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760 lines
26 KiB
C++
760 lines
26 KiB
C++
#include "water.hpp"
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#include <iomanip>
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#include <osg/Fog>
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#include <osg/Depth>
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#include <osg/Group>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/PositionAttitudeTransform>
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#include <osg/ClipNode>
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#include <osg/FrontFace>
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#include <osg/Shader>
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#include <osg/GLExtensions>
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#include <osgDB/ReadFile>
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#include <boost/filesystem/path.hpp>
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#include <boost/filesystem/fstream.hpp>
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#include <osgUtil/IncrementalCompileOperation>
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#include <osgUtil/CullVisitor>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/imagemanager.hpp>
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#include <components/nifosg/controller.hpp>
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#include <components/sceneutil/controller.hpp>
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#include <components/settings/settings.hpp>
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#include <components/esm/loadcell.hpp>
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#include <components/fallback/fallback.hpp>
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#include "../mwworld/cellstore.hpp"
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#include "vismask.hpp"
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#include "ripplesimulation.hpp"
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#include "renderbin.hpp"
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#include "util.hpp"
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namespace
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{
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osg::ref_ptr<osg::Geometry> createWaterGeometry(float size, int segments, float textureRepeats)
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{
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osg::ref_ptr<osg::Vec3Array> verts (new osg::Vec3Array);
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osg::ref_ptr<osg::Vec2Array> texcoords (new osg::Vec2Array);
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// some drivers don't like huge triangles, so we do some subdivisons
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// a paged solution would be even better
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const float step = size/segments;
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const float texCoordStep = textureRepeats / segments;
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for (int x=0; x<segments; ++x)
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{
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for (int y=0; y<segments; ++y)
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{
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float x1 = -size/2.f + x*step;
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float y1 = -size/2.f + y*step;
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float x2 = x1 + step;
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float y2 = y1 + step;
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verts->push_back(osg::Vec3f(x1, y2, 0.f));
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verts->push_back(osg::Vec3f(x1, y1, 0.f));
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verts->push_back(osg::Vec3f(x2, y1, 0.f));
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verts->push_back(osg::Vec3f(x2, y2, 0.f));
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float u1 = x*texCoordStep;
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float v1 = y*texCoordStep;
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float u2 = u1 + texCoordStep;
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float v2 = v1 + texCoordStep;
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texcoords->push_back(osg::Vec2f(u1, v2));
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texcoords->push_back(osg::Vec2f(u1, v1));
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texcoords->push_back(osg::Vec2f(u2, v1));
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texcoords->push_back(osg::Vec2f(u2, v2));
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}
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}
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osg::ref_ptr<osg::Geometry> waterGeom (new osg::Geometry);
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waterGeom->setVertexArray(verts);
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waterGeom->setTexCoordArray(0, texcoords);
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osg::ref_ptr<osg::Vec3Array> normal (new osg::Vec3Array);
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normal->push_back(osg::Vec3f(0,0,1));
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waterGeom->setNormalArray(normal, osg::Array::BIND_OVERALL);
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waterGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,verts->size()));
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return waterGeom;
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}
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}
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namespace MWRender
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{
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// --------------------------------------------------------------------------------------------------------------------------------
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/// @brief Allows to cull and clip meshes that are below a plane. Useful for reflection & refraction camera effects.
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/// Also handles flipping of the plane when the eye point goes below it.
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/// To use, simply create the scene as subgraph of this node, then do setPlane(const osg::Plane& plane);
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class ClipCullNode : public osg::Group
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{
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class PlaneCullCallback : public osg::NodeCallback
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{
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public:
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/// @param cullPlane The culling plane (in world space).
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PlaneCullCallback(const osg::Plane* cullPlane)
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: osg::NodeCallback()
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, mCullPlane(cullPlane)
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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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osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
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osg::Polytope::PlaneList origPlaneList = cv->getProjectionCullingStack().back().getFrustum().getPlaneList();
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osg::Plane plane = *mCullPlane;
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plane.transform(*cv->getCurrentRenderStage()->getInitialViewMatrix());
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osg::Vec3d eyePoint = cv->getEyePoint();
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if (mCullPlane->intersect(osg::BoundingSphere(osg::Vec3d(0,0,eyePoint.z()), 0)) > 0)
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plane.flip();
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cv->getProjectionCullingStack().back().getFrustum().add(plane);
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traverse(node, nv);
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// undo
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cv->getProjectionCullingStack().back().getFrustum().set(origPlaneList);
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}
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private:
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const osg::Plane* mCullPlane;
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};
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class FlipCallback : public osg::NodeCallback
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{
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public:
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FlipCallback(const osg::Plane* cullPlane)
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: mCullPlane(cullPlane)
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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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osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
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osg::Vec3d eyePoint = cv->getEyePoint();
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osg::RefMatrix* modelViewMatrix = new osg::RefMatrix(*cv->getModelViewMatrix());
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// apply the height of the plane
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// we can't apply this height in the addClipPlane() since the "flip the below graph" function would otherwise flip the height as well
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modelViewMatrix->preMultTranslate(mCullPlane->getNormal() * ((*mCullPlane)[3] * -1));
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// flip the below graph if the eye point is above the plane
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if (mCullPlane->intersect(osg::BoundingSphere(osg::Vec3d(0,0,eyePoint.z()), 0)) > 0)
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{
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modelViewMatrix->preMultScale(osg::Vec3(1,1,-1));
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}
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// move the plane back along its normal a little bit to prevent bleeding at the water shore
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const float clipFudge = -5;
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modelViewMatrix->preMultTranslate(mCullPlane->getNormal() * clipFudge);
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cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF);
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traverse(node, nv);
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cv->popModelViewMatrix();
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}
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private:
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const osg::Plane* mCullPlane;
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};
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public:
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ClipCullNode()
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{
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addCullCallback (new PlaneCullCallback(&mPlane));
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mClipNodeTransform = new osg::Group;
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mClipNodeTransform->addCullCallback(new FlipCallback(&mPlane));
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addChild(mClipNodeTransform);
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mClipNode = new osg::ClipNode;
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mClipNodeTransform->addChild(mClipNode);
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}
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void setPlane (const osg::Plane& plane)
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{
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if (plane == mPlane)
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return;
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mPlane = plane;
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mClipNode->getClipPlaneList().clear();
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mClipNode->addClipPlane(new osg::ClipPlane(0, osg::Plane(mPlane.getNormal(), 0))); // mPlane.d() applied in FlipCallback
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mClipNode->setStateSetModes(*getOrCreateStateSet(), osg::StateAttribute::ON);
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mClipNode->setCullingActive(false);
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}
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private:
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osg::ref_ptr<osg::Group> mClipNodeTransform;
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osg::ref_ptr<osg::ClipNode> mClipNode;
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osg::Plane mPlane;
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};
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/// Moves water mesh away from the camera slightly if the camera gets too close on the Z axis.
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/// The offset works around graphics artifacts that occured with the GL_DEPTH_CLAMP when the camera gets extremely close to the mesh (seen on NVIDIA at least).
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/// Must be added as a Cull callback.
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class FudgeCallback : 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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const float fudge = 0.2;
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if (std::abs(cv->getEyeLocal().z()) < fudge)
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{
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float diff = fudge - cv->getEyeLocal().z();
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osg::RefMatrix* modelViewMatrix = new osg::RefMatrix(*cv->getModelViewMatrix());
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if (cv->getEyeLocal().z() > 0)
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modelViewMatrix->preMultTranslate(osg::Vec3f(0,0,-diff));
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else
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modelViewMatrix->preMultTranslate(osg::Vec3f(0,0,diff));
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cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF);
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traverse(node, nv);
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cv->popModelViewMatrix();
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}
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else
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traverse(node, nv);
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}
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};
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osg::ref_ptr<osg::Shader> readShader (osg::Shader::Type type, const std::string& file, const std::map<std::string, std::string>& defineMap = std::map<std::string, std::string>())
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{
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osg::ref_ptr<osg::Shader> shader (new osg::Shader(type));
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// use boost in favor of osg::Shader::readShaderFile, to handle utf-8 path issues on Windows
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boost::filesystem::ifstream inStream;
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inStream.open(boost::filesystem::path(file));
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std::stringstream strstream;
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strstream << inStream.rdbuf();
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std::string shaderSource = strstream.str();
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for (std::map<std::string, std::string>::const_iterator it = defineMap.begin(); it != defineMap.end(); ++it)
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{
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size_t pos = shaderSource.find(it->first);
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if (pos != std::string::npos)
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shaderSource.replace(pos, it->first.length(), it->second);
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}
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shader->setShaderSource(shaderSource);
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return shader;
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}
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osg::ref_ptr<osg::Image> readPngImage (const std::string& file)
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{
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// use boost in favor of osgDB::readImage, to handle utf-8 path issues on Windows
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boost::filesystem::ifstream inStream;
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inStream.open(file, std::ios_base::in | std::ios_base::binary);
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if (inStream.fail())
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std::cerr << "Failed to open " << file << std::endl;
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osgDB::ReaderWriter* reader = osgDB::Registry::instance()->getReaderWriterForExtension("png");
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if (!reader)
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{
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std::cerr << "Failed to read " << file << ", no png readerwriter found" << std::endl;
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return osg::ref_ptr<osg::Image>();
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}
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osgDB::ReaderWriter::ReadResult result = reader->readImage(inStream);
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if (!result.success())
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std::cerr << "Failed to read " << file << ": " << result.message() << " code " << result.status() << std::endl;
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return result.getImage();
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}
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class Refraction : public osg::Camera
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{
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public:
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Refraction()
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{
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unsigned int rttSize = Settings::Manager::getInt("rtt size", "Water");
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setRenderOrder(osg::Camera::PRE_RENDER);
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setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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setReferenceFrame(osg::Camera::RELATIVE_RF);
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setCullMask(Mask_Effect|Mask_Scene|Mask_Terrain|Mask_Actor|Mask_ParticleSystem|Mask_Sky|Mask_Sun|Mask_Player|Mask_Lighting);
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setNodeMask(Mask_RenderToTexture);
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setViewport(0, 0, rttSize, rttSize);
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// No need for Update traversal since the scene is already updated as part of the main scene graph
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// A double update would mess with the light collection (in addition to being plain redundant)
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setUpdateCallback(new NoTraverseCallback);
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// No need for fog here, we are already applying fog on the water surface itself as well as underwater fog
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// assign large value to effectively turn off fog
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// shaders don't respect glDisable(GL_FOG)
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osg::ref_ptr<osg::Fog> fog (new osg::Fog);
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fog->setStart(10000000);
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fog->setEnd(10000000);
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getOrCreateStateSet()->setAttributeAndModes(fog, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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mClipCullNode = new ClipCullNode;
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addChild(mClipCullNode);
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mRefractionTexture = new osg::Texture2D;
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mRefractionTexture->setTextureSize(rttSize, rttSize);
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mRefractionTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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mRefractionTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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mRefractionTexture->setInternalFormat(GL_RGB);
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mRefractionTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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mRefractionTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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attach(osg::Camera::COLOR_BUFFER, mRefractionTexture);
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mRefractionDepthTexture = new osg::Texture2D;
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mRefractionDepthTexture->setSourceFormat(GL_DEPTH_COMPONENT);
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mRefractionDepthTexture->setInternalFormat(GL_DEPTH_COMPONENT24);
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mRefractionDepthTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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mRefractionDepthTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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mRefractionDepthTexture->setSourceType(GL_UNSIGNED_INT);
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mRefractionDepthTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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mRefractionDepthTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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attach(osg::Camera::DEPTH_BUFFER, mRefractionDepthTexture);
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}
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void setScene(osg::Node* scene)
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{
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if (mScene)
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mClipCullNode->removeChild(mScene);
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mScene = scene;
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mClipCullNode->addChild(scene);
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}
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void setWaterLevel(float waterLevel)
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{
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mClipCullNode->setPlane(osg::Plane(osg::Vec3d(0,0,-1), osg::Vec3d(0,0, waterLevel)));
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}
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osg::Texture2D* getRefractionTexture() const
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{
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return mRefractionTexture.get();
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}
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osg::Texture2D* getRefractionDepthTexture() const
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{
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return mRefractionDepthTexture.get();
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}
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private:
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osg::ref_ptr<ClipCullNode> mClipCullNode;
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osg::ref_ptr<osg::Texture2D> mRefractionTexture;
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osg::ref_ptr<osg::Texture2D> mRefractionDepthTexture;
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osg::ref_ptr<osg::Node> mScene;
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};
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class Reflection : public osg::Camera
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{
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public:
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Reflection()
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{
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setRenderOrder(osg::Camera::PRE_RENDER);
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setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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setReferenceFrame(osg::Camera::RELATIVE_RF);
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bool reflectActors = Settings::Manager::getBool("reflect actors", "Water");
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setCullMask(Mask_Effect|Mask_Scene|Mask_Terrain|Mask_ParticleSystem|Mask_Sky|Mask_Player|Mask_Lighting|(reflectActors ? Mask_Actor : 0));
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setNodeMask(Mask_RenderToTexture);
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unsigned int rttSize = Settings::Manager::getInt("rtt size", "Water");
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setViewport(0, 0, rttSize, rttSize);
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// No need for Update traversal since the mSceneRoot is already updated as part of the main scene graph
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// A double update would mess with the light collection (in addition to being plain redundant)
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setUpdateCallback(new NoTraverseCallback);
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mReflectionTexture = new osg::Texture2D;
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mReflectionTexture->setInternalFormat(GL_RGB);
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mReflectionTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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mReflectionTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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mReflectionTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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mReflectionTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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attach(osg::Camera::COLOR_BUFFER, mReflectionTexture);
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// XXX: should really flip the FrontFace on each renderable instead of forcing clockwise.
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osg::ref_ptr<osg::FrontFace> frontFace (new osg::FrontFace);
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frontFace->setMode(osg::FrontFace::CLOCKWISE);
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getOrCreateStateSet()->setAttributeAndModes(frontFace, osg::StateAttribute::ON);
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mClipCullNode = new ClipCullNode;
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addChild(mClipCullNode);
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}
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void setWaterLevel(float waterLevel)
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{
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setViewMatrix(osg::Matrix::translate(0,0,-waterLevel) * osg::Matrix::scale(1,1,-1) * osg::Matrix::translate(0,0,waterLevel));
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mClipCullNode->setPlane(osg::Plane(osg::Vec3d(0,0,1), osg::Vec3d(0,0,waterLevel)));
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}
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void setScene(osg::Node* scene)
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{
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if (mScene)
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mClipCullNode->removeChild(mScene);
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mScene = scene;
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mClipCullNode->addChild(scene);
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}
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osg::Texture2D* getReflectionTexture() const
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{
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return mReflectionTexture.get();
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}
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private:
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osg::ref_ptr<osg::Texture2D> mReflectionTexture;
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osg::ref_ptr<ClipCullNode> mClipCullNode;
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osg::ref_ptr<osg::Node> mScene;
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};
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/// DepthClampCallback enables GL_DEPTH_CLAMP for the current draw, if supported.
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class DepthClampCallback : public osg::Drawable::DrawCallback
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{
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public:
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virtual void drawImplementation(osg::RenderInfo& renderInfo,const osg::Drawable* drawable) const
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{
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static bool supported = osg::isGLExtensionOrVersionSupported(renderInfo.getState()->getContextID(), "GL_ARB_depth_clamp", 3.3);
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if (!supported)
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{
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drawable->drawImplementation(renderInfo);
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return;
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}
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glEnable(GL_DEPTH_CLAMP);
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drawable->drawImplementation(renderInfo);
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// restore default
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glDisable(GL_DEPTH_CLAMP);
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}
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};
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Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem *resourceSystem, osgUtil::IncrementalCompileOperation *ico,
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const Fallback::Map* fallback, const std::string& resourcePath)
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: mParent(parent)
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, mSceneRoot(sceneRoot)
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, mResourceSystem(resourceSystem)
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, mFallback(fallback)
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, mResourcePath(resourcePath)
|
|
, mEnabled(true)
|
|
, mToggled(true)
|
|
, mTop(0)
|
|
{
|
|
mSimulation.reset(new RippleSimulation(parent, resourceSystem, fallback));
|
|
|
|
mWaterGeom = createWaterGeometry(CELL_SIZE*150, 40, 900);
|
|
mWaterGeom->setDrawCallback(new DepthClampCallback);
|
|
mWaterGeom->setNodeMask(Mask_Water);
|
|
|
|
if (ico)
|
|
ico->add(mWaterGeom);
|
|
|
|
mWaterNode = new osg::PositionAttitudeTransform;
|
|
mWaterNode->addChild(mWaterGeom);
|
|
mWaterNode->addCullCallback(new FudgeCallback);
|
|
|
|
// simple water fallback for the local map
|
|
osg::ref_ptr<osg::Geometry> geom2 (osg::clone(mWaterGeom.get(), osg::CopyOp::DEEP_COPY_NODES));
|
|
createSimpleWaterStateSet(geom2, mFallback->getFallbackFloat("Water_Map_Alpha"));
|
|
geom2->setNodeMask(Mask_SimpleWater);
|
|
mWaterNode->addChild(geom2);
|
|
|
|
mSceneRoot->addChild(mWaterNode);
|
|
|
|
setHeight(mTop);
|
|
|
|
updateWaterMaterial();
|
|
}
|
|
|
|
void Water::updateWaterMaterial()
|
|
{
|
|
if (mReflection)
|
|
{
|
|
mParent->removeChild(mReflection);
|
|
mReflection = NULL;
|
|
}
|
|
if (mRefraction)
|
|
{
|
|
mParent->removeChild(mRefraction);
|
|
mRefraction = NULL;
|
|
}
|
|
|
|
if (Settings::Manager::getBool("shader", "Water"))
|
|
{
|
|
mReflection = new Reflection;
|
|
mReflection->setWaterLevel(mTop);
|
|
mReflection->setScene(mSceneRoot);
|
|
mParent->addChild(mReflection);
|
|
|
|
if (Settings::Manager::getBool("refraction", "Water"))
|
|
{
|
|
mRefraction = new Refraction;
|
|
mRefraction->setWaterLevel(mTop);
|
|
mRefraction->setScene(mSceneRoot);
|
|
mParent->addChild(mRefraction);
|
|
}
|
|
|
|
createShaderWaterStateSet(mWaterGeom, mReflection, mRefraction);
|
|
}
|
|
else
|
|
createSimpleWaterStateSet(mWaterGeom, mFallback->getFallbackFloat("Water_World_Alpha"));
|
|
|
|
updateVisible();
|
|
}
|
|
|
|
void Water::createSimpleWaterStateSet(osg::Node* node, float alpha)
|
|
{
|
|
osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
|
|
|
|
osg::ref_ptr<osg::Material> material (new osg::Material);
|
|
material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
|
|
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, alpha));
|
|
material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
|
|
material->setColorMode(osg::Material::OFF);
|
|
stateset->setAttributeAndModes(material, osg::StateAttribute::ON);
|
|
|
|
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
|
|
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
|
|
|
|
osg::ref_ptr<osg::Depth> depth (new osg::Depth);
|
|
depth->setWriteMask(false);
|
|
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
|
|
|
|
stateset->setRenderBinDetails(MWRender::RenderBin_Water, "RenderBin");
|
|
|
|
node->setStateSet(stateset);
|
|
|
|
std::vector<osg::ref_ptr<osg::Texture2D> > textures;
|
|
int frameCount = mFallback->getFallbackInt("Water_SurfaceFrameCount");
|
|
std::string texture = mFallback->getFallbackString("Water_SurfaceTexture");
|
|
for (int i=0; i<frameCount; ++i)
|
|
{
|
|
std::ostringstream texname;
|
|
texname << "textures/water/" << texture << std::setw(2) << std::setfill('0') << i << ".dds";
|
|
osg::ref_ptr<osg::Texture2D> tex (new osg::Texture2D(mResourceSystem->getImageManager()->getImage(texname.str())));
|
|
tex->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
|
|
tex->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
|
|
textures.push_back(tex);
|
|
}
|
|
|
|
if (textures.empty())
|
|
return;
|
|
|
|
float fps = mFallback->getFallbackFloat("Water_SurfaceFPS");
|
|
|
|
osg::ref_ptr<NifOsg::FlipController> controller (new NifOsg::FlipController(0, 1.f/fps, textures));
|
|
controller->setSource(boost::shared_ptr<SceneUtil::ControllerSource>(new SceneUtil::FrameTimeSource));
|
|
node->setUpdateCallback(controller);
|
|
|
|
stateset->setTextureAttributeAndModes(0, textures[0], osg::StateAttribute::ON);
|
|
}
|
|
|
|
void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, Refraction* refraction)
|
|
{
|
|
// use a define map to conditionally compile the shader
|
|
std::map<std::string, std::string> defineMap;
|
|
defineMap.insert(std::make_pair(std::string("@refraction_enabled"), std::string(refraction ? "1" : "0")));
|
|
|
|
osg::ref_ptr<osg::Shader> vertexShader (readShader(osg::Shader::VERTEX, mResourcePath + "/shaders/water_vertex.glsl", defineMap));
|
|
osg::ref_ptr<osg::Shader> fragmentShader (readShader(osg::Shader::FRAGMENT, mResourcePath + "/shaders/water_fragment.glsl", defineMap));
|
|
|
|
osg::ref_ptr<osg::Texture2D> normalMap (new osg::Texture2D(readPngImage(mResourcePath + "/shaders/water_nm.png")));
|
|
if (normalMap->getImage())
|
|
normalMap->getImage()->flipVertical();
|
|
normalMap->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
|
|
normalMap->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
|
|
normalMap->setMaxAnisotropy(16);
|
|
normalMap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR);
|
|
normalMap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
|
|
|
|
osg::ref_ptr<osg::StateSet> shaderStateset = new osg::StateSet;
|
|
shaderStateset->addUniform(new osg::Uniform("normalMap", 0));
|
|
shaderStateset->addUniform(new osg::Uniform("reflectionMap", 1));
|
|
|
|
shaderStateset->setTextureAttributeAndModes(0, normalMap, osg::StateAttribute::ON);
|
|
shaderStateset->setTextureAttributeAndModes(1, reflection->getReflectionTexture(), osg::StateAttribute::ON);
|
|
if (refraction)
|
|
{
|
|
shaderStateset->setTextureAttributeAndModes(2, refraction->getRefractionTexture(), osg::StateAttribute::ON);
|
|
shaderStateset->setTextureAttributeAndModes(3, refraction->getRefractionDepthTexture(), osg::StateAttribute::ON);
|
|
shaderStateset->addUniform(new osg::Uniform("refractionMap", 2));
|
|
shaderStateset->addUniform(new osg::Uniform("refractionDepthMap", 3));
|
|
shaderStateset->setRenderBinDetails(MWRender::RenderBin_Default, "RenderBin");
|
|
}
|
|
else
|
|
{
|
|
shaderStateset->setMode(GL_BLEND, osg::StateAttribute::ON);
|
|
|
|
shaderStateset->setRenderBinDetails(MWRender::RenderBin_Water, "RenderBin");
|
|
|
|
osg::ref_ptr<osg::Depth> depth (new osg::Depth);
|
|
depth->setWriteMask(false);
|
|
shaderStateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
|
|
}
|
|
|
|
shaderStateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
|
|
|
|
osg::ref_ptr<osg::Program> program (new osg::Program);
|
|
program->addShader(vertexShader);
|
|
program->addShader(fragmentShader);
|
|
shaderStateset->setAttributeAndModes(program, osg::StateAttribute::ON);
|
|
|
|
node->setStateSet(shaderStateset);
|
|
node->setUpdateCallback(NULL);
|
|
}
|
|
|
|
void Water::processChangedSettings(const Settings::CategorySettingVector& settings)
|
|
{
|
|
updateWaterMaterial();
|
|
}
|
|
|
|
Water::~Water()
|
|
{
|
|
mParent->removeChild(mWaterNode);
|
|
|
|
if (mReflection)
|
|
{
|
|
mParent->removeChild(mReflection);
|
|
mReflection = NULL;
|
|
}
|
|
if (mRefraction)
|
|
{
|
|
mParent->removeChild(mRefraction);
|
|
mRefraction = NULL;
|
|
}
|
|
}
|
|
|
|
void Water::listAssetsToPreload(std::vector<std::string> &textures)
|
|
{
|
|
int frameCount = mFallback->getFallbackInt("Water_SurfaceFrameCount");
|
|
std::string texture = mFallback->getFallbackString("Water_SurfaceTexture");
|
|
for (int i=0; i<frameCount; ++i)
|
|
{
|
|
std::ostringstream texname;
|
|
texname << "textures/water/" << texture << std::setw(2) << std::setfill('0') << i << ".dds";
|
|
textures.push_back(texname.str());
|
|
}
|
|
}
|
|
|
|
void Water::setEnabled(bool enabled)
|
|
{
|
|
mEnabled = enabled;
|
|
updateVisible();
|
|
}
|
|
|
|
void Water::changeCell(const MWWorld::CellStore* store)
|
|
{
|
|
if (store->getCell()->isExterior())
|
|
mWaterNode->setPosition(getSceneNodeCoordinates(store->getCell()->mData.mX, store->getCell()->mData.mY));
|
|
else
|
|
mWaterNode->setPosition(osg::Vec3f(0,0,mTop));
|
|
|
|
// create a new StateSet to prevent threading issues
|
|
osg::ref_ptr<osg::StateSet> nodeStateSet (new osg::StateSet);
|
|
nodeStateSet->addUniform(new osg::Uniform("nodePosition", osg::Vec3f(mWaterNode->getPosition())));
|
|
mWaterNode->setStateSet(nodeStateSet);
|
|
}
|
|
|
|
void Water::setHeight(const float height)
|
|
{
|
|
mTop = height;
|
|
|
|
mSimulation->setWaterHeight(height);
|
|
|
|
osg::Vec3f pos = mWaterNode->getPosition();
|
|
pos.z() = height;
|
|
mWaterNode->setPosition(pos);
|
|
|
|
if (mReflection)
|
|
mReflection->setWaterLevel(mTop);
|
|
if (mRefraction)
|
|
mRefraction->setWaterLevel(mTop);
|
|
}
|
|
|
|
void Water::update(float dt)
|
|
{
|
|
mSimulation->update(dt);
|
|
}
|
|
|
|
void Water::updateVisible()
|
|
{
|
|
bool visible = mEnabled && mToggled;
|
|
mWaterNode->setNodeMask(visible ? ~0 : 0);
|
|
if (mRefraction)
|
|
mRefraction->setNodeMask(visible ? Mask_RenderToTexture : 0);
|
|
if (mReflection)
|
|
mReflection->setNodeMask(visible ? Mask_RenderToTexture : 0);
|
|
}
|
|
|
|
bool Water::toggle()
|
|
{
|
|
mToggled = !mToggled;
|
|
updateVisible();
|
|
return mToggled;
|
|
}
|
|
|
|
bool Water::isUnderwater(const osg::Vec3f &pos) const
|
|
{
|
|
return pos.z() < mTop && mToggled && mEnabled;
|
|
}
|
|
|
|
osg::Vec3f Water::getSceneNodeCoordinates(int gridX, int gridY)
|
|
{
|
|
return osg::Vec3f(static_cast<float>(gridX * CELL_SIZE + (CELL_SIZE / 2)), static_cast<float>(gridY * CELL_SIZE + (CELL_SIZE / 2)), mTop);
|
|
}
|
|
|
|
void Water::addEmitter (const MWWorld::Ptr& ptr, float scale, float force)
|
|
{
|
|
mSimulation->addEmitter (ptr, scale, force);
|
|
}
|
|
|
|
void Water::removeEmitter (const MWWorld::Ptr& ptr)
|
|
{
|
|
mSimulation->removeEmitter (ptr);
|
|
}
|
|
|
|
void Water::updateEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr)
|
|
{
|
|
mSimulation->updateEmitterPtr(old, ptr);
|
|
}
|
|
|
|
void Water::emitRipple(const osg::Vec3f &pos)
|
|
{
|
|
mSimulation->emitRipple(pos);
|
|
}
|
|
|
|
void Water::removeCell(const MWWorld::CellStore *store)
|
|
{
|
|
mSimulation->removeCell(store);
|
|
}
|
|
|
|
void Water::clearRipples()
|
|
{
|
|
mSimulation->clear();
|
|
}
|
|
|
|
}
|