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194 lines
6.0 KiB
C++
194 lines
6.0 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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#ifndef GL_DEPTH32F_STENCIL8
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#define GL_DEPTH32F_STENCIL8 0x8CAD
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#endif
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#ifndef GL_FLOAT_32_UNSIGNED_INT_24_8_REV
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#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD
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#endif
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#ifndef GL_DEPTH24_STENCIL8
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#define GL_DEPTH24_STENCIL8 0x88F0
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#endif
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#ifndef GL_DEPTH_STENCIL_EXT
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#define GL_DEPTH_STENCIL_EXT 0x84F9
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#endif
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#ifndef GL_UNSIGNED_INT_24_8_EXT
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#define GL_UNSIGNED_INT_24_8_EXT 0x84FA
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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(
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double left, double right, double bottom, double top, double near, double far);
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// Returns true if the GL format is a depth format
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bool isDepthFormat(GLenum format);
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// Returns true if the GL format is a depth+stencil format
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bool isDepthStencilFormat(GLenum format);
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// Returns the corresponding source format and type for the given internal format
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void getDepthFormatSourceFormatAndType(GLenum internalFormat, GLenum& sourceFormat, GLenum& sourceType);
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// Converts depth-stencil formats to their corresponding depth formats.
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GLenum getDepthFormatOfDepthStencilFormat(GLenum internalFormat);
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// Brief wrapper around an osg::Depth that applies the reversed depth function when a reversed depth buffer is in
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// use
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class AutoDepth : public osg::Depth
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{
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public:
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AutoDepth(
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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)
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: osg::Depth(copy, copyop)
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{
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}
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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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static void setDepthFormat(GLenum format);
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static GLenum depthInternalFormat()
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{
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return AutoDepth::sDepthInternalFormat;
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}
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static GLenum depthSourceFormat()
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{
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return AutoDepth::sDepthSourceFormat;
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}
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static GLenum depthSourceType()
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{
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return AutoDepth::sDepthSourceType;
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}
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private:
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static inline bool sReversed = false;
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static inline GLenum sDepthSourceFormat = GL_DEPTH_COMPONENT;
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static inline GLenum sDepthInternalFormat = GL_DEPTH_COMPONENT24;
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static inline GLenum sDepthSourceType = GL_UNSIGNED_INT;
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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()
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: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
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{
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}
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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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class SelectDepthFormatOperation : public osg::GraphicsOperation
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{
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public:
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SelectDepthFormatOperation()
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: GraphicsOperation("SelectDepthFormatOperation", false)
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{
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}
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void operator()(osg::GraphicsContext* graphicsContext) override;
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void setSupportedFormats(const std::vector<GLenum>& supportedFormats) { mSupportedFormats = supportedFormats; }
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private:
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std::vector<GLenum> mSupportedFormats;
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};
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}
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#endif
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