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#include "depth.hpp"
#include <algorithm>
#include <array>
#include <components/debug/debuglog.hpp>
#include <components/sceneutil/glextensions.hpp>
#include <components/settings/values.hpp>
namespace SceneUtil
{
void setCameraClearDepth(osg::Camera* camera)
{
camera->setClearDepth(AutoDepth::isReversed() ? 0.0 : 1.0);
}
osg::Matrix getReversedZProjectionMatrixAsPerspectiveInf(double fov, double aspect, double near)
{
double A = 1.0 / std::tan(osg::DegreesToRadians(fov) / 2.0);
return osg::Matrix(A / aspect, 0, 0, 0, 0, A, 0, 0, 0, 0, 0, -1, 0, 0, near, 0);
}
osg::Matrix getReversedZProjectionMatrixAsPerspective(double fov, double aspect, double near, double far)
{
double A = 1.0 / std::tan(osg::DegreesToRadians(fov) / 2.0);
return osg::Matrix(
A / aspect, 0, 0, 0, 0, A, 0, 0, 0, 0, near / (far - near), -1, 0, 0, (far * near) / (far - near), 0);
}
osg::Matrix getReversedZProjectionMatrixAsOrtho(
double left, double right, double bottom, double top, double near, double far)
{
return osg::Matrix(2 / (right - left), 0, 0, 0, 0, 2 / (top - bottom), 0, 0, 0, 0, 1 / (far - near), 0,
(right + left) / (left - right), (top + bottom) / (bottom - top), far / (far - near), 1);
}
bool isDepthFormat(GLenum format)
{
constexpr std::array<GLenum, 8> formats = {
GL_DEPTH_COMPONENT32F,
GL_DEPTH_COMPONENT32F_NV,
GL_DEPTH_COMPONENT16,
GL_DEPTH_COMPONENT24,
GL_DEPTH_COMPONENT32,
GL_DEPTH32F_STENCIL8,
GL_DEPTH32F_STENCIL8_NV,
GL_DEPTH24_STENCIL8,
};
return std::find(formats.cbegin(), formats.cend(), format) != formats.cend();
}
bool isDepthStencilFormat(GLenum format)
{
constexpr std::array<GLenum, 8> formats = {
GL_DEPTH32F_STENCIL8,
GL_DEPTH32F_STENCIL8_NV,
GL_DEPTH24_STENCIL8,
};
return std::find(formats.cbegin(), formats.cend(), format) != formats.cend();
}
void getDepthFormatSourceFormatAndType(GLenum internalFormat, GLenum& sourceFormat, GLenum& sourceType)
{
switch (internalFormat)
{
case GL_DEPTH_COMPONENT16:
case GL_DEPTH_COMPONENT24:
case GL_DEPTH_COMPONENT32:
sourceType = GL_UNSIGNED_INT;
sourceFormat = GL_DEPTH_COMPONENT;
break;
case GL_DEPTH_COMPONENT32F:
case GL_DEPTH_COMPONENT32F_NV:
sourceType = GL_FLOAT;
sourceFormat = GL_DEPTH_COMPONENT;
break;
case GL_DEPTH24_STENCIL8:
sourceType = GL_UNSIGNED_INT_24_8_EXT;
sourceFormat = GL_DEPTH_STENCIL_EXT;
break;
case GL_DEPTH32F_STENCIL8:
case GL_DEPTH32F_STENCIL8_NV:
sourceType = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
sourceFormat = GL_DEPTH_STENCIL_EXT;
break;
default:
sourceType = GL_UNSIGNED_INT;
sourceFormat = GL_DEPTH_COMPONENT;
break;
}
}
GLenum getDepthFormatOfDepthStencilFormat(GLenum internalFormat)
{
switch (internalFormat)
{
case GL_DEPTH24_STENCIL8:
return GL_DEPTH_COMPONENT24;
break;
case GL_DEPTH32F_STENCIL8:
return GL_DEPTH_COMPONENT32F;
break;
case GL_DEPTH32F_STENCIL8_NV:
return GL_DEPTH_COMPONENT32F_NV;
break;
default:
return internalFormat;
break;
}
}
void SelectDepthFormatOperation::operator()(osg::GraphicsContext* graphicsContext)
{
bool enableReverseZ = false;
if (Settings::camera().mReverseZ)
{
if (SceneUtil::getGLExtensions().isClipControlSupported)
{
enableReverseZ = true;
Log(Debug::Info) << "Using reverse-z depth buffer";
}
else
Log(Debug::Warning) << "GL_ARB_clip_control not supported: disabling reverse-z depth buffer";
}
else
Log(Debug::Info) << "Using standard depth buffer";
SceneUtil::AutoDepth::setReversed(enableReverseZ);
constexpr char errPreamble[] = "Postprocessing and floating point depth buffers disabled: ";
std::vector<GLenum> requestedFormats;
unsigned int contextID = graphicsContext->getState()->getContextID();
if (SceneUtil::AutoDepth::isReversed())
{
if (osg::isGLExtensionSupported(contextID, "GL_ARB_depth_buffer_float"))
{
requestedFormats.push_back(GL_DEPTH32F_STENCIL8);
}
else if (osg::isGLExtensionSupported(contextID, "GL_NV_depth_buffer_float"))
{
requestedFormats.push_back(GL_DEPTH32F_STENCIL8_NV);
}
else
{
Log(Debug::Warning) << errPreamble
<< "'GL_ARB_depth_buffer_float' and 'GL_NV_depth_buffer_float' unsupported.";
}
}
requestedFormats.push_back(GL_DEPTH24_STENCIL8);
if (mSupportedFormats.empty())
{
SceneUtil::AutoDepth::setDepthFormat(requestedFormats.front());
}
else
{
for (auto requestedFormat : requestedFormats)
{
if (std::find(mSupportedFormats.cbegin(), mSupportedFormats.cend(), requestedFormat)
!= mSupportedFormats.cend())
{
SceneUtil::AutoDepth::setDepthFormat(requestedFormat);
break;
}
}
}
}
void AutoDepth::setDepthFormat(GLenum format)
{
sDepthInternalFormat = format;
getDepthFormatSourceFormatAndType(sDepthInternalFormat, sDepthSourceFormat, sDepthSourceType);
}
}
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