#include "sky.hpp" #include "Caelum.h" #include #include #include #include #include #include #include // this distance has to be set accordingly so that the // celestial bodies are behind the clouds, but in front of the atmosphere #define CELESTIAL_BODY_DISTANCE 1000.f using namespace Ogre; namespace MWRender { class CelestialBody { public: CelestialBody( const String& pTextureName, const unsigned int pInitialSize, const Vector3& pInitialPosition, SceneNode* pRootNode ); CelestialBody(); void setPosition(const Vector3& pPosition); void setVisible(const bool visible) { mNode->setVisible(visible); }; protected: virtual void init(const String& pTextureName, const unsigned int pInitialSize, const Vector3& pInitialPosition, SceneNode* pRootNode); SceneNode* mNode; MaterialPtr mMaterial; }; /* * The moons need a seperate class because of their shader (which allows them to be partially transparent) */ class Moon : public CelestialBody { public: Moon( const String& pTextureName, const unsigned int pInitialSize, const Vector3& pInitialPosition, SceneNode* pRootNode ); void setVisibility(const float pVisibility); ///< set the transparency factor for this moon void setColour(const ColourValue& pColour); /// \todo Moon phases }; CelestialBody::CelestialBody( const String& textureName, const unsigned int initialSize, const Vector3& pInitialPosition, SceneNode* pRootNode) { init(textureName, initialSize, pInitialPosition, pRootNode); } CelestialBody::CelestialBody() { } void CelestialBody::setPosition(const Vector3& pPosition) { Vector3 finalPosition = pPosition.normalisedCopy() * CELESTIAL_BODY_DISTANCE; mNode->setPosition(finalPosition); } void CelestialBody::init(const String& textureName, const unsigned int initialSize, const Vector3& pInitialPosition, SceneNode* pRootNode) { SceneManager* sceneMgr = pRootNode->getCreator(); const float scale = initialSize*550.f; Vector3 finalPosition = pInitialPosition.normalisedCopy() * CELESTIAL_BODY_DISTANCE; static unsigned int bodyCount=0; /// \todo These billboards are not 100% correct, might want to revisit them later BillboardSet* bbSet = sceneMgr->createBillboardSet("SkyBillboardSet"+StringConverter::toString(bodyCount), 1); bbSet->setDefaultDimensions(scale, scale); bbSet->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+1); bbSet->setBillboardType(BBT_PERPENDICULAR_COMMON); bbSet->setCommonDirection( -pInitialPosition.normalisedCopy() ); mNode = pRootNode->createChildSceneNode(); mNode->setPosition(finalPosition); mNode->attachObject(bbSet); bbSet->createBillboard(0,0,0); mMaterial = MaterialManager::getSingleton().create("CelestialBody"+StringConverter::toString(bodyCount), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); mMaterial->removeAllTechniques(); Pass* p = mMaterial->createTechnique()->createPass(); p->setSceneBlending(SBT_TRANSPARENT_ALPHA); p->setDepthCheckEnabled(false); p->setDepthWriteEnabled(false); p->setSelfIllumination(1.0,1.0,1.0); p->setDiffuse(0.0,0.0,0.0,1.0); p->setAmbient(0.0,0.0,0.0); p->createTextureUnitState(textureName); bbSet->setMaterialName("CelestialBody"+StringConverter::toString(bodyCount)); bodyCount++; } Moon::Moon( const String& textureName, const unsigned int initialSize, const Vector3& pInitialPosition, SceneNode* pRootNode) { init(textureName, initialSize, pInitialPosition, pRootNode); HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton(); HighLevelGpuProgramPtr vshader; if (mgr.resourceExists("Moon_VP")) vshader = mgr.getByName("Moon_VP"); else vshader = mgr.createProgram("Moon_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_VERTEX_PROGRAM); vshader->setParameter("profiles", "vs_2_x arbvp1"); vshader->setParameter("entry_point", "main_vp"); StringUtil::StrStreamType outStream; outStream << "void main_vp( \n" " float4 position : POSITION, \n" " in float2 uv : TEXCOORD0, \n" " out float2 oUV : TEXCOORD0, \n" " out float4 oPosition : POSITION, \n" " uniform float4x4 worldViewProj \n" ") \n" "{ \n" " oUV = uv; \n" " oPosition = mul( worldViewProj, position ); \n" "}"; vshader->setSource(outStream.str()); vshader->load(); vshader->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX); mMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader->getName()); HighLevelGpuProgramPtr fshader; if (mgr.resourceExists("Moon_FP")) fshader = mgr.getByName("Moon_FP"); else fshader = mgr.createProgram("Moon_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_FRAGMENT_PROGRAM); fshader->setParameter("profiles", "ps_2_x arbfp1"); fshader->setParameter("entry_point", "main_fp"); StringUtil::StrStreamType outStream2; outStream2 << "void main_fp( \n" " in float2 uv : TEXCOORD0, \n" " out float4 oColor : COLOR, \n" " uniform sampler2D texture : TEXUNIT0, \n" " uniform float visibilityFactor, \n" " uniform float4 emissive \n" ") \n" "{ \n" " float4 tex = tex2D(texture, uv); \n" " oColor = float4(emissive.xyz,1) * tex2D(texture, uv) * float4(1,1,1,visibilityFactor); \n" "}"; fshader->setSource(outStream2.str()); fshader->load(); fshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR); mMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName()); } void Moon::setVisibility(const float pVisibility) { mMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("visibilityFactor", Real(pVisibility)); } void Moon::setColour(const ColourValue& pColour) { mMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(pColour); } class MWSkyManager : public SkyManager { public: MWSkyManager(Ogre::SceneNode* pMwRoot, Ogre::Camera* pCamera); virtual ~MWSkyManager(); virtual void update(float duration); virtual void enable(); virtual void disable(); virtual void setHour (double hour) {} ///< will be called even when sky is disabled. virtual void setDate (int day, int month) {} ///< will be called even when sky is disabled. virtual int getMasserPhase() const { return 0; } ///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half, /// 3 waxing or waning gibbous, 4 full moon virtual int getSecundaPhase() const { return 0; } ///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half, /// 3 waxing or waning gibbous, 4 full moon virtual void setMoonColour (bool red); ///< change Secunda colour to red private: CelestialBody* mSun; Moon* mMasser; Moon* mSecunda; Camera* mCamera; Viewport* mViewport; SceneNode* mRootNode; SceneManager* mSceneMgr; MaterialPtr mCloudMaterial; MaterialPtr mAtmosphereMaterial; HighLevelGpuProgramPtr mCloudFragmentShader; void ModVertexAlpha(Entity* ent, unsigned int meshType); }; void MWSkyManager::ModVertexAlpha(Entity* ent, unsigned int meshType) { // Get the vertex colour buffer of this mesh const Ogre::VertexElement* ves_diffuse = ent->getMesh()->getSubMesh(0)->vertexData->vertexDeclaration->findElementBySemantic( Ogre::VES_DIFFUSE ); HardwareVertexBufferSharedPtr colourBuffer = ent->getMesh()->getSubMesh(0)->vertexData->vertexBufferBinding->getBuffer(ves_diffuse->getSource()); // Lock void* pData = colourBuffer->lock(HardwareBuffer::HBL_NORMAL); // Iterate over all vertices int vertex_size = colourBuffer->getVertexSize(); float * currentVertex = NULL; for (unsigned int i=0; igetNumVertices(); ++i) { // Get a pointer to the vertex colour ves_diffuse->baseVertexPointerToElement( pData, ¤tVertex ); unsigned char alpha; if (meshType == 0) alpha = i%2 ? 0 : 255; // this is a cylinder, so every second vertex belongs to the bottom-most row else if (meshType == 1) { if (i>= 49 && i <= 64) alpha = 0; // bottom-most row else if (i>= 33 && i <= 48) alpha = 64; // second bottom-most row else alpha = 255; } uint8 tmpR = static_cast(255); uint8 tmpG = static_cast(255); uint8 tmpB = static_cast(255); uint8 tmpA = static_cast(alpha); // This does not matter since R and B are always 1. /*VertexElementType format = Root::getSingleton().getRenderSystem()->getColourVertexElementType(); switch (format) { case VET_COLOUR_ARGB: std::swap(tmpR, tmpB); break; case VET_COLOUR_ABGR: break; default: break; }*/ // Modify *((uint32*)currentVertex) = tmpR | (tmpG << 8) | (tmpB << 16) | (tmpA << 24); // Move to the next vertex pData+=vertex_size; } // Unlock ent->getMesh()->getSubMesh(0)->vertexData->vertexBufferBinding->getBuffer(ves_diffuse->getSource())->unlock(); } MWSkyManager::MWSkyManager (SceneNode* pMwRoot, Camera* pCamera) { mViewport = pCamera->getViewport(); mSceneMgr = pMwRoot->getCreator(); mRootNode = pMwRoot->createChildSceneNode(); mRootNode->setScale(100.f, 100.f, 100.f); mViewport->setBackgroundColour(ColourValue(0.87, 0.87, 0.87)); mSun = new CelestialBody("textures\\tx_sun_05.dds", 1, Vector3(0.4, 0.4, 1.0), mRootNode); mMasser = new Moon("textures\\tx_masser_full.dds", 1, Vector3(-0.4, -0.4, 0.5), mRootNode); mSecunda = new Moon("textures\\tx_secunda_full.dds", 1, Vector3(0.4, -0.4, 0.5), mRootNode); mMasser->setVisibility(0.2); mSecunda->setVisibility(0.2); mMasser->setVisible(false); mSecunda->setVisible(false); HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton(); // Atmosphere MeshPtr mesh = NifOgre::NIFLoader::load("meshes\\sky_atmosphere.nif"); Entity* atmosphere_ent = mSceneMgr->createEntity("meshes\\sky_atmosphere.nif"); ModVertexAlpha(atmosphere_ent, 0); atmosphere_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY); Ogre::SceneNode* atmosphere_node = mRootNode->createChildSceneNode(); atmosphere_node->attachObject(atmosphere_ent); mAtmosphereMaterial = atmosphere_ent->getSubEntity(0)->getMaterial(); // Atmosphere shader HighLevelGpuProgramPtr vshader = mgr.createProgram("Atmosphere_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_VERTEX_PROGRAM); vshader->setParameter("profiles", "vs_2_x arbvp1"); vshader->setParameter("entry_point", "main_vp"); StringUtil::StrStreamType outStream; outStream << "void main_vp( \n" " float4 position : POSITION, \n" " in float4 color : COLOR, \n" " out float4 oPosition : POSITION, \n" " out float4 oColor : COLOR, \n" " uniform float4 emissive, \n" " uniform float4x4 worldViewProj \n" ") \n" "{ \n" " oPosition = mul( worldViewProj, position ); \n" " oColor = color * emissive; \n" "}"; vshader->setSource(outStream.str()); vshader->load(); vshader->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX); vshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR); mAtmosphereMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader->getName()); // Clouds NifOgre::NIFLoader::load("meshes\\sky_clouds_01.nif"); Entity* clouds_ent = mSceneMgr->createEntity("meshes\\sky_clouds_01.nif"); clouds_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+2); SceneNode* clouds_node = mRootNode->createChildSceneNode(); clouds_node->attachObject(clouds_ent); mCloudMaterial = clouds_ent->getSubEntity(0)->getMaterial(); // Clouds vertex shader HighLevelGpuProgramPtr vshader2 = mgr.createProgram("Clouds_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_VERTEX_PROGRAM); vshader2->setParameter("profiles", "vs_2_x arbvp1"); vshader2->setParameter("entry_point", "main_vp"); StringUtil::StrStreamType outStream3; outStream3 << "void main_vp( \n" " float4 position : POSITION, \n" " in float4 color : COLOR, \n" " out float4 oColor : TEXCOORD1, \n" " in float2 uv : TEXCOORD0, \n" " out float2 oUV : TEXCOORD0, \n" " out float4 oPosition : POSITION, \n" " uniform float4x4 worldViewProj \n" ") \n" "{ \n" " oUV = uv; \n" " oColor = color; \n" " oPosition = mul( worldViewProj, position ); \n" "}"; vshader2->setSource(outStream3.str()); vshader2->load(); vshader2->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX); mCloudMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader2->getName()); // Clouds fragment shader mCloudFragmentShader = mgr.createProgram("Clouds_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_FRAGMENT_PROGRAM); mCloudFragmentShader->setParameter("profiles", "ps_2_x arbfp1"); mCloudFragmentShader->setParameter("entry_point", "main_fp"); StringUtil::StrStreamType outStream2; outStream2 << "void main_fp( \n" " in float2 uv : TEXCOORD0, \n" " out float4 oColor : COLOR, \n" " in float4 color : TEXCOORD1, \n" " uniform sampler2D texture : TEXUNIT0, \n" " uniform float time, \n" " uniform float4 emissive \n" ") \n" "{ \n" " uv += float2(1,1) * time * 0.01; \n" // Scroll in x,y direction " float4 tex = tex2D(texture, uv); \n" " oColor = color * float4(emissive.xyz,1) * tex2D(texture, uv); \n" "}"; mCloudFragmentShader->setSource(outStream2.str()); mCloudFragmentShader->load(); mCloudFragmentShader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR); mCloudMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(mCloudFragmentShader->getName()); ModVertexAlpha(clouds_ent, 1); // I'm not sure if the materials are being used by any other objects // Make a unique "modifiable" copy of the materials to be sure mCloudMaterial = mCloudMaterial->clone("Clouds"); clouds_ent->getSubEntity(0)->setMaterial(mCloudMaterial); mAtmosphereMaterial = mAtmosphereMaterial->clone("Atmosphere"); atmosphere_ent->getSubEntity(0)->setMaterial(mAtmosphereMaterial); // Default atmosphere color: light blue mAtmosphereMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(0.235, 0.5, 0.73); mAtmosphereMaterial->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, 0.0); mAtmosphereMaterial->getTechnique(0)->getPass(0)->setAmbient(0.0, 0.0, 0.0); // Set up an UV scroll animation to move the clouds mCloudMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setScrollAnimation(0.01f, 0.01f); mCloudMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(1.0, 1.0, 1.0); // Disable depth writing so that the sky does not cover any objects mCloudMaterial->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false); mAtmosphereMaterial->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false); mAtmosphereMaterial->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA); mCloudMaterial->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA); mCamera = pCamera; mCamera->setFarClipDistance(500000.f); } MWSkyManager::~MWSkyManager() { delete mSun; delete mMasser; delete mSecunda; } void MWSkyManager::update(float duration) { // Sync the position of the skydomes with the camera /// \todo for some reason this is 1 frame delayed, which causes the skydome move funnily when the camera moves mRootNode->_setDerivedPosition(mCamera->getParentSceneNode()->_getDerivedPosition()); // UV Scroll the clouds mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstantFromTime("time", 1); } void MWSkyManager::enable() { mRootNode->setVisible(true); } void MWSkyManager::disable() { mRootNode->setVisible(false); } void MWSkyManager::setMoonColour (bool red) { mSecunda->setColour( red ? ColourValue(1.0, 0.0, 0.0) : ColourValue(1.0, 1.0, 1.0)); } /// Creates and connects the sky rendering component to OGRE. /// /// \return NULL on failure. /// SkyManager* SkyManager::create (Ogre::RenderWindow* pRenderWindow, Ogre::Camera* pCamera, Ogre::SceneNode* pMwRoot, const boost::filesystem::path& resDir) { SkyManager* pSkyManager = NULL; try { //pSkyManager = new CaelumManager(pRenderWindow, pCamera, resDir); pSkyManager = new MWSkyManager(pMwRoot, pCamera); } catch (Ogre::Exception& e) { std::cout << "\nOGRE Exception when attempting to add sky: " << e.getFullDescription().c_str() << std::endl; } catch (std::exception& e) { std::cout << "\nException when attempting to add sky: " << e.what() << std::endl; } return pSkyManager; } }