Merge remote-tracking branch 'aesylwinn/RenderWater'
commit
aa1ed9b172
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#include "cellwater.hpp"
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Group>
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#include <osg/PositionAttitudeTransform>
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#include <components/esm/loadland.hpp>
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#include <components/fallback/fallback.hpp>
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#include <components/misc/stringops.hpp>
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#include <components/resource/imagemanager.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/sceneutil/waterutil.hpp>
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#include "../../model/world/cell.hpp"
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#include "../../model/world/cellcoordinates.hpp"
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#include "../../model/world/data.hpp"
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#include "mask.hpp"
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namespace CSVRender
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{
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const int CellWater::CellSize = ESM::Land::REAL_SIZE;
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CellWater::CellWater(CSMWorld::Data& data, osg::Group* cellNode, const std::string& id,
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const CSMWorld::CellCoordinates& cellCoords)
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: mData(data)
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, mId(id)
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, mParentNode(cellNode)
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, mWaterTransform(0)
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, mWaterNode(0)
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, mWaterGeometry(0)
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, mDeleted(false)
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, mExterior(false)
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, mHasWater(false)
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{
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mWaterTransform = new osg::PositionAttitudeTransform();
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mWaterTransform->setPosition(osg::Vec3f(cellCoords.getX() * CellSize + CellSize / 2.f,
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cellCoords.getY() * CellSize + CellSize / 2.f, 0));
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mWaterTransform->setNodeMask(Mask_Water);
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mParentNode->addChild(mWaterTransform);
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mWaterNode = new osg::Geode();
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mWaterTransform->addChild(mWaterNode);
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int cellIndex = mData.getCells().searchId(mId);
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if (cellIndex > -1)
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{
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updateCellData(mData.getCells().getRecord(cellIndex));
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}
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// Keep water existance/height up to date
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QAbstractItemModel* cells = mData.getTableModel(CSMWorld::UniversalId::Type_Cells);
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connect(cells, SIGNAL(dataChanged(const QModelIndex&, const QModelIndex&)),
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this, SLOT(cellDataChanged(const QModelIndex&, const QModelIndex&)));
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}
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CellWater::~CellWater()
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{
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mParentNode->removeChild(mWaterTransform);
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}
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void CellWater::updateCellData(const CSMWorld::Record<CSMWorld::Cell>& cellRecord)
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{
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mDeleted = cellRecord.isDeleted();
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if (!mDeleted)
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{
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const CSMWorld::Cell& cell = cellRecord.get();
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if (mExterior != cell.isExterior() || mHasWater != cell.hasWater())
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{
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mExterior = cellRecord.get().isExterior();
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mHasWater = cellRecord.get().hasWater();
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recreate();
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}
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float waterHeight = -1;
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if (!mExterior)
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{
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waterHeight = cellRecord.get().mWater;
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}
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osg::Vec3d pos = mWaterTransform->getPosition();
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pos.z() = waterHeight;
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mWaterTransform->setPosition(pos);
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}
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else
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{
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recreate();
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}
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}
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void CellWater::cellDataChanged(const QModelIndex& topLeft, const QModelIndex& bottomRight)
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{
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const CSMWorld::Collection<CSMWorld::Cell>& cells = mData.getCells();
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int rowStart = -1;
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int rowEnd = -1;
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if (topLeft.parent().isValid())
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{
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rowStart = topLeft.parent().row();
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rowEnd = bottomRight.parent().row();
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}
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else
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{
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rowStart = topLeft.row();
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rowEnd = bottomRight.row();
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}
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for (int row = rowStart; row <= rowEnd; ++row)
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{
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const CSMWorld::Record<CSMWorld::Cell>& cellRecord = cells.getRecord(row);
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if (Misc::StringUtils::lowerCase(cellRecord.get().mId) == mId)
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updateCellData(cellRecord);
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}
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}
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void CellWater::recreate()
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{
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const int InteriorScalar = 20;
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const int SegmentsPerCell = 1;
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const int TextureRepeatsPerCell = 6;
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const float Alpha = 0.5f;
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const int RenderBin = osg::StateSet::TRANSPARENT_BIN - 1;
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if (mWaterGeometry)
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{
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mWaterNode->removeDrawable(mWaterGeometry);
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mWaterGeometry = 0;
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}
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if (mDeleted || !mHasWater)
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return;
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float size;
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int segments;
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float textureRepeats;
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if (mExterior)
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{
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size = CellSize;
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segments = SegmentsPerCell;
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textureRepeats = TextureRepeatsPerCell;
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}
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else
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{
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size = CellSize * InteriorScalar;
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segments = SegmentsPerCell * InteriorScalar;
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textureRepeats = TextureRepeatsPerCell * InteriorScalar;
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}
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mWaterGeometry = SceneUtil::createWaterGeometry(size, segments, textureRepeats);
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mWaterGeometry->setStateSet(SceneUtil::createSimpleWaterStateSet(Alpha, RenderBin));
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// Add water texture
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std::string textureName = mData.getFallbackMap()->getFallbackString("Water_SurfaceTexture");
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textureName = "textures/water/" + textureName + "00.dds";
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Resource::ImageManager* imageManager = mData.getResourceSystem()->getImageManager();
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osg::ref_ptr<osg::Texture2D> waterTexture = new osg::Texture2D();
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waterTexture->setImage(imageManager->getImage(textureName));
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waterTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
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waterTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
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mWaterGeometry->getStateSet()->setTextureAttributeAndModes(0, waterTexture, osg::StateAttribute::ON);
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mWaterNode->addDrawable(mWaterGeometry);
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}
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}
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@ -0,0 +1,70 @@
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#ifndef CSV_RENDER_CELLWATER_H
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#define CSV_RENDER_CELLWATER_H
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#include <string>
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#include <osg/ref_ptr>
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#include <QObject>
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#include <QModelIndex>
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#include "../../model/world/record.hpp"
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namespace osg
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{
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class Geode;
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class Geometry;
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class Group;
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class PositionAttitudeTransform;
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}
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namespace CSMWorld
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{
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struct Cell;
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class CellCoordinates;
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class Data;
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}
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namespace CSVRender
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{
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/// For exterior cells, this adds a patch of water to fit the size of the cell. For interior cells with water, this
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/// adds a large patch of water much larger than the typical size of a cell.
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class CellWater : public QObject
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{
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Q_OBJECT
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public:
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CellWater(CSMWorld::Data& data, osg::Group* cellNode, const std::string& id,
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const CSMWorld::CellCoordinates& cellCoords);
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~CellWater();
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void updateCellData(const CSMWorld::Record<CSMWorld::Cell>& cellRecord);
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private slots:
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void cellDataChanged(const QModelIndex& topLeft, const QModelIndex& bottomRight);
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private:
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void recreate();
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static const int CellSize;
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CSMWorld::Data& mData;
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std::string mId;
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osg::Group* mParentNode;
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osg::ref_ptr<osg::PositionAttitudeTransform> mWaterTransform;
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osg::ref_ptr<osg::Geode> mWaterNode;
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osg::ref_ptr<osg::Geometry> mWaterGeometry;
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bool mDeleted;
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bool mExterior;
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bool mHasWater;
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};
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}
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#endif
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#include "waterutil.hpp"
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#include <osg/Depth>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/StateSet>
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namespace SceneUtil
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{
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osg::ref_ptr<osg::Geometry> createWaterGeometry(float size, int segments, float textureRepeats)
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{
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osg::ref_ptr<osg::Vec3Array> verts (new osg::Vec3Array);
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osg::ref_ptr<osg::Vec2Array> texcoords (new osg::Vec2Array);
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// some drivers don't like huge triangles, so we do some subdivisons
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// a paged solution would be even better
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const float step = size/segments;
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const float texCoordStep = textureRepeats / segments;
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for (int x=0; x<segments; ++x)
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{
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for (int y=0; y<segments; ++y)
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{
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float x1 = -size/2.f + x*step;
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float y1 = -size/2.f + y*step;
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float x2 = x1 + step;
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float y2 = y1 + step;
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verts->push_back(osg::Vec3f(x1, y2, 0.f));
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verts->push_back(osg::Vec3f(x1, y1, 0.f));
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verts->push_back(osg::Vec3f(x2, y1, 0.f));
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verts->push_back(osg::Vec3f(x2, y2, 0.f));
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float u1 = x*texCoordStep;
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float v1 = y*texCoordStep;
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float u2 = u1 + texCoordStep;
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float v2 = v1 + texCoordStep;
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texcoords->push_back(osg::Vec2f(u1, v2));
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texcoords->push_back(osg::Vec2f(u1, v1));
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texcoords->push_back(osg::Vec2f(u2, v1));
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texcoords->push_back(osg::Vec2f(u2, v2));
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}
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}
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osg::ref_ptr<osg::Geometry> waterGeom (new osg::Geometry);
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waterGeom->setVertexArray(verts);
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waterGeom->setTexCoordArray(0, texcoords);
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osg::ref_ptr<osg::Vec3Array> normal (new osg::Vec3Array);
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normal->push_back(osg::Vec3f(0,0,1));
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waterGeom->setNormalArray(normal, osg::Array::BIND_OVERALL);
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waterGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,verts->size()));
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return waterGeom;
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}
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osg::ref_ptr<osg::StateSet> createSimpleWaterStateSet(float alpha, int renderBin)
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{
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osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
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osg::ref_ptr<osg::Material> material (new osg::Material);
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material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
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material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, alpha));
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material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
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material->setColorMode(osg::Material::OFF);
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stateset->setAttributeAndModes(material, osg::StateAttribute::ON);
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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osg::ref_ptr<osg::Depth> depth (new osg::Depth);
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depth->setWriteMask(false);
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stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
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stateset->setRenderBinDetails(renderBin, "RenderBin");
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return stateset;
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}
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}
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@ -0,0 +1,19 @@
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#ifndef OPENMW_COMPONENTS_WATERUTIL_H
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#define OPENMW_COMPONENTS_WATERUTIL_H
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#include <osg/ref_ptr>
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namespace osg
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{
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class Geometry;
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class StateSet;
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}
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namespace SceneUtil
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{
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osg::ref_ptr<osg::Geometry> createWaterGeometry(float size, int segments, float textureRepeats);
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osg::ref_ptr<osg::StateSet> createSimpleWaterStateSet(float alpha, int renderBin);
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}
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#endif
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