Merge remote-tracking branch 'aesylwinn/RenderWater'

pull/34/head
Marc Zinnschlag 9 years ago
commit aa1ed9b172

@ -87,6 +87,7 @@ opencs_units (view/render
scenewidget worldspacewidget pagedworldspacewidget unpagedworldspacewidget
previewwidget editmode instancemode instanceselectionmode instancemovemode
orbitcameramode pathgridmode selectionmode pathgridselectionmode cameracontroller
cellwater
)
opencs_units_noqt (view/render

@ -16,6 +16,7 @@
#include "../../model/world/refcollection.hpp"
#include "../../model/world/cellcoordinates.hpp"
#include "cellwater.hpp"
#include "mask.hpp"
#include "pathgrid.hpp"
#include "terrainstorage.hpp"
@ -111,6 +112,7 @@ CSVRender::Cell::Cell (CSMWorld::Data& data, osg::Group* rootNode, const std::st
}
mPathgrid.reset(new Pathgrid(mData, mCellNode, mId, mCoordinates));
mCellWater.reset(new CellWater(mData, mCellNode, mId, mCoordinates));
}
}

@ -35,6 +35,7 @@ namespace CSMWorld
namespace CSVRender
{
class CellWater;
class Pathgrid;
class TagBase;
@ -49,6 +50,7 @@ namespace CSVRender
std::auto_ptr<CellArrow> mCellArrows[4];
std::auto_ptr<CellMarker> mCellMarker;
std::auto_ptr<CellBorder> mCellBorder;
std::auto_ptr<CellWater> mCellWater;
std::auto_ptr<Pathgrid> mPathgrid;
bool mDeleted;
int mSubMode;

@ -75,6 +75,7 @@ CSVRender::CellMarker::CellMarker(
mMarkerNode->setAutoRotateMode(osg::AutoTransform::ROTATE_TO_SCREEN);
mMarkerNode->setAutoScaleToScreen(true);
mMarkerNode->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
mMarkerNode->getOrCreateStateSet()->setRenderBinDetails(osg::StateSet::TRANSPARENT_BIN + 1, "RenderBin");
mMarkerNode->setUserData(new CellMarkerTag(this));
mMarkerNode->setNodeMask(Mask_CellMarker);

@ -0,0 +1,177 @@
#include "cellwater.hpp"
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Group>
#include <osg/PositionAttitudeTransform>
#include <components/esm/loadland.hpp>
#include <components/fallback/fallback.hpp>
#include <components/misc/stringops.hpp>
#include <components/resource/imagemanager.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/sceneutil/waterutil.hpp>
#include "../../model/world/cell.hpp"
#include "../../model/world/cellcoordinates.hpp"
#include "../../model/world/data.hpp"
#include "mask.hpp"
namespace CSVRender
{
const int CellWater::CellSize = ESM::Land::REAL_SIZE;
CellWater::CellWater(CSMWorld::Data& data, osg::Group* cellNode, const std::string& id,
const CSMWorld::CellCoordinates& cellCoords)
: mData(data)
, mId(id)
, mParentNode(cellNode)
, mWaterTransform(0)
, mWaterNode(0)
, mWaterGeometry(0)
, mDeleted(false)
, mExterior(false)
, mHasWater(false)
{
mWaterTransform = new osg::PositionAttitudeTransform();
mWaterTransform->setPosition(osg::Vec3f(cellCoords.getX() * CellSize + CellSize / 2.f,
cellCoords.getY() * CellSize + CellSize / 2.f, 0));
mWaterTransform->setNodeMask(Mask_Water);
mParentNode->addChild(mWaterTransform);
mWaterNode = new osg::Geode();
mWaterTransform->addChild(mWaterNode);
int cellIndex = mData.getCells().searchId(mId);
if (cellIndex > -1)
{
updateCellData(mData.getCells().getRecord(cellIndex));
}
// Keep water existance/height up to date
QAbstractItemModel* cells = mData.getTableModel(CSMWorld::UniversalId::Type_Cells);
connect(cells, SIGNAL(dataChanged(const QModelIndex&, const QModelIndex&)),
this, SLOT(cellDataChanged(const QModelIndex&, const QModelIndex&)));
}
CellWater::~CellWater()
{
mParentNode->removeChild(mWaterTransform);
}
void CellWater::updateCellData(const CSMWorld::Record<CSMWorld::Cell>& cellRecord)
{
mDeleted = cellRecord.isDeleted();
if (!mDeleted)
{
const CSMWorld::Cell& cell = cellRecord.get();
if (mExterior != cell.isExterior() || mHasWater != cell.hasWater())
{
mExterior = cellRecord.get().isExterior();
mHasWater = cellRecord.get().hasWater();
recreate();
}
float waterHeight = -1;
if (!mExterior)
{
waterHeight = cellRecord.get().mWater;
}
osg::Vec3d pos = mWaterTransform->getPosition();
pos.z() = waterHeight;
mWaterTransform->setPosition(pos);
}
else
{
recreate();
}
}
void CellWater::cellDataChanged(const QModelIndex& topLeft, const QModelIndex& bottomRight)
{
const CSMWorld::Collection<CSMWorld::Cell>& cells = mData.getCells();
int rowStart = -1;
int rowEnd = -1;
if (topLeft.parent().isValid())
{
rowStart = topLeft.parent().row();
rowEnd = bottomRight.parent().row();
}
else
{
rowStart = topLeft.row();
rowEnd = bottomRight.row();
}
for (int row = rowStart; row <= rowEnd; ++row)
{
const CSMWorld::Record<CSMWorld::Cell>& cellRecord = cells.getRecord(row);
if (Misc::StringUtils::lowerCase(cellRecord.get().mId) == mId)
updateCellData(cellRecord);
}
}
void CellWater::recreate()
{
const int InteriorScalar = 20;
const int SegmentsPerCell = 1;
const int TextureRepeatsPerCell = 6;
const float Alpha = 0.5f;
const int RenderBin = osg::StateSet::TRANSPARENT_BIN - 1;
if (mWaterGeometry)
{
mWaterNode->removeDrawable(mWaterGeometry);
mWaterGeometry = 0;
}
if (mDeleted || !mHasWater)
return;
float size;
int segments;
float textureRepeats;
if (mExterior)
{
size = CellSize;
segments = SegmentsPerCell;
textureRepeats = TextureRepeatsPerCell;
}
else
{
size = CellSize * InteriorScalar;
segments = SegmentsPerCell * InteriorScalar;
textureRepeats = TextureRepeatsPerCell * InteriorScalar;
}
mWaterGeometry = SceneUtil::createWaterGeometry(size, segments, textureRepeats);
mWaterGeometry->setStateSet(SceneUtil::createSimpleWaterStateSet(Alpha, RenderBin));
// Add water texture
std::string textureName = mData.getFallbackMap()->getFallbackString("Water_SurfaceTexture");
textureName = "textures/water/" + textureName + "00.dds";
Resource::ImageManager* imageManager = mData.getResourceSystem()->getImageManager();
osg::ref_ptr<osg::Texture2D> waterTexture = new osg::Texture2D();
waterTexture->setImage(imageManager->getImage(textureName));
waterTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
waterTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
mWaterGeometry->getStateSet()->setTextureAttributeAndModes(0, waterTexture, osg::StateAttribute::ON);
mWaterNode->addDrawable(mWaterGeometry);
}
}

@ -0,0 +1,70 @@
#ifndef CSV_RENDER_CELLWATER_H
#define CSV_RENDER_CELLWATER_H
#include <string>
#include <osg/ref_ptr>
#include <QObject>
#include <QModelIndex>
#include "../../model/world/record.hpp"
namespace osg
{
class Geode;
class Geometry;
class Group;
class PositionAttitudeTransform;
}
namespace CSMWorld
{
struct Cell;
class CellCoordinates;
class Data;
}
namespace CSVRender
{
/// For exterior cells, this adds a patch of water to fit the size of the cell. For interior cells with water, this
/// adds a large patch of water much larger than the typical size of a cell.
class CellWater : public QObject
{
Q_OBJECT
public:
CellWater(CSMWorld::Data& data, osg::Group* cellNode, const std::string& id,
const CSMWorld::CellCoordinates& cellCoords);
~CellWater();
void updateCellData(const CSMWorld::Record<CSMWorld::Cell>& cellRecord);
private slots:
void cellDataChanged(const QModelIndex& topLeft, const QModelIndex& bottomRight);
private:
void recreate();
static const int CellSize;
CSMWorld::Data& mData;
std::string mId;
osg::Group* mParentNode;
osg::ref_ptr<osg::PositionAttitudeTransform> mWaterTransform;
osg::ref_ptr<osg::Geode> mWaterNode;
osg::ref_ptr<osg::Geometry> mWaterGeometry;
bool mDeleted;
bool mExterior;
bool mHasWater;
};
}
#endif

@ -24,6 +24,8 @@
#include <components/resource/resourcesystem.hpp>
#include <components/resource/imagemanager.hpp>
#include <components/sceneutil/waterutil.hpp>
#include <components/nifosg/controller.hpp>
#include <components/sceneutil/controller.hpp>
@ -40,58 +42,6 @@
#include "renderbin.hpp"
#include "util.hpp"
namespace
{
osg::ref_ptr<osg::Geometry> createWaterGeometry(float size, int segments, float textureRepeats)
{
osg::ref_ptr<osg::Vec3Array> verts (new osg::Vec3Array);
osg::ref_ptr<osg::Vec2Array> texcoords (new osg::Vec2Array);
// some drivers don't like huge triangles, so we do some subdivisons
// a paged solution would be even better
const float step = size/segments;
const float texCoordStep = textureRepeats / segments;
for (int x=0; x<segments; ++x)
{
for (int y=0; y<segments; ++y)
{
float x1 = -size/2.f + x*step;
float y1 = -size/2.f + y*step;
float x2 = x1 + step;
float y2 = y1 + step;
verts->push_back(osg::Vec3f(x1, y2, 0.f));
verts->push_back(osg::Vec3f(x1, y1, 0.f));
verts->push_back(osg::Vec3f(x2, y1, 0.f));
verts->push_back(osg::Vec3f(x2, y2, 0.f));
float u1 = x*texCoordStep;
float v1 = y*texCoordStep;
float u2 = u1 + texCoordStep;
float v2 = v1 + texCoordStep;
texcoords->push_back(osg::Vec2f(u1, v2));
texcoords->push_back(osg::Vec2f(u1, v1));
texcoords->push_back(osg::Vec2f(u2, v1));
texcoords->push_back(osg::Vec2f(u2, v2));
}
}
osg::ref_ptr<osg::Geometry> waterGeom (new osg::Geometry);
waterGeom->setVertexArray(verts);
waterGeom->setTexCoordArray(0, texcoords);
osg::ref_ptr<osg::Vec3Array> normal (new osg::Vec3Array);
normal->push_back(osg::Vec3f(0,0,1));
waterGeom->setNormalArray(normal, osg::Array::BIND_OVERALL);
waterGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,verts->size()));
return waterGeom;
}
}
namespace MWRender
{
@ -465,7 +415,7 @@ Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem
{
mSimulation.reset(new RippleSimulation(parent, resourceSystem, fallback));
mWaterGeom = createWaterGeometry(CELL_SIZE*150, 40, 900);
mWaterGeom = SceneUtil::createWaterGeometry(CELL_SIZE*150, 40, 900);
mWaterGeom->setDrawCallback(new DepthClampCallback);
mWaterGeom->setNodeMask(Mask_Water);
@ -527,26 +477,11 @@ void Water::updateWaterMaterial()
void Water::createSimpleWaterStateSet(osg::Node* node, float alpha)
{
osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
osg::ref_ptr<osg::Material> material (new osg::Material);
material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, alpha));
material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
material->setColorMode(osg::Material::OFF);
stateset->setAttributeAndModes(material, osg::StateAttribute::ON);
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
osg::ref_ptr<osg::Depth> depth (new osg::Depth);
depth->setWriteMask(false);
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
stateset->setRenderBinDetails(MWRender::RenderBin_Water, "RenderBin");
osg::ref_ptr<osg::StateSet> stateset = SceneUtil::createSimpleWaterStateSet(alpha, MWRender::RenderBin_Water);
node->setStateSet(stateset);
// Add animated textures
std::vector<osg::ref_ptr<osg::Texture2D> > textures;
int frameCount = mFallback->getFallbackInt("Water_SurfaceFrameCount");
std::string texture = mFallback->getFallbackString("Water_SurfaceTexture");

@ -50,7 +50,7 @@ add_component_dir (shader
add_component_dir (sceneutil
clone attach visitor util statesetupdater controller skeleton riggeometry lightcontroller
lightmanager lightutil positionattitudetransform workqueue unrefqueue pathgridutil
lightmanager lightutil positionattitudetransform workqueue unrefqueue pathgridutil waterutil
)
add_component_dir (nif

@ -0,0 +1,79 @@
#include "waterutil.hpp"
#include <osg/Depth>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/StateSet>
namespace SceneUtil
{
osg::ref_ptr<osg::Geometry> createWaterGeometry(float size, int segments, float textureRepeats)
{
osg::ref_ptr<osg::Vec3Array> verts (new osg::Vec3Array);
osg::ref_ptr<osg::Vec2Array> texcoords (new osg::Vec2Array);
// some drivers don't like huge triangles, so we do some subdivisons
// a paged solution would be even better
const float step = size/segments;
const float texCoordStep = textureRepeats / segments;
for (int x=0; x<segments; ++x)
{
for (int y=0; y<segments; ++y)
{
float x1 = -size/2.f + x*step;
float y1 = -size/2.f + y*step;
float x2 = x1 + step;
float y2 = y1 + step;
verts->push_back(osg::Vec3f(x1, y2, 0.f));
verts->push_back(osg::Vec3f(x1, y1, 0.f));
verts->push_back(osg::Vec3f(x2, y1, 0.f));
verts->push_back(osg::Vec3f(x2, y2, 0.f));
float u1 = x*texCoordStep;
float v1 = y*texCoordStep;
float u2 = u1 + texCoordStep;
float v2 = v1 + texCoordStep;
texcoords->push_back(osg::Vec2f(u1, v2));
texcoords->push_back(osg::Vec2f(u1, v1));
texcoords->push_back(osg::Vec2f(u2, v1));
texcoords->push_back(osg::Vec2f(u2, v2));
}
}
osg::ref_ptr<osg::Geometry> waterGeom (new osg::Geometry);
waterGeom->setVertexArray(verts);
waterGeom->setTexCoordArray(0, texcoords);
osg::ref_ptr<osg::Vec3Array> normal (new osg::Vec3Array);
normal->push_back(osg::Vec3f(0,0,1));
waterGeom->setNormalArray(normal, osg::Array::BIND_OVERALL);
waterGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,verts->size()));
return waterGeom;
}
osg::ref_ptr<osg::StateSet> createSimpleWaterStateSet(float alpha, int renderBin)
{
osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
osg::ref_ptr<osg::Material> material (new osg::Material);
material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, alpha));
material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
material->setColorMode(osg::Material::OFF);
stateset->setAttributeAndModes(material, osg::StateAttribute::ON);
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
osg::ref_ptr<osg::Depth> depth (new osg::Depth);
depth->setWriteMask(false);
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
stateset->setRenderBinDetails(renderBin, "RenderBin");
return stateset;
}
}

@ -0,0 +1,19 @@
#ifndef OPENMW_COMPONENTS_WATERUTIL_H
#define OPENMW_COMPONENTS_WATERUTIL_H
#include <osg/ref_ptr>
namespace osg
{
class Geometry;
class StateSet;
}
namespace SceneUtil
{
osg::ref_ptr<osg::Geometry> createWaterGeometry(float size, int segments, float textureRepeats);
osg::ref_ptr<osg::StateSet> createSimpleWaterStateSet(float alpha, int renderBin);
}
#endif
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