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openmw/components/sceneutil/shadowsbin.hpp

80 lines
2.4 KiB
C++

#ifndef OPENMW_COMPONENTS_SCENEUTIL_SHADOWBIN_H
#define OPENMW_COMPONENTS_SCENEUTIL_SHADOWBIN_H
#include <array>
#include <osgUtil/RenderBin>
#include <unordered_set>
namespace osg
{
class Material;
class AlphaFunc;
}
namespace SceneUtil
{
/// renderbin which culls redundant state for shadow map rendering
class ShadowsBin : public osgUtil::RenderBin
{
public:
template <class T>
using Array = std::array<T, GL_ALWAYS - GL_NEVER + 1>;
using CastingPrograms = Array<osg::ref_ptr<osg::Program>>;
META_Object(SceneUtil, ShadowsBin)
ShadowsBin(const CastingPrograms& castingPrograms);
ShadowsBin(const ShadowsBin& rhs, const osg::CopyOp& copyop)
: osgUtil::RenderBin(rhs, copyop)
, mNoTestStateSet(rhs.mNoTestStateSet)
, mShaderAlphaTestStateSet(rhs.mShaderAlphaTestStateSet)
, mAlphaFuncShaders(rhs.mAlphaFuncShaders)
{
}
void sortImplementation() override;
struct State
{
State()
: mAlphaBlend(false)
, mAlphaBlendOverride(false)
, mAlphaFunc(nullptr)
, mAlphaFuncOverride(false)
, mMaterial(nullptr)
, mMaterialOverride(false)
, mImportantState(false)
{
}
bool mAlphaBlend;
bool mAlphaBlendOverride;
osg::AlphaFunc* mAlphaFunc;
bool mAlphaFuncOverride;
osg::Material* mMaterial;
bool mMaterialOverride;
bool mImportantState;
bool needTexture() const;
bool needShadows() const;
// A state is interesting if there's anything about it that might affect whether we can optimise child state
bool interesting() const
{
return !needShadows() || needTexture() || mAlphaBlendOverride || mAlphaFuncOverride || mMaterialOverride
|| mImportantState;
}
};
osgUtil::StateGraph* cullStateGraph(osgUtil::StateGraph* sg, osgUtil::StateGraph* root,
std::unordered_set<osgUtil::StateGraph*>& uninteresting, bool cullFaceOverridden);
private:
ShadowsBin() {}
osg::ref_ptr<osg::StateSet> mNoTestStateSet;
osg::ref_ptr<osg::StateSet> mShaderAlphaTestStateSet;
Array<osg::ref_ptr<osg::StateSet>> mAlphaFuncShaders;
};
}
#endif