mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-02-28 12:40:06 +00:00
enable shaders path and dehardcode depth formats
This commit is contained in:
parent
b457dfd8b8
commit
cad0b151cb
@ -38,6 +38,7 @@
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Feature #5489: MCP: Telekinesis fix for activators
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Feature #5996: Support Lua scripts in OpenMW
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Feature #6017: Separate persistent and temporary cell references when saving
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Feature #6032: Reverse-z depth buffer
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Feature #6162: Refactor GUI to use shaders and to be GLES and GL3+ friendly
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0.47.0
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@ -8,14 +8,12 @@
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#include "MyGUI_FactoryManager.h"
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#include <components/misc/utf8stream.hpp>
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#include <components/sceneutil/util.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwrender/util.hpp"
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namespace MWGui
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{
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struct TypesetBookImpl;
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@ -1221,7 +1219,7 @@ public:
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RenderXform renderXform (mCroppedParent, textFormat.mRenderItem->getRenderTarget()->getInfo());
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float z = MWBase::Environment::get().getResourceSystem()->getSceneManager()->getReverseZ() ? 1.0 : -1.0;
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float z = MWRender::getReverseZ() ? 1.f : -1.f;
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GlyphStream glyphStream(textFormat.mFont, static_cast<float>(mCoord.left), static_cast<float>(mCoord.top - mViewTop),
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z /*mNode->getNodeDepth()*/, vertices, renderXform);
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@ -741,7 +741,7 @@ namespace MWGui
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}
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// ------------------------------------------------------------------------------------------
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MapWindow::MapWindow(CustomMarkerCollection &customMarkers, DragAndDrop* drag, MWRender::LocalMap* localMapRender, SceneUtil::WorkQueue* workQueue, bool reverseZ)
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MapWindow::MapWindow(CustomMarkerCollection &customMarkers, DragAndDrop* drag, MWRender::LocalMap* localMapRender, SceneUtil::WorkQueue* workQueue)
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: WindowPinnableBase("openmw_map_window.layout")
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, LocalMapBase(customMarkers, localMapRender)
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, NoDrop(drag, mMainWidget)
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@ -751,7 +751,7 @@ namespace MWGui
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, mGlobal(Settings::Manager::getBool("global", "Map"))
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, mEventBoxGlobal(nullptr)
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, mEventBoxLocal(nullptr)
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, mGlobalMapRender(new MWRender::GlobalMap(localMapRender->getRoot(), workQueue, reverseZ))
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, mGlobalMapRender(new MWRender::GlobalMap(localMapRender->getRoot(), workQueue))
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, mEditNoteDialog()
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{
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static bool registered = false;
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@ -222,7 +222,7 @@ namespace MWGui
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class MapWindow : public MWGui::WindowPinnableBase, public LocalMapBase, public NoDrop
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{
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public:
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MapWindow(CustomMarkerCollection& customMarkers, DragAndDrop* drag, MWRender::LocalMap* localMapRender, SceneUtil::WorkQueue* workQueue, bool reverseZ);
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MapWindow(CustomMarkerCollection& customMarkers, DragAndDrop* drag, MWRender::LocalMap* localMapRender, SceneUtil::WorkQueue* workQueue);
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virtual ~MapWindow();
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void setCellName(const std::string& cellName);
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@ -35,7 +35,6 @@
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/imagemanager.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/workqueue.hpp>
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@ -305,9 +304,8 @@ namespace MWGui
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mGuiModeStates[GM_MainMenu] = GuiModeState(menu);
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mWindows.push_back(menu);
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bool reverseZ = mResourceSystem->getSceneManager()->getReverseZ();
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mLocalMapRender = new MWRender::LocalMap(mViewer->getSceneData()->asGroup(), reverseZ);
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mMap = new MapWindow(mCustomMarkers, mDragAndDrop, mLocalMapRender, mWorkQueue, reverseZ);
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mLocalMapRender = new MWRender::LocalMap(mViewer->getSceneData()->asGroup());
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mMap = new MapWindow(mCustomMarkers, mDragAndDrop, mLocalMapRender, mWorkQueue);
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mWindows.push_back(mMap);
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mMap->renderGlobalMap();
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trackWindow(mMap, "map");
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@ -2,9 +2,13 @@
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#include "vismask.hpp"
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#include <components/sceneutil/agentpath.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <osg/PositionAttitudeTransform>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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namespace MWRender
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{
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ActorsPaths::ActorsPaths(const osg::ref_ptr<osg::Group>& root, bool enabled)
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@ -43,6 +47,7 @@ namespace MWRender
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const auto newGroup = SceneUtil::createAgentPathGroup(path, halfExtents, start, end, settings);
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if (newGroup)
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{
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MWBase::Environment::get().getResourceSystem()->getSceneManager()->recreateShaders(newGroup, "debug");
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newGroup->setNodeMask(Mask_Debug);
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mRootNode->addChild(newGroup);
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mGroups[actor] = newGroup;
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@ -10,10 +10,19 @@
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#include <osg/PolygonMode>
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#include <osg/ShapeDrawable>
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#include <osg/StateSet>
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#include <osg/Fog>
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#include "bulletdebugdraw.hpp"
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#include "vismask.hpp"
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/util.hpp>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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namespace MWRender
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{
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@ -30,7 +39,6 @@ void DebugDrawer::createGeometry()
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{
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mGeometry = new osg::Geometry;
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mGeometry->setNodeMask(Mask_Debug);
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mVertices = new osg::Vec3Array;
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mColors = new osg::Vec4Array;
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@ -42,6 +50,8 @@ void DebugDrawer::createGeometry()
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mGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
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mGeometry->setDataVariance(osg::Object::DYNAMIC);
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mGeometry->addPrimitiveSet(mDrawArrays);
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// make this friendly to recreateShaders()
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mGeometry->setStateSet(new osg::StateSet);
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mParentNode->addChild(mGeometry);
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@ -52,6 +62,8 @@ void DebugDrawer::createGeometry()
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mShapesRoot->setDataVariance(osg::Object::DYNAMIC);
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mShapesRoot->setNodeMask(Mask_Debug);
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mParentNode->addChild(mShapesRoot);
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MWBase::Environment::get().getResourceSystem()->getSceneManager()->recreateShaders(mGeometry, "debug");
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}
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}
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@ -168,7 +168,7 @@ namespace MWRender
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mCamera->setRenderOrder(osg::Camera::PRE_RENDER);
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mCamera->attach(osg::Camera::COLOR_BUFFER, mTexture, 0, 0, false, Settings::Manager::getInt("antialiasing", "Video"));
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mCamera->setName("CharacterPreview");
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mCamera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
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mCamera->setComputeNearFarMode(osg::Camera::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES);
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mCamera->setCullMask(~(Mask_UpdateVisitor));
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mCamera->setNodeMask(Mask_RenderToTexture);
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@ -187,6 +187,7 @@ namespace MWRender
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defaultMat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
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defaultMat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
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stateset->setAttribute(defaultMat);
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stateset->addUniform(new osg::Uniform("projectionMatrix", static_cast<osg::Matrixf>(mCamera->getProjectionMatrix())));
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osg::ref_ptr<osg::Depth> depth = new osg::Depth;
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stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
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@ -25,6 +25,7 @@
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#include "../mwworld/esmstore.hpp"
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#include "vismask.hpp"
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#include "util.hpp"
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namespace
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{
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@ -220,14 +221,13 @@ namespace MWRender
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osg::ref_ptr<osg::Texture2D> mOverlayTexture;
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};
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GlobalMap::GlobalMap(osg::Group* root, SceneUtil::WorkQueue* workQueue, bool reverseZ)
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GlobalMap::GlobalMap(osg::Group* root, SceneUtil::WorkQueue* workQueue)
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: mRoot(root)
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, mWorkQueue(workQueue)
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, mWidth(0)
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, mHeight(0)
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, mMinX(0), mMaxX(0)
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, mMinY(0), mMaxY(0)
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, mReverseZ(reverseZ)
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{
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mCellSize = Settings::Manager::getInt("global map cell size", "Map");
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@ -325,7 +325,7 @@ namespace MWRender
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if (texture)
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{
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osg::ref_ptr<osg::Geometry> geom = createTexturedQuad(srcLeft, srcTop, srcRight, srcBottom);
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auto depth = SceneUtil::createDepth(mReverseZ);
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auto depth = SceneUtil::createDepth(getReverseZ());
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depth->setWriteMask(0);
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osg::StateSet* stateset = geom->getOrCreateStateSet();
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stateset->setAttribute(depth);
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@ -33,7 +33,7 @@ namespace MWRender
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class GlobalMap
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{
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public:
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GlobalMap(osg::Group* root, SceneUtil::WorkQueue* workQueue, bool reverseZ);
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GlobalMap(osg::Group* root, SceneUtil::WorkQueue* workQueue);
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~GlobalMap();
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void render();
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@ -126,8 +126,6 @@ namespace MWRender
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int mHeight;
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int mMinX, mMaxX, mMinY, mMaxY;
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bool mReverseZ;
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};
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}
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@ -30,6 +30,7 @@
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#include "../mwworld/cellstore.hpp"
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#include "vismask.hpp"
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#include "util.hpp"
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namespace
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{
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@ -83,14 +84,13 @@ namespace
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namespace MWRender
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{
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LocalMap::LocalMap(osg::Group* root, bool reverseZ)
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LocalMap::LocalMap(osg::Group* root)
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: mRoot(root)
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, mMapResolution(Settings::Manager::getInt("local map resolution", "Map"))
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, mMapWorldSize(Constants::CellSizeInUnits)
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, mCellDistance(Constants::CellGridRadius)
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, mAngle(0.f)
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, mInterior(false)
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, mReverseZ(reverseZ)
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{
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// Increase map resolution, if use UI scaling
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float uiScale = MWBase::Environment::get().getWindowManager()->getScalingFactor();
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@ -178,7 +178,7 @@ osg::ref_ptr<osg::Camera> LocalMap::createOrthographicCamera(float x, float y, f
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{
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osg::ref_ptr<osg::Camera> camera (new osg::Camera);
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if (mReverseZ)
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if (getReverseZ())
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camera->setProjectionMatrix(SceneUtil::getReversedZProjectionMatrixAsOrtho(-width/2, width/2, -height/2, height/2, 5, (zmax-zmin) + 10));
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else
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camera->setProjectionMatrixAsOrtho(-width/2, width/2, -height/2, height/2, 5, (zmax-zmin) + 10);
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@ -201,13 +201,15 @@ osg::ref_ptr<osg::Camera> LocalMap::createOrthographicCamera(float x, float y, f
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osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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stateset->setAttribute(new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::FILL), osg::StateAttribute::OVERRIDE);
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if (mReverseZ)
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if (getReverseZ())
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{
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camera->setClearDepth(0.0);
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auto depth = SceneUtil::createDepth(mReverseZ);
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auto depth = SceneUtil::createDepth(true);
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stateset->setAttributeAndModes(depth, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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}
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stateset->addUniform(new osg::Uniform("projectionMatrix", static_cast<osg::Matrixf>(camera->getProjectionMatrix())), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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// assign large value to effectively turn off fog
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// shaders don't respect glDisable(GL_FOG)
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osg::ref_ptr<osg::Fog> fog (new osg::Fog);
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@ -36,7 +36,7 @@ namespace MWRender
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class LocalMap
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{
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public:
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LocalMap(osg::Group* root, bool reverseZ);
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LocalMap(osg::Group* root);
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~LocalMap();
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/**
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@ -156,7 +156,6 @@ namespace MWRender
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void setupRenderToTexture(osg::ref_ptr<osg::Camera> camera, int x, int y);
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bool mInterior;
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bool mReverseZ;
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osg::BoundingBox mBounds;
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};
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@ -2,9 +2,14 @@
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#include "vismask.hpp"
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#include <components/sceneutil/navmesh.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <osg/PositionAttitudeTransform>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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namespace MWRender
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{
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NavMesh::NavMesh(const osg::ref_ptr<osg::Group>& root, bool enabled)
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@ -45,6 +50,7 @@ namespace MWRender
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mGroup = SceneUtil::createNavMeshGroup(navMesh, settings);
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if (mGroup)
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{
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MWBase::Environment::get().getResourceSystem()->getSceneManager()->recreateShaders(mGroup, "debug");
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mGroup->setNodeMask(Mask_Debug);
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mRootNode->addChild(mGroup);
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}
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@ -43,6 +43,7 @@
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#include "rotatecontroller.hpp"
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#include "renderbin.hpp"
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#include "vismask.hpp"
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#include "util.hpp"
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namespace
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{
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@ -370,9 +371,9 @@ void NpcAnimation::setViewMode(NpcAnimation::ViewMode viewMode)
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class DepthClearCallback : public osgUtil::RenderBin::DrawCallback
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{
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public:
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DepthClearCallback(bool reverseZ)
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DepthClearCallback()
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{
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mDepth = SceneUtil::createDepth(reverseZ);
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mDepth = SceneUtil::createDepth(getReverseZ());
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mDepth->setWriteMask(true);
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}
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@ -432,7 +433,7 @@ void NpcAnimation::setRenderBin()
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if (!prototypeAdded)
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{
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osg::ref_ptr<osgUtil::RenderBin> depthClearBin (new osgUtil::RenderBin);
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depthClearBin->setDrawCallback(new DepthClearCallback(mResourceSystem->getSceneManager()->getReverseZ()));
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depthClearBin->setDrawCallback(new DepthClearCallback);
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osgUtil::RenderBin::addRenderBinPrototype("DepthClear", depthClearBin);
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prototypeAdded = true;
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}
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@ -8,7 +8,10 @@
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#include <components/esm/loadpgrd.hpp>
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#include <components/sceneutil/pathgridutil.hpp>
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#include <components/sceneutil/util.hpp>
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#include <components/misc/coordinateconverter.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include "../mwbase/world.hpp" // these includes can be removed once the static-hack is gone
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#include "../mwbase/environment.hpp"
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@ -112,6 +115,8 @@ void Pathgrid::enableCellPathgrid(const MWWorld::CellStore *store)
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osg::ref_ptr<osg::Geometry> geometry = SceneUtil::createPathgridGeometry(*pathgrid);
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MWBase::Environment::get().getResourceSystem()->getSceneManager()->recreateShaders(geometry, "debug");
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cellPathGrid->addChild(geometry);
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mPathGridRoot->addChild(cellPathGrid);
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@ -9,6 +9,11 @@
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#include <osgViewer/Viewer>
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#include <components/settings/settings.hpp>
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#include <components/sceneutil/util.hpp>
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#include <components/debug/debuglog.hpp>
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#include "vismask.hpp"
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#include "renderingmanager.hpp"
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namespace
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{
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@ -57,6 +62,8 @@ namespace
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traverse(node, nv);
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}
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private:
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MWRender::PostProcessor* mPostProcessor;
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unsigned int mLastFrameNumber;
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};
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@ -70,6 +77,7 @@ namespace
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void resizedImplementation(osg::GraphicsContext* gc, int x, int y, int width, int height) override
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{
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gc->resizedImplementation(x, y, width, height);
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mPostProcessor->resize(width, height);
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}
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@ -79,22 +87,55 @@ namespace
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namespace MWRender
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{
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PostProcessor::PostProcessor(osgViewer::Viewer* viewer, osg::Group* rootNode)
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PostProcessor::PostProcessor(RenderingManager& rendering, osgViewer::Viewer* viewer, osg::Group* rootNode)
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: mViewer(viewer)
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, mRootNode(new osg::Group)
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, mRendering(rendering)
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{
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osg::GraphicsContext* gc = viewer->getCamera()->getGraphicsContext();
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unsigned int contextID = gc->getState()->getContextID();
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osg::GLExtensions* ext = gc->getState()->get<osg::GLExtensions>();
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constexpr char errPreamble[] = "Postprocessing and floating point depth buffers disabled: ";
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if (!ext->isFrameBufferObjectSupported)
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{
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Log(Debug::Warning) << errPreamble << "FrameBufferObject unsupported.";
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return;
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}
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if (Settings::Manager::getInt("antialiasing", "Video") > 1 && !ext->isRenderbufferMultisampleSupported())
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{
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Log(Debug::Warning) << errPreamble << "RenderBufferMultiSample unsupported. Disabling antialiasing will resolve this issue.";
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return;
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}
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if (osg::isGLExtensionSupported(contextID, "GL_ARB_depth_buffer_float"))
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mDepthFormat = GL_DEPTH_COMPONENT32F;
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else if (osg::isGLExtensionSupported(contextID, "GL_NV_depth_buffer_float"))
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mDepthFormat = GL_DEPTH_COMPONENT32F_NV;
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else
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{
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// TODO: Once we have post-processing implemented we want to skip this return and continue with setup.
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// Rendering to a FBO to fullscreen geometry has overhead (especially when MSAA is enabled) and there are no
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||||
// benefits if no floating point depth formats are supported.
|
||||
mDepthFormat = GL_DEPTH_COMPONENT24;
|
||||
Log(Debug::Warning) << errPreamble << "'GL_ARB_depth_buffer_float' and 'GL_NV_depth_buffer_float' unsupported.";
|
||||
return;
|
||||
}
|
||||
|
||||
int width = viewer->getCamera()->getViewport()->width();
|
||||
int height = viewer->getCamera()->getViewport()->height();
|
||||
|
||||
createTexturesAndCamera(width, height);
|
||||
resize(width, height);
|
||||
resize(width, height, true);
|
||||
|
||||
mRootNode->addChild(mHUDCamera);
|
||||
mRootNode->addChild(rootNode);
|
||||
mViewer->setSceneData(mRootNode);
|
||||
|
||||
// Main camera is treated specially, we need to manually set the FBO and
|
||||
// resolve FBO during the cull callback.
|
||||
// We need to manually set the FBO and resolve FBO during the cull callback. If we were using a separate
|
||||
// RTT camera this would not be needed.
|
||||
mViewer->getCamera()->addCullCallback(new CullCallback(this));
|
||||
mViewer->getCamera()->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
|
||||
mViewer->getCamera()->attach(osg::Camera::COLOR_BUFFER0, mSceneTex);
|
||||
@ -103,7 +144,7 @@ namespace MWRender
|
||||
mViewer->getCamera()->getGraphicsContext()->setResizedCallback(new ResizedCallback(this));
|
||||
}
|
||||
|
||||
void PostProcessor::resize(int width, int height)
|
||||
void PostProcessor::resize(int width, int height, bool init)
|
||||
{
|
||||
mDepthTex->setTextureSize(width, height);
|
||||
mSceneTex->setTextureSize(width, height);
|
||||
@ -130,15 +171,13 @@ namespace MWRender
|
||||
mMsaaFbo->setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment(depthRB));
|
||||
}
|
||||
|
||||
double prevWidth = mViewer->getCamera()->getViewport()->width();
|
||||
double prevHeight = mViewer->getCamera()->getViewport()->height();
|
||||
double scaleX = prevWidth / width;
|
||||
double scaleY = prevHeight / height;
|
||||
if (init)
|
||||
return;
|
||||
|
||||
mViewer->getCamera()->resize(width,height);
|
||||
mHUDCamera->resize(width,height);
|
||||
mViewer->getCamera()->resize(width, height);
|
||||
mHUDCamera->resize(width, height);
|
||||
|
||||
mViewer->getCamera()->getProjectionMatrix() *= osg::Matrix::scale(scaleX, scaleY, 1.0);
|
||||
mRendering.updateProjectionMatrix();
|
||||
}
|
||||
|
||||
void PostProcessor::createTexturesAndCamera(int width, int height)
|
||||
@ -146,8 +185,8 @@ namespace MWRender
|
||||
mDepthTex = new osg::Texture2D;
|
||||
mDepthTex->setTextureSize(width, height);
|
||||
mDepthTex->setSourceFormat(GL_DEPTH_COMPONENT);
|
||||
mDepthTex->setSourceType(GL_FLOAT);
|
||||
mDepthTex->setInternalFormat(GL_DEPTH_COMPONENT32F);
|
||||
mDepthTex->setSourceType(SceneUtil::isFloatingPointDepthFormat(getDepthFormat()) ? GL_FLOAT : GL_UNSIGNED_INT);
|
||||
mDepthTex->setInternalFormat(mDepthFormat);
|
||||
mDepthTex->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
|
||||
mDepthTex->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
|
||||
mDepthTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
||||
@ -206,6 +245,7 @@ namespace MWRender
|
||||
program->addShader(fragShader);
|
||||
|
||||
mHUDCamera->addChild(createFullScreenTri());
|
||||
mHUDCamera->setNodeMask(Mask_RenderToTexture);
|
||||
|
||||
auto* stateset = mHUDCamera->getOrCreateStateSet();
|
||||
stateset->setTextureAttributeAndModes(0, mSceneTex, osg::StateAttribute::ON);
|
||||
|
@ -18,15 +18,19 @@ namespace osgViewer
|
||||
|
||||
namespace MWRender
|
||||
{
|
||||
class RenderingManager;
|
||||
|
||||
class PostProcessor
|
||||
{
|
||||
public:
|
||||
PostProcessor(osgViewer::Viewer* viewer, osg::Group* rootNode);
|
||||
PostProcessor(RenderingManager& rendering, osgViewer::Viewer* viewer, osg::Group* rootNode);
|
||||
|
||||
auto getMsaaFbo() { return mMsaaFbo; }
|
||||
auto getFbo() { return mFbo; }
|
||||
|
||||
void resize(int width, int height);
|
||||
int getDepthFormat() { return mDepthFormat; }
|
||||
|
||||
void resize(int width, int height, bool init=false);
|
||||
|
||||
private:
|
||||
osgViewer::Viewer* mViewer;
|
||||
@ -39,7 +43,11 @@ namespace MWRender
|
||||
osg::ref_ptr<osg::Texture2D> mSceneTex;
|
||||
osg::ref_ptr<osg::Texture2D> mDepthTex;
|
||||
|
||||
int mDepthFormat;
|
||||
|
||||
void createTexturesAndCamera(int width, int height);
|
||||
|
||||
RenderingManager& mRendering;
|
||||
};
|
||||
}
|
||||
|
||||
|
@ -1,11 +1,15 @@
|
||||
#include "recastmesh.hpp"
|
||||
|
||||
#include <components/sceneutil/recastmesh.hpp>
|
||||
#include <components/resource/resourcesystem.hpp>
|
||||
#include <components/resource/scenemanager.hpp>
|
||||
|
||||
#include <osg/PositionAttitudeTransform>
|
||||
|
||||
#include "vismask.hpp"
|
||||
|
||||
#include "../mwbase/world.hpp"
|
||||
#include "../mwbase/environment.hpp"
|
||||
namespace MWRender
|
||||
{
|
||||
RecastMesh::RecastMesh(const osg::ref_ptr<osg::Group>& root, bool enabled)
|
||||
@ -49,6 +53,7 @@ namespace MWRender
|
||||
|| it->second.mRevision != tile->second->getRevision())
|
||||
{
|
||||
const auto group = SceneUtil::createRecastMeshGroup(*tile->second, settings);
|
||||
MWBase::Environment::get().getResourceSystem()->getSceneManager()->recreateShaders(group, "debug");
|
||||
group->setNodeMask(Mask_Debug);
|
||||
mRootNode->removeChild(it->second.mValue);
|
||||
mRootNode->addChild(group);
|
||||
@ -66,6 +71,7 @@ namespace MWRender
|
||||
if (mGroups.count(tile.first))
|
||||
continue;
|
||||
const auto group = SceneUtil::createRecastMeshGroup(*tile.second, settings);
|
||||
MWBase::Environment::get().getResourceSystem()->getSceneManager()->recreateShaders(group, "debug");
|
||||
group->setNodeMask(Mask_Debug);
|
||||
mGroups.emplace(tile.first, Group {tile.second->getGeneration(), tile.second->getRevision(), group});
|
||||
mRootNode->addChild(group);
|
||||
|
@ -74,6 +74,45 @@
|
||||
|
||||
namespace MWRender
|
||||
{
|
||||
class SharedUniformStateUpdater : public SceneUtil::StateSetUpdater
|
||||
{
|
||||
public:
|
||||
SharedUniformStateUpdater()
|
||||
: mLinearFac(0.f)
|
||||
{
|
||||
}
|
||||
|
||||
void setDefaults(osg::StateSet *stateset) override
|
||||
{
|
||||
stateset->addUniform(new osg::Uniform("projectionMatrix", osg::Matrixf{}));
|
||||
stateset->addUniform(new osg::Uniform("linearFac", 0.f));
|
||||
}
|
||||
|
||||
void apply(osg::StateSet* stateset, osg::NodeVisitor* nv) override
|
||||
{
|
||||
auto* uProjectionMatrix = stateset->getUniform("projectionMatrix");
|
||||
if (uProjectionMatrix)
|
||||
uProjectionMatrix->set(mProjectionMatrix);
|
||||
|
||||
auto* uLinearFac = stateset->getUniform("linearFac");
|
||||
if (uLinearFac)
|
||||
uLinearFac->set(mLinearFac);
|
||||
}
|
||||
|
||||
void setProjectionMatrix(const osg::Matrixf& projectionMatrix)
|
||||
{
|
||||
mProjectionMatrix = projectionMatrix;
|
||||
}
|
||||
|
||||
void setLinearFac(float linearFac)
|
||||
{
|
||||
mLinearFac = linearFac;
|
||||
}
|
||||
|
||||
private:
|
||||
osg::Matrixf mProjectionMatrix;
|
||||
float mLinearFac;
|
||||
};
|
||||
|
||||
class StateUpdater : public SceneUtil::StateSetUpdater
|
||||
{
|
||||
@ -202,10 +241,7 @@ namespace MWRender
|
||||
, mFieldOfViewOverride(0.f)
|
||||
{
|
||||
auto ext = osg::GLExtensions::Get(0, false);
|
||||
bool reverseZ = ext && ext->isClipControlSupported;
|
||||
|
||||
if (getenv("OPENMW_DISABLE_REVERSEZ") != nullptr)
|
||||
reverseZ = false;
|
||||
bool reverseZ = Settings::Manager::getBool("reverse z", "Camera") && ext && ext->isClipControlSupported;
|
||||
|
||||
if (reverseZ)
|
||||
Log(Debug::Info) << "Using reverse-z depth buffer";
|
||||
@ -219,7 +255,8 @@ namespace MWRender
|
||||
bool forceShaders = Settings::Manager::getBool("radial fog", "Shaders")
|
||||
|| Settings::Manager::getBool("force shaders", "Shaders")
|
||||
|| Settings::Manager::getBool("enable shadows", "Shadows")
|
||||
|| lightingMethod != SceneUtil::LightingMethod::FFP;
|
||||
|| lightingMethod != SceneUtil::LightingMethod::FFP
|
||||
|| reverseZ;
|
||||
resourceSystem->getSceneManager()->setForceShaders(forceShaders);
|
||||
// FIXME: calling dummy method because terrain needs to know whether lighting is clamped
|
||||
resourceSystem->getSceneManager()->setClampLighting(Settings::Manager::getBool("clamp lighting", "Shaders"));
|
||||
@ -370,6 +407,10 @@ namespace MWRender
|
||||
// Use a stub grid to avoid splitting between chunks for active grid and chunks for distant cells.
|
||||
mGroundcoverWorld->setActiveGrid(osg::Vec4i(0, 0, 0, 0));
|
||||
}
|
||||
|
||||
mPostProcessor.reset(new PostProcessor(*this, viewer, mRootNode));
|
||||
resourceSystem->getSceneManager()->setDepthFormat(mPostProcessor->getDepthFormat());
|
||||
|
||||
// water goes after terrain for correct waterculling order
|
||||
mWater.reset(new Water(sceneRoot->getParent(0), sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), resourcePath));
|
||||
|
||||
@ -412,6 +453,9 @@ namespace MWRender
|
||||
mStateUpdater = new StateUpdater;
|
||||
sceneRoot->addUpdateCallback(mStateUpdater);
|
||||
|
||||
mSharedUniformStateUpdater = new SharedUniformStateUpdater;
|
||||
rootNode->addUpdateCallback(mSharedUniformStateUpdater);
|
||||
|
||||
osg::Camera::CullingMode cullingMode = osg::Camera::DEFAULT_CULLING|osg::Camera::FAR_PLANE_CULLING;
|
||||
|
||||
if (!Settings::Manager::getBool("small feature culling", "Camera"))
|
||||
@ -433,7 +477,9 @@ namespace MWRender
|
||||
NifOsg::Loader::setReverseZ(reverseZ);
|
||||
Nif::NIFFile::setLoadUnsupportedFiles(Settings::Manager::getBool("load unsupported nif files", "Models"));
|
||||
|
||||
mNearClip = Settings::Manager::getFloat("near clip", "Camera");
|
||||
// TODO: Near clip should not need to be bounded like this, but too small values break OSG shadow calculations CPU-side.
|
||||
// See issue: #6072
|
||||
mNearClip = std::max(0.005f, Settings::Manager::getFloat("near clip", "Camera"));
|
||||
mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
|
||||
float fov = Settings::Manager::getFloat("field of view", "Camera");
|
||||
mFieldOfView = std::min(std::max(1.f, fov), 179.f);
|
||||
@ -462,11 +508,6 @@ namespace MWRender
|
||||
mRootNode->getOrCreateStateSet()->setAttributeAndModes(clipcontrol, osg::StateAttribute::ON);
|
||||
}
|
||||
|
||||
if (ext && ext->isFrameBufferObjectSupported)
|
||||
mPostProcessor.reset(new PostProcessor(viewer, mRootNode));
|
||||
else
|
||||
Log(Debug::Warning) << "Disabling postprocessing and using default framebuffer for rendering: FrameBufferObjects not supported";
|
||||
|
||||
updateProjectionMatrix();
|
||||
}
|
||||
|
||||
@ -1100,19 +1141,15 @@ namespace MWRender
|
||||
if (mFieldOfViewOverridden)
|
||||
fov = mFieldOfViewOverride;
|
||||
|
||||
mViewer->getCamera()->setProjectionMatrixAsPerspective(fov, aspect, mNearClip, mViewDistance);
|
||||
|
||||
if (mResourceSystem->getSceneManager()->getReverseZ())
|
||||
{
|
||||
mViewer->getCamera()->setProjectionMatrix(SceneUtil::getReversedZProjectionMatrixAsPerspectiveInf(fov, aspect, mNearClip));
|
||||
float linearFac = -mNearClip / (mViewDistance - mNearClip) - 1.0;
|
||||
mRootNode->getOrCreateStateSet()->getOrCreateUniform("linearFac", osg::Uniform::FLOAT, 1)->set(linearFac);
|
||||
|
||||
osg::Matrix shadowProj = osg::Matrix::perspective(fov, aspect, mNearClip, mViewDistance);
|
||||
mViewer->getCamera()->setUserValue("shadowProj", shadowProj);
|
||||
mViewer->getCamera()->setUserValue("near", static_cast<double>(mNearClip));
|
||||
mViewer->getCamera()->setUserValue("far", static_cast<double>(mViewDistance));
|
||||
mSharedUniformStateUpdater->setLinearFac(-mNearClip / (mViewDistance - mNearClip) - 1.f);
|
||||
mSharedUniformStateUpdater->setProjectionMatrix(SceneUtil::getReversedZProjectionMatrixAsPerspective(fov, aspect, mNearClip, mViewDistance));
|
||||
}
|
||||
else
|
||||
mViewer->getCamera()->setProjectionMatrixAsPerspective(fov, aspect, mNearClip, mViewDistance);
|
||||
mSharedUniformStateUpdater->setProjectionMatrix(mViewer->getCamera()->getProjectionMatrix());
|
||||
|
||||
mUniformNear->set(mNearClip);
|
||||
mUniformFar->set(mViewDistance);
|
||||
|
@ -72,6 +72,7 @@ namespace MWRender
|
||||
{
|
||||
class GroundcoverUpdater;
|
||||
class StateUpdater;
|
||||
class SharedUniformStateUpdater;
|
||||
|
||||
class EffectManager;
|
||||
class ScreenshotManager;
|
||||
@ -241,8 +242,8 @@ namespace MWRender
|
||||
bool pagingUnlockCache();
|
||||
void getPagedRefnums(const osg::Vec4i &activeGrid, std::set<ESM::RefNum> &out);
|
||||
|
||||
private:
|
||||
void updateProjectionMatrix();
|
||||
private:
|
||||
void updateTextureFiltering();
|
||||
void updateAmbient();
|
||||
void setFogColor(const osg::Vec4f& color);
|
||||
@ -296,6 +297,7 @@ namespace MWRender
|
||||
osg::Vec3f mCurrentCameraPos;
|
||||
|
||||
osg::ref_ptr<StateUpdater> mStateUpdater;
|
||||
osg::ref_ptr<SharedUniformStateUpdater> mSharedUniformStateUpdater;
|
||||
|
||||
osg::Vec4f mAmbientColor;
|
||||
float mMinimumAmbientLuminance;
|
||||
|
@ -298,7 +298,7 @@ namespace MWRender
|
||||
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
|
||||
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT,osg::Camera::PIXEL_BUFFER_RTT);
|
||||
|
||||
if (MWBase::Environment::get().getResourceSystem()->getSceneManager()->getReverseZ())
|
||||
if (getReverseZ())
|
||||
camera->setClearDepth(0.0);
|
||||
|
||||
camera->setViewport(0, 0, w, h);
|
||||
@ -336,7 +336,7 @@ namespace MWRender
|
||||
float nearClip = Settings::Manager::getFloat("near clip", "Camera");
|
||||
float viewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
|
||||
// each cubemap side sees 90 degrees
|
||||
if (MWBase::Environment::get().getResourceSystem()->getSceneManager()->getReverseZ())
|
||||
if (getReverseZ())
|
||||
rttCamera->setProjectionMatrix(SceneUtil::getReversedZProjectionMatrixAsPerspectiveInf(90.0, w/float(h), nearClip));
|
||||
else
|
||||
rttCamera->setProjectionMatrixAsPerspective(90.0, w/float(h), nearClip, viewDistance);
|
||||
|
@ -54,6 +54,7 @@
|
||||
|
||||
#include "vismask.hpp"
|
||||
#include "renderbin.hpp"
|
||||
#include "util.hpp"
|
||||
|
||||
namespace
|
||||
{
|
||||
@ -473,7 +474,7 @@ const float CelestialBody::mDistance = 1000.0f;
|
||||
class Sun : public CelestialBody
|
||||
{
|
||||
public:
|
||||
Sun(osg::Group* parentNode, Resource::ImageManager& imageManager, bool reverseZ)
|
||||
Sun(osg::Group* parentNode, Resource::ImageManager& imageManager)
|
||||
: CelestialBody(parentNode, 1.0f, 1, Mask_Sun)
|
||||
, mUpdater(new Updater)
|
||||
{
|
||||
@ -502,8 +503,8 @@ public:
|
||||
|
||||
mTransform->addChild(queryNode);
|
||||
|
||||
mOcclusionQueryVisiblePixels = createOcclusionQueryNode(queryNode, true, reverseZ);
|
||||
mOcclusionQueryTotalPixels = createOcclusionQueryNode(queryNode, false, reverseZ);
|
||||
mOcclusionQueryVisiblePixels = createOcclusionQueryNode(queryNode, true);
|
||||
mOcclusionQueryTotalPixels = createOcclusionQueryNode(queryNode, false);
|
||||
|
||||
createSunFlash(imageManager);
|
||||
createSunGlare();
|
||||
@ -556,7 +557,7 @@ private:
|
||||
};
|
||||
|
||||
/// @param queryVisible If true, queries the amount of visible pixels. If false, queries the total amount of pixels.
|
||||
osg::ref_ptr<osg::OcclusionQueryNode> createOcclusionQueryNode(osg::Group* parent, bool queryVisible, bool reverseZ)
|
||||
osg::ref_ptr<osg::OcclusionQueryNode> createOcclusionQueryNode(osg::Group* parent, bool queryVisible)
|
||||
{
|
||||
osg::ref_ptr<osg::OcclusionQueryNode> oqn = new osg::OcclusionQueryNode;
|
||||
oqn->setQueriesEnabled(true);
|
||||
@ -594,11 +595,11 @@ private:
|
||||
osg::StateSet* queryStateSet = new osg::StateSet;
|
||||
if (queryVisible)
|
||||
{
|
||||
auto depth = SceneUtil::createDepth(reverseZ);
|
||||
auto depth = SceneUtil::createDepth(getReverseZ());
|
||||
// This is a trick to make fragments written by the query always use the maximum depth value,
|
||||
// without having to retrieve the current far clipping distance.
|
||||
// We want the sun glare to be "infinitely" far away.
|
||||
float far = reverseZ ? 0.0 : 1.0;
|
||||
double far = getReverseZ() ? 0.0 : 1.0;
|
||||
depth->setZNear(far);
|
||||
depth->setZFar(far);
|
||||
depth->setWriteMask(false);
|
||||
@ -1188,8 +1189,7 @@ void SkyManager::create()
|
||||
mAtmosphereNightUpdater = new AtmosphereNightUpdater(mSceneManager->getImageManager());
|
||||
atmosphereNight->addUpdateCallback(mAtmosphereNightUpdater);
|
||||
|
||||
bool reverseZ = mSceneManager->getReverseZ();
|
||||
mSun.reset(new Sun(mEarlyRenderBinRoot, *mSceneManager->getImageManager(), reverseZ));
|
||||
mSun.reset(new Sun(mEarlyRenderBinRoot, *mSceneManager->getImageManager()));
|
||||
|
||||
mMasser.reset(new Moon(mEarlyRenderBinRoot, *mSceneManager->getImageManager(), Fallback::Map::getFloat("Moons_Masser_Size")/125, Moon::Type_Masser));
|
||||
mSecunda.reset(new Moon(mEarlyRenderBinRoot, *mSceneManager->getImageManager(), Fallback::Map::getFloat("Moons_Secunda_Size")/125, Moon::Type_Secunda));
|
||||
@ -1210,7 +1210,7 @@ void SkyManager::create()
|
||||
mCloudMesh2->addUpdateCallback(mCloudUpdater2);
|
||||
mCloudMesh2->setNodeMask(0);
|
||||
|
||||
auto depth = SceneUtil::createDepth(reverseZ);
|
||||
auto depth = SceneUtil::createDepth(mSceneManager->getReverseZ());
|
||||
depth->setWriteMask(false);
|
||||
mEarlyRenderBinRoot->getOrCreateStateSet()->setAttributeAndModes(depth, osg::StateAttribute::ON);
|
||||
mEarlyRenderBinRoot->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
|
||||
|
@ -4,10 +4,13 @@
|
||||
#include <osg/ValueObject>
|
||||
|
||||
#include <components/resource/resourcesystem.hpp>
|
||||
#include <components/resource/scenemanager.hpp>
|
||||
#include <components/resource/imagemanager.hpp>
|
||||
#include <components/misc/resourcehelpers.hpp>
|
||||
#include <components/sceneutil/visitor.hpp>
|
||||
|
||||
#include "../mwbase/environment.hpp"
|
||||
|
||||
namespace MWRender
|
||||
{
|
||||
|
||||
@ -64,4 +67,9 @@ void overrideTexture(const std::string &texture, Resource::ResourceSystem *resou
|
||||
node->setStateSet(stateset);
|
||||
}
|
||||
|
||||
bool getReverseZ()
|
||||
{
|
||||
return MWBase::Environment::get().getResourceSystem()->getSceneManager()->getReverseZ();
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -32,6 +32,8 @@ namespace MWRender
|
||||
// no traverse()
|
||||
}
|
||||
};
|
||||
|
||||
bool getReverseZ();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
@ -285,6 +285,16 @@ namespace Resource
|
||||
return mReverseZ;
|
||||
}
|
||||
|
||||
void SceneManager::setDepthFormat(GLenum format)
|
||||
{
|
||||
mDepthFormat = format;
|
||||
}
|
||||
|
||||
GLenum SceneManager::getDepthFormat() const
|
||||
{
|
||||
return mDepthFormat;
|
||||
}
|
||||
|
||||
void SceneManager::setAutoUseNormalMaps(bool use)
|
||||
{
|
||||
mAutoUseNormalMaps = use;
|
||||
|
@ -95,6 +95,9 @@ namespace Resource
|
||||
void setReverseZ(bool reverseZ);
|
||||
bool getReverseZ() const;
|
||||
|
||||
void setDepthFormat(GLenum format);
|
||||
GLenum getDepthFormat() const;
|
||||
|
||||
/// @see ShaderVisitor::setAutoUseNormalMaps
|
||||
void setAutoUseNormalMaps(bool use);
|
||||
|
||||
@ -206,6 +209,7 @@ namespace Resource
|
||||
SceneUtil::LightManager::SupportedMethods mSupportedLightingMethods;
|
||||
bool mConvertAlphaTestToAlphaToCoverage;
|
||||
bool mReverseZ;
|
||||
GLenum mDepthFormat;
|
||||
|
||||
osg::ref_ptr<MultiObjectCache> mInstanceCache;
|
||||
|
||||
|
@ -28,8 +28,6 @@
|
||||
#include <sstream>
|
||||
#include "shadowsbin.hpp"
|
||||
|
||||
#include <components/sceneutil/util.hpp>
|
||||
|
||||
namespace {
|
||||
|
||||
using namespace osgShadow;
|
||||
@ -350,11 +348,6 @@ void VDSMCameraCullCallback::operator()(osg::Node* node, osg::NodeVisitor* nv)
|
||||
_projectionMatrix = cv->getProjectionMatrix();
|
||||
}
|
||||
|
||||
bool isOrthographicViewFrustum(const osg::Matrix& m)
|
||||
{
|
||||
return m(0,3)==0.0 && m(1,3)==0.0 && m(2,3)==0.0;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
MWShadowTechnique::ComputeLightSpaceBounds::ComputeLightSpaceBounds(osg::Viewport* viewport, const osg::Matrixd& projectionMatrix, osg::Matrixd& viewMatrix) :
|
||||
@ -988,9 +981,6 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
|
||||
return;
|
||||
}
|
||||
|
||||
osg::Matrix shadowProj;
|
||||
cv.getCurrentCamera()->getUserValue("shadowProj", shadowProj);
|
||||
|
||||
ViewDependentData* vdd = getViewDependentData(&cv);
|
||||
|
||||
if (!vdd)
|
||||
@ -1006,22 +996,15 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
|
||||
|
||||
osg::CullSettings::ComputeNearFarMode cachedNearFarMode = cv.getComputeNearFarMode();
|
||||
|
||||
double minZNear = 0.0;
|
||||
double maxZFar = dbl_max;
|
||||
bool orthographicViewFrustum;
|
||||
|
||||
if (_reverseZ)
|
||||
{
|
||||
cv.getCurrentCamera()->getUserValue("near", minZNear);
|
||||
cv.getCurrentCamera()->getUserValue("far", maxZFar);
|
||||
orthographicViewFrustum = isOrthographicViewFrustum(shadowProj);
|
||||
}
|
||||
else
|
||||
{
|
||||
osg::RefMatrix& viewProjectionMatrix = *cv.getProjectionMatrix();
|
||||
|
||||
// check whether this main views projection is perspective or orthographic
|
||||
orthographicViewFrustum = isOrthographicViewFrustum(viewProjectionMatrix);
|
||||
bool orthographicViewFrustum = viewProjectionMatrix(0,3)==0.0 &&
|
||||
viewProjectionMatrix(1,3)==0.0 &&
|
||||
viewProjectionMatrix(2,3)==0.0;
|
||||
|
||||
double minZNear = 0.0;
|
||||
double maxZFar = dbl_max;
|
||||
|
||||
if (cachedNearFarMode==osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
|
||||
{
|
||||
@ -1034,6 +1017,7 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
|
||||
{
|
||||
viewProjectionMatrix.getFrustum(left, right, bottom, top, minZNear, maxZFar);
|
||||
}
|
||||
OSG_INFO<<"minZNear="<<minZNear<<", maxZFar="<<maxZFar<<std::endl;
|
||||
}
|
||||
|
||||
// set the compute near/far mode to the highest quality setting to ensure we push the near plan out as far as possible
|
||||
@ -1041,7 +1025,6 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
|
||||
{
|
||||
cv.setComputeNearFarMode(settings->getComputeNearFarModeOverride());
|
||||
}
|
||||
}
|
||||
|
||||
// 1. Traverse main scene graph
|
||||
auto* shadowReceiverStateSet = vdd->getStateSet(cv.getTraversalNumber());
|
||||
@ -1052,9 +1035,6 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
|
||||
|
||||
cv.popStateSet();
|
||||
|
||||
if (_reverseZ)
|
||||
cv.pushProjectionMatrix(new osg::RefMatrix(shadowProj));
|
||||
|
||||
if (cv.getComputeNearFarMode()!=osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR)
|
||||
{
|
||||
OSG_INFO<<"Just done main subgraph traversak"<<std::endl;
|
||||
@ -1094,7 +1074,6 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
|
||||
}
|
||||
|
||||
// return compute near far mode back to it's original settings
|
||||
if (!_reverseZ)
|
||||
cv.setComputeNearFarMode(cachedNearFarMode);
|
||||
|
||||
OSG_INFO<<"frustum.eye="<<frustum.eye<<", frustum.centerNearPlane, "<<frustum.centerNearPlane<<" distance = "<<(frustum.eye-frustum.centerNearPlane).length()<<std::endl;
|
||||
@ -1480,8 +1459,6 @@ void MWShadowTechnique::cull(osgUtil::CullVisitor& cv)
|
||||
prepareStateSetForRenderingShadow(*vdd, cv.getTraversalNumber());
|
||||
}
|
||||
|
||||
if (_reverseZ)
|
||||
cv.popProjectionMatrix();
|
||||
// OSG_NOTICE<<"End of shadow setup Projection matrix "<<*cv.getProjectionMatrix()<<std::endl;
|
||||
}
|
||||
|
||||
@ -1670,9 +1647,11 @@ void MWShadowTechnique::createShaders()
|
||||
_shadowCastingStateSet->addUniform(new osg::Uniform("alphaTestShadows", false));
|
||||
osg::ref_ptr<osg::Depth> depth = new osg::Depth;
|
||||
depth->setWriteMask(true);
|
||||
osg::ref_ptr<osg::ClipControl> clipcontrol = new osg::ClipControl(osg::ClipControl::LOWER_LEFT, osg::ClipControl::NEGATIVE_ONE_TO_ONE);
|
||||
if (_reverseZ)
|
||||
{
|
||||
osg::ref_ptr<osg::ClipControl> clipcontrol = new osg::ClipControl(osg::ClipControl::LOWER_LEFT, osg::ClipControl::NEGATIVE_ONE_TO_ONE);
|
||||
_shadowCastingStateSet->setAttribute(clipcontrol, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
||||
}
|
||||
_shadowCastingStateSet->setAttribute(depth, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
||||
_shadowCastingStateSet->setMode(GL_DEPTH_CLAMP, osg::StateAttribute::ON);
|
||||
|
||||
|
@ -95,8 +95,8 @@ namespace SceneUtil
|
||||
}
|
||||
|
||||
ShadowManager::ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode, unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, Shader::ShaderManager &shaderManager, bool reverseZ)
|
||||
: mShadowedScene(new osgShadow::ShadowedScene)
|
||||
, mReverseZ(reverseZ)
|
||||
: mReverseZ(reverseZ)
|
||||
, mShadowedScene(new osgShadow::ShadowedScene)
|
||||
, mShadowTechnique(new MWShadowTechnique)
|
||||
, mOutdoorShadowCastingMask(outdoorShadowCastingMask)
|
||||
, mIndoorShadowCastingMask(indoorShadowCastingMask)
|
||||
|
@ -9,6 +9,7 @@
|
||||
#include <osg/TexGen>
|
||||
#include <osg/TexEnvCombine>
|
||||
#include <osg/Version>
|
||||
#include <osg/Fog>
|
||||
|
||||
#include <components/resource/imagemanager.hpp>
|
||||
#include <components/resource/scenemanager.hpp>
|
||||
@ -314,8 +315,7 @@ bool attachAlphaToCoverageFriendlyFramebufferToCamera(osg::Camera* camera, osg::
|
||||
|
||||
osg::ref_ptr<osg::Depth> createDepth(bool reverseZ)
|
||||
{
|
||||
static osg::Depth::Function func = reverseZ ? osg::Depth::GEQUAL : osg::Depth::LEQUAL;
|
||||
return new osg::Depth(func);
|
||||
return new osg::Depth(reverseZ ? osg::Depth::GEQUAL : osg::Depth::LEQUAL);
|
||||
}
|
||||
|
||||
osg::Matrix getReversedZProjectionMatrixAsPerspectiveInf(double fov, double aspect, double near)
|
||||
@ -350,5 +350,9 @@ osg::Matrix getReversedZProjectionMatrixAsOrtho(double left, double right, doubl
|
||||
);
|
||||
}
|
||||
|
||||
bool isFloatingPointDepthFormat(GLenum format)
|
||||
{
|
||||
return format == GL_DEPTH_COMPONENT32F || format == GL_DEPTH_COMPONENT32F_NV;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -50,7 +50,7 @@ namespace SceneUtil
|
||||
};
|
||||
|
||||
// Allows camera to render to a color and floating point depth texture with a multisampled framebuffer.
|
||||
// Must be set on a cameras cull callback.
|
||||
// Must be set on a camera's cull callback.
|
||||
// When the depth texture isn't needed as a sampler, use osg::Camera::attach(osg::Camera::DEPTH_COMPONENT, GL_DEPTH_COMPONENT32F) instead.
|
||||
// If multisampling is not being used on the color buffer attachment, use the osg::Camera::attach() method.
|
||||
class AttachMultisampledDepthColorCallback : public osg::NodeCallback
|
||||
@ -99,6 +99,8 @@ namespace SceneUtil
|
||||
// Returns an orthographic projection matrix for use with a reversed z-buffer.
|
||||
osg::Matrix getReversedZProjectionMatrixAsOrtho(double left, double right, double bottom, double top, double near, double far);
|
||||
|
||||
// Returns true if the GL format is a floating point depth format
|
||||
bool isFloatingPointDepthFormat(GLenum format);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
@ -8,13 +8,16 @@
|
||||
#include "world.hpp"
|
||||
#include "../esm/loadland.hpp"
|
||||
|
||||
#include <components/resource/scenemanager.hpp>
|
||||
|
||||
namespace Terrain
|
||||
{
|
||||
|
||||
CellBorder::CellBorder(Terrain::World *world, osg::Group *root, int borderMask):
|
||||
mWorld(world),
|
||||
mRoot(root),
|
||||
mBorderMask(borderMask)
|
||||
CellBorder::CellBorder(Terrain::World *world, osg::Group *root, int borderMask, Resource::SceneManager* sceneManager)
|
||||
: mWorld(world)
|
||||
, mSceneManager(sceneManager)
|
||||
, mRoot(root)
|
||||
, mBorderMask(borderMask)
|
||||
{
|
||||
}
|
||||
|
||||
@ -73,6 +76,8 @@ void CellBorder::createCellBorderGeometry(int x, int y)
|
||||
polygonmode->setMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE);
|
||||
stateSet->setAttributeAndModes(polygonmode,osg::StateAttribute::ON);
|
||||
|
||||
mSceneManager->recreateShaders(borderGeode, "debug");
|
||||
|
||||
borderGeode->setNodeMask(mBorderMask);
|
||||
|
||||
mRoot->addChild(borderGeode);
|
||||
|
@ -4,6 +4,11 @@
|
||||
#include <map>
|
||||
#include <osg/Group>
|
||||
|
||||
namespace Resource
|
||||
{
|
||||
class SceneManager;
|
||||
}
|
||||
|
||||
namespace Terrain
|
||||
{
|
||||
class World;
|
||||
@ -16,7 +21,7 @@ namespace Terrain
|
||||
public:
|
||||
typedef std::map<std::pair<int, int>, osg::ref_ptr<osg::Node> > CellGrid;
|
||||
|
||||
CellBorder(Terrain::World *world, osg::Group *root, int borderMask);
|
||||
CellBorder(Terrain::World *world, osg::Group *root, int borderMask, Resource::SceneManager* sceneManager);
|
||||
|
||||
void createCellBorderGeometry(int x, int y);
|
||||
void destroyCellBorderGeometry(int x, int y);
|
||||
@ -28,6 +33,7 @@ namespace Terrain
|
||||
|
||||
protected:
|
||||
Terrain::World *mWorld;
|
||||
Resource::SceneManager* mSceneManager;
|
||||
osg::Group *mRoot;
|
||||
|
||||
CellGrid mCellBorderNodes;
|
||||
|
@ -4,6 +4,7 @@
|
||||
#include <osg/Camera>
|
||||
|
||||
#include <components/resource/resourcesystem.hpp>
|
||||
#include <components/resource/scenemanager.hpp>
|
||||
|
||||
#include "storage.hpp"
|
||||
#include "texturemanager.hpp"
|
||||
@ -43,7 +44,7 @@ World::World(osg::Group* parent, osg::Group* compileRoot, Resource::ResourceSyst
|
||||
mTextureManager.reset(new TextureManager(mResourceSystem->getSceneManager()));
|
||||
mChunkManager.reset(new ChunkManager(mStorage, mResourceSystem->getSceneManager(), mTextureManager.get(), mCompositeMapRenderer));
|
||||
mChunkManager->setNodeMask(nodeMask);
|
||||
mCellBorder.reset(new CellBorder(this,mTerrainRoot.get(),borderMask));
|
||||
mCellBorder.reset(new CellBorder(this,mTerrainRoot.get(),borderMask,mResourceSystem->getSceneManager()));
|
||||
|
||||
mResourceSystem->addResourceManager(mChunkManager.get());
|
||||
mResourceSystem->addResourceManager(mTextureManager.get());
|
||||
|
@ -5,8 +5,8 @@ near clip
|
||||
---------
|
||||
|
||||
:Type: floating point
|
||||
:Range: > 0
|
||||
:Default: 3.0
|
||||
:Range: >= 0.005
|
||||
:Default: 1.0
|
||||
|
||||
This setting controls the distance to the near clipping plane. The value must be greater than zero.
|
||||
Values greater than approximately 18.0 will occasionally clip objects in the world in front of the character.
|
||||
@ -235,3 +235,23 @@ Maximum roll angle in degrees.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
reverse z
|
||||
---------
|
||||
|
||||
:Type: boolean
|
||||
:Range: True/False
|
||||
:Default: True
|
||||
|
||||
Enables a reverse-z depth buffer in which the depth range is reversed. This
|
||||
allows for small :ref:`near clip` values and removes almost all z-fighting with
|
||||
terrain and even tightly coupled meshes at extreme view distances. For this to
|
||||
be useful, a floating point depth buffer is required. These features require
|
||||
driver and hardware support, but should work on any semi-modern desktop hardware
|
||||
through OpenGL extensions. The exception is macOS, which has since dropped
|
||||
development of OpenGL drivers. If unsupported, this setting has no effect.
|
||||
|
||||
Note, this will force OpenMW to use shaders as if :ref:`force shaders` was enabled.
|
||||
The performance impact of this feature should be negligible.
|
||||
|
||||
This setting can only be configured by editing the settings configuration file.
|
||||
|
||||
|
@ -15,7 +15,7 @@
|
||||
[Camera]
|
||||
|
||||
# Near clipping plane (>0.0, e.g. 0.01 to 18.0).
|
||||
near clip = 3
|
||||
near clip = 1
|
||||
|
||||
# Cull objects that occupy less than 'small feature culling pixel size' on the screen.
|
||||
small feature culling = true
|
||||
@ -67,6 +67,9 @@ head bobbing height = 3.0
|
||||
# Maximum camera roll angle (degrees)
|
||||
head bobbing roll = 0.2
|
||||
|
||||
# Reverse the depth range from [0,1] to [1,0].
|
||||
reverse z = true
|
||||
|
||||
[Cells]
|
||||
|
||||
# Preload cells in a background thread. All settings starting with 'preload' have no effect unless this is enabled.
|
||||
|
@ -34,6 +34,8 @@ set(SHADER_FILES
|
||||
nv_nolighting_fragment.glsl
|
||||
gui_vertex.glsl
|
||||
gui_fragment.glsl
|
||||
debug_vertex.glsl
|
||||
debug_fragment.glsl
|
||||
)
|
||||
|
||||
copy_all_resource_files(${CMAKE_CURRENT_SOURCE_DIR} ${OPENMW_SHADERS_ROOT} ${DDIRRELATIVE} "${SHADER_FILES}")
|
||||
|
8
files/shaders/debug_fragment.glsl
Normal file
8
files/shaders/debug_fragment.glsl
Normal file
@ -0,0 +1,8 @@
|
||||
#version 120
|
||||
|
||||
varying vec4 passColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragData[0] = passColor;
|
||||
}
|
12
files/shaders/debug_vertex.glsl
Normal file
12
files/shaders/debug_vertex.glsl
Normal file
@ -0,0 +1,12 @@
|
||||
#version 120
|
||||
|
||||
uniform mat4 projectionMatrix;
|
||||
|
||||
varying vec4 passColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projectionMatrix * (gl_ModelViewMatrix * gl_Vertex);
|
||||
|
||||
passColor = gl_Color;
|
||||
}
|
@ -2,11 +2,11 @@
|
||||
uniform float linearFac;
|
||||
#endif
|
||||
|
||||
float getLinearDepth(in vec4 viewPos)
|
||||
float getLinearDepth(in float z, in float viewZ)
|
||||
{
|
||||
#if @reverseZ
|
||||
return linearFac*viewPos.z;
|
||||
return linearFac*viewZ;
|
||||
#else
|
||||
return gl_Position.z;
|
||||
return z;
|
||||
#endif
|
||||
}
|
@ -46,6 +46,7 @@ uniform mat4 osg_ViewMatrixInverse;
|
||||
uniform mat4 osg_ViewMatrix;
|
||||
uniform float windSpeed;
|
||||
uniform vec3 playerPos;
|
||||
uniform mat4 projectionMatrix;
|
||||
|
||||
#if @groundcoverStompMode == 0
|
||||
#else
|
||||
@ -142,9 +143,9 @@ void main(void)
|
||||
if (length(gl_ModelViewMatrix * vec4(position, 1.0)) > @groundcoverFadeEnd)
|
||||
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
else
|
||||
gl_Position = gl_ProjectionMatrix * viewPos;
|
||||
gl_Position = projectionMatrix * viewPos;
|
||||
|
||||
linearDepth = getLinearDepth(viewPos);
|
||||
linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
|
||||
|
||||
#if (!PER_PIXEL_LIGHTING || @shadows_enabled)
|
||||
vec3 viewNormal = normalize((gl_NormalMatrix * rotation3(rotation) * gl_Normal).xyz);
|
||||
|
@ -8,6 +8,8 @@
|
||||
#extension GL_EXT_gpu_shader4: require
|
||||
#endif
|
||||
|
||||
uniform mat4 projectionMatrix;
|
||||
|
||||
#if @diffuseMap
|
||||
varying vec2 diffuseMapUV;
|
||||
#endif
|
||||
@ -36,12 +38,12 @@ varying vec3 passNormal;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
gl_Position = projectionMatrix * (gl_ModelViewMatrix * gl_Vertex);
|
||||
|
||||
vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
|
||||
gl_ClipVertex = viewPos;
|
||||
euclideanDepth = length(viewPos.xyz);
|
||||
linearDepth = getLinearDepth(viewPos);
|
||||
linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
|
||||
|
||||
#if @diffuseMap
|
||||
diffuseMapUV = (gl_TextureMatrix[@diffuseMapUV] * gl_MultiTexCoord@diffuseMapUV).xy;
|
||||
|
@ -1,5 +1,7 @@
|
||||
#version 120
|
||||
|
||||
uniform mat4 projectionMatrix;
|
||||
|
||||
#if @diffuseMap
|
||||
varying vec2 diffuseMapUV;
|
||||
#endif
|
||||
@ -21,14 +23,14 @@ varying float passFalloff;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
gl_Position = projectionMatrix * (gl_ModelViewMatrix * gl_Vertex);
|
||||
|
||||
vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
|
||||
gl_ClipVertex = viewPos;
|
||||
#if @radialFog
|
||||
euclideanDepth = length(viewPos.xyz);
|
||||
#else
|
||||
linearDepth = getLinearDepth(viewPos);
|
||||
linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
|
||||
#endif
|
||||
|
||||
#if @diffuseMap
|
||||
|
@ -8,6 +8,8 @@
|
||||
#extension GL_EXT_gpu_shader4: require
|
||||
#endif
|
||||
|
||||
uniform mat4 projectionMatrix;
|
||||
|
||||
#if @diffuseMap
|
||||
varying vec2 diffuseMapUV;
|
||||
#endif
|
||||
@ -66,12 +68,13 @@ varying vec3 passNormal;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
gl_Position = projectionMatrix * (gl_ModelViewMatrix * gl_Vertex);
|
||||
|
||||
vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
|
||||
|
||||
gl_ClipVertex = viewPos;
|
||||
euclideanDepth = length(viewPos.xyz);
|
||||
linearDepth = getLinearDepth(viewPos);
|
||||
linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
|
||||
|
||||
#if (@envMap || !PER_PIXEL_LIGHTING || @shadows_enabled)
|
||||
vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
|
||||
|
@ -8,6 +8,8 @@
|
||||
#extension GL_EXT_gpu_shader4: require
|
||||
#endif
|
||||
|
||||
uniform mat4 projectionMatrix;
|
||||
|
||||
varying vec2 uv;
|
||||
varying float euclideanDepth;
|
||||
varying float linearDepth;
|
||||
@ -29,12 +31,12 @@ varying vec3 passNormal;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
gl_Position = projectionMatrix * (gl_ModelViewMatrix * gl_Vertex);
|
||||
|
||||
vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
|
||||
gl_ClipVertex = viewPos;
|
||||
euclideanDepth = length(viewPos.xyz);
|
||||
linearDepth = getLinearDepth(viewPos);
|
||||
linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
|
||||
|
||||
#if (!PER_PIXEL_LIGHTING || @shadows_enabled)
|
||||
vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
|
||||
|
@ -1,5 +1,7 @@
|
||||
#version 120
|
||||
|
||||
uniform mat4 projectionMatrix;
|
||||
|
||||
varying vec3 screenCoordsPassthrough;
|
||||
varying vec4 position;
|
||||
varying float linearDepth;
|
||||
@ -9,7 +11,7 @@ varying float linearDepth;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
gl_Position = projectionMatrix * (gl_ModelViewMatrix * gl_Vertex);
|
||||
|
||||
mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
|
||||
0.0, -0.5, 0.0, 0.0,
|
||||
@ -22,7 +24,7 @@ void main(void)
|
||||
position = gl_Vertex;
|
||||
|
||||
vec4 viewPos = gl_ModelViewMatrix * gl_Vertex;
|
||||
linearDepth = getLinearDepth(viewPos);
|
||||
linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
|
||||
|
||||
setupShadowCoords(viewPos, normalize((gl_NormalMatrix * gl_Normal).xyz));
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user