@ -38,7 +38,6 @@
# include "../mwworld/esmstore.hpp"
# include "../mwworld/class.hpp"
# include "../mwworld/cellstore.hpp"
# include "../mwbase/mechanicsmanager.hpp"
# include "../mwmechanics/character.hpp" // FIXME: for MWMechanics::Priority
@ -90,11 +89,18 @@ namespace
class GlowUpdater : public SceneUtil : : StateSetUpdater
{
public :
GlowUpdater ( int texUnit , osg : : Vec4f color , const std : : vector < osg : : ref_ptr < osg : : Texture2D > > & textures , bool hasDuration )
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 , osg : : Uniform * uniform )
: mTexUnit ( texUnit )
, mColor ( color )
, mTextures ( textures )
, mHasDuration ( hasDuration )
, mNode ( node )
, mMaxDuration ( maxduration )
, mStartingTime ( 0 )
, mResourceSystem ( resourcesystem )
, mDone ( false )
, mUniform ( uniform )
, mWatchedSpellGlow ( NULL )
{
}
@ -115,35 +121,99 @@ namespace
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 index = 0 ; index < mTextures . size ( ) ; index + + )
{
writableStateSet - > removeTextureAttribute ( mTexUnit , mTextures [ index ] ) ;
}
writableStateSet - > removeUniform ( mUniform ) ; // remove the uniform given to the temporary glow in addglow()
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 const getHasDuration ( )
bool isSpellGlowUpdater ( )
{
return mHasDuration ;
return ( mMaxDuration > = 0 ) ;
}
std : : vector < osg : : ref_ptr < osg : : Texture2D > > const getTextures ( )
bool isEnchantmentGlowUpdater ( )
{
return mTextures ;
return ( mMaxDuration < 0 ) ;
}
int const getTexUnit ( )
bool isDone ( )
{
return mDone ;
}
int getTexUnit ( )
{
return mTexUnit ;
}
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 ;
bool mHasDuration ;
osg : : ref_ptr < osg : : Node > mNode ;
float mMaxDuration ;
float mStartingTime ;
Resource : : ResourceSystem * mResourceSystem ;
bool mDone ;
osg : : Uniform * mUniform ;
osg : : ref_ptr < GlowUpdater > mWatchedSpellGlow ;
} ;
class NodeMapVisitor : public osg : : NodeVisitor
@ -358,7 +428,6 @@ namespace MWRender
, mHeadYawRadians ( 0.f )
, mHeadPitchRadians ( 0.f )
, mAlpha ( 1.f )
, mSpellGlowDuration ( 0.f )
{
for ( size_t i = 0 ; i < sNumBlendMasks ; i + + )
mAnimationTimePtr [ i ] . reset ( new AnimationTime ) ;
@ -1126,47 +1195,18 @@ namespace MWRender
} ;
void Animation : : addSpellCastGlow ( osg : : Vec4f glowColor ) {
if ( mSpellGlowUpdater = = NULL ) // only start a new spell glow if there isn't one already
addGlow ( mObjectRoot , glowColor , true ) ;
MWBase : : Environment : : get ( ) . getMechanicsManager ( ) - > add ( mPtr ) ;
}
void Animation : : updateSpellGlow ( float duration ) {
if ( mSpellGlowUpdater ! = NULL )
mSpellGlowDuration + = duration ;
if ( mSpellGlowDuration > = 1.5f ) // length of spell glow effect was measured from original game as around 1.5 seconds
removeSpellGlow ( ) ;
}
void Animation : : removeSpellGlow ( )
{
osg : : ref_ptr < osg : : StateSet > writableStateSet = NULL ;
if ( ! mObjectRoot - > getStateSet ( ) )
writableStateSet = mObjectRoot - > getOrCreateStateSet ( ) ;
else
writableStateSet = osg : : clone ( mObjectRoot - > getStateSet ( ) , osg : : CopyOp : : SHALLOW_COPY ) ;
std : : vector < osg : : ref_ptr < osg : : Texture2D > > Textures = mSpellGlowUpdater - > getTextures ( ) ;
int TexUnit = mSpellGlowUpdater - > getTexUnit ( ) ;
mObjectRoot - > removeUpdateCallback ( mSpellGlowUpdater ) ;
mSpellGlowUpdater = NULL ;
if ( ! mObjectRoot - > getUpdateCallback ( ) ) // If there is no glow on object
addGlow ( mObjectRoot , glowColor , 1.5 ) ; // Glow length measured from in-game as about 1.5 seconds
for ( size_t index = 0 ; index < Textures . size ( ) ; index + + )
{
writableStateSet - > setTextureAttribute ( TexUnit , Textures [ index ] , osg : : StateAttribute : : OFF | osg : : StateAttribute : : OVERRIDE ) ;
writableStateSet - > removeTextureAttribute ( TexUnit , Textures [ index ] ) ;
}
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 ) ;
mObjectRoot - > setStateSet ( writableStateSet ) ;
if ( writableStateSet - > getUniform ( " envMapColor2 " ) ) // if we added a second uniform, remove that one instead of the original
writableStateSet - > removeUniform ( " envMapColor2 " ) ;
else
writableStateSet - > removeUniform ( " envMapColor " ) ;
mResourceSystem - > getSceneManager ( ) - > recreateShaders ( mObjectRoot ) ;
mSpellGlowDuration = 0.f ;
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
addGlow ( mObjectRoot , glowColor , 1.5 ) ;
}
void Animation : : addGlow ( osg : : ref_ptr < osg : : Node > node , osg : : Vec4f glowColor , bool has Duration)
void Animation : : addGlow ( osg : : ref_ptr < osg : : Node > node , osg : : Vec4f glowColor , float glowDuration )
{
std : : vector < osg : : ref_ptr < osg : : Texture2D > > textures ;
for ( int i = 0 ; i < 32 ; + + i )
@ -1187,16 +1227,29 @@ namespace MWRender
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 ( ) ) ;
FindLowestUnusedTexUnitVisitor findLowestUnusedTexUnitVisitor ;
node - > accept ( findLowestUnusedTexUnitVisitor ) ;
int texUnit = findLowestUnusedTexUnitVisitor . mLowestUnusedTexUnit ;
texUnit = findLowestUnusedTexUnitVisitor . mLowestUnusedTexUnit ;
osg : : Uniform * uniform = new osg : : Uniform ( " envMapColor " , glowColor ) ;
osg : : ref_ptr < GlowUpdater > glowUpdater = new GlowUpdater ( texUnit , glowColor , textures , hasDuration ) ;
if ( hasDuration ) // store the glowUpdater for later removal and checking if this is a spell glow
mSpellGlowUpdater = glowUpdater ;
osg : : ref_ptr < GlowUpdater > glowUpdater = new GlowUpdater ( texUnit , glowColor , textures , node , glowDuration , mResourceSystem , uniform ) ;
node - > addUpdateCallback ( glowUpdater ) ;
if ( node - > getUpdateCallback ( ) & &
dynamic_cast < GlowUpdater * > ( node - > getUpdateCallback ( ) ) - > isEnchantmentGlowUpdater ( ) = = true )
if ( glowDuration > = 0 )
dynamic_cast < GlowUpdater * > ( node - > getUpdateCallback ( ) ) - > setWatchedSpellGlow ( glowUpdater ) ;
// set a texture now so that the ShaderVisitor can find it
osg : : ref_ptr < osg : : StateSet > writableStateSet = NULL ;
@ -1208,11 +1261,7 @@ namespace MWRender
node - > setStateSet ( writableStateSet ) ;
}
writableStateSet - > setTextureAttributeAndModes ( texUnit , textures . front ( ) , osg : : StateAttribute : : ON ) ;
if ( hasDuration & & writableStateSet - > getUniform ( " envMapColor " ) ) // if we are adding a spell glow to something with an enchantment glow
writableStateSet - > addUniform ( new osg : : Uniform ( " envMapColor2 " , glowColor ) ) ;
else
writableStateSet - > addUniform ( new osg : : Uniform ( " envMapColor " , glowColor ) ) ;
writableStateSet - > addUniform ( uniform ) ;
mResourceSystem - > getSceneManager ( ) - > recreateShaders ( node ) ;
}