateSet)
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{
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if (!stateSet.getUserDataContainer())
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return nullptr;
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return static_cast<AddedState*>(stateSet.getUserDataContainer()->getUserObject("addedState"));
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}
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void updateAddedState(osg::UserDataContainer& userData, AddedState* addedState)
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{
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unsigned int index = userData.getUserObjectIndex("addedState");
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if (index < userData.getNumUserObjects())
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userData.setUserObject(index, addedState);
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else
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userData.addUserObject(addedState);
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addedState->setName("addedState");
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}
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const char* defaultTextures[] = { "diffuseMap", "normalMap", "emissiveMap", "darkMap", "detailMap", "envMap",
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"specularMap", "decalMap", "bumpMap", "glossMap" };
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bool isTextureNameRecognized(std::string_view name)
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{
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return std::find(std::begin(defaultTextures), std::end(defaultTextures), name) != std::end(defaultTextures);
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}
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void ShaderVisitor::applyStateSet(osg::ref_ptr<osg::StateSet> stateset, osg::Node& node)
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{
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osg::StateSet* writableStateSet = nullptr;
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if (mAllowedToModifyStateSets)
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writableStateSet = node.getStateSet();
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const osg::StateSet::TextureAttributeList& texAttributes = stateset->getTextureAttributeList();
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bool shaderRequired = false;
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if (node.getUserValue("shaderRequired", shaderRequired) && shaderRequired)
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mRequirements.back().mShaderRequired = true;
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bool softEffect = false;
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if (node.getUserValue(Misc::OsgUserValues::sXSoftEffect, softEffect) && softEffect)
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mRequirements.back().mSoftParticles = true;
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// Make sure to disregard any state that came from a previous call to createProgram
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osg::ref_ptr<AddedState> addedState = getAddedState(*stateset);
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if (!texAttributes.empty())
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{
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const osg::Texture* diffuseMap = nullptr;
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const osg::Texture* normalMap = nullptr;
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const osg::Texture* specularMap = nullptr;
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const osg::Texture* bumpMap = nullptr;
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for (unsigned int unit = 0; unit < texAttributes.size(); ++unit)
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{
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const osg::StateAttribute* attr = stateset->getTextureAttribute(unit, osg::StateAttribute::TEXTURE);
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if (attr)
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{
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// If textures ever get removed in createProgram, expand this to check we're operating on main
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// texture attribute list rather than the removed list
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if (addedState && addedState->hasTextureMode(unit, GL_TEXTURE_2D))
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continue;
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const osg::Texture* texture = attr->asTexture();
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if (texture)
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{
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std::string texName = SceneUtil::getTextureType(*stateset, *texture, unit);
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if ((texName.empty() || !isTextureNameRecognized(texName)) && unit == 0)
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texName = "diffuseMap";
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if (texName == "normalHeightMap")
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{
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mRequirements.back().mNormalHeight = true;
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texName = "normalMap";
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}
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if (!texName.empty())
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{
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mRequirements.back().mTextures[unit] = texName;
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if (texName == "normalMap")
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{
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mRequirements.back().mTexStageRequiringTangents = unit;
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mRequirements.back().mShaderRequired = true;
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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// normal maps are by default off since the FFP can't render them, now that we'll use
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// shaders switch to On
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writableStateSet->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON);
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normalMap = texture;
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}
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else if (texName == "diffuseMap")
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{
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int applyMode;
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// Oblivion parallax
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if (node.getUserValue("applyMode", applyMode) && applyMode == 4)
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{
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mRequirements.back().mShaderRequired = true;
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mRequirements.back().mDiffuseHeight = true;
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mRequirements.back().mTexStageRequiringTangents = unit;
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}
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diffuseMap = texture;
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}
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else if (texName == "specularMap")
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specularMap = texture;
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else if (texName == "bumpMap")
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{
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bumpMap = texture;
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mRequirements.back().mShaderRequired = true;
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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// Bump maps are off by default as well
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writableStateSet->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON);
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}
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else if (texName == "envMap" && mApplyLightingToEnvMaps)
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{
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mRequirements.back().mShaderRequired = true;
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}
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else if (texName == "glossMap")
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{
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mRequirements.back().mShaderRequired = true;
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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// As well as gloss maps
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writableStateSet->setTextureMode(unit, GL_TEXTURE_2D, osg::StateAttribute::ON);
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}
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}
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else
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Log(Debug::Error) << "ShaderVisitor encountered unknown texture " << texture;
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}
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}
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}
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if (mAutoUseNormalMaps && diffuseMap != nullptr && normalMap == nullptr && diffuseMap->getImage(0))
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{
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std::string normalMapFileName = diffuseMap->getImage(0)->getFileName();
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osg::ref_ptr<osg::Image> image;
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bool normalHeight = false;
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std::string normalHeightMap = normalMapFileName;
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Misc::StringUtils::replaceLast(normalHeightMap, ".", mNormalHeightMapPattern + ".");
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const VFS::Path::Normalized normalHeightMapPath(normalHeightMap);
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if (mImageManager.getVFS()->exists(normalHeightMapPath))
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{
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image = mImageManager.getImage(normalHeightMapPath);
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normalHeight = true;
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}
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else
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{
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Misc::StringUtils::replaceLast(normalMapFileName, ".", mNormalMapPattern + ".");
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const VFS::Path::Normalized normalMapPath(normalMapFileName);
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if (mImageManager.getVFS()->exists(normalMapPath))
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{
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image = mImageManager.getImage(normalMapPath);
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}
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}
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// Avoid using the auto-detected normal map if it's already being used as a bump map.
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// It's probably not an actual normal map.
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bool hasNamesakeBumpMap = image && bumpMap && bumpMap->getImage(0)
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&& image->getFileName() == bumpMap->getImage(0)->getFileName();
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if (!hasNamesakeBumpMap && image)
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{
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osg::ref_ptr<osg::Texture2D> normalMapTex(new osg::Texture2D(image));
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normalMapTex->setTextureSize(image->s(), image->t());
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normalMapTex->setWrap(osg::Texture::WRAP_S, diffuseMap->getWrap(osg::Texture::WRAP_S));
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normalMapTex->setWrap(osg::Texture::WRAP_T, diffuseMap->getWrap(osg::Texture::WRAP_T));
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normalMapTex->setFilter(osg::Texture::MIN_FILTER, diffuseMap->getFilter(osg::Texture::MIN_FILTER));
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normalMapTex->setFilter(osg::Texture::MAG_FILTER, diffuseMap->getFilter(osg::Texture::MAG_FILTER));
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normalMapTex->setMaxAnisotropy(diffuseMap->getMaxAnisotropy());
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normalMap = normalMapTex;
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int unit = texAttributes.size();
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if (!writableStateSet)
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writableStateSet = getWritableStateSet(node);
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writableStateSet->setTextureAttributeAndModes(unit, normalMapTex, osg::StateAttribute::ON);
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writableStateSet->setTextureAttributeAndModes(
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unit, new SceneUtil::TextureType("normalMap"), osg::StateAttribute::ON);
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mRequirements.back().mTextures[unit] = "normalMap";
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mRequirements.back().mTexStageRequiringTangents = unit;
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mRequirements.back().mShaderRequired = true;
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mRequirements.back().mNormalHeight = normalHeight;
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}
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}
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if (normalMap != nullptr && normalMap->getImage(0))
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{
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// Special handling for red-green normal maps (e.g. BC5 or R8G8)
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switch (SceneUtil::computeUnsizedPixelFormat(normalMap->getImage(0)->getPixelFormat()))
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{
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case GL_RG:
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case GL_RG_INTEGER:
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{
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mRequirements.back().mReconstructNormalZ = true;
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mRequirements.back().mNormalHeight = false;
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}
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}
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}
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if (mAutoUseSpecularMaps && diffuseMap != nullptr && specularMap == nullptr && diffuseMap->getImage(0))
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{
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std::string specularMapFileName = diffuseMap->getImage(0)->getFileName();
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Misc::StringUtils::replaceLast(specularMapFileName, ".", mSpecularMapPattern + ".");
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const VFS::Path::Normalized specularMapPath(specularMapFileName);
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if (mImageManager.getVFS()->exists(specularMapPath))
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{
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osg::ref_ptr<osg::Image> image(mImageManager.getImage(specularMapPath));
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osg::ref_ptr<osg::Texture2D> specularMapTex(new osg::Texture2D(image));
|
|
specularMapTex->setTextureSize(image->s(), image->t());
|
|
specularMapTex->setWrap(osg::Texture::WRAP_S, diffuseMap->getWrap(osg::Texture::WRAP_S));
|
|
specularMapTex->setWrap(osg::Texture::WRAP_T, diffuseMap->getWrap(osg::Texture::WRAP_T));
|
|
specularMapTex->setFilter(
|
|
osg::Texture::MIN_FILTER, diffuseMap->getFilter(osg::Texture::MIN_FILTER));
|
|
specularMapTex->setFilter(
|
|
osg::Texture::MAG_FILTER, diffuseMap->getFilter(osg::Texture::MAG_FILTER));
|
|
specularMapTex->setMaxAnisotropy(diffuseMap->getMaxAnisotropy());
|
|
|
|
int unit = texAttributes.size();
|
|
if (!writableStateSet)
|
|
writableStateSet = getWritableStateSet(node);
|
|
writableStateSet->setTextureAttributeAndModes(unit, specularMapTex, osg::StateAttribute::ON);
|
|
writableStateSet->setTextureAttributeAndModes(
|
|
unit, new SceneUtil::TextureType("specularMap"), osg::StateAttribute::ON);
|
|
mRequirements.back().mTextures[unit] = "specularMap";
|
|
mRequirements.back().mShaderRequired = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
const osg::StateSet::AttributeList& attributes = stateset->getAttributeList();
|
|
osg::StateSet::AttributeList removedAttributes;
|
|
if (osg::ref_ptr<osg::StateSet> removedState = getRemovedState(*stateset))
|
|
removedAttributes = removedState->getAttributeList();
|
|
|
|
for (const auto* attributeMap :
|
|
std::initializer_list<const osg::StateSet::AttributeList*>{ &attributes, &removedAttributes })
|
|
{
|
|
for (osg::StateSet::AttributeList::const_iterator it = attributeMap->begin(); it != attributeMap->end();
|
|
++it)
|
|
{
|
|
if (addedState && attributeMap != &removedAttributes && addedState->hasAttribute(it->first))
|
|
continue;
|
|
if (it->first.first == osg::StateAttribute::MATERIAL)
|
|
{
|
|
// This should probably be moved out of ShaderRequirements and be applied directly now it's a
|
|
// uniform instead of a define
|
|
if (!mRequirements.back().mMaterialOverridden || it->second.second & osg::StateAttribute::PROTECTED)
|
|
{
|
|
if (it->second.second & osg::StateAttribute::OVERRIDE)
|
|
mRequirements.back().mMaterialOverridden = true;
|
|
|
|
const osg::Material* mat = static_cast<const osg::Material*>(it->second.first.get());
|
|
|
|
int colorMode;
|
|
switch (mat->getColorMode())
|
|
{
|
|
case osg::Material::OFF:
|
|
colorMode = 0;
|
|
break;
|
|
case osg::Material::EMISSION:
|
|
colorMode = 1;
|
|
break;
|
|
default:
|
|
case osg::Material::AMBIENT_AND_DIFFUSE:
|
|
colorMode = 2;
|
|
break;
|
|
case osg::Material::AMBIENT:
|
|
colorMode = 3;
|
|
break;
|
|
case osg::Material::DIFFUSE:
|
|
colorMode = 4;
|
|
break;
|
|
case osg::Material::SPECULAR:
|
|
colorMode = 5;
|
|
break;
|
|
}
|
|
|
|
mRequirements.back().mColorMode = colorMode;
|
|
}
|
|
}
|
|
else if (it->first.first == osg::StateAttribute::ALPHAFUNC)
|
|
{
|
|
if (!mRequirements.back().mAlphaTestOverridden
|
|
|| it->second.second & osg::StateAttribute::PROTECTED)
|
|
{
|
|
if (it->second.second & osg::StateAttribute::OVERRIDE)
|
|
mRequirements.back().mAlphaTestOverridden = true;
|
|
|
|
const osg::AlphaFunc* alpha = static_cast<const osg::AlphaFunc*>(it->second.first.get());
|
|
mRequirements.back().mAlphaFunc = alpha->getFunction();
|
|
mRequirements.back().mAlphaRef = alpha->getReferenceValue();
|
|
}
|
|
}
|
|
else if (it->first.first == osg::StateAttribute::BLENDFUNC)
|
|
{
|
|
if (!mRequirements.back().mBlendFuncOverridden
|
|
|| it->second.second & osg::StateAttribute::PROTECTED)
|
|
{
|
|
if (it->second.second & osg::StateAttribute::OVERRIDE)
|
|
mRequirements.back().mBlendFuncOverridden = true;
|
|
|
|
const osg::BlendFunc* blend = static_cast<const osg::BlendFunc*>(it->second.first.get());
|
|
mRequirements.back().mAdditiveBlending = blend->getSource() == osg::BlendFunc::SRC_ALPHA
|
|
&& blend->getDestination() == osg::BlendFunc::ONE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
unsigned int alphaBlend = stateset->getMode(GL_BLEND);
|
|
if (alphaBlend != osg::StateAttribute::INHERIT
|
|
&& (!mRequirements.back().mAlphaBlendOverridden || alphaBlend & osg::StateAttribute::PROTECTED))
|
|
{
|
|
if (alphaBlend & osg::StateAttribute::OVERRIDE)
|
|
mRequirements.back().mAlphaBlendOverridden = true;
|
|
|
|
mRequirements.back().mAlphaBlend = alphaBlend & osg::StateAttribute::ON;
|
|
}
|
|
}
|
|
|
|
void ShaderVisitor::pushRequirements(osg::Node& node)
|
|
{
|
|
if (mRequirements.empty())
|
|
mRequirements.emplace_back();
|
|
else
|
|
mRequirements.push_back(mRequirements.back());
|
|
mRequirements.back().mNode = &node;
|
|
}
|
|
|
|
void ShaderVisitor::popRequirements()
|
|
{
|
|
mRequirements.pop_back();
|
|
}
|
|
|
|
void ShaderVisitor::createProgram(const ShaderRequirements& reqs)
|
|
{
|
|
if (!reqs.mShaderRequired && !mForceShaders)
|
|
{
|
|
ensureFFP(*reqs.mNode);
|
|
return;
|
|
}
|
|
|
|
/**
|
|
* The shader visitor is supposed to be idempotent and undoable.
|
|
* That means we need to back up state we've removed (so it can be restored and/or considered by further
|
|
* applications of the visitor) and track which state we added (so it can be removed and/or ignored by further
|
|
* applications of the visitor).
|
|
* Before editing writableStateSet in a way that explicitly removes state or might overwrite existing state, it
|
|
* should be copied to removedState, another StateSet, unless it's there already or was added by a previous
|
|
* application of the visitor (is in previousAddedState).
|
|
* If it's a new class of state that's not already handled by ReinstateRemovedStateVisitor::apply, make sure to
|
|
* add handling there.
|
|
* Similarly, any time new state is added to writableStateSet, the equivalent method should be called on
|
|
* addedState.
|
|
* If that method doesn't exist yet, implement it - we don't use a full StateSet as we only need to check
|
|
* existence, not equality, and don't need to actually get the value as we can get it from writableStateSet
|
|
* instead.
|
|
*/
|
|
osg::Node& node = *reqs.mNode;
|
|
osg::StateSet* writableStateSet = nullptr;
|
|
if (mAllowedToModifyStateSets)
|
|
writableStateSet = node.getOrCreateStateSet();
|
|
else
|
|
writableStateSet = getWritableStateSet(node);
|
|
osg::ref_ptr<AddedState> addedState = new AddedState;
|
|
osg::ref_ptr<AddedState> previousAddedState = getAddedState(*writableStateSet);
|
|
if (!previousAddedState)
|
|
previousAddedState = new AddedState;
|
|
|
|
ShaderManager::DefineMap defineMap;
|
|
for (unsigned int i = 0; i < sizeof(defaultTextures) / sizeof(defaultTextures[0]); ++i)
|
|
{
|
|
defineMap[defaultTextures[i]] = "0";
|
|
defineMap[std::string(defaultTextures[i]) + std::string("UV")] = "0";
|
|
}
|
|
for (std::map<int, std::string>::const_iterator texIt = reqs.mTextures.begin(); texIt != reqs.mTextures.end();
|
|
++texIt)
|
|
{
|
|
defineMap[texIt->second] = "1";
|
|
defineMap[texIt->second + std::string("UV")] = std::to_string(texIt->first);
|
|
}
|
|
|
|
if (defineMap["diffuseMap"] == "0")
|
|
{
|
|
writableStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", false));
|
|
addedState->addUniform("useDiffuseMapForShadowAlpha");
|
|
}
|
|
|
|
defineMap["diffuseParallax"] = reqs.mDiffuseHeight ? "1" : "0";
|
|
defineMap["parallax"] = reqs.mNormalHeight ? "1" : "0";
|
|
defineMap["reconstructNormalZ"] = reqs.mReconstructNormalZ ? "1" : "0";
|
|
|
|
writableStateSet->addUniform(new osg::Uniform("colorMode", reqs.mColorMode));
|
|
addedState->addUniform("colorMode");
|
|
|
|
defineMap["alphaFunc"] = std::to_string(reqs.mAlphaFunc);
|
|
|
|
defineMap["additiveBlending"] = reqs.mAdditiveBlending ? "1" : "0";
|
|
|
|
osg::ref_ptr<osg::StateSet> removedState;
|
|
if ((removedState = getRemovedState(*writableStateSet)) && !mAllowedToModifyStateSets)
|
|
removedState = new osg::StateSet(*removedState, osg::CopyOp::SHALLOW_COPY);
|
|
if (!removedState)
|
|
removedState = new osg::StateSet();
|
|
|
|
defineMap["alphaToCoverage"] = "0";
|
|
defineMap["adjustCoverage"] = "0";
|
|
if (reqs.mAlphaFunc != osg::AlphaFunc::ALWAYS)
|
|
{
|
|
writableStateSet->addUniform(new osg::Uniform("alphaRef", reqs.mAlphaRef));
|
|
addedState->addUniform("alphaRef");
|
|
|
|
if (!removedState->getAttributePair(osg::StateAttribute::ALPHAFUNC))
|
|
{
|
|
const auto* alphaFunc = writableStateSet->getAttributePair(osg::StateAttribute::ALPHAFUNC);
|
|
if (alphaFunc && !previousAddedState->hasAttribute(osg::StateAttribute::ALPHAFUNC, 0))
|
|
removedState->setAttribute(alphaFunc->first, alphaFunc->second);
|
|
}
|
|
// This prevents redundant glAlphaFunc calls while letting the shadows bin still see the test
|
|
writableStateSet->setAttribute(RemovedAlphaFunc::getInstance(reqs.mAlphaFunc),
|
|
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
|
|
addedState->setAttribute(RemovedAlphaFunc::getInstance(reqs.mAlphaFunc));
|
|
|
|
// Blending won't work with A2C as we use the alpha channel for coverage. gl_SampleCoverage from
|
|
// ARB_sample_shading would save the day, but requires GLSL 130
|
|
if (mConvertAlphaTestToAlphaToCoverage && !reqs.mAlphaBlend)
|
|
{
|
|
writableStateSet->setMode(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB, osg::StateAttribute::ON);
|
|
addedState->setMode(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
|
|
defineMap["alphaToCoverage"] = "1";
|
|
}
|
|
|
|
// Adjusting coverage isn't safe with blending on as blending requires the alpha to be intact.
|
|
// Maybe we could also somehow (e.g. userdata) detect when the diffuse map has coverage-preserving mip maps
|
|
// in the future
|
|
if (mAdjustCoverageForAlphaTest && !reqs.mAlphaBlend)
|
|
defineMap["adjustCoverage"] = "1";
|
|
|
|
// Preventing alpha tested stuff shrinking as lower mip levels are used requires knowing the texture size
|
|
if (SceneUtil::getGLExtensions().isGpuShader4Supported)
|
|
defineMap["useGPUShader4"] = "1";
|
|
// We could fall back to a texture size uniform if EXT_gpu_shader4 is missing
|
|
}
|
|
|
|
bool simpleLighting = false;
|
|
node.getUserValue("simpleLighting", simpleLighting);
|
|
if (simpleLighting)
|
|
defineMap["endLight"] = "0";
|
|
|
|
if (simpleLighting || dynamic_cast<osgParticle::ParticleSystem*>(&node))
|
|
defineMap["forcePPL"] = "0";
|
|
|
|
bool particleOcclusion = false;
|
|
node.getUserValue("particleOcclusion", particleOcclusion);
|
|
defineMap["particleOcclusion"] = particleOcclusion && mWeatherParticleOcclusion ? "1" : "0";
|
|
|
|
if (reqs.mAlphaBlend && mSupportsNormalsRT)
|
|
{
|
|
if (reqs.mSoftParticles)
|
|
defineMap["disableNormals"] = "1";
|
|
auto colorMask = new osg::ColorMaski(1, false, false, false, false);
|
|
writableStateSet->setAttribute(colorMask);
|
|
addedState->setAttribute(colorMask);
|
|
}
|
|
|
|
if (reqs.mSoftParticles)
|
|
{
|
|
const int unitSoftEffect
|
|
= mShaderManager.reserveGlobalTextureUnits(Shader::ShaderManager::Slot::OpaqueDepthTexture);
|
|
writableStateSet->addUniform(new osg::Uniform("opaqueDepthTex", unitSoftEffect));
|
|
addedState->addUniform("opaqueDepthTex");
|
|
}
|
|
|
|
if (writableStateSet->getMode(GL_ALPHA_TEST) != osg::StateAttribute::INHERIT
|
|
&& !previousAddedState->hasMode(GL_ALPHA_TEST))
|
|
removedState->setMode(GL_ALPHA_TEST, writableStateSet->getMode(GL_ALPHA_TEST));
|
|
// This disables the deprecated fixed-function alpha test
|
|
writableStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED);
|
|
addedState->setMode(GL_ALPHA_TEST);
|
|
|
|
if (!removedState->getModeList().empty() || !removedState->getAttributeList().empty())
|
|
{
|
|
// user data is normally shallow copied so shared with the original stateset
|
|
osg::ref_ptr<osg::UserDataContainer> writableUserData;
|
|
if (mAllowedToModifyStateSets)
|
|
writableUserData = writableStateSet->getOrCreateUserDataContainer();
|
|
else
|
|
writableUserData = getWritableUserDataContainer(*writableStateSet);
|
|
|
|
updateRemovedState(*writableUserData, removedState);
|
|
}
|
|
|
|
defineMap["softParticles"] = reqs.mSoftParticles ? "1" : "0";
|
|
|
|
Stereo::shaderStereoDefines(defineMap);
|
|
|
|
std::string shaderPrefix;
|
|
if (!node.getUserValue("shaderPrefix", shaderPrefix))
|
|
shaderPrefix = mDefaultShaderPrefix;
|
|
|
|
auto program = mShaderManager.getProgram(shaderPrefix, defineMap, mProgramTemplate);
|
|
writableStateSet->setAttributeAndModes(program, osg::StateAttribute::ON);
|
|
addedState->setAttributeAndModes(std::move(program));
|
|
|
|
for (const auto& [unit, name] : reqs.mTextures)
|
|
{
|
|
writableStateSet->addUniform(new osg::Uniform(name.c_str(), unit), osg::StateAttribute::ON);
|
|
addedState->addUniform(name);
|
|
}
|
|
|
|
if (!addedState->empty())
|
|
{
|
|
// user data is normally shallow copied so shared with the original stateset
|
|
osg::ref_ptr<osg::UserDataContainer> writableUserData;
|
|
if (mAllowedToModifyStateSets)
|
|
writableUserData = writableStateSet->getOrCreateUserDataContainer();
|
|
else
|
|
writableUserData = getWritableUserDataContainer(*writableStateSet);
|
|
|
|
updateAddedState(*writableUserData, addedState);
|
|
}
|
|
}
|
|
|
|
void ShaderVisitor::ensureFFP(osg::Node& node)
|
|
{
|
|
if (!node.getStateSet() || !node.getStateSet()->getAttribute(osg::StateAttribute::PROGRAM))
|
|
return;
|
|
osg::StateSet* writableStateSet = nullptr;
|
|
if (mAllowedToModifyStateSets)
|
|
writableStateSet = node.getStateSet();
|
|
else
|
|
writableStateSet = getWritableStateSet(node);
|
|
|
|
/**
|
|
* We might have been using shaders temporarily with the node (e.g. if a GlowUpdater applied a temporary
|
|
* environment map for a temporary enchantment).
|
|
* We therefore need to remove any state doing so added, and restore any that it removed.
|
|
* This is kept track of in createProgram in the StateSet's userdata.
|
|
* If new classes of state get added, handling it here is required - not all StateSet features are implemented
|
|
* in AddedState yet as so far they've not been necessary.
|
|
* Removed state requires no particular special handling as it's dealt with by merging StateSets.
|
|
* We don't need to worry about state in writableStateSet having the OVERRIDE flag as if it's in both, it's also
|
|
* in addedState, and gets removed first.
|
|
*/
|
|
|
|
// user data is normally shallow copied so shared with the original stateset - we'll need to copy before edits
|
|
osg::ref_ptr<osg::UserDataContainer> writableUserData;
|
|
|
|
if (osg::ref_ptr<AddedState> addedState = getAddedState(*writableStateSet))
|
|
{
|
|
if (mAllowedToModifyStateSets)
|
|
writableUserData = writableStateSet->getUserDataContainer();
|
|
else
|
|
writableUserData = getWritableUserDataContainer(*writableStateSet);
|
|
|
|
unsigned int index = writableUserData->getUserObjectIndex("addedState");
|
|
writableUserData->removeUserObject(index);
|
|
|
|
// O(n log n) to use StateSet::removeX, but this is O(n)
|
|
for (auto itr = writableStateSet->getUniformList().begin();
|
|
itr != writableStateSet->getUniformList().end();)
|
|
{
|
|
if (addedState->hasUniform(itr->first))
|
|
writableStateSet->getUniformList().erase(itr++);
|
|
else
|
|
++itr;
|
|
}
|
|
|
|
for (auto itr = writableStateSet->getModeList().begin(); itr != writableStateSet->getModeList().end();)
|
|
{
|
|
if (addedState->hasMode(itr->first))
|
|
writableStateSet->getModeList().erase(itr++);
|
|
else
|
|
++itr;
|
|
}
|
|
|
|
// StateAttributes track the StateSets they're attached to
|
|
// We don't have access to the function to do that, and can't call removeAttribute with an iterator
|
|
for (const auto& [type, member] : addedState->getAttributes())
|
|
writableStateSet->removeAttribute(type, member);
|
|
|
|
for (unsigned int unit = 0; unit < writableStateSet->getTextureModeList().size(); ++unit)
|
|
{
|
|
for (auto itr = writableStateSet->getTextureModeList()[unit].begin();
|
|
itr != writableStateSet->getTextureModeList()[unit].end();)
|
|
{
|
|
if (addedState->hasTextureMode(unit, itr->first))
|
|
writableStateSet->getTextureModeList()[unit].erase(itr++);
|
|
else
|
|
++itr;
|
|
}
|
|
}
|
|
|
|
for (const auto& [unit, attributeList] : addedState->getTextureAttributes())
|
|
{
|
|
for (const auto& [type, member] : attributeList)
|
|
writableStateSet->removeTextureAttribute(unit, type);
|
|
}
|
|
}
|
|
|
|
if (osg::ref_ptr<osg::StateSet> removedState = getRemovedState(*writableStateSet))
|
|
{
|
|
if (!writableUserData)
|
|
{
|
|
if (mAllowedToModifyStateSets)
|
|
writableUserData = writableStateSet->getUserDataContainer();
|
|
else
|
|
writableUserData = getWritableUserDataContainer(*writableStateSet);
|
|
}
|
|
|
|
unsigned int index = writableUserData->getUserObjectIndex("removedState");
|
|
writableUserData->removeUserObject(index);
|
|
|
|
writableStateSet->merge(*removedState);
|
|
}
|
|
}
|
|
|
|
bool ShaderVisitor::adjustGeometry(osg::Geometry& sourceGeometry, const ShaderRequirements& reqs)
|
|
{
|
|
bool useShader = reqs.mShaderRequired || mForceShaders;
|
|
bool generateTangents = reqs.mTexStageRequiringTangents != -1;
|
|
bool changed = false;
|
|
|
|
if (mAllowedToModifyStateSets && (useShader || generateTangents))
|
|
{
|
|
// make sure that all UV sets are there
|
|
// it's not safe to assume there's one for slot zero, so try and use one from another slot if possible
|
|
// if there are none at all, bail.
|
|
// the TangentSpaceGenerator would bail, but getTangentArray would give an empty array, which is enough to
|
|
// bypass null checks, but feeds the driver a bad pointer
|
|
if (sourceGeometry.getTexCoordArray(0) == nullptr)
|
|
{
|
|
for (const auto& array : sourceGeometry.getTexCoordArrayList())
|
|
{
|
|
if (array)
|
|
{
|
|
sourceGeometry.setTexCoordArray(0, array);
|
|
break;
|
|
}
|
|
}
|
|
if (sourceGeometry.getTexCoordArray(0) == nullptr)
|
|
return changed;
|
|
}
|
|
|
|
for (const auto& [unit, name] : reqs.mTextures)
|
|
{
|
|
if (sourceGeometry.getTexCoordArray(unit) == nullptr)
|
|
{
|
|
sourceGeometry.setTexCoordArray(unit, sourceGeometry.getTexCoordArray(0));
|
|
changed = true;
|
|
}
|
|
}
|
|
|
|
if (generateTangents)
|
|
{
|
|
osg::ref_ptr<osgUtil::TangentSpaceGenerator> generator(new osgUtil::TangentSpaceGenerator);
|
|
generator->generate(&sourceGeometry, reqs.mTexStageRequiringTangents);
|
|
|
|
sourceGeometry.setTexCoordArray(7, generator->getTangentArray(), osg::Array::BIND_PER_VERTEX);
|
|
changed = true;
|
|
}
|
|
}
|
|
return changed;
|
|
}
|
|
|
|
void ShaderVisitor::apply(osg::Geometry& geometry)
|
|
{
|
|
bool needPop = geometry.getStateSet() || mRequirements.empty();
|
|
if (needPop)
|
|
pushRequirements(geometry);
|
|
|
|
if (geometry.getStateSet()) // TODO: check if stateset affects shader permutation before pushing it
|
|
applyStateSet(geometry.getStateSet(), geometry);
|
|
|
|
if (!mRequirements.empty())
|
|
{
|
|
const ShaderRequirements& reqs = mRequirements.back();
|
|
|
|
adjustGeometry(geometry, reqs);
|
|
|
|
createProgram(reqs);
|
|
}
|
|
else
|
|
ensureFFP(geometry);
|
|
|
|
if (needPop)
|
|
popRequirements();
|
|
}
|
|
|
|
void ShaderVisitor::apply(osg::Drawable& drawable)
|
|
{
|
|
bool needPop = drawable.getStateSet() || mRequirements.empty();
|
|
|
|
// We need to push and pop a requirements object because particle systems can have
|
|
// different shader requirements to other drawables, so might need a different shader variant.
|
|
if (!needPop && dynamic_cast<osgParticle::ParticleSystem*>(&drawable))
|
|
needPop = true;
|
|
|
|
if (needPop)
|
|
{
|
|
pushRequirements(drawable);
|
|
|
|
if (drawable.getStateSet())
|
|
applyStateSet(drawable.getStateSet(), drawable);
|
|
}
|
|
|
|
const ShaderRequirements& reqs = mRequirements.back();
|
|
createProgram(reqs);
|
|
|
|
if (auto rig = dynamic_cast<SceneUtil::RigGeometry*>(&drawable))
|
|
{
|
|
osg::ref_ptr<osg::Geometry> sourceGeometry = rig->getSourceGeometry();
|
|
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
|
|
rig->setSourceGeometry(std::move(sourceGeometry));
|
|
}
|
|
else if (auto morph = dynamic_cast<SceneUtil::MorphGeometry*>(&drawable))
|
|
{
|
|
osg::ref_ptr<osg::Geometry> sourceGeometry = morph->getSourceGeometry();
|
|
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
|
|
morph->setSourceGeometry(std::move(sourceGeometry));
|
|
}
|
|
else if (auto osgaRig = dynamic_cast<SceneUtil::RigGeometryHolder*>(&drawable))
|
|
{
|
|
osg::ref_ptr<SceneUtil::OsgaRigGeometry> sourceOsgaRigGeometry = osgaRig->getSourceRigGeometry();
|
|
osg::ref_ptr<osg::Geometry> sourceGeometry = sourceOsgaRigGeometry->getSourceGeometry();
|
|
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
|
|
{
|
|
sourceOsgaRigGeometry->setSourceGeometry(std::move(sourceGeometry));
|
|
osgaRig->setSourceRigGeometry(std::move(sourceOsgaRigGeometry));
|
|
}
|
|
}
|
|
|
|
if (needPop)
|
|
popRequirements();
|
|
}
|
|
|
|
void ShaderVisitor::setAllowedToModifyStateSets(bool allowed)
|
|
{
|
|
mAllowedToModifyStateSets = allowed;
|
|
}
|
|
|
|
void ShaderVisitor::setAutoUseNormalMaps(bool use)
|
|
{
|
|
mAutoUseNormalMaps = use;
|
|
}
|
|
|
|
void ShaderVisitor::setNormalMapPattern(const std::string& pattern)
|
|
{
|
|
mNormalMapPattern = pattern;
|
|
}
|
|
|
|
void ShaderVisitor::setNormalHeightMapPattern(const std::string& pattern)
|
|
{
|
|
mNormalHeightMapPattern = pattern;
|
|
}
|
|
|
|
void ShaderVisitor::setAutoUseSpecularMaps(bool use)
|
|
{
|
|
mAutoUseSpecularMaps = use;
|
|
}
|
|
|
|
void ShaderVisitor::setSpecularMapPattern(const std::string& pattern)
|
|
{
|
|
mSpecularMapPattern = pattern;
|
|
}
|
|
|
|
void ShaderVisitor::setApplyLightingToEnvMaps(bool apply)
|
|
{
|
|
mApplyLightingToEnvMaps = apply;
|
|
}
|
|
|
|
void ShaderVisitor::setConvertAlphaTestToAlphaToCoverage(bool convert)
|
|
{
|
|
mConvertAlphaTestToAlphaToCoverage = convert;
|
|
}
|
|
|
|
void ShaderVisitor::setAdjustCoverageForAlphaTest(bool adjustCoverage)
|
|
{
|
|
mAdjustCoverageForAlphaTest = adjustCoverage;
|
|
}
|
|
|
|
ReinstateRemovedStateVisitor::ReinstateRemovedStateVisitor(bool allowedToModifyStateSets)
|
|
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
|
|
, mAllowedToModifyStateSets(allowedToModifyStateSets)
|
|
{
|
|
}
|
|
|
|
void ReinstateRemovedStateVisitor::apply(osg::Node& node)
|
|
{
|
|
// TODO: this may eventually need to remove added state.
|
|
// If so, we can migrate from explicitly copying removed state to just calling osg::StateSet::merge.
|
|
// Not everything is transferred from removedState yet - implement more when createProgram starts marking more
|
|
// as removed.
|
|
if (node.getStateSet())
|
|
{
|
|
osg::ref_ptr<osg::StateSet> removedState = getRemovedState(*node.getStateSet());
|
|
if (removedState)
|
|
{
|
|
osg::ref_ptr<osg::StateSet> writableStateSet;
|
|
if (mAllowedToModifyStateSets)
|
|
writableStateSet = node.getStateSet();
|
|
else
|
|
writableStateSet = getWritableStateSet(node);
|
|
|
|
// user data is normally shallow copied so shared with the original stateset
|
|
osg::ref_ptr<osg::UserDataContainer> writableUserData;
|
|
if (mAllowedToModifyStateSets)
|
|
writableUserData = writableStateSet->getUserDataContainer();
|
|
else
|
|
writableUserData = getWritableUserDataContainer(*writableStateSet);
|
|
unsigned int index = writableUserData->getUserObjectIndex("removedState");
|
|
writableUserData->removeUserObject(index);
|
|
|
|
for (const auto& [mode, value] : removedState->getModeList())
|
|
writableStateSet->setMode(mode, value);
|
|
|
|
for (const auto& attribute : removedState->getAttributeList())
|
|
writableStateSet->setAttribute(attribute.second.first, attribute.second.second);
|
|
|
|
for (unsigned int unit = 0; unit < removedState->getTextureModeList().size(); ++unit)
|
|
{
|
|
for (const auto& [mode, value] : removedState->getTextureModeList()[unit])
|
|
writableStateSet->setTextureMode(unit, mode, value);
|
|
}
|
|
}
|
|
}
|
|
|
|
traverse(node);
|
|
}
|
|
|
|
}
|