Merge pull request #3050 from akortunov/master

Double-buffer shader water stateset
pull/593/head
Chris Djali 4 years ago committed by GitHub
commit 9bfe941d4b
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GPG Key ID: 4AEE18F83AFDEB23

@ -34,6 +34,7 @@
Bug #4764: Data race in osg ParticleSystem
Bug #4765: Data race in ChunkManager -> Array::setBinding
Bug #4774: Guards are ignorant of an invisible player that tries to attack them
Bug #5026: Data races with rain intensity uniform set by sky and used by water
Bug #5101: Hostile followers travel with the player
Bug #5108: Savegame bloating due to inefficient fog textures format
Bug #5165: Active spells should use real time intead of timestamps

@ -370,7 +370,6 @@ namespace MWRender
mSky.reset(new SkyManager(sceneRoot, resourceSystem->getSceneManager()));
mSky->setCamera(mViewer->getCamera());
mSky->setRainIntensityUniform(mWater->getRainIntensityUniform());
source->setStateSetModes(*mRootNode->getOrCreateStateSet(), osg::StateAttribute::ON);
@ -658,6 +657,9 @@ namespace MWRender
mUnrefQueue->flush(mWorkQueue.get());
float rainIntensity = mSky->getPrecipitationAlpha();
mWater->setRainIntensity(rainIntensity);
if (!paused)
{
mEffectManager->update(dt);

@ -1113,7 +1113,6 @@ private:
SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneManager)
: mSceneManager(sceneManager)
, mCamera(nullptr)
, mRainIntensityUniform(nullptr)
, mAtmosphereNightRoll(0.f)
, mCreated(false)
, mIsStorm(false)
@ -1139,7 +1138,7 @@ SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneMana
, mBaseWindSpeed(0.f)
, mEnabled(true)
, mSunEnabled(true)
, mEffectFade(0.f)
, mPrecipitationAlpha(0.f)
{
osg::ref_ptr<CameraRelativeTransform> skyroot (new CameraRelativeTransform);
skyroot->setName("Sky Root");
@ -1163,11 +1162,6 @@ SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneMana
mUnderwaterSwitch = new UnderwaterSwitchCallback(skyroot);
}
void SkyManager::setRainIntensityUniform(osg::Uniform *uniform)
{
mRainIntensityUniform = uniform;
}
void SkyManager::create()
{
assert(!mCreated);
@ -1522,7 +1516,7 @@ void SkyManager::createRain()
osg::ref_ptr<osgParticle::ModularProgram> program (new osgParticle::ModularProgram);
program->addOperator(new WrapAroundOperator(mCamera,rainRange));
program->addOperator(new WeatherAlphaOperator(mEffectFade, true));
program->addOperator(new WeatherAlphaOperator(mPrecipitationAlpha, true));
program->setParticleSystem(mRainParticleSystem);
mRainNode->addChild(program);
@ -1576,30 +1570,21 @@ bool SkyManager::isEnabled()
return mEnabled;
}
bool SkyManager::hasRain()
bool SkyManager::hasRain() const
{
return mRainNode != nullptr;
}
void SkyManager::update(float duration)
float SkyManager::getPrecipitationAlpha() const
{
if (!mEnabled)
{
if (mRainIntensityUniform)
mRainIntensityUniform->set(0.f);
return;
}
if (mRainIntensityUniform)
{
float rainIntensity = 0.f;
if (!mIsStorm && (hasRain() || mParticleNode))
rainIntensity = mEffectFade;
if (mEnabled && !mIsStorm && (hasRain() || mParticleNode))
return mPrecipitationAlpha;
mRainIntensityUniform->set(rainIntensity);
}
return 0.f;
}
void SkyManager::update(float duration)
{
switchUnderwaterRain();
if (mIsStorm)
@ -1737,7 +1722,7 @@ void SkyManager::setWeather(const WeatherResult& weather)
SceneUtil::AssignControllerSourcesVisitor assignVisitor(std::shared_ptr<SceneUtil::ControllerSource>(new SceneUtil::FrameTimeSource));
mParticleEffect->accept(assignVisitor);
AlphaFader::SetupVisitor alphaFaderSetupVisitor(mEffectFade);
AlphaFader::SetupVisitor alphaFaderSetupVisitor(mPrecipitationAlpha);
mParticleEffect->accept(alphaFaderSetupVisitor);
@ -1754,7 +1739,7 @@ void SkyManager::setWeather(const WeatherResult& weather)
osg::ref_ptr<osgParticle::ModularProgram> program (new osgParticle::ModularProgram);
if (!mIsStorm)
program->addOperator(new WrapAroundOperator(mCamera,osg::Vec3(1024,1024,800)));
program->addOperator(new WeatherAlphaOperator(mEffectFade, false));
program->addOperator(new WeatherAlphaOperator(mPrecipitationAlpha, false));
program->setParticleSystem(ps);
mParticleNode->addChild(program);
}
@ -1843,7 +1828,7 @@ void SkyManager::setWeather(const WeatherResult& weather)
mAtmosphereNightNode->setNodeMask(weather.mNight ? ~0 : 0);
mEffectFade = weather.mEffectFade;
mPrecipitationAlpha = weather.mPrecipitationAlpha;
}
float SkyManager::getBaseWindSpeed() const

@ -7,7 +7,6 @@
#include <osg/ref_ptr>
#include <osg/Vec4f>
#include <osg/Uniform>
namespace osg
{
@ -88,7 +87,7 @@ namespace MWRender
std::string mParticleEffect;
std::string mRainEffect;
float mEffectFade;
float mPrecipitationAlpha;
float mRainDiameter;
float mRainMinHeight;
@ -157,7 +156,9 @@ namespace MWRender
bool isEnabled();
bool hasRain();
bool hasRain() const;
float getPrecipitationAlpha() const;
void setRainSpeed(float speed);
@ -180,8 +181,6 @@ namespace MWRender
void setCamera(osg::Camera *camera);
void setRainIntensityUniform(osg::Uniform *uniform);
float getBaseWindSpeed() const;
private:
@ -196,7 +195,6 @@ namespace MWRender
Resource::SceneManager* mSceneManager;
osg::Camera *mCamera;
osg::Uniform *mRainIntensityUniform;
osg::ref_ptr<osg::Group> mRootNode;
osg::ref_ptr<osg::Group> mEarlyRenderBinRoot;
@ -271,7 +269,7 @@ namespace MWRender
bool mEnabled;
bool mSunEnabled;
float mEffectFade;
float mPrecipitationAlpha;
osg::Vec4f mMoonScriptColor;
};

@ -208,6 +208,37 @@ public:
}
};
class RainIntensityUpdater : public SceneUtil::StateSetUpdater
{
public:
RainIntensityUpdater()
: mRainIntensity(0.f)
{
}
void setRainIntensity(float rainIntensity)
{
mRainIntensity = rainIntensity;
}
protected:
void setDefaults(osg::StateSet* stateset) override
{
osg::ref_ptr<osg::Uniform> rainIntensityUniform = new osg::Uniform("rainIntensity", 0.0f);
stateset->addUniform(rainIntensityUniform.get());
}
void apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/) override
{
osg::ref_ptr<osg::Uniform> rainIntensityUniform = stateset->getUniform("rainIntensity");
if (rainIntensityUniform != nullptr)
rainIntensityUniform->set(mRainIntensity);
}
private:
float mRainIntensity;
};
osg::ref_ptr<osg::Image> readPngImage (const std::string& file)
{
// use boost in favor of osgDB::readImage, to handle utf-8 path issues on Windows
@ -431,7 +462,8 @@ public:
Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem *resourceSystem,
osgUtil::IncrementalCompileOperation *ico, const std::string& resourcePath)
: mParent(parent)
: mRainIntensityUpdater(nullptr)
, mParent(parent)
, mSceneRoot(sceneRoot)
, mResourceSystem(resourceSystem)
, mResourcePath(resourcePath)
@ -463,8 +495,6 @@ Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem
setHeight(mTop);
mRainIntensityUniform = new osg::Uniform("rainIntensity",(float) 0.0);
updateWaterMaterial();
if (ico)
@ -494,11 +524,6 @@ void Water::setCullCallback(osg::Callback* callback)
}
}
osg::Uniform *Water::getRainIntensityUniform()
{
return mRainIntensityUniform.get();
}
void Water::updateWaterMaterial()
{
if (mReflection)
@ -556,6 +581,8 @@ void Water::createSimpleWaterStateSet(osg::Node* node, float alpha)
osg::ref_ptr<osg::StateSet> stateset = SceneUtil::createSimpleWaterStateSet(alpha, MWRender::RenderBin_Water);
node->setStateSet(stateset);
node->setUpdateCallback(nullptr);
mRainIntensityUpdater = nullptr;
// Add animated textures
std::vector<osg::ref_ptr<osg::Texture2D> > textures;
@ -639,15 +666,15 @@ void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, R
shaderStateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
shaderStateset->addUniform(mRainIntensityUniform.get());
osg::ref_ptr<osg::Program> program (new osg::Program);
program->addShader(vertexShader);
program->addShader(fragmentShader);
shaderStateset->setAttributeAndModes(program, osg::StateAttribute::ON);
node->setStateSet(shaderStateset);
node->setUpdateCallback(nullptr);
mRainIntensityUpdater = new RainIntensityUpdater();
node->setUpdateCallback(mRainIntensityUpdater);
}
void Water::processChangedSettings(const Settings::CategorySettingVector& settings)
@ -730,6 +757,12 @@ void Water::setHeight(const float height)
mRefraction->setWaterLevel(mTop);
}
void Water::setRainIntensity(float rainIntensity)
{
if (mRainIntensityUpdater)
mRainIntensityUpdater->setRainIntensity(rainIntensity);
}
void Water::update(float dt)
{
mSimulation->update(dt);

@ -6,7 +6,6 @@
#include <osg/ref_ptr>
#include <osg/Vec3f>
#include <osg/Uniform>
#include <osg/Camera>
#include <components/settings/settings.hpp>
@ -46,11 +45,12 @@ namespace MWRender
class Refraction;
class Reflection;
class RippleSimulation;
class RainIntensityUpdater;
/// Water rendering
class Water
{
osg::ref_ptr<osg::Uniform> mRainIntensityUniform;
osg::ref_ptr<RainIntensityUpdater> mRainIntensityUpdater;
osg::ref_ptr<osg::Group> mParent;
osg::ref_ptr<osg::Group> mSceneRoot;
@ -112,6 +112,7 @@ namespace MWRender
void changeCell(const MWWorld::CellStore* store);
void setHeight(const float height);
void setRainIntensity(const float rainIntensity);
void update(float dt);
@ -119,8 +120,6 @@ namespace MWRender
osg::Camera *getRefractionCamera();
void processChangedSettings(const Settings::CategorySettingVector& settings);
osg::Uniform *getRainIntensityUniform();
};
}

@ -1129,7 +1129,7 @@ inline void WeatherManager::calculateResult(const int weatherID, const float gam
mResult.mGlareView = current.mGlareView;
mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
mResult.mAmbientSoundVolume = 1.f;
mResult.mEffectFade = 1.f;
mResult.mPrecipitationAlpha = 1.f;
mResult.mIsStorm = current.mIsStorm;
@ -1236,7 +1236,7 @@ inline void WeatherManager::calculateTransitionResult(const float factor, const
mResult.mRainSpeed = current.mRainSpeed;
mResult.mRainEntranceSpeed = current.mRainEntranceSpeed;
mResult.mAmbientSoundVolume = 1 - factor / threshold;
mResult.mEffectFade = mResult.mAmbientSoundVolume;
mResult.mPrecipitationAlpha = mResult.mAmbientSoundVolume;
mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
mResult.mRainDiameter = current.mRainDiameter;
mResult.mRainMinHeight = current.mRainMinHeight;
@ -1251,7 +1251,7 @@ inline void WeatherManager::calculateTransitionResult(const float factor, const
mResult.mRainSpeed = other.mRainSpeed;
mResult.mRainEntranceSpeed = other.mRainEntranceSpeed;
mResult.mAmbientSoundVolume = (factor - threshold) / (1 - threshold);
mResult.mEffectFade = mResult.mAmbientSoundVolume;
mResult.mPrecipitationAlpha = mResult.mAmbientSoundVolume;
mResult.mAmbientLoopSoundID = other.mAmbientLoopSoundID;
mResult.mRainDiameter = other.mRainDiameter;

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