openmw-tes3coop/apps/openmw/mwrender/characterpreview.cpp
scrawl e8662bea31 Change the way that image origin is converted to OpenGL's lower-left convention
Flip the texture coordinates instead of flipping textures.

This simplifies the TextureManager (no need to worry if the caller wants flipping or not), should make it easier to generalize & multithread it.
2016-02-05 21:03:11 +01:00

396 lines
14 KiB
C++

#include "characterpreview.hpp"
#include <iostream>
#include <osg/Texture2D>
#include <osg/Camera>
#include <osg/PositionAttitudeTransform>
#include <osgViewer/Viewer>
#include <osg/LightModel>
#include <osgUtil/IntersectionVisitor>
#include <osgUtil/LineSegmentIntersector>
#include <components/sceneutil/lightmanager.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "npcanimation.hpp"
#include "vismask.hpp"
namespace MWRender
{
class DrawOnceCallback : public osg::NodeCallback
{
public:
DrawOnceCallback ()
: mRendered(false)
, mLastRenderedFrame(0)
{
}
virtual void operator () (osg::Node* node, osg::NodeVisitor* nv)
{
if (!mRendered)
{
mRendered = true;
mLastRenderedFrame = nv->getTraversalNumber();
traverse(node, nv);
}
else
{
node->setNodeMask(0);
}
}
void redrawNextFrame()
{
mRendered = false;
}
unsigned int getLastRenderedFrame() const
{
return mLastRenderedFrame;
}
private:
bool mRendered;
unsigned int mLastRenderedFrame;
};
CharacterPreview::CharacterPreview(osgViewer::Viewer* viewer, Resource::ResourceSystem* resourceSystem,
MWWorld::Ptr character, int sizeX, int sizeY, const osg::Vec3f& position, const osg::Vec3f& lookAt)
: mViewer(viewer)
, mResourceSystem(resourceSystem)
, mPosition(position)
, mLookAt(lookAt)
, mCharacter(character)
, mAnimation(NULL)
, mSizeX(sizeX)
, mSizeY(sizeY)
{
mTexture = new osg::Texture2D;
mTexture->setTextureSize(sizeX, sizeY);
mTexture->setInternalFormat(GL_RGBA);
mTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
mTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
mCamera = new osg::Camera;
// hints that the camera is not relative to the master camera
mCamera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
mCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::PIXEL_BUFFER_RTT);
mCamera->setClearColor(osg::Vec4(0.f, 0.f, 0.f, 0.f));
mCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
const float fovYDegrees = 12.3f;
mCamera->setProjectionMatrixAsPerspective(fovYDegrees, sizeX/static_cast<float>(sizeY), 0.1f, 10000.f); // zNear and zFar are autocomputed
mCamera->setViewport(0, 0, sizeX, sizeY);
mCamera->setRenderOrder(osg::Camera::PRE_RENDER);
mCamera->attach(osg::Camera::COLOR_BUFFER, mTexture);
mCamera->setGraphicsContext(mViewer->getCamera()->getGraphicsContext());
mCamera->setNodeMask(Mask_RenderToTexture);
osg::ref_ptr<SceneUtil::LightManager> lightManager = new SceneUtil::LightManager;
lightManager->setStartLight(1);
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
stateset->setMode(GL_LIGHTING, osg::StateAttribute::ON);
stateset->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
osg::ref_ptr<osg::LightModel> lightmodel = new osg::LightModel;
lightmodel->setAmbientIntensity(osg::Vec4(0.25, 0.25, 0.25, 1.0));
stateset->setAttributeAndModes(lightmodel, osg::StateAttribute::ON);
/// \todo Read the fallback values from INIImporter (Inventory:Directional*) ?
osg::ref_ptr<osg::Light> light = new osg::Light;
light->setPosition(osg::Vec4(-0.3,0.3,0.7, 0.0));
light->setDiffuse(osg::Vec4(1,1,1,1));
light->setAmbient(osg::Vec4(0,0,0,1));
light->setSpecular(osg::Vec4(0,0,0,0));
light->setLightNum(0);
light->setConstantAttenuation(1.f);
light->setLinearAttenuation(0.f);
light->setQuadraticAttenuation(0.f);
osg::ref_ptr<osg::LightSource> lightSource = new osg::LightSource;
lightSource->setLight(light);
lightSource->setStateSetModes(*stateset, osg::StateAttribute::ON);
lightManager->setStateSet(stateset);
lightManager->addChild(lightSource);
mCamera->addChild(lightManager);
mNode = new osg::PositionAttitudeTransform;
lightManager->addChild(mNode);
mDrawOnceCallback = new DrawOnceCallback;
mCamera->addUpdateCallback(mDrawOnceCallback);
mViewer->getSceneData()->asGroup()->addChild(mCamera);
mCharacter.mCell = NULL;
}
CharacterPreview::~CharacterPreview ()
{
mViewer->getSceneData()->asGroup()->removeChild(mCamera);
}
int CharacterPreview::getTextureWidth() const
{
return mSizeX;
}
int CharacterPreview::getTextureHeight() const
{
return mSizeY;
}
void CharacterPreview::onSetup()
{
}
osg::ref_ptr<osg::Texture2D> CharacterPreview::getTexture()
{
return mTexture;
}
void CharacterPreview::rebuild()
{
mAnimation.reset(NULL);
mAnimation.reset(new NpcAnimation(mCharacter, mNode, mResourceSystem, true, true,
(renderHeadOnly() ? NpcAnimation::VM_HeadOnly : NpcAnimation::VM_Normal)));
onSetup();
redraw();
}
void CharacterPreview::redraw()
{
mCamera->setNodeMask(~0);
mDrawOnceCallback->redrawNextFrame();
}
// --------------------------------------------------------------------------------------------------
InventoryPreview::InventoryPreview(osgViewer::Viewer* viewer, Resource::ResourceSystem* resourceSystem, MWWorld::Ptr character)
: CharacterPreview(viewer, resourceSystem, character, 512, 1024, osg::Vec3f(0, 700, 71), osg::Vec3f(0,0,71))
{
}
void InventoryPreview::setViewport(int sizeX, int sizeY)
{
sizeX = std::max(sizeX, 0);
sizeY = std::max(sizeY, 0);
mCamera->setViewport(0, mSizeY-sizeY, std::min(mSizeX, sizeX), std::min(mSizeY, sizeY));
redraw();
}
void InventoryPreview::update()
{
if (!mAnimation.get())
return;
mAnimation->showWeapons(true);
mAnimation->updateParts();
MWWorld::InventoryStore &inv = mCharacter.getClass().getInventoryStore(mCharacter);
MWWorld::ContainerStoreIterator iter = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
std::string groupname;
bool showCarriedLeft = true;
if(iter == inv.end())
groupname = "inventoryhandtohand";
else
{
const std::string &type = iter->getTypeName();
if(type == typeid(ESM::Lockpick).name() || type == typeid(ESM::Probe).name())
groupname = "inventoryweapononehand";
else if(type == typeid(ESM::Weapon).name())
{
MWWorld::LiveCellRef<ESM::Weapon> *ref = iter->get<ESM::Weapon>();
int type = ref->mBase->mData.mType;
if(type == ESM::Weapon::ShortBladeOneHand ||
type == ESM::Weapon::LongBladeOneHand ||
type == ESM::Weapon::BluntOneHand ||
type == ESM::Weapon::AxeOneHand ||
type == ESM::Weapon::MarksmanThrown ||
type == ESM::Weapon::MarksmanCrossbow ||
type == ESM::Weapon::MarksmanBow)
groupname = "inventoryweapononehand";
else if(type == ESM::Weapon::LongBladeTwoHand ||
type == ESM::Weapon::BluntTwoClose ||
type == ESM::Weapon::AxeTwoHand)
groupname = "inventoryweapontwohand";
else if(type == ESM::Weapon::BluntTwoWide ||
type == ESM::Weapon::SpearTwoWide)
groupname = "inventoryweapontwowide";
else
groupname = "inventoryhandtohand";
showCarriedLeft = (iter->getClass().canBeEquipped(*iter, mCharacter).first != 2);
}
else
groupname = "inventoryhandtohand";
}
mAnimation->showCarriedLeft(showCarriedLeft);
mCurrentAnimGroup = groupname;
mAnimation->play(mCurrentAnimGroup, 1, Animation::BlendMask_All, false, 1.0f, "start", "stop", 0.0f, 0);
MWWorld::ContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name() && showCarriedLeft)
{
if(!mAnimation->getInfo("torch"))
mAnimation->play("torch", 2, Animation::BlendMask_LeftArm, false,
1.0f, "start", "stop", 0.0f, ~0ul, true);
}
else if(mAnimation->getInfo("torch"))
mAnimation->disable("torch");
mAnimation->runAnimation(0.0f);
redraw();
}
int InventoryPreview::getSlotSelected (int posX, int posY)
{
float projX = (posX / mCamera->getViewport()->width()) * 2 - 1.f;
float projY = (posY / mCamera->getViewport()->height()) * 2 - 1.f;
// With Intersector::WINDOW, the intersection ratios are slightly inaccurate. Seems to be a
// precision issue - compiling with OSG_USE_FLOAT_MATRIX=0, Intersector::WINDOW works ok.
// Using Intersector::PROJECTION results in better precision because the start/end points and the model matrices
// don't go through as many transformations.
osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector (new osgUtil::LineSegmentIntersector(osgUtil::Intersector::PROJECTION, projX, projY));
intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::LIMIT_NEAREST);
osgUtil::IntersectionVisitor visitor(intersector);
visitor.setTraversalMode(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
// Set the traversal number from the last draw, so that the frame switch used for RigGeometry double buffering works correctly
visitor.setTraversalNumber(mDrawOnceCallback->getLastRenderedFrame());
osg::Node::NodeMask nodeMask = mCamera->getNodeMask();
mCamera->setNodeMask(~0);
mCamera->accept(visitor);
mCamera->setNodeMask(nodeMask);
if (intersector->containsIntersections())
{
osgUtil::LineSegmentIntersector::Intersection intersection = intersector->getFirstIntersection();
return mAnimation->getSlot(intersection.nodePath);
}
return -1;
}
void InventoryPreview::updatePtr(const MWWorld::Ptr &ptr)
{
mCharacter = MWWorld::Ptr(ptr.getBase(), NULL);
}
void InventoryPreview::onSetup()
{
osg::Vec3f scale (1.f, 1.f, 1.f);
mCharacter.getClass().adjustScale(mCharacter, scale, true);
mNode->setScale(scale);
mCamera->setViewMatrixAsLookAt(mPosition * scale.z(), mLookAt * scale.z(), osg::Vec3f(0,0,1));
}
// --------------------------------------------------------------------------------------------------
RaceSelectionPreview::RaceSelectionPreview(osgViewer::Viewer* viewer, Resource::ResourceSystem* resourceSystem)
: CharacterPreview(viewer, resourceSystem, MWMechanics::getPlayer(),
512, 512, osg::Vec3f(0, 125, 8), osg::Vec3f(0,0,8))
, mBase (*mCharacter.get<ESM::NPC>()->mBase)
, mRef(&mBase)
, mPitchRadians(osg::DegreesToRadians(6.f))
{
mCharacter = MWWorld::Ptr(&mRef, NULL);
}
RaceSelectionPreview::~RaceSelectionPreview()
{
}
void RaceSelectionPreview::setAngle(float angleRadians)
{
mNode->setAttitude(osg::Quat(mPitchRadians, osg::Vec3(1,0,0))
* osg::Quat(angleRadians, osg::Vec3(0,0,1)));
redraw();
}
void RaceSelectionPreview::setPrototype(const ESM::NPC &proto)
{
mBase = proto;
mBase.mId = "player";
rebuild();
}
class UpdateCameraCallback : public osg::NodeCallback
{
public:
UpdateCameraCallback(osg::ref_ptr<const osg::Node> nodeToFollow, const osg::Vec3& posOffset, const osg::Vec3& lookAtOffset)
: mNodeToFollow(nodeToFollow)
, mPosOffset(posOffset)
, mLookAtOffset(lookAtOffset)
{
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::Camera* cam = static_cast<osg::Camera*>(node);
// Update keyframe controllers in the scene graph first...
traverse(node, nv);
// Now update camera utilizing the updated head position
osg::MatrixList mats = mNodeToFollow->getWorldMatrices();
if (!mats.size())
return;
osg::Matrix worldMat = mats[0];
osg::Vec3 headOffset = worldMat.getTrans();
cam->setViewMatrixAsLookAt(headOffset + mPosOffset, headOffset + mLookAtOffset, osg::Vec3(0,0,1));
}
private:
osg::ref_ptr<const osg::Node> mNodeToFollow;
osg::Vec3 mPosOffset;
osg::Vec3 mLookAtOffset;
};
void RaceSelectionPreview::onSetup ()
{
mAnimation->play("idle", 1, Animation::BlendMask_All, false, 1.0f, "start", "stop", 0.0f, 0);
mAnimation->runAnimation(0.f);
// attach camera to follow the head node
if (mUpdateCameraCallback)
mCamera->removeUpdateCallback(mUpdateCameraCallback);
const osg::Node* head = mAnimation->getNode("Bip01 Head");
if (head)
{
mUpdateCameraCallback = new UpdateCameraCallback(head, mPosition, mLookAt);
mCamera->addUpdateCallback(mUpdateCameraCallback);
}
else
std::cerr << "Error: Bip01 Head node not found" << std::endl;
}
}