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#include "util.hpp"
#include <algorithm>
#include <array>
#include <iomanip>
#include <sstream>
#include <osg/FrameBufferObject>
#include <osg/Node>
#include <osg/NodeVisitor>
#include <osg/TexEnvCombine>
#include <osg/TexGen>
#include <osgUtil/CullVisitor>
#include <osgUtil/RenderStage>
#include <components/resource/imagemanager.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/texturetype.hpp>
#include <components/vfs/pathutil.hpp>
namespace SceneUtil
{
namespace
{
std::array<VFS::Path::Normalized, 32> generateGlowTextureNames()
{
constexpr VFS::Path::NormalizedView prefix("textures/magicitem");
std::array<VFS::Path::Normalized, 32> result;
for (std::size_t i = 0; i < result.size(); ++i)
{
std::stringstream stream;
stream << "caust";
stream << std::setw(2);
stream << std::setfill('0');
stream << i;
stream << ".dds";
result[i] = prefix / VFS::Path::Normalized(std::move(stream).str());
}
return result;
}
const std::array<VFS::Path::Normalized, 32> glowTextureNames = generateGlowTextureNames();
struct FindLowestUnusedTexUnitVisitor : public osg::NodeVisitor
{
FindLowestUnusedTexUnitVisitor()
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
{
}
void apply(osg::Node& node) override
{
if (osg::StateSet* stateset = node.getStateSet())
mLowestUnusedTexUnit
= std::max(mLowestUnusedTexUnit, int(stateset->getTextureAttributeList().size()));
traverse(node);
}
int mLowestUnusedTexUnit = 0;
};
}
GlowUpdater::GlowUpdater(int texUnit, const osg::Vec4f& color,
const std::vector<osg::ref_ptr<osg::Texture2D>>& textures, osg::Node* node, float duration,
Resource::ResourceSystem* resourcesystem)
: mTexUnit(texUnit)
, mColor(color)
, mOriginalColor(color)
, mTextures(textures)
, mNode(node)
, mDuration(duration)
, mOriginalDuration(duration)
, mStartingTime(0)
, mResourceSystem(resourcesystem)
, mColorChanged(false)
, mDone(false)
{
}
void GlowUpdater::setDefaults(osg::StateSet* stateset)
{
if (mDone)
removeTexture(stateset);
else
{
stateset->setTextureMode(mTexUnit, GL_TEXTURE_2D, osg::StateAttribute::ON);
osg::TexGen* texGen = new osg::TexGen;
texGen->setMode(osg::TexGen::SPHERE_MAP);
stateset->setTextureAttributeAndModes(
mTexUnit, texGen, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
osg::TexEnvCombine* texEnv = new osg::TexEnvCombine;
texEnv->setSource0_RGB(osg::TexEnvCombine::CONSTANT);
texEnv->setConstantColor(mColor);
texEnv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
texEnv->setSource2_RGB(osg::TexEnvCombine::TEXTURE);
texEnv->setOperand2_RGB(osg::TexEnvCombine::SRC_COLOR);
stateset->setTextureAttributeAndModes(mTexUnit, texEnv, osg::StateAttribute::ON);
stateset->addUniform(new osg::Uniform("envMapColor", mColor));
}
}
void GlowUpdater::removeTexture(osg::StateSet* stateset)
{
stateset->removeTextureAttribute(mTexUnit, osg::StateAttribute::TEXTURE);
stateset->removeTextureAttribute(mTexUnit, osg::StateAttribute::TEXGEN);
stateset->removeTextureAttribute(mTexUnit, osg::StateAttribute::TEXENV);
stateset->removeTextureMode(mTexUnit, GL_TEXTURE_2D);
stateset->removeUniform("envMapColor");
osg::StateSet::TextureAttributeList& list = stateset->getTextureAttributeList();
while (list.size() && list.rbegin()->empty())
list.pop_back();
}
void GlowUpdater::apply(osg::StateSet* stateset, osg::NodeVisitor* nv)
{
if (mColorChanged)
{
this->reset();
setDefaults(stateset);
mColorChanged = false;
}
if (mDone)
return;
// Set the starting time to measure glow duration from if this is a temporary glow
if ((mDuration >= 0) && mStartingTime == 0)
mStartingTime = nv->getFrameStamp()->getSimulationTime();
float time = nv->getFrameStamp()->getSimulationTime();
int index = (int)(time * 16) % mTextures.size();
stateset->setTextureAttribute(
mTexUnit, mTextures[index], osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
if ((mDuration >= 0)
&& (time - mStartingTime > mDuration)) // If this is a temporary glow and it has finished its duration
{
if (mOriginalDuration >= 0) // if this glowupdater was a temporary glow since its creation
{
removeTexture(stateset);
this->reset();
mDone = true;
// normally done in StateSetUpdater::operator(), but needs doing here so the shader visitor sees the
// right StateSet
mNode->setStateSet(stateset);
mResourceSystem->getSceneManager()->recreateShaders(mNode);
}
if (mOriginalDuration < 0) // if this glowupdater was originally a permanent glow
{
mDuration = mOriginalDuration;
mStartingTime = 0;
mColor = mOriginalColor;
this->reset();
setDefaults(stateset);
}
}
}
bool GlowUpdater::isPermanentGlowUpdater()
{
return (mDuration < 0);
}
bool GlowUpdater::isDone()
{
return mDone;
}
void GlowUpdater::setColor(const osg::Vec4f& color)
{
mColor = color;
mColorChanged = true;
}
void GlowUpdater::setDuration(float duration)
{
mDuration = duration;
}
osg::Vec4f colourFromRGB(unsigned int clr)
{
osg::Vec4f colour(
((clr >> 0) & 0xFF) / 255.0f, ((clr >> 8) & 0xFF) / 255.0f, ((clr >> 16) & 0xFF) / 255.0f, 1.f);
return colour;
}
osg::Vec4f colourFromRGBA(unsigned int value)
{
return osg::Vec4f(makeOsgColorComponent(value, 0), makeOsgColorComponent(value, 8),
makeOsgColorComponent(value, 16), makeOsgColorComponent(value, 24));
}
float makeOsgColorComponent(unsigned int value, unsigned int shift)
{
return float((value >> shift) & 0xFFu) / 255.0f;
}
bool hasUserDescription(const osg::Node* node, std::string_view pattern)
{
if (node == nullptr)
return false;
const osg::UserDataContainer* udc = node->getUserDataContainer();
if (udc && udc->getNumDescriptions() > 0)
{
for (auto& descr : udc->getDescriptions())
{
if (descr == pattern)
return true;
}
}
return false;
}
osg::ref_ptr<GlowUpdater> addEnchantedGlow(osg::ref_ptr<osg::Node> node, Resource::ResourceSystem* resourceSystem,
const osg::Vec4f& glowColor, float glowDuration)
{
std::vector<osg::ref_ptr<osg::Texture2D>> textures;
for (const VFS::Path::Normalized& name : glowTextureNames)
{
osg::ref_ptr<osg::Image> image = resourceSystem->getImageManager()->getImage(name);
osg::ref_ptr<osg::Texture2D> tex(new osg::Texture2D(image));
tex->setWrap(osg::Texture::WRAP_S, osg::Texture2D::REPEAT);
tex->setWrap(osg::Texture::WRAP_T, osg::Texture2D::REPEAT);
resourceSystem->getSceneManager()->applyFilterSettings(tex);
textures.push_back(tex);
}
FindLowestUnusedTexUnitVisitor findLowestUnusedTexUnitVisitor;
node->accept(findLowestUnusedTexUnitVisitor);
int texUnit = findLowestUnusedTexUnitVisitor.mLowestUnusedTexUnit;
osg::ref_ptr<GlowUpdater> glowUpdater
= new GlowUpdater(texUnit, glowColor, textures, node, glowDuration, resourceSystem);
node->addUpdateCallback(glowUpdater);
// set a texture now so that the ShaderVisitor can find it
osg::ref_ptr<osg::StateSet> writableStateSet = nullptr;
if (!node->getStateSet())
writableStateSet = node->getOrCreateStateSet();
else
{
writableStateSet = new osg::StateSet(*node->getStateSet(), osg::CopyOp::SHALLOW_COPY);
node->setStateSet(writableStateSet);
}
writableStateSet->setTextureAttributeAndModes(texUnit, textures.front(), osg::StateAttribute::ON);
writableStateSet->setTextureAttributeAndModes(texUnit, new TextureType("envMap"), osg::StateAttribute::ON);
writableStateSet->addUniform(new osg::Uniform("envMapColor", glowColor));
resourceSystem->getSceneManager()->recreateShaders(std::move(node));
return glowUpdater;
}
void attachAlphaToCoverageFriendlyFramebufferToCamera(osg::Camera* camera, osg::Camera::BufferComponent buffer,
osg::Texture* texture, unsigned int level, unsigned int face, bool mipMapGeneration,
bool addMSAAIntermediateTarget)
{
unsigned int samples = 0;
unsigned int colourSamples = 0;
if (addMSAAIntermediateTarget)
{
// Alpha-to-coverage requires a multisampled framebuffer.
// OSG will set that up automatically and resolve it to the specified single-sample texture for us.
// For some reason, two samples are needed, at least with some drivers.
samples = 2;
colourSamples = 1;
}
camera->attach(buffer, texture, level, face, mipMapGeneration, samples, colourSamples);
}
OperationSequence::OperationSequence(bool keep)
: Operation("OperationSequence", keep)
, mOperationQueue(new osg::OperationQueue())
{
}
void OperationSequence::operator()(osg::Object* object)
{
mOperationQueue->runOperations(object);
}
void OperationSequence::add(osg::Operation* operation)
{
mOperationQueue->add(operation);
}
GLenum computeUnsizedPixelFormat(GLenum format)
{
switch (format)
{
// Try compressed formats first, they're more likely to be used
// Generic
case GL_COMPRESSED_ALPHA_ARB:
return GL_ALPHA;
case GL_COMPRESSED_INTENSITY_ARB:
return GL_INTENSITY;
case GL_COMPRESSED_LUMINANCE_ALPHA_ARB:
return GL_LUMINANCE_ALPHA;
case GL_COMPRESSED_LUMINANCE_ARB:
return GL_LUMINANCE;
case GL_COMPRESSED_RGB_ARB:
return GL_RGB;
case GL_COMPRESSED_RGBA_ARB:
return GL_RGBA;
// S3TC
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
return GL_RGB;
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
return GL_RGBA;
// RGTC
case GL_COMPRESSED_RED_RGTC1_EXT:
case GL_COMPRESSED_SIGNED_RED_RGTC1_EXT:
return GL_RED;
case GL_COMPRESSED_RED_GREEN_RGTC2_EXT:
case GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT:
return GL_RG;
// PVRTC
case GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG:
case GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG:
return GL_RGB;
case GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG:
case GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG:
return GL_RGBA;
// ETC
case GL_COMPRESSED_R11_EAC:
case GL_COMPRESSED_SIGNED_R11_EAC:
return GL_RED;
case GL_COMPRESSED_RG11_EAC:
case GL_COMPRESSED_SIGNED_RG11_EAC:
return GL_RG;
case GL_ETC1_RGB8_OES:
case GL_COMPRESSED_RGB8_ETC2:
case GL_COMPRESSED_SRGB8_ETC2:
return GL_RGB;
case GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2:
case GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:
case GL_COMPRESSED_RGBA8_ETC2_EAC:
case GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:
return GL_RGBA;
// ASTC
case GL_COMPRESSED_RGBA_ASTC_4x4_KHR:
case GL_COMPRESSED_RGBA_ASTC_5x4_KHR:
case GL_COMPRESSED_RGBA_ASTC_5x5_KHR:
case GL_COMPRESSED_RGBA_ASTC_6x5_KHR:
case GL_COMPRESSED_RGBA_ASTC_6x6_KHR:
case GL_COMPRESSED_RGBA_ASTC_8x5_KHR:
case GL_COMPRESSED_RGBA_ASTC_8x6_KHR:
case GL_COMPRESSED_RGBA_ASTC_8x8_KHR:
case GL_COMPRESSED_RGBA_ASTC_10x5_KHR:
case GL_COMPRESSED_RGBA_ASTC_10x6_KHR:
case GL_COMPRESSED_RGBA_ASTC_10x8_KHR:
case GL_COMPRESSED_RGBA_ASTC_10x10_KHR:
case GL_COMPRESSED_RGBA_ASTC_12x10_KHR:
case GL_COMPRESSED_RGBA_ASTC_12x12_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR:
return GL_RGBA;
// Plug in some holes computePixelFormat has, you never know when these could come in handy
case GL_INTENSITY4:
case GL_INTENSITY8:
case GL_INTENSITY12:
case GL_INTENSITY16:
return GL_INTENSITY;
case GL_LUMINANCE4:
case GL_LUMINANCE8:
case GL_LUMINANCE12:
case GL_LUMINANCE16:
return GL_LUMINANCE;
case GL_LUMINANCE4_ALPHA4:
case GL_LUMINANCE6_ALPHA2:
case GL_LUMINANCE8_ALPHA8:
case GL_LUMINANCE12_ALPHA4:
case GL_LUMINANCE12_ALPHA12:
case GL_LUMINANCE16_ALPHA16:
return GL_LUMINANCE_ALPHA;
}
return osg::Image::computePixelFormat(format);
}
const std::string& getTextureType(const osg::StateSet& stateset, const osg::Texture& texture, unsigned int texUnit)
{
const osg::StateAttribute* type = stateset.getTextureAttribute(texUnit, SceneUtil::TextureType::AttributeType);
if (type)
return static_cast<const SceneUtil::TextureType*>(type)->getName();
return texture.getName();
}
}
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