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openmw/components/fx/stateupdater.cpp

74 lines
2.5 KiB
C++

#include "stateupdater.hpp"
#include <osg/BufferIndexBinding>
#include <osg/BufferObject>
#include <components/resource/scenemanager.hpp>
namespace fx
{
std::string StateUpdater::sDefinition = UniformData::getDefinition("_omw_data");
StateUpdater::StateUpdater(bool useUBO)
: mUseUBO(useUBO)
{
}
void StateUpdater::setDefaults(osg::StateSet* stateset)
{
if (mUseUBO)
{
osg::ref_ptr<osg::UniformBufferObject> ubo = new osg::UniformBufferObject;
osg::ref_ptr<osg::BufferTemplate<UniformData::BufferType>> data
= new osg::BufferTemplate<UniformData::BufferType>();
data->setBufferObject(ubo);
osg::ref_ptr<osg::UniformBufferBinding> ubb = new osg::UniformBufferBinding(
static_cast<int>(Resource::SceneManager::UBOBinding::PostProcessor), data, 0, mData.getGPUSize());
stateset->setAttributeAndModes(ubb, osg::StateAttribute::ON);
}
else
{
const auto createUniform = [&](const auto& v) {
using T = std::decay_t<decltype(v)>;
std::string name = "omw." + std::string(T::sName);
stateset->addUniform(new osg::Uniform(name.c_str(), mData.get<T>()));
};
std::apply([&](const auto&... v) { (createUniform(v), ...); }, mData.getData());
}
}
void StateUpdater::apply(osg::StateSet* stateset, osg::NodeVisitor* nv)
{
if (mUseUBO)
{
osg::UniformBufferBinding* ubb = dynamic_cast<osg::UniformBufferBinding*>(
stateset->getAttribute(osg::StateAttribute::UNIFORMBUFFERBINDING,
static_cast<int>(Resource::SceneManager::UBOBinding::PostProcessor)));
if (!ubb)
throw std::runtime_error("StateUpdater::apply: failed to get an UniformBufferBinding!");
auto& dest = static_cast<osg::BufferTemplate<UniformData::BufferType>*>(ubb->getBufferData())->getData();
mData.copyTo(dest);
ubb->getBufferData()->dirty();
}
else
{
const auto setUniform = [&](const auto& v) {
using T = std::decay_t<decltype(v)>;
std::string name = "omw." + std::string(T::sName);
stateset->getUniform(name)->set(mData.get<T>());
};
std::apply([&](const auto&... v) { (setUniform(v), ...); }, mData.getData());
}
if (mPointLightBuffer)
mPointLightBuffer->applyUniforms(nv->getTraversalNumber(), stateset);
}
}