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

1347 lines
46 KiB
C++

#include "renderingmanager.hpp"
#include <stdexcept>
#include <limits>
#include <cstdlib>
#include <osg/Light>
#include <osg/LightModel>
#include <osg/Fog>
#include <osg/Material>
#include <osg/PolygonMode>
#include <osg/Group>
#include <osg/UserDataContainer>
#include <osg/ComputeBoundsVisitor>
#include <osg/ShapeDrawable>
#include <osg/TextureCubeMap>
#include <osgUtil/LineSegmentIntersector>
#include <osgUtil/IncrementalCompileOperation>
#include <osg/ImageUtils>
#include <osgViewer/Viewer>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/imagemanager.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/resource/keyframemanager.hpp>
#include <components/shader/shadermanager.hpp>
#include <components/settings/settings.hpp>
#include <components/sceneutil/util.hpp>
#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/statesetupdater.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/sceneutil/workqueue.hpp>
#include <components/sceneutil/unrefqueue.hpp>
#include <components/sceneutil/writescene.hpp>
#include <components/terrain/terraingrid.hpp>
#include <components/terrain/quadtreeworld.hpp>
#include <components/esm/loadcell.hpp>
#include <components/fallback/fallback.hpp>
#include <boost/algorithm/string.hpp>
#include "../mwworld/cellstore.hpp"
#include "../mwgui/loadingscreen.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
#include "sky.hpp"
#include "effectmanager.hpp"
#include "npcanimation.hpp"
#include "vismask.hpp"
#include "pathgrid.hpp"
#include "camera.hpp"
#include "water.hpp"
#include "terrainstorage.hpp"
#include "util.hpp"
namespace
{
float DLLandFogStart;
float DLLandFogEnd;
float DLUnderwaterFogStart;
float DLUnderwaterFogEnd;
float DLInteriorFogStart;
float DLInteriorFogEnd;
}
namespace MWRender
{
class StateUpdater : public SceneUtil::StateSetUpdater
{
public:
StateUpdater()
: mFogStart(0.f)
, mFogEnd(0.f)
, mWireframe(false)
{
}
virtual void setDefaults(osg::StateSet *stateset)
{
osg::LightModel* lightModel = new osg::LightModel;
stateset->setAttribute(lightModel, osg::StateAttribute::ON);
osg::Fog* fog = new osg::Fog;
fog->setMode(osg::Fog::LINEAR);
stateset->setAttributeAndModes(fog, osg::StateAttribute::ON);
if (mWireframe)
{
osg::PolygonMode* polygonmode = new osg::PolygonMode;
polygonmode->setMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE);
stateset->setAttributeAndModes(polygonmode, osg::StateAttribute::ON);
}
else
stateset->removeAttribute(osg::StateAttribute::POLYGONMODE);
}
virtual void apply(osg::StateSet* stateset, osg::NodeVisitor*)
{
osg::LightModel* lightModel = static_cast<osg::LightModel*>(stateset->getAttribute(osg::StateAttribute::LIGHTMODEL));
lightModel->setAmbientIntensity(mAmbientColor);
osg::Fog* fog = static_cast<osg::Fog*>(stateset->getAttribute(osg::StateAttribute::FOG));
fog->setColor(mFogColor);
fog->setStart(mFogStart);
fog->setEnd(mFogEnd);
}
void setAmbientColor(const osg::Vec4f& col)
{
mAmbientColor = col;
}
void setFogColor(const osg::Vec4f& col)
{
mFogColor = col;
}
void setFogStart(float start)
{
mFogStart = start;
}
void setFogEnd(float end)
{
mFogEnd = end;
}
void setWireframe(bool wireframe)
{
if (mWireframe != wireframe)
{
mWireframe = wireframe;
reset();
}
}
bool getWireframe() const
{
return mWireframe;
}
private:
osg::Vec4f mAmbientColor;
osg::Vec4f mFogColor;
float mFogStart;
float mFogEnd;
bool mWireframe;
};
class PreloadCommonAssetsWorkItem : public SceneUtil::WorkItem
{
public:
PreloadCommonAssetsWorkItem(Resource::ResourceSystem* resourceSystem)
: mResourceSystem(resourceSystem)
{
}
virtual void doWork()
{
try
{
for (std::vector<std::string>::const_iterator it = mModels.begin(); it != mModels.end(); ++it)
mResourceSystem->getSceneManager()->cacheInstance(*it);
for (std::vector<std::string>::const_iterator it = mTextures.begin(); it != mTextures.end(); ++it)
mResourceSystem->getImageManager()->getImage(*it);
for (std::vector<std::string>::const_iterator it = mKeyframes.begin(); it != mKeyframes.end(); ++it)
mResourceSystem->getKeyframeManager()->get(*it);
}
catch (std::exception&)
{
// ignore error (will be shown when these are needed proper)
}
}
std::vector<std::string> mModels;
std::vector<std::string> mTextures;
std::vector<std::string> mKeyframes;
private:
Resource::ResourceSystem* mResourceSystem;
};
RenderingManager::RenderingManager(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode, Resource::ResourceSystem* resourceSystem, SceneUtil::WorkQueue* workQueue,
const Fallback::Map* fallback, const std::string& resourcePath)
: mViewer(viewer)
, mRootNode(rootNode)
, mResourceSystem(resourceSystem)
, mWorkQueue(workQueue)
, mUnrefQueue(new SceneUtil::UnrefQueue)
, mLandFogStart(0.f)
, mLandFogEnd(std::numeric_limits<float>::max())
, mUnderwaterFogStart(0.f)
, mUnderwaterFogEnd(std::numeric_limits<float>::max())
, mUnderwaterColor(fallback->getFallbackColour("Water_UnderwaterColor"))
, mUnderwaterWeight(fallback->getFallbackFloat("Water_UnderwaterColorWeight"))
, mUnderwaterIndoorFog(fallback->getFallbackFloat("Water_UnderwaterIndoorFog"))
, mNightEyeFactor(0.f)
, mDistantFog(false)
, mDistantTerrain(false)
, mFieldOfViewOverridden(false)
, mFieldOfViewOverride(0.f)
, mBorders(false)
{
resourceSystem->getSceneManager()->setParticleSystemMask(MWRender::Mask_ParticleSystem);
resourceSystem->getSceneManager()->setShaderPath(resourcePath + "/shaders");
resourceSystem->getSceneManager()->setForceShaders(Settings::Manager::getBool("force shaders", "Shaders"));
resourceSystem->getSceneManager()->setClampLighting(Settings::Manager::getBool("clamp lighting", "Shaders"));
resourceSystem->getSceneManager()->setForcePerPixelLighting(Settings::Manager::getBool("force per pixel lighting", "Shaders"));
resourceSystem->getSceneManager()->setAutoUseNormalMaps(Settings::Manager::getBool("auto use object normal maps", "Shaders"));
resourceSystem->getSceneManager()->setNormalMapPattern(Settings::Manager::getString("normal map pattern", "Shaders"));
resourceSystem->getSceneManager()->setNormalHeightMapPattern(Settings::Manager::getString("normal height map pattern", "Shaders"));
resourceSystem->getSceneManager()->setAutoUseSpecularMaps(Settings::Manager::getBool("auto use object specular maps", "Shaders"));
resourceSystem->getSceneManager()->setSpecularMapPattern(Settings::Manager::getString("specular map pattern", "Shaders"));
osg::ref_ptr<SceneUtil::LightManager> sceneRoot = new SceneUtil::LightManager;
sceneRoot->setLightingMask(Mask_Lighting);
mSceneRoot = sceneRoot;
sceneRoot->setStartLight(1);
mRootNode->addChild(mSceneRoot);
mPathgrid.reset(new Pathgrid(mRootNode));
mObjects.reset(new Objects(mResourceSystem, sceneRoot, mUnrefQueue.get()));
if (getenv("OPENMW_DONT_PRECOMPILE") == NULL)
{
mViewer->setIncrementalCompileOperation(new osgUtil::IncrementalCompileOperation);
mViewer->getIncrementalCompileOperation()->setTargetFrameRate(Settings::Manager::getFloat("target framerate", "Cells"));
}
mResourceSystem->getSceneManager()->setIncrementalCompileOperation(mViewer->getIncrementalCompileOperation());
mEffectManager.reset(new EffectManager(sceneRoot, mResourceSystem));
mWater.reset(new Water(mRootNode, sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), fallback, resourcePath));
DLLandFogStart = Settings::Manager::getFloat("distant land fog start", "Fog");
DLLandFogEnd = Settings::Manager::getFloat("distant land fog end", "Fog");
DLUnderwaterFogStart = Settings::Manager::getFloat("distant underwater fog start", "Fog");
DLUnderwaterFogEnd = Settings::Manager::getFloat("distant underwater fog end", "Fog");
DLInteriorFogStart = Settings::Manager::getFloat("distant interior fog start", "Fog");
DLInteriorFogEnd = Settings::Manager::getFloat("distant interior fog end", "Fog");
mDistantFog = Settings::Manager::getBool("use distant fog", "Fog");
mDistantTerrain = Settings::Manager::getBool("distant terrain", "Terrain");
mTerrainStorage = new TerrainStorage(mResourceSystem, Settings::Manager::getString("normal map pattern", "Shaders"), Settings::Manager::getString("normal height map pattern", "Shaders"),
Settings::Manager::getBool("auto use terrain normal maps", "Shaders"), Settings::Manager::getString("terrain specular map pattern", "Shaders"),
Settings::Manager::getBool("auto use terrain specular maps", "Shaders"));
if (mDistantTerrain)
mTerrain.reset(new Terrain::QuadTreeWorld(sceneRoot, mRootNode, mResourceSystem, mTerrainStorage, Mask_Terrain, Mask_PreCompile, Mask_Debug));
else
mTerrain.reset(new Terrain::TerrainGrid(sceneRoot, mRootNode, mResourceSystem, mTerrainStorage, Mask_Terrain, Mask_PreCompile, Mask_Debug));
mTerrain->setDefaultViewer(mViewer->getCamera());
mTerrain->setTargetFrameRate(Settings::Manager::getFloat("target framerate", "Cells"));
mCamera.reset(new Camera(mViewer->getCamera()));
mViewer->setLightingMode(osgViewer::View::NO_LIGHT);
osg::ref_ptr<osg::LightSource> source = new osg::LightSource;
source->setNodeMask(Mask_Lighting);
mSunLight = new osg::Light;
source->setLight(mSunLight);
mSunLight->setDiffuse(osg::Vec4f(0,0,0,1));
mSunLight->setAmbient(osg::Vec4f(0,0,0,1));
mSunLight->setSpecular(osg::Vec4f(0,0,0,0));
mSunLight->setConstantAttenuation(1.f);
sceneRoot->addChild(source);
sceneRoot->getOrCreateStateSet()->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
sceneRoot->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::ON);
sceneRoot->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
osg::ref_ptr<osg::Material> defaultMat (new osg::Material);
defaultMat->setColorMode(osg::Material::OFF);
defaultMat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
defaultMat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
defaultMat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
sceneRoot->getOrCreateStateSet()->setAttribute(defaultMat);
sceneRoot->setNodeMask(Mask_Scene);
sceneRoot->setName("Scene Root");
mSky.reset(new SkyManager(sceneRoot, resourceSystem->getSceneManager()));
mSky->setCamera(mViewer->getCamera());
mSky->setRainIntensityUniform(mWater->getRainIntensityUniform());
source->setStateSetModes(*mRootNode->getOrCreateStateSet(), osg::StateAttribute::ON);
mStateUpdater = new StateUpdater;
sceneRoot->addUpdateCallback(mStateUpdater);
osg::Camera::CullingMode cullingMode = osg::Camera::DEFAULT_CULLING|osg::Camera::FAR_PLANE_CULLING;
if (!Settings::Manager::getBool("small feature culling", "Camera"))
cullingMode &= ~(osg::CullStack::SMALL_FEATURE_CULLING);
else
{
mViewer->getCamera()->setSmallFeatureCullingPixelSize(Settings::Manager::getFloat("small feature culling pixel size", "Camera"));
cullingMode |= osg::CullStack::SMALL_FEATURE_CULLING;
}
mViewer->getCamera()->setCullingMode( cullingMode );
mViewer->getCamera()->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
mViewer->getCamera()->setCullingMode(cullingMode);
mViewer->getCamera()->setCullMask(~(Mask_UpdateVisitor|Mask_SimpleWater));
mNearClip = Settings::Manager::getFloat("near clip", "Camera");
mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
mFieldOfView = Settings::Manager::getFloat("field of view", "Camera");
mFirstPersonFieldOfView = Settings::Manager::getFloat("first person field of view", "Camera");
mStateUpdater->setFogEnd(mViewDistance);
mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("near", mNearClip));
mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("far", mViewDistance));
mUniformNear = mRootNode->getOrCreateStateSet()->getUniform("near");
mUniformFar = mRootNode->getOrCreateStateSet()->getUniform("far");
updateProjectionMatrix();
}
RenderingManager::~RenderingManager()
{
// let background loading thread finish before we delete anything else
mWorkQueue = NULL;
}
MWRender::Objects& RenderingManager::getObjects()
{
return *mObjects.get();
}
Resource::ResourceSystem* RenderingManager::getResourceSystem()
{
return mResourceSystem;
}
SceneUtil::WorkQueue* RenderingManager::getWorkQueue()
{
return mWorkQueue.get();
}
SceneUtil::UnrefQueue* RenderingManager::getUnrefQueue()
{
return mUnrefQueue.get();
}
Terrain::World* RenderingManager::getTerrain()
{
return mTerrain.get();
}
void RenderingManager::preloadCommonAssets()
{
osg::ref_ptr<PreloadCommonAssetsWorkItem> workItem (new PreloadCommonAssetsWorkItem(mResourceSystem));
mSky->listAssetsToPreload(workItem->mModels, workItem->mTextures);
mWater->listAssetsToPreload(workItem->mTextures);
const char* basemodels[] = {"xbase_anim", "xbase_anim.1st", "xbase_anim_female", "xbase_animkna"};
for (size_t i=0; i<sizeof(basemodels)/sizeof(basemodels[0]); ++i)
{
workItem->mModels.push_back(std::string("meshes/") + basemodels[i] + ".nif");
workItem->mKeyframes.push_back(std::string("meshes/") + basemodels[i] + ".kf");
}
workItem->mTextures.push_back("textures/_land_default.dds");
mWorkQueue->addWorkItem(workItem);
}
double RenderingManager::getReferenceTime() const
{
return mViewer->getFrameStamp()->getReferenceTime();
}
osg::Group* RenderingManager::getLightRoot()
{
return mSceneRoot.get();
}
void RenderingManager::setNightEyeFactor(float factor)
{
if (factor != mNightEyeFactor)
{
mNightEyeFactor = factor;
updateAmbient();
}
}
void RenderingManager::setAmbientColour(const osg::Vec4f &colour)
{
mAmbientColor = colour;
updateAmbient();
}
void RenderingManager::skySetDate(int day, int month)
{
mSky->setDate(day, month);
}
int RenderingManager::skyGetMasserPhase() const
{
return mSky->getMasserPhase();
}
int RenderingManager::skyGetSecundaPhase() const
{
return mSky->getSecundaPhase();
}
void RenderingManager::skySetMoonColour(bool red)
{
mSky->setMoonColour(red);
}
void RenderingManager::configureAmbient(const ESM::Cell *cell)
{
setAmbientColour(SceneUtil::colourFromRGB(cell->mAmbi.mAmbient));
osg::Vec4f diffuse = SceneUtil::colourFromRGB(cell->mAmbi.mSunlight);
mSunLight->setDiffuse(diffuse);
mSunLight->setSpecular(diffuse);
mSunLight->setDirection(osg::Vec3f(1.f,-1.f,-1.f));
}
void RenderingManager::setSunColour(const osg::Vec4f& diffuse, const osg::Vec4f& specular)
{
// need to wrap this in a StateUpdater?
mSunLight->setDiffuse(diffuse);
mSunLight->setSpecular(specular);
}
void RenderingManager::setSunDirection(const osg::Vec3f &direction)
{
osg::Vec3 position = direction * -1;
// need to wrap this in a StateUpdater?
mSunLight->setPosition(osg::Vec4(position.x(), position.y(), position.z(), 0));
mSky->setSunDirection(position);
}
void RenderingManager::addCell(const MWWorld::CellStore *store)
{
mPathgrid->addCell(store);
mWater->changeCell(store);
if (store->getCell()->isExterior())
mTerrain->loadCell(store->getCell()->getGridX(), store->getCell()->getGridY());
}
void RenderingManager::removeCell(const MWWorld::CellStore *store)
{
mPathgrid->removeCell(store);
mObjects->removeCell(store);
if (store->getCell()->isExterior())
mTerrain->unloadCell(store->getCell()->getGridX(), store->getCell()->getGridY());
mWater->removeCell(store);
}
void RenderingManager::enableTerrain(bool enable)
{
mTerrain->enable(enable);
}
void RenderingManager::setSkyEnabled(bool enabled)
{
mSky->setEnabled(enabled);
}
bool RenderingManager::toggleBorders()
{
mBorders = !mBorders;
mTerrain->setBordersVisible(mBorders);
return mBorders;
}
bool RenderingManager::toggleRenderMode(RenderMode mode)
{
if (mode == Render_CollisionDebug || mode == Render_Pathgrid)
return mPathgrid->toggleRenderMode(mode);
else if (mode == Render_Wireframe)
{
bool wireframe = !mStateUpdater->getWireframe();
mStateUpdater->setWireframe(wireframe);
return wireframe;
}
else if (mode == Render_Water)
{
return mWater->toggle();
}
else if (mode == Render_Scene)
{
int mask = mViewer->getCamera()->getCullMask();
bool enabled = mask&Mask_Scene;
enabled = !enabled;
if (enabled)
mask |= Mask_Scene;
else
mask &= ~Mask_Scene;
mViewer->getCamera()->setCullMask(mask);
return enabled;
}
return false;
}
void RenderingManager::configureFog(const ESM::Cell *cell)
{
osg::Vec4f color = SceneUtil::colourFromRGB(cell->mAmbi.mFog);
if(mDistantFog)
{
float density = std::max(0.2f, cell->mAmbi.mFogDensity);
mLandFogStart = (DLInteriorFogEnd*(1.0f-density) + DLInteriorFogStart*density);
mLandFogEnd = DLInteriorFogEnd;
mUnderwaterFogStart = DLUnderwaterFogStart;
mUnderwaterFogEnd = DLUnderwaterFogEnd;
mFogColor = color;
}
else
configureFog(cell->mAmbi.mFogDensity, mUnderwaterIndoorFog, 1.0f, 0.0f, color);
}
void RenderingManager::configureFog(float fogDepth, float underwaterFog, float dlFactor, float dlOffset, const osg::Vec4f &color)
{
if(mDistantFog)
{
mLandFogStart = dlFactor * (DLLandFogStart - dlOffset*DLLandFogEnd);
mLandFogEnd = dlFactor * (1.0f-dlOffset) * DLLandFogEnd;
mUnderwaterFogStart = DLUnderwaterFogStart;
mUnderwaterFogEnd = DLUnderwaterFogEnd;
}
else
{
if(fogDepth == 0.0)
{
mLandFogStart = 0.0f;
mLandFogEnd = std::numeric_limits<float>::max();
}
else
{
mLandFogStart = mViewDistance * (1 - fogDepth);
mLandFogEnd = mViewDistance;
}
mUnderwaterFogStart = std::min(mViewDistance, 6666.f) * (1 - underwaterFog);
mUnderwaterFogEnd = std::min(mViewDistance, 6666.f);
}
mFogColor = color;
}
SkyManager* RenderingManager::getSkyManager()
{
return mSky.get();
}
void RenderingManager::update(float dt, bool paused)
{
reportStats();
mUnrefQueue->flush(mWorkQueue.get());
if (!paused)
{
mEffectManager->update(dt);
mSky->update(dt);
mWater->update(dt);
}
mCamera->update(dt, paused);
osg::Vec3f focal, cameraPos;
mCamera->getPosition(focal, cameraPos);
mCurrentCameraPos = cameraPos;
if (mWater->isUnderwater(cameraPos))
{
setFogColor(mUnderwaterColor * mUnderwaterWeight + mFogColor * (1.f-mUnderwaterWeight));
mStateUpdater->setFogStart(mUnderwaterFogStart);
mStateUpdater->setFogEnd(mUnderwaterFogEnd);
}
else
{
setFogColor(mFogColor);
mStateUpdater->setFogStart(mLandFogStart);
mStateUpdater->setFogEnd(mLandFogEnd);
}
}
void RenderingManager::updatePlayerPtr(const MWWorld::Ptr &ptr)
{
if(mPlayerAnimation.get())
{
setupPlayer(ptr);
mPlayerAnimation->updatePtr(ptr);
}
mCamera->attachTo(ptr);
}
void RenderingManager::removePlayer(const MWWorld::Ptr &player)
{
mWater->removeEmitter(player);
}
void RenderingManager::rotateObject(const MWWorld::Ptr &ptr, const osg::Quat& rot)
{
if(ptr == mCamera->getTrackingPtr() &&
!mCamera->isVanityOrPreviewModeEnabled())
{
mCamera->rotateCamera(-ptr.getRefData().getPosition().rot[0], -ptr.getRefData().getPosition().rot[2], false);
}
ptr.getRefData().getBaseNode()->setAttitude(rot);
}
void RenderingManager::moveObject(const MWWorld::Ptr &ptr, const osg::Vec3f &pos)
{
ptr.getRefData().getBaseNode()->setPosition(pos);
}
void RenderingManager::scaleObject(const MWWorld::Ptr &ptr, const osg::Vec3f &scale)
{
ptr.getRefData().getBaseNode()->setScale(scale);
if (ptr == mCamera->getTrackingPtr()) // update height of camera
mCamera->processViewChange();
}
void RenderingManager::removeObject(const MWWorld::Ptr &ptr)
{
mObjects->removeObject(ptr);
mWater->removeEmitter(ptr);
}
void RenderingManager::setWaterEnabled(bool enabled)
{
mWater->setEnabled(enabled);
mSky->setWaterEnabled(enabled);
}
void RenderingManager::setWaterHeight(float height)
{
mWater->setHeight(height);
mSky->setWaterHeight(height);
}
class NotifyDrawCompletedCallback : public osg::Camera::DrawCallback
{
public:
NotifyDrawCompletedCallback()
: mDone(false)
{
}
virtual void operator () (osg::RenderInfo& renderInfo) const
{
mMutex.lock();
mDone = true;
mMutex.unlock();
mCondition.signal();
}
void waitTillDone()
{
mMutex.lock();
if (mDone)
return;
mCondition.wait(&mMutex);
mMutex.unlock();
}
mutable OpenThreads::Condition mCondition;
mutable OpenThreads::Mutex mMutex;
mutable bool mDone;
};
bool RenderingManager::screenshot360(osg::Image* image, std::string settingStr)
{
int screenshotW = mViewer->getCamera()->getViewport()->width();
int screenshotH = mViewer->getCamera()->getViewport()->height();
int screenshotMapping = 0;
std::vector<std::string> settingArgs;
boost::algorithm::split(settingArgs,settingStr,boost::is_any_of(" "));
if (settingArgs.size() > 0)
{
std::string typeStrings[4] = {"spherical","cylindrical","planet","cubemap"};
bool found = false;
for (int i = 0; i < 4; ++i)
if (settingArgs[0].compare(typeStrings[i]) == 0)
{
screenshotMapping = i;
found = true;
break;
}
if (!found)
{
std::cerr << "Wrong screenshot type: " << settingArgs[0] << "." << std::endl;
return false;
}
}
// planet mapping needs higher resolution
int cubeSize = screenshotMapping == 2 ? screenshotW : screenshotW / 2;
if (settingArgs.size() > 1)
screenshotW = std::min(10000,std::atoi(settingArgs[1].c_str()));
if (settingArgs.size() > 2)
screenshotH = std::min(10000,std::atoi(settingArgs[2].c_str()));
if (settingArgs.size() > 3)
cubeSize = std::min(5000,std::atoi(settingArgs[3].c_str()));
if (mCamera->isVanityOrPreviewModeEnabled())
{
std::cerr << "Spherical screenshots are not allowed in preview mode." << std::endl;
return false;
}
bool rawCubemap = screenshotMapping == 3;
if (rawCubemap)
screenshotW = cubeSize * 6; // the image will consist of 6 cube sides in a row
else if (screenshotMapping == 2)
screenshotH = screenshotW; // use square resolution for planet mapping
std::vector<osg::ref_ptr<osg::Image>> images;
for (int i = 0; i < 6; ++i)
images.push_back(new osg::Image);
osg::Vec3 directions[6] = {
rawCubemap ? osg::Vec3(1,0,0) : osg::Vec3(0,0,1),
osg::Vec3(0,0,-1),
osg::Vec3(-1,0,0),
rawCubemap ? osg::Vec3(0,0,1) : osg::Vec3(1,0,0),
osg::Vec3(0,1,0),
osg::Vec3(0,-1,0)};
double rotations[] = {
-osg::PI / 2.0,
osg::PI / 2.0,
osg::PI,
0,
osg::PI / 2.0,
osg::PI / 2.0};
double fovBackup = mFieldOfView;
mFieldOfView = 90.0; // each cubemap side sees 90 degrees
int maskBackup = mPlayerAnimation->getObjectRoot()->getNodeMask();
if (mCamera->isFirstPerson())
mPlayerAnimation->getObjectRoot()->setNodeMask(0);
for (int i = 0; i < 6; ++i) // for each cubemap side
{
osg::Matrixd transform = osg::Matrixd::rotate(osg::Vec3(0,0,-1),directions[i]);
if (!rawCubemap)
transform *= osg::Matrixd::rotate(rotations[i],osg::Vec3(0,0,-1));
osg::Image *sideImage = images[i].get();
screenshot(sideImage,cubeSize,cubeSize,transform);
if (!rawCubemap)
sideImage->flipHorizontal();
}
mPlayerAnimation->getObjectRoot()->setNodeMask(maskBackup);
mFieldOfView = fovBackup;
if (rawCubemap) // for raw cubemap don't run on GPU, just merge the images
{
image->allocateImage(cubeSize * 6,cubeSize,images[0]->r(),images[0]->getPixelFormat(),images[0]->getDataType());
for (int i = 0; i < 6; ++i)
osg::copyImage(images[i].get(),0,0,0,images[i]->s(),images[i]->t(),images[i]->r(),image,i * cubeSize,0,0);
return true;
}
// run on GPU now:
osg::ref_ptr<osg::TextureCubeMap> cubeTexture (new osg::TextureCubeMap);
cubeTexture->setResizeNonPowerOfTwoHint(false);
cubeTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
cubeTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
cubeTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
cubeTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
for (int i = 0; i < 6; ++i)
cubeTexture->setImage(i,images[i].get());
osg::ref_ptr<osg::Camera> screenshotCamera (new osg::Camera);
osg::ref_ptr<osg::ShapeDrawable> quad (new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0),2.0)));
std::map<std::string, std::string> defineMap;
Shader::ShaderManager& shaderMgr = mResourceSystem->getSceneManager()->getShaderManager();
osg::ref_ptr<osg::Shader> fragmentShader (shaderMgr.getShader("s360_fragment.glsl",defineMap,osg::Shader::FRAGMENT));
osg::ref_ptr<osg::Shader> vertexShader (shaderMgr.getShader("s360_vertex.glsl", defineMap, osg::Shader::VERTEX));
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
osg::ref_ptr<osg::Program> program (new osg::Program);
program->addShader(fragmentShader);
program->addShader(vertexShader);
stateset->setAttributeAndModes(program, osg::StateAttribute::ON);
stateset->addUniform(new osg::Uniform("cubeMap",0));
stateset->addUniform(new osg::Uniform("mapping",screenshotMapping));
stateset->setTextureAttributeAndModes(0,cubeTexture,osg::StateAttribute::ON);
quad->setStateSet(stateset);
quad->setUpdateCallback(NULL);
screenshotCamera->addChild(quad);
mRootNode->addChild(screenshotCamera);
renderCameraToImage(screenshotCamera,image,screenshotW,screenshotH);
screenshotCamera->removeChildren(0,screenshotCamera->getNumChildren());
mRootNode->removeChild(screenshotCamera);
return true;
}
void RenderingManager::renderCameraToImage(osg::Camera *camera, osg::Image *image, int w, int h)
{
camera->setNodeMask(Mask_RenderToTexture);
camera->attach(osg::Camera::COLOR_BUFFER, image);
camera->setRenderOrder(osg::Camera::PRE_RENDER);
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT,osg::Camera::PIXEL_BUFFER_RTT);
camera->setViewport(0, 0, w, h);
osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
texture->setInternalFormat(GL_RGB);
texture->setTextureSize(w,h);
texture->setResizeNonPowerOfTwoHint(false);
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
camera->attach(osg::Camera::COLOR_BUFFER,texture);
image->setDataType(GL_UNSIGNED_BYTE);
image->setPixelFormat(texture->getInternalFormat());
// The draw needs to complete before we can copy back our image.
osg::ref_ptr<NotifyDrawCompletedCallback> callback (new NotifyDrawCompletedCallback);
camera->setFinalDrawCallback(callback);
MWBase::Environment::get().getWindowManager()->getLoadingScreen()->loadingOn(false);
mViewer->eventTraversal();
mViewer->updateTraversal();
mViewer->renderingTraversals();
callback->waitTillDone();
MWBase::Environment::get().getWindowManager()->getLoadingScreen()->loadingOff();
// now that we've "used up" the current frame, get a fresh framenumber for the next frame() following after the screenshot is completed
mViewer->advance(mViewer->getFrameStamp()->getSimulationTime());
}
void RenderingManager::screenshot(osg::Image *image, int w, int h, osg::Matrixd cameraTransform)
{
osg::ref_ptr<osg::Camera> rttCamera (new osg::Camera);
rttCamera->setNodeMask(Mask_RenderToTexture);
rttCamera->attach(osg::Camera::COLOR_BUFFER, image);
rttCamera->setRenderOrder(osg::Camera::PRE_RENDER);
rttCamera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
rttCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::PIXEL_BUFFER_RTT);
rttCamera->setProjectionMatrixAsPerspective(mFieldOfView, w/float(h), mNearClip, mViewDistance);
rttCamera->setViewMatrix(mViewer->getCamera()->getViewMatrix() * cameraTransform);
rttCamera->setViewport(0, 0, w, h);
osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
texture->setInternalFormat(GL_RGB);
texture->setTextureSize(w, h);
texture->setResizeNonPowerOfTwoHint(false);
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
rttCamera->attach(osg::Camera::COLOR_BUFFER, texture);
image->setDataType(GL_UNSIGNED_BYTE);
image->setPixelFormat(texture->getInternalFormat());
rttCamera->setUpdateCallback(new NoTraverseCallback);
rttCamera->addChild(mSceneRoot);
rttCamera->addChild(mWater->getReflectionCamera());
rttCamera->addChild(mWater->getRefractionCamera());
rttCamera->setCullMask(mViewer->getCamera()->getCullMask() & (~Mask_GUI));
mRootNode->addChild(rttCamera);
rttCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderCameraToImage(rttCamera.get(),image,w,h);
rttCamera->removeChildren(0, rttCamera->getNumChildren());
mRootNode->removeChild(rttCamera);
}
osg::Vec4f RenderingManager::getScreenBounds(const MWWorld::Ptr& ptr)
{
if (!ptr.getRefData().getBaseNode())
return osg::Vec4f();
osg::ComputeBoundsVisitor computeBoundsVisitor;
computeBoundsVisitor.setTraversalMask(~(Mask_ParticleSystem|Mask_Effect));
ptr.getRefData().getBaseNode()->accept(computeBoundsVisitor);
osg::Matrix viewProj = mViewer->getCamera()->getViewMatrix() * mViewer->getCamera()->getProjectionMatrix();
float min_x = 1.0f, max_x = 0.0f, min_y = 1.0f, max_y = 0.0f;
for (int i=0; i<8; ++i)
{
osg::Vec3f corner = computeBoundsVisitor.getBoundingBox().corner(i);
corner = corner * viewProj;
float x = (corner.x() + 1.f) * 0.5f;
float y = (corner.y() - 1.f) * (-0.5f);
if (x < min_x)
min_x = x;
if (x > max_x)
max_x = x;
if (y < min_y)
min_y = y;
if (y > max_y)
max_y = y;
}
return osg::Vec4f(min_x, min_y, max_x, max_y);
}
RenderingManager::RayResult getIntersectionResult (osgUtil::LineSegmentIntersector* intersector)
{
RenderingManager::RayResult result;
result.mHit = false;
result.mRatio = 0;
if (intersector->containsIntersections())
{
result.mHit = true;
osgUtil::LineSegmentIntersector::Intersection intersection = intersector->getFirstIntersection();
result.mHitPointWorld = intersection.getWorldIntersectPoint();
result.mHitNormalWorld = intersection.getWorldIntersectNormal();
result.mRatio = intersection.ratio;
PtrHolder* ptrHolder = NULL;
for (osg::NodePath::const_iterator it = intersection.nodePath.begin(); it != intersection.nodePath.end(); ++it)
{
osg::UserDataContainer* userDataContainer = (*it)->getUserDataContainer();
if (!userDataContainer)
continue;
for (unsigned int i=0; i<userDataContainer->getNumUserObjects(); ++i)
{
if (PtrHolder* p = dynamic_cast<PtrHolder*>(userDataContainer->getUserObject(i)))
ptrHolder = p;
}
}
if (ptrHolder)
result.mHitObject = ptrHolder->mPtr;
}
return result;
}
osg::ref_ptr<osgUtil::IntersectionVisitor> RenderingManager::getIntersectionVisitor(osgUtil::Intersector *intersector, bool ignorePlayer, bool ignoreActors)
{
if (!mIntersectionVisitor)
mIntersectionVisitor = new osgUtil::IntersectionVisitor;
mIntersectionVisitor->setTraversalNumber(mViewer->getFrameStamp()->getFrameNumber());
mIntersectionVisitor->setIntersector(intersector);
int mask = ~0;
mask &= ~(Mask_RenderToTexture|Mask_Sky|Mask_Debug|Mask_Effect|Mask_Water|Mask_SimpleWater);
if (ignorePlayer)
mask &= ~(Mask_Player);
if (ignoreActors)
mask &= ~(Mask_Actor|Mask_Player);
mIntersectionVisitor->setTraversalMask(mask);
return mIntersectionVisitor;
}
RenderingManager::RayResult RenderingManager::castRay(const osg::Vec3f& origin, const osg::Vec3f& dest, bool ignorePlayer, bool ignoreActors)
{
osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector (new osgUtil::LineSegmentIntersector(osgUtil::LineSegmentIntersector::MODEL,
origin, dest));
intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::LIMIT_NEAREST);
mRootNode->accept(*getIntersectionVisitor(intersector, ignorePlayer, ignoreActors));
return getIntersectionResult(intersector);
}
RenderingManager::RayResult RenderingManager::castCameraToViewportRay(const float nX, const float nY, float maxDistance, bool ignorePlayer, bool ignoreActors)
{
osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector (new osgUtil::LineSegmentIntersector(osgUtil::LineSegmentIntersector::PROJECTION,
nX * 2.f - 1.f, nY * (-2.f) + 1.f));
osg::Vec3d dist (0.f, 0.f, -maxDistance);
dist = dist * mViewer->getCamera()->getProjectionMatrix();
osg::Vec3d end = intersector->getEnd();
end.z() = dist.z();
intersector->setEnd(end);
intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::LIMIT_NEAREST);
mViewer->getCamera()->accept(*getIntersectionVisitor(intersector, ignorePlayer, ignoreActors));
return getIntersectionResult(intersector);
}
void RenderingManager::updatePtr(const MWWorld::Ptr &old, const MWWorld::Ptr &updated)
{
mObjects->updatePtr(old, updated);
}
void RenderingManager::spawnEffect(const std::string &model, const std::string &texture, const osg::Vec3f &worldPosition, float scale, bool isMagicVFX)
{
mEffectManager->addEffect(model, texture, worldPosition, scale, isMagicVFX);
}
void RenderingManager::notifyWorldSpaceChanged()
{
mEffectManager->clear();
}
void RenderingManager::clear()
{
mSky->setMoonColour(false);
notifyWorldSpaceChanged();
}
MWRender::Animation* RenderingManager::getAnimation(const MWWorld::Ptr &ptr)
{
if (mPlayerAnimation.get() && ptr == mPlayerAnimation->getPtr())
return mPlayerAnimation.get();
return mObjects->getAnimation(ptr);
}
const MWRender::Animation* RenderingManager::getAnimation(const MWWorld::ConstPtr &ptr) const
{
if (mPlayerAnimation.get() && ptr == mPlayerAnimation->getPtr())
return mPlayerAnimation.get();
return mObjects->getAnimation(ptr);
}
void RenderingManager::setupPlayer(const MWWorld::Ptr &player)
{
if (!mPlayerNode)
{
mPlayerNode = new SceneUtil::PositionAttitudeTransform;
mPlayerNode->setNodeMask(Mask_Player);
mPlayerNode->setName("Player Root");
mSceneRoot->addChild(mPlayerNode);
}
mPlayerNode->setUserDataContainer(new osg::DefaultUserDataContainer);
mPlayerNode->getUserDataContainer()->addUserObject(new PtrHolder(player));
player.getRefData().setBaseNode(mPlayerNode);
mWater->removeEmitter(player);
mWater->addEmitter(player);
}
void RenderingManager::renderPlayer(const MWWorld::Ptr &player)
{
mPlayerAnimation = new NpcAnimation(player, player.getRefData().getBaseNode(), mResourceSystem, 0, NpcAnimation::VM_Normal,
mFirstPersonFieldOfView);
mCamera->setAnimation(mPlayerAnimation.get());
mCamera->attachTo(player);
}
void RenderingManager::rebuildPtr(const MWWorld::Ptr &ptr)
{
NpcAnimation *anim = NULL;
if(ptr == mPlayerAnimation->getPtr())
anim = mPlayerAnimation.get();
else
anim = dynamic_cast<NpcAnimation*>(mObjects->getAnimation(ptr));
if(anim)
{
anim->rebuild();
if(mCamera->getTrackingPtr() == ptr)
{
mCamera->attachTo(ptr);
mCamera->setAnimation(anim);
}
}
}
void RenderingManager::addWaterRippleEmitter(const MWWorld::Ptr &ptr)
{
mWater->addEmitter(ptr);
}
void RenderingManager::removeWaterRippleEmitter(const MWWorld::Ptr &ptr)
{
mWater->removeEmitter(ptr);
}
void RenderingManager::emitWaterRipple(const osg::Vec3f &pos)
{
mWater->emitRipple(pos);
}
void RenderingManager::updateProjectionMatrix()
{
double aspect = mViewer->getCamera()->getViewport()->aspectRatio();
float fov = mFieldOfView;
if (mFieldOfViewOverridden)
fov = mFieldOfViewOverride;
mViewer->getCamera()->setProjectionMatrixAsPerspective(fov, aspect, mNearClip, mViewDistance);
mUniformNear->set(mNearClip);
mUniformFar->set(mViewDistance);
}
void RenderingManager::updateTextureFiltering()
{
mViewer->stopThreading();
mResourceSystem->getSceneManager()->setFilterSettings(
Settings::Manager::getString("texture mag filter", "General"),
Settings::Manager::getString("texture min filter", "General"),
Settings::Manager::getString("texture mipmap", "General"),
Settings::Manager::getInt("anisotropy", "General")
);
mTerrain->updateTextureFiltering();
mViewer->startThreading();
}
void RenderingManager::updateAmbient()
{
osg::Vec4f color = mAmbientColor;
if (mNightEyeFactor > 0.f)
color += osg::Vec4f(0.7, 0.7, 0.7, 0.0) * mNightEyeFactor;
mStateUpdater->setAmbientColor(color);
}
void RenderingManager::setFogColor(const osg::Vec4f &color)
{
mViewer->getCamera()->setClearColor(color);
mStateUpdater->setFogColor(color);
}
void RenderingManager::reportStats() const
{
osg::Stats* stats = mViewer->getViewerStats();
unsigned int frameNumber = mViewer->getFrameStamp()->getFrameNumber();
if (stats->collectStats("resource"))
{
stats->setAttribute(frameNumber, "UnrefQueue", mUnrefQueue->getNumItems());
mTerrain->reportStats(frameNumber, stats);
}
}
void RenderingManager::processChangedSettings(const Settings::CategorySettingVector &changed)
{
for (Settings::CategorySettingVector::const_iterator it = changed.begin(); it != changed.end(); ++it)
{
if (it->first == "Camera" && it->second == "field of view")
{
mFieldOfView = Settings::Manager::getFloat("field of view", "Camera");
updateProjectionMatrix();
}
else if (it->first == "Camera" && it->second == "viewing distance")
{
mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
if(!mDistantFog)
mStateUpdater->setFogEnd(mViewDistance);
updateProjectionMatrix();
}
else if (it->first == "General" && (it->second == "texture filter" ||
it->second == "texture mipmap" ||
it->second == "anisotropy"))
updateTextureFiltering();
else if (it->first == "Water")
mWater->processChangedSettings(changed);
}
}
float RenderingManager::getNearClipDistance() const
{
return mNearClip;
}
float RenderingManager::getTerrainHeightAt(const osg::Vec3f &pos)
{
return mTerrain->getHeightAt(pos);
}
bool RenderingManager::vanityRotateCamera(const float *rot)
{
if(!mCamera->isVanityOrPreviewModeEnabled())
return false;
mCamera->rotateCamera(rot[0], rot[2], true);
return true;
}
void RenderingManager::setCameraDistance(float dist, bool adjust, bool override)
{
if(!mCamera->isVanityOrPreviewModeEnabled() && !mCamera->isFirstPerson())
{
if(mCamera->isNearest() && dist > 0.f)
mCamera->toggleViewMode();
else
mCamera->setCameraDistance(-dist / 120.f * 10, adjust, override);
}
else if(mCamera->isFirstPerson() && dist < 0.f)
{
mCamera->toggleViewMode();
mCamera->setCameraDistance(0.f, false, override);
}
}
void RenderingManager::resetCamera()
{
mCamera->reset();
}
float RenderingManager::getCameraDistance() const
{
return mCamera->getCameraDistance();
}
Camera* RenderingManager::getCamera()
{
return mCamera.get();
}
const osg::Vec3f &RenderingManager::getCameraPosition() const
{
return mCurrentCameraPos;
}
void RenderingManager::togglePOV()
{
mCamera->toggleViewMode();
}
void RenderingManager::togglePreviewMode(bool enable)
{
mCamera->togglePreviewMode(enable);
}
bool RenderingManager::toggleVanityMode(bool enable)
{
return mCamera->toggleVanityMode(enable);
}
void RenderingManager::allowVanityMode(bool allow)
{
mCamera->allowVanityMode(allow);
}
void RenderingManager::togglePlayerLooking(bool enable)
{
mCamera->togglePlayerLooking(enable);
}
void RenderingManager::changeVanityModeScale(float factor)
{
if(mCamera->isVanityOrPreviewModeEnabled())
mCamera->setCameraDistance(-factor/120.f*10, true, true);
}
void RenderingManager::overrideFieldOfView(float val)
{
if (mFieldOfViewOverridden != true || mFieldOfViewOverride != val)
{
mFieldOfViewOverridden = true;
mFieldOfViewOverride = val;
updateProjectionMatrix();
}
}
void RenderingManager::resetFieldOfView()
{
if (mFieldOfViewOverridden == true)
{
mFieldOfViewOverridden = false;
updateProjectionMatrix();
}
}
void RenderingManager::exportSceneGraph(const MWWorld::Ptr &ptr, const std::string &filename, const std::string &format)
{
osg::Node* node = mViewer->getSceneData();
if (!ptr.isEmpty())
node = ptr.getRefData().getBaseNode();
SceneUtil::writeScene(node, filename, format);
}
LandManager *RenderingManager::getLandManager() const
{
return mTerrainStorage->getLandManager();
}
}