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openmw-tes3mp/components/terrain/terraindrawable.cpp

169 lines
4.7 KiB
C++

#include "terraindrawable.hpp"
#include <osg/ClusterCullingCallback>
#include <osgUtil/CullVisitor>
#include <components/sceneutil/lightmanager.hpp>
#include "compositemaprenderer.hpp"
namespace Terrain
{
TerrainDrawable::TerrainDrawable()
{
}
TerrainDrawable::~TerrainDrawable()
{
}
TerrainDrawable::TerrainDrawable(const TerrainDrawable &copy, const osg::CopyOp &copyop)
: osg::Geometry(copy, copyop)
, mPasses(copy.mPasses)
, mLightListCallback(copy.mLightListCallback)
{
}
void TerrainDrawable::accept(osg::NodeVisitor &nv)
{
if (nv.getVisitorType() != osg::NodeVisitor::CULL_VISITOR)
{
osg::Geometry::accept(nv);
}
else if (nv.validNodeMask(*this))
{
nv.pushOntoNodePath(this);
cull(static_cast<osgUtil::CullVisitor*>(&nv));
nv.popFromNodePath();
}
}
inline float distance(const osg::Vec3& coord,const osg::Matrix& matrix)
{
return -((float)coord[0]*(float)matrix(0,2)+(float)coord[1]*(float)matrix(1,2)+(float)coord[2]*(float)matrix(2,2)+matrix(3,2));
}
//canot use ClusterCullingCallback::cull: viewpoint != eyepoint
// !osgfixpotential!
bool clusterCull(osg::ClusterCullingCallback* cb, const osg::Vec3f& eyePoint, bool shadowcam)
{
float _deviation = cb->getDeviation();
const osg::Vec3& _controlPoint = cb->getControlPoint();
osg::Vec3 _normal = cb->getNormal();
if (shadowcam) _normal = _normal * -1; //inverting for shadowcam frontfaceculing
float _radius = cb->getRadius();
if (_deviation<=-1.0f) return false;
osg::Vec3 eye_cp = eyePoint - _controlPoint;
float radius = eye_cp.length();
if (radius<_radius) return false;
float deviation = (eye_cp * _normal)/radius;
return deviation < _deviation;
}
void TerrainDrawable::cull(osgUtil::CullVisitor *cv)
{
const osg::BoundingBox& bb = getBoundingBox();
if (_cullingActive && cv->isCulled(getBoundingBox()))
return;
bool shadowcam = cv->getCurrentCamera()->getName() == "ShadowCamera";
if (cv->getCullingMode() & osg::CullStack::CLUSTER_CULLING && clusterCull(mClusterCullingCallback, cv->getEyePoint(), shadowcam))
return;
osg::RefMatrix& matrix = *cv->getModelViewMatrix();
if (cv->getComputeNearFarMode() != osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR && bb.valid())
{
if (!cv->updateCalculatedNearFar(matrix, *this, false))
return;
}
float depth = bb.valid() ? distance(bb.center(),matrix) : 0.0f;
if (osg::isNaN(depth))
return;
if (shadowcam)
{
cv->addDrawableAndDepth(this, &matrix, depth);
return;
}
if (mCompositeMap)
{
mCompositeMapRenderer->setImmediate(mCompositeMap);
mCompositeMap = nullptr;
}
bool pushedLight = mLightListCallback && mLightListCallback->pushLightState(this, cv);
osg::StateSet* stateset = getStateSet();
if (stateset)
cv->pushStateSet(stateset);
for (PassVector::const_iterator it = mPasses.begin(); it != mPasses.end(); ++it)
{
cv->pushStateSet(*it);
cv->addDrawableAndDepth(this, &matrix, depth);
cv->popStateSet();
}
if (stateset)
cv->popStateSet();
if (pushedLight)
cv->popStateSet();
}
void TerrainDrawable::createClusterCullingCallback()
{
mClusterCullingCallback = new osg::ClusterCullingCallback(this);
}
void TerrainDrawable::setPasses(const TerrainDrawable::PassVector &passes)
{
mPasses = passes;
}
void TerrainDrawable::setLightListCallback(SceneUtil::LightListCallback *lightListCallback)
{
mLightListCallback = lightListCallback;
}
void TerrainDrawable::setupWaterBoundingBox(float waterheight, float margin)
{
osg::Vec3Array* vertices = static_cast<osg::Vec3Array*>(getVertexArray());
for (unsigned int i=0; i<vertices->size(); ++i)
{
const osg::Vec3f& vertex = (*vertices)[i];
if (vertex.z() <= waterheight)
mWaterBoundingBox.expandBy(vertex);
}
if (mWaterBoundingBox.valid())
{
const osg::BoundingBox& bb = getBoundingBox();
mWaterBoundingBox.xMin() = std::max(bb.xMin(), mWaterBoundingBox.xMin() - margin);
mWaterBoundingBox.yMin() = std::max(bb.yMin(), mWaterBoundingBox.yMin() - margin);
mWaterBoundingBox.xMax() = std::min(bb.xMax(), mWaterBoundingBox.xMax() + margin);
mWaterBoundingBox.xMax() = std::min(bb.xMax(), mWaterBoundingBox.xMax() + margin);
}
}
void TerrainDrawable::compileGLObjects(osg::RenderInfo &renderInfo) const
{
for (PassVector::const_iterator it = mPasses.begin(); it != mPasses.end(); ++it)
{
osg::StateSet* stateset = *it;
stateset->compileGLObjects(*renderInfo.getState());
}
osg::Geometry::compileGLObjects(renderInfo);
}
}