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https://gitlab.com/OpenMW/openmw.git
synced 2025-03-16 16:20:53 +00:00
Merge branch 'dont_reset_luminance' into 'master'
consistent average scene luminance (#7679) See merge request OpenMW/openmw!3579
This commit is contained in:
commit
710b560f91
@ -96,6 +96,7 @@
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Bug #7654: Tooltips for enchantments with invalid effects cause crashes
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Bug #7660: Some inconsistencies regarding Invisibility breaking
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Bug #7675: Successful lock spell doesn't produce a sound
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Bug #7679: Scene luminance value flashes when toggling shaders
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Feature #3537: Shader-based water ripples
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Feature #5492: Let rain and snow collide with statics
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Feature #6149: Dehardcode Lua API_REVISION
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@ -20,11 +20,6 @@ namespace MWRender
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mResolveProgram = shaderManager.getProgram(vertex, std::move(resolveFragment));
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mLuminanceProgram = shaderManager.getProgram(vertex, std::move(luminanceFragment));
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}
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void LuminanceCalculator::compile()
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{
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int mipmapLevels = osg::Image::computeNumberOfMipmapLevels(mWidth, mHeight);
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for (auto& buffer : mBuffers)
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{
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@ -38,7 +33,6 @@ namespace MWRender
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osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR_MIPMAP_NEAREST);
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buffer.mipmappedSceneLuminanceTex->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
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buffer.mipmappedSceneLuminanceTex->setTextureSize(mWidth, mHeight);
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buffer.mipmappedSceneLuminanceTex->setNumMipmapLevels(mipmapLevels);
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buffer.luminanceTex = new osg::Texture2D;
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buffer.luminanceTex->setInternalFormat(GL_R16F);
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@ -62,14 +56,6 @@ namespace MWRender
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buffer.luminanceProxyFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0,
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osg::FrameBufferAttachment(buffer.luminanceProxyTex));
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buffer.resolveSceneLumFbo = new osg::FrameBufferObject;
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buffer.resolveSceneLumFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0,
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osg::FrameBufferAttachment(buffer.mipmappedSceneLuminanceTex, mipmapLevels - 1));
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buffer.sceneLumFbo = new osg::FrameBufferObject;
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buffer.sceneLumFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0,
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osg::FrameBufferAttachment(buffer.mipmappedSceneLuminanceTex));
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buffer.sceneLumSS = new osg::StateSet;
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buffer.sceneLumSS->setAttributeAndModes(mLuminanceProgram);
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buffer.sceneLumSS->addUniform(new osg::Uniform("sceneTex", 0));
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@ -84,6 +70,26 @@ namespace MWRender
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mBuffers[0].resolveSS->setTextureAttributeAndModes(1, mBuffers[1].luminanceTex);
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mBuffers[1].resolveSS->setTextureAttributeAndModes(1, mBuffers[0].luminanceTex);
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}
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void LuminanceCalculator::compile()
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{
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int mipmapLevels = osg::Image::computeNumberOfMipmapLevels(mWidth, mHeight);
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for (auto& buffer : mBuffers)
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{
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buffer.mipmappedSceneLuminanceTex->setTextureSize(mWidth, mHeight);
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buffer.mipmappedSceneLuminanceTex->setNumMipmapLevels(mipmapLevels);
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buffer.mipmappedSceneLuminanceTex->dirtyTextureObject();
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buffer.resolveSceneLumFbo = new osg::FrameBufferObject;
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buffer.resolveSceneLumFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0,
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osg::FrameBufferAttachment(buffer.mipmappedSceneLuminanceTex, mipmapLevels - 1));
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buffer.sceneLumFbo = new osg::FrameBufferObject;
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buffer.sceneLumFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0,
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osg::FrameBufferAttachment(buffer.mipmappedSceneLuminanceTex));
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}
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mCompiled = true;
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}
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@ -114,13 +120,14 @@ namespace MWRender
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buffer.luminanceProxyFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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ext->glBlitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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if (dirty)
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if (mIsBlank)
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{
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// Use current frame data for previous frame to warm up calculations and prevent popin
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mBuffers[(frameId + 1) % 2].resolveFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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ext->glBlitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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buffer.luminanceProxyFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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mIsBlank = false;
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}
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buffer.resolveFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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@ -58,6 +58,7 @@ namespace MWRender
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bool mCompiled = false;
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bool mEnabled = false;
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bool mIsBlank = true;
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int mWidth = 1;
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int mHeight = 1;
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@ -196,6 +196,39 @@ namespace MWRender
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}
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};
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// When textures are created (or resized) we need to either dirty them and/or clear them.
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// Otherwise, there will be undefined behavior when reading from a texture that has yet to be written to in a
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// later pass.
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for (const auto& attachment : mDirtyAttachments)
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{
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const auto [w, h]
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= attachment.mSize.get(mTextureScene->getTextureWidth(), mTextureScene->getTextureHeight());
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attachment.mTarget->setTextureSize(w, h);
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if (attachment.mMipMap)
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attachment.mTarget->setNumMipmapLevels(osg::Image::computeNumberOfMipmapLevels(w, h));
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attachment.mTarget->dirtyTextureObject();
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osg::ref_ptr<osg::FrameBufferObject> fbo = new osg::FrameBufferObject;
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fbo->setAttachment(
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osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0, osg::FrameBufferAttachment(attachment.mTarget));
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fbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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glViewport(0, 0, attachment.mTarget->getTextureWidth(), attachment.mTarget->getTextureHeight());
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state.haveAppliedAttribute(osg::StateAttribute::VIEWPORT);
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glClearColor(attachment.mClearColor.r(), attachment.mClearColor.g(), attachment.mClearColor.b(),
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attachment.mClearColor.a());
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glClear(GL_COLOR_BUFFER_BIT);
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if (attachment.mTarget->getNumMipmapLevels() > 0)
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{
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state.setActiveTextureUnit(0);
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state.applyTextureAttribute(0, attachment.mTarget);
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ext->glGenerateMipmap(GL_TEXTURE_2D);
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}
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}
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for (const size_t& index : filtered)
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{
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const auto& node = mPasses[index];
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@ -239,16 +272,11 @@ namespace MWRender
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if (pass.mRenderTarget)
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{
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if (mDirtyAttachments)
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if (mDirtyAttachments.size() > 0)
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{
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const auto [w, h]
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= pass.mSize.get(mTextureScene->getTextureWidth(), mTextureScene->getTextureHeight());
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pass.mRenderTexture->setTextureSize(w, h);
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if (pass.mMipMap)
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pass.mRenderTexture->setNumMipmapLevels(osg::Image::computeNumberOfMipmapLevels(w, h));
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pass.mRenderTexture->dirtyTextureObject();
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// Custom render targets must be shared between frame ids, so it's impossible to double buffer
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// without expensive copies. That means the only thread-safe place to resize is in the draw
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// thread.
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@ -265,7 +293,6 @@ namespace MWRender
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if (pass.mRenderTexture->getNumMipmapLevels() > 0)
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{
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state.setActiveTextureUnit(0);
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state.applyTextureAttribute(0,
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pass.mRenderTarget->getAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0)
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@ -336,7 +363,6 @@ namespace MWRender
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bindDestinationFbo();
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}
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if (mDirtyAttachments)
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mDirtyAttachments = false;
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mDirtyAttachments.clear();
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}
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}
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@ -31,7 +31,10 @@ namespace MWRender
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void dirty() { mDirty = true; }
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void resizeRenderTargets() { mDirtyAttachments = true; }
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void setDirtyAttachments(const std::vector<fx::Types::RenderTarget>& attachments)
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{
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mDirtyAttachments = attachments;
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}
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const fx::DispatchArray& getPasses() { return mPasses; }
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@ -68,7 +71,7 @@ namespace MWRender
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osg::ref_ptr<osg::Texture> mTextureNormals;
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mutable bool mDirty = false;
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mutable bool mDirtyAttachments = false;
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mutable std::vector<fx::Types::RenderTarget> mDirtyAttachments;
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mutable osg::ref_ptr<osg::Viewport> mRenderViewport;
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mutable osg::ref_ptr<osg::FrameBufferObject> mMultiviewResolveFramebuffer;
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mutable osg::ref_ptr<osg::FrameBufferObject> mDestinationFBO;
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@ -541,6 +541,8 @@ namespace MWRender
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mNormals = false;
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mPassLights = false;
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std::vector<fx::Types::RenderTarget> attachmentsToDirty;
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for (const auto& technique : mTechniques)
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{
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if (!technique->isValid())
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@ -617,7 +619,7 @@ namespace MWRender
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if (!pass->getTarget().empty())
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{
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const auto& renderTarget = technique->getRenderTargetsMap()[pass->getTarget()];
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auto& renderTarget = technique->getRenderTargetsMap()[pass->getTarget()];
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subPass.mSize = renderTarget.mSize;
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subPass.mRenderTexture = renderTarget.mTarget;
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subPass.mMipMap = renderTarget.mMipMap;
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@ -628,13 +630,27 @@ namespace MWRender
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const auto [w, h] = renderTarget.mSize.get(renderWidth(), renderHeight());
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subPass.mStateSet->setAttributeAndModes(new osg::Viewport(0, 0, w, h));
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if (std::find_if(attachmentsToDirty.cbegin(), attachmentsToDirty.cend(),
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[renderTarget](const auto& rt) { return renderTarget.mTarget == rt.mTarget; })
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== attachmentsToDirty.cend())
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{
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attachmentsToDirty.push_back(fx::Types::RenderTarget(renderTarget));
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}
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}
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for (const auto& name : pass->getRenderTargets())
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{
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subPass.mStateSet->setTextureAttribute(subTexUnit, technique->getRenderTargetsMap()[name].mTarget);
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auto& renderTarget = technique->getRenderTargetsMap()[name];
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subPass.mStateSet->setTextureAttribute(subTexUnit, renderTarget.mTarget);
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subPass.mStateSet->addUniform(new osg::Uniform(name.c_str(), subTexUnit));
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if (std::find_if(attachmentsToDirty.cbegin(), attachmentsToDirty.cend(),
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[renderTarget](const auto& rt) { return renderTarget.mTarget == rt.mTarget; })
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== attachmentsToDirty.cend())
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{
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attachmentsToDirty.push_back(fx::Types::RenderTarget(renderTarget));
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}
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subTexUnit++;
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}
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@ -654,7 +670,7 @@ namespace MWRender
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mRendering.getSkyManager()->setSunglare(sunglare);
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if (dirtyAttachments)
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mCanvases[frameId]->resizeRenderTargets();
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mCanvases[frameId]->setDirtyAttachments(attachmentsToDirty);
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}
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PostProcessor::Status PostProcessor::enableTechnique(
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@ -668,7 +684,7 @@ namespace MWRender
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int pos = std::min<int>(location.value_or(mTechniques.size()), mTechniques.size());
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mTechniques.insert(mTechniques.begin() + pos, technique);
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dirtyTechniques();
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dirtyTechniques(Settings::ShaderManager::get().getMode() == Settings::ShaderManager::Mode::Debug);
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return Status_Toggled;
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}
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@ -12,7 +12,6 @@
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#include <osg/StateSet>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/clearcolor.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include <components/settings/values.hpp>
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#include <components/stereo/multiview.hpp>
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@ -326,9 +325,6 @@ float omw_EstimateFogCoverageFromUV(vec2 uv)
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if (mBlendEq)
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stateSet->setAttributeAndModes(new osg::BlendEquation(mBlendEq.value()));
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if (mClearColor)
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stateSet->setAttributeAndModes(new SceneUtil::ClearColor(mClearColor.value(), GL_COLOR_BUFFER_BIT));
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}
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void Pass::dirty()
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@ -72,7 +72,6 @@ namespace fx
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std::array<std::string, 3> mRenderTargets;
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std::string mTarget;
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std::optional<osg::Vec4f> mClearColor;
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std::optional<osg::BlendFunc::BlendFuncMode> mBlendSource;
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std::optional<osg::BlendFunc::BlendFuncMode> mBlendDest;
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@ -313,6 +313,8 @@ namespace fx
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rt.mTarget->setSourceFormat(parseSourceFormat());
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else if (key == "mipmaps")
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rt.mMipMap = parseBool();
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else if (key == "clear_color")
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rt.mClearColor = parseVec<osg::Vec4f, Lexer::Vec4>();
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else
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error(Misc::StringUtils::format("unexpected key '%s'", std::string(key)));
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@ -798,9 +800,6 @@ namespace fx
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if (!pass)
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pass = std::make_shared<fx::Pass>();
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bool clear = true;
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osg::Vec4f clearColor = { 1, 1, 1, 1 };
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while (!isNext<Lexer::Eof>())
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{
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expect<Lexer::Literal>("invalid key in block header");
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@ -844,10 +843,6 @@ namespace fx
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if (blendEq != osg::BlendEquation::FUNC_ADD)
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pass->mBlendEq = blendEq;
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}
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else if (key == "clear")
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clear = parseBool();
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else if (key == "clear_color")
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clearColor = parseVec<osg::Vec4f, Lexer::Vec4>();
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else
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error(Misc::StringUtils::format("unrecognized key '%s' in block header", std::string(key)));
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@ -865,9 +860,6 @@ namespace fx
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return;
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}
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if (clear)
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pass->mClearColor = clearColor;
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error("malformed block header");
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}
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@ -63,6 +63,17 @@ namespace fx
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osg::ref_ptr<osg::Texture2D> mTarget = new osg::Texture2D;
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SizeProxy mSize;
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bool mMipMap = false;
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osg::Vec4f mClearColor = osg::Vec4f(0.0, 0.0, 0.0, 1.0);
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RenderTarget() = default;
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RenderTarget(const RenderTarget& other)
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: mTarget(other.mTarget)
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, mSize(other.mSize)
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, mMipMap(other.mMipMap)
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, mClearColor(other.mClearColor)
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{
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}
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};
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template <class T>
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@ -539,6 +539,8 @@ is not wanted and you want a custom render target.
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+------------------+---------------------+-----------------------------------------------------------------------------+
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| mipmaps | boolean | Whether mipmaps should be generated every frame |
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+------------------+---------------------+-----------------------------------------------------------------------------+
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| clear_color | vec4 | The color the texture will be cleared to when it's first created |
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+------------------+---------------------+-----------------------------------------------------------------------------+
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To use the render target a pass must be assigned to it, along with any optional blend modes.
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As a restriction, only three render targets can be bound per pass with ``rt1``, ``rt2``, ``rt3``, respectively.
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@ -555,6 +557,7 @@ color buffer will accumulate.
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source_format = rgb;
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internal_format = rgb16f;
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source_type = float;
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clear_color = vec4(1,0,0,1);
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}
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fragment red(target=RT_Red,blend=(add, src_color, one), rt1=RT_Red) {
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