mirror of
https://github.com/OpenMW/openmw.git
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dd5901d351
Multiview shaders. Refactor Frustum management Rewrite shared shadow map cull mask should respect stereo Stereo savegame screencap LocalMap refactoring use the vertex buffer hint instead of the display list patch to enable/disable display lists Character preview fixes
198 lines
6.6 KiB
C++
198 lines
6.6 KiB
C++
#include "depth.hpp"
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#include <algorithm>
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#include <components/debug/debuglog.hpp>
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#include <components/settings/settings.hpp>
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namespace SceneUtil
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{
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void setCameraClearDepth(osg::Camera* camera)
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{
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camera->setClearDepth(AutoDepth::isReversed() ? 0.0 : 1.0);
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}
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osg::Matrix getReversedZProjectionMatrixAsPerspectiveInf(double fov, double aspect, double near)
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{
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double A = 1.0/std::tan(osg::DegreesToRadians(fov)/2.0);
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return osg::Matrix(
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A/aspect, 0, 0, 0,
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0, A, 0, 0,
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0, 0, 0, -1,
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0, 0, near, 0
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);
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}
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osg::Matrix getReversedZProjectionMatrixAsPerspective(double fov, double aspect, double near, double far)
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{
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double A = 1.0/std::tan(osg::DegreesToRadians(fov)/2.0);
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return osg::Matrix(
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A/aspect, 0, 0, 0,
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0, A, 0, 0,
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0, 0, near/(far-near), -1,
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0, 0, (far*near)/(far - near), 0
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);
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}
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osg::Matrix getReversedZProjectionMatrixAsOrtho(double left, double right, double bottom, double top, double near, double far)
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{
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return osg::Matrix(
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2/(right-left), 0, 0, 0,
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0, 2/(top-bottom), 0, 0,
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0, 0, 1/(far-near), 0,
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(right+left)/(left-right), (top+bottom)/(bottom-top), far/(far-near), 1
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);
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}
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bool isFloatingPointDepthFormat(GLenum format)
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{
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constexpr std::array<GLenum, 4> formats = {
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GL_DEPTH_COMPONENT32F,
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GL_DEPTH_COMPONENT32F_NV,
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GL_DEPTH32F_STENCIL8,
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GL_DEPTH32F_STENCIL8_NV,
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};
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return std::find(formats.cbegin(), formats.cend(), format) != formats.cend();
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}
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bool isDepthFormat(GLenum format)
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{
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constexpr std::array<GLenum, 8> formats = {
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GL_DEPTH_COMPONENT32F,
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GL_DEPTH_COMPONENT32F_NV,
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GL_DEPTH_COMPONENT16,
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GL_DEPTH_COMPONENT24,
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GL_DEPTH_COMPONENT32,
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GL_DEPTH32F_STENCIL8,
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GL_DEPTH32F_STENCIL8_NV,
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GL_DEPTH24_STENCIL8,
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};
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return std::find(formats.cbegin(), formats.cend(), format) != formats.cend();
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}
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bool isDepthStencilFormat(GLenum format)
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{
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constexpr std::array<GLenum, 8> formats = {
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GL_DEPTH32F_STENCIL8,
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GL_DEPTH32F_STENCIL8_NV,
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GL_DEPTH24_STENCIL8,
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};
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return std::find(formats.cbegin(), formats.cend(), format) != formats.cend();
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}
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void getDepthFormatSourceFormatAndType(GLenum internalFormat, GLenum& sourceFormat, GLenum& sourceType)
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{
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switch (internalFormat)
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{
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case GL_DEPTH_COMPONENT16:
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case GL_DEPTH_COMPONENT24:
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case GL_DEPTH_COMPONENT32:
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sourceType = GL_UNSIGNED_INT;
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sourceFormat = GL_DEPTH_COMPONENT;
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break;
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case GL_DEPTH_COMPONENT32F:
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case GL_DEPTH_COMPONENT32F_NV:
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sourceType = GL_FLOAT;
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sourceFormat = GL_DEPTH_COMPONENT;
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break;
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case GL_DEPTH24_STENCIL8:
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sourceType = GL_UNSIGNED_INT_24_8_EXT;
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sourceFormat = GL_DEPTH_STENCIL_EXT;
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break;
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case GL_DEPTH32F_STENCIL8:
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case GL_DEPTH32F_STENCIL8_NV:
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sourceType = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
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sourceFormat = GL_DEPTH_STENCIL_EXT;
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break;
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default:
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sourceType = GL_UNSIGNED_INT;
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sourceFormat = GL_DEPTH_COMPONENT;
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break;
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}
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}
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GLenum getDepthFormatOfDepthStencilFormat(GLenum internalFormat)
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{
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switch (internalFormat)
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{
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case GL_DEPTH24_STENCIL8:
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return GL_DEPTH_COMPONENT24;
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break;
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case GL_DEPTH32F_STENCIL8:
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return GL_DEPTH_COMPONENT32F;
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break;
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case GL_DEPTH32F_STENCIL8_NV:
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return GL_DEPTH_COMPONENT32F_NV;
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break;
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default:
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return internalFormat;
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break;
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}
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}
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void SelectDepthFormatOperation::operator()(osg::GraphicsContext* graphicsContext)
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{
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bool enableReverseZ = false;
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if (Settings::Manager::getBool("reverse z", "Camera"))
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{
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osg::ref_ptr<osg::GLExtensions> exts = osg::GLExtensions::Get(0, false);
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if (exts && exts->isClipControlSupported)
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{
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enableReverseZ = true;
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Log(Debug::Info) << "Using reverse-z depth buffer";
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}
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else
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Log(Debug::Warning) << "GL_ARB_clip_control not supported: disabling reverse-z depth buffer";
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}
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else
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Log(Debug::Info) << "Using standard depth buffer";
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SceneUtil::AutoDepth::setReversed(enableReverseZ);
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constexpr char errPreamble[] = "Postprocessing and floating point depth buffers disabled: ";
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std::vector<GLenum> requestedFormats;
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unsigned int contextID = graphicsContext->getState()->getContextID();
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if (SceneUtil::AutoDepth::isReversed())
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{
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if (osg::isGLExtensionSupported(contextID, "GL_ARB_depth_buffer_float"))
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{
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requestedFormats.push_back(GL_DEPTH32F_STENCIL8);
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}
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else if (osg::isGLExtensionSupported(contextID, "GL_NV_depth_buffer_float"))
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{
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requestedFormats.push_back(GL_DEPTH32F_STENCIL8_NV);
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}
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else
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{
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Log(Debug::Warning) << errPreamble << "'GL_ARB_depth_buffer_float' and 'GL_NV_depth_buffer_float' unsupported.";
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}
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}
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requestedFormats.push_back(GL_DEPTH24_STENCIL8);
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if (mSupportedFormats.empty())
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{
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SceneUtil::AutoDepth::setDepthFormat(requestedFormats.front());
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}
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else
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{
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for (auto requestedFormat : requestedFormats)
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{
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if (std::find(mSupportedFormats.cbegin(), mSupportedFormats.cend(), requestedFormat) != mSupportedFormats.cend())
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{
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SceneUtil::AutoDepth::setDepthFormat(requestedFormat);
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break;
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}
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}
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}
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}
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void AutoDepth::setDepthFormat(GLenum format)
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{
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sDepthInternalFormat = format;
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getDepthFormatSourceFormatAndType(sDepthInternalFormat, sDepthSourceFormat, sDepthSourceType);
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}
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}
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