1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-09 09:39:53 +00:00
OpenMW/apps/openmw/mwrender/screenshotmanager.cpp
madsbuvi dd5901d351 Initial commit
Multiview shaders.

Refactor Frustum management

Rewrite shared shadow map

cull mask should respect stereo

Stereo savegame screencap

LocalMap refactoring

use the vertex buffer hint instead of the display list patch to enable/disable display lists

Character preview fixes
2022-04-28 21:05:34 +02:00

370 lines
14 KiB
C++

#include "screenshotmanager.hpp"
#include <condition_variable>
#include <mutex>
#include <osg/ImageUtils>
#include <osg/ShapeDrawable>
#include <osg/Texture2D>
#include <osg/TextureCubeMap>
#include <components/misc/stringops.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/shader/shadermanager.hpp>
#include <components/sceneutil/depth.hpp>
#include <components/stereo/stereomanager.hpp>
#include <components/stereo/multiview.hpp>
#include <components/settings/settings.hpp>
#include "../mwgui/loadingscreen.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "util.hpp"
#include "vismask.hpp"
#include "water.hpp"
#include "postprocessor.hpp"
namespace MWRender
{
enum Screenshot360Type
{
Spherical,
Cylindrical,
Planet,
RawCubemap
};
class NotifyDrawCompletedCallback : public osg::Camera::DrawCallback
{
public:
NotifyDrawCompletedCallback()
: mDone(false), mFrame(0)
{
}
void operator () (osg::RenderInfo& renderInfo) const override
{
std::lock_guard<std::mutex> lock(mMutex);
if (renderInfo.getState()->getFrameStamp()->getFrameNumber() >= mFrame && !mDone)
{
mDone = true;
mCondition.notify_one();
}
}
void waitTillDone()
{
std::unique_lock<std::mutex> lock(mMutex);
if (mDone)
return;
mCondition.wait(lock);
}
void reset(unsigned int frame)
{
std::lock_guard<std::mutex> lock(mMutex);
mDone = false;
mFrame = frame;
}
mutable std::condition_variable mCondition;
mutable std::mutex mMutex;
mutable bool mDone;
unsigned int mFrame;
};
class ReadImageFromFramebufferCallback : public osg::Drawable::DrawCallback
{
public:
ReadImageFromFramebufferCallback(osg::Image* image, int width, int height)
: mWidth(width), mHeight(height), mImage(image)
{
}
void drawImplementation(osg::RenderInfo& renderInfo,const osg::Drawable* /*drawable*/) const override
{
int screenW = renderInfo.getCurrentCamera()->getViewport()->width();
int screenH = renderInfo.getCurrentCamera()->getViewport()->height();
if (Stereo::getStereo())
{
auto eyeRes = Stereo::Manager::instance().eyeResolution();
screenW = eyeRes.x();
screenH = eyeRes.y();
}
double imageaspect = (double)mWidth/(double)mHeight;
int leftPadding = std::max(0, static_cast<int>(screenW - screenH * imageaspect) / 2);
int topPadding = std::max(0, static_cast<int>(screenH - screenW / imageaspect) / 2);
int width = screenW - leftPadding*2;
int height = screenH - topPadding*2;
// Ensure we are reading from the resolved framebuffer and not the multisampled render buffer. Also ensure that the readbuffer is set correctly with rendeirng to FBO.
// glReadPixel() cannot read from multisampled targets
PostProcessor* postProcessor = dynamic_cast<PostProcessor*>(renderInfo.getCurrentCamera()->getUserData());
osg::GLExtensions* ext = osg::GLExtensions::Get(renderInfo.getContextID(), false);
if (ext)
{
osg::FrameBufferObject* fbo = nullptr;
if (Stereo::getStereo())
fbo = Stereo::Manager::instance().multiviewFramebuffer()->layerFbo(0);
else if (postProcessor)
fbo = postProcessor->getFbo();
if (fbo)
{
ext->glBindFramebuffer(GL_FRAMEBUFFER_EXT, fbo->getHandle(renderInfo.getContextID()));
renderInfo.getState()->glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
}
}
mImage->readPixels(leftPadding, topPadding, width, height, GL_RGB, GL_UNSIGNED_BYTE);
mImage->scaleImage(mWidth, mHeight, 1);
}
private:
int mWidth;
int mHeight;
osg::ref_ptr<osg::Image> mImage;
};
ScreenshotManager::ScreenshotManager(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode, osg::ref_ptr<osg::Group> sceneRoot, Resource::ResourceSystem* resourceSystem, Water* water)
: mViewer(viewer)
, mRootNode(rootNode)
, mSceneRoot(sceneRoot)
, mDrawCompleteCallback(new NotifyDrawCompletedCallback)
, mResourceSystem(resourceSystem)
, mWater(water)
{
}
ScreenshotManager::~ScreenshotManager()
{
}
void ScreenshotManager::screenshot(osg::Image* image, int w, int h)
{
osg::Camera* camera = mViewer->getCamera();
osg::ref_ptr<osg::Drawable> tempDrw = new osg::Drawable;
tempDrw->setDrawCallback(new ReadImageFromFramebufferCallback(image, w, h));
tempDrw->setCullingActive(false);
tempDrw->getOrCreateStateSet()->setRenderBinDetails(100, "RenderBin", osg::StateSet::USE_RENDERBIN_DETAILS); // so its after all scene bins but before POST_RENDER gui camera
camera->addChild(tempDrw);
traversalsAndWait(mViewer->getFrameStamp()->getFrameNumber());
// now that we've "used up" the current frame, get a fresh frame number for the next frame() following after the screenshot is completed
mViewer->advance(mViewer->getFrameStamp()->getSimulationTime());
camera->removeChild(tempDrw);
}
bool ScreenshotManager::screenshot360(osg::Image* image)
{
int screenshotW = mViewer->getCamera()->getViewport()->width();
int screenshotH = mViewer->getCamera()->getViewport()->height();
Screenshot360Type screenshotMapping = Spherical;
const std::string& settingStr = Settings::Manager::getString("screenshot type", "Video");
std::vector<std::string> settingArgs;
Misc::StringUtils::split(settingStr, settingArgs);
if (settingArgs.size() > 0)
{
std::string typeStrings[4] = {"spherical", "cylindrical", "planet", "cubemap"};
bool found = false;
for (int i = 0; i < 4; ++i)
{
if (settingArgs[0].compare(typeStrings[i]) == 0)
{
screenshotMapping = static_cast<Screenshot360Type>(i);
found = true;
break;
}
}
if (!found)
{
Log(Debug::Warning) << "Wrong screenshot type: " << settingArgs[0] << ".";
return false;
}
}
// planet mapping needs higher resolution
int cubeSize = screenshotMapping == Planet ? screenshotW : screenshotW / 2;
if (settingArgs.size() > 1)
screenshotW = std::min(10000, std::atoi(settingArgs[1].c_str()));
if (settingArgs.size() > 2)
screenshotH = std::min(10000, std::atoi(settingArgs[2].c_str()));
if (settingArgs.size() > 3)
cubeSize = std::min(5000, std::atoi(settingArgs[3].c_str()));
bool rawCubemap = screenshotMapping == RawCubemap;
if (rawCubemap)
screenshotW = cubeSize * 6; // the image will consist of 6 cube sides in a row
else if (screenshotMapping == Planet)
screenshotH = screenshotW; // use square resolution for planet mapping
std::vector<osg::ref_ptr<osg::Image>> images;
images.reserve(6);
for (int i = 0; i < 6; ++i)
images.push_back(new osg::Image);
osg::Vec3 directions[6] = {
rawCubemap ? osg::Vec3(1,0,0) : osg::Vec3(0,0,1),
osg::Vec3(0,0,-1),
osg::Vec3(-1,0,0),
rawCubemap ? osg::Vec3(0,0,1) : osg::Vec3(1,0,0),
osg::Vec3(0,1,0),
osg::Vec3(0,-1,0)};
double rotations[] = {
-osg::PI / 2.0,
osg::PI / 2.0,
osg::PI,
0,
osg::PI / 2.0,
osg::PI / 2.0 };
for (int i = 0; i < 6; ++i) // for each cubemap side
{
osg::Matrixd transform = osg::Matrixd::rotate(osg::Vec3(0,0,-1), directions[i]);
if (!rawCubemap)
transform *= osg::Matrixd::rotate(rotations[i],osg::Vec3(0,0,-1));
osg::Image *sideImage = images[i].get();
makeCubemapScreenshot(sideImage, cubeSize, cubeSize, transform);
if (!rawCubemap)
sideImage->flipHorizontal();
}
if (rawCubemap) // for raw cubemap don't run on GPU, just merge the images
{
image->allocateImage(cubeSize * 6,cubeSize,images[0]->r(),images[0]->getPixelFormat(),images[0]->getDataType());
for (int i = 0; i < 6; ++i)
osg::copyImage(images[i].get(),0,0,0,images[i]->s(),images[i]->t(),images[i]->r(),image,i * cubeSize,0,0);
return true;
}
// run on GPU now:
osg::ref_ptr<osg::TextureCubeMap> cubeTexture (new osg::TextureCubeMap);
cubeTexture->setResizeNonPowerOfTwoHint(false);
cubeTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
cubeTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
cubeTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
cubeTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
for (int i = 0; i < 6; ++i)
cubeTexture->setImage(i, images[i].get());
osg::ref_ptr<osg::Camera> screenshotCamera(new osg::Camera);
osg::ref_ptr<osg::ShapeDrawable> quad(new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0), 2.0)));
std::map<std::string, std::string> defineMap;
Shader::ShaderManager& shaderMgr = mResourceSystem->getSceneManager()->getShaderManager();
osg::ref_ptr<osg::Shader> fragmentShader(shaderMgr.getShader("s360_fragment.glsl", defineMap,osg::Shader::FRAGMENT));
osg::ref_ptr<osg::Shader> vertexShader(shaderMgr.getShader("s360_vertex.glsl", defineMap, osg::Shader::VERTEX));
osg::ref_ptr<osg::StateSet> stateset = quad->getOrCreateStateSet();
osg::ref_ptr<osg::Program> program(new osg::Program);
program->addShader(fragmentShader);
program->addShader(vertexShader);
stateset->setAttributeAndModes(program, osg::StateAttribute::ON);
stateset->addUniform(new osg::Uniform("cubeMap", 0));
stateset->addUniform(new osg::Uniform("mapping", screenshotMapping));
stateset->setTextureAttributeAndModes(0, cubeTexture, osg::StateAttribute::ON);
screenshotCamera->addChild(quad);
renderCameraToImage(screenshotCamera, image, screenshotW, screenshotH);
return true;
}
void ScreenshotManager::traversalsAndWait(unsigned int frame)
{
// Ref https://gitlab.com/OpenMW/openmw/-/issues/6013
mDrawCompleteCallback->reset(frame);
mViewer->getCamera()->setFinalDrawCallback(mDrawCompleteCallback);
mViewer->eventTraversal();
mViewer->updateTraversal();
mViewer->renderingTraversals();
mDrawCompleteCallback->waitTillDone();
}
void ScreenshotManager::renderCameraToImage(osg::Camera *camera, osg::Image *image, int w, int h)
{
camera->setNodeMask(Mask_RenderToTexture);
camera->attach(osg::Camera::COLOR_BUFFER, image);
camera->setRenderOrder(osg::Camera::PRE_RENDER);
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT,osg::Camera::PIXEL_BUFFER_RTT);
camera->setViewport(0, 0, w, h);
SceneUtil::setCameraClearDepth(camera);
osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
texture->setInternalFormat(GL_RGB);
texture->setTextureSize(w,h);
texture->setResizeNonPowerOfTwoHint(false);
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
camera->attach(osg::Camera::COLOR_BUFFER,texture);
image->setDataType(GL_UNSIGNED_BYTE);
image->setPixelFormat(texture->getInternalFormat());
mRootNode->addChild(camera);
MWBase::Environment::get().getWindowManager()->getLoadingScreen()->loadingOn(false);
// The draw needs to complete before we can copy back our image.
traversalsAndWait(0);
MWBase::Environment::get().getWindowManager()->getLoadingScreen()->loadingOff();
// now that we've "used up" the current frame, get a fresh framenumber for the next frame() following after the screenshot is completed
mViewer->advance(mViewer->getFrameStamp()->getSimulationTime());
camera->removeChildren(0, camera->getNumChildren());
mRootNode->removeChild(camera);
}
void ScreenshotManager::makeCubemapScreenshot(osg::Image *image, int w, int h, const osg::Matrixd& cameraTransform)
{
osg::ref_ptr<osg::Camera> rttCamera (new osg::Camera);
float nearClip = Settings::Manager::getFloat("near clip", "Camera");
float viewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
// each cubemap side sees 90 degrees
if (SceneUtil::AutoDepth::isReversed())
rttCamera->setProjectionMatrix(SceneUtil::getReversedZProjectionMatrixAsPerspectiveInf(90.0, w/float(h), nearClip));
else
rttCamera->setProjectionMatrixAsPerspective(90.0, w/float(h), nearClip, viewDistance);
rttCamera->setViewMatrix(mViewer->getCamera()->getViewMatrix() * cameraTransform);
rttCamera->setUpdateCallback(new NoTraverseCallback);
rttCamera->addChild(mSceneRoot);
rttCamera->addChild(mWater->getReflectionNode());
rttCamera->addChild(mWater->getRefractionNode());
rttCamera->setCullMask(MWBase::Environment::get().getWindowManager()->getCullMask() & ~(Mask_GUI|Mask_FirstPerson));
rttCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
renderCameraToImage(rttCamera.get(),image,w,h);
}
}