forked from teamnwah/openmw-tes3coop
Merge branch 'master' into minimap
Conflicts: apps/openmw/mwscript/docs/vmformat.txt apps/openmw/mwworld/world.cpp
This commit is contained in:
commit
521b9eec6c
41 changed files with 3642 additions and 64 deletions
|
@ -181,6 +181,7 @@ ENDIF(WIN32)
|
|||
ENDIF(OGRE_STATIC)
|
||||
include_directories("."
|
||||
${OGRE_INCLUDE_DIR} ${OGRE_INCLUDE_DIR}/Ogre ${OGRE_INCLUDE_DIR}/OGRE ${OGRE_PLUGIN_INCLUDE_DIRS}
|
||||
${OGRE_Terrain_INCLUDE_DIR}
|
||||
${OIS_INCLUDE_DIRS} ${Boost_INCLUDE_DIR}
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||||
${PLATFORM_INCLUDE_DIR}
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||||
${MYGUI_INCLUDE_DIRS}
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||||
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@ -200,6 +201,7 @@ if(APPLE)
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"Plugin_ParticleFX")
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endif(APPLE)
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||||
add_subdirectory( files/)
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add_subdirectory( files/mygui )
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||||
# Specify build paths
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|
|
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@ -15,7 +15,7 @@ source_group(game FILES ${GAME} ${GAME_HEADER})
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add_openmw_dir (mwrender
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renderingmanager debugging sky player animation npcanimation creatureanimation actors objects
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renderinginterface localmap
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renderinginterface localmap water terrain terrainmaterial
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)
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add_openmw_dir (mwinput
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@ -82,6 +82,7 @@ add_definitions(${SOUND_DEFINE})
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target_link_libraries(openmw
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${OGRE_LIBRARIES}
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${OGRE_Terrain_LIBRARY}
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${OGRE_STATIC_PLUGINS}
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${OIS_LIBRARIES}
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${Boost_LIBRARIES}
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|
|
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@ -315,7 +315,11 @@ void OMW::Engine::go()
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// This has to be added BEFORE MyGUI is initialized, as it needs
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// to find core.xml here.
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//addResourcesDirectory(mResDir);
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addResourcesDirectory(mResDir / "mygui");
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addResourcesDirectory(mResDir / "water");
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// Create the window
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mOgre->createWindow("OpenMW");
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|
|
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@ -43,9 +43,6 @@ DialogueWindow::DialogueWindow(WindowManager& parWindowManager,MWWorld::Environm
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// Centre dialog
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center();
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//WindowManager *wm = environment.mWindowManager;
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setText("NpcName", "Name of character");
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//History view
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getWidget(history, "History");
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history->setOverflowToTheLeft(true);
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@ -116,7 +113,8 @@ void DialogueWindow::onSelectTopic(MyGUI::ListBox* _sender, size_t _index)
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void DialogueWindow::startDialogue(std::string npcName)
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{
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setText("NpcName", npcName);
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static_cast<MyGUI::Window*>(mMainWidget)->setCaption(npcName);
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adjustWindowCaption();
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}
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void DialogueWindow::setKeywords(std::list<std::string> keyWords)
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|
|
|
@ -371,7 +371,6 @@ void WindowManager::updateSkillArea()
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void WindowManager::removeDialog(OEngine::GUI::Layout*dialog)
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{
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std::cout << "dialogue a la poubelle";
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assert(dialog);
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if (!dialog)
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return;
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|
|
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@ -23,6 +23,12 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
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:mRendering(_rend), mObjects(mRendering), mActors(mRendering, environment), mAmbientMode(0), mDebugging(engine)
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{
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mRendering.createScene("PlayerCam", 55, 5);
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mTerrainManager = new TerrainManager(mRendering.getScene(),
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environment);
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//The fog type must be set before any terrain objects are created as if the
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//fog type is set to FOG_NONE then the initially created terrain won't have any fog
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configureFog(1, ColourValue(1,1,1));
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// Set default mipmap level (NB some APIs ignore this)
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TextureManager::getSingleton().setDefaultNumMipmaps(5);
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@ -53,6 +59,10 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
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//mSkyManager = 0;
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mSkyManager = new SkyManager(mMwRoot, mRendering.getCamera(), &environment);
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|
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mWater = 0;
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mPlayer = new MWRender::Player (mRendering.getCamera(), playerNode);
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mSun = 0;
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|
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@ -64,6 +74,7 @@ RenderingManager::~RenderingManager ()
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//TODO: destroy mSun?
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delete mPlayer;
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delete mSkyManager;
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delete mTerrainManager;
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delete mLocalMap;
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}
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|
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@ -88,14 +99,33 @@ OEngine::Render::Fader* RenderingManager::getFader()
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return mRendering.getFader();
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}
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|
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void RenderingManager::removeCell (MWWorld::Ptr::CellStore *store){
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void RenderingManager::removeCell (MWWorld::Ptr::CellStore *store)
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{
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mObjects.removeCell(store);
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mActors.removeCell(store);
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if (store->cell->isExterior())
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mTerrainManager->cellRemoved(store);
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}
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|
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void RenderingManager::removeWater ()
|
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{
|
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if(mWater){
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delete mWater;
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mWater = 0;
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||||
}
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||||
}
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|
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void RenderingManager::toggleWater()
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{
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if (mWater)
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mWater->toggle();
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}
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|
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void RenderingManager::cellAdded (MWWorld::Ptr::CellStore *store)
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{
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mObjects.buildStaticGeometry (*store);
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if (store->cell->isExterior())
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mTerrainManager->cellAdded(store);
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}
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||||
|
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void RenderingManager::addObject (const MWWorld::Ptr& ptr){
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|
@ -142,6 +172,27 @@ void RenderingManager::update (float duration){
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mRendering.update(duration);
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mLocalMap->updatePlayer( mRendering.getCamera()->getRealPosition(), mRendering.getCamera()->getRealDirection() );
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checkUnderwater();
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}
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void RenderingManager::waterAdded (MWWorld::Ptr::CellStore *store){
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if(store->cell->data.flags & store->cell->HasWater){
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if(mWater == 0)
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mWater = new MWRender::Water(mRendering.getCamera(), store->cell);
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else
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mWater->changeCell(store->cell);
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//else
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|
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}
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else
|
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removeWater();
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||||
|
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}
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|
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void RenderingManager::setWaterHeight(const float height)
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{
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if (mWater)
|
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mWater->setHeight(height);
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}
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void RenderingManager::skyEnable ()
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@ -236,17 +287,17 @@ void RenderingManager::setAmbientMode()
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{
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case 0:
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mRendering.getScene()->setAmbientLight(mAmbientColor);
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setAmbientColour(mAmbientColor);
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break;
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|
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case 1:
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|
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mRendering.getScene()->setAmbientLight(0.7f*mAmbientColor + 0.3f*ColourValue(1,1,1));
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setAmbientColour(0.7f*mAmbientColor + 0.3f*ColourValue(1,1,1));
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break;
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case 2:
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mRendering.getScene()->setAmbientLight(ColourValue(1,1,1));
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setAmbientColour(ColourValue(1,1,1));
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break;
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}
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}
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@ -286,6 +337,11 @@ void RenderingManager::toggleLight()
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|||
|
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setAmbientMode();
|
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}
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void RenderingManager::checkUnderwater(){
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if(mWater){
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mWater->checkUnderwater( mRendering.getCamera()->getRealPosition().y );
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}
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}
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void RenderingManager::playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName,
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int mode, int number)
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@ -301,11 +357,13 @@ void RenderingManager::skipAnimation (const MWWorld::Ptr& ptr)
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void RenderingManager::setSunColour(const Ogre::ColourValue& colour)
|
||||
{
|
||||
mSun->setDiffuseColour(colour);
|
||||
mTerrainManager->setDiffuse(colour);
|
||||
}
|
||||
|
||||
void RenderingManager::setAmbientColour(const Ogre::ColourValue& colour)
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{
|
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mRendering.getScene()->setAmbientLight(colour);
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mTerrainManager->setAmbient(colour);
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}
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void RenderingManager::sunEnable()
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|
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@ -3,6 +3,7 @@
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|||
|
||||
|
||||
#include "sky.hpp"
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#include "terrain.hpp"
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#include "debugging.hpp"
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#include "../mwworld/class.hpp"
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|
@ -24,6 +25,7 @@
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#include "objects.hpp"
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#include "actors.hpp"
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#include "player.hpp"
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#include "water.hpp"
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#include "localmap.hpp"
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namespace Ogre
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@ -59,6 +61,8 @@ class RenderingManager: private RenderingInterface {
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RenderingManager(OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir, OEngine::Physic::PhysicEngine* engine, MWWorld::Environment& environment);
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virtual ~RenderingManager();
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|
||||
|
||||
|
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virtual MWRender::Player& getPlayer(); /// \todo move this to private again as soon as
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/// MWWorld::Player has been rewritten to not need access
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/// to internal details of the rendering system anymore
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@ -67,7 +71,7 @@ class RenderingManager: private RenderingInterface {
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void toggleLight();
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bool toggleRenderMode(int mode);
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|
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OEngine::Render::Fader* getFader();
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|
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void removeCell (MWWorld::Ptr::CellStore *store);
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|
@ -75,6 +79,9 @@ class RenderingManager: private RenderingInterface {
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/// \todo this function should be removed later. Instead the rendering subsystems should track
|
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/// when rebatching is needed and update automatically at the end of each frame.
|
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void cellAdded (MWWorld::Ptr::CellStore *store);
|
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void waterAdded(MWWorld::Ptr::CellStore *store);
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||||
|
||||
void removeWater();
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|
||||
void preCellChange (MWWorld::Ptr::CellStore* store);
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||||
///< this event is fired immediately before changing cell
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@ -86,17 +93,21 @@ class RenderingManager: private RenderingInterface {
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void scaleObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& scale);
|
||||
void rotateObject (const MWWorld::Ptr& ptr, const::Ogre::Quaternion& orientation);
|
||||
|
||||
void checkUnderwater();
|
||||
void setWaterHeight(const float height);
|
||||
void toggleWater();
|
||||
|
||||
/// \param store Cell the object was in previously (\a ptr has already been updated to the new cell).
|
||||
void moveObjectToCell (const MWWorld::Ptr& ptr, const Ogre::Vector3& position, MWWorld::Ptr::CellStore *store);
|
||||
|
||||
void update (float duration);
|
||||
|
||||
|
||||
void setAmbientColour(const Ogre::ColourValue& colour);
|
||||
void setSunColour(const Ogre::ColourValue& colour);
|
||||
void setSunDirection(const Ogre::Vector3& direction);
|
||||
void sunEnable();
|
||||
void sunDisable();
|
||||
|
||||
|
||||
void setGlare(bool glare);
|
||||
void skyEnable ();
|
||||
void skyDisable ();
|
||||
|
@ -109,13 +120,13 @@ class RenderingManager: private RenderingInterface {
|
|||
|
||||
void requestMap (MWWorld::Ptr::CellStore* cell);
|
||||
///< request the local map for a cell
|
||||
|
||||
|
||||
/// configure fog according to cell
|
||||
void configureFog(ESMS::CellStore<MWWorld::RefData> &mCell);
|
||||
|
||||
|
||||
/// configure fog manually
|
||||
void configureFog(const float density, const Ogre::ColourValue& colour);
|
||||
|
||||
|
||||
void playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName, int mode,
|
||||
int number = 1);
|
||||
///< Run animation for a MW-reference. Calls to this function for references that are currently not
|
||||
|
@ -131,9 +142,13 @@ class RenderingManager: private RenderingInterface {
|
|||
private:
|
||||
|
||||
void setAmbientMode();
|
||||
|
||||
|
||||
SkyManager* mSkyManager;
|
||||
|
||||
|
||||
MWRender::Water *mWater;
|
||||
|
||||
TerrainManager* mTerrainManager;
|
||||
|
||||
OEngine::Render::OgreRenderer &mRendering;
|
||||
|
||||
MWRender::Objects mObjects;
|
||||
|
|
510
apps/openmw/mwrender/terrain.cpp
Normal file
510
apps/openmw/mwrender/terrain.cpp
Normal file
|
@ -0,0 +1,510 @@
|
|||
#include <OgreTerrain.h>
|
||||
#include <OgreTerrainGroup.h>
|
||||
#include <boost/lexical_cast.hpp>
|
||||
|
||||
#include "../mwworld/world.hpp"
|
||||
|
||||
#include "terrainmaterial.hpp"
|
||||
#include "terrain.hpp"
|
||||
|
||||
|
||||
using namespace Ogre;
|
||||
|
||||
namespace MWRender
|
||||
{
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
|
||||
TerrainManager::TerrainManager(Ogre::SceneManager* mgr, const MWWorld::Environment& evn) :
|
||||
mEnvironment(evn), mTerrainGroup(TerrainGroup(mgr, Terrain::ALIGN_X_Z, mLandSize, mWorldSize))
|
||||
{
|
||||
|
||||
TerrainMaterialGeneratorPtr matGen;
|
||||
TerrainMaterialGeneratorB* matGenP = new TerrainMaterialGeneratorB();
|
||||
matGen.bind(matGenP);
|
||||
mTerrainGlobals.setDefaultMaterialGenerator(matGen);
|
||||
|
||||
TerrainMaterialGenerator::Profile* const activeProfile =
|
||||
mTerrainGlobals.getDefaultMaterialGenerator()
|
||||
->getActiveProfile();
|
||||
mActiveProfile = static_cast<TerrainMaterialGeneratorB::SM2Profile*>(activeProfile);
|
||||
|
||||
//The pixel error should be as high as possible without it being noticed
|
||||
//as it governs how fast mesh quality decreases.
|
||||
mTerrainGlobals.setMaxPixelError(8);
|
||||
|
||||
mTerrainGlobals.setLayerBlendMapSize(32);
|
||||
mTerrainGlobals.setDefaultGlobalColourMapSize(65);
|
||||
|
||||
//10 (default) didn't seem to be quite enough
|
||||
mTerrainGlobals.setSkirtSize(128);
|
||||
|
||||
//due to the sudden flick between composite and non composite textures,
|
||||
//this seemed the distance where it wasn't too noticeable
|
||||
mTerrainGlobals.setCompositeMapDistance(mWorldSize*2);
|
||||
|
||||
mActiveProfile->setLightmapEnabled(false);
|
||||
mActiveProfile->setLayerSpecularMappingEnabled(false);
|
||||
mActiveProfile->setLayerNormalMappingEnabled(false);
|
||||
mActiveProfile->setLayerParallaxMappingEnabled(false);
|
||||
mActiveProfile->setReceiveDynamicShadowsEnabled(false);
|
||||
|
||||
//composite maps lead to a drastic reduction in loading time so are
|
||||
//disabled
|
||||
mActiveProfile->setCompositeMapEnabled(false);
|
||||
|
||||
mTerrainGroup.setOrigin(Vector3(mWorldSize/2,
|
||||
0,
|
||||
-mWorldSize/2));
|
||||
|
||||
Terrain::ImportData& importSettings = mTerrainGroup.getDefaultImportSettings();
|
||||
|
||||
importSettings.inputBias = 0;
|
||||
importSettings.terrainSize = mLandSize;
|
||||
importSettings.worldSize = mWorldSize;
|
||||
importSettings.minBatchSize = 9;
|
||||
importSettings.maxBatchSize = mLandSize;
|
||||
|
||||
importSettings.deleteInputData = true;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
|
||||
TerrainManager::~TerrainManager()
|
||||
{
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
|
||||
void TerrainManager::setDiffuse(const ColourValue& diffuse)
|
||||
{
|
||||
mTerrainGlobals.setCompositeMapDiffuse(diffuse);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
|
||||
void TerrainManager::setAmbient(const ColourValue& ambient)
|
||||
{
|
||||
mTerrainGlobals.setCompositeMapAmbient(ambient);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
|
||||
void TerrainManager::cellAdded(MWWorld::Ptr::CellStore *store)
|
||||
{
|
||||
const int cellX = store->cell->getGridX();
|
||||
const int cellY = store->cell->getGridY();
|
||||
|
||||
ESM::Land* land = mEnvironment.mWorld->getStore().lands.search(cellX, cellY);
|
||||
if ( land != NULL )
|
||||
{
|
||||
land->loadData();
|
||||
}
|
||||
|
||||
//split the cell terrain into four segments
|
||||
const int numTextures = ESM::Land::LAND_TEXTURE_SIZE/2;
|
||||
|
||||
for ( int x = 0; x < 2; x++ )
|
||||
{
|
||||
for ( int y = 0; y < 2; y++ )
|
||||
{
|
||||
Terrain::ImportData terrainData =
|
||||
mTerrainGroup.getDefaultImportSettings();
|
||||
|
||||
const int terrainX = cellX * 2 + x;
|
||||
const int terrainY = cellY * 2 + y;
|
||||
|
||||
//it makes far more sense to reallocate the memory here,
|
||||
//and let Ogre deal with it due to the issues with deleting
|
||||
//it at the wrong time if using threads (Which Terrain does)
|
||||
terrainData.inputFloat = OGRE_ALLOC_T(float,
|
||||
mLandSize*mLandSize,
|
||||
MEMCATEGORY_GEOMETRY);
|
||||
|
||||
if ( land != NULL )
|
||||
{
|
||||
//copy the height data row by row
|
||||
for ( int terrainCopyY = 0; terrainCopyY < mLandSize; terrainCopyY++ )
|
||||
{
|
||||
//the offset of the current segment
|
||||
const size_t yOffset = y * (mLandSize-1) * ESM::Land::LAND_SIZE +
|
||||
//offset of the row
|
||||
terrainCopyY * ESM::Land::LAND_SIZE;
|
||||
const size_t xOffset = x * (mLandSize-1);
|
||||
|
||||
memcpy(&terrainData.inputFloat[terrainCopyY*mLandSize],
|
||||
&land->landData->heights[yOffset + xOffset],
|
||||
mLandSize*sizeof(float));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
memset(terrainData.inputFloat, 0, mLandSize*mLandSize*sizeof(float));
|
||||
}
|
||||
|
||||
std::map<uint16_t, int> indexes;
|
||||
initTerrainTextures(&terrainData, cellX, cellY,
|
||||
x * numTextures, y * numTextures,
|
||||
numTextures, indexes);
|
||||
|
||||
if (mTerrainGroup.getTerrain(terrainX, terrainY) == NULL)
|
||||
{
|
||||
mTerrainGroup.defineTerrain(terrainX, terrainY, &terrainData);
|
||||
|
||||
mTerrainGroup.loadTerrain(terrainX, terrainY, true);
|
||||
|
||||
Terrain* terrain = mTerrainGroup.getTerrain(terrainX, terrainY);
|
||||
initTerrainBlendMaps(terrain,
|
||||
cellX, cellY,
|
||||
x * numTextures, y * numTextures,
|
||||
numTextures,
|
||||
indexes);
|
||||
|
||||
if ( land && land->landData->usingColours )
|
||||
{
|
||||
// disable or enable global colour map (depends on available vertex colours)
|
||||
mActiveProfile->setGlobalColourMapEnabled(true);
|
||||
TexturePtr vertex = getVertexColours(land,
|
||||
cellX, cellY,
|
||||
x*(mLandSize-1),
|
||||
y*(mLandSize-1),
|
||||
mLandSize);
|
||||
|
||||
//this is a hack to get around the fact that Ogre seems to
|
||||
//corrupt the global colour map leading to rendering errors
|
||||
MaterialPtr mat = terrain->getMaterial();
|
||||
mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
|
||||
//mat = terrain->_getCompositeMapMaterial();
|
||||
//mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
|
||||
}
|
||||
else
|
||||
{
|
||||
mActiveProfile->setGlobalColourMapEnabled(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
mTerrainGroup.freeTemporaryResources();
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
|
||||
void TerrainManager::cellRemoved(MWWorld::Ptr::CellStore *store)
|
||||
{
|
||||
for ( int x = 0; x < 2; x++ )
|
||||
{
|
||||
for ( int y = 0; y < 2; y++ )
|
||||
{
|
||||
mTerrainGroup.unloadTerrain(store->cell->getGridX() * 2 + x,
|
||||
store->cell->getGridY() * 2 + y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
|
||||
void TerrainManager::initTerrainTextures(Terrain::ImportData* terrainData,
|
||||
int cellX, int cellY,
|
||||
int fromX, int fromY, int size,
|
||||
std::map<uint16_t, int>& indexes)
|
||||
{
|
||||
assert(terrainData != NULL && "Must have valid terrain data");
|
||||
assert(fromX >= 0 && fromY >= 0 &&
|
||||
"Can't get a terrain texture on terrain outside the current cell");
|
||||
assert(fromX+size <= ESM::Land::LAND_TEXTURE_SIZE &&
|
||||
fromY+size <= ESM::Land::LAND_TEXTURE_SIZE &&
|
||||
"Can't get a terrain texture on terrain outside the current cell");
|
||||
|
||||
//this ensures that the ltex indexes are sorted (or retrived as sorted
|
||||
//which simplifies shading between cells).
|
||||
//
|
||||
//If we don't sort the ltex indexes, the splatting order may differ between
|
||||
//cells which may lead to inconsistent results when shading between cells
|
||||
std::set<uint16_t> ltexIndexes;
|
||||
for ( int y = fromY - 1; y < fromY + size + 1; y++ )
|
||||
{
|
||||
for ( int x = fromX - 1; x < fromX + size + 1; x++ )
|
||||
{
|
||||
ltexIndexes.insert(getLtexIndexAt(cellX, cellY, x, y));
|
||||
}
|
||||
}
|
||||
|
||||
//there is one texture that we want to use as a base (i.e. it won't have
|
||||
//a blend map). This holds the ltex index of that base texture so that
|
||||
//we know not to include it in the output map
|
||||
int baseTexture = -1;
|
||||
for ( std::set<uint16_t>::iterator iter = ltexIndexes.begin();
|
||||
iter != ltexIndexes.end();
|
||||
++iter )
|
||||
{
|
||||
const uint16_t ltexIndex = *iter;
|
||||
//this is the base texture, so we can ignore this at present
|
||||
if ( ltexIndex == baseTexture )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const std::map<uint16_t, int>::const_iterator it = indexes.find(ltexIndex);
|
||||
|
||||
if ( it == indexes.end() )
|
||||
{
|
||||
//NB: All vtex ids are +1 compared to the ltex ids
|
||||
|
||||
assert( (int)mEnvironment.mWorld->getStore().landTexts.getSize() >= (int)ltexIndex - 1 &&
|
||||
"LAND.VTEX must be within the bounds of the LTEX array");
|
||||
|
||||
std::string texture;
|
||||
if ( ltexIndex == 0 )
|
||||
{
|
||||
texture = "_land_default.dds";
|
||||
}
|
||||
else
|
||||
{
|
||||
texture = mEnvironment.mWorld->getStore().landTexts.search(ltexIndex-1)->texture;
|
||||
//TODO this is needed due to MWs messed up texture handling
|
||||
texture = texture.substr(0, texture.rfind(".")) + ".dds";
|
||||
}
|
||||
|
||||
const size_t position = terrainData->layerList.size();
|
||||
terrainData->layerList.push_back(Terrain::LayerInstance());
|
||||
|
||||
terrainData->layerList[position].worldSize = 256;
|
||||
terrainData->layerList[position].textureNames.push_back("textures\\" + texture);
|
||||
|
||||
if ( baseTexture == -1 )
|
||||
{
|
||||
baseTexture = ltexIndex;
|
||||
}
|
||||
else
|
||||
{
|
||||
indexes[ltexIndex] = position;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
|
||||
void TerrainManager::initTerrainBlendMaps(Terrain* terrain,
|
||||
int cellX, int cellY,
|
||||
int fromX, int fromY, int size,
|
||||
const std::map<uint16_t, int>& indexes)
|
||||
{
|
||||
assert(terrain != NULL && "Must have valid terrain");
|
||||
assert(fromX >= 0 && fromY >= 0 &&
|
||||
"Can't get a terrain texture on terrain outside the current cell");
|
||||
assert(fromX+size <= ESM::Land::LAND_TEXTURE_SIZE &&
|
||||
fromY+size <= ESM::Land::LAND_TEXTURE_SIZE &&
|
||||
"Can't get a terrain texture on terrain outside the current cell");
|
||||
|
||||
//size must be a power of 2 as we do divisions with a power of 2 number
|
||||
//that need to result in an integer for correct splatting
|
||||
assert( (size & (size - 1)) == 0 && "Size must be a power of 2");
|
||||
|
||||
const int blendMapSize = terrain->getLayerBlendMapSize();
|
||||
const int splatSize = blendMapSize / size;
|
||||
|
||||
//zero out every map
|
||||
std::map<uint16_t, int>::const_iterator iter;
|
||||
for ( iter = indexes.begin(); iter != indexes.end(); ++iter )
|
||||
{
|
||||
float* pBlend = terrain->getLayerBlendMap(iter->second)
|
||||
->getBlendPointer();
|
||||
memset(pBlend, 0, sizeof(float) * blendMapSize * blendMapSize);
|
||||
}
|
||||
|
||||
//covert the ltex data into a set of blend maps
|
||||
for ( int texY = fromY - 1; texY < fromY + size + 1; texY++ )
|
||||
{
|
||||
for ( int texX = fromX - 1; texX < fromX + size + 1; texX++ )
|
||||
{
|
||||
const uint16_t ltexIndex = getLtexIndexAt(cellX, cellY, texX, texY);
|
||||
|
||||
//check if it is the base texture (which isn't in the map) and
|
||||
//if it is don't bother altering the blend map for it
|
||||
if ( indexes.find(ltexIndex) == indexes.end() )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
//while texX is the splat index relative to the entire cell,
|
||||
//relX is relative to the current segment we are splatting
|
||||
const int relX = texX - fromX;
|
||||
const int relY = texY - fromY;
|
||||
|
||||
const int layerIndex = indexes.find(ltexIndex)->second;
|
||||
|
||||
float* const pBlend = terrain->getLayerBlendMap(layerIndex)
|
||||
->getBlendPointer();
|
||||
|
||||
for ( int y = -1; y < splatSize + 1; y++ )
|
||||
{
|
||||
for ( int x = -1; x < splatSize + 1; x++ )
|
||||
{
|
||||
|
||||
//Note: Y is reversed
|
||||
const int splatY = blendMapSize - 1 - relY * splatSize - y;
|
||||
const int splatX = relX * splatSize + x;
|
||||
|
||||
if ( splatX >= 0 && splatX < blendMapSize &&
|
||||
splatY >= 0 && splatY < blendMapSize )
|
||||
{
|
||||
const int index = (splatY)*blendMapSize + splatX;
|
||||
|
||||
if ( y >= 0 && y < splatSize &&
|
||||
x >= 0 && x < splatSize )
|
||||
{
|
||||
pBlend[index] = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
//this provides a transition shading but also
|
||||
//rounds off the corners slightly
|
||||
pBlend[index] = std::min(1.0f, pBlend[index] + 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for ( int i = 1; i < terrain->getLayerCount(); i++ )
|
||||
{
|
||||
TerrainLayerBlendMap* blend = terrain->getLayerBlendMap(i);
|
||||
blend->dirty();
|
||||
blend->update();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
|
||||
int TerrainManager::getLtexIndexAt(int cellX, int cellY,
|
||||
int x, int y)
|
||||
{
|
||||
//check texture index falls within the 9 cell bounds
|
||||
//as this function can't cope with anything above that
|
||||
assert(x >= -ESM::Land::LAND_TEXTURE_SIZE &&
|
||||
y >= -ESM::Land::LAND_TEXTURE_SIZE &&
|
||||
"Trying to get land textures that are out of bounds");
|
||||
|
||||
assert(x < 2*ESM::Land::LAND_TEXTURE_SIZE &&
|
||||
y < 2*ESM::Land::LAND_TEXTURE_SIZE &&
|
||||
"Trying to get land textures that are out of bounds");
|
||||
|
||||
if ( x < 0 )
|
||||
{
|
||||
cellX--;
|
||||
x += ESM::Land::LAND_TEXTURE_SIZE;
|
||||
}
|
||||
else if ( x >= ESM::Land::LAND_TEXTURE_SIZE )
|
||||
{
|
||||
cellX++;
|
||||
x -= ESM::Land::LAND_TEXTURE_SIZE;
|
||||
}
|
||||
|
||||
if ( y < 0 )
|
||||
{
|
||||
cellY--;
|
||||
y += ESM::Land::LAND_TEXTURE_SIZE;
|
||||
}
|
||||
else if ( y >= ESM::Land::LAND_TEXTURE_SIZE )
|
||||
{
|
||||
cellY++;
|
||||
y -= ESM::Land::LAND_TEXTURE_SIZE;
|
||||
}
|
||||
|
||||
|
||||
ESM::Land* land = mEnvironment.mWorld->getStore().lands.search(cellX, cellY);
|
||||
if ( land != NULL )
|
||||
{
|
||||
land->loadData();
|
||||
return land->landData
|
||||
->textures[y * ESM::Land::LAND_TEXTURE_SIZE + x];
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------------------
|
||||
|
||||
TexturePtr TerrainManager::getVertexColours(ESM::Land* land,
|
||||
int cellX, int cellY,
|
||||
int fromX, int fromY, int size)
|
||||
{
|
||||
TextureManager* const texMgr = TextureManager::getSingletonPtr();
|
||||
|
||||
const std::string colourTextureName = "VtexColours_" +
|
||||
boost::lexical_cast<std::string>(cellX) +
|
||||
"_" +
|
||||
boost::lexical_cast<std::string>(cellY) +
|
||||
"_" +
|
||||
boost::lexical_cast<std::string>(fromX) +
|
||||
"_" +
|
||||
boost::lexical_cast<std::string>(fromY);
|
||||
|
||||
TexturePtr tex = texMgr->getByName(colourTextureName);
|
||||
if ( !tex.isNull() )
|
||||
{
|
||||
return tex;
|
||||
}
|
||||
|
||||
tex = texMgr->createManual(colourTextureName,
|
||||
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
|
||||
TEX_TYPE_2D, size, size, 0, PF_BYTE_BGR);
|
||||
|
||||
HardwarePixelBufferSharedPtr pixelBuffer = tex->getBuffer();
|
||||
|
||||
pixelBuffer->lock(HardwareBuffer::HBL_DISCARD);
|
||||
const PixelBox& pixelBox = pixelBuffer->getCurrentLock();
|
||||
|
||||
uint8* pDest = static_cast<uint8*>(pixelBox.data);
|
||||
|
||||
if ( land != NULL )
|
||||
{
|
||||
const char* const colours = land->landData->colours;
|
||||
for ( int y = 0; y < size; y++ )
|
||||
{
|
||||
for ( int x = 0; x < size; x++ )
|
||||
{
|
||||
const size_t colourOffset = (y+fromY)*3*65 + (x+fromX)*3;
|
||||
|
||||
assert( colourOffset < 65*65*3 &&
|
||||
"Colour offset is out of the expected bounds of record" );
|
||||
|
||||
const unsigned char r = colours[colourOffset + 0];
|
||||
const unsigned char g = colours[colourOffset + 1];
|
||||
const unsigned char b = colours[colourOffset + 2];
|
||||
|
||||
//as is the case elsewhere we need to flip the y
|
||||
const size_t imageOffset = (size - 1 - y)*size*4 + x*4;
|
||||
pDest[imageOffset + 0] = b;
|
||||
pDest[imageOffset + 1] = g;
|
||||
pDest[imageOffset + 2] = r;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for ( int y = 0; y < size; y++ )
|
||||
{
|
||||
for ( int x = 0; x < size; x++ )
|
||||
{
|
||||
for ( int k = 0; k < 3; k++ )
|
||||
{
|
||||
*pDest++ = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pixelBuffer->unlock();
|
||||
|
||||
return tex;
|
||||
}
|
||||
|
||||
}
|
117
apps/openmw/mwrender/terrain.hpp
Normal file
117
apps/openmw/mwrender/terrain.hpp
Normal file
|
@ -0,0 +1,117 @@
|
|||
#ifndef _GAME_RENDER_TERRAIN_H
|
||||
#define _GAME_RENDER_TERRAIN_H
|
||||
|
||||
#include <OgreTerrain.h>
|
||||
#include <OgreTerrainGroup.h>
|
||||
#include "terrainmaterial.hpp"
|
||||
|
||||
#include "../mwworld/ptr.hpp"
|
||||
|
||||
namespace Ogre{
|
||||
class SceneManager;
|
||||
class TerrainGroup;
|
||||
class TerrainGlobalOptions;
|
||||
class Terrain;
|
||||
}
|
||||
|
||||
namespace MWRender{
|
||||
|
||||
/**
|
||||
* Implements the Morrowind terrain using the Ogre Terrain Component
|
||||
*
|
||||
* Each terrain cell is split into four blocks as this leads to an increase
|
||||
* in performance and means we don't hit splat limits quite as much
|
||||
*/
|
||||
class TerrainManager{
|
||||
public:
|
||||
TerrainManager(Ogre::SceneManager* mgr, const MWWorld::Environment& env);
|
||||
virtual ~TerrainManager();
|
||||
|
||||
void setDiffuse(const Ogre::ColourValue& diffuse);
|
||||
void setAmbient(const Ogre::ColourValue& ambient);
|
||||
|
||||
void cellAdded(MWWorld::Ptr::CellStore* store);
|
||||
void cellRemoved(MWWorld::Ptr::CellStore* store);
|
||||
private:
|
||||
Ogre::TerrainGlobalOptions mTerrainGlobals;
|
||||
Ogre::TerrainGroup mTerrainGroup;
|
||||
|
||||
const MWWorld::Environment& mEnvironment;
|
||||
|
||||
Ogre::TerrainMaterialGeneratorB::SM2Profile* mActiveProfile;
|
||||
|
||||
/**
|
||||
* The length in verticies of a single terrain block.
|
||||
*/
|
||||
static const int mLandSize = (ESM::Land::LAND_SIZE - 1)/2 + 1;
|
||||
|
||||
/**
|
||||
* The length in game units of a single terrain block.
|
||||
*/
|
||||
static const int mWorldSize = ESM::Land::REAL_SIZE/2;
|
||||
|
||||
/**
|
||||
* Setups up the list of textures for part of a cell, using indexes as
|
||||
* an output to create a mapping of MW LtexIndex to the relevant terrain
|
||||
* layer
|
||||
*
|
||||
* @param terrainData the terrain data to setup the textures for
|
||||
* @param cellX the coord of the cell
|
||||
* @param cellY the coord of the cell
|
||||
* @param fromX the ltex index in the current cell to start making the texture from
|
||||
* @param fromY the ltex index in the current cell to start making the texture from
|
||||
* @param size the size (number of splats) to get
|
||||
* @param indexes a mapping of ltex index to the terrain texture layer that
|
||||
* can be used by initTerrainBlendMaps
|
||||
*/
|
||||
void initTerrainTextures(Ogre::Terrain::ImportData* terrainData,
|
||||
int cellX, int cellY,
|
||||
int fromX, int fromY, int size,
|
||||
std::map<uint16_t, int>& indexes);
|
||||
|
||||
/**
|
||||
* Creates the blend (splatting maps) for the given terrain from the ltex data.
|
||||
*
|
||||
* @param terrain the terrain object for the current cell
|
||||
* @param cellX the coord of the cell
|
||||
* @param cellY the coord of the cell
|
||||
* @param fromX the ltex index in the current cell to start making the texture from
|
||||
* @param fromY the ltex index in the current cell to start making the texture from
|
||||
* @param size the size (number of splats) to get
|
||||
* @param indexes the mapping of ltex to blend map produced by initTerrainTextures
|
||||
*/
|
||||
void initTerrainBlendMaps(Ogre::Terrain* terrain,
|
||||
int cellX, int cellY,
|
||||
int fromX, int fromY, int size,
|
||||
const std::map<uint16_t, int>& indexes);
|
||||
|
||||
/**
|
||||
* Gets a LTEX index at the given point, assuming the current cell
|
||||
* starts at (0,0). This supports getting values from the surrounding
|
||||
* cells so negative x, y is acceptable
|
||||
*
|
||||
* @param cellX the coord of the cell
|
||||
* @param cellY the coord of the cell
|
||||
* @param x, y the splat position of the ltex index to get relative to the
|
||||
* first splat of the current cell
|
||||
*/
|
||||
int getLtexIndexAt(int cellX, int cellY, int x, int y);
|
||||
|
||||
/**
|
||||
* Due to the fact that Ogre terrain doesn't support vertex colours
|
||||
* we have to generate them manually
|
||||
*
|
||||
* @param cellX the coord of the cell
|
||||
* @param cellY the coord of the cell
|
||||
* @param fromX the *vertex* index in the current cell to start making texture from
|
||||
* @param fromY the *vertex* index in the current cell to start making the texture from
|
||||
* @param size the size (number of vertexes) to get
|
||||
*/
|
||||
Ogre::TexturePtr getVertexColours(ESM::Land* land,
|
||||
int cellX, int cellY,
|
||||
int fromX, int fromY, int size);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // _GAME_RENDER_TERRAIN_H
|
1741
apps/openmw/mwrender/terrainmaterial.cpp
Normal file
1741
apps/openmw/mwrender/terrainmaterial.cpp
Normal file
File diff suppressed because it is too large
Load diff
266
apps/openmw/mwrender/terrainmaterial.hpp
Normal file
266
apps/openmw/mwrender/terrainmaterial.hpp
Normal file
|
@ -0,0 +1,266 @@
|
|||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of OGRE
|
||||
(Object-oriented Graphics Rendering Engine)
|
||||
For the latest info, see http://www.ogre3d.org/
|
||||
|
||||
Copyright (c) 2000-2011 Torus Knot Software Ltd
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#ifndef __Ogre_TerrainMaterialGeneratorB_H__
|
||||
#define __Ogre_TerrainMaterialGeneratorB_H__
|
||||
|
||||
#include "OgreTerrainPrerequisites.h"
|
||||
#include "OgreTerrainMaterialGenerator.h"
|
||||
#include "OgreGpuProgramParams.h"
|
||||
|
||||
namespace Ogre
|
||||
{
|
||||
class PSSMShadowCameraSetup;
|
||||
|
||||
/** \addtogroup Optional Components
|
||||
* @{
|
||||
*/
|
||||
/** \addtogroup Terrain
|
||||
* Some details on the terrain component
|
||||
* @{
|
||||
*/
|
||||
|
||||
|
||||
/** A TerrainMaterialGenerator which can cope with normal mapped, specular mapped
|
||||
terrain.
|
||||
@note Requires the Cg plugin to render correctly
|
||||
*/
|
||||
class _OgreTerrainExport TerrainMaterialGeneratorB : public TerrainMaterialGenerator
|
||||
{
|
||||
public:
|
||||
TerrainMaterialGeneratorB();
|
||||
~TerrainMaterialGeneratorB();
|
||||
|
||||
/** Shader model 2 profile target.
|
||||
*/
|
||||
class _OgreTerrainExport SM2Profile : public TerrainMaterialGenerator::Profile
|
||||
{
|
||||
public:
|
||||
SM2Profile(TerrainMaterialGenerator* parent, const String& name, const String& desc);
|
||||
~SM2Profile();
|
||||
|
||||
bool isVertexCompressionSupported() const {return false;}
|
||||
|
||||
MaterialPtr generate(const Terrain* terrain);
|
||||
MaterialPtr generateForCompositeMap(const Terrain* terrain);
|
||||
uint8 getMaxLayers(const Terrain* terrain) const;
|
||||
void updateParams(const MaterialPtr& mat, const Terrain* terrain);
|
||||
void updateParamsForCompositeMap(const MaterialPtr& mat, const Terrain* terrain);
|
||||
void requestOptions(Terrain* terrain);
|
||||
|
||||
/** Whether to support normal mapping per layer in the shader (default true).
|
||||
*/
|
||||
bool isLayerNormalMappingEnabled() const { return mLayerNormalMappingEnabled; }
|
||||
/** Whether to support normal mapping per layer in the shader (default true).
|
||||
*/
|
||||
void setLayerNormalMappingEnabled(bool enabled);
|
||||
/** Whether to support parallax mapping per layer in the shader (default true).
|
||||
*/
|
||||
bool isLayerParallaxMappingEnabled() const { return mLayerParallaxMappingEnabled; }
|
||||
/** Whether to support parallax mapping per layer in the shader (default true).
|
||||
*/
|
||||
void setLayerParallaxMappingEnabled(bool enabled);
|
||||
/** Whether to support specular mapping per layer in the shader (default true).
|
||||
*/
|
||||
bool isLayerSpecularMappingEnabled() const { return mLayerSpecularMappingEnabled; }
|
||||
/** Whether to support specular mapping per layer in the shader (default true).
|
||||
*/
|
||||
void setLayerSpecularMappingEnabled(bool enabled);
|
||||
/** Whether to support a global colour map over the terrain in the shader,
|
||||
if it's present (default true).
|
||||
*/
|
||||
bool isGlobalColourMapEnabled() const { return mGlobalColourMapEnabled; }
|
||||
/** Whether to support a global colour map over the terrain in the shader,
|
||||
if it's present (default true).
|
||||
*/
|
||||
void setGlobalColourMapEnabled(bool enabled);
|
||||
/** Whether to support a light map over the terrain in the shader,
|
||||
if it's present (default true).
|
||||
*/
|
||||
bool isLightmapEnabled() const { return mLightmapEnabled; }
|
||||
/** Whether to support a light map over the terrain in the shader,
|
||||
if it's present (default true).
|
||||
*/
|
||||
void setLightmapEnabled(bool enabled);
|
||||
/** Whether to use the composite map to provide a lower LOD technique
|
||||
in the distance (default true).
|
||||
*/
|
||||
bool isCompositeMapEnabled() const { return mCompositeMapEnabled; }
|
||||
/** Whether to use the composite map to provide a lower LOD technique
|
||||
in the distance (default true).
|
||||
*/
|
||||
void setCompositeMapEnabled(bool enabled);
|
||||
/** Whether to support dynamic texture shadows received from other
|
||||
objects, on the terrain (default true).
|
||||
*/
|
||||
bool getReceiveDynamicShadowsEnabled() const { return mReceiveDynamicShadows; }
|
||||
/** Whether to support dynamic texture shadows received from other
|
||||
objects, on the terrain (default true).
|
||||
*/
|
||||
void setReceiveDynamicShadowsEnabled(bool enabled);
|
||||
|
||||
/** Whether to use PSSM support dynamic texture shadows, and if so the
|
||||
settings to use (default 0).
|
||||
*/
|
||||
void setReceiveDynamicShadowsPSSM(PSSMShadowCameraSetup* pssmSettings);
|
||||
/** Whether to use PSSM support dynamic texture shadows, and if so the
|
||||
settings to use (default 0).
|
||||
*/
|
||||
PSSMShadowCameraSetup* getReceiveDynamicShadowsPSSM() const { return mPSSM; }
|
||||
/** Whether to use depth shadows (default false).
|
||||
*/
|
||||
void setReceiveDynamicShadowsDepth(bool enabled);
|
||||
/** Whether to use depth shadows (default false).
|
||||
*/
|
||||
bool getReceiveDynamicShadowsDepth() const { return mDepthShadows; }
|
||||
/** Whether to use shadows on low LOD material rendering (when using composite map) (default false).
|
||||
*/
|
||||
void setReceiveDynamicShadowsLowLod(bool enabled);
|
||||
/** Whether to use shadows on low LOD material rendering (when using composite map) (default false).
|
||||
*/
|
||||
bool getReceiveDynamicShadowsLowLod() const { return mLowLodShadows; }
|
||||
|
||||
int getNumberOfLightsSupported() const;
|
||||
|
||||
/// Internal
|
||||
bool _isSM3Available() const { return mSM3Available; }
|
||||
|
||||
protected:
|
||||
|
||||
enum TechniqueType
|
||||
{
|
||||
HIGH_LOD,
|
||||
LOW_LOD,
|
||||
RENDER_COMPOSITE_MAP
|
||||
};
|
||||
void addTechnique(const MaterialPtr& mat, const Terrain* terrain, TechniqueType tt);
|
||||
|
||||
/// Interface definition for helper class to generate shaders
|
||||
class _OgreTerrainExport ShaderHelper : public TerrainAlloc
|
||||
{
|
||||
public:
|
||||
ShaderHelper() {}
|
||||
virtual ~ShaderHelper() {}
|
||||
virtual HighLevelGpuProgramPtr generateVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
virtual HighLevelGpuProgramPtr generateFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
virtual void updateParams(const SM2Profile* prof, const MaterialPtr& mat, const Terrain* terrain, bool compositeMap);
|
||||
protected:
|
||||
virtual String getVertexProgramName(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
virtual String getFragmentProgramName(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
virtual HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) = 0;
|
||||
virtual HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) = 0;
|
||||
virtual void generateVertexProgramSource(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
virtual void generateFragmentProgramSource(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
virtual void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
|
||||
virtual void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
|
||||
virtual void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) = 0;
|
||||
virtual void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) = 0;
|
||||
virtual void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
|
||||
virtual void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
|
||||
virtual void defaultVpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog);
|
||||
virtual void defaultFpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog);
|
||||
virtual void updateVpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params);
|
||||
virtual void updateFpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params);
|
||||
static String getChannel(uint idx);
|
||||
|
||||
size_t mShadowSamplerStartHi;
|
||||
size_t mShadowSamplerStartLo;
|
||||
|
||||
};
|
||||
|
||||
/// Utility class to help with generating shaders for Cg / HLSL.
|
||||
class _OgreTerrainExport ShaderHelperCg : public ShaderHelper
|
||||
{
|
||||
protected:
|
||||
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
|
||||
void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
|
||||
void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
uint generateVpDynamicShadowsParams(uint texCoordStart, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
void generateVpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
void generateFpDynamicShadowsHelpers(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
void generateFpDynamicShadowsParams(uint* texCoord, uint* sampler, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
void generateFpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
};
|
||||
|
||||
class _OgreTerrainExport ShaderHelperHLSL : public ShaderHelperCg
|
||||
{
|
||||
protected:
|
||||
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
};
|
||||
|
||||
/// Utility class to help with generating shaders for GLSL.
|
||||
class _OgreTerrainExport ShaderHelperGLSL : public ShaderHelper
|
||||
{
|
||||
protected:
|
||||
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
|
||||
void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
|
||||
void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) {}
|
||||
void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) {}
|
||||
void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
|
||||
void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
|
||||
};
|
||||
|
||||
ShaderHelper* mShaderGen;
|
||||
bool mLayerNormalMappingEnabled;
|
||||
bool mLayerParallaxMappingEnabled;
|
||||
bool mLayerSpecularMappingEnabled;
|
||||
bool mGlobalColourMapEnabled;
|
||||
bool mLightmapEnabled;
|
||||
bool mCompositeMapEnabled;
|
||||
bool mReceiveDynamicShadows;
|
||||
PSSMShadowCameraSetup* mPSSM;
|
||||
bool mDepthShadows;
|
||||
bool mLowLodShadows;
|
||||
bool mSM3Available;
|
||||
|
||||
bool isShadowingEnabled(TechniqueType tt, const Terrain* terrain) const;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
/** @} */
|
||||
/** @} */
|
||||
|
||||
|
||||
}
|
||||
|
||||
#endif
|
95
apps/openmw/mwrender/water.cpp
Normal file
95
apps/openmw/mwrender/water.cpp
Normal file
|
@ -0,0 +1,95 @@
|
|||
#include "water.hpp"
|
||||
|
||||
namespace MWRender
|
||||
{
|
||||
|
||||
Water::Water (Ogre::Camera *camera, const ESM::Cell* cell) :
|
||||
mCamera (camera), mViewport (camera->getViewport()), mSceneManager (camera->getSceneManager()),
|
||||
mIsUnderwater(false)
|
||||
{
|
||||
try
|
||||
{
|
||||
Ogre::CompositorManager::getSingleton().addCompositor(mViewport, "Water", -1);
|
||||
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
|
||||
} catch(...) {}
|
||||
|
||||
mTop = cell->water;
|
||||
|
||||
mIsUnderwater = false;
|
||||
|
||||
mWaterPlane = Ogre::Plane(Ogre::Vector3::UNIT_Y, 0);
|
||||
|
||||
Ogre::MeshManager::getSingleton().createPlane("water", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, CELL_SIZE*5, CELL_SIZE * 5, 10, 10, true, 1, 3,5, Ogre::Vector3::UNIT_Z);
|
||||
|
||||
mWater = mSceneManager->createEntity("water");
|
||||
|
||||
mWater->setMaterialName("Examples/Water0");
|
||||
|
||||
mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode();
|
||||
mWaterNode->setPosition(0, mTop, 0);
|
||||
|
||||
if(!(cell->data.flags & cell->Interior))
|
||||
{
|
||||
mWaterNode->setPosition(getSceneNodeCoordinates(cell->data.gridX, cell->data.gridY));
|
||||
}
|
||||
mWaterNode->attachObject(mWater);
|
||||
}
|
||||
|
||||
|
||||
Water::~Water()
|
||||
{
|
||||
Ogre::MeshManager::getSingleton().remove("water");
|
||||
|
||||
mWaterNode->detachObject(mWater);
|
||||
mSceneManager->destroyEntity(mWater);
|
||||
mSceneManager->destroySceneNode(mWaterNode);
|
||||
|
||||
Ogre::CompositorManager::getSingleton().removeCompositorChain(mViewport);
|
||||
}
|
||||
|
||||
void Water::changeCell(const ESM::Cell* cell)
|
||||
{
|
||||
mTop = cell->water;
|
||||
|
||||
if(!(cell->data.flags & cell->Interior))
|
||||
mWaterNode->setPosition(getSceneNodeCoordinates(cell->data.gridX, cell->data.gridY));
|
||||
else
|
||||
setHeight(mTop);
|
||||
}
|
||||
|
||||
void Water::setHeight(const float height)
|
||||
{
|
||||
mTop = height;
|
||||
mWaterNode->setPosition(0, height, 0);
|
||||
}
|
||||
|
||||
void Water::toggle()
|
||||
{
|
||||
mWater->setVisible(!mWater->getVisible());
|
||||
}
|
||||
|
||||
void Water::checkUnderwater(float y)
|
||||
{
|
||||
if ((mIsUnderwater && y > mTop) || !mWater->isVisible())
|
||||
{
|
||||
try {
|
||||
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
|
||||
} catch(...) {}
|
||||
mIsUnderwater = false;
|
||||
}
|
||||
|
||||
if (!mIsUnderwater && y < mTop && mWater->isVisible())
|
||||
{
|
||||
try {
|
||||
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", true);
|
||||
} catch(...) {}
|
||||
mIsUnderwater = true;
|
||||
}
|
||||
}
|
||||
|
||||
Ogre::Vector3 Water::getSceneNodeCoordinates(int gridX, int gridY)
|
||||
{
|
||||
return Ogre::Vector3(gridX * CELL_SIZE + (CELL_SIZE / 2), mTop, -gridY * CELL_SIZE - (CELL_SIZE / 2));
|
||||
}
|
||||
|
||||
} // namespace
|
40
apps/openmw/mwrender/water.hpp
Normal file
40
apps/openmw/mwrender/water.hpp
Normal file
|
@ -0,0 +1,40 @@
|
|||
#ifndef GAME_MWRENDER_WATER_H
|
||||
#define GAME_MWRENDER_WATER_H
|
||||
|
||||
#include <Ogre.h>
|
||||
#include <components/esm/loadcell.hpp>
|
||||
|
||||
namespace MWRender {
|
||||
|
||||
/// Water rendering
|
||||
class Water : Ogre::RenderTargetListener, Ogre::Camera::Listener
|
||||
{
|
||||
static const int CELL_SIZE = 8192;
|
||||
Ogre::Camera *mCamera;
|
||||
Ogre::SceneManager *mSceneManager;
|
||||
Ogre::Viewport *mViewport;
|
||||
|
||||
Ogre::Plane mWaterPlane;
|
||||
Ogre::SceneNode *mWaterNode;
|
||||
Ogre::Entity *mWater;
|
||||
|
||||
bool mIsUnderwater;
|
||||
int mTop;
|
||||
|
||||
Ogre::Vector3 getSceneNodeCoordinates(int gridX, int gridY);
|
||||
|
||||
public:
|
||||
Water (Ogre::Camera *camera, const ESM::Cell* cell);
|
||||
~Water();
|
||||
|
||||
void toggle();
|
||||
|
||||
void checkUnderwater(float y);
|
||||
void changeCell(const ESM::Cell* cell);
|
||||
void setHeight(const float height);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -133,11 +133,70 @@ namespace MWScript
|
|||
}
|
||||
};
|
||||
|
||||
class OpGetWaterLevel : public Interpreter::Opcode0
|
||||
{
|
||||
public:
|
||||
|
||||
virtual void execute (Interpreter::Runtime& runtime)
|
||||
{
|
||||
InterpreterContext& context
|
||||
= static_cast<InterpreterContext&> (runtime.getContext());
|
||||
|
||||
MWWorld::Ptr::CellStore *cell = context.getWorld().getPlayer().getPlayer().getCell();
|
||||
runtime.push (cell->mWaterLevel);
|
||||
}
|
||||
};
|
||||
|
||||
class OpSetWaterLevel : public Interpreter::Opcode0
|
||||
{
|
||||
public:
|
||||
|
||||
virtual void execute (Interpreter::Runtime& runtime)
|
||||
{
|
||||
InterpreterContext& context
|
||||
= static_cast<InterpreterContext&> (runtime.getContext());
|
||||
|
||||
Interpreter::Type_Float level = runtime[0].mFloat;
|
||||
|
||||
MWWorld::Ptr::CellStore *cell = context.getWorld().getPlayer().getPlayer().getCell();
|
||||
|
||||
if (!(cell->cell->data.flags & ESM::Cell::Interior))
|
||||
throw std::runtime_error("Can't set water level in exterior cell");
|
||||
|
||||
cell->mWaterLevel = level;
|
||||
context.getEnvironment().mWorld->setWaterHeight(cell->mWaterLevel);
|
||||
}
|
||||
};
|
||||
|
||||
class OpModWaterLevel : public Interpreter::Opcode0
|
||||
{
|
||||
public:
|
||||
|
||||
virtual void execute (Interpreter::Runtime& runtime)
|
||||
{
|
||||
InterpreterContext& context
|
||||
= static_cast<InterpreterContext&> (runtime.getContext());
|
||||
|
||||
Interpreter::Type_Float level = runtime[0].mFloat;
|
||||
|
||||
MWWorld::Ptr::CellStore *cell = context.getWorld().getPlayer().getPlayer().getCell();
|
||||
|
||||
if (!(cell->cell->data.flags & ESM::Cell::Interior))
|
||||
throw std::runtime_error("Can't set water level in exterior cell");
|
||||
|
||||
cell->mWaterLevel +=level;
|
||||
context.getEnvironment().mWorld->setWaterHeight(cell->mWaterLevel);
|
||||
}
|
||||
};
|
||||
|
||||
const int opcodeCellChanged = 0x2000000;
|
||||
const int opcodeCOC = 0x2000026;
|
||||
const int opcodeCOE = 0x200008e;
|
||||
const int opcodeGetInterior = 0x2000131;
|
||||
const int opcodeGetPCCell = 0x2000136;
|
||||
const int opcodeGetWaterLevel = 0x2000141;
|
||||
const int opcodeSetWaterLevel = 0x2000142;
|
||||
const int opcodeModWaterLevel = 0x2000143;
|
||||
|
||||
void registerExtensions (Compiler::Extensions& extensions)
|
||||
{
|
||||
|
@ -146,8 +205,11 @@ namespace MWScript
|
|||
extensions.registerInstruction ("centeroncell", "S", opcodeCOC);
|
||||
extensions.registerInstruction ("coe", "ll", opcodeCOE);
|
||||
extensions.registerInstruction ("centeronexterior", "ll", opcodeCOE);
|
||||
extensions.registerInstruction ("setwaterlevel", "f", opcodeSetWaterLevel);
|
||||
extensions.registerInstruction ("modwaterlevel", "f", opcodeModWaterLevel);
|
||||
extensions.registerFunction ("getinterior", 'l', "", opcodeGetInterior);
|
||||
extensions.registerFunction ("getpccell", 'l', "c", opcodeGetPCCell);
|
||||
extensions.registerFunction ("getwaterlevel", 'f', "", opcodeGetWaterLevel);
|
||||
}
|
||||
|
||||
void installOpcodes (Interpreter::Interpreter& interpreter)
|
||||
|
@ -157,6 +219,9 @@ namespace MWScript
|
|||
interpreter.installSegment5 (opcodeCOE, new OpCOE);
|
||||
interpreter.installSegment5 (opcodeGetInterior, new OpGetInterior);
|
||||
interpreter.installSegment5 (opcodeGetPCCell, new OpGetPCCell);
|
||||
interpreter.installSegment5 (opcodeGetWaterLevel, new OpGetWaterLevel);
|
||||
interpreter.installSegment5 (opcodeSetWaterLevel, new OpSetWaterLevel);
|
||||
interpreter.installSegment5 (opcodeModWaterLevel, new OpModWaterLevel);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -123,5 +123,9 @@ op 0x200013d: FadeOut
|
|||
op 0x200013e: FadeTo
|
||||
op 0x200013f: GetCurrentWeather
|
||||
op 0x2000140: ChangeWeather
|
||||
op 0x2000141: GetWaterLevel
|
||||
op 0x2000142: SetWaterLevel
|
||||
op 0x2000143: ModWaterLevel
|
||||
op 0x2000144: ToggleWater, twa
|
||||
op 0x2000145: ToggleFogOfWar (tfow)
|
||||
opcodes 0x2000146-0x3ffffff unused
|
||||
|
|
|
@ -175,6 +175,19 @@ namespace MWScript
|
|||
}
|
||||
};
|
||||
|
||||
class OpToggleWater : public Interpreter::Opcode0
|
||||
{
|
||||
public:
|
||||
|
||||
virtual void execute (Interpreter::Runtime& runtime)
|
||||
{
|
||||
InterpreterContext& context =
|
||||
static_cast<InterpreterContext&> (runtime.getContext());
|
||||
|
||||
context.getWorld().toggleWater();
|
||||
}
|
||||
};
|
||||
|
||||
const int opcodeXBox = 0x200000c;
|
||||
const int opcodeOnActivate = 0x200000d;
|
||||
const int opcodeActivate = 0x2000075;
|
||||
|
@ -187,6 +200,7 @@ namespace MWScript
|
|||
const int opcodeFadeIn = 0x200013c;
|
||||
const int opcodeFadeOut = 0x200013d;
|
||||
const int opcodeFadeTo = 0x200013e;
|
||||
const int opcodeToggleWater = 0x2000144;
|
||||
|
||||
void registerExtensions (Compiler::Extensions& extensions)
|
||||
{
|
||||
|
@ -204,6 +218,8 @@ namespace MWScript
|
|||
extensions.registerInstruction ("fadein", "f", opcodeFadeIn);
|
||||
extensions.registerInstruction ("fadeout", "f", opcodeFadeOut);
|
||||
extensions.registerInstruction ("fadeto", "ff", opcodeFadeTo);
|
||||
extensions.registerInstruction ("togglewater", "", opcodeToggleWater);
|
||||
extensions.registerInstruction ("twa", "", opcodeToggleWater);
|
||||
}
|
||||
|
||||
void installOpcodes (Interpreter::Interpreter& interpreter)
|
||||
|
@ -220,6 +236,7 @@ namespace MWScript
|
|||
interpreter.installSegment5 (opcodeFadeIn, new OpFadeIn);
|
||||
interpreter.installSegment5 (opcodeFadeOut, new OpFadeOut);
|
||||
interpreter.installSegment5 (opcodeFadeTo, new OpFadeTo);
|
||||
interpreter.installSegment5 (opcodeToggleWater, new OpToggleWater);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -441,12 +441,34 @@ void OpenAL_Output::init(const std::string &devname)
|
|||
try
|
||||
{
|
||||
ALCuint maxtotal = std::min<ALCuint>(maxmono+maxstereo, 256);
|
||||
for(size_t i = 0;i < maxtotal;i++)
|
||||
if (maxtotal == 0) // workaround for broken implementations
|
||||
{
|
||||
ALuint src = 0;
|
||||
alGenSources(1, &src);
|
||||
throwALerror();
|
||||
mFreeSources.push_back(src);
|
||||
maxtotal = 256;
|
||||
bool stop = false;
|
||||
for(size_t i = 0;i < maxtotal && !stop;i++) // generate source until error returned
|
||||
{
|
||||
ALuint src = 0;
|
||||
alGenSources(1, &src);
|
||||
ALenum err = alGetError();
|
||||
if(err != AL_NO_ERROR)
|
||||
{
|
||||
stop = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
mFreeSources.push_back(src);
|
||||
}
|
||||
}
|
||||
}
|
||||
else // normal case
|
||||
{
|
||||
for(size_t i = 0;i < maxtotal;i++)
|
||||
{
|
||||
ALuint src = 0;
|
||||
alGenSources(1, &src);
|
||||
throwALerror();
|
||||
mFreeSources.push_back(src);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch(std::exception &e)
|
||||
|
|
|
@ -54,9 +54,11 @@ void insertCellRefList(MWRender::RenderingManager& rendering, MWWorld::Environme
|
|||
|
||||
namespace MWWorld
|
||||
{
|
||||
|
||||
void Scene::update (float duration){
|
||||
mRendering.update (duration);
|
||||
}
|
||||
|
||||
void Scene::unloadCell (CellStoreCollection::iterator iter)
|
||||
{
|
||||
std::cout << "Unloading cell\n";
|
||||
|
@ -79,6 +81,7 @@ namespace MWWorld
|
|||
mPhysics->removeObject (node->getName());
|
||||
}
|
||||
}
|
||||
|
||||
mRendering.removeCell(*iter);
|
||||
//mPhysics->removeObject("Unnamed_43");
|
||||
|
||||
|
@ -87,6 +90,7 @@ namespace MWWorld
|
|||
mEnvironment.mSoundManager->stopSound (*iter);
|
||||
mActiveCells.erase(*iter);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
@ -101,7 +105,7 @@ namespace MWWorld
|
|||
mActiveCells.insert(cell);
|
||||
if(result.second){
|
||||
insertCell(*cell, mEnvironment);
|
||||
mRendering.cellAdded (cell);
|
||||
mRendering.cellAdded(cell);
|
||||
mRendering.configureAmbient(*cell);
|
||||
mRendering.requestMap(cell);
|
||||
mRendering.configureAmbient(*cell);
|
||||
|
@ -192,6 +196,7 @@ namespace MWWorld
|
|||
|
||||
mCurrentCell = *iter;
|
||||
|
||||
|
||||
// adjust player
|
||||
playerCellChange (mWorld->getExterior(X, Y), position, adjustPlayerPos);
|
||||
|
||||
|
@ -199,6 +204,7 @@ namespace MWWorld
|
|||
mWorld->adjustSky();
|
||||
|
||||
mCellChanged = true;
|
||||
mRendering.waterAdded(mCurrentCell);
|
||||
}
|
||||
|
||||
//We need the ogre renderer and a scene node.
|
||||
|
@ -238,6 +244,7 @@ namespace MWWorld
|
|||
Ptr::CellStore *cell = mWorld->getInterior(cellName);
|
||||
|
||||
loadCell (cell);
|
||||
|
||||
|
||||
// adjust player
|
||||
mCurrentCell = cell;
|
||||
|
@ -250,6 +257,8 @@ namespace MWWorld
|
|||
mWorld->adjustSky();
|
||||
|
||||
mCellChanged = true;
|
||||
|
||||
mRendering.waterAdded(cell);
|
||||
}
|
||||
|
||||
void Scene::changeToExteriorCell (const ESM::Position& position)
|
||||
|
|
|
@ -531,9 +531,10 @@ namespace MWWorld
|
|||
ptr.getRefData().getPosition().pos[0] = x;
|
||||
ptr.getRefData().getPosition().pos[1] = y;
|
||||
ptr.getRefData().getPosition().pos[2] = z;
|
||||
|
||||
if (ptr==mPlayer->getPlayer())
|
||||
{
|
||||
//std::cout << "X:" << ptr.getRefData().getPosition().pos[0] << " Z: " << ptr.getRefData().getPosition().pos[1] << "\n";
|
||||
|
||||
Ptr::CellStore *currentCell = mWorldScene->getCurrentCell();
|
||||
if (currentCell)
|
||||
{
|
||||
|
@ -766,4 +767,15 @@ namespace MWWorld
|
|||
Vector2 d = Vector2(dir.x, dir.z);
|
||||
return d;
|
||||
}
|
||||
|
||||
void World::setWaterHeight(const float height)
|
||||
{
|
||||
mRendering->setWaterHeight(height);
|
||||
}
|
||||
|
||||
void World::toggleWater()
|
||||
{
|
||||
mRendering->toggleWater();
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -112,6 +112,9 @@ namespace MWWorld
|
|||
Ptr::CellStore *getExterior (int x, int y);
|
||||
|
||||
Ptr::CellStore *getInterior (const std::string& name);
|
||||
|
||||
void setWaterHeight(const float height);
|
||||
void toggleWater();
|
||||
|
||||
void adjustSky();
|
||||
|
||||
|
|
|
@ -21,8 +21,13 @@ void Cell::load(ESMReader &esm)
|
|||
if (data.flags & Interior)
|
||||
{
|
||||
// Interior cells
|
||||
|
||||
if (esm.isNextSub("INTV") || esm.isNextSub("WHGT"))
|
||||
if (esm.isNextSub("INTV"))
|
||||
{
|
||||
int waterl;
|
||||
esm.getHT(waterl);
|
||||
water = (float) waterl;
|
||||
}
|
||||
else if (esm.isNextSub("WHGT"))
|
||||
esm.getHT(water);
|
||||
|
||||
// Quasi-exterior cells have a region (which determines the
|
||||
|
|
|
@ -114,11 +114,26 @@ struct Cell
|
|||
ESM_Context context; // File position
|
||||
DATAstruct data;
|
||||
AMBIstruct ambi;
|
||||
int water; // Water level
|
||||
float water; // Water level
|
||||
int mapColor;
|
||||
|
||||
void load(ESMReader &esm);
|
||||
|
||||
bool isExterior() const
|
||||
{
|
||||
return !(data.flags & Interior);
|
||||
}
|
||||
|
||||
int getGridX() const
|
||||
{
|
||||
return data.gridX;
|
||||
}
|
||||
|
||||
int getGridY() const
|
||||
{
|
||||
return data.gridY;
|
||||
}
|
||||
|
||||
// Restore the given reader to the stored position. Will try to open
|
||||
// the file matching the stored file name. If you want to read from
|
||||
// somewhere other than the file system, you need to pre-open the
|
||||
|
|
|
@ -4,6 +4,8 @@ namespace ESM
|
|||
{
|
||||
void Land::load(ESMReader &esm)
|
||||
{
|
||||
mEsm = &esm;
|
||||
|
||||
// Get the grid location
|
||||
esm.getSubNameIs("INTV");
|
||||
esm.getSubHeaderIs(8);
|
||||
|
@ -19,14 +21,117 @@ void Land::load(ESMReader &esm)
|
|||
int cnt = 0;
|
||||
|
||||
// Skip these here. Load the actual data when the cell is loaded.
|
||||
if(esm.isNextSub("VNML")) {esm.skipHSubSize(12675);cnt++;}
|
||||
if(esm.isNextSub("VHGT")) {esm.skipHSubSize(4232);cnt++;}
|
||||
if(esm.isNextSub("WNAM")) esm.skipHSubSize(81);
|
||||
if(esm.isNextSub("VCLR")) esm.skipHSubSize(12675);
|
||||
if(esm.isNextSub("VTEX")) {esm.skipHSubSize(512);cnt++;}
|
||||
if (esm.isNextSub("VNML"))
|
||||
{
|
||||
esm.skipHSubSize(12675);
|
||||
cnt++;
|
||||
}
|
||||
if (esm.isNextSub("VHGT"))
|
||||
{
|
||||
esm.skipHSubSize(4232);
|
||||
cnt++;
|
||||
}
|
||||
if (esm.isNextSub("WNAM"))
|
||||
{
|
||||
esm.skipHSubSize(81);
|
||||
}
|
||||
if (esm.isNextSub("VCLR"))
|
||||
{
|
||||
esm.skipHSubSize(12675);
|
||||
}
|
||||
if (esm.isNextSub("VTEX"))
|
||||
{
|
||||
esm.skipHSubSize(512);
|
||||
cnt++;
|
||||
}
|
||||
|
||||
// We need all three of VNML, VHGT and VTEX in order to use the
|
||||
// landscape.
|
||||
hasData = (cnt == 3);
|
||||
|
||||
dataLoaded = false;
|
||||
landData = NULL;
|
||||
}
|
||||
|
||||
void Land::loadData()
|
||||
{
|
||||
if (dataLoaded)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
landData = new LandData;
|
||||
|
||||
if (hasData)
|
||||
{
|
||||
mEsm->restoreContext(context);
|
||||
|
||||
//esm.getHNExact(landData->normals, sizeof(VNML), "VNML");
|
||||
if (mEsm->isNextSub("VNML"))
|
||||
{
|
||||
mEsm->skipHSubSize(12675);
|
||||
}
|
||||
|
||||
VHGT rawHeights;
|
||||
|
||||
mEsm->getHNExact(&rawHeights, sizeof(VHGT), "VHGT");
|
||||
int currentHeightOffset = rawHeights.heightOffset;
|
||||
for (int y = 0; y < LAND_SIZE; y++)
|
||||
{
|
||||
currentHeightOffset += rawHeights.heightData[y * LAND_SIZE];
|
||||
landData->heights[y * LAND_SIZE] = currentHeightOffset * HEIGHT_SCALE;
|
||||
|
||||
int tempOffset = currentHeightOffset;
|
||||
for (int x = 1; x < LAND_SIZE; x++)
|
||||
{
|
||||
tempOffset += rawHeights.heightData[y * LAND_SIZE + x];
|
||||
landData->heights[x + y * LAND_SIZE] = tempOffset * HEIGHT_SCALE;
|
||||
}
|
||||
}
|
||||
|
||||
if (mEsm->isNextSub("WNAM"))
|
||||
{
|
||||
mEsm->skipHSubSize(81);
|
||||
}
|
||||
if (mEsm->isNextSub("VCLR"))
|
||||
{
|
||||
landData->usingColours = true;
|
||||
mEsm->getHExact(&landData->colours, 3*LAND_NUM_VERTS);
|
||||
}else{
|
||||
landData->usingColours = false;
|
||||
}
|
||||
//TODO fix magic numbers
|
||||
uint16_t vtex[512];
|
||||
mEsm->getHNExact(&vtex, 512, "VTEX");
|
||||
|
||||
int readPos = 0; //bit ugly, but it works
|
||||
for ( int y1 = 0; y1 < 4; y1++ )
|
||||
for ( int x1 = 0; x1 < 4; x1++ )
|
||||
for ( int y2 = 0; y2 < 4; y2++)
|
||||
for ( int x2 = 0; x2 < 4; x2++ )
|
||||
landData->textures[(y1*4+y2)*16+(x1*4+x2)] = vtex[readPos++];
|
||||
}
|
||||
else
|
||||
{
|
||||
landData->usingColours = false;
|
||||
memset(&landData->textures, 0, 512 * sizeof(uint16_t));
|
||||
for (int i = 0; i < LAND_NUM_VERTS; i++)
|
||||
{
|
||||
landData->heights[i] = -256.0f * HEIGHT_SCALE;
|
||||
}
|
||||
}
|
||||
|
||||
dataLoaded = true;
|
||||
}
|
||||
|
||||
void Land::unloadData()
|
||||
{
|
||||
if (dataLoaded)
|
||||
{
|
||||
delete landData;
|
||||
landData = NULL;
|
||||
dataLoaded = false;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -17,11 +17,66 @@ struct Land
|
|||
|
||||
// File context. This allows the ESM reader to be 'reset' to this
|
||||
// location later when we are ready to load the full data set.
|
||||
ESMReader* mEsm;
|
||||
ESM_Context context;
|
||||
|
||||
bool hasData;
|
||||
|
||||
bool dataLoaded;
|
||||
|
||||
// number of vertices per side
|
||||
static const int LAND_SIZE = 65;
|
||||
|
||||
// cell terrain size in world coords
|
||||
static const int REAL_SIZE = 8192;
|
||||
|
||||
// total number of vertices
|
||||
static const int LAND_NUM_VERTS = LAND_SIZE * LAND_SIZE;
|
||||
|
||||
static const int HEIGHT_SCALE = 8;
|
||||
|
||||
//number of textures per side of land
|
||||
static const int LAND_TEXTURE_SIZE = 16;
|
||||
|
||||
//total number of textures per land
|
||||
static const int LAND_NUM_TEXTURES = LAND_TEXTURE_SIZE * LAND_TEXTURE_SIZE;
|
||||
|
||||
#pragma pack(push,1)
|
||||
struct VHGT
|
||||
{
|
||||
float heightOffset;
|
||||
int8_t heightData[LAND_NUM_VERTS];
|
||||
short unknown1;
|
||||
char unknown2;
|
||||
};
|
||||
#pragma pack(pop)
|
||||
|
||||
typedef uint8_t VNML[LAND_NUM_VERTS * 3];
|
||||
|
||||
struct LandData
|
||||
{
|
||||
float heightOffset;
|
||||
float heights[LAND_NUM_VERTS];
|
||||
//float normals[LAND_NUM_VERTS * 3];
|
||||
uint16_t textures[LAND_NUM_TEXTURES];
|
||||
|
||||
bool usingColours;
|
||||
char colours[3 * LAND_NUM_VERTS];
|
||||
};
|
||||
|
||||
LandData *landData;
|
||||
|
||||
void load(ESMReader &esm);
|
||||
|
||||
/**
|
||||
* Actually loads data
|
||||
*/
|
||||
void loadData();
|
||||
|
||||
/**
|
||||
* Frees memory allocated for land data
|
||||
*/
|
||||
void unloadData();
|
||||
};
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -95,12 +95,17 @@ namespace ESMS
|
|||
State_Unloaded, State_Preloaded, State_Loaded
|
||||
};
|
||||
|
||||
CellStore (const ESM::Cell *cell_) : cell (cell_), mState (State_Unloaded) {}
|
||||
CellStore (const ESM::Cell *cell_) : cell (cell_), mState (State_Unloaded)
|
||||
{
|
||||
mWaterLevel = cell->water;
|
||||
}
|
||||
|
||||
const ESM::Cell *cell;
|
||||
State mState;
|
||||
std::vector<std::string> mIds;
|
||||
|
||||
float mWaterLevel;
|
||||
|
||||
// Lists for each individual object type
|
||||
CellRefList<Activator, D> activators;
|
||||
CellRefList<Potion, D> potions;
|
||||
|
|
|
@ -201,15 +201,21 @@ namespace ESMS
|
|||
|
||||
// TODO: For multiple ESM/ESP files we need one list per file.
|
||||
std::vector<LandTexture> ltex;
|
||||
int count;
|
||||
|
||||
LTexList() : count(0)
|
||||
LTexList()
|
||||
{
|
||||
// More than enough to hold Morrowind.esm.
|
||||
ltex.reserve(128);
|
||||
}
|
||||
|
||||
int getSize() { return count; }
|
||||
const LandTexture* search(size_t index) const
|
||||
{
|
||||
assert(index < ltex.size());
|
||||
return <ex.at(index);
|
||||
}
|
||||
|
||||
int getSize() { return ltex.size(); }
|
||||
int getSize() const { return ltex.size(); }
|
||||
|
||||
virtual void listIdentifier (std::vector<std::string>& identifier) const {}
|
||||
|
||||
|
@ -233,12 +239,18 @@ namespace ESMS
|
|||
*/
|
||||
struct LandList : RecList
|
||||
{
|
||||
virtual ~LandList() {}
|
||||
virtual ~LandList()
|
||||
{
|
||||
for ( LandMap::iterator itr = lands.begin(); itr != lands.end(); ++itr )
|
||||
{
|
||||
delete itr->second;
|
||||
}
|
||||
}
|
||||
|
||||
// Map containing all landscapes
|
||||
typedef std::map<int, Land*> LandsCol;
|
||||
typedef std::map<int, LandsCol> Lands;
|
||||
Lands lands;
|
||||
typedef std::pair<int, int> LandCoord;
|
||||
typedef std::map<LandCoord, Land*> LandMap;
|
||||
LandMap lands;
|
||||
|
||||
int count;
|
||||
LandList() : count(0) {}
|
||||
|
@ -247,17 +259,15 @@ namespace ESMS
|
|||
virtual void listIdentifier (std::vector<std::string>& identifier) const {}
|
||||
|
||||
// Find land for the given coordinates. Return null if no data.
|
||||
const Land *search(int x, int y) const
|
||||
Land *search(int x, int y) const
|
||||
{
|
||||
Lands::const_iterator it = lands.find(x);
|
||||
if(it==lands.end())
|
||||
LandMap::const_iterator itr = lands.find(std::make_pair<int, int>(x, y));
|
||||
if ( itr == lands.end() )
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
|
||||
LandsCol::const_iterator it2 = it->second.find(y);
|
||||
if(it2 == it->second.end())
|
||||
return NULL;
|
||||
|
||||
return it2->second;
|
||||
return itr->second;
|
||||
}
|
||||
|
||||
void load(ESMReader &esm, const std::string &id)
|
||||
|
@ -266,11 +276,11 @@ namespace ESMS
|
|||
|
||||
// Create the structure and load it. This actually skips the
|
||||
// landscape data and remembers the file position for later.
|
||||
Land *land = new Land;
|
||||
Land *land = new Land();
|
||||
land->load(esm);
|
||||
|
||||
// Store the structure
|
||||
lands[land->X][land->Y] = land;
|
||||
lands[std::make_pair<int, int>(land->X, land->Y)] = land;
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -116,7 +116,7 @@ namespace ESMS
|
|||
recLists[REC_GLOB] = &globals;
|
||||
recLists[REC_GMST] = &gameSettings;
|
||||
recLists[REC_INGR] = &ingreds;
|
||||
//recLists[REC_LAND] = &lands;
|
||||
recLists[REC_LAND] = &lands;
|
||||
recLists[REC_LEVC] = &creatureLists;
|
||||
recLists[REC_LEVI] = &itemLists;
|
||||
recLists[REC_LIGH] = &lights;
|
||||
|
|
13
files/CMakeLists.txt
Normal file
13
files/CMakeLists.txt
Normal file
|
@ -0,0 +1,13 @@
|
|||
project(resources)
|
||||
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/caustic_0.png "${OpenMW_BINARY_DIR}/resources/water/caustic_0.png" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Example_Fresnel.cg "${OpenMW_BINARY_DIR}/resources/water/Example_Fresnel.cg" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Example_FresnelPS.asm "${OpenMW_BINARY_DIR}/resources/water/Example_FresnelPS.asm" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/GlassFP.cg "${OpenMW_BINARY_DIR}/resources/water/GlassFP.cg" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/GlassVP.cg "${OpenMW_BINARY_DIR}/resources/water/GlassVP.cg" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/perlinvolume.dds "${OpenMW_BINARY_DIR}/resources/water/perlinvolume.dds" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Water02.jpg "${OpenMW_BINARY_DIR}/resources/water/Water02.jpg" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.compositor "${OpenMW_BINARY_DIR}/resources/water/water.compositor" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/waves2.dds "${OpenMW_BINARY_DIR}/resources/water/waves2.dds" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Examples-Water.material "${OpenMW_BINARY_DIR}/resources/water/Examples-Water.material" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/WaterNormal1.tga "${OpenMW_BINARY_DIR}/resources/water/WaterNormal1.tga" COPYONLY)
|
|
@ -1,34 +1,29 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
|
||||
<MyGUI type="Layout">
|
||||
<Widget type="Window" skin="MW_Dialog" layer="Windows" position="0 0 588 433" name="_Main">
|
||||
<!-- HEADER -->
|
||||
<Widget type="TextBox" skin="HeaderText" position="0 0 588 18" name="NpcName" align="ALIGN_LEFT ALIGN_TOP">
|
||||
<Property key="Caption" value="Name"/>
|
||||
<Property key="TextAlign" value="ALIGN_CENTER"/>
|
||||
</Widget>
|
||||
<Widget type="Window" skin="MW_Window" layer="Windows" position="0 0 588 433" name="_Main">
|
||||
|
||||
<!-- The Dialogue history -->
|
||||
<Widget type="DialogueHistory" skin="MW_TextBoxEdit" position="8 39 400 375" name="History" align="ALIGN_LEFT ALIGN_TOP STRETCH">
|
||||
<Widget type="DialogueHistory" skin="MW_TextBoxEdit" position="8 8 415 381" name="History" align="ALIGN_LEFT ALIGN_TOP ALIGN_STRETCH">
|
||||
<Property key="Static" value="true"/>
|
||||
<Property key="WordWrap" value="true"/>
|
||||
<Property key="MultiLine" value="1" />
|
||||
<Property key="VisibleVScroll" value="1" />
|
||||
<!-- invisible box for receiving mouse events -->
|
||||
<Widget type="Widget" skin="" position="0 0 400 375" name="EventBox" align="ALIGN_LEFT ALIGN_TOP STRETCH"/>
|
||||
<Widget type="Widget" skin="" position="0 0 400 375" name="EventBox" align="ALIGN_LEFT ALIGN_TOP ALIGN_STRETCH"/>
|
||||
</Widget>
|
||||
|
||||
<!-- The disposition bar-->
|
||||
<Widget type="ProgressBar" skin="MW_EnergyBar_Blue" position="432 39 132 18"
|
||||
<Widget type="ProgressBar" skin="MW_EnergyBar_Blue" position="432 8 132 18"
|
||||
align="Right Top" name="Disposition">
|
||||
<Widget type="EditBox" skin="MW_DispositionEdit" position_real = "0.25 0 0.5 1" name = "DispositionText"/>
|
||||
</Widget>
|
||||
<!-- The list of topics -->
|
||||
<Widget type="ListBox" skin="MW_List" position="432 62 132 318" name="TopicsList">
|
||||
<Widget type="ListBox" skin="MW_List" position="432 31 132 328" name="TopicsList" align="Right VStretch">
|
||||
</Widget>
|
||||
|
||||
<!-- The Goodbye button -->
|
||||
<Widget type="Button" skin="MW_Button" position="432 387 132 23" name="ByeButton">
|
||||
<Widget type="Button" skin="MW_Button" position="432 366 132 23" name="ByeButton" align="Right Bottom">
|
||||
<Property key="Caption" value="Goodbye"/>
|
||||
</Widget>
|
||||
</Widget>
|
||||
|
|
|
@ -294,7 +294,7 @@
|
|||
<Property key="TextAlign" value = "ALIGN_CENTER" />
|
||||
<Property key="TextColour" value = "0.8 0.8 0.8" />
|
||||
|
||||
<Child type="Widget" skin="DialogBG" offset = "4 4 248 46" align = "ALIGN_STRETCH" name = "Client"/>
|
||||
<Child type="Widget" skin="BlackBG" offset = "4 4 248 46" align = "ALIGN_STRETCH" name = "Client"/>
|
||||
|
||||
<!-- Outer borders -->
|
||||
<Child type="Widget" skin="DB_T" offset="4 0 248 4" align="ALIGN_TOP ALIGN_HSTRETCH" name="Border">
|
||||
|
|
116
files/water/Example_Fresnel.cg
Normal file
116
files/water/Example_Fresnel.cg
Normal file
|
@ -0,0 +1,116 @@
|
|||
// Vertex program for fresnel reflections / refractions
|
||||
void main_vp(
|
||||
float4 pos : POSITION,
|
||||
float4 normal : NORMAL,
|
||||
float2 tex : TEXCOORD0,
|
||||
|
||||
out float4 oPos : POSITION,
|
||||
out float3 noiseCoord : TEXCOORD0,
|
||||
out float4 projectionCoord : TEXCOORD1,
|
||||
out float3 oEyeDir : TEXCOORD2,
|
||||
out float3 oNormal : TEXCOORD3,
|
||||
|
||||
uniform float4x4 worldViewProjMatrix,
|
||||
uniform float3 eyePosition, // object space
|
||||
uniform float timeVal,
|
||||
uniform float scale, // the amount to scale the noise texture by
|
||||
uniform float scroll, // the amount by which to scroll the noise
|
||||
uniform float noise // the noise perturb as a factor of the time
|
||||
)
|
||||
{
|
||||
oPos = mul(worldViewProjMatrix, pos);
|
||||
// Projective texture coordinates, adjust for mapping
|
||||
float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
|
||||
0,-0.5, 0, 0.5,
|
||||
0, 0, 0.5, 0.5,
|
||||
0, 0, 0, 1);
|
||||
projectionCoord = mul(scalemat, oPos);
|
||||
// Noise map coords
|
||||
noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
|
||||
noiseCoord.z = noise * timeVal;
|
||||
|
||||
oEyeDir = normalize(pos.xyz - eyePosition);
|
||||
oNormal = normal.rgb;
|
||||
|
||||
}
|
||||
|
||||
// Fragment program for distorting a texture using a 3D noise texture
|
||||
void main_fp(
|
||||
float3 noiseCoord : TEXCOORD0,
|
||||
float4 projectionCoord : TEXCOORD1,
|
||||
float3 eyeDir : TEXCOORD2,
|
||||
float3 normal : TEXCOORD3,
|
||||
|
||||
out float4 col : COLOR,
|
||||
|
||||
uniform float4 tintColour,
|
||||
uniform float noiseScale,
|
||||
uniform float fresnelBias,
|
||||
uniform float fresnelScale,
|
||||
uniform float fresnelPower,
|
||||
uniform sampler2D waterTex : register(s0),
|
||||
uniform sampler2D noiseMap : register(s1),
|
||||
uniform sampler2D reflectMap : register(s2),
|
||||
uniform sampler2D refractMap : register(s3)
|
||||
)
|
||||
{
|
||||
// Do the tex projection manually so we can distort _after_
|
||||
float2 final = projectionCoord.xy / projectionCoord.w;
|
||||
|
||||
// Noise
|
||||
float3 noiseNormal = (tex2D(noiseMap, (noiseCoord.xy / 5)).rgb - 0.5).rbg * noiseScale;
|
||||
final += noiseNormal.xz;
|
||||
|
||||
// Fresnel
|
||||
//normal = normalize(normal + noiseNormal.xz);
|
||||
float fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
|
||||
|
||||
// Reflection / refraction
|
||||
float4 reflectionColour = tex2D(reflectMap, final);
|
||||
float4 refractionColour = tex2D(refractMap, final) + tintColour;
|
||||
|
||||
// Final colour
|
||||
col = lerp(refractionColour, reflectionColour, fresnel) * tex2D(waterTex, noiseNormal) / 3 ;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Old version to match ATI PS 1.3 implementation
|
||||
void main_vp_old(
|
||||
float4 pos : POSITION,
|
||||
float4 normal : NORMAL,
|
||||
float2 tex : TEXCOORD0,
|
||||
|
||||
out float4 oPos : POSITION,
|
||||
out float fresnel : COLOR,
|
||||
out float3 noiseCoord : TEXCOORD0,
|
||||
out float4 projectionCoord : TEXCOORD1,
|
||||
|
||||
uniform float4x4 worldViewProjMatrix,
|
||||
uniform float3 eyePosition, // object space
|
||||
uniform float fresnelBias,
|
||||
uniform float fresnelScale,
|
||||
uniform float fresnelPower,
|
||||
uniform float timeVal,
|
||||
uniform float scale, // the amount to scale the noise texture by
|
||||
uniform float scroll, // the amount by which to scroll the noise
|
||||
uniform float noise // the noise perturb as a factor of the time
|
||||
)
|
||||
{
|
||||
oPos = mul(worldViewProjMatrix, pos);
|
||||
// Projective texture coordinates, adjust for mapping
|
||||
float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
|
||||
0,-0.5, 0, 0.5,
|
||||
0, 0, 0.5, 0.5,
|
||||
0, 0, 0, 1);
|
||||
projectionCoord = mul(scalemat, oPos);
|
||||
// Noise map coords
|
||||
noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
|
||||
noiseCoord.z = noise * timeVal;
|
||||
|
||||
// calc fresnel factor (reflection coefficient)
|
||||
float3 eyeDir = normalize(pos.xyz - eyePosition);
|
||||
fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
|
||||
|
||||
}
|
72
files/water/Example_FresnelPS.asm
Normal file
72
files/water/Example_FresnelPS.asm
Normal file
|
@ -0,0 +1,72 @@
|
|||
ps.1.4
|
||||
// conversion from Cg generated ARB_fragment_program to ps.1.4 by NFZ
|
||||
// command line args: -profile arbfp1 -entry main_fp
|
||||
// program main_fp
|
||||
// c0 : distortionRange
|
||||
// c1 : tintColour
|
||||
// testure 0 : noiseMap
|
||||
// texture 1 : reflectMap
|
||||
// texture 2 : refractMap
|
||||
// v0.x : fresnel
|
||||
// t0.xyz : noiseCoord
|
||||
// t1.xyw : projectionCoord
|
||||
|
||||
def c2, 2, 1, 0, 0
|
||||
|
||||
// Cg: distort.x = tex3D(noiseMap, noiseCoord).x;
|
||||
// arbfp1: TEX R0.x, fragment.texcoord[0], texture[0], 3D;
|
||||
// sample noise map using noiseCoord in TEX unit 0
|
||||
|
||||
texld r0, t0.xyz
|
||||
|
||||
// get projected texture coordinates from TEX coord 1
|
||||
// will be used in phase 2
|
||||
|
||||
texcrd r1.xy, t1_dw.xyw
|
||||
mov r1.z, c2.y
|
||||
|
||||
// Cg: distort.y = tex3D(noiseMap, noiseCoord + yoffset).x;
|
||||
// arbfp1: ADD R1.xyz, fragment.texcoord[0], c1;
|
||||
// arbfp1: TEX R1.x, R1, texture[0], 3D;
|
||||
// arbfp1: MOV R0.y, R1.x;
|
||||
|
||||
// Cg: distort = (distort * 2 - 1) * distortionRange;
|
||||
// arbfp1: MAD R0.xy, R0, c0.x, -c0.y;
|
||||
// arbfp1: MUL R0.xy, R0, u0.x;
|
||||
// (distort * 2 - 1) same as 2*(distort -.5) so use _bx2
|
||||
|
||||
|
||||
// Cg: final = projectionCoord.xy / projectionCoord.w;
|
||||
// Cg: final += distort;
|
||||
// arbfp1: RCP R0.w, fragment.texcoord[1].w;
|
||||
// arbfp1: MAD R0.xy, fragment.texcoord[1], R0.w, R0;
|
||||
// final = (distort * projectionCoord.w) + projectionCoord.xy
|
||||
// for ps.1.4 have to re-arrange things a bit to perturb projected texture coordinates
|
||||
|
||||
mad r0.xyz, r0_bx2, c0.x, r1
|
||||
|
||||
phase
|
||||
|
||||
// do dependant texture reads
|
||||
// Cg: reflectionColour = tex2D(reflectMap, final);
|
||||
// arbfp1: TEX R0, R0, texture[1], 2D;
|
||||
// sampe reflectMap using dependant read : texunit 1
|
||||
|
||||
texld r1, r0.xyz
|
||||
|
||||
// Cg: refractionColour = tex2D(refractMap, final) + tintColour;
|
||||
// arbfp1: TEX R1, R0, texture[2], 2D;
|
||||
// sample refractMap : texunit 2
|
||||
|
||||
texld r2, r0.xyz
|
||||
|
||||
// adding tintColour that is in global c1
|
||||
// arbfp1: ADD R1, R1, u1;
|
||||
|
||||
add r2, r2, c1
|
||||
|
||||
// Cg: col = lerp(refractionColour, reflectionColour, fresnel);
|
||||
// arbfp1: ADD R0, R0, -R1;
|
||||
// arbfp1: MAD result.color, fragment.color.primary.x, R0, R1;
|
||||
|
||||
lrp r0, v0.x, r1, r2
|
149
files/water/Examples-Water.material
Normal file
149
files/water/Examples-Water.material
Normal file
|
@ -0,0 +1,149 @@
|
|||
|
||||
vertex_program Water/GlassVP cg
|
||||
{
|
||||
source GlassVP.cg
|
||||
entry_point glass_vp
|
||||
profiles vs_1_1 arbvp1
|
||||
|
||||
default_params
|
||||
{
|
||||
param_named_auto worldViewProj worldviewproj_matrix
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
fragment_program Water/GlassFP cg
|
||||
{
|
||||
source GlassFP.cg
|
||||
entry_point main_ps
|
||||
profiles ps_2_0 arbfp1
|
||||
}
|
||||
|
||||
material Water/Compositor
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
depth_check off
|
||||
vertex_program_ref Water/GlassVP
|
||||
{
|
||||
param_named_auto timeVal time 0.25
|
||||
param_named scale float 0.1
|
||||
}
|
||||
|
||||
fragment_program_ref Water/GlassFP
|
||||
{
|
||||
param_named tintColour float4 0 0.35 0.35 1
|
||||
}
|
||||
|
||||
texture_unit RT
|
||||
{
|
||||
tex_coord_set 0
|
||||
tex_address_mode clamp
|
||||
filtering linear linear linear
|
||||
}
|
||||
|
||||
texture_unit
|
||||
{
|
||||
texture WaterNormal1.tga 2d
|
||||
tex_coord_set 1
|
||||
//tex_address_mode clamp
|
||||
filtering linear linear linear
|
||||
}
|
||||
texture_unit
|
||||
{
|
||||
texture caustic_0.png 2d
|
||||
tex_coord_set 2
|
||||
//tex_address_mode clamp
|
||||
filtering linear linear linear
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
vertex_program Water/RefractReflectVP cg
|
||||
{
|
||||
source Example_Fresnel.cg
|
||||
entry_point main_vp
|
||||
profiles vs_1_1 arbvp1
|
||||
}
|
||||
vertex_program Water/RefractReflectVPold cg
|
||||
{
|
||||
source Example_Fresnel.cg
|
||||
entry_point main_vp_old
|
||||
profiles vs_1_1 arbvp1
|
||||
}
|
||||
|
||||
fragment_program Water/RefractReflectFP cg
|
||||
{
|
||||
source Example_Fresnel.cg
|
||||
entry_point main_fp
|
||||
// sorry, ps_1_1 and fp20 can't do this
|
||||
profiles ps_2_0 arbfp1
|
||||
}
|
||||
|
||||
fragment_program Water/RefractReflectPS asm
|
||||
{
|
||||
source Example_FresnelPS.asm
|
||||
// sorry, only for ps_1_4 :)
|
||||
syntax ps_1_4
|
||||
|
||||
}
|
||||
material Examples/Water0
|
||||
{
|
||||
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
//
|
||||
|
||||
depth_write off
|
||||
vertex_program_ref Water/RefractReflectVP
|
||||
{
|
||||
param_named_auto worldViewProjMatrix worldviewproj_matrix
|
||||
param_named_auto eyePosition camera_position_object_space
|
||||
param_named_auto timeVal time 0.15
|
||||
param_named scroll float 1
|
||||
param_named scale float 1
|
||||
param_named noise float 1
|
||||
// scroll and noisePos will need updating per frame
|
||||
}
|
||||
fragment_program_ref Water/RefractReflectFP
|
||||
{
|
||||
param_named fresnelBias float -0.1
|
||||
param_named fresnelScale float 0.8
|
||||
param_named fresnelPower float 20
|
||||
param_named tintColour float4 1 1 1 1
|
||||
param_named noiseScale float 0.05
|
||||
}
|
||||
// Water
|
||||
scene_blend alpha_blend
|
||||
texture_unit
|
||||
{
|
||||
|
||||
// Water texture
|
||||
texture Water02.jpg
|
||||
// min / mag filtering, no mip
|
||||
filtering linear linear none
|
||||
alpha_op_ex source1 src_manual src_current 0.9
|
||||
|
||||
}
|
||||
// Noise
|
||||
texture_unit
|
||||
{
|
||||
alpha_op_ex source1 src_manual src_current 0.9
|
||||
// Perlin noise volume
|
||||
texture waves2.dds
|
||||
// min / mag filtering, no mip
|
||||
filtering linear linear none
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
15
files/water/GlassFP.cg
Normal file
15
files/water/GlassFP.cg
Normal file
|
@ -0,0 +1,15 @@
|
|||
sampler RT : register(s0);
|
||||
sampler NormalMap : register(s1);
|
||||
sampler CausticMap : register(s2);
|
||||
|
||||
float4 main_ps(float2 iTexCoord : TEXCOORD0,
|
||||
float3 noiseCoord : TEXCOORD1,
|
||||
uniform float4 tintColour) : COLOR
|
||||
{
|
||||
float4 normal = tex2D(NormalMap, noiseCoord);
|
||||
|
||||
|
||||
return tex2D(RT, iTexCoord + normal.xy * 0.05) +
|
||||
(tex2D(CausticMap, noiseCoord) / 5) +
|
||||
tintColour ;
|
||||
}
|
24
files/water/GlassVP.cg
Normal file
24
files/water/GlassVP.cg
Normal file
|
@ -0,0 +1,24 @@
|
|||
void glass_vp
|
||||
(
|
||||
in float4 inPos : POSITION,
|
||||
|
||||
out float4 pos : POSITION,
|
||||
out float2 uv0 : TEXCOORD0,
|
||||
out float4 noiseCoord : TEXCOORD1,
|
||||
|
||||
uniform float4x4 worldViewProj,
|
||||
uniform float timeVal,
|
||||
uniform float scale
|
||||
)
|
||||
{
|
||||
// Use standardise transform, so work accord with render system specific (RS depth, requires texture flipping, etc)
|
||||
pos = mul(worldViewProj, inPos);
|
||||
|
||||
// The input positions adjusted by texel offsets, so clean up inaccuracies
|
||||
inPos.xy = sign(inPos.xy);
|
||||
|
||||
// Convert to image-space
|
||||
uv0 = (float2(inPos.x, -inPos.y) + 1.0f) * 0.5f;
|
||||
noiseCoord = (pos + timeVal) * scale;
|
||||
}
|
||||
|
BIN
files/water/Water02.jpg
Normal file
BIN
files/water/Water02.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 182 KiB |
BIN
files/water/WaterNormal1.tga
Normal file
BIN
files/water/WaterNormal1.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 192 KiB |
BIN
files/water/caustic_0.png
Normal file
BIN
files/water/caustic_0.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 34 KiB |
BIN
files/water/perlinvolume.dds
Normal file
BIN
files/water/perlinvolume.dds
Normal file
Binary file not shown.
21
files/water/water.compositor
Normal file
21
files/water/water.compositor
Normal file
|
@ -0,0 +1,21 @@
|
|||
compositor Water
|
||||
{
|
||||
technique
|
||||
{
|
||||
texture rt0 target_width target_height PF_R8G8B8
|
||||
|
||||
target rt0 { input previous }
|
||||
|
||||
target_output
|
||||
{
|
||||
// Start with clear output
|
||||
input none
|
||||
|
||||
pass render_quad
|
||||
{
|
||||
material Water/Compositor
|
||||
input 0 rt0
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
BIN
files/water/waves2.dds
Normal file
BIN
files/water/waves2.dds
Normal file
Binary file not shown.
Loading…
Reference in a new issue