make use of renderinfo

pull/313/head
Miloslav Číž 7 years ago
parent 33a1459b11
commit 8114126a62

@ -255,7 +255,7 @@ namespace MWRender
mRootNode->getOrCreateStateSet()->addUniform(mUniformRainIntensity);
mSky.reset(new SkyManager(sceneRoot, resourceSystem->getSceneManager(), this));
mSky.reset(new SkyManager(sceneRoot, resourceSystem->getSceneManager()));
source->setStateSetModes(*mRootNode->getOrCreateStateSet(), osg::StateAttribute::ON);

@ -1094,9 +1094,8 @@ private:
}
};
SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneManager, MWRender::RenderingManager *renderingManager)
SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneManager)
: mSceneManager(sceneManager)
, mRendering(renderingManager)
, mAtmosphereNightRoll(0.f)
, mCreated(false)
, mIsStorm(false)
@ -1344,40 +1343,50 @@ protected:
class WeatherParticleDrawCallback : public osg::Drawable::DrawCallback
{
public:
WeatherParticleDrawCallback(MWRender::RenderingManager *renderingManager, float rangeX, float rangeY) : osg::Drawable::DrawCallback()
WeatherParticleDrawCallback(float rangeX, float rangeY) : osg::Drawable::DrawCallback()
{
mRendering = renderingManager;
mRangeX = rangeX;
mRangeY = rangeY;
}
virtual void drawImplementation(osg::RenderInfo& renderInfo, const osg::Drawable *drawable) const
{
osg::Vec3 cameraPos = mRendering->getCameraPosition();
osgParticle::ParticleSystem *ps = (osgParticle::ParticleSystem *) drawable;
osg::Vec3 cameraPos = renderInfo.getCurrentCamera()->getInverseViewMatrix().getTrans();
osg::Vec3 cameraOffset = osg::Vec3(
mRangeX - fmod(cameraPos.x(), mRangeX / 2),
mRangeY - fmod(cameraPos.y(), mRangeY / 2),
0);
fmod(cameraPos.x(), mRangeX),
fmod(cameraPos.y(), mRangeY),
0.0);
osgParticle::ParticleSystem *ps = (osgParticle::ParticleSystem *) drawable;
std::vector<osg::Vec3> positionBackups;
for (int xOff = 0; xOff < 3; xOff++)
for (int yOff = 0; yOff < 3; yOff++)
{
osg::Vec3 offset = cameraOffset + osg::Vec3(-1 * xOff * mRangeX, -1 * yOff * mRangeY,0);
for (int i = 0; i < ps->numParticles(); i++)
{
osgParticle::Particle *particle = ps->getParticle(i);
for(int i = 0; i < ps->numParticles(); i++)
ps->getParticle(i)->setPosition(ps->getParticle(i)->getPosition() + offset);
positionBackups.push_back(particle->getPosition());
ps->drawImplementation(renderInfo);
particle->setPosition(particle->getPosition() - cameraOffset);
for(int i = 0; i < ps->numParticles(); i++)
ps->getParticle(i)->setPosition(ps->getParticle(i)->getPosition() - offset);
}
if (particle->getPosition().x() > mRangeX / 2.0) // wrap-around effect
particle->setPosition(particle->getPosition() - osg::Vec3(mRangeX,0,0));
else if (particle->getPosition().x() < -mRangeX / 2.0)
particle->setPosition(particle->getPosition() + osg::Vec3(mRangeX,0,0));
if (particle->getPosition().y() > mRangeY / 2.0)
particle->setPosition(particle->getPosition() - osg::Vec3(0,mRangeY,0));
else if (particle->getPosition().y() < -mRangeY / 2.0)
particle->setPosition(particle->getPosition() + osg::Vec3(0,mRangeY,0));
}
ps->drawImplementation(renderInfo);
for (int i = 0; i < ps->numParticles(); i++) // restore positions
ps->getParticle(i)->setPosition(positionBackups[i]);
}
protected:
MWRender::RenderingManager *mRendering;
float mRangeX, mRangeY;
};
@ -1389,11 +1398,12 @@ void SkyManager::createRain()
mRainNode = new osg::Group;
mRainParticleSystem = new osgParticle::ParticleSystem;
mRainParticleSystem->setDrawCallback(new WeatherParticleDrawCallback(mRendering,RAIN_WIDTH,RAIN_WIDTH));
mRainParticleSystem->setDrawCallback(new WeatherParticleDrawCallback(RAIN_WIDTH,RAIN_WIDTH));
mRainParticleSystem->setParticleAlignment(osgParticle::ParticleSystem::FIXED);
mRainParticleSystem->setAlignVectorX(osg::Vec3f(0.1,0,0));
mRainParticleSystem->setAlignVectorY(osg::Vec3f(0,0,1));
mRainParticleSystem->setCullingActive(false);
osg::ref_ptr<osg::StateSet> stateset (mRainParticleSystem->getOrCreateStateSet());
@ -1422,7 +1432,8 @@ void SkyManager::createRain()
emitter->setPlacer(placer);
osg::ref_ptr<osgParticle::ConstantRateCounter> counter (new osgParticle::ConstantRateCounter);
counter->setNumberOfParticlesPerSecondToCreate(600.0);
// counter->setNumberOfParticlesPerSecondToCreate(600.0);
counter->setNumberOfParticlesPerSecondToCreate(2000);
emitter->setCounter(counter);
osg::ref_ptr<RainShooter> shooter (new RainShooter);
@ -1496,6 +1507,9 @@ void SkyManager::update(float duration)
osg::Quat quat;
quat.makeRotate(osg::Vec3f(0,1,0), mStormDirection);
if (mParticleNode)
mParticleNode->setAttitude(quat);
mCloudNode->setAttitude(quat);
}
else
@ -1587,7 +1601,7 @@ void SkyManager::setWeather(const WeatherResult& weather)
{
if (!mParticleNode)
{
mParticleNode = new osg::Group;
mParticleNode = new osg::PositionAttitudeTransform;
mParticleNode->addCullCallback(mUnderwaterSwitch);
mParticleNode->setNodeMask(Mask_WeatherParticles);
mRootNode->addChild(mParticleNode);
@ -1621,12 +1635,11 @@ void SkyManager::setWeather(const WeatherResult& weather)
}
}
SceneUtil::FindByClassVisitor findPSVisitor(std::string("ParticleSystem"));
mParticleEffect->accept(findPSVisitor);
if (findPSVisitor.mFoundNode)
((osgParticle::ParticleSystem *) findPSVisitor.mFoundNode)->setDrawCallback(new WeatherParticleDrawCallback(mRendering,rangeX,rangeY));
((osgParticle::ParticleSystem *) findPSVisitor.mFoundNode)->setDrawCallback(new WeatherParticleDrawCallback(rangeX,rangeY));
}
}

@ -9,8 +9,6 @@
#include <osg/ref_ptr>
#include <osg/Vec4f>
#include <apps/openmw/mwrender/renderingmanager.hpp>
namespace osg
{
class Group;
@ -110,7 +108,7 @@ namespace MWRender
class SkyManager
{
public:
SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneManager, MWRender::RenderingManager *renderingManager);
SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneManager);
~SkyManager();
void update(float duration);
@ -172,12 +170,11 @@ namespace MWRender
void updateRainParameters();
Resource::SceneManager* mSceneManager;
MWRender::RenderingManager *mRendering;
osg::ref_ptr<osg::Group> mRootNode;
osg::ref_ptr<osg::Group> mEarlyRenderBinRoot;
osg::ref_ptr<osg::Group> mParticleNode;
osg::ref_ptr<osg::PositionAttitudeTransform> mParticleNode;
osg::ref_ptr<osg::Node> mParticleEffect;
std::vector<osg::ref_ptr<AlphaFader> > mParticleFaders;
osg::ref_ptr<UnderwaterSwitchCallback> mUnderwaterSwitch;

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