mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 02:19:55 +00:00
378 lines
14 KiB
C++
378 lines
14 KiB
C++
#include "sky.hpp"
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#include <OgreCamera.h>
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#include <OgreRenderWindow.h>
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#include <OgreSceneNode.h>
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#include <OgreMesh.h>
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#include <OgreSceneManager.h>
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#include <OgreHardwareVertexBuffer.h>
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#include <OgreHighLevelGpuProgramManager.h>
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#include <components/nifogre/ogre_nif_loader.hpp>
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using namespace MWRender;
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using namespace Ogre;
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// this distance has to be set accordingly so that the
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// celestial bodies are behind the clouds, but in front of the atmosphere
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#define CELESTIAL_BODY_DISTANCE 1000.f
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CelestialBody::CelestialBody( const String& textureName,
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const unsigned int initialSize,
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const Vector3& pInitialPosition,
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SceneNode* pRootNode)
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{
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init(textureName, initialSize, pInitialPosition, pRootNode);
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}
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CelestialBody::CelestialBody()
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{
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}
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void CelestialBody::setVisible(const bool visible)
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{
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mNode->setVisible(visible);
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}
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void CelestialBody::setPosition(const Vector3& pPosition)
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{
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Vector3 finalPosition = pPosition.normalisedCopy() * CELESTIAL_BODY_DISTANCE;
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mNode->setPosition(finalPosition);
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}
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void CelestialBody::init(const String& textureName,
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const unsigned int initialSize,
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const Vector3& pInitialPosition,
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SceneNode* pRootNode)
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{
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SceneManager* sceneMgr = pRootNode->getCreator();
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const float scale = initialSize*550.f;
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Vector3 finalPosition = pInitialPosition.normalisedCopy() * CELESTIAL_BODY_DISTANCE;
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static unsigned int bodyCount=0;
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/// \todo These billboards are not 100% correct, might want to revisit them later
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BillboardSet* bbSet = sceneMgr->createBillboardSet("SkyBillboardSet"+StringConverter::toString(bodyCount), 1);
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bbSet->setDefaultDimensions(scale, scale);
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bbSet->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+1);
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bbSet->setBillboardType(BBT_PERPENDICULAR_COMMON);
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bbSet->setCommonDirection( -pInitialPosition.normalisedCopy() );
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mNode = pRootNode->createChildSceneNode();
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mNode->setPosition(finalPosition);
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mNode->attachObject(bbSet);
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bbSet->createBillboard(0,0,0);
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mMaterial = MaterialManager::getSingleton().create("CelestialBody"+StringConverter::toString(bodyCount), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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mMaterial->removeAllTechniques();
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Pass* p = mMaterial->createTechnique()->createPass();
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p->setSceneBlending(SBT_TRANSPARENT_ALPHA);
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p->setDepthCheckEnabled(false);
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p->setDepthWriteEnabled(false);
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p->setSelfIllumination(1.0,1.0,1.0);
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p->setDiffuse(0.0,0.0,0.0,1.0);
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p->setAmbient(0.0,0.0,0.0);
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p->createTextureUnitState(textureName);
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bbSet->setMaterialName("CelestialBody"+StringConverter::toString(bodyCount));
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bodyCount++;
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}
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Moon::Moon( const String& textureName,
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const unsigned int initialSize,
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const Vector3& pInitialPosition,
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SceneNode* pRootNode)
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{
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init(textureName, initialSize, pInitialPosition, pRootNode);
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HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
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HighLevelGpuProgramPtr vshader;
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if (mgr.resourceExists("Moon_VP"))
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vshader = mgr.getByName("Moon_VP");
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else
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vshader = mgr.createProgram("Moon_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_VERTEX_PROGRAM);
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vshader->setParameter("profiles", "vs_2_x arbvp1");
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vshader->setParameter("entry_point", "main_vp");
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StringUtil::StrStreamType outStream;
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outStream <<
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"void main_vp( \n"
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" float4 position : POSITION, \n"
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" in float2 uv : TEXCOORD0, \n"
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" out float2 oUV : TEXCOORD0, \n"
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" out float4 oPosition : POSITION, \n"
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" uniform float4x4 worldViewProj \n"
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") \n"
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"{ \n"
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" oUV = uv; \n"
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" oPosition = mul( worldViewProj, position ); \n"
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"}";
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vshader->setSource(outStream.str());
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vshader->load();
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vshader->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
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mMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader->getName());
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HighLevelGpuProgramPtr fshader;
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if (mgr.resourceExists("Moon_FP"))
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fshader = mgr.getByName("Moon_FP");
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else
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fshader = mgr.createProgram("Moon_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_FRAGMENT_PROGRAM);
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fshader->setParameter("profiles", "ps_2_x arbfp1");
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fshader->setParameter("entry_point", "main_fp");
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StringUtil::StrStreamType outStream2;
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outStream2 <<
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"void main_fp( \n"
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" in float2 uv : TEXCOORD0, \n"
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" out float4 oColor : COLOR, \n"
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" uniform sampler2D texture : TEXUNIT0, \n"
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" uniform float visibilityFactor, \n"
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" uniform float4 emissive \n"
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") \n"
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"{ \n"
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" float4 tex = tex2D(texture, uv); \n"
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" oColor = float4(emissive.xyz,1) * tex2D(texture, uv) * float4(1,1,1,visibilityFactor); \n"
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"}";
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fshader->setSource(outStream2.str());
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fshader->load();
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fshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
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mMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName());
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}
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void Moon::setVisibility(const float pVisibility)
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{
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mMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("visibilityFactor", Real(pVisibility));
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}
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void Moon::setColour(const ColourValue& pColour)
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{
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mMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(pColour);
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}
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void SkyManager::ModVertexAlpha(Entity* ent, unsigned int meshType)
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{
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// Get the vertex colour buffer of this mesh
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const Ogre::VertexElement* ves_diffuse = ent->getMesh()->getSubMesh(0)->vertexData->vertexDeclaration->findElementBySemantic( Ogre::VES_DIFFUSE );
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HardwareVertexBufferSharedPtr colourBuffer = ent->getMesh()->getSubMesh(0)->vertexData->vertexBufferBinding->getBuffer(ves_diffuse->getSource());
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// Lock
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void* pData = colourBuffer->lock(HardwareBuffer::HBL_NORMAL);
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// Iterate over all vertices
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int vertex_size = colourBuffer->getVertexSize();
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float * currentVertex = NULL;
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for (unsigned int i=0; i<colourBuffer->getNumVertices(); ++i)
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{
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// Get a pointer to the vertex colour
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ves_diffuse->baseVertexPointerToElement( pData, ¤tVertex );
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unsigned char alpha;
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if (meshType == 0) alpha = i%2 ? 0 : 255; // this is a cylinder, so every second vertex belongs to the bottom-most row
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else if (meshType == 1)
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{
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if (i>= 49 && i <= 64) alpha = 0; // bottom-most row
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else if (i>= 33 && i <= 48) alpha = 64; // second bottom-most row
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else alpha = 255;
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}
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uint8 tmpR = static_cast<uint8>(255);
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uint8 tmpG = static_cast<uint8>(255);
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uint8 tmpB = static_cast<uint8>(255);
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uint8 tmpA = static_cast<uint8>(alpha);
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// This does not matter since R and B are always 1.
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/*VertexElementType format = Root::getSingleton().getRenderSystem()->getColourVertexElementType();
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switch (format)
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{
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case VET_COLOUR_ARGB:
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std::swap(tmpR, tmpB);
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break;
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case VET_COLOUR_ABGR:
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break;
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default:
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break;
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}*/
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// Modify
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*((uint32*)currentVertex) = tmpR | (tmpG << 8) | (tmpB << 16) | (tmpA << 24);
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// Move to the next vertex
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pData+=vertex_size;
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}
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// Unlock
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ent->getMesh()->getSubMesh(0)->vertexData->vertexBufferBinding->getBuffer(ves_diffuse->getSource())->unlock();
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}
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SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera)
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{
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mViewport = pCamera->getViewport();
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mSceneMgr = pMwRoot->getCreator();
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mRootNode = pCamera->getParentSceneNode()->createChildSceneNode();
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mRootNode->pitch(Degree(-90)); // convert MW to ogre coordinates
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mRootNode->setInheritOrientation(false);
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mViewport->setBackgroundColour(ColourValue(0.87, 0.87, 0.87));
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mSun = new CelestialBody("textures\\tx_sun_05.dds", 1, Vector3(0.4, 0.4, 1.0), mRootNode);
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mMasser = new Moon("textures\\tx_masser_full.dds", 1, Vector3(-0.4, -0.4, 0.5), mRootNode);
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mSecunda = new Moon("textures\\tx_secunda_full.dds", 1, Vector3(0.4, -0.4, 0.5), mRootNode);
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mMasser->setVisibility(0.2);
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mSecunda->setVisibility(0.2);
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mMasser->setVisible(false);
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mSecunda->setVisible(false);
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HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
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// Atmosphere
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MeshPtr mesh = NifOgre::NIFLoader::load("meshes\\sky_atmosphere.nif");
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Entity* atmosphere_ent = mSceneMgr->createEntity("meshes\\sky_atmosphere.nif");
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ModVertexAlpha(atmosphere_ent, 0);
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atmosphere_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY);
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Ogre::SceneNode* atmosphere_node = mRootNode->createChildSceneNode();
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atmosphere_node->attachObject(atmosphere_ent);
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mAtmosphereMaterial = atmosphere_ent->getSubEntity(0)->getMaterial();
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// Atmosphere shader
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HighLevelGpuProgramPtr vshader = mgr.createProgram("Atmosphere_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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"cg", GPT_VERTEX_PROGRAM);
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vshader->setParameter("profiles", "vs_2_x arbvp1");
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vshader->setParameter("entry_point", "main_vp");
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StringUtil::StrStreamType outStream;
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outStream <<
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"void main_vp( \n"
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" float4 position : POSITION, \n"
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" in float4 color : COLOR, \n"
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" out float4 oPosition : POSITION, \n"
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" out float4 oColor : COLOR, \n"
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" uniform float4 emissive, \n"
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" uniform float4x4 worldViewProj \n"
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") \n"
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"{ \n"
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" oPosition = mul( worldViewProj, position ); \n"
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" oColor = color * emissive; \n"
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"}";
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vshader->setSource(outStream.str());
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vshader->load();
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vshader->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
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vshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
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mAtmosphereMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader->getName());
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// Clouds
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NifOgre::NIFLoader::load("meshes\\sky_clouds_01.nif");
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Entity* clouds_ent = mSceneMgr->createEntity("meshes\\sky_clouds_01.nif");
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clouds_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+2);
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SceneNode* clouds_node = mRootNode->createChildSceneNode();
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clouds_node->attachObject(clouds_ent);
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mCloudMaterial = clouds_ent->getSubEntity(0)->getMaterial();
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// Clouds vertex shader
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HighLevelGpuProgramPtr vshader2 = mgr.createProgram("Clouds_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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"cg", GPT_VERTEX_PROGRAM);
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vshader2->setParameter("profiles", "vs_2_x arbvp1");
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vshader2->setParameter("entry_point", "main_vp");
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StringUtil::StrStreamType outStream3;
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outStream3 <<
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"void main_vp( \n"
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" float4 position : POSITION, \n"
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" in float4 color : COLOR, \n"
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" out float4 oColor : TEXCOORD1, \n"
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" in float2 uv : TEXCOORD0, \n"
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" out float2 oUV : TEXCOORD0, \n"
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" out float4 oPosition : POSITION, \n"
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" uniform float4x4 worldViewProj \n"
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") \n"
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"{ \n"
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" oUV = uv; \n"
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" oColor = color; \n"
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" oPosition = mul( worldViewProj, position ); \n"
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"}";
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vshader2->setSource(outStream3.str());
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vshader2->load();
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vshader2->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
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mCloudMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader2->getName());
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// Clouds fragment shader
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mCloudFragmentShader = mgr.createProgram("Clouds_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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"cg", GPT_FRAGMENT_PROGRAM);
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mCloudFragmentShader->setParameter("profiles", "ps_2_x arbfp1");
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mCloudFragmentShader->setParameter("entry_point", "main_fp");
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StringUtil::StrStreamType outStream2;
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outStream2 <<
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"void main_fp( \n"
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" in float2 uv : TEXCOORD0, \n"
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" out float4 oColor : COLOR, \n"
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" in float4 color : TEXCOORD1, \n"
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" uniform sampler2D texture : TEXUNIT0, \n"
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" uniform float time, \n"
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" uniform float4 emissive \n"
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") \n"
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"{ \n"
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" uv += float2(1,1) * time * 0.01; \n" // Scroll in x,y direction
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" float4 tex = tex2D(texture, uv); \n"
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" oColor = color * float4(emissive.xyz,1) * tex2D(texture, uv); \n"
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"}";
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mCloudFragmentShader->setSource(outStream2.str());
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mCloudFragmentShader->load();
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mCloudFragmentShader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
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mCloudMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(mCloudFragmentShader->getName());
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ModVertexAlpha(clouds_ent, 1);
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// I'm not sure if the materials are being used by any other objects
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// Make a unique "modifiable" copy of the materials to be sure
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mCloudMaterial = mCloudMaterial->clone("Clouds");
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clouds_ent->getSubEntity(0)->setMaterial(mCloudMaterial);
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mAtmosphereMaterial = mAtmosphereMaterial->clone("Atmosphere");
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atmosphere_ent->getSubEntity(0)->setMaterial(mAtmosphereMaterial);
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// Default atmosphere color: light blue
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mAtmosphereMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(0.235, 0.5, 0.73);
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mAtmosphereMaterial->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, 0.0);
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mAtmosphereMaterial->getTechnique(0)->getPass(0)->setAmbient(0.0, 0.0, 0.0);
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// Set up an UV scroll animation to move the clouds
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mCloudMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setScrollAnimation(0.01f, 0.01f);
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mCloudMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(1.0, 1.0, 1.0);
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// Disable depth writing so that the sky does not cover any objects
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mCloudMaterial->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
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mAtmosphereMaterial->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
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mAtmosphereMaterial->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
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mCloudMaterial->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
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}
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SkyManager::~SkyManager()
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{
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delete mSun;
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delete mMasser;
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delete mSecunda;
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}
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void SkyManager::update(float duration)
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{
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// UV Scroll the clouds
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mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstantFromTime("time", 1);
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}
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void SkyManager::enable()
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{
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mRootNode->setVisible(true);
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}
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void SkyManager::disable()
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{
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mRootNode->setVisible(false);
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}
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void SkyManager::setMoonColour (bool red)
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{
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mSecunda->setColour( red ? ColourValue(1.0, 0.0, 0.0)
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: ColourValue(1.0, 1.0, 1.0));
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}
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