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1905 lines
64 KiB
C++
1905 lines
64 KiB
C++
#include "sky.hpp"
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#include <cmath>
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#include <osg/ClipPlane>
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#include <osg/Fog>
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#include <osg/Transform>
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#include <osg/Depth>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/TexEnvCombine>
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#include <osg/TexMat>
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#include <osg/OcclusionQueryNode>
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#include <osg/ColorMask>
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#include <osg/PositionAttitudeTransform>
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#include <osg/BlendFunc>
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#include <osg/AlphaFunc>
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#include <osg/PolygonOffset>
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#include <osg/observer_ptr>
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#include <osgParticle/ParticleSystem>
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#include <osgParticle/ParticleSystemUpdater>
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#include <osgParticle/ModularEmitter>
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#include <osgParticle/BoxPlacer>
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#include <osgParticle/ConstantRateCounter>
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#include <osgParticle/RadialShooter>
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#include <osgParticle/Operator>
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#include <osgParticle/ModularProgram>
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#include <components/misc/rng.hpp>
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#include <components/misc/resourcehelpers.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/resource/imagemanager.hpp>
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#include <components/vfs/manager.hpp>
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#include <components/fallback/fallback.hpp>
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#include <components/sceneutil/util.hpp>
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#include <components/sceneutil/statesetupdater.hpp>
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#include <components/sceneutil/controller.hpp>
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#include <components/sceneutil/visitor.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "vismask.hpp"
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#include "renderbin.hpp"
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namespace
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{
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osg::ref_ptr<osg::Material> createAlphaTrackingUnlitMaterial()
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{
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osg::ref_ptr<osg::Material> mat = new osg::Material;
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mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
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mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
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mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
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mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
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mat->setColorMode(osg::Material::DIFFUSE);
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return mat;
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}
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osg::ref_ptr<osg::Material> createUnlitMaterial()
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{
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osg::ref_ptr<osg::Material> mat = new osg::Material;
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mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
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mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
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mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
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mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
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mat->setColorMode(osg::Material::OFF);
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return mat;
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}
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osg::ref_ptr<osg::Geometry> createTexturedQuad(int numUvSets=1)
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{
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osg::ref_ptr<osg::Geometry> geom = new osg::Geometry;
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osg::ref_ptr<osg::Vec3Array> verts = new osg::Vec3Array;
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verts->push_back(osg::Vec3f(-0.5, -0.5, 0));
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verts->push_back(osg::Vec3f(-0.5, 0.5, 0));
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verts->push_back(osg::Vec3f(0.5, 0.5, 0));
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verts->push_back(osg::Vec3f(0.5, -0.5, 0));
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geom->setVertexArray(verts);
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osg::ref_ptr<osg::Vec2Array> texcoords = new osg::Vec2Array;
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texcoords->push_back(osg::Vec2f(0, 0));
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texcoords->push_back(osg::Vec2f(0, 1));
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texcoords->push_back(osg::Vec2f(1, 1));
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texcoords->push_back(osg::Vec2f(1, 0));
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osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.f, 1.f, 1.f, 1.f));
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geom->setColorArray(colors, osg::Array::BIND_OVERALL);
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for (int i=0; i<numUvSets; ++i)
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geom->setTexCoordArray(i, texcoords, osg::Array::BIND_PER_VERTEX);
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geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
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return geom;
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}
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}
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namespace MWRender
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{
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class AtmosphereUpdater : public SceneUtil::StateSetUpdater
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{
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public:
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void setEmissionColor(const osg::Vec4f& emissionColor)
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{
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mEmissionColor = emissionColor;
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}
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protected:
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virtual void setDefaults(osg::StateSet* stateset)
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{
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stateset->setAttributeAndModes(createAlphaTrackingUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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}
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virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/)
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{
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osg::Material* mat = static_cast<osg::Material*>(stateset->getAttribute(osg::StateAttribute::MATERIAL));
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mat->setEmission(osg::Material::FRONT_AND_BACK, mEmissionColor);
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}
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private:
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osg::Vec4f mEmissionColor;
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};
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class AtmosphereNightUpdater : public SceneUtil::StateSetUpdater
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{
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public:
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AtmosphereNightUpdater(Resource::ImageManager* imageManager)
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{
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// we just need a texture, its contents don't really matter
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mTexture = new osg::Texture2D(imageManager->getWarningImage());
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}
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void setFade(const float fade)
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{
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mColor.a() = fade;
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}
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protected:
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virtual void setDefaults(osg::StateSet* stateset)
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{
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osg::ref_ptr<osg::TexEnvCombine> texEnv (new osg::TexEnvCombine);
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texEnv->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
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texEnv->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
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texEnv->setSource1_Alpha(osg::TexEnvCombine::CONSTANT);
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texEnv->setCombine_RGB(osg::TexEnvCombine::REPLACE);
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texEnv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
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stateset->setTextureAttributeAndModes(1, mTexture, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->setTextureAttributeAndModes(1, texEnv, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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}
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virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/)
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{
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osg::TexEnvCombine* texEnv = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV));
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texEnv->setConstantColor(mColor);
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}
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osg::ref_ptr<osg::Texture2D> mTexture;
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osg::Vec4f mColor;
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};
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class CloudUpdater : public SceneUtil::StateSetUpdater
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{
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public:
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CloudUpdater()
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: mAnimationTimer(0.f)
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, mOpacity(0.f)
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{
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}
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void setAnimationTimer(float timer)
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{
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mAnimationTimer = timer;
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}
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void setTexture(osg::ref_ptr<osg::Texture2D> texture)
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{
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mTexture = texture;
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}
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void setEmissionColor(const osg::Vec4f& emissionColor)
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{
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mEmissionColor = emissionColor;
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}
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void setOpacity(float opacity)
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{
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mOpacity = opacity;
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}
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protected:
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virtual void setDefaults(osg::StateSet *stateset)
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{
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osg::ref_ptr<osg::TexMat> texmat (new osg::TexMat);
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stateset->setTextureAttributeAndModes(0, texmat, osg::StateAttribute::ON);
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stateset->setTextureAttributeAndModes(1, texmat, osg::StateAttribute::ON);
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stateset->setAttribute(createAlphaTrackingUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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// need to set opacity on a separate texture unit, diffuse alpha is used by the vertex colors already
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osg::ref_ptr<osg::TexEnvCombine> texEnvCombine (new osg::TexEnvCombine);
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texEnvCombine->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
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texEnvCombine->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
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texEnvCombine->setSource1_Alpha(osg::TexEnvCombine::CONSTANT);
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texEnvCombine->setConstantColor(osg::Vec4f(1,1,1,1));
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texEnvCombine->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
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texEnvCombine->setCombine_RGB(osg::TexEnvCombine::REPLACE);
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stateset->setTextureAttributeAndModes(1, texEnvCombine, osg::StateAttribute::ON);
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stateset->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(1, GL_TEXTURE_2D, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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}
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virtual void apply(osg::StateSet *stateset, osg::NodeVisitor *nv)
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{
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osg::TexMat* texMat = static_cast<osg::TexMat*>(stateset->getTextureAttribute(0, osg::StateAttribute::TEXMAT));
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texMat->setMatrix(osg::Matrix::translate(osg::Vec3f(0, mAnimationTimer, 0.f)));
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stateset->setTextureAttribute(0, mTexture, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->setTextureAttribute(1, mTexture, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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osg::Material* mat = static_cast<osg::Material*>(stateset->getAttribute(osg::StateAttribute::MATERIAL));
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mat->setEmission(osg::Material::FRONT_AND_BACK, mEmissionColor);
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osg::TexEnvCombine* texEnvCombine = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV));
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texEnvCombine->setConstantColor(osg::Vec4f(1,1,1,mOpacity));
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}
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private:
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float mAnimationTimer;
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osg::ref_ptr<osg::Texture2D> mTexture;
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osg::Vec4f mEmissionColor;
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float mOpacity;
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};
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/// Transform that removes the eyepoint of the modelview matrix,
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/// i.e. its children are positioned relative to the camera.
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class CameraRelativeTransform : public osg::Transform
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{
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public:
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CameraRelativeTransform()
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{
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// Culling works in node-local space, not in camera space, so we can't cull this node correctly
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// That's not a problem though, children of this node can be culled just fine
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// Just make sure you do not place a CameraRelativeTransform deep in the scene graph
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setCullingActive(false);
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addCullCallback(new CullCallback);
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}
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CameraRelativeTransform(const CameraRelativeTransform& copy, const osg::CopyOp& copyop)
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: osg::Transform(copy, copyop)
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{
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}
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META_Node(MWRender, CameraRelativeTransform)
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const osg::Vec3f& getLastEyePoint() const
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{
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return mEyePoint;
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}
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virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix, osg::NodeVisitor* nv) const
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{
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if (nv->getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
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{
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mEyePoint = static_cast<osgUtil::CullVisitor*>(nv)->getEyePoint();
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}
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if (_referenceFrame==RELATIVE_RF)
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{
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matrix.setTrans(osg::Vec3f(0.f,0.f,0.f));
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return false;
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}
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else // absolute
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{
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matrix.makeIdentity();
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return true;
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}
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}
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osg::BoundingSphere computeBound() const
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{
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return osg::BoundingSphere(osg::Vec3f(0,0,0), 0);
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}
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class CullCallback : public osg::NodeCallback
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{
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public:
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virtual void operator() (osg::Node* node, osg::NodeVisitor* nv)
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{
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osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
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// XXX have to remove unwanted culling plane of the water reflection camera
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// Remove all planes that aren't from the standard frustum
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unsigned int numPlanes = 4;
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if (cv->getCullingMode() & osg::CullSettings::NEAR_PLANE_CULLING)
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++numPlanes;
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if (cv->getCullingMode() & osg::CullSettings::FAR_PLANE_CULLING)
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++numPlanes;
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int mask = 0x1;
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int resultMask = cv->getProjectionCullingStack().back().getFrustum().getResultMask();
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for (unsigned int i=0; i<cv->getProjectionCullingStack().back().getFrustum().getPlaneList().size(); ++i)
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{
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if (i >= numPlanes)
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{
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// turn off this culling plane
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resultMask &= (~mask);
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}
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mask <<= 1;
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}
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cv->getProjectionCullingStack().back().getFrustum().setResultMask(resultMask);
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cv->getCurrentCullingSet().getFrustum().setResultMask(resultMask);
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cv->getProjectionCullingStack().back().pushCurrentMask();
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cv->getCurrentCullingSet().pushCurrentMask();
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traverse(node, nv);
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cv->getProjectionCullingStack().back().popCurrentMask();
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cv->getCurrentCullingSet().popCurrentMask();
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}
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};
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private:
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// eyePoint for the current frame
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mutable osg::Vec3f mEyePoint;
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};
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class ModVertexAlphaVisitor : public osg::NodeVisitor
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{
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public:
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ModVertexAlphaVisitor(int meshType)
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: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
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, mMeshType(meshType)
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{
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}
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void apply(osg::Drawable& drw)
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{
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osg::Geometry* geom = drw.asGeometry();
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if (!geom)
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return;
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osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array(geom->getVertexArray()->getNumElements());
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for (unsigned int i=0; i<colors->size(); ++i)
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{
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float alpha = 1.f;
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if (mMeshType == 0) alpha = (i%2) ? 0.f : 1.f; // this is a cylinder, so every second vertex belongs to the bottom-most row
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else if (mMeshType == 1)
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{
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if (i>= 49 && i <= 64) alpha = 0.f; // bottom-most row
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else if (i>= 33 && i <= 48) alpha = 0.25098; // second row
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else alpha = 1.f;
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}
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else if (mMeshType == 2)
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{
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if (geom->getColorArray())
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{
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osg::Vec4Array* origColors = static_cast<osg::Vec4Array*>(geom->getColorArray());
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alpha = ((*origColors)[i].x() == 1.f) ? 1.f : 0.f;
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}
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else
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alpha = 1.f;
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}
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(*colors)[i] = osg::Vec4f(0.f, 0.f, 0.f, alpha);
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}
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geom->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
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}
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private:
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int mMeshType;
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};
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/// @brief Hides the node subgraph if the eye point is below water.
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/// @note Must be added as cull callback.
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/// @note Meant to be used on a node that is child of a CameraRelativeTransform.
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/// The current eye point must be retrieved by the CameraRelativeTransform since we can't get it anymore once we are in camera-relative space.
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class UnderwaterSwitchCallback : public osg::NodeCallback
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{
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public:
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UnderwaterSwitchCallback(CameraRelativeTransform* cameraRelativeTransform)
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: mCameraRelativeTransform(cameraRelativeTransform)
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, mEnabled(true)
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, mWaterLevel(0.f)
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{
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osg::Vec3f eyePoint = mCameraRelativeTransform->getLastEyePoint();
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if (mEnabled && eyePoint.z() < mWaterLevel)
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return;
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traverse(node, nv);
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}
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void setEnabled(bool enabled)
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{
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mEnabled = enabled;
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}
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void setWaterLevel(float waterLevel)
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{
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mWaterLevel = waterLevel;
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}
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private:
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osg::ref_ptr<CameraRelativeTransform> mCameraRelativeTransform;
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bool mEnabled;
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float mWaterLevel;
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};
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/// A base class for the sun and moons.
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class CelestialBody
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{
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public:
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CelestialBody(osg::Group* parentNode, float scaleFactor, int numUvSets, unsigned int visibleMask=~0)
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: mVisibleMask(visibleMask)
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{
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mGeom = createTexturedQuad(numUvSets);
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mTransform = new osg::PositionAttitudeTransform;
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mTransform->setNodeMask(mVisibleMask);
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mTransform->setScale(osg::Vec3f(450,450,450) * scaleFactor);
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mTransform->addChild(mGeom);
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parentNode->addChild(mTransform);
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}
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virtual ~CelestialBody() {}
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virtual void adjustTransparency(const float ratio) = 0;
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void setVisible(bool visible)
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{
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mTransform->setNodeMask(visible ? mVisibleMask : 0);
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}
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protected:
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unsigned int mVisibleMask;
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static const float mDistance;
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osg::ref_ptr<osg::PositionAttitudeTransform> mTransform;
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osg::ref_ptr<osg::Geometry> mGeom;
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};
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const float CelestialBody::mDistance = 1000.0f;
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class Sun : public CelestialBody
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{
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public:
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Sun(osg::Group* parentNode, Resource::ImageManager& imageManager)
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: CelestialBody(parentNode, 1.0f, 1, Mask_Sun)
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, mUpdater(new Updater)
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{
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mTransform->addUpdateCallback(mUpdater);
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osg::ref_ptr<osg::Texture2D> sunTex (new osg::Texture2D(imageManager.getImage("textures/tx_sun_05.dds")));
|
|
sunTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
|
sunTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
|
|
|
|
mGeom->getOrCreateStateSet()->setTextureAttributeAndModes(0, sunTex, osg::StateAttribute::ON);
|
|
|
|
osg::ref_ptr<osg::Group> queryNode (new osg::Group);
|
|
// Need to render after the world geometry so we can correctly test for occlusions
|
|
osg::StateSet* stateset = queryNode->getOrCreateStateSet();
|
|
stateset->setRenderBinDetails(RenderBin_OcclusionQuery, "RenderBin");
|
|
stateset->setNestRenderBins(false);
|
|
// Set up alpha testing on the occlusion testing subgraph, that way we can get the occlusion tested fragments to match the circular shape of the sun
|
|
osg::ref_ptr<osg::AlphaFunc> alphaFunc (new osg::AlphaFunc);
|
|
alphaFunc->setFunction(osg::AlphaFunc::GREATER, 0.8);
|
|
stateset->setAttributeAndModes(alphaFunc, osg::StateAttribute::ON);
|
|
stateset->setTextureAttributeAndModes(0, sunTex, osg::StateAttribute::ON);
|
|
stateset->setAttributeAndModes(createUnlitMaterial(), osg::StateAttribute::ON);
|
|
// Disable writing to the color buffer. We are using this geometry for visibility tests only.
|
|
osg::ref_ptr<osg::ColorMask> colormask (new osg::ColorMask(0, 0, 0, 0));
|
|
stateset->setAttributeAndModes(colormask, osg::StateAttribute::ON);
|
|
osg::ref_ptr<osg::PolygonOffset> po (new osg::PolygonOffset( -1., -1. ));
|
|
stateset->setAttributeAndModes(po, osg::StateAttribute::ON);
|
|
|
|
mTransform->addChild(queryNode);
|
|
|
|
mOcclusionQueryVisiblePixels = createOcclusionQueryNode(queryNode, true);
|
|
mOcclusionQueryTotalPixels = createOcclusionQueryNode(queryNode, false);
|
|
|
|
createSunFlash(imageManager);
|
|
createSunGlare();
|
|
}
|
|
|
|
~Sun()
|
|
{
|
|
mTransform->removeUpdateCallback(mUpdater);
|
|
destroySunFlash();
|
|
destroySunGlare();
|
|
}
|
|
|
|
void setColor(const osg::Vec4f& color)
|
|
{
|
|
mUpdater->mColor.r() = color.r();
|
|
mUpdater->mColor.g() = color.g();
|
|
mUpdater->mColor.b() = color.b();
|
|
}
|
|
|
|
virtual void adjustTransparency(const float ratio)
|
|
{
|
|
mUpdater->mColor.a() = ratio;
|
|
if (mSunGlareCallback)
|
|
mSunGlareCallback->setGlareView(ratio);
|
|
if (mSunFlashCallback)
|
|
mSunFlashCallback->setGlareView(ratio);
|
|
}
|
|
|
|
void setDirection(const osg::Vec3f& direction)
|
|
{
|
|
osg::Vec3f normalizedDirection = direction / direction.length();
|
|
mTransform->setPosition(normalizedDirection * mDistance);
|
|
|
|
osg::Quat quat;
|
|
quat.makeRotate(osg::Vec3f(0.0f, 0.0f, 1.0f), normalizedDirection);
|
|
mTransform->setAttitude(quat);
|
|
}
|
|
|
|
void setGlareTimeOfDayFade(float val)
|
|
{
|
|
if (mSunGlareCallback)
|
|
mSunGlareCallback->setTimeOfDayFade(val);
|
|
}
|
|
|
|
private:
|
|
class DummyComputeBoundCallback : public osg::Node::ComputeBoundingSphereCallback
|
|
{
|
|
public:
|
|
virtual osg::BoundingSphere computeBound(const osg::Node& node) const { return osg::BoundingSphere(); }
|
|
};
|
|
|
|
/// @param queryVisible If true, queries the amount of visible pixels. If false, queries the total amount of pixels.
|
|
osg::ref_ptr<osg::OcclusionQueryNode> createOcclusionQueryNode(osg::Group* parent, bool queryVisible)
|
|
{
|
|
osg::ref_ptr<osg::OcclusionQueryNode> oqn = new osg::OcclusionQueryNode;
|
|
oqn->setQueriesEnabled(true);
|
|
|
|
// Make it fast! A DYNAMIC query geometry means we can't break frame until the flare is rendered (which is rendered after all the other geometry,
|
|
// so that would be pretty bad). STATIC should be safe, since our node's local bounds are static, thus computeBounds() which modifies the queryGeometry
|
|
// is only called once.
|
|
// Note the debug geometry setDebugDisplay(true) is always DYNAMIC and that can't be changed, not a big deal.
|
|
oqn->getQueryGeometry()->setDataVariance(osg::Object::STATIC);
|
|
|
|
// Set up the query geometry to match the actual sun's rendering shape. osg::OcclusionQueryNode wasn't originally intended to allow this,
|
|
// normally it would automatically adjust the query geometry to match the sub graph's bounding box. The below hack is needed to
|
|
// circumvent this.
|
|
osg::Geometry* queryGeom = oqn->getQueryGeometry();
|
|
queryGeom->setVertexArray(mGeom->getVertexArray());
|
|
queryGeom->setTexCoordArray(0, mGeom->getTexCoordArray(0), osg::Array::BIND_PER_VERTEX);
|
|
queryGeom->removePrimitiveSet(0, oqn->getQueryGeometry()->getNumPrimitiveSets());
|
|
queryGeom->addPrimitiveSet(mGeom->getPrimitiveSet(0));
|
|
|
|
// Hack to disable unwanted awful code inside OcclusionQueryNode::computeBound.
|
|
oqn->setComputeBoundingSphereCallback(new DummyComputeBoundCallback);
|
|
// Still need a proper bounding sphere.
|
|
oqn->setInitialBound(queryGeom->getBound());
|
|
|
|
osg::StateSet* queryStateSet = new osg::StateSet;
|
|
if (queryVisible)
|
|
{
|
|
osg::ref_ptr<osg::Depth> depth (new osg::Depth);
|
|
depth->setFunction(osg::Depth::LESS);
|
|
// This is a trick to make fragments written by the query always use the maximum depth value,
|
|
// without having to retrieve the current far clipping distance.
|
|
// We want the sun glare to be "infinitely" far away.
|
|
depth->setZNear(1.0);
|
|
depth->setZFar(1.0);
|
|
depth->setWriteMask(false);
|
|
queryStateSet->setAttributeAndModes(depth, osg::StateAttribute::ON);
|
|
}
|
|
else
|
|
{
|
|
queryStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
|
|
}
|
|
oqn->setQueryStateSet(queryStateSet);
|
|
|
|
parent->addChild(oqn);
|
|
|
|
return oqn;
|
|
}
|
|
|
|
void createSunFlash(Resource::ImageManager& imageManager)
|
|
{
|
|
osg::ref_ptr<osg::Texture2D> tex (new osg::Texture2D(imageManager.getImage("textures/tx_sun_flash_grey_05.dds")));
|
|
tex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
|
tex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
|
|
|
|
osg::ref_ptr<osg::PositionAttitudeTransform> transform (new osg::PositionAttitudeTransform);
|
|
const float scale = 2.6f;
|
|
transform->setScale(osg::Vec3f(scale,scale,scale));
|
|
|
|
mTransform->addChild(transform);
|
|
|
|
osg::ref_ptr<osg::Geometry> geom = createTexturedQuad();
|
|
transform->addChild(geom);
|
|
|
|
osg::StateSet* stateset = geom->getOrCreateStateSet();
|
|
|
|
stateset->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON);
|
|
stateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
|
|
stateset->setRenderBinDetails(RenderBin_SunGlare, "RenderBin");
|
|
stateset->setNestRenderBins(false);
|
|
|
|
mSunFlashNode = transform;
|
|
|
|
mSunFlashCallback = new SunFlashCallback(mOcclusionQueryVisiblePixels, mOcclusionQueryTotalPixels);
|
|
mSunFlashNode->addCullCallback(mSunFlashCallback);
|
|
}
|
|
void destroySunFlash()
|
|
{
|
|
if (mSunFlashNode)
|
|
{
|
|
mSunFlashNode->removeCullCallback(mSunFlashCallback);
|
|
mSunFlashCallback = NULL;
|
|
}
|
|
}
|
|
|
|
void createSunGlare()
|
|
{
|
|
osg::ref_ptr<osg::Camera> camera (new osg::Camera);
|
|
camera->setProjectionMatrix(osg::Matrix::identity());
|
|
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); // add to skyRoot instead?
|
|
camera->setViewMatrix(osg::Matrix::identity());
|
|
camera->setClearMask(0);
|
|
camera->setRenderOrder(osg::Camera::NESTED_RENDER);
|
|
camera->setAllowEventFocus(false);
|
|
|
|
osg::ref_ptr<osg::Geometry> geom = osg::createTexturedQuadGeometry(osg::Vec3f(-1,-1,0), osg::Vec3f(2,0,0), osg::Vec3f(0,2,0));
|
|
|
|
camera->addChild(geom);
|
|
|
|
osg::StateSet* stateset = geom->getOrCreateStateSet();
|
|
|
|
stateset->setRenderBinDetails(RenderBin_SunGlare, "RenderBin");
|
|
stateset->setNestRenderBins(false);
|
|
stateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
|
|
|
|
// set up additive blending
|
|
osg::ref_ptr<osg::BlendFunc> blendFunc (new osg::BlendFunc);
|
|
blendFunc->setSource(osg::BlendFunc::SRC_ALPHA);
|
|
blendFunc->setDestination(osg::BlendFunc::ONE);
|
|
stateset->setAttributeAndModes(blendFunc, osg::StateAttribute::ON);
|
|
|
|
mSunGlareCallback = new SunGlareCallback(mOcclusionQueryVisiblePixels, mOcclusionQueryTotalPixels, mTransform);
|
|
mSunGlareNode = camera;
|
|
|
|
mSunGlareNode->addCullCallback(mSunGlareCallback);
|
|
|
|
mTransform->addChild(camera);
|
|
}
|
|
void destroySunGlare()
|
|
{
|
|
if (mSunGlareNode)
|
|
{
|
|
mSunGlareNode->removeCullCallback(mSunGlareCallback);
|
|
mSunGlareCallback = NULL;
|
|
}
|
|
}
|
|
|
|
class Updater : public SceneUtil::StateSetUpdater
|
|
{
|
|
public:
|
|
osg::Vec4f mColor;
|
|
|
|
Updater()
|
|
: mColor(1.f, 1.f, 1.f, 1.f)
|
|
{
|
|
}
|
|
|
|
virtual void setDefaults(osg::StateSet* stateset)
|
|
{
|
|
stateset->setAttributeAndModes(createUnlitMaterial(), osg::StateAttribute::ON);
|
|
}
|
|
|
|
virtual void apply(osg::StateSet* stateset, osg::NodeVisitor*)
|
|
{
|
|
osg::Material* mat = static_cast<osg::Material*>(stateset->getAttribute(osg::StateAttribute::MATERIAL));
|
|
mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,mColor.a()));
|
|
mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(mColor.r(), mColor.g(), mColor.b(), 1));
|
|
}
|
|
};
|
|
|
|
class OcclusionCallback : public osg::NodeCallback
|
|
{
|
|
public:
|
|
OcclusionCallback(osg::ref_ptr<osg::OcclusionQueryNode> oqnVisible, osg::ref_ptr<osg::OcclusionQueryNode> oqnTotal)
|
|
: mOcclusionQueryVisiblePixels(oqnVisible)
|
|
, mOcclusionQueryTotalPixels(oqnTotal)
|
|
{
|
|
}
|
|
|
|
protected:
|
|
float getVisibleRatio (osg::Camera* camera)
|
|
{
|
|
int visible = mOcclusionQueryVisiblePixels->getQueryGeometry()->getNumPixels(camera);
|
|
int total = mOcclusionQueryTotalPixels->getQueryGeometry()->getNumPixels(camera);
|
|
|
|
float visibleRatio = 0.f;
|
|
if (total > 0)
|
|
visibleRatio = static_cast<float>(visible) / static_cast<float>(total);
|
|
|
|
float dt = MWBase::Environment::get().getFrameDuration();
|
|
|
|
float lastRatio = mLastRatio[osg::observer_ptr<osg::Camera>(camera)];
|
|
|
|
float change = dt*10;
|
|
|
|
if (visibleRatio > lastRatio)
|
|
visibleRatio = std::min(visibleRatio, lastRatio + change);
|
|
else
|
|
visibleRatio = std::max(visibleRatio, lastRatio - change);
|
|
|
|
mLastRatio[osg::observer_ptr<osg::Camera>(camera)] = visibleRatio;
|
|
|
|
return visibleRatio;
|
|
}
|
|
|
|
private:
|
|
osg::ref_ptr<osg::OcclusionQueryNode> mOcclusionQueryVisiblePixels;
|
|
osg::ref_ptr<osg::OcclusionQueryNode> mOcclusionQueryTotalPixels;
|
|
|
|
std::map<osg::observer_ptr<osg::Camera>, float> mLastRatio;
|
|
};
|
|
|
|
/// SunFlashCallback handles fading/scaling of a node depending on occlusion query result. Must be attached as a cull callback.
|
|
class SunFlashCallback : public OcclusionCallback
|
|
{
|
|
public:
|
|
SunFlashCallback(osg::ref_ptr<osg::OcclusionQueryNode> oqnVisible, osg::ref_ptr<osg::OcclusionQueryNode> oqnTotal)
|
|
: OcclusionCallback(oqnVisible, oqnTotal)
|
|
, mGlareView(1.f)
|
|
{
|
|
}
|
|
|
|
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
|
|
{
|
|
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
|
|
|
|
float visibleRatio = getVisibleRatio(cv->getCurrentCamera());
|
|
|
|
osg::ref_ptr<osg::StateSet> stateset;
|
|
|
|
if (visibleRatio > 0.f)
|
|
{
|
|
const float fadeThreshold = 0.1;
|
|
if (visibleRatio < fadeThreshold)
|
|
{
|
|
float fade = 1.f - (fadeThreshold - visibleRatio) / fadeThreshold;
|
|
osg::ref_ptr<osg::Material> mat (createUnlitMaterial());
|
|
mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,fade*mGlareView));
|
|
stateset = new osg::StateSet;
|
|
stateset->setAttributeAndModes(mat, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
|
}
|
|
|
|
const float threshold = 0.6;
|
|
visibleRatio = visibleRatio * (1.f - threshold) + threshold;
|
|
}
|
|
|
|
float scale = visibleRatio;
|
|
|
|
if (scale == 0.f)
|
|
{
|
|
// no traverse
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
osg::Matrix modelView = *cv->getModelViewMatrix();
|
|
|
|
modelView.preMultScale(osg::Vec3f(visibleRatio, visibleRatio, visibleRatio));
|
|
|
|
if (stateset)
|
|
cv->pushStateSet(stateset);
|
|
|
|
cv->pushModelViewMatrix(new osg::RefMatrix(modelView), osg::Transform::RELATIVE_RF);
|
|
|
|
traverse(node, nv);
|
|
|
|
cv->popModelViewMatrix();
|
|
|
|
if (stateset)
|
|
cv->popStateSet();
|
|
}
|
|
}
|
|
|
|
void setGlareView(float value)
|
|
{
|
|
mGlareView = value;
|
|
}
|
|
|
|
private:
|
|
float mGlareView;
|
|
};
|
|
|
|
|
|
/// SunGlareCallback controls a full-screen glare effect depending on occlusion query result and the angle between sun and camera.
|
|
/// Must be attached as a cull callback to the node above the glare node.
|
|
class SunGlareCallback : public OcclusionCallback
|
|
{
|
|
public:
|
|
SunGlareCallback(osg::ref_ptr<osg::OcclusionQueryNode> oqnVisible, osg::ref_ptr<osg::OcclusionQueryNode> oqnTotal,
|
|
osg::ref_ptr<osg::PositionAttitudeTransform> sunTransform)
|
|
: OcclusionCallback(oqnVisible, oqnTotal)
|
|
, mSunTransform(sunTransform)
|
|
, mTimeOfDayFade(1.f)
|
|
, mGlareView(1.f)
|
|
{
|
|
const Fallback::Map* fallback = MWBase::Environment::get().getWorld()->getFallback();
|
|
mColor = fallback->getFallbackColour("Weather_Sun_Glare_Fader_Color");
|
|
mSunGlareFaderMax = fallback->getFallbackFloat("Weather_Sun_Glare_Fader_Max");
|
|
mSunGlareFaderAngleMax = fallback->getFallbackFloat("Weather_Sun_Glare_Fader_Angle_Max");
|
|
|
|
// Replicating a design flaw in MW. The color was being set on both ambient and emissive properties, which multiplies the result by two,
|
|
// then finally gets clamped by the fixed function pipeline. With the default INI settings, only the red component gets clamped,
|
|
// so the resulting color looks more orange than red.
|
|
mColor *= 2;
|
|
for (int i=0; i<3; ++i)
|
|
mColor[i] = std::min(1.f, mColor[i]);
|
|
}
|
|
|
|
virtual void operator ()(osg::Node* node, osg::NodeVisitor* nv)
|
|
{
|
|
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
|
|
|
|
float angleRadians = getAngleToSunInRadians(*cv->getCurrentRenderStage()->getInitialViewMatrix());
|
|
float visibleRatio = getVisibleRatio(cv->getCurrentCamera());
|
|
|
|
const float angleMaxRadians = osg::DegreesToRadians(mSunGlareFaderAngleMax);
|
|
|
|
float value = 1.f - std::min(1.f, angleRadians / angleMaxRadians);
|
|
float fade = value * mSunGlareFaderMax;
|
|
|
|
fade *= mTimeOfDayFade * mGlareView * visibleRatio;
|
|
|
|
if (fade == 0.f)
|
|
{
|
|
// no traverse
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
|
|
|
|
osg::ref_ptr<osg::Material> mat (createUnlitMaterial());
|
|
|
|
mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,fade));
|
|
mat->setEmission(osg::Material::FRONT_AND_BACK, mColor);
|
|
|
|
stateset->setAttributeAndModes(mat, osg::StateAttribute::ON);
|
|
|
|
cv->pushStateSet(stateset);
|
|
traverse(node, nv);
|
|
cv->popStateSet();
|
|
}
|
|
}
|
|
|
|
void setTimeOfDayFade(float val)
|
|
{
|
|
mTimeOfDayFade = val;
|
|
}
|
|
|
|
void setGlareView(float glareView)
|
|
{
|
|
mGlareView = glareView;
|
|
}
|
|
|
|
private:
|
|
float getAngleToSunInRadians(const osg::Matrix& viewMatrix) const
|
|
{
|
|
osg::Vec3d eye, center, up;
|
|
viewMatrix.getLookAt(eye, center, up);
|
|
|
|
osg::Vec3d forward = center - eye;
|
|
osg::Vec3d sun = mSunTransform->getPosition();
|
|
|
|
forward.normalize();
|
|
sun.normalize();
|
|
float angleRadians = std::acos(forward * sun);
|
|
return angleRadians;
|
|
}
|
|
|
|
osg::ref_ptr<osg::PositionAttitudeTransform> mSunTransform;
|
|
float mTimeOfDayFade;
|
|
float mGlareView;
|
|
osg::Vec4f mColor;
|
|
float mSunGlareFaderMax;
|
|
float mSunGlareFaderAngleMax;
|
|
};
|
|
|
|
osg::ref_ptr<Updater> mUpdater;
|
|
osg::ref_ptr<SunFlashCallback> mSunFlashCallback;
|
|
osg::ref_ptr<osg::Node> mSunFlashNode;
|
|
osg::ref_ptr<SunGlareCallback> mSunGlareCallback;
|
|
osg::ref_ptr<osg::Node> mSunGlareNode;
|
|
osg::ref_ptr<osg::OcclusionQueryNode> mOcclusionQueryVisiblePixels;
|
|
osg::ref_ptr<osg::OcclusionQueryNode> mOcclusionQueryTotalPixels;
|
|
};
|
|
|
|
class Moon : public CelestialBody
|
|
{
|
|
public:
|
|
enum Type
|
|
{
|
|
Type_Masser = 0,
|
|
Type_Secunda
|
|
};
|
|
|
|
Moon(osg::Group* parentNode, Resource::ImageManager& imageManager, float scaleFactor, Type type)
|
|
: CelestialBody(parentNode, scaleFactor, 2)
|
|
, mType(type)
|
|
, mPhase(MoonState::Phase_Unspecified)
|
|
, mUpdater(new Updater(imageManager))
|
|
{
|
|
setPhase(MoonState::Phase_Full);
|
|
setVisible(true);
|
|
|
|
mGeom->addUpdateCallback(mUpdater);
|
|
}
|
|
|
|
~Moon()
|
|
{
|
|
mGeom->removeUpdateCallback(mUpdater);
|
|
}
|
|
|
|
virtual void adjustTransparency(const float ratio)
|
|
{
|
|
mUpdater->mTransparency *= ratio;
|
|
}
|
|
|
|
void setState(const MoonState& state)
|
|
{
|
|
float radsX = ((state.mRotationFromHorizon) * static_cast<float>(osg::PI)) / 180.0f;
|
|
float radsZ = ((state.mRotationFromNorth) * static_cast<float>(osg::PI)) / 180.0f;
|
|
|
|
osg::Quat rotX(radsX, osg::Vec3f(1.0f, 0.0f, 0.0f));
|
|
osg::Quat rotZ(radsZ, osg::Vec3f(0.0f, 0.0f, 1.0f));
|
|
|
|
osg::Vec3f direction = rotX * rotZ * osg::Vec3f(0.0f, 1.0f, 0.0f);
|
|
mTransform->setPosition(direction * mDistance);
|
|
|
|
// The moon quad is initially oriented facing down, so we need to offset its X-axis
|
|
// rotation to rotate it to face the camera when sitting at the horizon.
|
|
osg::Quat attX((-static_cast<float>(osg::PI) / 2.0f) + radsX, osg::Vec3f(1.0f, 0.0f, 0.0f));
|
|
mTransform->setAttitude(attX * rotZ);
|
|
|
|
setPhase(state.mPhase);
|
|
mUpdater->mTransparency = state.mMoonAlpha;
|
|
mUpdater->mShadowBlend = state.mShadowBlend;
|
|
}
|
|
|
|
void setAtmosphereColor(const osg::Vec4f& color)
|
|
{
|
|
mUpdater->mAtmosphereColor = color;
|
|
}
|
|
|
|
void setColor(const osg::Vec4f& color)
|
|
{
|
|
mUpdater->mMoonColor = color;
|
|
}
|
|
|
|
unsigned int getPhaseInt() const
|
|
{
|
|
if (mPhase == MoonState::Phase_New) return 0;
|
|
else if (mPhase == MoonState::Phase_WaxingCrescent) return 1;
|
|
else if (mPhase == MoonState::Phase_WaningCrescent) return 1;
|
|
else if (mPhase == MoonState::Phase_FirstQuarter) return 2;
|
|
else if (mPhase == MoonState::Phase_ThirdQuarter) return 2;
|
|
else if (mPhase == MoonState::Phase_WaxingGibbous) return 3;
|
|
else if (mPhase == MoonState::Phase_WaningGibbous) return 3;
|
|
else if (mPhase == MoonState::Phase_Full) return 4;
|
|
return 0;
|
|
}
|
|
|
|
private:
|
|
struct Updater : public SceneUtil::StateSetUpdater
|
|
{
|
|
Resource::ImageManager& mImageManager;
|
|
osg::ref_ptr<osg::Texture2D> mPhaseTex;
|
|
osg::ref_ptr<osg::Texture2D> mCircleTex;
|
|
float mTransparency;
|
|
float mShadowBlend;
|
|
osg::Vec4f mAtmosphereColor;
|
|
osg::Vec4f mMoonColor;
|
|
|
|
Updater(Resource::ImageManager& imageManager)
|
|
: mImageManager(imageManager)
|
|
, mPhaseTex()
|
|
, mCircleTex()
|
|
, mTransparency(1.0f)
|
|
, mShadowBlend(1.0f)
|
|
, mAtmosphereColor(1.0f, 1.0f, 1.0f, 1.0f)
|
|
, mMoonColor(1.0f, 1.0f, 1.0f, 1.0f)
|
|
{
|
|
}
|
|
|
|
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)); // mShadowBlend * mMoonColor
|
|
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)); // mAtmosphereColor.rgb, mTransparency
|
|
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 * mShadowBlend);
|
|
|
|
osg::TexEnvCombine* texEnv2 = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV));
|
|
texEnv2->setConstantColor(osg::Vec4f(mAtmosphereColor.x(), mAtmosphereColor.y(), mAtmosphereColor.z(), mTransparency));
|
|
}
|
|
|
|
void setTextures(const std::string& phaseTex, const std::string& circleTex)
|
|
{
|
|
mPhaseTex = new osg::Texture2D(mImageManager.getImage(phaseTex));
|
|
mPhaseTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
|
mPhaseTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
|
|
mCircleTex = new osg::Texture2D(mImageManager.getImage(circleTex));
|
|
mCircleTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
|
mCircleTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
|
|
|
|
reset();
|
|
}
|
|
};
|
|
|
|
Type mType;
|
|
MoonState::Phase mPhase;
|
|
osg::ref_ptr<Updater> mUpdater;
|
|
|
|
void setPhase(const MoonState::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 == MoonState::Phase_New) textureName += "new";
|
|
else if(phase == MoonState::Phase_WaxingCrescent) textureName += "one_wax";
|
|
else if(phase == MoonState::Phase_FirstQuarter) textureName += "half_wax";
|
|
else if(phase == MoonState::Phase_WaxingGibbous) textureName += "three_wax";
|
|
else if(phase == MoonState::Phase_WaningCrescent) textureName += "one_wan";
|
|
else if(phase == MoonState::Phase_ThirdQuarter) textureName += "half_wan";
|
|
else if(phase == MoonState::Phase_WaningGibbous) textureName += "three_wan";
|
|
else if(phase == MoonState::Phase_Full) textureName += "full";
|
|
|
|
textureName += ".dds";
|
|
|
|
if (mType == Moon::Type_Secunda)
|
|
mUpdater->setTextures(textureName, "textures/tx_mooncircle_full_s.dds");
|
|
else
|
|
mUpdater->setTextures(textureName, "textures/tx_mooncircle_full_m.dds");
|
|
}
|
|
};
|
|
|
|
SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneManager)
|
|
: mSceneManager(sceneManager)
|
|
, mCamera(NULL)
|
|
, mRainIntensityUniform(NULL)
|
|
, 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)
|
|
, mCloudSpeed(0.0f)
|
|
, mStarsOpacity(0.0f)
|
|
, mRemainingTransitionTime(0.0f)
|
|
, mRainEnabled(false)
|
|
, mRainSpeed(0)
|
|
, mRainFrequency(1)
|
|
, mWindSpeed(0.f)
|
|
, mEnabled(true)
|
|
, mSunEnabled(true)
|
|
, mWeatherAlpha(0.f)
|
|
{
|
|
osg::ref_ptr<CameraRelativeTransform> skyroot (new CameraRelativeTransform);
|
|
skyroot->setName("Sky Root");
|
|
// Assign empty program to specify we don't want shaders
|
|
// The shaders generated by the SceneManager can't handle everything we need
|
|
skyroot->getOrCreateStateSet()->setAttributeAndModes(new osg::Program(), osg::StateAttribute::OVERRIDE);
|
|
|
|
skyroot->setNodeMask(Mask_Sky);
|
|
parentNode->addChild(skyroot);
|
|
|
|
mRootNode = skyroot;
|
|
|
|
mEarlyRenderBinRoot = new osg::Group;
|
|
// render before the world is rendered
|
|
mEarlyRenderBinRoot->getOrCreateStateSet()->setRenderBinDetails(RenderBin_Sky, "RenderBin");
|
|
// Prevent unwanted clipping by water reflection camera's clipping plane
|
|
mEarlyRenderBinRoot->getOrCreateStateSet()->setMode(GL_CLIP_PLANE0, osg::StateAttribute::OFF);
|
|
mRootNode->addChild(mEarlyRenderBinRoot);
|
|
|
|
mUnderwaterSwitch = new UnderwaterSwitchCallback(skyroot);
|
|
}
|
|
|
|
void SkyManager::setRainIntensityUniform(osg::Uniform *uniform)
|
|
{
|
|
mRainIntensityUniform = uniform;
|
|
}
|
|
|
|
void SkyManager::create()
|
|
{
|
|
assert(!mCreated);
|
|
|
|
mAtmosphereDay = mSceneManager->getInstance("meshes/sky_atmosphere.nif", mEarlyRenderBinRoot);
|
|
ModVertexAlphaVisitor modAtmosphere(0);
|
|
mAtmosphereDay->accept(modAtmosphere);
|
|
|
|
mAtmosphereUpdater = new AtmosphereUpdater;
|
|
mAtmosphereDay->addUpdateCallback(mAtmosphereUpdater);
|
|
|
|
mAtmosphereNightNode = new osg::PositionAttitudeTransform;
|
|
mAtmosphereNightNode->setNodeMask(0);
|
|
mEarlyRenderBinRoot->addChild(mAtmosphereNightNode);
|
|
|
|
osg::ref_ptr<osg::Node> atmosphereNight;
|
|
if (mSceneManager->getVFS()->exists("meshes/sky_night_02.nif"))
|
|
atmosphereNight = mSceneManager->getInstance("meshes/sky_night_02.nif", mAtmosphereNightNode);
|
|
else
|
|
atmosphereNight = mSceneManager->getInstance("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->getImageManager());
|
|
atmosphereNight->addUpdateCallback(mAtmosphereNightUpdater);
|
|
|
|
mSun.reset(new Sun(mEarlyRenderBinRoot, *mSceneManager->getImageManager()));
|
|
|
|
const Fallback::Map* fallback=MWBase::Environment::get().getWorld()->getFallback();
|
|
mMasser.reset(new Moon(mEarlyRenderBinRoot, *mSceneManager->getImageManager(), fallback->getFallbackFloat("Moons_Masser_Size")/125, Moon::Type_Masser));
|
|
mSecunda.reset(new Moon(mEarlyRenderBinRoot, *mSceneManager->getImageManager(), fallback->getFallbackFloat("Moons_Secunda_Size")/125, Moon::Type_Secunda));
|
|
|
|
mCloudNode = new osg::PositionAttitudeTransform;
|
|
mEarlyRenderBinRoot->addChild(mCloudNode);
|
|
mCloudMesh = mSceneManager->getInstance("meshes/sky_clouds_01.nif", mCloudNode);
|
|
ModVertexAlphaVisitor modClouds(1);
|
|
mCloudMesh->accept(modClouds);
|
|
mCloudUpdater = new CloudUpdater;
|
|
mCloudUpdater->setOpacity(1.f);
|
|
mCloudMesh->addUpdateCallback(mCloudUpdater);
|
|
|
|
mCloudMesh2 = mSceneManager->getInstance("meshes/sky_clouds_01.nif", mCloudNode);
|
|
mCloudMesh2->accept(modClouds);
|
|
mCloudUpdater2 = new CloudUpdater;
|
|
mCloudUpdater2->setOpacity(0.f);
|
|
mCloudMesh2->addUpdateCallback(mCloudUpdater2);
|
|
mCloudMesh2->setNodeMask(0);
|
|
|
|
osg::ref_ptr<osg::Depth> depth = new osg::Depth;
|
|
depth->setWriteMask(false);
|
|
mEarlyRenderBinRoot->getOrCreateStateSet()->setAttributeAndModes(depth, osg::StateAttribute::ON);
|
|
mEarlyRenderBinRoot->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
|
|
mEarlyRenderBinRoot->getOrCreateStateSet()->setMode(GL_FOG, osg::StateAttribute::OFF);
|
|
|
|
mMoonScriptColor = fallback->getFallbackColour("Moons_Script_Color");
|
|
|
|
mCreated = true;
|
|
}
|
|
|
|
class RainCounter : public osgParticle::ConstantRateCounter
|
|
{
|
|
public:
|
|
virtual int numParticlesToCreate(double dt) const
|
|
{
|
|
// limit dt to avoid large particle emissions if there are jumps in the simulation time
|
|
// 0.2 seconds is the same cap as used in Engine's frame loop
|
|
dt = std::min(dt, 0.2);
|
|
return ConstantRateCounter::numParticlesToCreate(dt);
|
|
}
|
|
};
|
|
|
|
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:
|
|
/// @param alphaUpdate variable which to update with alpha value
|
|
AlphaFader(float *alphaUpdate)
|
|
: mAlpha(1.f)
|
|
{
|
|
mAlphaUpdate = alphaUpdate;
|
|
}
|
|
|
|
void setAlpha(float alpha)
|
|
{
|
|
mAlpha = alpha;
|
|
}
|
|
|
|
virtual void setDefaults(osg::StateSet* stateset)
|
|
{
|
|
// need to create a deep copy of StateAttributes we will modify
|
|
osg::Material* mat = static_cast<osg::Material*>(stateset->getAttribute(osg::StateAttribute::MATERIAL));
|
|
stateset->setAttribute(osg::clone(mat, osg::CopyOp::DEEP_COPY_ALL), osg::StateAttribute::ON);
|
|
}
|
|
|
|
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));
|
|
|
|
if (mAlphaUpdate)
|
|
*mAlphaUpdate = mAlpha;
|
|
}
|
|
|
|
// Helper for adding AlphaFaders to a subgraph
|
|
class SetupVisitor : public osg::NodeVisitor
|
|
{
|
|
public:
|
|
SetupVisitor(float *alphaUpdate)
|
|
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
|
|
{
|
|
mAlphaUpdate = alphaUpdate;
|
|
}
|
|
|
|
virtual void apply(osg::Node &node)
|
|
{
|
|
if (osg::StateSet* stateset = node.getStateSet())
|
|
{
|
|
if (stateset->getAttribute(osg::StateAttribute::MATERIAL))
|
|
{
|
|
SceneUtil::CompositeStateSetUpdater* composite = NULL;
|
|
osg::Callback* callback = node.getUpdateCallback();
|
|
|
|
while (callback)
|
|
{
|
|
if ((composite = dynamic_cast<SceneUtil::CompositeStateSetUpdater*>(callback)))
|
|
break;
|
|
|
|
callback = callback->getNestedCallback();
|
|
}
|
|
|
|
osg::ref_ptr<AlphaFader> alphaFader (new AlphaFader(mAlphaUpdate));
|
|
|
|
if (composite)
|
|
composite->addController(alphaFader);
|
|
else
|
|
node.addUpdateCallback(alphaFader);
|
|
|
|
mAlphaFaders.push_back(alphaFader);
|
|
}
|
|
}
|
|
|
|
traverse(node);
|
|
}
|
|
|
|
std::vector<osg::ref_ptr<AlphaFader> > getAlphaFaders()
|
|
{
|
|
return mAlphaFaders;
|
|
}
|
|
|
|
private:
|
|
std::vector<osg::ref_ptr<AlphaFader> > mAlphaFaders;
|
|
float *mAlphaUpdate;
|
|
};
|
|
|
|
protected:
|
|
float mAlpha;
|
|
float *mAlphaUpdate;
|
|
};
|
|
|
|
class RainFader : public AlphaFader
|
|
{
|
|
public:
|
|
RainFader(float *alphaUpdate): AlphaFader(alphaUpdate)
|
|
{
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
virtual void apply(osg::StateSet *stateset, osg::NodeVisitor *nv)
|
|
{
|
|
AlphaFader::apply(stateset,nv);
|
|
*mAlphaUpdate = mAlpha * 2.0; // mAlpha is limited to 0.6 so multiply by 2 to reach full intensity
|
|
}
|
|
};
|
|
|
|
void SkyManager::setCamera(osg::Camera *camera)
|
|
{
|
|
mCamera = camera;
|
|
}
|
|
|
|
class WrapAroundOperator : public osgParticle::Operator
|
|
{
|
|
public:
|
|
WrapAroundOperator(osg::Camera *camera, const osg::Vec3 &wrapRange): osgParticle::Operator()
|
|
{
|
|
mCamera = camera;
|
|
mWrapRange = wrapRange;
|
|
mHalfWrapRange = mWrapRange / 2.0;
|
|
mPreviousCameraPosition = getCameraPosition();
|
|
}
|
|
|
|
virtual osg::Object *cloneType() const override
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
virtual osg::Object *clone(const osg::CopyOp &op) const override
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
virtual void operate(osgParticle::Particle *P, double dt) override
|
|
{
|
|
}
|
|
|
|
virtual void operateParticles(osgParticle::ParticleSystem *ps, double dt) override
|
|
{
|
|
osg::Vec3 position = getCameraPosition();
|
|
osg::Vec3 positionDifference = position - mPreviousCameraPosition;
|
|
|
|
osg::Matrix toWorld, toLocal;
|
|
|
|
std::vector<osg::Matrix> worldMatrices = ps->getWorldMatrices();
|
|
|
|
if (!worldMatrices.empty())
|
|
{
|
|
toWorld = worldMatrices[0];
|
|
toLocal.invert(toWorld);
|
|
}
|
|
|
|
for (int i = 0; i < ps->numParticles(); ++i)
|
|
{
|
|
osgParticle::Particle *p = ps->getParticle(i);
|
|
p->setPosition(toWorld.preMult(p->getPosition()));
|
|
p->setPosition(p->getPosition() - positionDifference);
|
|
|
|
for (int j = 0; j < 3; ++j) // wrap-around in all 3 dimensions
|
|
{
|
|
osg::Vec3 pos = p->getPosition();
|
|
|
|
if (pos[j] < -mHalfWrapRange[j])
|
|
pos[j] = mHalfWrapRange[j] + fmod(pos[j] - mHalfWrapRange[j],mWrapRange[j]);
|
|
else if (pos[j] > mHalfWrapRange[j])
|
|
pos[j] = fmod(pos[j] + mHalfWrapRange[j],mWrapRange[j]) - mHalfWrapRange[j];
|
|
|
|
p->setPosition(pos);
|
|
}
|
|
|
|
p->setPosition(toLocal.preMult(p->getPosition()));
|
|
}
|
|
|
|
mPreviousCameraPosition = position;
|
|
}
|
|
|
|
protected:
|
|
osg::Camera *mCamera;
|
|
osg::Vec3 mPreviousCameraPosition;
|
|
osg::Vec3 mWrapRange;
|
|
osg::Vec3 mHalfWrapRange;
|
|
|
|
osg::Vec3 getCameraPosition()
|
|
{
|
|
return mCamera->getInverseViewMatrix().getTrans();
|
|
}
|
|
};
|
|
|
|
void SkyManager::createRain()
|
|
{
|
|
if (mRainNode)
|
|
return;
|
|
|
|
mRainNode = new osg::Group;
|
|
|
|
mRainParticleSystem = new osgParticle::ParticleSystem;
|
|
osg::Vec3 rainRange = osg::Vec3(600,600,600);
|
|
|
|
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());
|
|
|
|
osg::ref_ptr<osg::Texture2D> raindropTex (new osg::Texture2D(mSceneManager->getImageManager()->getImage("textures/tx_raindrop_01.dds")));
|
|
raindropTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
|
raindropTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
|
|
|
|
stateset->setTextureAttributeAndModes(0, raindropTex, osg::StateAttribute::ON);
|
|
stateset->setNestRenderBins(false);
|
|
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
|
|
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
|
|
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
|
|
|
|
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(-rainRange.x() / 2, rainRange.x() / 2); // Rain_Diameter
|
|
placer->setYRange(-rainRange.y() / 2, rainRange.y() / 2);
|
|
placer->setZRange(300, 300);
|
|
emitter->setPlacer(placer);
|
|
|
|
osg::ref_ptr<RainCounter> counter (new RainCounter);
|
|
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<osgParticle::ModularProgram> program (new osgParticle::ModularProgram);
|
|
program->addOperator(new WrapAroundOperator(mCamera,rainRange));
|
|
program->setParticleSystem(mRainParticleSystem);
|
|
mRainNode->addChild(program);
|
|
|
|
mRainNode->addChild(emitter);
|
|
mRainNode->addChild(mRainParticleSystem);
|
|
mRainNode->addChild(updater);
|
|
|
|
mRainFader = new RainFader(&mWeatherAlpha);
|
|
mRainNode->addUpdateCallback(mRainFader);
|
|
mRainNode->addCullCallback(mUnderwaterSwitch);
|
|
mRainNode->setNodeMask(Mask_WeatherParticles);
|
|
|
|
mRootNode->addChild(mRainNode);
|
|
}
|
|
|
|
void SkyManager::destroyRain()
|
|
{
|
|
if (!mRainNode)
|
|
return;
|
|
|
|
mRootNode->removeChild(mRainNode);
|
|
mRainNode = NULL;
|
|
mRainParticleSystem = NULL;
|
|
mRainShooter = NULL;
|
|
mRainFader = NULL;
|
|
}
|
|
|
|
SkyManager::~SkyManager()
|
|
{
|
|
if (mRootNode)
|
|
{
|
|
mRootNode->getParent(0)->removeChild(mRootNode);
|
|
mRootNode = NULL;
|
|
}
|
|
}
|
|
|
|
int SkyManager::getMasserPhase() const
|
|
{
|
|
if (!mCreated) return 0;
|
|
return mMasser->getPhaseInt();
|
|
}
|
|
|
|
int SkyManager::getSecundaPhase() const
|
|
{
|
|
if (!mCreated) return 0;
|
|
return mSecunda->getPhaseInt();
|
|
}
|
|
|
|
bool SkyManager::isEnabled()
|
|
{
|
|
return mEnabled;
|
|
}
|
|
|
|
bool SkyManager::hasRain()
|
|
{
|
|
return mRainNode != NULL;
|
|
}
|
|
|
|
void SkyManager::update(float duration)
|
|
{
|
|
if (!mEnabled)
|
|
{
|
|
if (mRainIntensityUniform)
|
|
mRainIntensityUniform->set((float) 0.0);
|
|
|
|
return;
|
|
}
|
|
|
|
if (mRainIntensityUniform)
|
|
{
|
|
if (mIsStorm || (!hasRain() && !mParticleNode))
|
|
mRainIntensityUniform->set((float) 0.0);
|
|
else
|
|
mRainIntensityUniform->set((float) mWeatherAlpha);
|
|
}
|
|
|
|
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);
|
|
|
|
// 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 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;
|
|
|
|
// cleanup old particles
|
|
if (mParticleEffect)
|
|
{
|
|
mParticleNode->removeChild(mParticleEffect);
|
|
mParticleEffect = NULL;
|
|
mParticleFaders.clear();
|
|
}
|
|
|
|
if (mCurrentParticleEffect.empty())
|
|
{
|
|
if (mParticleNode)
|
|
{
|
|
mRootNode->removeChild(mParticleNode);
|
|
mParticleNode = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!mParticleNode)
|
|
{
|
|
mParticleNode = new osg::PositionAttitudeTransform;
|
|
mParticleNode->addCullCallback(mUnderwaterSwitch);
|
|
mParticleNode->setNodeMask(Mask_WeatherParticles);
|
|
mRootNode->addChild(mParticleNode);
|
|
}
|
|
|
|
mParticleEffect = mSceneManager->getInstance(mCurrentParticleEffect, mParticleNode);
|
|
|
|
SceneUtil::AssignControllerSourcesVisitor assignVisitor(std::shared_ptr<SceneUtil::ControllerSource>(new SceneUtil::FrameTimeSource));
|
|
mParticleEffect->accept(assignVisitor);
|
|
|
|
AlphaFader::SetupVisitor alphaFaderSetupVisitor(&mWeatherAlpha);
|
|
|
|
mParticleEffect->accept(alphaFaderSetupVisitor);
|
|
mParticleFaders = alphaFaderSetupVisitor.getAlphaFaders();
|
|
|
|
SceneUtil::DisableFreezeOnCullVisitor disableFreezeOnCullVisitor;
|
|
mParticleEffect->accept(disableFreezeOnCullVisitor);
|
|
|
|
if (!weather.mIsStorm)
|
|
{
|
|
SceneUtil::FindByClassVisitor findPSVisitor(std::string("ParticleSystem"));
|
|
mParticleEffect->accept(findPSVisitor);
|
|
|
|
for (unsigned int i = 0; i < findPSVisitor.mFoundNodes.size(); ++i)
|
|
{
|
|
osgParticle::ParticleSystem *ps = static_cast<osgParticle::ParticleSystem *>(findPSVisitor.mFoundNodes[i]);
|
|
|
|
osg::ref_ptr<osgParticle::ModularProgram> program (new osgParticle::ModularProgram);
|
|
program->addOperator(new WrapAroundOperator(mCamera,osg::Vec3(1024,1024,800)));
|
|
program->setParticleSystem(ps);
|
|
mParticleNode->addChild(program);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mClouds != weather.mCloudTexture)
|
|
{
|
|
mClouds = weather.mCloudTexture;
|
|
|
|
std::string texture = Misc::ResourceHelpers::correctTexturePath(mClouds, mSceneManager->getVFS());
|
|
|
|
osg::ref_ptr<osg::Texture2D> cloudTex (new osg::Texture2D(mSceneManager->getImageManager()->getImage(texture)));
|
|
cloudTex->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
|
|
cloudTex->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
|
|
|
|
mCloudUpdater->setTexture(cloudTex);
|
|
}
|
|
|
|
if (mNextClouds != weather.mNextCloudTexture)
|
|
{
|
|
mNextClouds = weather.mNextCloudTexture;
|
|
|
|
if (!mNextClouds.empty())
|
|
{
|
|
std::string texture = Misc::ResourceHelpers::correctTexturePath(mNextClouds, mSceneManager->getVFS());
|
|
|
|
osg::ref_ptr<osg::Texture2D> cloudTex (new osg::Texture2D(mSceneManager->getImageManager()->getImage(texture)));
|
|
cloudTex->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
|
|
cloudTex->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
|
|
|
|
mCloudUpdater2->setTexture(cloudTex);
|
|
}
|
|
}
|
|
|
|
if (mCloudBlendFactor != weather.mCloudBlendFactor)
|
|
{
|
|
mCloudBlendFactor = weather.mCloudBlendFactor;
|
|
|
|
mCloudUpdater->setOpacity((1.f-mCloudBlendFactor));
|
|
mCloudUpdater2->setOpacity(mCloudBlendFactor);
|
|
mCloudMesh2->setNodeMask(mCloudBlendFactor > 0.f ? ~0 : 0);
|
|
}
|
|
|
|
if (mCloudColour != weather.mFogColor)
|
|
{
|
|
osg::Vec4f clr (weather.mFogColor);
|
|
clr += osg::Vec4f(0.13f, 0.13f, 0.13f, 0.f);
|
|
|
|
mCloudUpdater->setEmissionColor(clr);
|
|
mCloudUpdater2->setEmissionColor(clr);
|
|
|
|
mCloudColour = weather.mFogColor;
|
|
}
|
|
|
|
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;
|
|
|
|
mMasser->adjustTransparency(weather.mGlareView);
|
|
mSecunda->adjustTransparency(weather.mGlareView);
|
|
|
|
mSun->setColor(weather.mSunDiscColor);
|
|
mSun->adjustTransparency(weather.mGlareView * weather.mSunDiscColor.a());
|
|
|
|
float nextStarsOpacity = weather.mNightFade * weather.mGlareView;
|
|
|
|
if (weather.mNight && mStarsOpacity != nextStarsOpacity)
|
|
{
|
|
mStarsOpacity = nextStarsOpacity;
|
|
|
|
mAtmosphereNightUpdater->setFade(mStarsOpacity);
|
|
}
|
|
|
|
mAtmosphereNightNode->setNodeMask(weather.mNight ? ~0 : 0);
|
|
|
|
if (mRainFader)
|
|
mRainFader->setAlpha(weather.mEffectFade * 0.6); // * Rain_Threshold?
|
|
|
|
for (std::vector<osg::ref_ptr<AlphaFader> >::const_iterator it = mParticleFaders.begin(); it != mParticleFaders.end(); ++it)
|
|
(*it)->setAlpha(weather.mEffectFade);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
void SkyManager::setMasserState(const MoonState& state)
|
|
{
|
|
if(!mCreated) return;
|
|
|
|
mMasser->setState(state);
|
|
}
|
|
|
|
void SkyManager::setSecundaState(const MoonState& state)
|
|
{
|
|
if(!mCreated) return;
|
|
|
|
mSecunda->setState(state);
|
|
}
|
|
|
|
void SkyManager::setDate(int day, int month)
|
|
{
|
|
mDay = day;
|
|
mMonth = month;
|
|
}
|
|
|
|
void SkyManager::setGlareTimeOfDayFade(float val)
|
|
{
|
|
mSun->setGlareTimeOfDayFade(val);
|
|
}
|
|
|
|
void SkyManager::setWaterHeight(float height)
|
|
{
|
|
mUnderwaterSwitch->setWaterLevel(height);
|
|
}
|
|
|
|
void SkyManager::listAssetsToPreload(std::vector<std::string>& models, std::vector<std::string>& textures)
|
|
{
|
|
models.push_back("meshes/sky_atmosphere.nif");
|
|
if (mSceneManager->getVFS()->exists("meshes/sky_night_02.nif"))
|
|
models.push_back("meshes/sky_night_02.nif");
|
|
models.push_back("meshes/sky_night_01.nif");
|
|
models.push_back("meshes/sky_clouds_01.nif");
|
|
|
|
models.push_back("meshes\\ashcloud.nif");
|
|
models.push_back("meshes\\blightcloud.nif");
|
|
models.push_back("meshes\\snow.nif");
|
|
models.push_back("meshes\\blizzard.nif");
|
|
|
|
textures.push_back("textures/tx_mooncircle_full_s.dds");
|
|
textures.push_back("textures/tx_mooncircle_full_m.dds");
|
|
|
|
textures.push_back("textures/tx_masser_new.dds");
|
|
textures.push_back("textures/tx_masser_one_wax.dds");
|
|
textures.push_back("textures/tx_masser_half_wax.dds");
|
|
textures.push_back("textures/tx_masser_three_wax.dds");
|
|
textures.push_back("textures/tx_masser_one_wan.dds");
|
|
textures.push_back("textures/tx_masser_half_wan.dds");
|
|
textures.push_back("textures/tx_masser_three_wan.dds");
|
|
textures.push_back("textures/tx_masser_full.dds");
|
|
|
|
textures.push_back("textures/tx_secunda_new.dds");
|
|
textures.push_back("textures/tx_secunda_one_wax.dds");
|
|
textures.push_back("textures/tx_secunda_half_wax.dds");
|
|
textures.push_back("textures/tx_secunda_three_wax.dds");
|
|
textures.push_back("textures/tx_secunda_one_wan.dds");
|
|
textures.push_back("textures/tx_secunda_half_wan.dds");
|
|
textures.push_back("textures/tx_secunda_three_wan.dds");
|
|
textures.push_back("textures/tx_secunda_full.dds");
|
|
|
|
textures.push_back("textures/tx_sun_05.dds");
|
|
textures.push_back("textures/tx_sun_flash_grey_05.dds");
|
|
|
|
textures.push_back("textures/tx_raindrop_01.dds");
|
|
}
|
|
|
|
void SkyManager::setWaterEnabled(bool enabled)
|
|
{
|
|
mUnderwaterSwitch->setEnabled(enabled);
|
|
}
|
|
|
|
}
|