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OpenMW/apps/openmw/mwrender/transparentpass.cpp
2023-04-01 20:27:07 +00:00

142 lines
5.5 KiB
C++

#include "transparentpass.hpp"
#include <osg/AlphaFunc>
#include <osg/BlendFunc>
#include <osg/Material>
#include <osg/Texture2D>
#include <osg/Texture2DArray>
#include <osgUtil/RenderStage>
#include <components/sceneutil/depth.hpp>
#include <components/shader/shadermanager.hpp>
#include <components/stereo/multiview.hpp>
#include <components/stereo/stereomanager.hpp>
#include "vismask.hpp"
namespace MWRender
{
TransparentDepthBinCallback::TransparentDepthBinCallback(Shader::ShaderManager& shaderManager, bool postPass)
: mStateSet(new osg::StateSet)
, mPostPass(postPass)
{
osg::ref_ptr<osg::Image> image = new osg::Image;
image->allocateImage(1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE);
image->setColor(osg::Vec4(1, 1, 1, 1), 0, 0);
osg::ref_ptr<osg::Texture2D> dummyTexture = new osg::Texture2D(image);
constexpr osg::StateAttribute::OverrideValue modeOff = osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE;
constexpr osg::StateAttribute::OverrideValue modeOn = osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE;
mStateSet->setTextureAttributeAndModes(0, dummyTexture);
Shader::ShaderManager::DefineMap defines;
Stereo::Manager::instance().shaderStereoDefines(defines);
mStateSet->setAttributeAndModes(new osg::BlendFunc, modeOff);
mStateSet->setAttributeAndModes(shaderManager.getProgram("depthclipped", defines), modeOn);
mStateSet->setAttributeAndModes(new SceneUtil::AutoDepth, modeOn);
for (unsigned int unit = 1; unit < 8; ++unit)
mStateSet->setTextureMode(unit, GL_TEXTURE_2D, modeOff);
}
void TransparentDepthBinCallback::drawImplementation(
osgUtil::RenderBin* bin, osg::RenderInfo& renderInfo, osgUtil::RenderLeaf*& previous)
{
osg::State& state = *renderInfo.getState();
osg::GLExtensions* ext = state.get<osg::GLExtensions>();
bool validFbo = false;
unsigned int frameId = state.getFrameStamp()->getFrameNumber() % 2;
const auto& fbo = mFbo[frameId];
const auto& msaaFbo = mMsaaFbo[frameId];
const auto& opaqueFbo = mOpaqueFbo[frameId];
if (bin->getStage()->getMultisampleResolveFramebufferObject()
&& bin->getStage()->getMultisampleResolveFramebufferObject() == fbo)
validFbo = true;
else if (bin->getStage()->getFrameBufferObject()
&& (bin->getStage()->getFrameBufferObject() == fbo || bin->getStage()->getFrameBufferObject() == msaaFbo))
validFbo = true;
if (!validFbo)
{
bin->drawImplementation(renderInfo, previous);
return;
}
const osg::Texture* tex
= opaqueFbo->getAttachment(osg::FrameBufferObject::BufferComponent::PACKED_DEPTH_STENCIL_BUFFER)
.getTexture();
if (Stereo::getMultiview())
{
if (!mMultiviewResolve[frameId])
{
mMultiviewResolve[frameId] = std::make_unique<Stereo::MultiviewFramebufferResolve>(
msaaFbo ? msaaFbo : fbo, opaqueFbo, GL_DEPTH_BUFFER_BIT);
}
else
{
mMultiviewResolve[frameId]->setResolveFbo(opaqueFbo);
mMultiviewResolve[frameId]->setMsaaFbo(msaaFbo ? msaaFbo : fbo);
}
mMultiviewResolve[frameId]->resolveImplementation(state);
}
else
{
opaqueFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
ext->glBlitFramebuffer(0, 0, tex->getTextureWidth(), tex->getTextureHeight(), 0, 0, tex->getTextureWidth(),
tex->getTextureHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
msaaFbo ? msaaFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER)
: fbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
// draws scene into primary attachments
bin->drawImplementation(renderInfo, previous);
if (!mPostPass)
return;
opaqueFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
// draw transparent post-pass to populate a postprocess friendly depth texture with alpha-clipped geometry
unsigned int numToPop = previous ? osgUtil::StateGraph::numToPop(previous->_parent) : 0;
if (numToPop > 1)
numToPop--;
unsigned int insertStateSetPosition = state.getStateSetStackSize() - numToPop;
state.insertStateSet(insertStateSetPosition, mStateSet);
for (auto rit = bin->getRenderLeafList().begin(); rit != bin->getRenderLeafList().end(); rit++)
{
osgUtil::RenderLeaf* rl = *rit;
const osg::StateSet* ss = rl->_parent->getStateSet();
if (rl->_drawable->getNodeMask() == Mask_ParticleSystem || rl->_drawable->getNodeMask() == Mask_Effect)
continue;
if (ss->getAttribute(osg::StateAttribute::MATERIAL))
{
const osg::Material* mat
= static_cast<const osg::Material*>(ss->getAttribute(osg::StateAttribute::MATERIAL));
if (mat->getDiffuse(osg::Material::FRONT).a() < 0.5)
continue;
}
rl->render(renderInfo, previous);
previous = rl;
}
state.removeStateSet(insertStateSetPosition);
msaaFbo ? msaaFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER)
: fbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
state.checkGLErrors("after TransparentDepthBinCallback::drawImplementation");
}
}