diff options
author | AnyOldName3 <krizdjali@gmail.com> | 2021-12-08 20:44:10 +0000 |
---|---|---|
committer | glassmancody.info <glassmancody.info@gmail.com> | 2021-12-29 13:45:42 -0800 |
commit | 14a330609fad0164ed4036832836d34d04b26c38 (patch) | |
tree | 940a1e441974a4cedf6a3762b335313a19df31af | |
parent | 9389cfaa42532c532e00f666de259ef983b73554 (diff) |
ShaderVisitor improvements
* Adds comments explaining the less-than-obvious aspects.
* Adds comments explaining what to do when adding new stuff.
* Some fixes caused by those comments not historically existing.
* Add a TODO comment to something which may catch fire in the future.
-rw-r--r-- | components/shader/shadervisitor.cpp | 130 |
1 files changed, 109 insertions, 21 deletions
diff --git a/components/shader/shadervisitor.cpp b/components/shader/shadervisitor.cpp index 2063546034..107665369c 100644 --- a/components/shader/shadervisitor.cpp +++ b/components/shader/shadervisitor.cpp @@ -29,6 +29,15 @@ namespace Shader { + /** + * Miniature version of osg::StateSet used to track state added by the shader visitor which should be ignored when + * it's applied a second time, and removed when shaders are removed. + * Actual StateAttributes aren't kept as they're recoverable from the StateSet this is attached to - we just want + * the TypeMemberPair as that uniquely identifies which of those StateAttributes it was we're tracking. + * Not all StateSet features have been added yet - we implement an equivalently-named method to each of the StateSet + * methods called in createProgram, and implement new ones as they're needed. + * When expanding tracking to cover new things, ensure they're accounted for in ensureFFP. + */ class AddedState : public osg::Object { public: @@ -45,7 +54,6 @@ namespace Shader void addUniform(const std::string& name) { mUniforms.emplace(name); } void setMode(osg::StateAttribute::GLMode mode) { mModes.emplace(mode); } void setAttribute(osg::StateAttribute::TypeMemberPair typeMemberPair) { mAttributes.emplace(typeMemberPair); } - void setTextureMode(int unit, osg::StateAttribute::GLMode mode) { mTextureModes[unit].emplace(mode); } void setAttribute(const osg::StateAttribute* attribute) { @@ -63,6 +71,25 @@ namespace Shader template<typename T> void setAttributeAndModes(osg::ref_ptr<T> attribute) { setAttributeAndModes(attribute.get()); } + void setTextureMode(unsigned int unit, osg::StateAttribute::GLMode mode) { mTextureModes[unit].emplace(mode); } + void setTextureAttribute(int unit, osg::StateAttribute::TypeMemberPair typeMemberPair) { mTextureAttributes[unit].emplace(typeMemberPair); } + + void setTextureAttribute(unsigned int unit, const osg::StateAttribute* attribute) + { + mTextureAttributes[unit].emplace(attribute->getTypeMemberPair()); + } + template<typename T> + void setTextureAttribute(unsigned int unit, osg::ref_ptr<T> attribute) { setTextureAttribute(unit, attribute.get()); } + + void setTextureAttributeAndModes(unsigned int unit, const osg::StateAttribute* attribute) + { + setTextureAttribute(unit, attribute); + InterrogateModesHelper helper(this, unit); + attribute->getModeUsage(helper); + } + template<typename T> + void setTextureAttributeAndModes(unsigned int unit, osg::ref_ptr<T> attribute) { setTextureAttributeAndModes(unit, attribute.get()); } + bool hasUniform(const std::string& name) { return mUniforms.count(name); } bool hasMode(osg::StateAttribute::GLMode mode) { return mModes.count(mode); } bool hasAttribute(const osg::StateAttribute::TypeMemberPair &typeMemberPair) { return mAttributes.count(typeMemberPair); } @@ -77,10 +104,11 @@ namespace Shader } const std::set<osg::StateAttribute::TypeMemberPair>& getAttributes() { return mAttributes; } + const std::unordered_map<unsigned int, std::set<osg::StateAttribute::TypeMemberPair>>& getTextureAttributes() { return mTextureAttributes; } bool empty() { - return mUniforms.empty() && mModes.empty() && mAttributes.empty() && mTextureModes.empty(); + return mUniforms.empty() && mModes.empty() && mAttributes.empty() && mTextureModes.empty() && mTextureAttributes.empty(); } META_Object(Shader, AddedState) @@ -89,20 +117,26 @@ namespace Shader class InterrogateModesHelper : public osg::StateAttribute::ModeUsage { public: - InterrogateModesHelper(AddedState* tracker) : mTracker(tracker) {} + InterrogateModesHelper(AddedState* tracker, unsigned int textureUnit = 0) + : mTracker(tracker) + , mTextureUnit(textureUnit) + {} void usesMode(osg::StateAttribute::GLMode mode) override { mTracker->setMode(mode); } - void usesTextureMode(osg::StateAttribute::GLMode mode) override {} + void usesTextureMode(osg::StateAttribute::GLMode mode) override { mTracker->setTextureMode(mTextureUnit, mode); } private: AddedState* mTracker; + unsigned int mTextureUnit; }; using ModeSet = std::unordered_set<osg::StateAttribute::GLMode>; + using AttributeSet = std::set<osg::StateAttribute::TypeMemberPair>; std::unordered_set<std::string> mUniforms; ModeSet mModes; - std::set<osg::StateAttribute::TypeMemberPair> mAttributes; - std::unordered_map<int, ModeSet> mTextureModes; + AttributeSet mAttributes; + std::unordered_map<unsigned int, ModeSet> mTextureModes; + std::unordered_map<unsigned int, AttributeSet> mTextureAttributes; }; ShaderVisitor::ShaderRequirements::ShaderRequirements() @@ -229,6 +263,7 @@ namespace Shader if (node.getUserValue("shaderRequired", shaderRequired) && shaderRequired) mRequirements.back().mShaderRequired = true; + // Make sure to disregard any state that came from a previous call to createProgram osg::ref_ptr<AddedState> addedState = getAddedState(*stateset); if (!texAttributes.empty()) @@ -242,6 +277,8 @@ namespace Shader const osg::StateAttribute *attr = stateset->getTextureAttribute(unit, osg::StateAttribute::TEXTURE); if (attr) { + // If textures ever get removed in createProgram, expand this to check we're operating on main texture attribute list + // rather than the removed list if (addedState && addedState->hasTextureMode(unit, GL_TEXTURE_2D)) continue; @@ -462,6 +499,22 @@ namespace Shader return; } + /** + * The shader visitor is supposed to be idempotent and undoable. + * That means we need to back up state we've removed (so it can be restored and/or considered by further + * applications of the visitor) and track which state we added (so it can be removed and/or ignored by further + * applications of the visitor). + * Before editing writableStateSet in a way that explicitly removes state or might overwrite existing state, it + * should be copied to removedState, another StateSet, unless it's there already or was added by a previous + * application of the visitor (is in previousAddedState). + * If it's a new class of state that's not already handled by ReinstateRemovedStateVisitor::apply, make sure to + * add handling there. + * Similarly, any time new state is added to writableStateSet, the equivalent method should be called on + * addedState. + * If that method doesn't exist yet, implement it - we don't use a full StateSet as we only need to check + * existence, not equality, and don't need to actually get the value as we can get it from writableStateSet + * instead. + */ osg::Node& node = *reqs.mNode; osg::StateSet* writableStateSet = nullptr; if (mAllowedToModifyStateSets) @@ -486,7 +539,10 @@ namespace Shader } if (defineMap["diffuseMap"] == "0") + { writableStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", false)); + addedState->addUniform("useDiffuseMapForShadowAlpha"); + } defineMap["parallax"] = reqs.mNormalHeight ? "1" : "0"; @@ -495,7 +551,6 @@ namespace Shader defineMap["alphaFunc"] = std::to_string(reqs.mAlphaFunc); - // back up removed state in case recreateShaders gets rid of the shader later osg::ref_ptr<osg::StateSet> removedState; if ((removedState = getRemovedState(*writableStateSet)) && !mAllowedToModifyStateSets) removedState = new osg::StateSet(*removedState, osg::CopyOp::SHALLOW_COPY); @@ -570,7 +625,7 @@ namespace Shader osg::ref_ptr<osg::Depth> depth = new SceneUtil::AutoDepth; depth->setWriteMask(false); writableStateSet->setAttributeAndModes(depth, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); - addedState->setAttribute(depth); + addedState->setAttributeAndModes(depth); writableStateSet->addUniform(new osg::Uniform("particleSize", reqs.mSoftParticleSize)); addedState->addUniform("particleSize"); @@ -579,23 +634,11 @@ namespace Shader addedState->addUniform("opaqueDepthTex"); writableStateSet->setTextureAttributeAndModes(2, mOpaqueDepthTex, osg::StateAttribute::ON); - addedState->setTextureMode(2, GL_TEXTURE_2D); + addedState->setTextureAttributeAndModes(2, mOpaqueDepthTex); } defineMap["softParticles"] = reqs.mSoftParticles ? "1" : "0"; - if (!addedState->empty()) - { - // user data is normally shallow copied so shared with the original stateset - osg::ref_ptr<osg::UserDataContainer> writableUserData; - if (mAllowedToModifyStateSets) - writableUserData = writableStateSet->getOrCreateUserDataContainer(); - else - writableUserData = getWritableUserDataContainer(*writableStateSet); - - updateAddedState(*writableUserData, addedState); - } - std::string shaderPrefix; if (!node.getUserValue("shaderPrefix", shaderPrefix)) shaderPrefix = mDefaultShaderPrefix; @@ -615,6 +658,18 @@ namespace Shader addedState->addUniform(texIt->second); } } + + if (!addedState->empty()) + { + // user data is normally shallow copied so shared with the original stateset + osg::ref_ptr<osg::UserDataContainer> writableUserData; + if (mAllowedToModifyStateSets) + writableUserData = writableStateSet->getOrCreateUserDataContainer(); + else + writableUserData = getWritableUserDataContainer(*writableStateSet); + + updateAddedState(*writableUserData, addedState); + } } void ShaderVisitor::ensureFFP(osg::Node& node) @@ -627,6 +682,18 @@ namespace Shader else writableStateSet = getWritableStateSet(node); + /** + * We might have been using shaders temporarily with the node (e.g. if a GlowUpdater applied a temporary + * environment map for a temporary enchantment). + * We therefore need to remove any state doing so added, and restore any that it removed. + * This is kept track of in createProgram in the StateSet's userdata. + * If new classes of state get added, handling it here is required - not all StateSet features are implemented + * in AddedState yet as so far they've not been necessary. + * Removed state requires no particular special handling as it's dealt with by merging StateSets. + * We don't need to worry about state in writableStateSet having the OVERRIDE flag as if it's in both, it's also + * in addedState, and gets removed first. + */ + // user data is normally shallow copied so shared with the original stateset - we'll need to copy before edits osg::ref_ptr<osg::UserDataContainer> writableUserData; @@ -661,6 +728,23 @@ namespace Shader // We don't have access to the function to do that, and can't call removeAttribute with an iterator for (const auto& [type, member] : addedState->getAttributes()) writableStateSet->removeAttribute(type, member); + + for (unsigned int unit = 0; unit < writableStateSet->getTextureModeList().size(); ++unit) + { + for (auto itr = writableStateSet->getTextureModeList()[unit].begin(); itr != writableStateSet->getTextureModeList()[unit].end();) + { + if (addedState->hasTextureMode(unit, itr->first)) + writableStateSet->getTextureModeList()[unit].erase(itr++); + else + ++itr; + } + } + + for (const auto& [unit, attributeList] : addedState->getTextureAttributes()) + { + for (const auto& [type, member] : attributeList) + writableStateSet->removeTextureAttribute(unit, type); + } } @@ -833,6 +917,10 @@ namespace Shader void ReinstateRemovedStateVisitor::apply(osg::Node& node) { + // TODO: this may eventually need to remove added state. + // If so, we can migrate from explicitly copying removed state to just calling osg::StateSet::merge. + // Not everything is transferred from removedState yet - implement more when createProgram starts marking more + // as removed. if (node.getStateSet()) { osg::ref_ptr<osg::StateSet> removedState = getRemovedState(*node.getStateSet()); |