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openmw-tes3mp/apps/openmw/mwrender/sky.cpp

1213 lines
38 KiB
C++

#include "sky.hpp"
#include <osg/Transform>
#include <osg/Geode>
#include <osg/Depth>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/PositionAttitudeTransform>
#include <osg/TexEnvCombine>
#include <osg/TexMat>
#include <osg/Version>
#include <osgParticle/ParticleSystem>
#include <osgParticle/ParticleSystemUpdater>
#include <osgParticle/ModularEmitter>
#include <osgParticle/BoxPlacer>
#include <osgParticle/ConstantRateCounter>
#include <osgParticle/RadialShooter>
#include <components/misc/rng.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/resource/texturemanager.hpp>
#include <components/vfs/manager.hpp>
#include <components/sceneutil/util.hpp>
#include <components/sceneutil/statesetupdater.hpp>
#include <components/sceneutil/controller.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/fallback.hpp"
#include "vismask.hpp"
namespace
{
osg::ref_ptr<osg::Material> createAlphaTrackingUnlitMaterial()
{
osg::ref_ptr<osg::Material> mat = new osg::Material;
mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
mat->setColorMode(osg::Material::DIFFUSE);
return mat;
}
osg::ref_ptr<osg::Material> createUnlitMaterial()
{
osg::ref_ptr<osg::Material> mat = new osg::Material;
mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
mat->setColorMode(osg::Material::OFF);
return mat;
}
osg::ref_ptr<osg::Geometry> createTexturedQuad(int numUvSets=1)
{
osg::ref_ptr<osg::Geometry> geom = new osg::Geometry;
osg::ref_ptr<osg::Vec3Array> verts = new osg::Vec3Array;
verts->push_back(osg::Vec3f(-0.5, -0.5, 0));
verts->push_back(osg::Vec3f(-0.5, 0.5, 0));
verts->push_back(osg::Vec3f(0.5, 0.5, 0));
verts->push_back(osg::Vec3f(0.5, -0.5, 0));
geom->setVertexArray(verts);
osg::ref_ptr<osg::Vec2Array> texcoords = new osg::Vec2Array;
texcoords->push_back(osg::Vec2f(0, 0));
texcoords->push_back(osg::Vec2f(0, 1));
texcoords->push_back(osg::Vec2f(1, 1));
texcoords->push_back(osg::Vec2f(1, 0));
osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.f, 1.f, 1.f, 1.f));
geom->setColorArray(colors, osg::Array::BIND_OVERALL);
for (int i=0; i<numUvSets; ++i)
geom->setTexCoordArray(i, texcoords, osg::Array::BIND_PER_VERTEX);
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
return geom;
}
}
namespace MWRender
{
class AtmosphereUpdater : public SceneUtil::StateSetUpdater
{
public:
void setEmissionColor(const osg::Vec4f& emissionColor)
{
mEmissionColor = emissionColor;
}
protected:
virtual void setDefaults(osg::StateSet* stateset)
{
stateset->setAttributeAndModes(createAlphaTrackingUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
}
virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/)
{
osg::Material* mat = static_cast<osg::Material*>(stateset->getAttribute(osg::StateAttribute::MATERIAL));
mat->setEmission(osg::Material::FRONT_AND_BACK, mEmissionColor);
}
private:
osg::Vec4f mEmissionColor;
};
class AtmosphereNightUpdater : public SceneUtil::StateSetUpdater
{
public:
AtmosphereNightUpdater(Resource::TextureManager* textureManager)
{
// we just need a texture, its contents don't really matter
mTexture = textureManager->getWarningTexture();
}
void setFade(const float fade)
{
mColor.a() = fade;
}
protected:
virtual void setDefaults(osg::StateSet* stateset)
{
osg::ref_ptr<osg::TexEnvCombine> texEnv (new osg::TexEnvCombine);
texEnv->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
texEnv->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
texEnv->setSource1_Alpha(osg::TexEnvCombine::CONSTANT);
texEnv->setCombine_RGB(osg::TexEnvCombine::REPLACE);
texEnv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
stateset->setTextureAttributeAndModes(1, mTexture, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
stateset->setTextureAttributeAndModes(1, texEnv, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
}
virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/)
{
osg::TexEnvCombine* texEnv = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV));
texEnv->setConstantColor(mColor);
}
osg::ref_ptr<osg::Texture2D> mTexture;
osg::Vec4f mColor;
};
class CloudUpdater : public SceneUtil::StateSetUpdater
{
public:
CloudUpdater()
: mAnimationTimer(0.f)
, mOpacity(0.f)
{
}
void setAnimationTimer(float timer)
{
mAnimationTimer = timer;
}
void setTexture(osg::ref_ptr<osg::Texture2D> texture)
{
mTexture = texture;
}
void setEmissionColor(const osg::Vec4f& emissionColor)
{
mEmissionColor = emissionColor;
}
void setOpacity(float opacity)
{
mOpacity = opacity;
}
protected:
virtual void setDefaults(osg::StateSet *stateset)
{
osg::ref_ptr<osg::TexMat> texmat (new osg::TexMat);
stateset->setTextureAttributeAndModes(0, texmat, osg::StateAttribute::ON);
stateset->setTextureAttributeAndModes(1, texmat, osg::StateAttribute::ON);
stateset->setAttribute(createAlphaTrackingUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
// need to set opacity on a separate texture unit, diffuse alpha is used by the vertex colors already
osg::ref_ptr<osg::TexEnvCombine> texEnvCombine (new osg::TexEnvCombine);
texEnvCombine->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
texEnvCombine->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
texEnvCombine->setSource1_Alpha(osg::TexEnvCombine::CONSTANT);
texEnvCombine->setConstantColor(osg::Vec4f(1,1,1,1));
texEnvCombine->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
texEnvCombine->setCombine_RGB(osg::TexEnvCombine::REPLACE);
stateset->setTextureAttributeAndModes(1, texEnvCombine, osg::StateAttribute::ON);
stateset->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
stateset->setTextureMode(1, GL_TEXTURE_2D, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
}
virtual void apply(osg::StateSet *stateset, osg::NodeVisitor *nv)
{
osg::TexMat* texMat = static_cast<osg::TexMat*>(stateset->getTextureAttribute(0, osg::StateAttribute::TEXMAT));
texMat->setMatrix(osg::Matrix::translate(osg::Vec3f(0, mAnimationTimer, 0.f)));
stateset->setTextureAttribute(0, mTexture, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
stateset->setTextureAttribute(1, mTexture, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
osg::Material* mat = static_cast<osg::Material*>(stateset->getAttribute(osg::StateAttribute::MATERIAL));
mat->setEmission(osg::Material::FRONT_AND_BACK, mEmissionColor);
osg::TexEnvCombine* texEnvCombine = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV));
texEnvCombine->setConstantColor(osg::Vec4f(1,1,1,mOpacity));
}
private:
float mAnimationTimer;
osg::ref_ptr<osg::Texture2D> mTexture;
osg::Vec4f mEmissionColor;
float mOpacity;
};
/// Transform that removes the eyepoint of the modelview matrix,
/// i.e. its children are positioned relative to the camera.
class CameraRelativeTransform : public osg::Transform
{
public:
CameraRelativeTransform()
{
// Culling works in node-local space, not in camera space, so we can't cull this node correctly
// That's not a problem though, children of this node can be culled just fine
// Just make sure you do not place a CameraRelativeTransform deep in the scene graph
setCullingActive(false);
}
CameraRelativeTransform(const CameraRelativeTransform& copy, const osg::CopyOp& copyop)
: osg::Transform(copy, copyop)
{
}
META_Node(MWRender, CameraRelativeTransform)
virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix, osg::NodeVisitor*) const
{
if (_referenceFrame==RELATIVE_RF)
{
matrix.setTrans(osg::Vec3f(0.f,0.f,0.f));
return false;
}
else // absolute
{
matrix.makeIdentity();
return true;
}
}
osg::BoundingSphere computeBound() const
{
return osg::BoundingSphere(osg::Vec3f(0,0,0), 0);
}
};
class ModVertexAlphaVisitor : public osg::NodeVisitor
{
public:
ModVertexAlphaVisitor(int meshType)
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
, mMeshType(meshType)
{
}
void apply(osg::Geode &geode)
{
for (unsigned int i=0; i<geode.getNumDrawables(); ++i)
{
osg::Drawable* drw = geode.getDrawable(i);
osg::Geometry* geom = drw->asGeometry();
if (!geom)
continue;
osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array(geom->getVertexArray()->getNumElements());
for (unsigned int i=0; i<colors->size(); ++i)
{
float alpha = 1.f;
if (mMeshType == 0) alpha = i%2 ? 0.f : 1.f; // this is a cylinder, so every second vertex belongs to the bottom-most row
else if (mMeshType == 1)
{
if (i>= 49 && i <= 64) alpha = 0.f; // bottom-most row
else if (i>= 33 && i <= 48) alpha = 0.25098; // second row
else alpha = 1.f;
}
else if (mMeshType == 2)
{
osg::Vec4Array* origColors = static_cast<osg::Vec4Array*>(geom->getColorArray());
alpha = ((*origColors)[i].x() == 1.f) ? 1.f : 0.f;
}
(*colors)[i] = osg::Vec4f(0.f, 0.f, 0.f, alpha);
}
geom->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
}
}
private:
int mMeshType;
};
class CelestialBody
{
public:
CelestialBody(osg::Group* parentNode, Resource::SceneManager* sceneManager, float scaleFactor = 1.f, int numUvSets=1)
: mSceneManager(sceneManager)
{
mGeode = new osg::Geode;
osg::ref_ptr<osg::Geometry> geom = createTexturedQuad(numUvSets);
mGeode->addDrawable(geom);
mTransform = new osg::PositionAttitudeTransform;
mTransform->setScale(osg::Vec3f(450,450,450) * scaleFactor);
mTransform->addChild(mGeode);
parentNode->addChild(mTransform);
}
void setDirection(const osg::Vec3f& direction)
{
osg::Vec3f normalizedDirection = direction / direction.length();
mTransform->setPosition(normalizedDirection*1000.f);
osg::Quat quat;
quat.makeRotate(osg::Vec3f(0,0,1), normalizedDirection);
mTransform->setAttitude(quat);
}
void setVisible(bool visible)
{
mTransform->setNodeMask(visible ? ~0 : 0);
}
protected:
osg::ref_ptr<osg::PositionAttitudeTransform> mTransform;
osg::ref_ptr<osg::Geode> mGeode;
Resource::SceneManager* mSceneManager;
};
class Sun : public CelestialBody
{
public:
Sun(osg::Group* parentNode, Resource::SceneManager* sceneManager)
: CelestialBody(parentNode, sceneManager, 1.f, 1)
{
osg::ref_ptr<osg::Texture2D> tex = mSceneManager->getTextureManager()->getTexture2D("textures/tx_sun_05.dds",
osg::Texture::CLAMP, osg::Texture::CLAMP);
mTransform->getOrCreateStateSet()->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON);
mTransform->getOrCreateStateSet()->setAttributeAndModes(createUnlitMaterial(), osg::StateAttribute::ON);
}
};
class Moon : public CelestialBody
{
public:
enum Type
{
Type_Masser = 0,
Type_Secunda
};
Moon(osg::Group* parentNode, Resource::SceneManager* sceneManager, float scaleFactor, Type type)
: CelestialBody(parentNode, sceneManager, scaleFactor, 2)
, mType(type)
, mPhase(Phase_Unspecified)
{
mUpdater = new MoonUpdater;
mGeode->addUpdateCallback(mUpdater);
setPhase(Phase_WaxingCrescent);
}
enum Phase
{
Phase_New = 0,
Phase_WaxingCrescent,
Phase_WaxingHalf,
Phase_WaxingGibbous,
Phase_Full,
Phase_WaningGibbous,
Phase_WaningHalf,
Phase_WaningCrescent,
Phase_Unspecified
};
void setTextures(const std::string& phaseTex, const std::string& circleTex)
{
osg::ref_ptr<osg::Texture2D> phaseTexPtr = mSceneManager->getTextureManager()->getTexture2D(phaseTex,
osg::Texture::CLAMP, osg::Texture::CLAMP);
osg::ref_ptr<osg::Texture2D> circleTexPtr = mSceneManager->getTextureManager()->getTexture2D(circleTex,
osg::Texture::CLAMP, osg::Texture::CLAMP);
mUpdater->setTextures(phaseTexPtr, circleTexPtr);
}
void setPhase(const Phase& phase)
{
if (mPhase == phase)
return;
mPhase = phase;
std::string textureName = "textures/tx_";
if (mType == Moon::Type_Secunda) textureName += "secunda_";
else textureName += "masser_";
if (phase == Moon::Phase_New) textureName += "new";
else if (phase == Moon::Phase_WaxingCrescent) textureName += "one_wax";
else if (phase == Moon::Phase_WaxingHalf) textureName += "half_wax";
else if (phase == Moon::Phase_WaxingGibbous) textureName += "three_wax";
else if (phase == Moon::Phase_WaningCrescent) textureName += "one_wan";
else if (phase == Moon::Phase_WaningHalf) textureName += "half_wan";
else if (phase == Moon::Phase_WaningGibbous) textureName += "three_wan";
else if (phase == Moon::Phase_Full) textureName += "full";
textureName += ".dds";
if (mType == Moon::Type_Secunda)
setTextures(textureName, "textures/tx_mooncircle_full_s.dds");
else
setTextures(textureName, "textures/tx_mooncircle_full_m.dds");
}
void setType(const Type& type)
{
mType = type;
}
class MoonUpdater : public SceneUtil::StateSetUpdater
{
public:
MoonUpdater()
: mFade(0.f)
, mMoonColor(1,1,1,1)
{
}
virtual void setDefaults(osg::StateSet *stateset)
{
stateset->setTextureAttributeAndModes(0, mPhaseTex, osg::StateAttribute::ON);
osg::ref_ptr<osg::TexEnvCombine> texEnv = new osg::TexEnvCombine;
texEnv->setCombine_RGB(osg::TexEnvCombine::MODULATE);
texEnv->setSource0_RGB(osg::TexEnvCombine::CONSTANT);
texEnv->setSource1_RGB(osg::TexEnvCombine::TEXTURE);
texEnv->setConstantColor(osg::Vec4f(1.f, 0.f, 0.f, 1.f)); // fade * MoonRedColor
stateset->setTextureAttributeAndModes(0, texEnv, osg::StateAttribute::ON);
stateset->setTextureAttributeAndModes(1, mCircleTex, osg::StateAttribute::ON);
osg::ref_ptr<osg::TexEnvCombine> texEnv2 = new osg::TexEnvCombine;
texEnv2->setCombine_RGB(osg::TexEnvCombine::ADD);
texEnv2->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
texEnv2->setSource0_Alpha(osg::TexEnvCombine::TEXTURE);
texEnv2->setSource1_Alpha(osg::TexEnvCombine::CONSTANT);
texEnv2->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
texEnv2->setSource1_RGB(osg::TexEnvCombine::CONSTANT);
texEnv2->setConstantColor(osg::Vec4f(0.f, 0.f, 0.f, 1.f)); // atmospherecolor
stateset->setTextureAttributeAndModes(1, texEnv2, osg::StateAttribute::ON);
stateset->setAttributeAndModes(createUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
}
virtual void apply(osg::StateSet *stateset, osg::NodeVisitor*)
{
osg::TexEnvCombine* texEnv = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(0, osg::StateAttribute::TEXENV));
texEnv->setConstantColor(mMoonColor * mFade);
osg::TexEnvCombine* texEnv2 = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV));
const float backdropFadeThreshold = 0.03;
if (mFade <= backdropFadeThreshold)
{
texEnv2->setConstantColor(osg::Vec4f(mAtmosphereColor.x(), mAtmosphereColor.y(), mAtmosphereColor.z(), mFade / backdropFadeThreshold));
}
else
texEnv2->setConstantColor(mAtmosphereColor);
}
void setFade (const float fade)
{
mFade = fade;
}
void setAtmosphereColor(const osg::Vec4f& color)
{
mAtmosphereColor = color;
}
void setMoonColor(const osg::Vec4f& color)
{
mMoonColor = color;
}
void setTextures(osg::ref_ptr<osg::Texture2D> phaseTex, osg::ref_ptr<osg::Texture2D> circleTex)
{
mPhaseTex = phaseTex;
mCircleTex = circleTex;
reset();
}
private:
float mFade;
osg::Vec4f mAtmosphereColor;
osg::Vec4f mMoonColor;
osg::ref_ptr<osg::Texture2D> mPhaseTex;
osg::ref_ptr<osg::Texture2D> mCircleTex;
};
void setAtmosphereColor(const osg::Vec4f& color)
{
mUpdater->setAtmosphereColor(color);
}
void setColor(const osg::Vec4f& color)
{
mUpdater->setMoonColor(color);
}
void setFade(const float fade)
{
mUpdater->setFade(fade);
}
unsigned int getPhaseInt() const
{
if (mPhase == Moon::Phase_New) return 0;
else if (mPhase == Moon::Phase_WaxingCrescent) return 1;
else if (mPhase == Moon::Phase_WaningCrescent) return 1;
else if (mPhase == Moon::Phase_WaxingHalf) return 2;
else if (mPhase == Moon::Phase_WaningHalf) return 2;
else if (mPhase == Moon::Phase_WaxingGibbous) return 3;
else if (mPhase == Moon::Phase_WaningGibbous) return 3;
else if (mPhase == Moon::Phase_Full) return 4;
return 0;
}
private:
Type mType;
Phase mPhase;
osg::ref_ptr<MoonUpdater> mUpdater;
};
SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneManager)
: mSceneManager(sceneManager)
, mAtmosphereNightRoll(0.f)
, mCreated(false)
, mIsStorm(false)
, mDay(0)
, mMonth(0)
, mCloudAnimationTimer(0.f)
, mRainTimer(0.f)
, mStormDirection(0,-1,0)
, mClouds()
, mNextClouds()
, mCloudBlendFactor(0.0f)
, mCloudOpacity(0.0f)
, mCloudSpeed(0.0f)
, mStarsOpacity(0.0f)
, mRemainingTransitionTime(0.0f)
, mGlare(0.0f)
, mGlareFade(0.0f)
, mRainEnabled(false)
, mRainSpeed(0)
, mRainFrequency(1)
, mWindSpeed(0.f)
, mEnabled(true)
, mSunEnabled(true)
{
osg::ref_ptr<CameraRelativeTransform> skyroot (new CameraRelativeTransform);
skyroot->setNodeMask(Mask_Sky);
parentNode->addChild(skyroot);
mRootNode = skyroot;
// By default render before the world is rendered
mRootNode->getOrCreateStateSet()->setRenderBinDetails(-1, "RenderBin");
}
void SkyManager::create()
{
assert(!mCreated);
mAtmosphereDay = mSceneManager->createInstance("meshes/sky_atmosphere.nif", mRootNode);
ModVertexAlphaVisitor modAtmosphere(0);
mAtmosphereDay->accept(modAtmosphere);
mAtmosphereUpdater = new AtmosphereUpdater;
mAtmosphereDay->addUpdateCallback(mAtmosphereUpdater);
mAtmosphereNightNode = new osg::PositionAttitudeTransform;
mAtmosphereNightNode->setNodeMask(0);
mRootNode->addChild(mAtmosphereNightNode);
osg::ref_ptr<osg::Node> atmosphereNight;
if (mSceneManager->getVFS()->exists("meshes/sky_night_02.nif"))
atmosphereNight = mSceneManager->createInstance("meshes/sky_night_02.nif", mAtmosphereNightNode);
else
atmosphereNight = mSceneManager->createInstance("meshes/sky_night_01.nif", mAtmosphereNightNode);
atmosphereNight->getOrCreateStateSet()->setAttributeAndModes(createAlphaTrackingUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
ModVertexAlphaVisitor modStars(2);
atmosphereNight->accept(modStars);
mAtmosphereNightUpdater = new AtmosphereNightUpdater(mSceneManager->getTextureManager());
atmosphereNight->addUpdateCallback(mAtmosphereNightUpdater);
mSun.reset(new Sun(mRootNode, mSceneManager));
const MWWorld::Fallback* fallback=MWBase::Environment::get().getWorld()->getFallback();
mMasser.reset(new Moon(mRootNode, mSceneManager, fallback->getFallbackFloat("Moons_Masser_Size")/125, Moon::Type_Masser));
mSecunda.reset(new Moon(mRootNode, mSceneManager, fallback->getFallbackFloat("Moons_Secunda_Size")/125, Moon::Type_Secunda));
mCloudNode = new osg::PositionAttitudeTransform;
mRootNode->addChild(mCloudNode);
mCloudMesh = mSceneManager->createInstance("meshes/sky_clouds_01.nif", mCloudNode);
ModVertexAlphaVisitor modClouds(1);
mCloudMesh->accept(modClouds);
mCloudUpdater = new CloudUpdater;
mCloudMesh->addUpdateCallback(mCloudUpdater);
mCloudMesh2 = mSceneManager->createInstance("meshes/sky_clouds_01.nif", mCloudNode);
mCloudMesh2->accept(modClouds);
mCloudUpdater2 = new CloudUpdater;
mCloudMesh2->addUpdateCallback(mCloudUpdater2);
osg::ref_ptr<osg::Depth> depth = new osg::Depth;
depth->setWriteMask(false);
mRootNode->getOrCreateStateSet()->setAttributeAndModes(depth, osg::StateAttribute::ON);
mRootNode->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
mRootNode->getOrCreateStateSet()->setMode(GL_FOG, osg::StateAttribute::OFF);
mMoonScriptColor = fallback->getFallbackColour("Moons_Script_Color");
mCreated = true;
}
class RainShooter : public osgParticle::Shooter
{
public:
RainShooter()
: mAngle(0.f)
{
}
virtual void shoot(osgParticle::Particle* particle) const
{
particle->setVelocity(mVelocity);
particle->setAngle(osg::Vec3f(-mAngle, 0, (Misc::Rng::rollProbability() * 2 - 1) * osg::PI));
}
void setVelocity(const osg::Vec3f& velocity)
{
mVelocity = velocity;
}
void setAngle(float angle)
{
mAngle = angle;
}
virtual osg::Object* cloneType() const
{
return new RainShooter;
}
virtual osg::Object* clone(const osg::CopyOp &) const
{
return new RainShooter(*this);
}
private:
osg::Vec3f mVelocity;
float mAngle;
};
// Updater for alpha value on a node's StateSet. Assumes the node has an existing Material StateAttribute.
class AlphaFader : public SceneUtil::StateSetUpdater
{
public:
AlphaFader()
: mAlpha(1.f)
{
}
void setAlpha(float alpha)
{
mAlpha = alpha;
}
virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* nv)
{
osg::Material* mat = static_cast<osg::Material*>(stateset->getAttribute(osg::StateAttribute::MATERIAL));
mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,mAlpha));
}
// Helper for adding AlphaFader to a subgraph
class SetupVisitor : public osg::NodeVisitor
{
public:
SetupVisitor()
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
{
mAlphaFader = new AlphaFader;
}
virtual void apply(osg::Node &node)
{
if (osg::StateSet* stateset = node.getStateSet())
{
if (stateset->getAttribute(osg::StateAttribute::MATERIAL))
{
SceneUtil::CompositeStateSetUpdater* composite = nullptr;
#if OSG_MIN_VERSION_REQUIRED(3,3,3)
osg::Callback* callback = node.getUpdateCallback();
#else
osg::NodeCallback* callback = node.getUpdateCallback();
#endif
while (callback)
{
if ((composite = dynamic_cast<SceneUtil::CompositeStateSetUpdater*>(callback)))
break;
callback = callback->getNestedCallback();
}
if (composite)
composite->addController(mAlphaFader);
else
node.addUpdateCallback(mAlphaFader);
}
}
traverse(node);
}
osg::ref_ptr<AlphaFader> getAlphaFader()
{
return mAlphaFader;
}
private:
osg::ref_ptr<AlphaFader> mAlphaFader;
};
private:
float mAlpha;
};
class RainFader : public AlphaFader
{
public:
virtual void setDefaults(osg::StateSet* stateset)
{
osg::ref_ptr<osg::Material> mat (new osg::Material);
mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,1));
mat->setColorMode(osg::Material::OFF);
stateset->setAttributeAndModes(mat, osg::StateAttribute::ON);
}
};
void SkyManager::createRain()
{
if (mRainNode)
return;
mRainNode = new osg::Group;
mRainParticleSystem = new osgParticle::ParticleSystem;
mRainParticleSystem->setParticleAlignment(osgParticle::ParticleSystem::FIXED);
mRainParticleSystem->setAlignVectorX(osg::Vec3f(0.1,0,0));
mRainParticleSystem->setAlignVectorY(osg::Vec3f(0,0,-1));
osg::ref_ptr<osg::StateSet> stateset (mRainParticleSystem->getOrCreateStateSet());
stateset->setTextureAttributeAndModes(0, mSceneManager->getTextureManager()->getTexture2D("textures/tx_raindrop_01.dds",
osg::Texture::CLAMP, osg::Texture::CLAMP), osg::StateAttribute::ON);
stateset->setNestRenderBins(false);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
osgParticle::Particle& particleTemplate = mRainParticleSystem->getDefaultParticleTemplate();
particleTemplate.setSizeRange(osgParticle::rangef(5.f, 15.f));
particleTemplate.setAlphaRange(osgParticle::rangef(1.f, 1.f));
particleTemplate.setLifeTime(1);
osg::ref_ptr<osgParticle::ModularEmitter> emitter (new osgParticle::ModularEmitter);
emitter->setParticleSystem(mRainParticleSystem);
osg::ref_ptr<osgParticle::BoxPlacer> placer (new osgParticle::BoxPlacer);
placer->setXRange(-300, 300); // Rain_Diameter
placer->setYRange(-300, 300);
placer->setZRange(300, 300);
emitter->setPlacer(placer);
osg::ref_ptr<osgParticle::ConstantRateCounter> counter (new osgParticle::ConstantRateCounter);
counter->setNumberOfParticlesPerSecondToCreate(600.0);
emitter->setCounter(counter);
osg::ref_ptr<RainShooter> shooter (new RainShooter);
mRainShooter = shooter;
emitter->setShooter(shooter);
osg::ref_ptr<osgParticle::ParticleSystemUpdater> updater (new osgParticle::ParticleSystemUpdater);
updater->addParticleSystem(mRainParticleSystem);
osg::ref_ptr<osg::Geode> geode (new osg::Geode);
geode->addDrawable(mRainParticleSystem);
mRainNode->addChild(emitter);
mRainNode->addChild(geode);
mRainNode->addChild(updater);
mRainFader = new RainFader;
mRainNode->addUpdateCallback(mRainFader);
mRootNode->addChild(mRainNode);
}
void SkyManager::destroyRain()
{
if (!mRainNode)
return;
mRootNode->removeChild(mRainNode);
mRainNode = nullptr;
mRainParticleSystem = nullptr;
mRainShooter = nullptr;
mRainFader = nullptr;
}
SkyManager::~SkyManager()
{
if (mRootNode)
{
mRootNode->getParent(0)->removeChild(mRootNode);
mRootNode = nullptr;
}
}
int SkyManager::getMasserPhase() const
{
if (!mCreated) return 0;
return mMasser->getPhaseInt();
}
int SkyManager::getSecundaPhase() const
{
if (!mCreated) return 0;
return mSecunda->getPhaseInt();
}
void SkyManager::update(float duration)
{
if (!mEnabled) return;
if (mIsStorm)
{
osg::Quat quat;
quat.makeRotate(osg::Vec3f(0,1,0), mStormDirection);
if (mParticleNode)
mParticleNode->setAttitude(quat);
mCloudNode->setAttitude(quat);
}
else
mCloudNode->setAttitude(osg::Quat());
// UV Scroll the clouds
mCloudAnimationTimer += duration * mCloudSpeed * 0.003;
mCloudUpdater->setAnimationTimer(mCloudAnimationTimer);
mCloudUpdater2->setAnimationTimer(mCloudAnimationTimer);
/// \todo improve this
mMasser->setPhase( static_cast<Moon::Phase>( (int) ((mDay % 32)/4.f)) );
mSecunda->setPhase ( static_cast<Moon::Phase>( (int) ((mDay % 32)/4.f)) );
if (mSunEnabled)
{
// take 1/10 sec for fading the glare effect from invisible to full
if (mGlareFade > mGlare)
{
mGlareFade -= duration*10;
if (mGlareFade < mGlare) mGlareFade = mGlare;
}
else if (mGlareFade < mGlare)
{
mGlareFade += duration*10;
if (mGlareFade > mGlare) mGlareFade = mGlare;
}
// increase the strength of the sun glare effect depending
// on how directly the player is looking at the sun
/*
Vector3 sun = mSunGlare->getPosition();
Vector3 cam = mCamera->getRealDirection();
const Degree angle = sun.angleBetween( cam );
float val = 1- (angle.valueDegrees() / 180.f);
val = (val*val*val*val)*6;
mSunGlare->setSize(val * mGlareFade);
*/
}
// rotate the stars by 360 degrees every 4 days
mAtmosphereNightRoll += MWBase::Environment::get().getWorld()->getTimeScaleFactor()*duration*osg::DegreesToRadians(360.f) / (3600*96.f);
if (mAtmosphereNightNode->getNodeMask() != 0)
mAtmosphereNightNode->setAttitude(osg::Quat(mAtmosphereNightRoll, osg::Vec3f(0,0,1)));
}
void SkyManager::setEnabled(bool enabled)
{
if (enabled && !mCreated)
create();
mRootNode->setNodeMask(enabled ? Mask_Sky : 0);
mEnabled = enabled;
}
void SkyManager::setMoonColour (bool red)
{
if (!mCreated) return;
mSecunda->setColor(red ? mMoonScriptColor : osg::Vec4f(1,1,1,1));
}
void SkyManager::updateRainParameters()
{
if (mRainShooter)
{
float windFactor = mWindSpeed/3.f;
float angle = windFactor * osg::PI/4;
mRainShooter->setVelocity(osg::Vec3f(0, mRainSpeed * windFactor, -mRainSpeed));
mRainShooter->setAngle(angle);
}
}
void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
{
if (!mCreated) return;
if (mRainEffect != weather.mRainEffect)
{
mRainEffect = weather.mRainEffect;
if (!mRainEffect.empty())
{
createRain();
}
else
{
destroyRain();
}
}
mRainFrequency = weather.mRainFrequency;
mRainSpeed = weather.mRainSpeed;
mWindSpeed = weather.mWindSpeed;
updateRainParameters();
mIsStorm = weather.mIsStorm;
if (mCurrentParticleEffect != weather.mParticleEffect)
{
mCurrentParticleEffect = weather.mParticleEffect;
if (mCurrentParticleEffect.empty())
{
if (mParticleNode)
{
mRootNode->removeChild(mParticleNode);
mParticleNode = nullptr;
}
mParticleEffect = nullptr;
mParticleFader = nullptr;
}
else
{
if (!mParticleNode)
{
mParticleNode = new osg::PositionAttitudeTransform;
mRootNode->addChild(mParticleNode);
}
mParticleEffect = mSceneManager->createInstance(mCurrentParticleEffect, mParticleNode);
SceneUtil::AssignControllerSourcesVisitor assignVisitor(std::shared_ptr<SceneUtil::ControllerSource>(new SceneUtil::FrameTimeSource));
mParticleEffect->accept(assignVisitor);
AlphaFader::SetupVisitor alphaFaderSetupVisitor;
mParticleEffect->accept(alphaFaderSetupVisitor);
mParticleFader = alphaFaderSetupVisitor.getAlphaFader();
}
}
if (mClouds != weather.mCloudTexture)
{
mClouds = weather.mCloudTexture;
std::string texture = Misc::ResourceHelpers::correctTexturePath(mClouds, mSceneManager->getVFS());
mCloudUpdater->setTexture(mSceneManager->getTextureManager()->getTexture2D(texture,
osg::Texture::REPEAT, osg::Texture::REPEAT));
}
if (mNextClouds != weather.mNextCloudTexture)
{
mNextClouds = weather.mNextCloudTexture;
std::string texture = Misc::ResourceHelpers::correctTexturePath(mNextClouds, mSceneManager->getVFS());
if (!texture.empty())
mCloudUpdater2->setTexture(mSceneManager->getTextureManager()->getTexture2D(texture,
osg::Texture::REPEAT, osg::Texture::REPEAT));
}
if (mCloudBlendFactor != weather.mCloudBlendFactor
|| mCloudOpacity != weather.mCloudOpacity)
{
mCloudBlendFactor = weather.mCloudBlendFactor;
mCloudOpacity = weather.mCloudOpacity;
mCloudUpdater->setOpacity(mCloudOpacity * (1.f-mCloudBlendFactor));
mCloudUpdater2->setOpacity(mCloudOpacity * mCloudBlendFactor);
mCloudMesh2->setNodeMask(mCloudBlendFactor > 0.f ? ~0 : 0);
}
if (mCloudColour != weather.mSunColor)
{
// FIXME: this doesn't look correct
osg::Vec4f clr( weather.mSunColor.r()*0.7f + weather.mAmbientColor.r()*0.7f,
weather.mSunColor.g()*0.7f + weather.mAmbientColor.g()*0.7f,
weather.mSunColor.b()*0.7f + weather.mAmbientColor.b()*0.7f, 1.f);
mCloudUpdater->setEmissionColor(clr);
mCloudUpdater2->setEmissionColor(clr);
mCloudColour = weather.mSunColor;
}
if (mSkyColour != weather.mSkyColor)
{
mSkyColour = weather.mSkyColor;
mAtmosphereUpdater->setEmissionColor(mSkyColour);
mMasser->setAtmosphereColor(mSkyColour);
mSecunda->setAtmosphereColor(mSkyColour);
}
if (mFogColour != weather.mFogColor)
{
mFogColour = weather.mFogColor;
}
mCloudSpeed = weather.mCloudSpeed;
if (weather.mNight && mStarsOpacity != weather.mNightFade)
{
mStarsOpacity = weather.mNightFade;
mAtmosphereNightUpdater->setFade(mStarsOpacity);
}
mAtmosphereNightNode->setNodeMask(weather.mNight ? ~0 : 0);
/*
float strength;
float timeofday_angle = std::abs(mSunGlare->getPosition().z/mSunGlare->getPosition().length());
if (timeofday_angle <= 0.44)
strength = timeofday_angle/0.44f;
else
strength = 1.f;
mSunGlare->setVisibility(weather.mGlareView * mGlareFade * strength);
mSun->setVisibility(weather.mGlareView * strength);
*/
if (mRainFader)
mRainFader->setAlpha(weather.mEffectFade * 0.6); // * Rain_Threshold?
if (mParticleFader)
mParticleFader->setAlpha(weather.mEffectFade);
}
void SkyManager::setGlare(const float glare)
{
mGlare = glare;
}
void SkyManager::sunEnable()
{
if (!mCreated) return;
mSun->setVisible(true);
}
void SkyManager::sunDisable()
{
if (!mCreated) return;
mSun->setVisible(false);
}
void SkyManager::setStormDirection(const osg::Vec3f &direction)
{
mStormDirection = direction;
}
void SkyManager::setSunDirection(const osg::Vec3f& direction)
{
if (!mCreated) return;
mSun->setDirection(direction);
//mSunGlare->setPosition(direction);
}
void SkyManager::setMasserDirection(const osg::Vec3f& direction)
{
if (!mCreated) return;
mMasser->setDirection(direction);
}
void SkyManager::setSecundaDirection(const osg::Vec3f& direction)
{
if (!mCreated) return;
mSecunda->setDirection(direction);
}
void SkyManager::masserEnable()
{
if (!mCreated) return;
mMasser->setVisible(true);
}
void SkyManager::secundaEnable()
{
if (!mCreated) return;
mSecunda->setVisible(true);
}
void SkyManager::masserDisable()
{
if (!mCreated) return;
mMasser->setVisible(false);
}
void SkyManager::secundaDisable()
{
if (!mCreated) return;
mSecunda->setVisible(false);
}
void SkyManager::setLightningStrength(const float factor)
{
if (!mCreated) return;
/*
if (factor > 0.f)
{
mLightning->setDiffuseColour (ColourValue(2*factor, 2*factor, 2*factor));
mLightning->setVisible(true);
}
else
mLightning->setVisible(false);
*/
}
void SkyManager::setMasserFade(const float fade)
{
if (!mCreated) return;
mMasser->setFade(fade);
}
void SkyManager::setSecundaFade(const float fade)
{
if (!mCreated) return;
mSecunda->setFade(fade);
}
void SkyManager::setDate(int day, int month)
{
mDay = day;
mMonth = month;
}
void SkyManager::setGlareEnabled (bool enabled)
{
if (!mCreated || !mEnabled)
return;
//mSunGlare->setVisible (mSunEnabled && enabled);
}
}