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OpenMW is an open implementation of the Morrowind engine
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1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374#include "stateupdater.hpp"
#include <osg/BufferIndexBinding>#include <osg/BufferObject>
#include <components/resource/scenemanager.hpp>
namespace Fx{ std::string StateUpdater::sDefinition = UniformData::getDefinition("_omw_data");
StateUpdater::StateUpdater(bool useUBO) : mUseUBO(useUBO) { }
void StateUpdater::setDefaults(osg::StateSet* stateset) { if (mUseUBO) { osg::ref_ptr<osg::UniformBufferObject> ubo = new osg::UniformBufferObject;
osg::ref_ptr<osg::BufferTemplate<UniformData::BufferType>> data = new osg::BufferTemplate<UniformData::BufferType>(); data->setBufferObject(ubo);
osg::ref_ptr<osg::UniformBufferBinding> ubb = new osg::UniformBufferBinding( static_cast<int>(Resource::SceneManager::UBOBinding::PostProcessor), data, 0, mData.getGPUSize());
stateset->setAttributeAndModes(ubb, osg::StateAttribute::ON); } else { const auto createUniform = [&](const auto& v) { using T = std::decay_t<decltype(v)>; std::string name = "omw." + std::string(T::sName); stateset->addUniform(new osg::Uniform(name.c_str(), mData.get<T>())); };
std::apply([&](const auto&... v) { (createUniform(v), ...); }, mData.getData()); } }
void StateUpdater::apply(osg::StateSet* stateset, osg::NodeVisitor* nv) { if (mUseUBO) { osg::UniformBufferBinding* ubb = dynamic_cast<osg::UniformBufferBinding*>( stateset->getAttribute(osg::StateAttribute::UNIFORMBUFFERBINDING, static_cast<int>(Resource::SceneManager::UBOBinding::PostProcessor))); if (!ubb) throw std::runtime_error("StateUpdater::apply: failed to get an UniformBufferBinding!");
auto& dest = static_cast<osg::BufferTemplate<UniformData::BufferType>*>(ubb->getBufferData())->getData(); mData.copyTo(dest);
ubb->getBufferData()->dirty(); } else { const auto setUniform = [&](const auto& v) { using T = std::decay_t<decltype(v)>; std::string name = "omw." + std::string(T::sName); stateset->getUniform(name)->set(mData.get<T>()); };
std::apply([&](const auto&... v) { (setUniform(v), ...); }, mData.getData()); }
if (mPointLightBuffer) mPointLightBuffer->applyUniforms(nv->getTraversalNumber(), stateset); }}