- removed caelum (we can get it from the git history, if needed)

- added code for moon rendering (they are not visible by default)
This commit is contained in:
scrawl 2012-02-20 23:41:22 +01:00
parent 090c0586a0
commit 6aac3d4b77

View file

@ -26,11 +26,39 @@ namespace MWRender
const Vector3& pInitialPosition,
SceneNode* pRootNode
);
CelestialBody();
void setPosition(const Vector3& pPosition);
void setVisible(const bool visible) { mNode->setVisible(visible); };
private:
protected:
virtual void init(const String& pTextureName,
const unsigned int pInitialSize,
const Vector3& pInitialPosition,
SceneNode* pRootNode);
SceneNode* mNode;
MaterialPtr mMaterial;
};
/*
* The moons need a seperate class because of their shader (which allows them to be partially transparent)
*/
class Moon : public CelestialBody
{
public:
Moon( const String& pTextureName,
const unsigned int pInitialSize,
const Vector3& pInitialPosition,
SceneNode* pRootNode
);
void setVisibility(const float pVisibility);
///< set the transparency factor for this moon
void setColour(const ColourValue& pColour);
/// \todo Moon phases
};
CelestialBody::CelestialBody( const String& textureName,
@ -38,34 +66,11 @@ namespace MWRender
const Vector3& pInitialPosition,
SceneNode* pRootNode)
{
SceneManager* sceneMgr = pRootNode->getCreator();
const float scale = initialSize*700.f;
Vector3 finalPosition = pInitialPosition.normalisedCopy() * CELESTIAL_BODY_DISTANCE;
static unsigned int bodyCount=0;
// Create a camera-aligned billboard
BillboardSet* bbSet = sceneMgr->createBillboardSet("SkyBillboardSet"+StringConverter::toString(bodyCount), 1);
bbSet->setDefaultDimensions(scale, scale);
bbSet->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY);
SceneNode* mNode = pRootNode->createChildSceneNode();
mNode->setPosition(finalPosition);
mNode->attachObject(bbSet);
bbSet->createBillboard(0,0,0);
MaterialPtr material = MaterialManager::getSingleton().create("CelestialBody"+StringConverter::toString(bodyCount), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
material->removeAllTechniques();
Pass* p = material->createTechnique()->createPass();
p->setSceneBlending(SBT_TRANSPARENT_ALPHA);
p->setDepthCheckEnabled(false);
p->setDepthWriteEnabled(false);
p->createTextureUnitState(textureName /*"textures\\tx_sun_05.dds"*/);
bbSet->setMaterialName("CelestialBody"+StringConverter::toString(bodyCount));
bodyCount++;
init(textureName, initialSize, pInitialPosition, pRootNode);
}
CelestialBody::CelestialBody()
{
}
void CelestialBody::setPosition(const Vector3& pPosition)
@ -75,6 +80,115 @@ namespace MWRender
mNode->setPosition(finalPosition);
}
void CelestialBody::init(const String& textureName,
const unsigned int initialSize,
const Vector3& pInitialPosition,
SceneNode* pRootNode)
{
SceneManager* sceneMgr = pRootNode->getCreator();
const float scale = initialSize*550.f;
Vector3 finalPosition = pInitialPosition.normalisedCopy() * CELESTIAL_BODY_DISTANCE;
static unsigned int bodyCount=0;
/// \todo These billboards are not 100% correct, might want to revisit them later
BillboardSet* bbSet = sceneMgr->createBillboardSet("SkyBillboardSet"+StringConverter::toString(bodyCount), 1);
bbSet->setDefaultDimensions(scale, scale);
bbSet->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+1);
bbSet->setBillboardType(BBT_PERPENDICULAR_COMMON);
bbSet->setCommonDirection( -pInitialPosition.normalisedCopy() );
mNode = pRootNode->createChildSceneNode();
mNode->setPosition(finalPosition);
mNode->attachObject(bbSet);
bbSet->createBillboard(0,0,0);
mMaterial = MaterialManager::getSingleton().create("CelestialBody"+StringConverter::toString(bodyCount), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
mMaterial->removeAllTechniques();
Pass* p = mMaterial->createTechnique()->createPass();
p->setSceneBlending(SBT_TRANSPARENT_ALPHA);
p->setDepthCheckEnabled(false);
p->setDepthWriteEnabled(false);
p->setSelfIllumination(1.0,1.0,1.0);
p->setDiffuse(0.0,0.0,0.0,1.0);
p->setAmbient(0.0,0.0,0.0);
p->createTextureUnitState(textureName);
bbSet->setMaterialName("CelestialBody"+StringConverter::toString(bodyCount));
bodyCount++;
}
Moon::Moon( const String& textureName,
const unsigned int initialSize,
const Vector3& pInitialPosition,
SceneNode* pRootNode)
{
init(textureName, initialSize, pInitialPosition, pRootNode);
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
HighLevelGpuProgramPtr vshader;
if (mgr.resourceExists("Moon_VP"))
vshader = mgr.getByName("Moon_VP");
else
vshader = mgr.createProgram("Moon_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_VERTEX_PROGRAM);
vshader->setParameter("profiles", "vs_2_x arbvp1");
vshader->setParameter("entry_point", "main_vp");
StringUtil::StrStreamType outStream;
outStream <<
"void main_vp( \n"
" float4 position : POSITION, \n"
" in float2 uv : TEXCOORD0, \n"
" out float2 oUV : TEXCOORD0, \n"
" out float4 oPosition : POSITION, \n"
" uniform float4x4 worldViewProj \n"
") \n"
"{ \n"
" oUV = uv; \n"
" oPosition = mul( worldViewProj, position ); \n"
"}";
vshader->setSource(outStream.str());
vshader->load();
vshader->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
mMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader->getName());
HighLevelGpuProgramPtr fshader;
if (mgr.resourceExists("Moon_FP"))
fshader = mgr.getByName("Moon_FP");
else
fshader = mgr.createProgram("Moon_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_FRAGMENT_PROGRAM);
fshader->setParameter("profiles", "ps_2_x arbfp1");
fshader->setParameter("entry_point", "main_fp");
StringUtil::StrStreamType outStream2;
outStream2 <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n"
" uniform sampler2D texture : TEXUNIT0, \n"
" uniform float visibilityFactor, \n"
" uniform float4 emissive \n"
") \n"
"{ \n"
" float4 tex = tex2D(texture, uv); \n"
" oColor = float4(emissive.xyz,1) * tex2D(texture, uv) * float4(1,1,1,visibilityFactor); \n"
"}";
fshader->setSource(outStream2.str());
fshader->load();
fshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
mMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName());
}
void Moon::setVisibility(const float pVisibility)
{
mMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("visibilityFactor", Real(pVisibility));
}
void Moon::setColour(const ColourValue& pColour)
{
mMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(pColour);
}
class MWSkyManager : public SkyManager
{
public:
@ -101,11 +215,13 @@ namespace MWRender
///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
/// 3 waxing or waning gibbous, 4 full moon
virtual void setMoonColour (bool red) {}
virtual void setMoonColour (bool red);
///< change Secunda colour to red
private:
CelestialBody* mSun;
Moon* mMasser;
Moon* mSecunda;
Camera* mCamera;
Viewport* mViewport;
@ -185,6 +301,12 @@ namespace MWRender
mViewport->setBackgroundColour(ColourValue(0.87, 0.87, 0.87));
mSun = new CelestialBody("textures\\tx_sun_05.dds", 1, Vector3(0.4, 0.4, 1.0), mRootNode);
mMasser = new Moon("textures\\tx_masser_full.dds", 1, Vector3(-0.4, -0.4, 0.5), mRootNode);
mSecunda = new Moon("textures\\tx_secunda_full.dds", 1, Vector3(0.4, -0.4, 0.5), mRootNode);
mMasser->setVisibility(0.2);
mSecunda->setVisibility(0.2);
mMasser->setVisible(false);
mSecunda->setVisible(false);
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
@ -230,7 +352,7 @@ namespace MWRender
// Clouds
NifOgre::NIFLoader::load("meshes\\sky_clouds_01.nif");
Entity* clouds_ent = mSceneMgr->createEntity("meshes\\sky_clouds_01.nif");
clouds_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+1);
clouds_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+2);
SceneNode* clouds_node = mRootNode->createChildSceneNode();
clouds_node->attachObject(clouds_ent);
mCloudMaterial = clouds_ent->getSubEntity(0)->getMaterial();
@ -279,7 +401,6 @@ namespace MWRender
"{ \n"
" uv += float2(1,1) * time * 0.01; \n" // Scroll in x,y direction
" float4 tex = tex2D(texture, uv); \n"
" clip(tex.a<0.5); \n"
" oColor = color * float4(emissive.xyz,1) * tex2D(texture, uv); \n"
"}";
mCloudFragmentShader->setSource(outStream2.str());
@ -305,7 +426,7 @@ namespace MWRender
mCloudMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(1.0, 1.0, 1.0);
// Disable depth writing so that the sky does not cover any objects
mCloudMaterial->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
//mAtmosphereMaterial->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
mCloudMaterial->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
@ -315,6 +436,8 @@ namespace MWRender
MWSkyManager::~MWSkyManager()
{
delete mSun;
delete mMasser;
delete mSecunda;
}
void MWSkyManager::update(float duration)
@ -337,89 +460,10 @@ namespace MWRender
mRootNode->setVisible(false);
}
//
// Implements a Caelum sky with default settings.
//
// Note: this is intended as a temporary solution to provide some form of
// sky rendering. This code will obviously need significant tailoring to
// support fidelity with Morrowind's rendering. Before doing major work
// on this class, more research should be done to determine whether
// Caelum or another plug-in such as SkyX would be best for the long-term.
//
class CaelumManager : public SkyManager
void MWSkyManager::setMoonColour (bool red)
{
protected:
Caelum::CaelumSystem* mpCaelumSystem;
public:
CaelumManager (Ogre::RenderWindow* pRenderWindow,
Ogre::Camera* pCamera,
const boost::filesystem::path& resDir);
virtual ~CaelumManager ();
virtual void update(float duration) {}
virtual void enable() {}
virtual void disable() {}
virtual void setHour (double hour) {}
///< will be called even when sky is disabled.
virtual void setDate (int day, int month) {}
///< will be called even when sky is disabled.
virtual int getMasserPhase() const { return 0; }
///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
/// 3 waxing or waning gibbous, 4 full moon
virtual int getSecundaPhase() const { return 0; }
///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
/// 3 waxing or waning gibbous, 4 full moon
virtual void setMoonColour (bool red) {}
};
CaelumManager::CaelumManager (Ogre::RenderWindow* pRenderWindow,
Ogre::Camera* pCamera,
const boost::filesystem::path& resDir)
: mpCaelumSystem (NULL)
{
using namespace Caelum;
assert(pCamera);
assert(pRenderWindow);
// Load the Caelum resources
//
ResourceGroupManager::getSingleton().addResourceLocation((resDir / "caelum").string(), "FileSystem", "Caelum");
ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
// Load the Caelum resources
//
Ogre::SceneManager* pScene = pCamera->getSceneManager();
Caelum::CaelumSystem::CaelumComponent componentMask = CaelumSystem::CAELUM_COMPONENTS_DEFAULT;
mpCaelumSystem = new Caelum::CaelumSystem (Root::getSingletonPtr(), pScene, componentMask);
// Set time acceleration.
mpCaelumSystem->getUniversalClock()->setTimeScale(128);
// Disable fog since OpenMW is handling OGRE fog elsewhere
mpCaelumSystem->setManageSceneFog(false);
// Change the camera far distance to make sure the sky is not clipped
pCamera->setFarClipDistance(50000);
// Register Caelum as an OGRE listener
pRenderWindow->addListener(mpCaelumSystem);
Root::getSingletonPtr()->addFrameListener(mpCaelumSystem);
}
CaelumManager::~CaelumManager()
{
if (mpCaelumSystem)
mpCaelumSystem->shutdown (false);
mSecunda->setColour( red ? ColourValue(1.0, 0.0, 0.0)
: ColourValue(1.0, 1.0, 1.0));
}
/// Creates and connects the sky rendering component to OGRE.
@ -433,12 +477,12 @@ namespace MWRender
{
SkyManager* pSkyManager = NULL;
//try
//{
try
{
//pSkyManager = new CaelumManager(pRenderWindow, pCamera, resDir);
pSkyManager = new MWSkyManager(pMwRoot, pCamera);
//}
/*catch (Ogre::Exception& e)
}
catch (Ogre::Exception& e)
{
std::cout << "\nOGRE Exception when attempting to add sky: "
<< e.getFullDescription().c_str() << std::endl;
@ -447,7 +491,7 @@ namespace MWRender
{
std::cout << "\nException when attempting to add sky: "
<< e.what() << std::endl;
}*/
}
return pSkyManager;
}