mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-06 00:55:50 +00:00
327 lines
12 KiB
C++
327 lines
12 KiB
C++
#include "pingpongcanvas.hpp"
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#include <components/shader/shadermanager.hpp>
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#include <components/stereo/multiview.hpp>
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#include <components/stereo/stereomanager.hpp>
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#include <osg/Texture2DArray>
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#include "postprocessor.hpp"
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namespace MWRender
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{
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PingPongCanvas::PingPongCanvas(Shader::ShaderManager& shaderManager)
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: mFallbackStateSet(new osg::StateSet)
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, mMultiviewResolveStateSet(new osg::StateSet)
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{
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setUseDisplayList(false);
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setUseVertexBufferObjects(true);
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osg::ref_ptr<osg::Vec3Array> verts = new osg::Vec3Array;
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verts->push_back(osg::Vec3f(-1, -1, 0));
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verts->push_back(osg::Vec3f(-1, 3, 0));
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verts->push_back(osg::Vec3f(3, -1, 0));
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setVertexArray(verts);
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addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES, 0, 3));
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mLuminanceCalculator = LuminanceCalculator(shaderManager);
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mLuminanceCalculator.disable();
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Shader::ShaderManager::DefineMap defines;
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Stereo::Manager::instance().shaderStereoDefines(defines);
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mFallbackProgram = shaderManager.getProgram("fullscreen_tri");
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mFallbackStateSet->setAttributeAndModes(mFallbackProgram);
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mFallbackStateSet->addUniform(new osg::Uniform("lastShader", 0));
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mFallbackStateSet->addUniform(new osg::Uniform("scaling", osg::Vec2f(1, 1)));
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mMultiviewResolveProgram = shaderManager.getProgram("multiview_resolve");
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mMultiviewResolveStateSet->setAttributeAndModes(mMultiviewResolveProgram);
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mMultiviewResolveStateSet->addUniform(new osg::Uniform("lastShader", 0));
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}
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void PingPongCanvas::setCurrentFrameData(size_t frameId, fx::DispatchArray&& data)
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{
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mBufferData[frameId].data = std::move(data);
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}
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void PingPongCanvas::setMask(size_t frameId, bool underwater, bool exterior)
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{
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mBufferData[frameId].mask = 0;
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mBufferData[frameId].mask
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|= underwater ? fx::Technique::Flag_Disable_Underwater : fx::Technique::Flag_Disable_Abovewater;
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mBufferData[frameId].mask
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|= exterior ? fx::Technique::Flag_Disable_Exteriors : fx::Technique::Flag_Disable_Interiors;
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}
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void PingPongCanvas::drawGeometry(osg::RenderInfo& renderInfo) const
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{
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osg::Geometry::drawImplementation(renderInfo);
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}
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static void attachCloneOfTemplate(
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osg::FrameBufferObject* fbo, osg::Camera::BufferComponent component, osg::Texture* tex)
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{
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osg::ref_ptr<osg::Texture> clone = static_cast<osg::Texture*>(tex->clone(osg::CopyOp::SHALLOW_COPY));
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fbo->setAttachment(component, Stereo::createMultiviewCompatibleAttachment(clone));
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}
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void PingPongCanvas::drawImplementation(osg::RenderInfo& renderInfo) const
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{
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osg::State& state = *renderInfo.getState();
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osg::GLExtensions* ext = state.get<osg::GLExtensions>();
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size_t frameId = state.getFrameStamp()->getFrameNumber() % 2;
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auto& bufferData = mBufferData[frameId];
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const auto& data = bufferData.data;
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std::vector<size_t> filtered;
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filtered.reserve(data.size());
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for (size_t i = 0; i < data.size(); ++i)
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{
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const auto& node = data[i];
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if (bufferData.mask & node.mFlags)
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continue;
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filtered.push_back(i);
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}
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auto* resolveViewport = state.getCurrentViewport();
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if (filtered.empty() || !bufferData.postprocessing)
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{
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state.pushStateSet(mFallbackStateSet);
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state.apply();
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if (Stereo::getMultiview())
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{
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state.pushStateSet(mMultiviewResolveStateSet);
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state.apply();
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}
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state.applyTextureAttribute(0, bufferData.sceneTex);
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resolveViewport->apply(state);
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drawGeometry(renderInfo);
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state.popStateSet();
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if (Stereo::getMultiview())
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{
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state.popStateSet();
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}
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return;
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}
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const unsigned int handle = mFbos[0] ? mFbos[0]->getHandle(state.getContextID()) : 0;
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if (handle == 0 || bufferData.dirty)
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{
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for (auto& fbo : mFbos)
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{
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fbo = new osg::FrameBufferObject;
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attachCloneOfTemplate(
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fbo, osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0, bufferData.sceneTexLDR);
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fbo->apply(state);
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glClearColor(0.5, 0.5, 0.5, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (Stereo::getMultiview())
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{
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mMultiviewResolveFramebuffer = new osg::FrameBufferObject();
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attachCloneOfTemplate(mMultiviewResolveFramebuffer,
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osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0, bufferData.sceneTexLDR);
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mMultiviewResolveFramebuffer->apply(state);
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glClearColor(0.5, 0.5, 0.5, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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mMultiviewResolveStateSet->setTextureAttribute(PostProcessor::Unit_LastShader,
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(osg::Texture*)mMultiviewResolveFramebuffer->getAttachment(osg::Camera::COLOR_BUFFER0)
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.getTexture());
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}
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mLuminanceCalculator.dirty(bufferData.sceneTex->getTextureWidth(), bufferData.sceneTex->getTextureHeight());
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if (Stereo::getStereo())
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mRenderViewport = new osg::Viewport(
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0, 0, bufferData.sceneTex->getTextureWidth(), bufferData.sceneTex->getTextureHeight());
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else
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mRenderViewport = nullptr;
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bufferData.dirty = false;
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}
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constexpr std::array<std::array<int, 2>, 3> buffers
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= { { { GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT },
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{ GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT2_EXT },
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{ GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT } } };
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(bufferData.hdr) ? mLuminanceCalculator.enable() : mLuminanceCalculator.disable();
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// A histogram based approach is superior way to calculate scene luminance. Using mipmaps is more broadly
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// supported, so that's what we use for now.
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mLuminanceCalculator.draw(*this, renderInfo, state, ext, frameId);
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auto buffer = buffers[0];
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int lastDraw = 0;
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int lastShader = 0;
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unsigned int lastApplied = handle;
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const unsigned int cid = state.getContextID();
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const osg::ref_ptr<osg::FrameBufferObject>& destinationFbo
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= bufferData.destination ? bufferData.destination : nullptr;
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unsigned int destinationHandle = destinationFbo ? destinationFbo->getHandle(cid) : 0;
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auto bindDestinationFbo = [&]() {
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if (destinationFbo)
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{
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destinationFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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lastApplied = destinationHandle;
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}
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else if (Stereo::getMultiview())
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{
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mMultiviewResolveFramebuffer->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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lastApplied = mMultiviewResolveFramebuffer->getHandle(cid);
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}
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else
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{
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ext->glBindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, 0);
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lastApplied = 0;
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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 = data[index];
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node.mRootStateSet->setTextureAttribute(PostProcessor::Unit_Depth, bufferData.depthTex);
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if (bufferData.hdr)
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node.mRootStateSet->setTextureAttribute(
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PostProcessor::TextureUnits::Unit_EyeAdaptation, mLuminanceCalculator.getLuminanceTexture(frameId));
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if (bufferData.normalsTex)
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node.mRootStateSet->setTextureAttribute(
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PostProcessor::TextureUnits::Unit_Normals, bufferData.normalsTex);
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state.pushStateSet(node.mRootStateSet);
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state.apply();
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for (size_t passIndex = 0; passIndex < node.mPasses.size(); ++passIndex)
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{
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if (mRenderViewport)
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mRenderViewport->apply(state);
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const auto& pass = node.mPasses[passIndex];
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bool lastPass = passIndex == node.mPasses.size() - 1;
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// VR-TODO: This won't actually work for tex2darrays
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if (lastShader == 0)
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pass.mStateSet->setTextureAttribute(PostProcessor::Unit_LastShader, bufferData.sceneTex);
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else
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pass.mStateSet->setTextureAttribute(PostProcessor::Unit_LastShader,
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(osg::Texture*)mFbos[lastShader - GL_COLOR_ATTACHMENT0_EXT]
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->getAttachment(osg::Camera::COLOR_BUFFER0)
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.getTexture());
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if (lastDraw == 0)
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pass.mStateSet->setTextureAttribute(PostProcessor::Unit_LastPass, bufferData.sceneTex);
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else
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pass.mStateSet->setTextureAttribute(PostProcessor::Unit_LastPass,
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(osg::Texture*)mFbos[lastDraw - GL_COLOR_ATTACHMENT0_EXT]
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->getAttachment(osg::Camera::COLOR_BUFFER0)
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.getTexture());
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if (pass.mRenderTarget)
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{
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pass.mRenderTarget->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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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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.getTexture());
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ext->glGenerateMipmap(GL_TEXTURE_2D);
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}
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lastApplied = pass.mRenderTarget->getHandle(state.getContextID());
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;
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}
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else if (pass.mResolve && index == filtered.back())
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{
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bindDestinationFbo();
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if (!destinationFbo && !Stereo::getMultiview())
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{
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resolveViewport->apply(state);
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}
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}
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else if (lastPass)
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{
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lastDraw = buffer[0];
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lastShader = buffer[0];
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mFbos[buffer[0] - GL_COLOR_ATTACHMENT0_EXT]->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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buffer = buffers[lastShader - GL_COLOR_ATTACHMENT0_EXT];
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lastApplied = mFbos[buffer[0] - GL_COLOR_ATTACHMENT0_EXT]->getHandle(cid);
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}
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else
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{
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mFbos[buffer[0] - GL_COLOR_ATTACHMENT0_EXT]->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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lastDraw = buffer[0];
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std::swap(buffer[0], buffer[1]);
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lastApplied = mFbos[buffer[0] - GL_COLOR_ATTACHMENT0_EXT]->getHandle(cid);
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}
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state.pushStateSet(pass.mStateSet);
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state.apply();
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if (!state.getLastAppliedProgramObject())
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mFallbackProgram->apply(state);
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drawGeometry(renderInfo);
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state.popStateSet();
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state.apply();
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}
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state.popStateSet();
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}
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if (Stereo::getMultiview())
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{
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ext->glBindFramebuffer(GL_DRAW_FRAMEBUFFER_EXT, 0);
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lastApplied = 0;
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resolveViewport->apply(state);
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state.pushStateSet(mMultiviewResolveStateSet);
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state.apply();
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drawGeometry(renderInfo);
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state.popStateSet();
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state.apply();
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}
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if (lastApplied != destinationHandle)
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{
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bindDestinationFbo();
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}
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}
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}
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