#include "water.hpp" #include #include "sky.hpp" #include "renderingmanager.hpp" using namespace Ogre; namespace MWRender { Water::Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell) : mCamera (camera), mViewport (camera->getViewport()), mSceneManager (camera->getSceneManager()), mIsUnderwater(false), mReflectDistance(0), mVisibilityFlags(0), mOldCameraFarClip(0), mReflectionTarget(0), mActive(1) { mSky = sky; try { CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false); } catch(...) {} mTop = cell->water; mIsUnderwater = false; mWaterPlane = Plane(Vector3::UNIT_Y, 0); MeshManager::getSingleton().createPlane("water", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, CELL_SIZE*5, CELL_SIZE * 5, 10, 10, true, 1, 3,3, Vector3::UNIT_Z); mWater = mSceneManager->createEntity("water"); mWater->setVisibilityFlags(RV_Water); mWater->setRenderQueueGroup(RQG_Water); mVisibilityFlags = RV_Terrain * Settings::Manager::getBool("reflect terrain", "Water") + RV_Statics * Settings::Manager::getBool("reflect statics", "Water") + RV_StaticsSmall * Settings::Manager::getBool("reflect small statics", "Water") + RV_Actors * Settings::Manager::getBool("reflect actors", "Water") + RV_Misc * Settings::Manager::getBool("reflect misc", "Water") + RV_Sky; mReflectDistance = Settings::Manager::getInt("reflect distance", "Water"); 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); // Create rendertarget for reflection int rttsize = Settings::Manager::getInt("rtt size", "Water"); if (Settings::Manager::getBool("shader", "Water")) { TexturePtr tex = TextureManager::getSingleton().createManual("WaterReflection", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, rttsize, rttsize, 0, PF_R8G8B8, TU_RENDERTARGET); RenderTarget* rtt = tex->getBuffer()->getRenderTarget(); Viewport* vp = rtt->addViewport(mCamera); vp->setOverlaysEnabled(false); vp->setBackgroundColour(ColourValue(0.8f, 0.9f, 1.0f)); vp->setShadowsEnabled(false); vp->setVisibilityMask( mVisibilityFlags ); rtt->addListener(this); rtt->setActive(true); mReflectionTarget = rtt; } mCompositorName = RenderingManager::useMRT() ? "Underwater" : "UnderwaterNoMRT"; createMaterial(); mWater->setMaterial(mMaterial); } void Water::setActive(bool active) { mActive = active; if (mReflectionTarget) mReflectionTarget->setActive(active && !mIsUnderwater); mWater->setVisible(active); } Water::~Water() { MeshManager::getSingleton().remove("water"); mWaterNode->detachObject(mWater); mSceneManager->destroyEntity(mWater); mSceneManager->destroySceneNode(mWaterNode); 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() { if (mActive) mWater->setVisible(!mWater->getVisible()); } void Water::checkUnderwater(float y) { if (!mActive) return; if ((mIsUnderwater && y > mTop) || !mWater->isVisible() || mCamera->getPolygonMode() != Ogre::PM_SOLID) { try { CompositorManager::getSingleton().setCompositorEnabled(mViewport, mCompositorName, false); } catch(...) {} // tell the shader we are not underwater Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0); if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("isUnderwater", false)) pass->getFragmentProgramParameters()->setNamedConstant("isUnderwater", Real(0)); if (mReflectionTarget) mReflectionTarget->setActive(mActive); mWater->setRenderQueueGroup(RQG_Water); mIsUnderwater = false; } if (!mIsUnderwater && y < mTop && mWater->isVisible() && mCamera->getPolygonMode() == Ogre::PM_SOLID) { try { CompositorManager::getSingleton().setCompositorEnabled(mViewport, mCompositorName, true); } catch(...) {} // tell the shader we are underwater Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0); if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("isUnderwater", false)) pass->getFragmentProgramParameters()->setNamedConstant("isUnderwater", Real(1)); if (mReflectionTarget) mReflectionTarget->setActive(false); mWater->setRenderQueueGroup(RQG_UnderWater); mIsUnderwater = true; } } Vector3 Water::getSceneNodeCoordinates(int gridX, int gridY) { return Vector3(gridX * CELL_SIZE + (CELL_SIZE / 2), mTop, -gridY * CELL_SIZE - (CELL_SIZE / 2)); } void Water::preRenderTargetUpdate(const RenderTargetEvent& evt) { //mOldCameraFarClip = mCamera->getFarClipDistance(); //if (mReflectDistance != 0) // mCamera->setFarClipDistance(mReflectDistance); if (evt.source == mReflectionTarget) { mWater->setVisible(false); // Some messy code to get the skybox to show up at all // The problem here is that it gets clipped by the water plane // Therefore scale it up a bit Vector3 pos = mCamera->getRealPosition(); pos.y = mTop*2 - pos.y; mSky->setSkyPosition(pos); mSky->scaleSky(mCamera->getFarClipDistance() / 1000.f); mCamera->enableCustomNearClipPlane(Plane(Vector3::UNIT_Y, mTop)); mCamera->enableReflection(Plane(Vector3::UNIT_Y, mTop)); } } void Water::postRenderTargetUpdate(const RenderTargetEvent& evt) { mWater->setVisible(true); //mCamera->setFarClipDistance(mOldCameraFarClip); if (evt.source == mReflectionTarget) { mSky->resetSkyPosition(); mSky->scaleSky(1); mCamera->disableReflection(); mCamera->disableCustomNearClipPlane(); } } void Water::createMaterial() { mMaterial = MaterialManager::getSingleton().getByName("Water"); // these have to be set in code std::string textureNames[32]; for (int i=0; i<32; ++i) { textureNames[i] = "textures\\water\\water" + StringConverter::toString(i, 2, '0') + ".dds"; } mMaterial->getTechnique(1)->getPass(0)->getTextureUnitState(0)->setAnimatedTextureName(textureNames, 32, 2); // use technique without shaders if reflection is disabled if (mReflectionTarget == 0) mMaterial->removeTechnique(0); if (Settings::Manager::getBool("shader", "Water")) { CompositorInstance* compositor = CompositorManager::getSingleton().getCompositorChain(mViewport)->getCompositor("gbuffer"); TexturePtr colorTexture = compositor->getTextureInstance("mrt_output", 0); TextureUnitState* tus = mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState("refractionMap"); if (tus != 0) tus->setTexture(colorTexture); TexturePtr depthTexture = compositor->getTextureInstance("mrt_output", 1); tus = mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState("depthMap"); if (tus != 0) tus->setTexture(depthTexture); } } void Water::setViewportBackground(const ColourValue& bg) { if (mReflectionTarget) mReflectionTarget->getViewport(0)->setBackgroundColour(bg); } } // namespace