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OpenMW/apps/openmw/mwrender/transparentpass.cpp
2022-06-21 15:55:06 +00:00

149 lines
7.9 KiB
C++

#include "transparentpass.hpp"
#include <osg/BlendFunc>
#include <osg/Texture2D>
#include <osg/Texture2DArray>
#ifdef OSG_HAS_MULTIVIEW
#include <osg/Texture2DMultisampleArray>
#endif
#include <osgUtil/RenderStage>
#include <components/shader/shadermanager.hpp>
#include <components/stereo/multiview.hpp>
#include <components/stereo/stereomanager.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);
osg::ref_ptr<osg::Shader> vertex = shaderManager.getShader("blended_depth_postpass_vertex.glsl", defines, osg::Shader::VERTEX);
osg::ref_ptr<osg::Shader> fragment = shaderManager.getShader("blended_depth_postpass_fragment.glsl", defines, osg::Shader::FRAGMENT);
mStateSet->setAttributeAndModes(new osg::BlendFunc, modeOff);
mStateSet->setAttributeAndModes(shaderManager.getProgram(vertex, fragment), 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 (!mMultiviewDepthResolveLeftSource[frameId])
setupMultiviewDepthResolveBuffers(frameId);
mMultiviewDepthResolveLeftTarget[frameId]->apply(state, osg::FrameBufferObject::BindTarget::DRAW_FRAMEBUFFER);
mMultiviewDepthResolveLeftSource[frameId]->apply(state, osg::FrameBufferObject::BindTarget::READ_FRAMEBUFFER);
ext->glBlitFramebuffer(0, 0, tex->getTextureWidth(), tex->getTextureHeight(), 0, 0, tex->getTextureWidth(), tex->getTextureHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
mMultiviewDepthResolveRightTarget[frameId]->apply(state, osg::FrameBufferObject::BindTarget::DRAW_FRAMEBUFFER);
mMultiviewDepthResolveRightSource[frameId]->apply(state, osg::FrameBufferObject::BindTarget::READ_FRAMEBUFFER);
ext->glBlitFramebuffer(0, 0, tex->getTextureWidth(), tex->getTextureHeight(), 0, 0, tex->getTextureWidth(), tex->getTextureHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
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);
osg::ref_ptr<osg::StateSet> restore = bin->getStateSet();
bin->setStateSet(mStateSet);
// draws transparent post-pass to populate a postprocess friendly depth texture with alpha-clipped geometry
bin->drawImplementation(renderInfo, previous);
bin->setStateSet(restore);
msaaFbo ? msaaFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER) : fbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
state.checkGLErrors("after TransparentDepthBinCallback::drawImplementation");
}
void TransparentDepthBinCallback::dirtyFrame(int frameId)
{
mMultiviewDepthResolveLeftSource[frameId] = mMultiviewDepthResolveRightSource[frameId] = nullptr;
mMultiviewDepthResolveLeftTarget[frameId] = mMultiviewDepthResolveRightTarget[frameId] = nullptr;
}
osg::FrameBufferAttachment makeSingleLayerAttachmentFromMultilayerAttachment(osg::FrameBufferAttachment attachment, int layer)
{
osg::Texture* tex = attachment.getTexture();
if (tex->getTextureTarget() == GL_TEXTURE_2D_ARRAY)
return osg::FrameBufferAttachment(static_cast<osg::Texture2DArray*>(tex), layer, 0);
#ifdef OSG_HAS_MULTIVIEW
if (tex->getTextureTarget() == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
return osg::FrameBufferAttachment(static_cast<osg::Texture2DMultisampleArray*>(tex), layer, 0);
#endif
Log(Debug::Error) << "Attempted to extract a layer from an unlayered texture";
return osg::FrameBufferAttachment();
}
void TransparentDepthBinCallback::setupMultiviewDepthResolveBuffers(int frameId)
{
const osg::FrameBufferObject::BufferComponent component = osg::FrameBufferObject::BufferComponent::PACKED_DEPTH_STENCIL_BUFFER;
const auto& sourceFbo = mMsaaFbo[frameId] ? mMsaaFbo[frameId] : mFbo[frameId];
const auto& sourceAttachment = sourceFbo->getAttachment(component);
mMultiviewDepthResolveLeftSource[frameId] = new osg::FrameBufferObject;
mMultiviewDepthResolveLeftSource[frameId]->setAttachment(component, makeSingleLayerAttachmentFromMultilayerAttachment(sourceAttachment, 0));
mMultiviewDepthResolveRightSource[frameId] = new osg::FrameBufferObject;
mMultiviewDepthResolveRightSource[frameId]->setAttachment(component, makeSingleLayerAttachmentFromMultilayerAttachment(sourceAttachment, 1));
const auto& targetFbo = mOpaqueFbo[frameId];
const auto& targetAttachment = targetFbo->getAttachment(component);
mMultiviewDepthResolveLeftTarget[frameId] = new osg::FrameBufferObject;
mMultiviewDepthResolveLeftTarget[frameId]->setAttachment(component, makeSingleLayerAttachmentFromMultilayerAttachment(targetAttachment, 0));
mMultiviewDepthResolveRightTarget[frameId] = new osg::FrameBufferObject;
mMultiviewDepthResolveRightTarget[frameId]->setAttachment(component, makeSingleLayerAttachmentFromMultilayerAttachment(targetAttachment, 1));
}
}