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do not clear depth buffer in first person
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@ -67,6 +67,7 @@
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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 #6078: First person should not clear depth buffer
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Feature #6162: Refactor GUI to use shaders and to be GLES and GL3+ friendly
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Feature #6199: Support FBO Rendering
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Feature #6249: Alpha testing support for Collada
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@ -44,6 +44,7 @@
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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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#include "postprocessor.hpp"
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namespace
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{
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@ -330,6 +331,8 @@ void NpcAnimation::setViewMode(NpcAnimation::ViewMode viewMode)
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}
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/// @brief A RenderBin callback to clear the depth buffer before rendering.
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/// Switches depth attachments to a proxy renderbuffer, reattaches original depth then redraws first person root.
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/// This gives a complete depth buffer which can be used for postprocessing, buffer resolves as if depth was never cleared.
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class DepthClearCallback : public osgUtil::RenderBin::DrawCallback
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{
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public:
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@ -337,18 +340,49 @@ public:
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{
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mDepth = SceneUtil::createDepth();
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mDepth->setWriteMask(true);
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mStateSet = new osg::StateSet;
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mStateSet->setAttributeAndModes(new osg::ColorMask(false, false, false, false), osg::StateAttribute::ON);
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mStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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}
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void drawImplementation(osgUtil::RenderBin* bin, osg::RenderInfo& renderInfo, osgUtil::RenderLeaf*& previous) override
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{
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renderInfo.getState()->applyAttribute(mDepth);
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osg::State* state = renderInfo.getState();
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glClear(GL_DEPTH_BUFFER_BIT);
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PostProcessor* postProcessor = dynamic_cast<PostProcessor*>(renderInfo.getCurrentCamera()->getUserData());
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bin->drawImplementation(renderInfo, previous);
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state->applyAttribute(mDepth);
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if (postProcessor && postProcessor->getFirstPersonRBProxy())
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{
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osg::GLExtensions* ext = state->get<osg::GLExtensions>();
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osg::FrameBufferAttachment(postProcessor->getFirstPersonRBProxy()).attach(*state, GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, ext);
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glClear(GL_DEPTH_BUFFER_BIT);
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// color accumulation pass
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bin->drawImplementation(renderInfo, previous);
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auto primaryFBO = postProcessor->getMsaaFbo() ? postProcessor->getMsaaFbo() : postProcessor->getFbo();
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primaryFBO->getAttachment(osg::FrameBufferObject::BufferComponent::DEPTH_BUFFER).attach(*state, GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, ext);
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state->pushStateSet(mStateSet);
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state->apply();
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// depth accumulation pass
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bin->drawImplementation(renderInfo, previous);
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state->popStateSet();
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}
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else
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{
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// fallback to standard depth clear when we are not rendering our main scene via an intermediate FBO
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glClear(GL_DEPTH_BUFFER_BIT);
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bin->drawImplementation(renderInfo, previous);
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}
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}
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osg::ref_ptr<osg::Depth> mDepth;
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osg::ref_ptr<osg::StateSet> mStateSet;
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};
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/// Overrides Field of View to given value for rendering the subgraph.
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@ -183,6 +183,9 @@ namespace MWRender
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mMsaaFbo->setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment(depthRB));
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}
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if (const auto depthProxy = std::getenv("OPENMW_ENABLE_DEPTH_CLEAR_PROXY"))
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mFirstPersonDepthRBProxy = new osg::RenderBuffer(width, height, mDepthTex->getInternalFormat(), samples);
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mViewer->getCamera()->resize(width, height);
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mHUDCamera->resize(width, height);
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mRendering.updateProjectionMatrix();
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@ -23,6 +23,7 @@ namespace MWRender
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auto getMsaaFbo() { return mMsaaFbo; }
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auto getFbo() { return mFbo; }
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auto getFirstPersonRBProxy() { return mFirstPersonDepthRBProxy; }
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int getDepthFormat() { return mDepthFormat; }
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@ -37,6 +38,7 @@ namespace MWRender
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osg::ref_ptr<osg::FrameBufferObject> mMsaaFbo;
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osg::ref_ptr<osg::FrameBufferObject> mFbo;
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osg::ref_ptr<osg::RenderBuffer> mFirstPersonDepthRBProxy;
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osg::ref_ptr<osg::Texture2D> mSceneTex;
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osg::ref_ptr<osg::Texture2D> mDepthTex;
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