mirror of
https://gitlab.com/OpenMW/openmw.git
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149 lines
7.9 KiB
C++
149 lines
7.9 KiB
C++
#include "transparentpass.hpp"
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#include <osg/BlendFunc>
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#include <osg/Texture2D>
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#include <osg/Texture2DArray>
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#ifdef OSG_HAS_MULTIVIEW
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#include <osg/Texture2DMultisampleArray>
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#endif
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#include <osgUtil/RenderStage>
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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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namespace MWRender
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{
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TransparentDepthBinCallback::TransparentDepthBinCallback(Shader::ShaderManager& shaderManager, bool postPass)
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: mStateSet(new osg::StateSet)
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, mPostPass(postPass)
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{
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osg::ref_ptr<osg::Image> image = new osg::Image;
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image->allocateImage(1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE);
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image->setColor(osg::Vec4(1,1,1,1), 0, 0);
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osg::ref_ptr<osg::Texture2D> dummyTexture = new osg::Texture2D(image);
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constexpr osg::StateAttribute::OverrideValue modeOff = osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE;
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constexpr osg::StateAttribute::OverrideValue modeOn = osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE;
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mStateSet->setTextureAttributeAndModes(0, dummyTexture);
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Shader::ShaderManager::DefineMap defines;
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Stereo::Manager::instance().shaderStereoDefines(defines);
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osg::ref_ptr<osg::Shader> vertex = shaderManager.getShader("blended_depth_postpass_vertex.glsl", defines, osg::Shader::VERTEX);
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osg::ref_ptr<osg::Shader> fragment = shaderManager.getShader("blended_depth_postpass_fragment.glsl", defines, osg::Shader::FRAGMENT);
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mStateSet->setAttributeAndModes(new osg::BlendFunc, modeOff);
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mStateSet->setAttributeAndModes(shaderManager.getProgram(vertex, fragment), modeOn);
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for (unsigned int unit = 1; unit < 8; ++unit)
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mStateSet->setTextureMode(unit, GL_TEXTURE_2D, modeOff);
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}
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void TransparentDepthBinCallback::drawImplementation(osgUtil::RenderBin* bin, osg::RenderInfo& renderInfo, osgUtil::RenderLeaf*& previous)
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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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bool validFbo = false;
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unsigned int frameId = state.getFrameStamp()->getFrameNumber() % 2;
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const auto& fbo = mFbo[frameId];
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const auto& msaaFbo = mMsaaFbo[frameId];
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const auto& opaqueFbo = mOpaqueFbo[frameId];
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if (bin->getStage()->getMultisampleResolveFramebufferObject() && bin->getStage()->getMultisampleResolveFramebufferObject() == fbo)
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validFbo = true;
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else if (bin->getStage()->getFrameBufferObject() && (bin->getStage()->getFrameBufferObject() == fbo || bin->getStage()->getFrameBufferObject() == msaaFbo))
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validFbo = true;
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if (!validFbo)
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{
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bin->drawImplementation(renderInfo, previous);
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return;
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}
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const osg::Texture* tex = opaqueFbo->getAttachment(osg::FrameBufferObject::BufferComponent::PACKED_DEPTH_STENCIL_BUFFER).getTexture();
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if (Stereo::getMultiview())
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{
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if (!mMultiviewDepthResolveLeftSource[frameId])
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setupMultiviewDepthResolveBuffers(frameId);
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mMultiviewDepthResolveLeftTarget[frameId]->apply(state, osg::FrameBufferObject::BindTarget::DRAW_FRAMEBUFFER);
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mMultiviewDepthResolveLeftSource[frameId]->apply(state, osg::FrameBufferObject::BindTarget::READ_FRAMEBUFFER);
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ext->glBlitFramebuffer(0, 0, tex->getTextureWidth(), tex->getTextureHeight(), 0, 0, tex->getTextureWidth(), tex->getTextureHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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mMultiviewDepthResolveRightTarget[frameId]->apply(state, osg::FrameBufferObject::BindTarget::DRAW_FRAMEBUFFER);
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mMultiviewDepthResolveRightSource[frameId]->apply(state, osg::FrameBufferObject::BindTarget::READ_FRAMEBUFFER);
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ext->glBlitFramebuffer(0, 0, tex->getTextureWidth(), tex->getTextureHeight(), 0, 0, tex->getTextureWidth(), tex->getTextureHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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}
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else
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{
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opaqueFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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ext->glBlitFramebuffer(0, 0, tex->getTextureWidth(), tex->getTextureHeight(), 0, 0, tex->getTextureWidth(), tex->getTextureHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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}
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msaaFbo ? msaaFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER) : fbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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// draws scene into primary attachments
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bin->drawImplementation(renderInfo, previous);
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if (!mPostPass)
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return;
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opaqueFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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osg::ref_ptr<osg::StateSet> restore = bin->getStateSet();
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bin->setStateSet(mStateSet);
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// draws transparent post-pass to populate a postprocess friendly depth texture with alpha-clipped geometry
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bin->drawImplementation(renderInfo, previous);
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bin->setStateSet(restore);
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msaaFbo ? msaaFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER) : fbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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state.checkGLErrors("after TransparentDepthBinCallback::drawImplementation");
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}
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void TransparentDepthBinCallback::dirtyFrame(int frameId)
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{
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mMultiviewDepthResolveLeftSource[frameId] = mMultiviewDepthResolveRightSource[frameId] = nullptr;
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mMultiviewDepthResolveLeftTarget[frameId] = mMultiviewDepthResolveRightTarget[frameId] = nullptr;
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}
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osg::FrameBufferAttachment makeSingleLayerAttachmentFromMultilayerAttachment(osg::FrameBufferAttachment attachment, int layer)
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{
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osg::Texture* tex = attachment.getTexture();
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if (tex->getTextureTarget() == GL_TEXTURE_2D_ARRAY)
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return osg::FrameBufferAttachment(static_cast<osg::Texture2DArray*>(tex), layer, 0);
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#ifdef OSG_HAS_MULTIVIEW
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if (tex->getTextureTarget() == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)
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return osg::FrameBufferAttachment(static_cast<osg::Texture2DMultisampleArray*>(tex), layer, 0);
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#endif
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Log(Debug::Error) << "Attempted to extract a layer from an unlayered texture";
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return osg::FrameBufferAttachment();
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}
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void TransparentDepthBinCallback::setupMultiviewDepthResolveBuffers(int frameId)
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{
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const osg::FrameBufferObject::BufferComponent component = osg::FrameBufferObject::BufferComponent::PACKED_DEPTH_STENCIL_BUFFER;
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const auto& sourceFbo = mMsaaFbo[frameId] ? mMsaaFbo[frameId] : mFbo[frameId];
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const auto& sourceAttachment = sourceFbo->getAttachment(component);
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mMultiviewDepthResolveLeftSource[frameId] = new osg::FrameBufferObject;
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mMultiviewDepthResolveLeftSource[frameId]->setAttachment(component, makeSingleLayerAttachmentFromMultilayerAttachment(sourceAttachment, 0));
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mMultiviewDepthResolveRightSource[frameId] = new osg::FrameBufferObject;
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mMultiviewDepthResolveRightSource[frameId]->setAttachment(component, makeSingleLayerAttachmentFromMultilayerAttachment(sourceAttachment, 1));
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const auto& targetFbo = mOpaqueFbo[frameId];
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const auto& targetAttachment = targetFbo->getAttachment(component);
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mMultiviewDepthResolveLeftTarget[frameId] = new osg::FrameBufferObject;
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mMultiviewDepthResolveLeftTarget[frameId]->setAttachment(component, makeSingleLayerAttachmentFromMultilayerAttachment(targetAttachment, 0));
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mMultiviewDepthResolveRightTarget[frameId] = new osg::FrameBufferObject;
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mMultiviewDepthResolveRightTarget[frameId]->setAttachment(component, makeSingleLayerAttachmentFromMultilayerAttachment(targetAttachment, 1));
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}
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}
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