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