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127 lines
3.1 KiB
C++
127 lines
3.1 KiB
C++
#ifndef OPENMW_MWRENDER_WATER_H
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#define OPENMW_MWRENDER_WATER_H
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#include <memory>
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#include <vector>
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#include <osg/ref_ptr>
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#include <osg/Vec3f>
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#include <osg/Uniform>
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#include <osg/Camera>
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#include <components/settings/settings.hpp>
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namespace osg
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{
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class Group;
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class PositionAttitudeTransform;
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class Geometry;
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class Node;
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}
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namespace osgUtil
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{
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class IncrementalCompileOperation;
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}
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namespace Resource
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{
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class ResourceSystem;
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}
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namespace MWWorld
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{
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class CellStore;
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class Ptr;
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}
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namespace Fallback
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{
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class Map;
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}
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namespace MWRender
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{
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class Refraction;
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class Reflection;
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class RippleSimulation;
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/// Water rendering
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class Water
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{
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static const int CELL_SIZE = 8192;
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osg::ref_ptr<osg::Uniform> mRainIntensityUniform;
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osg::ref_ptr<osg::Group> mParent;
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osg::ref_ptr<osg::Group> mSceneRoot;
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osg::ref_ptr<osg::PositionAttitudeTransform> mWaterNode;
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osg::ref_ptr<osg::Geometry> mWaterGeom;
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Resource::ResourceSystem* mResourceSystem;
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const Fallback::Map* mFallback;
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osg::ref_ptr<osgUtil::IncrementalCompileOperation> mIncrementalCompileOperation;
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std::unique_ptr<RippleSimulation> mSimulation;
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osg::ref_ptr<Refraction> mRefraction;
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osg::ref_ptr<Reflection> mReflection;
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const std::string mResourcePath;
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bool mEnabled;
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bool mToggled;
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float mTop;
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osg::Vec3f getSceneNodeCoordinates(int gridX, int gridY);
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void updateVisible();
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void createSimpleWaterStateSet(osg::Node* node, float alpha);
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/// @param reflection the reflection camera (required)
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/// @param refraction the refraction camera (optional)
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void createShaderWaterStateSet(osg::Node* node, Reflection* reflection, Refraction* refraction);
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void updateWaterMaterial();
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public:
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Water(osg::Group* parent, osg::Group* sceneRoot,
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Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico, const Fallback::Map* fallback,
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const std::string& resourcePath);
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~Water();
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void listAssetsToPreload(std::vector<std::string>& textures);
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void setEnabled(bool enabled);
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bool toggle();
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bool isUnderwater(const osg::Vec3f& pos) const;
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/// adds an emitter, position will be tracked automatically using its scene node
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void addEmitter (const MWWorld::Ptr& ptr, float scale = 1.f, float force = 1.f);
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void removeEmitter (const MWWorld::Ptr& ptr);
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void updateEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr);
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void emitRipple(const osg::Vec3f& pos);
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void removeCell(const MWWorld::CellStore* store); ///< remove all emitters in this cell
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void clearRipples();
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void changeCell(const MWWorld::CellStore* store);
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void setHeight(const float height);
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void update(float dt);
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osg::Camera *getReflectionCamera();
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osg::Camera *getRefractionCamera();
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void processChangedSettings(const Settings::CategorySettingVector& settings);
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osg::Uniform *getRainIntensityUniform();
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};
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}
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#endif
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