Rewrite spell glow implementation

pull/35/head
Allofich 9 years ago
parent cad41599cf
commit 775162ccdf

@ -572,6 +572,11 @@ namespace MWMechanics
short effectId = effect.mId;
if (target.getClass().canLock(target))
{
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
const ESM::MagicEffect *magiceffect;
magiceffect = store.get<ESM::MagicEffect>().find(effectId);
MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(target);
animation->addSpellCastGlow(magiceffect);
if (effectId == ESM::MagicEffect::Lock)
{
if (target.getCellRef().getLockLevel() < magnitude) //If the door is not already locked to a higher value, lock it to spell magnitude
@ -584,12 +589,6 @@ namespace MWMechanics
}
else if (effectId == ESM::MagicEffect::Open)
{
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
const ESM::MagicEffect *magiceffect;
magiceffect = store.get<ESM::MagicEffect>().find(effectId);
MWRender::Animation* animation = MWBase::Environment::get().getWorld()->getAnimation(target);
animation->addSpellCastGlow(magiceffect);
if (target.getCellRef().getLockLevel() <= magnitude)
{
if (target.getCellRef().getLockLevel() > 0)

@ -86,125 +86,6 @@ namespace
std::vector<osg::ref_ptr<osg::Node> > mToRemove;
};
class GlowUpdater : public SceneUtil::StateSetUpdater
{
public:
GlowUpdater(int texUnit, osg::Vec4f color, const std::vector<osg::ref_ptr<osg::Texture2D> >& textures,
osg::ref_ptr<osg::Node> node, float maxduration, Resource::ResourceSystem* resourcesystem)
: mTexUnit(texUnit)
, mColor(color)
, mTextures(textures)
, mNode(node)
, mMaxDuration(maxduration)
, mStartingTime(0)
, mResourceSystem(resourcesystem)
, mDone(false)
, mWatchedSpellGlow(NULL)
{
}
virtual void setDefaults(osg::StateSet *stateset)
{
stateset->setTextureMode(mTexUnit, GL_TEXTURE_2D, osg::StateAttribute::ON);
osg::TexGen* texGen = new osg::TexGen;
texGen->setMode(osg::TexGen::SPHERE_MAP);
stateset->setTextureAttributeAndModes(mTexUnit, texGen, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
osg::TexEnvCombine* texEnv = new osg::TexEnvCombine;
texEnv->setSource0_RGB(osg::TexEnvCombine::CONSTANT);
texEnv->setConstantColor(mColor);
texEnv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
texEnv->setSource2_RGB(osg::TexEnvCombine::TEXTURE);
texEnv->setOperand2_RGB(osg::TexEnvCombine::SRC_COLOR);
stateset->setTextureAttributeAndModes(mTexUnit, texEnv, osg::StateAttribute::ON);
// Reduce the texture list back down by one when a temporary glow finishes
// to allow FindLowestUnusedTexUnitVisitor to choose the same texunit again.
if (mDone)
stateset->getTextureAttributeList().resize(stateset->getTextureAttributeList().size() - 1);
}
virtual void apply(osg::StateSet *stateset, osg::NodeVisitor *nv)
{
if (mDone)
return;
// If there is a permanent enchantment glow already on this object, give the
// permanent glow a pointer to a temporary glow added in a nested update callback
// The permanent glow will remove the temporary glow when it finishes, allowing
// the permanent glow to display its glow texture cycling properly.
if (mWatchedSpellGlow != NULL && mWatchedSpellGlow->isDone())
{
mNode->removeUpdateCallback(mWatchedSpellGlow);
mWatchedSpellGlow = NULL;
}
// Set the starting time to measure glow duration from if this is a temporary glow
if ((mMaxDuration >= 0) && mStartingTime == 0)
mStartingTime = nv->getFrameStamp()->getSimulationTime();
float time = nv->getFrameStamp()->getSimulationTime();
int index = (int)(time*16) % mTextures.size();
stateset->setTextureAttribute(mTexUnit, mTextures[index], osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
if ((mMaxDuration >= 0) && (time - mStartingTime > mMaxDuration)) // If this is a temporary glow and it has finished its duration
{
osg::ref_ptr<osg::StateSet> writableStateSet = NULL;
if (!mNode->getStateSet())
writableStateSet = mNode->getOrCreateStateSet();
else
writableStateSet = osg::clone(mNode->getStateSet(), osg::CopyOp::SHALLOW_COPY);
for (size_t i = 0; i < mTextures.size(); i++)
writableStateSet->removeTextureAttribute(mTexUnit, mTextures[i]);
mNode->setStateSet(writableStateSet);
this->reset(); // without this a texture from the glow will continue to show on the object
mResourceSystem->getSceneManager()->recreateShaders(mNode);
mDone = true;
}
}
bool isSpellGlowUpdater()
{
return (mMaxDuration >= 0);
}
bool isEnchantmentGlowUpdater()
{
return (mMaxDuration < 0);
}
bool isDone()
{
return mDone;
}
void setWatchedSpellGlow(osg::ref_ptr<GlowUpdater> watched)
{
mWatchedSpellGlow = watched;
}
osg::ref_ptr<GlowUpdater> getWatchedSpellGlow()
{
return mWatchedSpellGlow;
}
private:
int mTexUnit;
osg::Vec4f mColor;
std::vector<osg::ref_ptr<osg::Texture2D> > mTextures;
osg::ref_ptr<osg::Node> mNode;
float mMaxDuration;
float mStartingTime;
Resource::ResourceSystem* mResourceSystem;
bool mDone;
osg::ref_ptr<GlowUpdater> mWatchedSpellGlow;
};
class NodeMapVisitor : public osg::NodeVisitor
{
public:
@ -366,6 +247,124 @@ namespace
namespace MWRender
{
class GlowUpdater : public SceneUtil::StateSetUpdater
{
public:
GlowUpdater(int texUnit, osg::Vec4f color, const std::vector<osg::ref_ptr<osg::Texture2D> >& textures,
osg::ref_ptr<osg::Node> node, float duration, Resource::ResourceSystem* resourcesystem)
: mTexUnit(texUnit)
, mColor(color)
, mOriginalColor(color)
, mTextures(textures)
, mNode(node)
, mDuration(duration)
, mOriginalDuration(duration)
, mStartingTime(0)
, mResourceSystem(resourcesystem)
, mColorChanged(false)
, mDone(false)
{
}
virtual void setDefaults(osg::StateSet *stateset)
{
stateset->setTextureMode(mTexUnit, GL_TEXTURE_2D, osg::StateAttribute::ON);
osg::TexGen* texGen = new osg::TexGen;
texGen->setMode(osg::TexGen::SPHERE_MAP);
stateset->setTextureAttributeAndModes(mTexUnit, texGen, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
osg::TexEnvCombine* texEnv = new osg::TexEnvCombine;
texEnv->setSource0_RGB(osg::TexEnvCombine::CONSTANT);
texEnv->setConstantColor(mColor);
texEnv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
texEnv->setSource2_RGB(osg::TexEnvCombine::TEXTURE);
texEnv->setOperand2_RGB(osg::TexEnvCombine::SRC_COLOR);
stateset->setTextureAttributeAndModes(mTexUnit, texEnv, osg::StateAttribute::ON);
// Reduce the texture list back down by one when a temporary glow finishes
// to allow FindLowestUnusedTexUnitVisitor to choose the same texunit again.
if (mDone)
stateset->getTextureAttributeList().resize(stateset->getTextureAttributeList().size() - 1);
}
virtual void apply(osg::StateSet *stateset, osg::NodeVisitor *nv)
{
if (mColorChanged){
this->reset();
setDefaults(stateset);
mResourceSystem->getSceneManager()->recreateShaders(mNode);
mColorChanged = false;
}
if (mDone)
return;
// Set the starting time to measure glow duration from if this is a temporary glow
if ((mDuration >= 0) && mStartingTime == 0)
mStartingTime = nv->getFrameStamp()->getSimulationTime();
float time = nv->getFrameStamp()->getSimulationTime();
int index = (int)(time*16) % mTextures.size();
stateset->setTextureAttribute(mTexUnit, mTextures[index], osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
if ((mDuration >= 0) && (time - mStartingTime > mDuration)) // If this is a temporary glow and it has finished its duration
{
if (mOriginalDuration >= 0) // if this glowupdater was a temporary glow since its creation
{
for (size_t i = 0; i < mTextures.size(); i++)
stateset->removeTextureAttribute(mTexUnit, mTextures[i]);
this->reset();
mDone = true;
}
if (mOriginalDuration < 0) // if this glowupdater was originally a permanent glow
{
mDuration = mOriginalDuration;
mStartingTime = 0;
mColor = mOriginalColor;
this->reset();
setDefaults(stateset);
stateset->addUniform(new osg::Uniform("envMapColor", mColor));
}
mResourceSystem->getSceneManager()->recreateShaders(mNode);
}
}
bool isPermanentGlowUpdater()
{
return (mDuration < 0);
}
bool isDone()
{
return mDone;
}
void setColor(osg::Vec4f color)
{
mColor = color;
mColorChanged = true;
}
void setDuration(float duration)
{
mDuration = duration;
}
private:
int mTexUnit;
osg::Vec4f mColor;
osg::Vec4f mOriginalColor; // for restoring the color of a permanent glow after a temporary glow on the object finishes
std::vector<osg::ref_ptr<osg::Texture2D> > mTextures;
osg::ref_ptr<osg::Node> mNode;
float mDuration;
float mOriginalDuration; // for recording that this is originally a permanent glow if it is changed to a temporary one
float mStartingTime;
Resource::ResourceSystem* mResourceSystem;
bool mColorChanged;
bool mDone;
};
struct Animation::AnimSource
{
@ -1190,14 +1189,10 @@ namespace MWRender
glowColor.y() = effect->mData.mGreen / 255.f;
glowColor.z() = effect->mData.mBlue / 255.f;
if (!mObjectRoot->getUpdateCallback()) // If there is no glow on object
if (!mGlowUpdater) // If there is no glow on object
addGlow(mObjectRoot, glowColor, 1.5); // Glow length measured from in-game as about 1.5 seconds
else if (dynamic_cast <GlowUpdater*>(mObjectRoot->getUpdateCallback())->isDone() == true) // If there was a temporary glow on object and it finished
addGlow(mObjectRoot, glowColor, 1.5);
else if (dynamic_cast <GlowUpdater*>(mObjectRoot->getUpdateCallback())->isEnchantmentGlowUpdater() == true
&& dynamic_cast <GlowUpdater*>(mObjectRoot->getUpdateCallback())->getWatchedSpellGlow() == NULL) // If there is a permanent enchantment glow on object and no temporary glow is running
else if (mGlowUpdater->isDone() || (mGlowUpdater->isPermanentGlowUpdater() == true))
addGlow(mObjectRoot, glowColor, 1.5);
}
@ -1220,28 +1215,26 @@ namespace MWRender
tex->setWrap(osg::Texture::WRAP_T, osg::Texture2D::REPEAT);
mResourceSystem->getSceneManager()->applyFilterSettings(tex);
textures.push_back(tex);
}
int texUnit;
}
// If we have a spell glow updater left over from this object prevously casting a spell,
// and there was no permanent glow updater on the object to watch it and remove it, we
// remove it here.
if (node->getUpdateCallback() &&
dynamic_cast <GlowUpdater*>(node->getUpdateCallback())->isSpellGlowUpdater() == true)
node->removeUpdateCallback(node->getUpdateCallback());
if (mGlowUpdater && mGlowUpdater->isDone())
node->removeUpdateCallback(mGlowUpdater);
FindLowestUnusedTexUnitVisitor findLowestUnusedTexUnitVisitor;
node->accept(findLowestUnusedTexUnitVisitor);
texUnit = findLowestUnusedTexUnitVisitor.mLowestUnusedTexUnit;
osg::ref_ptr<GlowUpdater> glowUpdater = new GlowUpdater(texUnit, glowColor, textures, node, glowDuration, mResourceSystem);
node->addUpdateCallback(glowUpdater);
if (node->getUpdateCallback() &&
dynamic_cast <GlowUpdater*>(node->getUpdateCallback())->isEnchantmentGlowUpdater() == true)
if (glowDuration >= 0)
dynamic_cast <GlowUpdater*>(node->getUpdateCallback())->setWatchedSpellGlow(glowUpdater);
int texUnit = findLowestUnusedTexUnitVisitor.mLowestUnusedTexUnit;
if (mGlowUpdater && mGlowUpdater->isPermanentGlowUpdater())
{
mGlowUpdater->setColor(glowColor);
mGlowUpdater->setDuration(glowDuration);
}
else
{
osg::ref_ptr<GlowUpdater> glowUpdater = new GlowUpdater(texUnit, glowColor, textures, node, glowDuration, mResourceSystem);
mGlowUpdater = glowUpdater;
node->addUpdateCallback(glowUpdater);
}
// set a texture now so that the ShaderVisitor can find it
osg::ref_ptr<osg::StateSet> writableStateSet = NULL;

@ -33,6 +33,7 @@ namespace MWRender
class ResetAccumRootCallback;
class RotateController;
class GlowUpdater;
class EffectAnimationTime : public SceneUtil::ControllerSource
{
@ -262,6 +263,7 @@ protected:
float mHeadPitchRadians;
osg::ref_ptr<SceneUtil::LightSource> mGlowLight;
osg::ref_ptr<GlowUpdater> mGlowUpdater;
float mAlpha;

Loading…
Cancel
Save