forked from teamnwah/openmw-tes3coop
Merge pull request #286 from OpenMW/master while resolving conflicts
# Conflicts: # CMakeLists.txt # apps/openmw/mwmechanics/actors.hpp
This commit is contained in:
commit
b64f379949
36 changed files with 585 additions and 452 deletions
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@ -217,7 +217,8 @@ endif()
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IF(BUILD_OPENMW OR BUILD_OPENCS)
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find_package(OpenSceneGraph 3.3.4 REQUIRED osgDB osgViewer osgText osgGA osgAnimation osgParticle osgUtil osgFX)
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find_package(OpenSceneGraph 3.3.4 REQUIRED osgDB osgViewer osgText osgGA osgParticle osgUtil osgFX)
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include_directories(${OPENSCENEGRAPH_INCLUDE_DIRS})
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set(USED_OSG_PLUGINS
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osgdb_bmp
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@ -261,8 +262,6 @@ IF(BUILD_OPENMW OR BUILD_OPENCS)
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ENDIF(BUILD_OPENMW OR BUILD_OPENCS)
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include_directories(${OPENSCENEGRAPH_INCLUDE_DIRS})
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set(BOOST_COMPONENTS system filesystem program_options)
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if(WIN32)
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@ -199,7 +199,7 @@ if(APPLE)
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RUNTIME_OUTPUT_DIRECTORY "${OpenMW_BINARY_DIR}"
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OUTPUT_NAME ${OPENCS_BUNDLE_NAME}
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MACOSX_BUNDLE_ICON_FILE "openmw-cs.icns"
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MACOSX_BUNDLE_BUNDLE_NAME "OpenCS"
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MACOSX_BUNDLE_BUNDLE_NAME "OpenMW-CS"
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MACOSX_BUNDLE_GUI_IDENTIFIER "org.openmw.opencs"
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MACOSX_BUNDLE_SHORT_VERSION_STRING ${OPENMW_VERSION}
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MACOSX_BUNDLE_BUNDLE_VERSION ${OPENMW_VERSION}
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@ -257,6 +257,7 @@ namespace MWBase
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virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count) = 0;
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virtual bool isAttackPrepairing(const MWWorld::Ptr& ptr) = 0;
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virtual bool isRunning(const MWWorld::Ptr& ptr) = 0;
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virtual bool isSneaking(const MWWorld::Ptr& ptr) = 0;
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};
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@ -3,6 +3,7 @@
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#include <components/esm/loadlock.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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@ -155,6 +156,16 @@ namespace MWClass
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return MWWorld::Ptr(cell.insert(ref), &cell);
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}
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std::pair<int, std::string> Lockpick::canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const
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{
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// Do not allow equip tools from inventory during attack
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if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(npc)
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&& MWBase::Environment::get().getWindowManager()->isGuiMode())
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return std::make_pair(0, "#{sCantEquipWeapWarning}");
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return std::make_pair(1, "");
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}
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bool Lockpick::canSell (const MWWorld::ConstPtr& item, int npcServices) const
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{
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return (npcServices & ESM::NPC::Picks) != 0;
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@ -51,6 +51,8 @@ namespace MWClass
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virtual std::string getInventoryIcon (const MWWorld::ConstPtr& ptr) const;
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///< Return name of inventory icon.
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virtual std::pair<int, std::string> canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const;
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virtual std::shared_ptr<MWWorld::Action> use (const MWWorld::Ptr& ptr)
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const;
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///< Generate action for using via inventory menu
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@ -3,6 +3,7 @@
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#include <components/esm/loadprob.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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@ -155,6 +156,16 @@ namespace MWClass
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return MWWorld::Ptr(cell.insert(ref), &cell);
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}
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std::pair<int, std::string> Probe::canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const
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{
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// Do not allow equip tools from inventory during attack
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if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(npc)
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&& MWBase::Environment::get().getWindowManager()->isGuiMode())
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return std::make_pair(0, "#{sCantEquipWeapWarning}");
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return std::make_pair(1, "");
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}
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bool Probe::canSell (const MWWorld::ConstPtr& item, int npcServices) const
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{
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return (npcServices & ESM::NPC::Probes) != 0;
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@ -51,6 +51,8 @@ namespace MWClass
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virtual std::string getInventoryIcon (const MWWorld::ConstPtr& ptr) const;
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///< Return name of inventory icon.
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virtual std::pair<int, std::string> canBeEquipped(const MWWorld::ConstPtr &ptr, const MWWorld::Ptr &npc) const;
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virtual std::shared_ptr<MWWorld::Action> use (const MWWorld::Ptr& ptr)
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const;
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///< Generate action for using via inventory menu
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@ -374,7 +374,9 @@ namespace MWClass
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if (hasItemHealth(ptr) && ptr.getCellRef().getCharge() == 0)
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return std::make_pair(0, "#{sInventoryMessage1}");
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if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(npc))
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// Do not allow equip weapons from inventory during attack
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if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(npc)
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&& MWBase::Environment::get().getWindowManager()->isGuiMode())
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return std::make_pair(0, "#{sCantEquipWeapWarning}");
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std::pair<std::vector<int>, bool> slots_ = ptr.getClass().getEquipmentSlots(ptr);
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@ -269,6 +269,19 @@ namespace MWGui
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}
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}
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// If we unequip weapon during attack, it can lead to unexpected behaviour
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if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPtr))
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{
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bool isWeapon = item.mBase.getTypeName() == typeid(ESM::Weapon).name();
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MWWorld::InventoryStore& invStore = mPtr.getClass().getInventoryStore(mPtr);
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if (isWeapon && invStore.isEquipped(item.mBase))
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{
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MWBase::Environment::get().getWindowManager()->messageBox("#{sCantEquipWeapWarning}");
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return;
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}
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}
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if (count > 1 && !shift)
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{
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CountDialog* dialog = MWBase::Environment::get().getWindowManager()->getCountDialog();
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@ -344,16 +344,17 @@ namespace MWGui
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{
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MWWorld::Ptr item = *button->getUserData<MWWorld::Ptr>();
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bool isWeapon = item.getTypeName() == typeid(ESM::Weapon).name();
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bool isTool = item.getTypeName() == typeid(ESM::Probe).name() || item.getTypeName() == typeid(ESM::Lockpick).name();
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// delay weapon switching if player is busy
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if (isDelayNeeded && isWeapon)
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if (isDelayNeeded && (isWeapon || isTool))
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{
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mActivatedIndex = index;
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return;
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}
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// disable weapon switching if player is dead or paralyzed
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if (isReturnNeeded && isWeapon)
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if (isReturnNeeded && (isWeapon || isTool))
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{
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return;
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}
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@ -985,7 +985,11 @@ namespace MWInput
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if (!mControlSwitch["playerfighting"] || !mControlSwitch["playercontrols"])
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return;
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if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPlayer->getPlayer()))
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// We want to interrupt animation only if attack is prepairing, but still is not triggered
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// Otherwise we will get a "speedshooting" exploit, when player can skip reload animation by hitting "Toggle Weapon" key twice
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if (MWBase::Environment::get().getMechanicsManager()->isAttackPrepairing(mPlayer->getPlayer()))
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mPlayer->setAttackingOrSpell(false);
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else if (MWBase::Environment::get().getMechanicsManager()->isAttackingOrSpell(mPlayer->getPlayer()))
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return;
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MWMechanics::DrawState_ state = mPlayer->getDrawState();
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@ -851,6 +851,16 @@ namespace MWMechanics
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}
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}
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bool Actors::isAttackPrepairing(const MWWorld::Ptr& ptr)
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{
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PtrActorMap::iterator it = mActors.find(ptr);
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if (it == mActors.end())
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return false;
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CharacterController* ctrl = it->second->getCharacterController();
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return ctrl->isAttackPrepairing();
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}
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bool Actors::isRunning(const MWWorld::Ptr& ptr)
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{
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PtrActorMap::iterator it = mActors.find(ptr);
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@ -117,6 +117,7 @@ namespace MWMechanics
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End of tes3mp addition
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*/
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bool isAttackPrepairing(const MWWorld::Ptr& ptr);
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bool isRunning(const MWWorld::Ptr& ptr);
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bool isSneaking(const MWWorld::Ptr& ptr);
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@ -2357,6 +2357,12 @@ void CharacterController::setAttackTypeBasedOnMovement()
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mAttackType = "chop";
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}
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bool CharacterController::isAttackPrepairing() const
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{
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return mUpperBodyState == UpperCharState_StartToMinAttack ||
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mUpperBodyState == UpperCharState_MinAttackToMaxAttack;
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}
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bool CharacterController::isReadyToBlock() const
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{
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return updateCarriedLeftVisible(mWeaponType);
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@ -263,6 +263,7 @@ public:
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void forceStateUpdate();
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bool isAttackPrepairing() const;
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bool isReadyToBlock() const;
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bool isKnockedOut() const;
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bool isSneaking() const;
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@ -436,6 +436,11 @@ namespace MWMechanics
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mObjects.update(duration, paused);
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}
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bool MechanicsManager::isAttackPrepairing(const MWWorld::Ptr& ptr)
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{
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return mActors.isAttackPrepairing(ptr);
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}
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bool MechanicsManager::isRunning(const MWWorld::Ptr& ptr)
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{
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return mActors.isRunning(ptr);
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@ -220,8 +220,10 @@ namespace MWMechanics
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virtual void confiscateStolenItemToOwner(const MWWorld::Ptr &player, const MWWorld::Ptr &item, const MWWorld::Ptr& victim, int count);
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virtual bool isAttackPrepairing(const MWWorld::Ptr& ptr);
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virtual bool isRunning(const MWWorld::Ptr& ptr);
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virtual bool isSneaking(const MWWorld::Ptr& ptr);
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private:
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void reportCrime (const MWWorld::Ptr& ptr, const MWWorld::Ptr& victim,
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OffenseType type, int arg=0);
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@ -18,7 +18,7 @@ namespace MWPhysics
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Actor::Actor(const MWWorld::Ptr& ptr, osg::ref_ptr<const Resource::BulletShape> shape, btCollisionWorld* world)
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: mCanWaterWalk(false), mWalkingOnWater(false)
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, mCollisionObject(nullptr), mForce(0.f, 0.f, 0.f), mOnGround(false), mOnSlope(false)
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, mCollisionObject(nullptr), mForce(0.f, 0.f, 0.f), mOnGround(true), mOnSlope(false)
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, mInternalCollisionMode(true)
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, mExternalCollisionMode(true)
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, mCollisionWorld(world)
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@ -182,7 +182,10 @@ namespace
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void remove()
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{
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for (RemoveVec::iterator it = mToRemove.begin(); it != mToRemove.end(); ++it)
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it->second->removeChild(it->first);
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{
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if (!it->second->removeChild(it->first))
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std::cerr << "error removing " << it->first->getName() << std::endl;
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}
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}
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protected:
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@ -1192,6 +1195,9 @@ namespace MWRender
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mObjectRoot->addChild(created);
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mInsert->addChild(mObjectRoot);
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}
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osg::ref_ptr<SceneUtil::Skeleton> skel = dynamic_cast<SceneUtil::Skeleton*>(mObjectRoot.get());
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if (skel)
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mSkeleton = skel.get();
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}
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else
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{
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|
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|
@ -23,6 +23,7 @@
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/actorutil.hpp"
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@ -919,6 +920,9 @@ void NpcAnimation::showWeapons(bool showWeapon)
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else
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{
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removeIndividualPart(ESM::PRT_Weapon);
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// If we remove/hide weapon from player, we should reset attack animation as well
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if (mPtr == MWMechanics::getPlayer())
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MWBase::Environment::get().getWorld()->getPlayer().setAttackingOrSpell(false);
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}
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}
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|
|
|
@ -52,7 +52,7 @@ add_component_dir (shader
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)
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add_component_dir (sceneutil
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clone attach visitor util statesetupdater controller skeleton riggeometry lightcontroller
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clone attach visitor util statesetupdater controller skeleton riggeometry morphgeometry lightcontroller
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lightmanager lightutil positionattitudetransform workqueue unrefqueue pathgridutil waterutil writescene serialize optimizer
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)
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|
|
|
@ -6,11 +6,10 @@
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#include <osg/Texture2D>
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#include <osg/UserDataContainer>
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#include <osgAnimation/MorphGeometry>
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#include <osgParticle/Emitter>
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#include <components/nif/data.hpp>
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#include <components/sceneutil/morphgeometry.hpp>
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#include "userdata.hpp"
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|
@ -188,7 +187,7 @@ GeomMorpherController::GeomMorpherController(const Nif::NiMorphData *data)
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|
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void GeomMorpherController::update(osg::NodeVisitor *nv, osg::Drawable *drawable)
|
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{
|
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osgAnimation::MorphGeometry* morphGeom = static_cast<osgAnimation::MorphGeometry*>(drawable);
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SceneUtil::MorphGeometry* morphGeom = static_cast<SceneUtil::MorphGeometry*>(drawable);
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if (hasInput())
|
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{
|
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if (mKeyFrames.size() <= 1)
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|
@ -202,7 +201,7 @@ void GeomMorpherController::update(osg::NodeVisitor *nv, osg::Drawable *drawable
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val = it->interpKey(input);
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val = std::max(0.f, std::min(1.f, val));
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osgAnimation::MorphGeometry::MorphTarget& target = morphGeom->getMorphTarget(i);
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SceneUtil::MorphGeometry::MorphTarget& target = morphGeom->getMorphTarget(i);
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if (target.getWeight() != val)
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{
|
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target.setWeight(val);
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|
@ -210,8 +209,6 @@ void GeomMorpherController::update(osg::NodeVisitor *nv, osg::Drawable *drawable
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}
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}
|
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}
|
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|
||||
// morphGeometry::transformSoftwareMethod() done in cull callback i.e. only for visible morph geometries
|
||||
}
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|
||||
UVController::UVController()
|
||||
|
|
|
@ -31,11 +31,6 @@ namespace osgParticle
|
|||
class Emitter;
|
||||
}
|
||||
|
||||
namespace osgAnimation
|
||||
{
|
||||
class MorphGeometry;
|
||||
}
|
||||
|
||||
namespace NifOsg
|
||||
{
|
||||
|
||||
|
@ -172,7 +167,7 @@ namespace NifOsg
|
|||
virtual float getMaximum() const;
|
||||
};
|
||||
|
||||
/// Must be set on an osgAnimation::MorphGeometry.
|
||||
/// Must be set on a SceneUtil::MorphGeometry.
|
||||
class GeomMorpherController : public osg::Drawable::UpdateCallback, public SceneUtil::Controller
|
||||
{
|
||||
public:
|
||||
|
|
|
@ -13,9 +13,6 @@
|
|||
#include <components/misc/resourcehelpers.hpp>
|
||||
#include <components/resource/imagemanager.hpp>
|
||||
|
||||
// skel
|
||||
#include <osgAnimation/MorphGeometry>
|
||||
|
||||
// particle
|
||||
#include <osgParticle/ParticleSystem>
|
||||
#include <osgParticle/ParticleSystemUpdater>
|
||||
|
@ -39,6 +36,7 @@
|
|||
#include <components/nif/effect.hpp>
|
||||
#include <components/sceneutil/skeleton.hpp>
|
||||
#include <components/sceneutil/riggeometry.hpp>
|
||||
#include <components/sceneutil/morphgeometry.hpp>
|
||||
|
||||
#include "particle.hpp"
|
||||
#include "userdata.hpp"
|
||||
|
@ -83,35 +81,6 @@ namespace
|
|||
collectDrawableProperties(nifNode->parent, out);
|
||||
}
|
||||
|
||||
class FrameSwitch : public osg::Group
|
||||
{
|
||||
public:
|
||||
FrameSwitch()
|
||||
{
|
||||
}
|
||||
|
||||
FrameSwitch(const FrameSwitch& copy, const osg::CopyOp& copyop)
|
||||
: osg::Group(copy, copyop)
|
||||
{
|
||||
}
|
||||
|
||||
META_Object(NifOsg, FrameSwitch)
|
||||
|
||||
virtual void traverse(osg::NodeVisitor& nv)
|
||||
{
|
||||
if (nv.getTraversalMode() != osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN && nv.getVisitorType() != osg::NodeVisitor::UPDATE_VISITOR)
|
||||
osg::Group::traverse(nv);
|
||||
else
|
||||
{
|
||||
for (unsigned int i=0; i<getNumChildren(); ++i)
|
||||
{
|
||||
if (i%2 == nv.getTraversalNumber()%2)
|
||||
getChild(i)->accept(nv);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// NodeCallback used to have a node always oriented towards the camera. The node can have translation and scale
|
||||
// set just like a regular MatrixTransform, but the rotation set will be overridden in order to face the camera.
|
||||
// Must be set as a cull callback.
|
||||
|
@ -154,70 +123,6 @@ namespace
|
|||
}
|
||||
};
|
||||
|
||||
struct UpdateMorphGeometry : public osg::Drawable::CullCallback
|
||||
{
|
||||
UpdateMorphGeometry()
|
||||
: mLastFrameNumber(0)
|
||||
{
|
||||
}
|
||||
|
||||
UpdateMorphGeometry(const UpdateMorphGeometry& copy, const osg::CopyOp& copyop)
|
||||
: osg::Drawable::CullCallback(copy, copyop)
|
||||
, mLastFrameNumber(0)
|
||||
{
|
||||
}
|
||||
|
||||
META_Object(NifOsg, UpdateMorphGeometry)
|
||||
|
||||
virtual bool cull(osg::NodeVisitor* nv, osg::Drawable * drw, osg::State *) const
|
||||
{
|
||||
osgAnimation::MorphGeometry* geom = static_cast<osgAnimation::MorphGeometry*>(drw);
|
||||
if (!geom)
|
||||
return false;
|
||||
|
||||
if (mLastFrameNumber == nv->getTraversalNumber())
|
||||
return false;
|
||||
mLastFrameNumber = nv->getTraversalNumber();
|
||||
|
||||
geom->transformSoftwareMethod();
|
||||
return false;
|
||||
}
|
||||
|
||||
private:
|
||||
mutable unsigned int mLastFrameNumber;
|
||||
};
|
||||
|
||||
// Callback to return a static bounding box for a MorphGeometry. The idea is to not recalculate the bounding box
|
||||
// every time the morph weights change. To do so we return a maximum containing box that is big enough for all possible combinations of morph targets.
|
||||
class StaticBoundingBoxCallback : public osg::Drawable::ComputeBoundingBoxCallback
|
||||
{
|
||||
public:
|
||||
StaticBoundingBoxCallback()
|
||||
{
|
||||
}
|
||||
|
||||
StaticBoundingBoxCallback(const osg::BoundingBox& bounds)
|
||||
: mBoundingBox(bounds)
|
||||
{
|
||||
}
|
||||
|
||||
StaticBoundingBoxCallback(const StaticBoundingBoxCallback& copy, const osg::CopyOp& copyop)
|
||||
: osg::Drawable::ComputeBoundingBoxCallback(copy, copyop)
|
||||
, mBoundingBox(copy.mBoundingBox)
|
||||
{
|
||||
}
|
||||
|
||||
META_Object(NifOsg, StaticBoundingBoxCallback)
|
||||
|
||||
virtual osg::BoundingBox computeBound(const osg::Drawable&) const
|
||||
{
|
||||
return mBoundingBox;
|
||||
}
|
||||
|
||||
private:
|
||||
osg::BoundingBox mBoundingBox;
|
||||
};
|
||||
|
||||
void extractTextKeys(const Nif::NiTextKeyExtraData *tk, NifOsg::TextKeyMap &textkeys)
|
||||
{
|
||||
for(size_t i = 0;i < tk->list.size();i++)
|
||||
|
@ -1107,106 +1012,49 @@ namespace NifOsg
|
|||
|
||||
void handleTriShape(const Nif::NiTriShape* triShape, osg::Group* parentNode, SceneUtil::CompositeStateSetUpdater* composite, const std::vector<int>& boundTextures, int animflags)
|
||||
{
|
||||
osg::ref_ptr<osg::Geometry> geometry;
|
||||
osg::ref_ptr<osg::Drawable> drawable;
|
||||
for (Nif::ControllerPtr ctrl = triShape->controller; !ctrl.empty(); ctrl = ctrl->next)
|
||||
{
|
||||
if (!(ctrl->flags & Nif::NiNode::ControllerFlag_Active))
|
||||
continue;
|
||||
if(ctrl->recType == Nif::RC_NiGeomMorpherController)
|
||||
{
|
||||
geometry = handleMorphGeometry(static_cast<const Nif::NiGeomMorpherController*>(ctrl.getPtr()), triShape, parentNode, composite, boundTextures, animflags);
|
||||
drawable = handleMorphGeometry(static_cast<const Nif::NiGeomMorpherController*>(ctrl.getPtr()), triShape, parentNode, composite, boundTextures, animflags);
|
||||
|
||||
osg::ref_ptr<GeomMorpherController> morphctrl = new GeomMorpherController(
|
||||
static_cast<const Nif::NiGeomMorpherController*>(ctrl.getPtr())->data.getPtr());
|
||||
setupController(ctrl.getPtr(), morphctrl, animflags);
|
||||
geometry->setUpdateCallback(morphctrl);
|
||||
drawable->setUpdateCallback(morphctrl);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!geometry.get())
|
||||
if (!drawable.get())
|
||||
{
|
||||
geometry = new osg::Geometry;
|
||||
triShapeToGeometry(triShape, geometry, parentNode, composite, boundTextures, animflags);
|
||||
osg::ref_ptr<osg::Geometry> geom (new osg::Geometry);
|
||||
drawable = geom;
|
||||
triShapeToGeometry(triShape, geom, parentNode, composite, boundTextures, animflags);
|
||||
}
|
||||
|
||||
if (geometry->getDataVariance() == osg::Object::DYNAMIC)
|
||||
{
|
||||
// Add a copy, we will alternate between the two copies every other frame using the FrameSwitch
|
||||
// This is so we can set the DataVariance as STATIC, giving a huge performance boost
|
||||
geometry->setDataVariance(osg::Object::STATIC);
|
||||
osg::ref_ptr<FrameSwitch> frameswitch = new FrameSwitch;
|
||||
drawable->setName(triShape->name);
|
||||
|
||||
osg::ref_ptr<osg::Geometry> geom2 = osg::clone(geometry.get(), osg::CopyOp::DEEP_COPY_NODES|osg::CopyOp::DEEP_COPY_DRAWABLES);
|
||||
frameswitch->addChild(geometry);
|
||||
frameswitch->addChild(geom2);
|
||||
|
||||
parentNode->addChild(frameswitch);
|
||||
}
|
||||
else
|
||||
parentNode->addChild(geometry);
|
||||
parentNode->addChild(drawable);
|
||||
}
|
||||
|
||||
osg::ref_ptr<osg::Geometry> handleMorphGeometry(const Nif::NiGeomMorpherController* morpher, const Nif::NiTriShape *triShape, osg::Node* parentNode, SceneUtil::CompositeStateSetUpdater* composite, const std::vector<int>& boundTextures, int animflags)
|
||||
osg::ref_ptr<osg::Drawable> handleMorphGeometry(const Nif::NiGeomMorpherController* morpher, const Nif::NiTriShape *triShape, osg::Node* parentNode, SceneUtil::CompositeStateSetUpdater* composite, const std::vector<int>& boundTextures, int animflags)
|
||||
{
|
||||
osg::ref_ptr<osgAnimation::MorphGeometry> morphGeom = new osgAnimation::MorphGeometry;
|
||||
morphGeom->setMethod(osgAnimation::MorphGeometry::RELATIVE);
|
||||
// No normals available in the MorphData
|
||||
morphGeom->setMorphNormals(false);
|
||||
osg::ref_ptr<SceneUtil::MorphGeometry> morphGeom = new SceneUtil::MorphGeometry;
|
||||
|
||||
morphGeom->setUpdateCallback(NULL);
|
||||
morphGeom->setCullCallback(new UpdateMorphGeometry);
|
||||
morphGeom->setUseVertexBufferObjects(true);
|
||||
|
||||
triShapeToGeometry(triShape, morphGeom, parentNode, composite, boundTextures, animflags);
|
||||
|
||||
morphGeom->getOrCreateVertexBufferObject()->setUsage(GL_DYNAMIC_DRAW_ARB);
|
||||
osg::ref_ptr<osg::Geometry> sourceGeometry (new osg::Geometry);
|
||||
triShapeToGeometry(triShape, sourceGeometry, parentNode, composite, boundTextures, animflags);
|
||||
morphGeom->setSourceGeometry(sourceGeometry);
|
||||
|
||||
const std::vector<Nif::NiMorphData::MorphData>& morphs = morpher->data.getPtr()->mMorphs;
|
||||
if (morphs.empty())
|
||||
return morphGeom;
|
||||
// Note we are not interested in morph 0, which just contains the original vertices
|
||||
for (unsigned int i = 1; i < morphs.size(); ++i)
|
||||
{
|
||||
osg::ref_ptr<osg::Geometry> morphTarget = new osg::Geometry;
|
||||
morphTarget->setVertexArray(new osg::Vec3Array(morphs[i].mVertices.size(), &morphs[i].mVertices[0]));
|
||||
morphGeom->addMorphTarget(morphTarget, 0.f);
|
||||
}
|
||||
|
||||
// build the bounding box containing all possible morph combinations
|
||||
|
||||
std::vector<osg::BoundingBox> vertBounds(morphs[0].mVertices.size());
|
||||
|
||||
// Since we don't know what combinations of morphs are being applied we need to keep track of a bounding box for each vertex.
|
||||
// The minimum/maximum of the box is the minimum/maximum offset the vertex can have from its starting position.
|
||||
|
||||
// Start with zero offsets which will happen when no morphs are applied.
|
||||
for (unsigned int i=0; i<vertBounds.size(); ++i)
|
||||
vertBounds[i].set(osg::Vec3f(0,0,0), osg::Vec3f(0,0,0));
|
||||
|
||||
for (unsigned int i = 1; i < morphs.size(); ++i)
|
||||
{
|
||||
for (unsigned int j=0; j<morphs[i].mVertices.size() && vertBounds.size(); ++j)
|
||||
{
|
||||
osg::BoundingBox& bounds = vertBounds[j];
|
||||
bounds.expandBy(bounds._max + morphs[i].mVertices[j]);
|
||||
bounds.expandBy(bounds._min + morphs[i].mVertices[j]);
|
||||
}
|
||||
}
|
||||
|
||||
osg::BoundingBox box;
|
||||
for (unsigned int i=0; i<vertBounds.size(); ++i)
|
||||
{
|
||||
vertBounds[i]._max += morphs[0].mVertices[i];
|
||||
vertBounds[i]._min += morphs[0].mVertices[i];
|
||||
box.expandBy(vertBounds[i]);
|
||||
}
|
||||
|
||||
// For the initial bounding box (used for object placement) use the default pose, fire off a bounding compute to set this initial box
|
||||
morphGeom->getBound();
|
||||
|
||||
// Now set up the callback so that we get properly enlarged bounds if/when the mesh starts animating
|
||||
morphGeom->setComputeBoundingBoxCallback(new StaticBoundingBoxCallback(box));
|
||||
morphGeom->addMorphTarget(new osg::Vec3Array(morphs[i].mVertices.size(), &morphs[i].mVertices[0]), 0.f);
|
||||
|
||||
return morphGeom;
|
||||
}
|
||||
|
@ -1219,6 +1067,7 @@ namespace NifOsg
|
|||
|
||||
osg::ref_ptr<SceneUtil::RigGeometry> rig(new SceneUtil::RigGeometry);
|
||||
rig->setSourceGeometry(geometry);
|
||||
rig->setName(triShape->name);
|
||||
|
||||
const Nif::NiSkinInstance *skin = triShape->skin.getPtr();
|
||||
|
||||
|
@ -1233,7 +1082,6 @@ namespace NifOsg
|
|||
|
||||
SceneUtil::RigGeometry::BoneInfluence influence;
|
||||
const std::vector<Nif::NiSkinData::VertWeight> &weights = data->bones[i].weights;
|
||||
//influence.mWeights.reserve(weights.size());
|
||||
for(size_t j = 0;j < weights.size();j++)
|
||||
{
|
||||
std::pair<unsigned short, float> indexWeight = std::make_pair(weights[j].vertex, weights[j].weight);
|
||||
|
@ -1246,17 +1094,7 @@ namespace NifOsg
|
|||
}
|
||||
rig->setInfluenceMap(map);
|
||||
|
||||
// Add a copy, we will alternate between the two copies every other frame using the FrameSwitch
|
||||
// This is so we can set the DataVariance as STATIC, giving a huge performance boost
|
||||
rig->setDataVariance(osg::Object::STATIC);
|
||||
|
||||
osg::ref_ptr<FrameSwitch> frameswitch = new FrameSwitch;
|
||||
|
||||
SceneUtil::RigGeometry* rig2 = osg::clone(rig.get(), osg::CopyOp::DEEP_COPY_NODES|osg::CopyOp::DEEP_COPY_DRAWABLES);
|
||||
frameswitch->addChild(rig);
|
||||
frameswitch->addChild(rig2);
|
||||
|
||||
parentNode->addChild(frameswitch);
|
||||
parentNode->addChild(rig);
|
||||
}
|
||||
|
||||
osg::BlendFunc::BlendFuncMode getBlendMode(int mode)
|
||||
|
|
|
@ -32,29 +32,29 @@ namespace SceneUtil
|
|||
|
||||
virtual void apply(osg::MatrixTransform& node)
|
||||
{
|
||||
applyNode(node);
|
||||
}
|
||||
virtual void apply(osg::Geometry& node)
|
||||
{
|
||||
applyNode(node);
|
||||
traverse(node);
|
||||
}
|
||||
virtual void apply(osg::Node& node)
|
||||
{
|
||||
applyNode(node);
|
||||
traverse(node);
|
||||
}
|
||||
virtual void apply(osg::Group& node)
|
||||
{
|
||||
applyNode(node);
|
||||
traverse(node);
|
||||
}
|
||||
|
||||
void applyNode(osg::Node& node)
|
||||
virtual void apply(osg::Drawable& drawable)
|
||||
{
|
||||
std::string lowerName = Misc::StringUtils::lowerCase(node.getName());
|
||||
std::string lowerName = Misc::StringUtils::lowerCase(drawable.getName());
|
||||
if ((lowerName.size() >= mFilter.size() && lowerName.compare(0, mFilter.size(), mFilter) == 0)
|
||||
|| (lowerName.size() >= mFilter2.size() && lowerName.compare(0, mFilter2.size(), mFilter2) == 0))
|
||||
mToCopy.push_back(&node);
|
||||
else
|
||||
traverse(node);
|
||||
{
|
||||
osg::Node* node = &drawable;
|
||||
while (node && node->getNumParents() && !node->getStateSet())
|
||||
node = node->getParent(0);
|
||||
if (node)
|
||||
mToCopy.push_back(node);
|
||||
}
|
||||
}
|
||||
|
||||
void doCopy()
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
#include <osgParticle/Emitter>
|
||||
#include <osgParticle/Program>
|
||||
|
||||
#include <osgAnimation/MorphGeometry>
|
||||
#include <components/sceneutil/morphgeometry.hpp>
|
||||
|
||||
#include <components/sceneutil/riggeometry.hpp>
|
||||
|
||||
|
@ -49,46 +49,12 @@ namespace SceneUtil
|
|||
{
|
||||
if (const osgParticle::ParticleSystem* partsys = dynamic_cast<const osgParticle::ParticleSystem*>(drawable))
|
||||
return operator()(partsys);
|
||||
if (dynamic_cast<const osgAnimation::MorphGeometry*>(drawable))
|
||||
{
|
||||
osg::CopyOp copyop = *this;
|
||||
copyop.setCopyFlags(copyop.getCopyFlags()|osg::CopyOp::DEEP_COPY_ARRAYS);
|
||||
|
||||
#if OSG_VERSION_LESS_THAN(3,5,0)
|
||||
/*
|
||||
|
||||
Deep copy of primitives required to work around the following (bad?) code in osg::Geometry copy constructor:
|
||||
|
||||
if ((copyop.getCopyFlags() & osg::CopyOp::DEEP_COPY_ARRAYS))
|
||||
{
|
||||
if (_useVertexBufferObjects)
|
||||
{
|
||||
// copying of arrays doesn't set up buffer objects so we'll need to force
|
||||
// Geometry to assign these, we'll do this by switching off VBO's then renabling them.
|
||||
setUseVertexBufferObjects(false);
|
||||
setUseVertexBufferObjects(true);
|
||||
}
|
||||
}
|
||||
|
||||
In case of DEEP_COPY_PRIMITIVES=Off, DEEP_COPY_ARRAYS=On, the above code makes a modification to the original const Geometry& we copied from,
|
||||
causing problems if we relied on the original Geometry to remain static such as when it was added to an osgUtil::IncrementalCompileOperation.
|
||||
|
||||
Fixed in OSG 3.5 ( http://forum.openscenegraph.org/viewtopic.php?t=15217 ).
|
||||
|
||||
*/
|
||||
|
||||
copyop.setCopyFlags(copyop.getCopyFlags()|osg::CopyOp::DEEP_COPY_PRIMITIVES);
|
||||
#endif
|
||||
|
||||
osg::Drawable* cloned = osg::clone(drawable, copyop);
|
||||
return cloned;
|
||||
}
|
||||
if (dynamic_cast<const SceneUtil::RigGeometry*>(drawable))
|
||||
if (dynamic_cast<const SceneUtil::RigGeometry*>(drawable) || dynamic_cast<const SceneUtil::MorphGeometry*>(drawable))
|
||||
{
|
||||
return osg::clone(drawable, *this);
|
||||
}
|
||||
|
||||
|
||||
return osg::CopyOp::operator()(drawable);
|
||||
}
|
||||
|
||||
|
|
193
components/sceneutil/morphgeometry.cpp
Normal file
193
components/sceneutil/morphgeometry.cpp
Normal file
|
@ -0,0 +1,193 @@
|
|||
#include "morphgeometry.hpp"
|
||||
|
||||
#include <cassert>
|
||||
|
||||
namespace SceneUtil
|
||||
{
|
||||
|
||||
MorphGeometry::MorphGeometry()
|
||||
: mLastFrameNumber(0)
|
||||
, mDirty(true)
|
||||
, mMorphedBoundingBox(false)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
MorphGeometry::MorphGeometry(const MorphGeometry ©, const osg::CopyOp ©op)
|
||||
: osg::Drawable(copy, copyop)
|
||||
, mMorphTargets(copy.mMorphTargets)
|
||||
, mLastFrameNumber(0)
|
||||
, mDirty(true)
|
||||
, mMorphedBoundingBox(false)
|
||||
{
|
||||
setSourceGeometry(copy.getSourceGeometry());
|
||||
}
|
||||
|
||||
void MorphGeometry::setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeom)
|
||||
{
|
||||
mSourceGeometry = sourceGeom;
|
||||
|
||||
for (unsigned int i=0; i<2; ++i)
|
||||
{
|
||||
mGeometry[i] = new osg::Geometry(*mSourceGeometry, osg::CopyOp::SHALLOW_COPY);
|
||||
|
||||
const osg::Geometry& from = *mSourceGeometry;
|
||||
osg::Geometry& to = *mGeometry[i];
|
||||
to.setSupportsDisplayList(false);
|
||||
to.setUseVertexBufferObjects(true);
|
||||
to.setCullingActive(false); // make sure to disable culling since that's handled by this class
|
||||
|
||||
// vertices are modified every frame, so we need to deep copy them.
|
||||
// assign a dedicated VBO to make sure that modifications don't interfere with source geometry's VBO.
|
||||
osg::ref_ptr<osg::VertexBufferObject> vbo (new osg::VertexBufferObject);
|
||||
vbo->setUsage(GL_DYNAMIC_DRAW_ARB);
|
||||
|
||||
osg::ref_ptr<osg::Array> vertexArray = osg::clone(from.getVertexArray(), osg::CopyOp::DEEP_COPY_ALL);
|
||||
if (vertexArray)
|
||||
{
|
||||
vertexArray->setVertexBufferObject(vbo);
|
||||
to.setVertexArray(vertexArray);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MorphGeometry::addMorphTarget(osg::Vec3Array *offsets, float weight)
|
||||
{
|
||||
mMorphTargets.push_back(MorphTarget(offsets, weight));
|
||||
mMorphedBoundingBox = false;
|
||||
dirty();
|
||||
}
|
||||
|
||||
void MorphGeometry::dirty()
|
||||
{
|
||||
mDirty = true;
|
||||
if (!mMorphedBoundingBox)
|
||||
{
|
||||
_boundingBoxComputed = false;
|
||||
dirtyBound();
|
||||
}
|
||||
}
|
||||
|
||||
osg::ref_ptr<osg::Geometry> MorphGeometry::getSourceGeometry() const
|
||||
{
|
||||
return mSourceGeometry;
|
||||
}
|
||||
|
||||
void MorphGeometry::accept(osg::NodeVisitor &nv)
|
||||
{
|
||||
if (!nv.validNodeMask(*this))
|
||||
return;
|
||||
|
||||
nv.pushOntoNodePath(this);
|
||||
|
||||
if (nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
|
||||
cull(&nv);
|
||||
else
|
||||
nv.apply(*this);
|
||||
|
||||
nv.popFromNodePath();
|
||||
}
|
||||
|
||||
void MorphGeometry::accept(osg::PrimitiveFunctor& func) const
|
||||
{
|
||||
getGeometry(mLastFrameNumber)->accept(func);
|
||||
}
|
||||
|
||||
osg::BoundingBox MorphGeometry::computeBoundingBox() const
|
||||
{
|
||||
bool anyMorphTarget = false;
|
||||
for (unsigned int i=0; i<mMorphTargets.size(); ++i)
|
||||
if (mMorphTargets[i].getWeight() > 0)
|
||||
{
|
||||
anyMorphTarget = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// before the MorphGeometry has started animating, we will use a regular bounding box (this is required
|
||||
// for correct object placements, which uses the bounding box)
|
||||
if (!mMorphedBoundingBox && !anyMorphTarget)
|
||||
{
|
||||
return mSourceGeometry->getBoundingBox();
|
||||
}
|
||||
// once it animates, use a bounding box that encompasses all possible animations so as to avoid recalculating
|
||||
else
|
||||
{
|
||||
mMorphedBoundingBox = true;
|
||||
|
||||
osg::Vec3Array& sourceVerts = *static_cast<osg::Vec3Array*>(mSourceGeometry->getVertexArray());
|
||||
std::vector<osg::BoundingBox> vertBounds(sourceVerts.size());
|
||||
|
||||
// Since we don't know what combinations of morphs are being applied we need to keep track of a bounding box for each vertex.
|
||||
// The minimum/maximum of the box is the minimum/maximum offset the vertex can have from its starting position.
|
||||
|
||||
// Start with zero offsets which will happen when no morphs are applied.
|
||||
for (unsigned int i=0; i<vertBounds.size(); ++i)
|
||||
vertBounds[i].set(osg::Vec3f(0,0,0), osg::Vec3f(0,0,0));
|
||||
|
||||
for (unsigned int i = 0; i < mMorphTargets.size(); ++i)
|
||||
{
|
||||
const osg::Vec3Array& offsets = *mMorphTargets[i].getOffsets();
|
||||
for (unsigned int j=0; j<offsets.size() && j<vertBounds.size(); ++j)
|
||||
{
|
||||
osg::BoundingBox& bounds = vertBounds[j];
|
||||
bounds.expandBy(bounds._max + offsets[j]);
|
||||
bounds.expandBy(bounds._min + offsets[j]);
|
||||
}
|
||||
}
|
||||
|
||||
osg::BoundingBox box;
|
||||
for (unsigned int i=0; i<vertBounds.size(); ++i)
|
||||
{
|
||||
vertBounds[i]._max += sourceVerts[i];
|
||||
vertBounds[i]._min += sourceVerts[i];
|
||||
box.expandBy(vertBounds[i]);
|
||||
}
|
||||
return box;
|
||||
}
|
||||
}
|
||||
|
||||
void MorphGeometry::cull(osg::NodeVisitor *nv)
|
||||
{
|
||||
if (mLastFrameNumber == nv->getTraversalNumber() || !mDirty)
|
||||
{
|
||||
osg::Geometry& geom = *getGeometry(mLastFrameNumber);
|
||||
nv->pushOntoNodePath(&geom);
|
||||
nv->apply(geom);
|
||||
nv->popFromNodePath();
|
||||
return;
|
||||
}
|
||||
|
||||
mDirty = false;
|
||||
mLastFrameNumber = nv->getTraversalNumber();
|
||||
osg::Geometry& geom = *getGeometry(mLastFrameNumber);
|
||||
|
||||
const osg::Vec3Array* positionSrc = static_cast<osg::Vec3Array*>(mSourceGeometry->getVertexArray());
|
||||
osg::Vec3Array* positionDst = static_cast<osg::Vec3Array*>(geom.getVertexArray());
|
||||
assert(positionSrc->size() == positionDst->size());
|
||||
for (unsigned int vertex=0; vertex<positionSrc->size(); ++vertex)
|
||||
(*positionDst)[vertex] = (*positionSrc)[vertex];
|
||||
|
||||
for (unsigned int i=0; i<mMorphTargets.size(); ++i)
|
||||
{
|
||||
float weight = mMorphTargets[i].getWeight();
|
||||
if (weight == 0.f)
|
||||
continue;
|
||||
const osg::Vec3Array* offsets = mMorphTargets[i].getOffsets();
|
||||
for (unsigned int vertex=0; vertex<positionSrc->size(); ++vertex)
|
||||
(*positionDst)[vertex] += (*offsets)[vertex] * weight;
|
||||
}
|
||||
|
||||
positionDst->dirty();
|
||||
|
||||
nv->pushOntoNodePath(&geom);
|
||||
nv->apply(geom);
|
||||
nv->popFromNodePath();
|
||||
}
|
||||
|
||||
osg::Geometry* MorphGeometry::getGeometry(unsigned int frame) const
|
||||
{
|
||||
return mGeometry[frame%2];
|
||||
}
|
||||
|
||||
|
||||
}
|
83
components/sceneutil/morphgeometry.hpp
Normal file
83
components/sceneutil/morphgeometry.hpp
Normal file
|
@ -0,0 +1,83 @@
|
|||
#ifndef OPENMW_COMPONENTS_MORPHGEOMETRY_H
|
||||
#define OPENMW_COMPONENTS_MORPHGEOMETRY_H
|
||||
|
||||
#include <osg/Geometry>
|
||||
|
||||
namespace SceneUtil
|
||||
{
|
||||
|
||||
/// @brief Vertex morphing implementation.
|
||||
/// @note The internal Geometry used for rendering is double buffered, this allows updates to be done in a thread safe way while
|
||||
/// not compromising rendering performance. This is crucial when using osg's default threading model of DrawThreadPerContext.
|
||||
class MorphGeometry : public osg::Drawable
|
||||
{
|
||||
public:
|
||||
MorphGeometry();
|
||||
MorphGeometry(const MorphGeometry& copy, const osg::CopyOp& copyop);
|
||||
|
||||
META_Object(SceneUtil, MorphGeometry)
|
||||
|
||||
/// Initialize this geometry from the source geometry.
|
||||
/// @note The source geometry will not be modified.
|
||||
void setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeom);
|
||||
|
||||
class MorphTarget
|
||||
{
|
||||
protected:
|
||||
osg::ref_ptr<osg::Vec3Array> mOffsets;
|
||||
float mWeight;
|
||||
public:
|
||||
MorphTarget(osg::Vec3Array* offsets, float w = 1.0) : mOffsets(offsets), mWeight(w) {}
|
||||
void setWeight(float weight) { mWeight = weight; }
|
||||
float getWeight() const { return mWeight; }
|
||||
osg::Vec3Array* getOffsets() { return mOffsets.get(); }
|
||||
const osg::Vec3Array* getOffsets() const { return mOffsets.get(); }
|
||||
void setOffsets(osg::Vec3Array* offsets) { mOffsets = offsets; }
|
||||
};
|
||||
|
||||
typedef std::vector<MorphTarget> MorphTargetList;
|
||||
|
||||
virtual void addMorphTarget( osg::Vec3Array* offsets, float weight = 1.0 );
|
||||
|
||||
/** Set the MorphGeometry dirty.*/
|
||||
void dirty();
|
||||
|
||||
/** Get the list of MorphTargets.*/
|
||||
const MorphTargetList& getMorphTargetList() const { return mMorphTargets; }
|
||||
|
||||
/** Get the list of MorphTargets. Warning if you modify this array you will have to call dirty() */
|
||||
MorphTargetList& getMorphTargetList() { return mMorphTargets; }
|
||||
|
||||
/** Return the \c MorphTarget at position \c i.*/
|
||||
inline const MorphTarget& getMorphTarget( unsigned int i ) const { return mMorphTargets[i]; }
|
||||
|
||||
/** Return the \c MorphTarget at position \c i.*/
|
||||
inline MorphTarget& getMorphTarget( unsigned int i ) { return mMorphTargets[i]; }
|
||||
|
||||
osg::ref_ptr<osg::Geometry> getSourceGeometry() const;
|
||||
|
||||
virtual void accept(osg::NodeVisitor &nv);
|
||||
virtual bool supports(const osg::PrimitiveFunctor&) const { return true; }
|
||||
virtual void accept(osg::PrimitiveFunctor&) const;
|
||||
|
||||
virtual osg::BoundingBox computeBoundingBox() const;
|
||||
|
||||
private:
|
||||
void cull(osg::NodeVisitor* nv);
|
||||
|
||||
MorphTargetList mMorphTargets;
|
||||
|
||||
osg::ref_ptr<osg::Geometry> mSourceGeometry;
|
||||
|
||||
osg::ref_ptr<osg::Geometry> mGeometry[2];
|
||||
osg::Geometry* getGeometry(unsigned int frame) const;
|
||||
|
||||
unsigned int mLastFrameNumber;
|
||||
bool mDirty; // Have any morph targets changed?
|
||||
|
||||
mutable bool mMorphedBoundingBox;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -10,73 +10,17 @@
|
|||
namespace SceneUtil
|
||||
{
|
||||
|
||||
class UpdateRigBounds : public osg::Drawable::UpdateCallback
|
||||
{
|
||||
public:
|
||||
UpdateRigBounds()
|
||||
{
|
||||
}
|
||||
|
||||
UpdateRigBounds(const UpdateRigBounds& copy, const osg::CopyOp& copyop)
|
||||
: osg::Drawable::UpdateCallback(copy, copyop)
|
||||
{
|
||||
}
|
||||
|
||||
META_Object(SceneUtil, UpdateRigBounds)
|
||||
|
||||
void update(osg::NodeVisitor* nv, osg::Drawable* drw)
|
||||
{
|
||||
RigGeometry* rig = static_cast<RigGeometry*>(drw);
|
||||
|
||||
rig->updateBounds(nv);
|
||||
}
|
||||
};
|
||||
|
||||
// TODO: make threadsafe for multiple cull threads
|
||||
class UpdateRigGeometry : public osg::Drawable::CullCallback
|
||||
{
|
||||
public:
|
||||
UpdateRigGeometry()
|
||||
{
|
||||
}
|
||||
|
||||
UpdateRigGeometry(const UpdateRigGeometry& copy, const osg::CopyOp& copyop)
|
||||
: osg::Drawable::CullCallback(copy, copyop)
|
||||
{
|
||||
}
|
||||
|
||||
META_Object(SceneUtil, UpdateRigGeometry)
|
||||
|
||||
virtual bool cull(osg::NodeVisitor* nv, osg::Drawable* drw, osg::State*) const
|
||||
{
|
||||
RigGeometry* geom = static_cast<RigGeometry*>(drw);
|
||||
geom->update(nv);
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
// We can't compute the bounds without a NodeVisitor, since we need the current geomToSkelMatrix.
|
||||
// So we return nothing. Bounds are updated every frame in the UpdateCallback.
|
||||
class DummyComputeBoundCallback : public osg::Drawable::ComputeBoundingBoxCallback
|
||||
{
|
||||
public:
|
||||
virtual osg::BoundingBox computeBound(const osg::Drawable&) const { return osg::BoundingBox(); }
|
||||
};
|
||||
|
||||
RigGeometry::RigGeometry()
|
||||
: mSkeleton(NULL)
|
||||
, mLastFrameNumber(0)
|
||||
, mBoundsFirstFrame(true)
|
||||
{
|
||||
setCullCallback(new UpdateRigGeometry);
|
||||
setUpdateCallback(new UpdateRigBounds);
|
||||
setSupportsDisplayList(false);
|
||||
setUseVertexBufferObjects(true);
|
||||
setComputeBoundingBoxCallback(new DummyComputeBoundCallback);
|
||||
setUpdateCallback(new osg::Callback); // dummy to make sure getNumChildrenRequiringUpdateTraversal() is correct
|
||||
// update done in accept(NodeVisitor&)
|
||||
}
|
||||
|
||||
RigGeometry::RigGeometry(const RigGeometry ©, const osg::CopyOp ©op)
|
||||
: osg::Geometry(copy, copyop)
|
||||
: Drawable(copy, copyop)
|
||||
, mSkeleton(NULL)
|
||||
, mInfluenceMap(copy.mInfluenceMap)
|
||||
, mLastFrameNumber(0)
|
||||
|
@ -89,57 +33,47 @@ void RigGeometry::setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeometry)
|
|||
{
|
||||
mSourceGeometry = sourceGeometry;
|
||||
|
||||
osg::Geometry& from = *sourceGeometry;
|
||||
|
||||
if (from.getStateSet())
|
||||
setStateSet(from.getStateSet());
|
||||
|
||||
// shallow copy primitive sets & vertex attributes that we will not modify
|
||||
setPrimitiveSetList(from.getPrimitiveSetList());
|
||||
setColorArray(from.getColorArray());
|
||||
setSecondaryColorArray(from.getSecondaryColorArray());
|
||||
setFogCoordArray(from.getFogCoordArray());
|
||||
|
||||
// need to copy over texcoord list manually due to a missing null pointer check in setTexCoordArrayList(), this has been fixed in OSG 3.5
|
||||
osg::Geometry::ArrayList& texCoordList = from.getTexCoordArrayList();
|
||||
for (unsigned int i=0; i<texCoordList.size(); ++i)
|
||||
if (texCoordList[i])
|
||||
setTexCoordArray(i, texCoordList[i], osg::Array::BIND_PER_VERTEX);
|
||||
|
||||
setVertexAttribArrayList(from.getVertexAttribArrayList());
|
||||
|
||||
// vertices and normals are modified every frame, so we need to deep copy them.
|
||||
// assign a dedicated VBO to make sure that modifications don't interfere with source geometry's VBO.
|
||||
osg::ref_ptr<osg::VertexBufferObject> vbo (new osg::VertexBufferObject);
|
||||
vbo->setUsage(GL_DYNAMIC_DRAW_ARB);
|
||||
|
||||
osg::ref_ptr<osg::Array> vertexArray = osg::clone(from.getVertexArray(), osg::CopyOp::DEEP_COPY_ALL);
|
||||
if (vertexArray)
|
||||
for (unsigned int i=0; i<2; ++i)
|
||||
{
|
||||
vertexArray->setVertexBufferObject(vbo);
|
||||
setVertexArray(vertexArray);
|
||||
}
|
||||
const osg::Geometry& from = *sourceGeometry;
|
||||
mGeometry[i] = new osg::Geometry(from, osg::CopyOp::SHALLOW_COPY);
|
||||
osg::Geometry& to = *mGeometry[i];
|
||||
to.setSupportsDisplayList(false);
|
||||
to.setUseVertexBufferObjects(true);
|
||||
to.setCullingActive(false); // make sure to disable culling since that's handled by this class
|
||||
|
||||
if (osg::Array* normals = from.getNormalArray())
|
||||
{
|
||||
osg::ref_ptr<osg::Array> normalArray = osg::clone(normals, osg::CopyOp::DEEP_COPY_ALL);
|
||||
if (normalArray)
|
||||
// vertices and normals are modified every frame, so we need to deep copy them.
|
||||
// assign a dedicated VBO to make sure that modifications don't interfere with source geometry's VBO.
|
||||
osg::ref_ptr<osg::VertexBufferObject> vbo (new osg::VertexBufferObject);
|
||||
vbo->setUsage(GL_DYNAMIC_DRAW_ARB);
|
||||
|
||||
osg::ref_ptr<osg::Array> vertexArray = osg::clone(from.getVertexArray(), osg::CopyOp::DEEP_COPY_ALL);
|
||||
if (vertexArray)
|
||||
{
|
||||
normalArray->setVertexBufferObject(vbo);
|
||||
setNormalArray(normalArray, osg::Array::BIND_PER_VERTEX);
|
||||
vertexArray->setVertexBufferObject(vbo);
|
||||
to.setVertexArray(vertexArray);
|
||||
}
|
||||
}
|
||||
|
||||
if (const osg::Array* normals = from.getNormalArray())
|
||||
{
|
||||
osg::ref_ptr<osg::Array> normalArray = osg::clone(normals, osg::CopyOp::DEEP_COPY_ALL);
|
||||
if (normalArray)
|
||||
{
|
||||
normalArray->setVertexBufferObject(vbo);
|
||||
to.setNormalArray(normalArray, osg::Array::BIND_PER_VERTEX);
|
||||
}
|
||||
}
|
||||
|
||||
if (osg::Vec4Array* tangents = dynamic_cast<osg::Vec4Array*>(from.getTexCoordArray(7)))
|
||||
{
|
||||
mSourceTangents = tangents;
|
||||
osg::ref_ptr<osg::Array> tangentArray = osg::clone(tangents, osg::CopyOp::DEEP_COPY_ALL);
|
||||
tangentArray->setVertexBufferObject(vbo);
|
||||
setTexCoordArray(7, tangentArray, osg::Array::BIND_PER_VERTEX);
|
||||
if (const osg::Vec4Array* tangents = dynamic_cast<const osg::Vec4Array*>(from.getTexCoordArray(7)))
|
||||
{
|
||||
mSourceTangents = tangents;
|
||||
osg::ref_ptr<osg::Array> tangentArray = osg::clone(tangents, osg::CopyOp::DEEP_COPY_ALL);
|
||||
tangentArray->setVertexBufferObject(vbo);
|
||||
to.setTexCoordArray(7, tangentArray, osg::Array::BIND_PER_VERTEX);
|
||||
}
|
||||
else
|
||||
mSourceTangents = NULL;
|
||||
}
|
||||
else
|
||||
mSourceTangents = NULL;
|
||||
}
|
||||
|
||||
osg::ref_ptr<osg::Geometry> RigGeometry::getSourceGeometry()
|
||||
|
@ -228,7 +162,7 @@ void accumulateMatrix(const osg::Matrixf& invBindMatrix, const osg::Matrixf& mat
|
|||
ptrresult[14] += ptr[14] * weight;
|
||||
}
|
||||
|
||||
void RigGeometry::update(osg::NodeVisitor* nv)
|
||||
void RigGeometry::cull(osg::NodeVisitor* nv)
|
||||
{
|
||||
if (!mSkeleton)
|
||||
{
|
||||
|
@ -238,23 +172,27 @@ void RigGeometry::update(osg::NodeVisitor* nv)
|
|||
return;
|
||||
}
|
||||
|
||||
if (!mSkeleton->getActive() && mLastFrameNumber != 0)
|
||||
return;
|
||||
|
||||
if (mLastFrameNumber == nv->getTraversalNumber())
|
||||
if ((!mSkeleton->getActive() && mLastFrameNumber != 0) || mLastFrameNumber == nv->getTraversalNumber())
|
||||
{
|
||||
osg::Geometry& geom = *getGeometry(mLastFrameNumber);
|
||||
nv->pushOntoNodePath(&geom);
|
||||
nv->apply(geom);
|
||||
nv->popFromNodePath();
|
||||
return;
|
||||
}
|
||||
mLastFrameNumber = nv->getTraversalNumber();
|
||||
osg::Geometry& geom = *getGeometry(mLastFrameNumber);
|
||||
|
||||
mSkeleton->updateBoneMatrices(nv->getTraversalNumber());
|
||||
|
||||
// skinning
|
||||
osg::Vec3Array* positionSrc = static_cast<osg::Vec3Array*>(mSourceGeometry->getVertexArray());
|
||||
osg::Vec3Array* normalSrc = static_cast<osg::Vec3Array*>(mSourceGeometry->getNormalArray());
|
||||
osg::Vec4Array* tangentSrc = mSourceTangents;
|
||||
const osg::Vec3Array* positionSrc = static_cast<osg::Vec3Array*>(mSourceGeometry->getVertexArray());
|
||||
const osg::Vec3Array* normalSrc = static_cast<osg::Vec3Array*>(mSourceGeometry->getNormalArray());
|
||||
const osg::Vec4Array* tangentSrc = mSourceTangents;
|
||||
|
||||
osg::Vec3Array* positionDst = static_cast<osg::Vec3Array*>(getVertexArray());
|
||||
osg::Vec3Array* normalDst = static_cast<osg::Vec3Array*>(getNormalArray());
|
||||
osg::Vec4Array* tangentDst = static_cast<osg::Vec4Array*>(getTexCoordArray(7));
|
||||
osg::Vec3Array* positionDst = static_cast<osg::Vec3Array*>(geom.getVertexArray());
|
||||
osg::Vec3Array* normalDst = static_cast<osg::Vec3Array*>(geom.getNormalArray());
|
||||
osg::Vec4Array* tangentDst = static_cast<osg::Vec4Array*>(geom.getTexCoordArray(7));
|
||||
|
||||
for (Bone2VertexMap::const_iterator it = mBone2VertexMap.begin(); it != mBone2VertexMap.end(); ++it)
|
||||
{
|
||||
|
@ -294,6 +232,10 @@ void RigGeometry::update(osg::NodeVisitor* nv)
|
|||
normalDst->dirty();
|
||||
if (tangentDst)
|
||||
tangentDst->dirty();
|
||||
|
||||
nv->pushOntoNodePath(&geom);
|
||||
nv->apply(geom);
|
||||
nv->popFromNodePath();
|
||||
}
|
||||
|
||||
void RigGeometry::updateBounds(osg::NodeVisitor *nv)
|
||||
|
@ -365,5 +307,32 @@ void RigGeometry::setInfluenceMap(osg::ref_ptr<InfluenceMap> influenceMap)
|
|||
mInfluenceMap = influenceMap;
|
||||
}
|
||||
|
||||
void RigGeometry::accept(osg::NodeVisitor &nv)
|
||||
{
|
||||
if (!nv.validNodeMask(*this))
|
||||
return;
|
||||
|
||||
nv.pushOntoNodePath(this);
|
||||
|
||||
if (nv.getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
|
||||
cull(&nv);
|
||||
else if (nv.getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
|
||||
updateBounds(&nv);
|
||||
else
|
||||
nv.apply(*this);
|
||||
|
||||
nv.popFromNodePath();
|
||||
}
|
||||
|
||||
void RigGeometry::accept(osg::PrimitiveFunctor& func) const
|
||||
{
|
||||
getGeometry(mLastFrameNumber)->accept(func);
|
||||
}
|
||||
|
||||
osg::Geometry* RigGeometry::getGeometry(unsigned int frame) const
|
||||
{
|
||||
return mGeometry[frame%2].get();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
|
|
@ -13,10 +13,9 @@ namespace SceneUtil
|
|||
/// @brief Mesh skinning implementation.
|
||||
/// @note A RigGeometry may be attached directly to a Skeleton, or somewhere below a Skeleton.
|
||||
/// Note though that the RigGeometry ignores any transforms below the Skeleton, so the attachment point is not that important.
|
||||
/// @note To avoid race conditions, the rig geometry needs to be double buffered. This can be done
|
||||
/// using a FrameSwitch node that has two RigGeometry children. In the future we may want to consider implementing
|
||||
/// the double buffering inside RigGeometry.
|
||||
class RigGeometry : public osg::Geometry
|
||||
/// @note The internal Geometry used for rendering is double buffered, this allows updates to be done in a thread safe way while
|
||||
/// not compromising rendering performance. This is crucial when using osg's default threading model of DrawThreadPerContext.
|
||||
class RigGeometry : public osg::Drawable
|
||||
{
|
||||
public:
|
||||
RigGeometry();
|
||||
|
@ -24,6 +23,9 @@ namespace SceneUtil
|
|||
|
||||
META_Object(SceneUtil, RigGeometry)
|
||||
|
||||
// At this point compileGLObjects() remains unimplemented, hard to avoid race conditions
|
||||
// and there is limited value in compiling anyway since the data will change again for the next frame
|
||||
|
||||
struct BoneInfluence
|
||||
{
|
||||
osg::Matrixf mInvBindMatrix;
|
||||
|
@ -45,15 +47,19 @@ namespace SceneUtil
|
|||
|
||||
osg::ref_ptr<osg::Geometry> getSourceGeometry();
|
||||
|
||||
// Called automatically by our CullCallback
|
||||
void update(osg::NodeVisitor* nv);
|
||||
|
||||
// Called automatically by our UpdateCallback
|
||||
void updateBounds(osg::NodeVisitor* nv);
|
||||
virtual void accept(osg::NodeVisitor &nv);
|
||||
virtual bool supports(const osg::PrimitiveFunctor&) const { return true; }
|
||||
virtual void accept(osg::PrimitiveFunctor&) const;
|
||||
|
||||
private:
|
||||
void cull(osg::NodeVisitor* nv);
|
||||
void updateBounds(osg::NodeVisitor* nv);
|
||||
|
||||
osg::ref_ptr<osg::Geometry> mGeometry[2];
|
||||
osg::Geometry* getGeometry(unsigned int frame) const;
|
||||
|
||||
osg::ref_ptr<osg::Geometry> mSourceGeometry;
|
||||
osg::ref_ptr<osg::Vec4Array> mSourceTangents;
|
||||
osg::ref_ptr<const osg::Vec4Array> mSourceTangents;
|
||||
Skeleton* mSkeleton;
|
||||
|
||||
osg::ref_ptr<osg::RefMatrix> mGeomToSkelMatrix;
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
#include <components/sceneutil/positionattitudetransform.hpp>
|
||||
#include <components/sceneutil/skeleton.hpp>
|
||||
#include <components/sceneutil/riggeometry.hpp>
|
||||
#include <components/sceneutil/morphgeometry.hpp>
|
||||
|
||||
namespace SceneUtil
|
||||
{
|
||||
|
@ -37,20 +38,20 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
class FrameSwitchSerializer : public osgDB::ObjectWrapper
|
||||
{
|
||||
public:
|
||||
FrameSwitchSerializer()
|
||||
: osgDB::ObjectWrapper(createInstanceFunc<osg::Group>, "NifOsg::FrameSwitch", "osg::Object osg::Node osg::Group NifOsg::FrameSwitch")
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
class RigGeometrySerializer : public osgDB::ObjectWrapper
|
||||
{
|
||||
public:
|
||||
RigGeometrySerializer()
|
||||
: osgDB::ObjectWrapper(createInstanceFunc<SceneUtil::RigGeometry>, "SceneUtil::RigGeometry", "osg::Object osg::Node osg::Drawable osg::Geometry SceneUtil::RigGeometry")
|
||||
: osgDB::ObjectWrapper(createInstanceFunc<SceneUtil::RigGeometry>, "SceneUtil::RigGeometry", "osg::Object osg::Node osg::Drawable SceneUtil::RigGeometry")
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
class MorphGeometrySerializer : public osgDB::ObjectWrapper
|
||||
{
|
||||
public:
|
||||
MorphGeometrySerializer()
|
||||
: osgDB::ObjectWrapper(createInstanceFunc<SceneUtil::MorphGeometry>, "SceneUtil::MorphGeometry", "osg::Object osg::Node osg::Drawable SceneUtil::MorphGeometry")
|
||||
{
|
||||
}
|
||||
};
|
||||
|
@ -95,8 +96,8 @@ void registerSerializers()
|
|||
osgDB::ObjectWrapperManager* mgr = osgDB::Registry::instance()->getObjectWrapperManager();
|
||||
mgr->addWrapper(new PositionAttitudeTransformSerializer);
|
||||
mgr->addWrapper(new SkeletonSerializer);
|
||||
mgr->addWrapper(new FrameSwitchSerializer);
|
||||
mgr->addWrapper(new RigGeometrySerializer);
|
||||
mgr->addWrapper(new MorphGeometrySerializer);
|
||||
mgr->addWrapper(new LightManagerSerializer);
|
||||
mgr->addWrapper(new CameraRelativeTransformSerializer);
|
||||
|
||||
|
|
|
@ -38,8 +38,6 @@ Skeleton::Skeleton()
|
|||
, mNeedToUpdateBoneMatrices(true)
|
||||
, mActive(true)
|
||||
, mLastFrameNumber(0)
|
||||
, mTraversedEvenFrame(false)
|
||||
, mTraversedOddFrame(false)
|
||||
{
|
||||
|
||||
}
|
||||
|
@ -50,8 +48,6 @@ Skeleton::Skeleton(const Skeleton ©, const osg::CopyOp ©op)
|
|||
, mNeedToUpdateBoneMatrices(true)
|
||||
, mActive(copy.mActive)
|
||||
, mLastFrameNumber(0)
|
||||
, mTraversedEvenFrame(false)
|
||||
, mTraversedOddFrame(false)
|
||||
{
|
||||
|
||||
}
|
||||
|
@ -115,11 +111,6 @@ void Skeleton::updateBoneMatrices(unsigned int traversalNumber)
|
|||
|
||||
mLastFrameNumber = traversalNumber;
|
||||
|
||||
if (mLastFrameNumber % 2 == 0)
|
||||
mTraversedEvenFrame = true;
|
||||
else
|
||||
mTraversedOddFrame = true;
|
||||
|
||||
if (mNeedToUpdateBoneMatrices)
|
||||
{
|
||||
if (mRootBone.get())
|
||||
|
@ -144,18 +135,14 @@ bool Skeleton::getActive() const
|
|||
|
||||
void Skeleton::markDirty()
|
||||
{
|
||||
mTraversedEvenFrame = false;
|
||||
mTraversedOddFrame = false;
|
||||
mLastFrameNumber = 0;
|
||||
mBoneCache.clear();
|
||||
mBoneCacheInit = false;
|
||||
}
|
||||
|
||||
void Skeleton::traverse(osg::NodeVisitor& nv)
|
||||
{
|
||||
if (!getActive() && nv.getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR
|
||||
// need to process at least 2 frames before shutting off update, since we need to have both frame-alternating RigGeometries initialized
|
||||
// this would be more naturally handled if the double-buffering was implemented in RigGeometry itself rather than in a FrameSwitch decorator node
|
||||
&& mLastFrameNumber != 0 && mTraversedEvenFrame && mTraversedOddFrame)
|
||||
if (!getActive() && nv.getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR && mLastFrameNumber != 0)
|
||||
return;
|
||||
osg::Group::traverse(nv);
|
||||
}
|
||||
|
|
|
@ -74,8 +74,6 @@ namespace SceneUtil
|
|||
bool mActive;
|
||||
|
||||
unsigned int mLastFrameNumber;
|
||||
bool mTraversedEvenFrame;
|
||||
bool mTraversedOddFrame;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include <components/resource/imagemanager.hpp>
|
||||
#include <components/vfs/manager.hpp>
|
||||
#include <components/sceneutil/riggeometry.hpp>
|
||||
#include <components/sceneutil/morphgeometry.hpp>
|
||||
|
||||
#include "shadermanager.hpp"
|
||||
|
||||
|
@ -26,6 +27,7 @@ namespace Shader
|
|||
, mMaterialOverridden(false)
|
||||
, mNormalHeight(false)
|
||||
, mTexStageRequiringTangents(-1)
|
||||
, mNode(NULL)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -69,7 +71,7 @@ namespace Shader
|
|||
{
|
||||
if (node.getStateSet())
|
||||
{
|
||||
pushRequirements();
|
||||
pushRequirements(node);
|
||||
applyStateSet(node.getStateSet(), node);
|
||||
traverse(node);
|
||||
popRequirements();
|
||||
|
@ -234,9 +236,10 @@ namespace Shader
|
|||
}
|
||||
}
|
||||
|
||||
void ShaderVisitor::pushRequirements()
|
||||
void ShaderVisitor::pushRequirements(osg::Node& node)
|
||||
{
|
||||
mRequirements.push_back(mRequirements.back());
|
||||
mRequirements.back().mNode = &node;
|
||||
}
|
||||
|
||||
void ShaderVisitor::popRequirements()
|
||||
|
@ -244,8 +247,12 @@ namespace Shader
|
|||
mRequirements.pop_back();
|
||||
}
|
||||
|
||||
void ShaderVisitor::createProgram(const ShaderRequirements &reqs, osg::Node& node)
|
||||
void ShaderVisitor::createProgram(const ShaderRequirements &reqs)
|
||||
{
|
||||
if (!reqs.mShaderRequired && !mForceShaders)
|
||||
return;
|
||||
|
||||
osg::Node& node = *reqs.mNode;
|
||||
osg::StateSet* writableStateSet = NULL;
|
||||
if (mAllowedToModifyStateSets)
|
||||
writableStateSet = node.getOrCreateStateSet();
|
||||
|
@ -302,12 +309,42 @@ namespace Shader
|
|||
}
|
||||
}
|
||||
|
||||
bool ShaderVisitor::adjustGeometry(osg::Geometry& sourceGeometry, const ShaderRequirements& reqs)
|
||||
{
|
||||
bool useShader = reqs.mShaderRequired || mForceShaders;
|
||||
bool generateTangents = reqs.mTexStageRequiringTangents != -1;
|
||||
bool changed = false;
|
||||
|
||||
if (mAllowedToModifyStateSets && (useShader || generateTangents))
|
||||
{
|
||||
// make sure that all UV sets are there
|
||||
for (std::map<int, std::string>::const_iterator it = reqs.mTextures.begin(); it != reqs.mTextures.end(); ++it)
|
||||
{
|
||||
if (sourceGeometry.getTexCoordArray(it->first) == NULL)
|
||||
{
|
||||
sourceGeometry.setTexCoordArray(it->first, sourceGeometry.getTexCoordArray(0));
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (generateTangents)
|
||||
{
|
||||
osg::ref_ptr<osgUtil::TangentSpaceGenerator> generator (new osgUtil::TangentSpaceGenerator);
|
||||
generator->generate(&sourceGeometry, reqs.mTexStageRequiringTangents);
|
||||
|
||||
sourceGeometry.setTexCoordArray(7, generator->getTangentArray(), osg::Array::BIND_PER_VERTEX);
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
return changed;
|
||||
}
|
||||
|
||||
void ShaderVisitor::apply(osg::Geometry& geometry)
|
||||
{
|
||||
bool needPop = (geometry.getStateSet() != NULL);
|
||||
if (geometry.getStateSet())
|
||||
if (geometry.getStateSet()) // TODO: check if stateset affects shader permutation before pushing it
|
||||
{
|
||||
pushRequirements();
|
||||
pushRequirements(geometry);
|
||||
applyStateSet(geometry.getStateSet(), geometry);
|
||||
}
|
||||
|
||||
|
@ -315,44 +352,9 @@ namespace Shader
|
|||
{
|
||||
const ShaderRequirements& reqs = mRequirements.back();
|
||||
|
||||
bool useShader = reqs.mShaderRequired || mForceShaders;
|
||||
bool generateTangents = reqs.mTexStageRequiringTangents != -1;
|
||||
adjustGeometry(geometry, reqs);
|
||||
|
||||
if (mAllowedToModifyStateSets && (useShader || generateTangents))
|
||||
{
|
||||
osg::ref_ptr<osg::Geometry> sourceGeometry = &geometry;
|
||||
SceneUtil::RigGeometry* rig = dynamic_cast<SceneUtil::RigGeometry*>(&geometry);
|
||||
if (rig)
|
||||
sourceGeometry = rig->getSourceGeometry();
|
||||
|
||||
bool requiresSetGeometry = false;
|
||||
|
||||
// make sure that all UV sets are there
|
||||
for (std::map<int, std::string>::const_iterator it = reqs.mTextures.begin(); it != reqs.mTextures.end(); ++it)
|
||||
{
|
||||
if (sourceGeometry->getTexCoordArray(it->first) == NULL)
|
||||
{
|
||||
sourceGeometry->setTexCoordArray(it->first, sourceGeometry->getTexCoordArray(0));
|
||||
requiresSetGeometry = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (generateTangents)
|
||||
{
|
||||
osg::ref_ptr<osgUtil::TangentSpaceGenerator> generator (new osgUtil::TangentSpaceGenerator);
|
||||
generator->generate(sourceGeometry, reqs.mTexStageRequiringTangents);
|
||||
|
||||
sourceGeometry->setTexCoordArray(7, generator->getTangentArray(), osg::Array::BIND_PER_VERTEX);
|
||||
requiresSetGeometry = true;
|
||||
}
|
||||
|
||||
if (rig && requiresSetGeometry)
|
||||
rig->setSourceGeometry(sourceGeometry);
|
||||
}
|
||||
|
||||
// TODO: find a better place for the stateset
|
||||
if (useShader)
|
||||
createProgram(reqs, geometry);
|
||||
createProgram(reqs);
|
||||
}
|
||||
|
||||
if (needPop)
|
||||
|
@ -366,16 +368,27 @@ namespace Shader
|
|||
|
||||
if (drawable.getStateSet())
|
||||
{
|
||||
pushRequirements();
|
||||
pushRequirements(drawable);
|
||||
applyStateSet(drawable.getStateSet(), drawable);
|
||||
}
|
||||
|
||||
if (!mRequirements.empty())
|
||||
{
|
||||
const ShaderRequirements& reqs = mRequirements.back();
|
||||
// TODO: find a better place for the stateset
|
||||
if (reqs.mShaderRequired || mForceShaders)
|
||||
createProgram(reqs, drawable);
|
||||
createProgram(reqs);
|
||||
|
||||
if (auto rig = dynamic_cast<SceneUtil::RigGeometry*>(&drawable))
|
||||
{
|
||||
osg::ref_ptr<osg::Geometry> sourceGeometry = rig->getSourceGeometry();
|
||||
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
|
||||
rig->setSourceGeometry(sourceGeometry);
|
||||
}
|
||||
else if (auto morph = dynamic_cast<SceneUtil::MorphGeometry*>(&drawable))
|
||||
{
|
||||
osg::ref_ptr<osg::Geometry> sourceGeometry = morph->getSourceGeometry();
|
||||
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
|
||||
morph->setSourceGeometry(sourceGeometry);
|
||||
}
|
||||
}
|
||||
|
||||
if (needPop)
|
||||
|
|
|
@ -52,7 +52,7 @@ namespace Shader
|
|||
|
||||
void applyStateSet(osg::ref_ptr<osg::StateSet> stateset, osg::Node& node);
|
||||
|
||||
void pushRequirements();
|
||||
void pushRequirements(osg::Node& node);
|
||||
void popRequirements();
|
||||
|
||||
private:
|
||||
|
@ -89,13 +89,17 @@ namespace Shader
|
|||
|
||||
// -1 == no tangents required
|
||||
int mTexStageRequiringTangents;
|
||||
|
||||
// the Node that requested these requirements
|
||||
osg::Node* mNode;
|
||||
};
|
||||
std::vector<ShaderRequirements> mRequirements;
|
||||
|
||||
std::string mDefaultVsTemplate;
|
||||
std::string mDefaultFsTemplate;
|
||||
|
||||
void createProgram(const ShaderRequirements& reqs, osg::Node& node);
|
||||
void createProgram(const ShaderRequirements& reqs);
|
||||
bool adjustGeometry(osg::Geometry& sourceGeometry, const ShaderRequirements& reqs);
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -56,7 +56,7 @@ Enabling this feature results in better visuals, and a marginally lower frame ra
|
|||
|
||||
This setting has no effect if the shader setting is false.
|
||||
|
||||
This setting can be toggled with the Refraction button in the Water tab of the Video panel of the Options menu.
|
||||
This setting can be toggled with the 'Refraction' button in the Water tab of the Video panel of the Options menu.
|
||||
|
||||
reflect actors
|
||||
--------------
|
||||
|
@ -68,6 +68,8 @@ reflect actors
|
|||
This setting controls whether or not NPCs and creatures are drawn in water reflections.
|
||||
Setting this to true will enable actors in reflections and increase realism with a likely decrease in performance.
|
||||
|
||||
This setting can be toggled with the 'Reflect actors' button in the Water tab of the Video panel of the Options menu.
|
||||
|
||||
small feature culling pixel size
|
||||
--------------------------------
|
||||
|
||||
|
|
Loading…
Reference in a new issue