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			121 lines
		
	
	
	
		
			4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			121 lines
		
	
	
	
		
			4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_COMPONENTS_SCENEUTIL_DEPTH_H
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#define OPENMW_COMPONENTS_SCENEUTIL_DEPTH_H
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#include <osg/Depth>
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#include "util.hpp"
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#ifndef GL_DEPTH32F_STENCIL8_NV
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#define GL_DEPTH32F_STENCIL8_NV 0x8DAC
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#endif
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namespace SceneUtil
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{
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    // Sets camera clear depth to 0 if reversed depth buffer is in use, 1 otherwise.
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    void setCameraClearDepth(osg::Camera* camera);
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    // Returns a perspective projection matrix for use with a reversed z-buffer
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    // and an infinite far plane. This is derived by mapping the default z-range
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    // of [0,1] to [1,0], then taking the limit as far plane approaches infinity.
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    osg::Matrix getReversedZProjectionMatrixAsPerspectiveInf(double fov, double aspect, double near);
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    // Returns a perspective projection matrix for use with a reversed z-buffer.
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    osg::Matrix getReversedZProjectionMatrixAsPerspective(double fov, double aspect, double near, double far);
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    // Returns an orthographic projection matrix for use with a reversed z-buffer.
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    osg::Matrix getReversedZProjectionMatrixAsOrtho(double left, double right, double bottom, double top, double near, double far);
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    // Returns true if the GL format is a floating point depth format.
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    bool isFloatingPointDepthFormat(GLenum format);
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    // Brief wrapper around an osg::Depth that applies the reversed depth function when a reversed depth buffer is in use
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    class AutoDepth : public osg::Depth
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    {
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    public:
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        AutoDepth(osg::Depth::Function func=osg::Depth::LESS, double zNear=0.0, double zFar=1.0, bool writeMask=true)
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        {
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            setFunction(func);
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            setZNear(zNear);
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            setZFar(zFar);
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            setWriteMask(writeMask);
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        }
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        AutoDepth(const osg::Depth& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY) : osg::Depth(copy, copyop) {}
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        osg::Object* cloneType() const override { return new AutoDepth; }
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        osg::Object* clone(const osg::CopyOp& copyop) const override { return new AutoDepth(*this,copyop); }
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        void apply(osg::State& state) const override
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        {
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            glDepthFunc(static_cast<GLenum>(AutoDepth::isReversed() ? getReversedDepthFunction() : getFunction()));
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            glDepthMask(static_cast<GLboolean>(getWriteMask()));
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        #if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE) || defined(OSG_GLES3_AVAILABLE)
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            glDepthRangef(getZNear(),getZFar());
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        #else
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            glDepthRange(getZNear(),getZFar());
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        #endif
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        }
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        static void setReversed(bool reverseZ)
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        {
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            static bool init = false;
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            if (!init)
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            {
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                AutoDepth::sReversed = reverseZ;
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                init = true;
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            }
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        }
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        static bool isReversed()
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        {
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            return AutoDepth::sReversed;
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        }
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    private:
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        static inline bool sReversed = false;
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        osg::Depth::Function getReversedDepthFunction() const
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        {
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            const osg::Depth::Function func = getFunction();
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            switch (func)
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            {
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            case osg::Depth::LESS:
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                return osg::Depth::GREATER;
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            case osg::Depth::LEQUAL:
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                return osg::Depth::GEQUAL;
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            case osg::Depth::GREATER:
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                return osg::Depth::LESS;
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            case osg::Depth::GEQUAL:
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                return osg::Depth::LEQUAL;
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            default:
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                return func;
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            }
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        }
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    };
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    // Replaces all nodes osg::Depth state attributes with SceneUtil::AutoDepth.
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    class ReplaceDepthVisitor : public osg::NodeVisitor
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    {
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    public:
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        ReplaceDepthVisitor() : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) {}
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        void apply(osg::Node& node) override
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        {
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            osg::StateSet* stateSet = node.getStateSet();
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            if (stateSet)
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            {
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                if (osg::Depth* depth = static_cast<osg::Depth*>(stateSet->getAttribute(osg::StateAttribute::DEPTH)))
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                    stateSet->setAttribute(new SceneUtil::AutoDepth(*depth));
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            };
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            traverse(node);
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        }
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    };
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}
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#endif
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