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@ -352,7 +352,66 @@ private:
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class Reflection : public osg::Camera
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{
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public:
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Reflection()
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{
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setRenderOrder(osg::Camera::PRE_RENDER);
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setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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setReferenceFrame(osg::Camera::RELATIVE_RF);
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setCullMask(Mask_Effect|Mask_Scene|Mask_Terrain|Mask_Actor|Mask_ParticleSystem|Mask_Sky|Mask_Player|(1<<16));
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setNodeMask(Mask_RenderToTexture);
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unsigned int rttSize = Settings::Manager::getInt("rtt size", "Water");
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setViewport(0, 0, rttSize, rttSize);
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// No need for Update traversal since the mSceneRoot is already updated as part of the main scene graph
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// A double update would mess with the light collection (in addition to being plain redundant)
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setUpdateCallback(new NoTraverseCallback);
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mReflectionTexture = new osg::Texture2D;
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mReflectionTexture->setInternalFormat(GL_RGB);
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mReflectionTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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mReflectionTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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mReflectionTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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mReflectionTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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attach(osg::Camera::COLOR_BUFFER, mReflectionTexture);
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// XXX: should really flip the FrontFace on each renderable instead of forcing clockwise.
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osg::ref_ptr<osg::FrontFace> frontFace (new osg::FrontFace);
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frontFace->setMode(osg::FrontFace::CLOCKWISE);
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getOrCreateStateSet()->setAttributeAndModes(frontFace, osg::StateAttribute::ON);
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mClipCullNode = new ClipCullNode;
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addChild(mClipCullNode);
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}
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void setWaterLevel(float waterLevel)
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{
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setViewMatrix(osg::Matrix::translate(0,0,-waterLevel) * osg::Matrix::scale(1,1,-1) * osg::Matrix::translate(0,0,waterLevel));
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mClipCullNode->setPlane(osg::Plane(osg::Vec3d(0,0,1), osg::Vec3d(0,0,waterLevel)));
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}
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void setScene(osg::Node* scene)
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{
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if (mScene)
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mClipCullNode->removeChild(mScene);
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mScene = scene;
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mClipCullNode->addChild(scene);
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}
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osg::Texture2D* getReflectionTexture() const
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{
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return mReflectionTexture.get();
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}
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private:
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osg::ref_ptr<osg::Texture2D> mReflectionTexture;
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osg::ref_ptr<ClipCullNode> mClipCullNode;
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osg::ref_ptr<osg::Node> mScene;
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};
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Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem *resourceSystem, osgUtil::IncrementalCompileOperation *ico,
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@ -400,51 +459,13 @@ Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem
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mParent->addChild(mRefraction);
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// reflection
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osg::ref_ptr<osg::Camera> reflectionCamera (new osg::Camera);
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reflectionCamera->setRenderOrder(osg::Camera::PRE_RENDER);
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reflectionCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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reflectionCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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reflectionCamera->setReferenceFrame(osg::Camera::RELATIVE_RF);
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reflectionCamera->setCullMask(Mask_Effect|Mask_Scene|Mask_Terrain|Mask_Actor|Mask_ParticleSystem|Mask_Sky|Mask_Player|(1<<16));
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reflectionCamera->setNodeMask(Mask_RenderToTexture);
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unsigned int rttSize = Settings::Manager::getInt("rtt size", "Water");
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reflectionCamera->setViewport(0, 0, rttSize, rttSize);
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// No need for Update traversal since the mSceneRoot is already updated as part of the main scene graph
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// A double update would mess with the light collection (in addition to being plain redundant)
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reflectionCamera->setUpdateCallback(new NoTraverseCallback);
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osg::ref_ptr<osg::Texture2D> reflectionTexture = new osg::Texture2D;
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reflectionTexture->setInternalFormat(GL_RGB);
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reflectionTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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reflectionTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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reflectionTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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reflectionTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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reflectionCamera->attach(osg::Camera::COLOR_BUFFER, reflectionTexture);
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reflectionCamera->setViewMatrix(osg::Matrix::translate(0,0,-waterLevel) * osg::Matrix::scale(1,1,-1) * osg::Matrix::translate(0,0,waterLevel));
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osg::ref_ptr<osg::MatrixTransform> reflectNode (new osg::MatrixTransform);
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// XXX: should really flip the FrontFace on each renderable instead of forcing clockwise.
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osg::ref_ptr<osg::FrontFace> frontFace (new osg::FrontFace);
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frontFace->setMode(osg::FrontFace::CLOCKWISE);
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reflectNode->getOrCreateStateSet()->setAttributeAndModes(frontFace, osg::StateAttribute::ON);
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osg::ref_ptr<ClipCullNode> clipNode2 (new ClipCullNode);
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clipNode2->setPlane(osg::Plane(osg::Vec3d(0,0,1), osg::Vec3d(0,0,waterLevel)));
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reflectNode->addChild(clipNode2);
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clipNode2->addChild(mSceneRoot);
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reflectionCamera->addChild(reflectNode);
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mReflection = new Reflection();
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mReflection->setWaterLevel(waterLevel);
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mReflection->setScene(mSceneRoot);
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// TODO: add to waterNode so cameras don't get updated when water is hidden?
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mParent->addChild(reflectionCamera);
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mParent->addChild(mReflection);
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// shader
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@ -471,7 +492,7 @@ Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem
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shaderStateset->addUniform(new osg::Uniform("refractionDepthMap", 2));
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shaderStateset->addUniform(new osg::Uniform("normalMap", 3));
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shaderStateset->setTextureAttributeAndModes(0, reflectionTexture, osg::StateAttribute::ON);
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shaderStateset->setTextureAttributeAndModes(0, mReflection->getReflectionTexture(), osg::StateAttribute::ON);
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shaderStateset->setTextureAttributeAndModes(1, mRefraction->getRefractionTexture(), osg::StateAttribute::ON);
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shaderStateset->setTextureAttributeAndModes(2, mRefraction->getRefractionDepthTexture(), osg::StateAttribute::ON);
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shaderStateset->setTextureAttributeAndModes(3, normalMap, osg::StateAttribute::ON);
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