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1421 lines
55 KiB
C++
1421 lines
55 KiB
C++
#include "renderingmanager.hpp"
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#include <limits>
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#include <cstdlib>
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#include <osg/Light>
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#include <osg/LightModel>
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#include <osg/Fog>
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#include <osg/Material>
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#include <osg/PolygonMode>
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#include <osg/Group>
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#include <osg/UserDataContainer>
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#include <osg/ComputeBoundsVisitor>
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#include <osg/ViewportIndexed>
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#include <osgUtil/LineSegmentIntersector>
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#include <osgViewer/Viewer>
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#include <components/nifosg/nifloader.hpp>
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#include <components/debug/debuglog.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/imagemanager.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/resource/keyframemanager.hpp>
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#include <components/shader/removedalphafunc.hpp>
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#include <components/shader/shadermanager.hpp>
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#include <components/settings/settings.hpp>
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#include <components/sceneutil/util.hpp>
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#include <components/sceneutil/visitor.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include <components/sceneutil/statesetupdater.hpp>
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#include <components/sceneutil/positionattitudetransform.hpp>
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#include <components/sceneutil/workqueue.hpp>
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#include <components/sceneutil/unrefqueue.hpp>
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#include <components/sceneutil/writescene.hpp>
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#include <components/sceneutil/shadow.hpp>
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#include <components/terrain/terraingrid.hpp>
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#include <components/terrain/quadtreeworld.hpp>
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#include <components/esm/loadcell.hpp>
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#include <components/detournavigator/navigator.hpp>
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwgui/loadingscreen.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "sky.hpp"
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#include "effectmanager.hpp"
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#include "npcanimation.hpp"
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#include "vismask.hpp"
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#include "pathgrid.hpp"
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#include "camera.hpp"
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#include "viewovershoulder.hpp"
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#include "water.hpp"
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#include "terrainstorage.hpp"
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#include "navmesh.hpp"
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#include "actorspaths.hpp"
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#include "recastmesh.hpp"
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#include "fogmanager.hpp"
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#include "objectpaging.hpp"
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#include "screenshotmanager.hpp"
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#include "groundcover.hpp"
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#ifdef USE_OPENXR
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#include "../mwvr/vranimation.hpp"
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#include "../mwvr/vrpointer.hpp"
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#include "../mwvr/vrviewer.hpp"
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#include "../mwvr/vrenvironment.hpp"
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#include "../mwvr/vrcamera.hpp"
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#endif
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namespace MWRender
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{
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class StateUpdater : public SceneUtil::StateSetUpdater
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{
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public:
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StateUpdater()
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: mFogStart(0.f)
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, mFogEnd(0.f)
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, mWireframe(false)
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{
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}
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void setDefaults(osg::StateSet *stateset) override
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{
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osg::LightModel* lightModel = new osg::LightModel;
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stateset->setAttribute(lightModel, osg::StateAttribute::ON);
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osg::Fog* fog = new osg::Fog;
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fog->setMode(osg::Fog::LINEAR);
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stateset->setAttributeAndModes(fog, osg::StateAttribute::ON);
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if (mWireframe)
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{
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osg::PolygonMode* polygonmode = new osg::PolygonMode;
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polygonmode->setMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE);
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stateset->setAttributeAndModes(polygonmode, osg::StateAttribute::ON);
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}
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else
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stateset->removeAttribute(osg::StateAttribute::POLYGONMODE);
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}
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void apply(osg::StateSet* stateset, osg::NodeVisitor*) override
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{
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osg::LightModel* lightModel = static_cast<osg::LightModel*>(stateset->getAttribute(osg::StateAttribute::LIGHTMODEL));
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lightModel->setAmbientIntensity(mAmbientColor);
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osg::Fog* fog = static_cast<osg::Fog*>(stateset->getAttribute(osg::StateAttribute::FOG));
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fog->setColor(mFogColor);
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fog->setStart(mFogStart);
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fog->setEnd(mFogEnd);
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}
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void setAmbientColor(const osg::Vec4f& col)
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{
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mAmbientColor = col;
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}
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void setFogColor(const osg::Vec4f& col)
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{
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mFogColor = col;
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}
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void setFogStart(float start)
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{
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mFogStart = start;
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}
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void setFogEnd(float end)
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{
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mFogEnd = end;
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}
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void setWireframe(bool wireframe)
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{
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if (mWireframe != wireframe)
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{
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mWireframe = wireframe;
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reset();
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}
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}
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bool getWireframe() const
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{
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return mWireframe;
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}
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private:
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osg::Vec4f mAmbientColor;
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osg::Vec4f mFogColor;
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float mFogStart;
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float mFogEnd;
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bool mWireframe;
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};
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class PreloadCommonAssetsWorkItem : public SceneUtil::WorkItem
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{
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public:
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PreloadCommonAssetsWorkItem(Resource::ResourceSystem* resourceSystem)
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: mResourceSystem(resourceSystem)
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{
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}
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void doWork() override
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{
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try
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{
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for (std::vector<std::string>::const_iterator it = mModels.begin(); it != mModels.end(); ++it)
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mResourceSystem->getSceneManager()->cacheInstance(*it);
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for (std::vector<std::string>::const_iterator it = mTextures.begin(); it != mTextures.end(); ++it)
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mResourceSystem->getImageManager()->getImage(*it);
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for (std::vector<std::string>::const_iterator it = mKeyframes.begin(); it != mKeyframes.end(); ++it)
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mResourceSystem->getKeyframeManager()->get(*it);
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}
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catch (std::exception&)
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{
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// ignore error (will be shown when these are needed proper)
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}
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}
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std::vector<std::string> mModels;
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std::vector<std::string> mTextures;
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std::vector<std::string> mKeyframes;
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private:
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Resource::ResourceSystem* mResourceSystem;
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};
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RenderingManager::RenderingManager(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode, std::unique_ptr<Camera> camera,
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Resource::ResourceSystem* resourceSystem, SceneUtil::WorkQueue* workQueue,
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const std::string& resourcePath, DetourNavigator::Navigator& navigator)
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: mViewer(viewer)
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, mRootNode(rootNode)
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, mResourceSystem(resourceSystem)
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, mWorkQueue(workQueue)
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, mUnrefQueue(new SceneUtil::UnrefQueue)
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, mNavigator(navigator)
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#ifdef USE_OPENXR
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, mUserPointer(new MWVR::UserPointer(rootNode))
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#endif
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, mMinimumAmbientLuminance(0.f)
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, mNightEyeFactor(0.f)
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, mFieldOfViewOverridden(false)
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, mFieldOfViewOverride(0.f)
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{
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auto lightingMethod = SceneUtil::LightManager::getLightingMethodFromString(Settings::Manager::getString("lighting method", "Shaders"));
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resourceSystem->getSceneManager()->setParticleSystemMask(MWRender::Mask_ParticleSystem);
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resourceSystem->getSceneManager()->setShaderPath(resourcePath + "/shaders");
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// Shadows and radial fog have problems with fixed-function mode
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bool forceShaders = Settings::Manager::getBool("radial fog", "Shaders")
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|| Settings::Manager::getBool("force shaders", "Shaders")
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|| Settings::Manager::getBool("enable shadows", "Shadows")
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|| lightingMethod != SceneUtil::LightingMethod::FFP;
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//resourceSystem->getSceneManager()->setForceShaders(forceShaders);
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resourceSystem->getSceneManager()->setForceShaders(true);
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// FIXME: calling dummy method because terrain needs to know whether lighting is clamped
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resourceSystem->getSceneManager()->setClampLighting(Settings::Manager::getBool("clamp lighting", "Shaders"));
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resourceSystem->getSceneManager()->setAutoUseNormalMaps(Settings::Manager::getBool("auto use object normal maps", "Shaders"));
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resourceSystem->getSceneManager()->setNormalMapPattern(Settings::Manager::getString("normal map pattern", "Shaders"));
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resourceSystem->getSceneManager()->setNormalHeightMapPattern(Settings::Manager::getString("normal height map pattern", "Shaders"));
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resourceSystem->getSceneManager()->setAutoUseSpecularMaps(Settings::Manager::getBool("auto use object specular maps", "Shaders"));
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resourceSystem->getSceneManager()->setSpecularMapPattern(Settings::Manager::getString("specular map pattern", "Shaders"));
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resourceSystem->getSceneManager()->setApplyLightingToEnvMaps(Settings::Manager::getBool("apply lighting to environment maps", "Shaders"));
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resourceSystem->getSceneManager()->setConvertAlphaTestToAlphaToCoverage(Settings::Manager::getBool("antialias alpha test", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1);
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// Let LightManager choose which backend to use based on our hint. For methods besides legacy lighting, this depends on support for various OpenGL extensions.
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osg::ref_ptr<SceneUtil::LightManager> sceneRoot = new SceneUtil::LightManager(lightingMethod == SceneUtil::LightingMethod::FFP);
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resourceSystem->getSceneManager()->getShaderManager().setLightingMethod(sceneRoot->getLightingMethod());
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resourceSystem->getSceneManager()->setLightingMethod(sceneRoot->getLightingMethod());
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resourceSystem->getSceneManager()->setSupportedLightingMethods(sceneRoot->getSupportedLightingMethods());
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mMinimumAmbientLuminance = std::clamp(Settings::Manager::getFloat("minimum interior brightness", "Shaders"), 0.f, 1.f);
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sceneRoot->setLightingMask(Mask_Lighting);
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mSceneRoot = sceneRoot;
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sceneRoot->setStartLight(1);
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sceneRoot->setNodeMask(Mask_Scene);
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sceneRoot->setName("Scene Root");
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int shadowCastingTraversalMask = Mask_Scene;
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if (Settings::Manager::getBool("actor shadows", "Shadows"))
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shadowCastingTraversalMask |= Mask_Actor;
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if (Settings::Manager::getBool("player shadows", "Shadows"))
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shadowCastingTraversalMask |= Mask_Player;
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if (Settings::Manager::getBool("terrain shadows", "Shadows"))
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shadowCastingTraversalMask |= Mask_Terrain;
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int indoorShadowCastingTraversalMask = shadowCastingTraversalMask;
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if (Settings::Manager::getBool("object shadows", "Shadows"))
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shadowCastingTraversalMask |= (Mask_Object|Mask_Static);
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mShadowManager.reset(new SceneUtil::ShadowManager(sceneRoot, mRootNode, shadowCastingTraversalMask, indoorShadowCastingTraversalMask, mResourceSystem->getSceneManager()->getShaderManager()));
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Shader::ShaderManager::DefineMap shadowDefines = mShadowManager->getShadowDefines();
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Shader::ShaderManager::DefineMap lightDefines = sceneRoot->getLightDefines();
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Shader::ShaderManager::DefineMap globalDefines = mResourceSystem->getSceneManager()->getShaderManager().getGlobalDefines();
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for (auto itr = shadowDefines.begin(); itr != shadowDefines.end(); itr++)
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globalDefines[itr->first] = itr->second;
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globalDefines["forcePPL"] = Settings::Manager::getBool("force per pixel lighting", "Shaders") ? "1" : "0";
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globalDefines["clamp"] = Settings::Manager::getBool("clamp lighting", "Shaders") ? "1" : "0";
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globalDefines["preLightEnv"] = Settings::Manager::getBool("apply lighting to environment maps", "Shaders") ? "1" : "0";
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globalDefines["radialFog"] = Settings::Manager::getBool("radial fog", "Shaders") ? "1" : "0";
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globalDefines["useGPUShader4"] = "0";
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for (auto itr = lightDefines.begin(); itr != lightDefines.end(); itr++)
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globalDefines[itr->first] = itr->second;
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// Refactor this at some point - most shaders don't care about these defines
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float groundcoverDistance = std::max(0.f, Settings::Manager::getFloat("rendering distance", "Groundcover"));
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globalDefines["groundcoverFadeStart"] = std::to_string(groundcoverDistance * 0.9f);
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globalDefines["groundcoverFadeEnd"] = std::to_string(groundcoverDistance);
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globalDefines["groundcoverStompMode"] = std::to_string(std::clamp(Settings::Manager::getInt("stomp mode", "Groundcover"), 0, 2));
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globalDefines["groundcoverStompIntensity"] = std::to_string(std::clamp(Settings::Manager::getInt("stomp intensity", "Groundcover"), 0, 2));
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// It is unnecessary to stop/start the viewer as no frames are being rendered yet.
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mResourceSystem->getSceneManager()->getShaderManager().setGlobalDefines(globalDefines);
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mNavMesh.reset(new NavMesh(mRootNode, Settings::Manager::getBool("enable nav mesh render", "Navigator")));
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mActorsPaths.reset(new ActorsPaths(mRootNode, Settings::Manager::getBool("enable agents paths render", "Navigator")));
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mRecastMesh.reset(new RecastMesh(mRootNode, Settings::Manager::getBool("enable recast mesh render", "Navigator")));
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mPathgrid.reset(new Pathgrid(mRootNode));
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mObjects.reset(new Objects(mResourceSystem, sceneRoot, mUnrefQueue.get()));
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if (getenv("OPENMW_DONT_PRECOMPILE") == nullptr)
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{
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mViewer->setIncrementalCompileOperation(new osgUtil::IncrementalCompileOperation);
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mViewer->getIncrementalCompileOperation()->setTargetFrameRate(Settings::Manager::getFloat("target framerate", "Cells"));
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}
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mResourceSystem->getSceneManager()->setIncrementalCompileOperation(mViewer->getIncrementalCompileOperation());
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mEffectManager.reset(new EffectManager(sceneRoot, mResourceSystem));
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const std::string normalMapPattern = Settings::Manager::getString("normal map pattern", "Shaders");
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const std::string heightMapPattern = Settings::Manager::getString("normal height map pattern", "Shaders");
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const std::string specularMapPattern = Settings::Manager::getString("terrain specular map pattern", "Shaders");
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const bool useTerrainNormalMaps = Settings::Manager::getBool("auto use terrain normal maps", "Shaders");
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const bool useTerrainSpecularMaps = Settings::Manager::getBool("auto use terrain specular maps", "Shaders");
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mTerrainStorage.reset(new TerrainStorage(mResourceSystem, normalMapPattern, heightMapPattern, useTerrainNormalMaps, specularMapPattern, useTerrainSpecularMaps));
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const float lodFactor = Settings::Manager::getFloat("lod factor", "Terrain");
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if (Settings::Manager::getBool("distant terrain", "Terrain"))
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{
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const int compMapResolution = Settings::Manager::getInt("composite map resolution", "Terrain");
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int compMapPower = Settings::Manager::getInt("composite map level", "Terrain");
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compMapPower = std::max(-3, compMapPower);
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float compMapLevel = pow(2, compMapPower);
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const int vertexLodMod = Settings::Manager::getInt("vertex lod mod", "Terrain");
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float maxCompGeometrySize = Settings::Manager::getFloat("max composite geometry size", "Terrain");
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maxCompGeometrySize = std::max(maxCompGeometrySize, 1.f);
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mTerrain.reset(new Terrain::QuadTreeWorld(
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sceneRoot, mRootNode, mResourceSystem, mTerrainStorage.get(), Mask_Terrain, Mask_PreCompile, Mask_Debug,
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compMapResolution, compMapLevel, lodFactor, vertexLodMod, maxCompGeometrySize));
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if (Settings::Manager::getBool("object paging", "Terrain"))
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{
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mObjectPaging.reset(new ObjectPaging(mResourceSystem->getSceneManager()));
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static_cast<Terrain::QuadTreeWorld*>(mTerrain.get())->addChunkManager(mObjectPaging.get());
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mResourceSystem->addResourceManager(mObjectPaging.get());
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}
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}
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else
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mTerrain.reset(new Terrain::TerrainGrid(sceneRoot, mRootNode, mResourceSystem, mTerrainStorage.get(), Mask_Terrain, Mask_PreCompile, Mask_Debug));
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mTerrain->setTargetFrameRate(Settings::Manager::getFloat("target framerate", "Cells"));
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mTerrain->setWorkQueue(mWorkQueue.get());
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if (Settings::Manager::getBool("enabled", "Groundcover"))
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{
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osg::ref_ptr<osg::Group> groundcoverRoot = new osg::Group;
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groundcoverRoot->setNodeMask(Mask_Groundcover);
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groundcoverRoot->setName("Groundcover Root");
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sceneRoot->addChild(groundcoverRoot);
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mGroundcoverUpdater = new GroundcoverUpdater;
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groundcoverRoot->addUpdateCallback(mGroundcoverUpdater);
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float chunkSize = Settings::Manager::getFloat("min chunk size", "Groundcover");
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if (chunkSize >= 1.0f)
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chunkSize = 1.0f;
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else if (chunkSize >= 0.5f)
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chunkSize = 0.5f;
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else if (chunkSize >= 0.25f)
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chunkSize = 0.25f;
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else if (chunkSize != 0.125f)
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chunkSize = 0.125f;
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float density = Settings::Manager::getFloat("density", "Groundcover");
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density = std::clamp(density, 0.f, 1.f);
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mGroundcoverWorld.reset(new Terrain::QuadTreeWorld(groundcoverRoot, mTerrainStorage.get(), Mask_Groundcover, lodFactor, chunkSize));
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mGroundcover.reset(new Groundcover(mResourceSystem->getSceneManager(), density));
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static_cast<Terrain::QuadTreeWorld*>(mGroundcoverWorld.get())->addChunkManager(mGroundcover.get());
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mResourceSystem->addResourceManager(mGroundcover.get());
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// Groundcover it is handled in the same way indifferently from if it is from active grid or from distant cell.
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// Use a stub grid to avoid splitting between chunks for active grid and chunks for distant cells.
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mGroundcoverWorld->setActiveGrid(osg::Vec4i(0, 0, 0, 0));
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}
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// water goes after terrain for correct waterculling order
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mWater.reset(new Water(sceneRoot->getParent(0), sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), resourcePath));
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mCamera = std::move(camera);
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if (Settings::Manager::getBool("view over shoulder", "Camera"))
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mViewOverShoulderController.reset(new ViewOverShoulderController(mCamera.get()));
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mScreenshotManager.reset(new ScreenshotManager(viewer, mRootNode, sceneRoot, mResourceSystem, mWater.get()));
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mViewer->setLightingMode(osgViewer::View::NO_LIGHT);
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osg::ref_ptr<osg::LightSource> source = new osg::LightSource;
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source->setNodeMask(Mask_Lighting);
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mSunLight = new osg::Light;
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source->setLight(mSunLight);
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mSunLight->setDiffuse(osg::Vec4f(0,0,0,1));
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mSunLight->setAmbient(osg::Vec4f(0,0,0,1));
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mSunLight->setSpecular(osg::Vec4f(0,0,0,0));
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mSunLight->setConstantAttenuation(1.f);
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sceneRoot->setSunlight(mSunLight);
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sceneRoot->addChild(source);
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sceneRoot->getOrCreateStateSet()->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
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sceneRoot->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::ON);
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sceneRoot->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
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osg::ref_ptr<osg::Material> defaultMat (new osg::Material);
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defaultMat->setColorMode(osg::Material::OFF);
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defaultMat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
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defaultMat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
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defaultMat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
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sceneRoot->getOrCreateStateSet()->setAttribute(defaultMat);
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mFog.reset(new FogManager());
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mSky.reset(new SkyManager(sceneRoot, resourceSystem->getSceneManager()));
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mSky->setCamera(mViewer->getCamera());
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source->setStateSetModes(*mRootNode->getOrCreateStateSet(), osg::StateAttribute::ON);
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mStateUpdater = new StateUpdater;
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sceneRoot->addUpdateCallback(mStateUpdater);
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|
|
osg::Camera::CullingMode cullingMode = osg::Camera::DEFAULT_CULLING|osg::Camera::FAR_PLANE_CULLING;
|
|
|
|
if (!Settings::Manager::getBool("small feature culling", "Camera"))
|
|
cullingMode &= ~(osg::CullStack::SMALL_FEATURE_CULLING);
|
|
else
|
|
{
|
|
mViewer->getCamera()->setSmallFeatureCullingPixelSize(Settings::Manager::getFloat("small feature culling pixel size", "Camera"));
|
|
cullingMode |= osg::CullStack::SMALL_FEATURE_CULLING;
|
|
}
|
|
|
|
mViewer->getCamera()->setCullingMode( cullingMode );
|
|
|
|
mViewer->getCamera()->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
|
|
mViewer->getCamera()->setCullingMode(cullingMode);
|
|
|
|
auto mask = ~(Mask_UpdateVisitor | Mask_SimpleWater);
|
|
mViewer->getCamera()->setCullMask(mask);
|
|
mViewer->getCamera()->setCullMaskLeft(mask);
|
|
mViewer->getCamera()->setCullMaskRight(mask);
|
|
NifOsg::Loader::setHiddenNodeMask(Mask_UpdateVisitor);
|
|
NifOsg::Loader::setIntersectionDisabledNodeMask(Mask_Effect);
|
|
Nif::NIFFile::setLoadUnsupportedFiles(Settings::Manager::getBool("load unsupported nif files", "Models"));
|
|
|
|
mNearClip = Settings::Manager::getFloat("near clip", "Camera");
|
|
mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
|
|
float fov = Settings::Manager::getFloat("field of view", "Camera");
|
|
mFieldOfView = std::min(std::max(1.f, fov), 179.f);
|
|
float firstPersonFov = Settings::Manager::getFloat("first person field of view", "Camera");
|
|
mFirstPersonFieldOfView = std::min(std::max(1.f, firstPersonFov), 179.f);
|
|
mStateUpdater->setFogEnd(mViewDistance);
|
|
|
|
////// Near far uniforms
|
|
mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("near", mNearClip));
|
|
mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("far", mViewDistance));
|
|
mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("simpleWater", false));
|
|
|
|
// Hopefully, anything genuinely requiring the default alpha func of GL_ALWAYS explicitly sets it
|
|
mRootNode->getOrCreateStateSet()->setAttribute(Shader::RemovedAlphaFunc::getInstance(GL_ALWAYS));
|
|
// The transparent renderbin sets alpha testing on because that was faster on old GPUs. It's now slower and breaks things.
|
|
mRootNode->getOrCreateStateSet()->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
|
|
|
|
mUniformNear = mRootNode->getOrCreateStateSet()->getUniform("near");
|
|
mUniformFar = mRootNode->getOrCreateStateSet()->getUniform("far");
|
|
|
|
updateProjectionMatrix();
|
|
}
|
|
|
|
RenderingManager::~RenderingManager()
|
|
{
|
|
// let background loading thread finish before we delete anything else
|
|
mWorkQueue = nullptr;
|
|
}
|
|
|
|
osgUtil::IncrementalCompileOperation* RenderingManager::getIncrementalCompileOperation()
|
|
{
|
|
return mViewer->getIncrementalCompileOperation();
|
|
}
|
|
|
|
MWRender::Objects& RenderingManager::getObjects()
|
|
{
|
|
return *mObjects.get();
|
|
}
|
|
|
|
Resource::ResourceSystem* RenderingManager::getResourceSystem()
|
|
{
|
|
return mResourceSystem;
|
|
}
|
|
|
|
SceneUtil::WorkQueue* RenderingManager::getWorkQueue()
|
|
{
|
|
return mWorkQueue.get();
|
|
}
|
|
|
|
SceneUtil::UnrefQueue* RenderingManager::getUnrefQueue()
|
|
{
|
|
return mUnrefQueue.get();
|
|
}
|
|
|
|
Terrain::World* RenderingManager::getTerrain()
|
|
{
|
|
return mTerrain.get();
|
|
}
|
|
|
|
void RenderingManager::preloadCommonAssets()
|
|
{
|
|
osg::ref_ptr<PreloadCommonAssetsWorkItem> workItem (new PreloadCommonAssetsWorkItem(mResourceSystem));
|
|
mSky->listAssetsToPreload(workItem->mModels, workItem->mTextures);
|
|
mWater->listAssetsToPreload(workItem->mTextures);
|
|
|
|
workItem->mModels.push_back(Settings::Manager::getString("xbaseanim", "Models"));
|
|
workItem->mModels.push_back(Settings::Manager::getString("xbaseanim1st", "Models"));
|
|
workItem->mModels.push_back(Settings::Manager::getString("xbaseanimfemale", "Models"));
|
|
workItem->mModels.push_back(Settings::Manager::getString("xargonianswimkna", "Models"));
|
|
|
|
workItem->mKeyframes.push_back(Settings::Manager::getString("xbaseanimkf", "Models"));
|
|
workItem->mKeyframes.push_back(Settings::Manager::getString("xbaseanim1stkf", "Models"));
|
|
workItem->mKeyframes.push_back(Settings::Manager::getString("xbaseanimfemalekf", "Models"));
|
|
workItem->mKeyframes.push_back(Settings::Manager::getString("xargonianswimknakf", "Models"));
|
|
|
|
workItem->mTextures.emplace_back("textures/_land_default.dds");
|
|
|
|
mWorkQueue->addWorkItem(workItem);
|
|
}
|
|
|
|
double RenderingManager::getReferenceTime() const
|
|
{
|
|
return mViewer->getFrameStamp()->getReferenceTime();
|
|
}
|
|
|
|
osg::Group* RenderingManager::getLightRoot()
|
|
{
|
|
return mSceneRoot.get();
|
|
}
|
|
|
|
void RenderingManager::setNightEyeFactor(float factor)
|
|
{
|
|
if (factor != mNightEyeFactor)
|
|
{
|
|
mNightEyeFactor = factor;
|
|
updateAmbient();
|
|
}
|
|
}
|
|
|
|
void RenderingManager::setAmbientColour(const osg::Vec4f &colour)
|
|
{
|
|
mAmbientColor = colour;
|
|
updateAmbient();
|
|
}
|
|
|
|
void RenderingManager::skySetDate(int day, int month)
|
|
{
|
|
mSky->setDate(day, month);
|
|
}
|
|
|
|
int RenderingManager::skyGetMasserPhase() const
|
|
{
|
|
return mSky->getMasserPhase();
|
|
}
|
|
|
|
int RenderingManager::skyGetSecundaPhase() const
|
|
{
|
|
return mSky->getSecundaPhase();
|
|
}
|
|
|
|
void RenderingManager::skySetMoonColour(bool red)
|
|
{
|
|
mSky->setMoonColour(red);
|
|
}
|
|
|
|
void RenderingManager::configureAmbient(const ESM::Cell *cell)
|
|
{
|
|
bool needsAdjusting = false;
|
|
if (mResourceSystem->getSceneManager()->getLightingMethod() != SceneUtil::LightingMethod::FFP)
|
|
needsAdjusting = !cell->isExterior() && !(cell->mData.mFlags & ESM::Cell::QuasiEx);
|
|
|
|
auto ambient = SceneUtil::colourFromRGB(cell->mAmbi.mAmbient);
|
|
|
|
if (needsAdjusting)
|
|
{
|
|
constexpr float pR = 0.2126;
|
|
constexpr float pG = 0.7152;
|
|
constexpr float pB = 0.0722;
|
|
|
|
// we already work in linear RGB so no conversions are needed for the luminosity function
|
|
float relativeLuminance = pR*ambient.r() + pG*ambient.g() + pB*ambient.b();
|
|
if (relativeLuminance < mMinimumAmbientLuminance)
|
|
{
|
|
// brighten ambient so it reaches the minimum threshold but no more, we want to mess with content data as least we can
|
|
float targetBrightnessIncreaseFactor = mMinimumAmbientLuminance / relativeLuminance;
|
|
if (ambient.r() == 0.f && ambient.g() == 0.f && ambient.b() == 0.f)
|
|
ambient = osg::Vec4(mMinimumAmbientLuminance, mMinimumAmbientLuminance, mMinimumAmbientLuminance, ambient.a());
|
|
else
|
|
ambient *= targetBrightnessIncreaseFactor;
|
|
}
|
|
}
|
|
|
|
setAmbientColour(ambient);
|
|
|
|
osg::Vec4f diffuse = SceneUtil::colourFromRGB(cell->mAmbi.mSunlight);
|
|
mSunLight->setDiffuse(diffuse);
|
|
mSunLight->setSpecular(diffuse);
|
|
mSunLight->setPosition(osg::Vec4f(-0.15f, 0.15f, 1.f, 0.f));
|
|
}
|
|
|
|
void RenderingManager::setSunColour(const osg::Vec4f& diffuse, const osg::Vec4f& specular)
|
|
{
|
|
// need to wrap this in a StateUpdater?
|
|
mSunLight->setDiffuse(diffuse);
|
|
mSunLight->setSpecular(specular);
|
|
}
|
|
|
|
void RenderingManager::setSunDirection(const osg::Vec3f &direction)
|
|
{
|
|
osg::Vec3 position = direction * -1;
|
|
// need to wrap this in a StateUpdater?
|
|
mSunLight->setPosition(osg::Vec4(position.x(), position.y(), position.z(), 0));
|
|
|
|
mSky->setSunDirection(position);
|
|
}
|
|
|
|
void RenderingManager::addCell(const MWWorld::CellStore *store)
|
|
{
|
|
mPathgrid->addCell(store);
|
|
|
|
mWater->changeCell(store);
|
|
|
|
if (store->getCell()->isExterior())
|
|
{
|
|
mTerrain->loadCell(store->getCell()->getGridX(), store->getCell()->getGridY());
|
|
if (mGroundcoverWorld)
|
|
mGroundcoverWorld->loadCell(store->getCell()->getGridX(), store->getCell()->getGridY());
|
|
}
|
|
}
|
|
void RenderingManager::removeCell(const MWWorld::CellStore *store)
|
|
{
|
|
mPathgrid->removeCell(store);
|
|
mActorsPaths->removeCell(store);
|
|
mObjects->removeCell(store);
|
|
|
|
if (store->getCell()->isExterior())
|
|
{
|
|
mTerrain->unloadCell(store->getCell()->getGridX(), store->getCell()->getGridY());
|
|
if (mGroundcoverWorld)
|
|
mGroundcoverWorld->unloadCell(store->getCell()->getGridX(), store->getCell()->getGridY());
|
|
}
|
|
|
|
mWater->removeCell(store);
|
|
}
|
|
|
|
void RenderingManager::enableTerrain(bool enable)
|
|
{
|
|
if (!enable)
|
|
mWater->setCullCallback(nullptr);
|
|
mTerrain->enable(enable);
|
|
if (mGroundcoverWorld)
|
|
mGroundcoverWorld->enable(enable);
|
|
}
|
|
|
|
void RenderingManager::setSkyEnabled(bool enabled)
|
|
{
|
|
mSky->setEnabled(enabled);
|
|
if (enabled)
|
|
mShadowManager->enableOutdoorMode();
|
|
else
|
|
mShadowManager->enableIndoorMode();
|
|
}
|
|
|
|
bool RenderingManager::toggleBorders()
|
|
{
|
|
bool borders = !mTerrain->getBordersVisible();
|
|
mTerrain->setBordersVisible(borders);
|
|
return borders;
|
|
}
|
|
|
|
bool RenderingManager::toggleRenderMode(RenderMode mode)
|
|
{
|
|
if (mode == Render_CollisionDebug || mode == Render_Pathgrid)
|
|
return mPathgrid->toggleRenderMode(mode);
|
|
else if (mode == Render_Wireframe)
|
|
{
|
|
bool wireframe = !mStateUpdater->getWireframe();
|
|
mStateUpdater->setWireframe(wireframe);
|
|
return wireframe;
|
|
}
|
|
else if (mode == Render_Water)
|
|
{
|
|
return mWater->toggle();
|
|
}
|
|
else if (mode == Render_Scene)
|
|
{
|
|
unsigned int mask = mViewer->getCamera()->getCullMask();
|
|
bool enabled = mask&Mask_Scene;
|
|
enabled = !enabled;
|
|
if (enabled)
|
|
mask |= Mask_Scene;
|
|
else
|
|
mask &= ~Mask_Scene;
|
|
mViewer->getCamera()->setCullMask(mask);
|
|
mViewer->getCamera()->setCullMaskLeft(mask);
|
|
mViewer->getCamera()->setCullMaskRight(mask);
|
|
return enabled;
|
|
}
|
|
else if (mode == Render_NavMesh)
|
|
{
|
|
return mNavMesh->toggle();
|
|
}
|
|
else if (mode == Render_ActorsPaths)
|
|
{
|
|
return mActorsPaths->toggle();
|
|
}
|
|
else if (mode == Render_RecastMesh)
|
|
{
|
|
return mRecastMesh->toggle();
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void RenderingManager::configureFog(const ESM::Cell *cell)
|
|
{
|
|
mFog->configure(mViewDistance, cell);
|
|
}
|
|
|
|
void RenderingManager::configureFog(float fogDepth, float underwaterFog, float dlFactor, float dlOffset, const osg::Vec4f &color)
|
|
{
|
|
mFog->configure(mViewDistance, fogDepth, underwaterFog, dlFactor, dlOffset, color);
|
|
}
|
|
|
|
SkyManager* RenderingManager::getSkyManager()
|
|
{
|
|
return mSky.get();
|
|
}
|
|
|
|
void RenderingManager::update(float dt, bool paused)
|
|
{
|
|
reportStats();
|
|
|
|
mUnrefQueue->flush(mWorkQueue.get());
|
|
|
|
float rainIntensity = mSky->getPrecipitationAlpha();
|
|
mWater->setRainIntensity(rainIntensity);
|
|
|
|
if (!paused)
|
|
{
|
|
mEffectManager->update(dt);
|
|
mSky->update(dt);
|
|
mWater->update(dt);
|
|
|
|
if (mGroundcoverUpdater)
|
|
{
|
|
const MWWorld::Ptr& player = mPlayerAnimation->getPtr();
|
|
osg::Vec3f playerPos(player.getRefData().getPosition().asVec3());
|
|
|
|
float windSpeed = mSky->getBaseWindSpeed();
|
|
mGroundcoverUpdater->setWindSpeed(windSpeed);
|
|
mGroundcoverUpdater->setPlayerPos(playerPos);
|
|
}
|
|
}
|
|
|
|
updateNavMesh();
|
|
updateRecastMesh();
|
|
|
|
if (mViewOverShoulderController)
|
|
mViewOverShoulderController->update();
|
|
mCamera->update(dt, paused);
|
|
|
|
osg::Vec3d focal, cameraPos;
|
|
mCamera->getPosition(focal, cameraPos);
|
|
mCurrentCameraPos = cameraPos;
|
|
|
|
bool isUnderwater = mWater->isUnderwater(cameraPos);
|
|
mStateUpdater->setFogStart(mFog->getFogStart(isUnderwater));
|
|
mStateUpdater->setFogEnd(mFog->getFogEnd(isUnderwater));
|
|
setFogColor(mFog->getFogColor(isUnderwater));
|
|
}
|
|
|
|
void RenderingManager::updatePlayerPtr(const MWWorld::Ptr &ptr)
|
|
{
|
|
if(mPlayerAnimation.get())
|
|
{
|
|
setupPlayer(ptr);
|
|
mPlayerAnimation->updatePtr(ptr);
|
|
}
|
|
mCamera->attachTo(ptr);
|
|
}
|
|
|
|
void RenderingManager::removePlayer(const MWWorld::Ptr &player)
|
|
{
|
|
mWater->removeEmitter(player);
|
|
}
|
|
|
|
void RenderingManager::rotateObject(const MWWorld::Ptr &ptr, const osg::Quat& rot)
|
|
{
|
|
if(ptr == mCamera->getTrackingPtr() &&
|
|
!mCamera->isVanityOrPreviewModeEnabled())
|
|
{
|
|
mCamera->rotateCameraToTrackingPtr();
|
|
}
|
|
|
|
ptr.getRefData().getBaseNode()->setAttitude(rot);
|
|
}
|
|
|
|
void RenderingManager::moveObject(const MWWorld::Ptr &ptr, const osg::Vec3f &pos)
|
|
{
|
|
ptr.getRefData().getBaseNode()->setPosition(pos);
|
|
}
|
|
|
|
void RenderingManager::scaleObject(const MWWorld::Ptr &ptr, const osg::Vec3f &scale)
|
|
{
|
|
ptr.getRefData().getBaseNode()->setScale(scale);
|
|
|
|
if (ptr == mCamera->getTrackingPtr()) // update height of camera
|
|
mCamera->processViewChange();
|
|
}
|
|
|
|
void RenderingManager::removeObject(const MWWorld::Ptr &ptr)
|
|
{
|
|
mActorsPaths->remove(ptr);
|
|
mObjects->removeObject(ptr);
|
|
mWater->removeEmitter(ptr);
|
|
}
|
|
|
|
void RenderingManager::setWaterEnabled(bool enabled)
|
|
{
|
|
mWater->setEnabled(enabled);
|
|
mSky->setWaterEnabled(enabled);
|
|
}
|
|
|
|
void RenderingManager::setWaterHeight(float height)
|
|
{
|
|
mWater->setCullCallback(mTerrain->getHeightCullCallback(height, Mask_Water));
|
|
mWater->setHeight(height);
|
|
mSky->setWaterHeight(height);
|
|
}
|
|
|
|
void RenderingManager::screenshot(osg::Image* image, int w, int h)
|
|
{
|
|
mScreenshotManager->screenshot(image, w, h);
|
|
}
|
|
|
|
bool RenderingManager::screenshot360(osg::Image* image)
|
|
{
|
|
if (mCamera->isVanityOrPreviewModeEnabled())
|
|
{
|
|
Log(Debug::Warning) << "Spherical screenshots are not allowed in preview mode.";
|
|
return false;
|
|
}
|
|
|
|
unsigned int maskBackup = mPlayerAnimation->getObjectRoot()->getNodeMask();
|
|
|
|
if (mCamera->isFirstPerson())
|
|
mPlayerAnimation->getObjectRoot()->setNodeMask(0);
|
|
|
|
mScreenshotManager->screenshot360(image);
|
|
|
|
mPlayerAnimation->getObjectRoot()->setNodeMask(maskBackup);
|
|
|
|
return true;
|
|
}
|
|
|
|
osg::Vec4f RenderingManager::getScreenBounds(const osg::BoundingBox &worldbb)
|
|
{
|
|
if (!worldbb.valid()) return osg::Vec4f();
|
|
osg::Matrix viewProj = mViewer->getCamera()->getViewMatrix() * mViewer->getCamera()->getProjectionMatrix();
|
|
float min_x = 1.0f, max_x = 0.0f, min_y = 1.0f, max_y = 0.0f;
|
|
for (int i=0; i<8; ++i)
|
|
{
|
|
osg::Vec3f corner = worldbb.corner(i);
|
|
corner = corner * viewProj;
|
|
|
|
float x = (corner.x() + 1.f) * 0.5f;
|
|
float y = (corner.y() - 1.f) * (-0.5f);
|
|
|
|
if (x < min_x)
|
|
min_x = x;
|
|
|
|
if (x > max_x)
|
|
max_x = x;
|
|
|
|
if (y < min_y)
|
|
min_y = y;
|
|
|
|
if (y > max_y)
|
|
max_y = y;
|
|
}
|
|
|
|
return osg::Vec4f(min_x, min_y, max_x, max_y);
|
|
}
|
|
|
|
RayResult getIntersectionResult (osgUtil::LineSegmentIntersector* intersector)
|
|
{
|
|
RayResult result;
|
|
result.mHit = false;
|
|
result.mHitRefnum.unset();
|
|
result.mRatio = 0;
|
|
result.mHitNode = nullptr;
|
|
if (intersector->containsIntersections())
|
|
{
|
|
result.mHit = true;
|
|
osgUtil::LineSegmentIntersector::Intersection intersection = intersector->getFirstIntersection();
|
|
|
|
result.mHitPointLocal = intersection.getLocalIntersectPoint();
|
|
result.mHitPointWorld = intersection.getWorldIntersectPoint();
|
|
result.mHitNormalWorld = intersection.getWorldIntersectNormal();
|
|
result.mRatio = intersection.ratio;
|
|
|
|
if(!intersection.nodePath.empty())
|
|
result.mHitNode = intersection.nodePath.back();
|
|
|
|
PtrHolder* ptrHolder = nullptr;
|
|
std::vector<RefnumMarker*> refnumMarkers;
|
|
for (osg::NodePath::const_iterator it = intersection.nodePath.begin(); it != intersection.nodePath.end(); ++it)
|
|
{
|
|
osg::UserDataContainer* userDataContainer = (*it)->getUserDataContainer();
|
|
if (!userDataContainer)
|
|
continue;
|
|
for (unsigned int i=0; i<userDataContainer->getNumUserObjects(); ++i)
|
|
{
|
|
if (PtrHolder* p = dynamic_cast<PtrHolder*>(userDataContainer->getUserObject(i)))
|
|
ptrHolder = p;
|
|
if (RefnumMarker* r = dynamic_cast<RefnumMarker*>(userDataContainer->getUserObject(i)))
|
|
refnumMarkers.push_back(r);
|
|
}
|
|
}
|
|
|
|
if (ptrHolder)
|
|
result.mHitObject = ptrHolder->mPtr;
|
|
|
|
unsigned int vertexCounter = 0;
|
|
for (unsigned int i=0; i<refnumMarkers.size(); ++i)
|
|
{
|
|
unsigned int intersectionIndex = intersection.indexList.empty() ? 0 : intersection.indexList[0];
|
|
if (!refnumMarkers[i]->mNumVertices || (intersectionIndex >= vertexCounter && intersectionIndex < vertexCounter + refnumMarkers[i]->mNumVertices))
|
|
{
|
|
result.mHitRefnum = refnumMarkers[i]->mRefnum;
|
|
break;
|
|
}
|
|
vertexCounter += refnumMarkers[i]->mNumVertices;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
osg::ref_ptr<osgUtil::IntersectionVisitor> RenderingManager::getIntersectionVisitor(osgUtil::Intersector *intersector, bool ignorePlayer, bool ignoreActors)
|
|
{
|
|
if (!mIntersectionVisitor)
|
|
mIntersectionVisitor = new osgUtil::IntersectionVisitor;
|
|
|
|
mIntersectionVisitor->setTraversalNumber(mViewer->getFrameStamp()->getFrameNumber());
|
|
mIntersectionVisitor->setFrameStamp(mViewer->getFrameStamp());
|
|
mIntersectionVisitor->setIntersector(intersector);
|
|
|
|
unsigned int mask = ~0u;
|
|
mask &= ~(Mask_RenderToTexture|Mask_Sky|Mask_Debug|Mask_Effect|Mask_Water|Mask_SimpleWater|Mask_Groundcover);
|
|
if (ignorePlayer)
|
|
mask &= ~(Mask_Player|Mask_Pointer);
|
|
if (ignoreActors)
|
|
mask &= ~(Mask_Actor|Mask_Player|Mask_Pointer);
|
|
|
|
mIntersectionVisitor->setTraversalMask(mask);
|
|
return mIntersectionVisitor;
|
|
}
|
|
|
|
RayResult RenderingManager::castRay(const osg::Vec3f& origin, const osg::Vec3f& dest, bool ignorePlayer, bool ignoreActors)
|
|
{
|
|
osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector (new osgUtil::LineSegmentIntersector(osgUtil::LineSegmentIntersector::MODEL,
|
|
origin, dest));
|
|
intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::LIMIT_NEAREST);
|
|
|
|
mRootNode->accept(*getIntersectionVisitor(intersector, ignorePlayer, ignoreActors));
|
|
|
|
return getIntersectionResult(intersector);
|
|
}
|
|
|
|
RayResult RenderingManager::castRay(const osg::Transform* source, float maxDistance, bool ignorePlayer, bool ignoreActors)
|
|
{
|
|
|
|
if (source)
|
|
{
|
|
osg::Matrix worldMatrix = osg::computeLocalToWorld(source->getParentalNodePaths()[0]);
|
|
|
|
osg::Vec3f direction = worldMatrix.getRotate() * osg::Vec3f(0, 1, 0);
|
|
direction.normalize();
|
|
|
|
osg::Vec3f raySource = worldMatrix.getTrans();
|
|
osg::Vec3f rayTarget = worldMatrix.getTrans() + direction * maxDistance;
|
|
|
|
return castRay(raySource, rayTarget, ignorePlayer, ignoreActors);
|
|
}
|
|
return RayResult();
|
|
}
|
|
|
|
RayResult RenderingManager::castCameraToViewportRay(const float nX, const float nY, float maxDistance, bool ignorePlayer, bool ignoreActors)
|
|
{
|
|
osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector (new osgUtil::LineSegmentIntersector(osgUtil::LineSegmentIntersector::PROJECTION,
|
|
nX * 2.f - 1.f, nY * (-2.f) + 1.f));
|
|
|
|
osg::Vec3d dist (0.f, 0.f, -maxDistance);
|
|
|
|
dist = dist * mViewer->getCamera()->getProjectionMatrix();
|
|
|
|
osg::Vec3d end = intersector->getEnd();
|
|
end.z() = dist.z();
|
|
intersector->setEnd(end);
|
|
intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::LIMIT_NEAREST);
|
|
|
|
mViewer->getCamera()->accept(*getIntersectionVisitor(intersector, ignorePlayer, ignoreActors));
|
|
|
|
return getIntersectionResult(intersector);
|
|
}
|
|
|
|
void RenderingManager::updatePtr(const MWWorld::Ptr &old, const MWWorld::Ptr &updated)
|
|
{
|
|
mObjects->updatePtr(old, updated);
|
|
mActorsPaths->updatePtr(old, updated);
|
|
}
|
|
|
|
void RenderingManager::spawnEffect(const std::string &model, const std::string &texture, const osg::Vec3f &worldPosition, float scale, bool isMagicVFX)
|
|
{
|
|
mEffectManager->addEffect(model, texture, worldPosition, scale, isMagicVFX);
|
|
}
|
|
|
|
void RenderingManager::notifyWorldSpaceChanged()
|
|
{
|
|
mEffectManager->clear();
|
|
mWater->clearRipples();
|
|
}
|
|
|
|
void RenderingManager::clear()
|
|
{
|
|
mSky->setMoonColour(false);
|
|
|
|
notifyWorldSpaceChanged();
|
|
if (mObjectPaging)
|
|
mObjectPaging->clear();
|
|
|
|
#ifdef USE_OPENXR
|
|
mUserPointer->setParent(nullptr);
|
|
#endif
|
|
}
|
|
|
|
MWRender::Animation* RenderingManager::getAnimation(const MWWorld::Ptr &ptr)
|
|
{
|
|
if (mPlayerAnimation.get() && ptr == mPlayerAnimation->getPtr())
|
|
return mPlayerAnimation.get();
|
|
|
|
return mObjects->getAnimation(ptr);
|
|
}
|
|
|
|
const MWRender::Animation* RenderingManager::getAnimation(const MWWorld::ConstPtr &ptr) const
|
|
{
|
|
if (mPlayerAnimation.get() && ptr == mPlayerAnimation->getPtr())
|
|
return mPlayerAnimation.get();
|
|
|
|
return mObjects->getAnimation(ptr);
|
|
}
|
|
|
|
void RenderingManager::setupPlayer(const MWWorld::Ptr &player)
|
|
{
|
|
if (!mPlayerNode)
|
|
{
|
|
mPlayerNode = new SceneUtil::PositionAttitudeTransform;
|
|
mPlayerNode->setNodeMask(Mask_Player);
|
|
mPlayerNode->setName("Player Root");
|
|
mSceneRoot->addChild(mPlayerNode);
|
|
}
|
|
|
|
mPlayerNode->setUserDataContainer(new osg::DefaultUserDataContainer);
|
|
mPlayerNode->getUserDataContainer()->addUserObject(new PtrHolder(player));
|
|
|
|
player.getRefData().setBaseNode(mPlayerNode);
|
|
|
|
mWater->removeEmitter(player);
|
|
mWater->addEmitter(player);
|
|
}
|
|
|
|
void RenderingManager::renderPlayer(const MWWorld::Ptr &player)
|
|
{
|
|
#ifdef USE_OPENXR
|
|
MWVR::Environment::get().setPlayerAnimation(new MWVR::VRAnimation(player, player.getRefData().getBaseNode(), mResourceSystem, false, mUserPointer));
|
|
mPlayerAnimation = MWVR::Environment::get().getPlayerAnimation();
|
|
#else
|
|
mPlayerAnimation = new NpcAnimation(player, player.getRefData().getBaseNode(), mResourceSystem, 0, NpcAnimation::VM_Normal,
|
|
mFirstPersonFieldOfView);
|
|
#endif
|
|
|
|
mCamera->setAnimation(mPlayerAnimation.get());
|
|
mCamera->attachTo(player);
|
|
}
|
|
|
|
void RenderingManager::rebuildPtr(const MWWorld::Ptr &ptr)
|
|
{
|
|
NpcAnimation *anim = nullptr;
|
|
if(ptr == mPlayerAnimation->getPtr())
|
|
anim = mPlayerAnimation.get();
|
|
else
|
|
anim = dynamic_cast<NpcAnimation*>(mObjects->getAnimation(ptr));
|
|
if(anim)
|
|
{
|
|
anim->rebuild();
|
|
if(mCamera->getTrackingPtr() == ptr)
|
|
{
|
|
mCamera->attachTo(ptr);
|
|
mCamera->setAnimation(anim);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RenderingManager::addWaterRippleEmitter(const MWWorld::Ptr &ptr)
|
|
{
|
|
mWater->addEmitter(ptr);
|
|
}
|
|
|
|
void RenderingManager::removeWaterRippleEmitter(const MWWorld::Ptr &ptr)
|
|
{
|
|
mWater->removeEmitter(ptr);
|
|
}
|
|
|
|
void RenderingManager::emitWaterRipple(const osg::Vec3f &pos)
|
|
{
|
|
mWater->emitRipple(pos);
|
|
}
|
|
|
|
void RenderingManager::updateProjectionMatrix()
|
|
{
|
|
double aspect = mViewer->getCamera()->getViewport()->aspectRatio();
|
|
float fov = mFieldOfView;
|
|
if (mFieldOfViewOverridden)
|
|
fov = mFieldOfViewOverride;
|
|
mViewer->getCamera()->setProjectionMatrixAsPerspective(fov, aspect, mNearClip, mViewDistance);
|
|
|
|
mUniformNear->set(mNearClip);
|
|
mUniformFar->set(mViewDistance);
|
|
|
|
// Since our fog is not radial yet, we should take FOV in account, otherwise terrain near viewing distance may disappear.
|
|
// Limit FOV here just for sure, otherwise viewing distance can be too high.
|
|
fov = std::min(mFieldOfView, 140.f);
|
|
float distanceMult = std::cos(osg::DegreesToRadians(fov)/2.f);
|
|
mTerrain->setViewDistance(mViewDistance * (distanceMult ? 1.f/distanceMult : 1.f));
|
|
|
|
if (mGroundcoverWorld)
|
|
{
|
|
float groundcoverDistance = std::max(0.f, Settings::Manager::getFloat("rendering distance", "Groundcover"));
|
|
mGroundcoverWorld->setViewDistance(groundcoverDistance * (distanceMult ? 1.f/distanceMult : 1.f));
|
|
}
|
|
}
|
|
|
|
void RenderingManager::updateTextureFiltering()
|
|
{
|
|
mViewer->stopThreading();
|
|
|
|
mResourceSystem->getSceneManager()->setFilterSettings(
|
|
Settings::Manager::getString("texture mag filter", "General"),
|
|
Settings::Manager::getString("texture min filter", "General"),
|
|
Settings::Manager::getString("texture mipmap", "General"),
|
|
Settings::Manager::getInt("anisotropy", "General")
|
|
);
|
|
|
|
mTerrain->updateTextureFiltering();
|
|
|
|
mViewer->startThreading();
|
|
}
|
|
|
|
void RenderingManager::updateAmbient()
|
|
{
|
|
osg::Vec4f color = mAmbientColor;
|
|
|
|
if (mNightEyeFactor > 0.f)
|
|
color += osg::Vec4f(0.7, 0.7, 0.7, 0.0) * mNightEyeFactor;
|
|
|
|
mStateUpdater->setAmbientColor(color);
|
|
}
|
|
|
|
void RenderingManager::setFogColor(const osg::Vec4f &color)
|
|
{
|
|
mViewer->getCamera()->setClearColor(color);
|
|
for (unsigned int i = 0; i < mViewer->getNumSlaves(); i++)
|
|
{
|
|
const auto& slave = mViewer->getSlave(i);
|
|
if (slave._camera)
|
|
slave._camera->setClearColor(color);
|
|
}
|
|
|
|
mStateUpdater->setFogColor(color);
|
|
}
|
|
|
|
void RenderingManager::reportStats() const
|
|
{
|
|
osg::Stats* stats = mViewer->getViewerStats();
|
|
unsigned int frameNumber = mViewer->getFrameStamp()->getFrameNumber();
|
|
if (stats->collectStats("resource"))
|
|
{
|
|
stats->setAttribute(frameNumber, "UnrefQueue", mUnrefQueue->getNumItems());
|
|
|
|
mTerrain->reportStats(frameNumber, stats);
|
|
}
|
|
}
|
|
|
|
void RenderingManager::processChangedSettings(const Settings::CategorySettingVector &changed)
|
|
{
|
|
for (Settings::CategorySettingVector::const_iterator it = changed.begin(); it != changed.end(); ++it)
|
|
{
|
|
if (it->first == "Camera" && it->second == "field of view")
|
|
{
|
|
mFieldOfView = Settings::Manager::getFloat("field of view", "Camera");
|
|
updateProjectionMatrix();
|
|
}
|
|
else if (it->first == "Camera" && it->second == "viewing distance")
|
|
{
|
|
mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
|
|
if(!Settings::Manager::getBool("use distant fog", "Fog"))
|
|
mStateUpdater->setFogEnd(mViewDistance);
|
|
updateProjectionMatrix();
|
|
}
|
|
else if (it->first == "General" && (it->second == "texture filter" ||
|
|
it->second == "texture mipmap" ||
|
|
it->second == "anisotropy"))
|
|
{
|
|
updateTextureFiltering();
|
|
}
|
|
else if (it->first == "Water")
|
|
{
|
|
mWater->processChangedSettings(changed);
|
|
}
|
|
else if (it->first == "Shaders" && it->second == "minimum interior brightness")
|
|
{
|
|
mMinimumAmbientLuminance = std::clamp(Settings::Manager::getFloat("minimum interior brightness", "Shaders"), 0.f, 1.f);
|
|
if (MWMechanics::getPlayer().isInCell())
|
|
configureAmbient(MWMechanics::getPlayer().getCell()->getCell());
|
|
}
|
|
else if (it->first == "Shaders" && (it->second == "light bounds multiplier" ||
|
|
it->second == "maximum light distance" ||
|
|
it->second == "light fade start" ||
|
|
it->second == "max lights"))
|
|
{
|
|
auto* lightManager = static_cast<SceneUtil::LightManager*>(getLightRoot());
|
|
lightManager->processChangedSettings(changed);
|
|
|
|
if (it->second == "max lights" && !lightManager->usingFFP())
|
|
{
|
|
mViewer->stopThreading();
|
|
|
|
lightManager->updateMaxLights();
|
|
|
|
auto defines = mResourceSystem->getSceneManager()->getShaderManager().getGlobalDefines();
|
|
for (const auto& [name, key] : lightManager->getLightDefines())
|
|
defines[name] = key;
|
|
mResourceSystem->getSceneManager()->getShaderManager().setGlobalDefines(defines);
|
|
|
|
mSceneRoot->removeUpdateCallback(mStateUpdater);
|
|
mStateUpdater = new StateUpdater;
|
|
mSceneRoot->addUpdateCallback(mStateUpdater);
|
|
mStateUpdater->setFogEnd(mViewDistance);
|
|
updateAmbient();
|
|
|
|
mViewer->startThreading();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
float RenderingManager::getNearClipDistance() const
|
|
{
|
|
return mNearClip;
|
|
}
|
|
|
|
float RenderingManager::getTerrainHeightAt(const osg::Vec3f &pos)
|
|
{
|
|
return mTerrain->getHeightAt(pos);
|
|
}
|
|
|
|
void RenderingManager::overrideFieldOfView(float val)
|
|
{
|
|
if (mFieldOfViewOverridden != true || mFieldOfViewOverride != val)
|
|
{
|
|
mFieldOfViewOverridden = true;
|
|
mFieldOfViewOverride = val;
|
|
updateProjectionMatrix();
|
|
}
|
|
}
|
|
|
|
osg::Vec3f RenderingManager::getHalfExtents(const MWWorld::ConstPtr& object) const
|
|
{
|
|
osg::Vec3f halfExtents(0, 0, 0);
|
|
std::string modelName = object.getClass().getModel(object);
|
|
if (modelName.empty())
|
|
return halfExtents;
|
|
|
|
osg::ref_ptr<const osg::Node> node = mResourceSystem->getSceneManager()->getTemplate(modelName);
|
|
osg::ComputeBoundsVisitor computeBoundsVisitor;
|
|
computeBoundsVisitor.setTraversalMask(~(MWRender::Mask_ParticleSystem|MWRender::Mask_Effect));
|
|
const_cast<osg::Node*>(node.get())->accept(computeBoundsVisitor);
|
|
osg::BoundingBox bounds = computeBoundsVisitor.getBoundingBox();
|
|
|
|
if (bounds.valid())
|
|
{
|
|
halfExtents[0] = std::abs(bounds.xMax() - bounds.xMin()) / 2.f;
|
|
halfExtents[1] = std::abs(bounds.yMax() - bounds.yMin()) / 2.f;
|
|
halfExtents[2] = std::abs(bounds.zMax() - bounds.zMin()) / 2.f;
|
|
}
|
|
|
|
return halfExtents;
|
|
}
|
|
|
|
void RenderingManager::resetFieldOfView()
|
|
{
|
|
if (mFieldOfViewOverridden == true)
|
|
{
|
|
mFieldOfViewOverridden = false;
|
|
|
|
updateProjectionMatrix();
|
|
}
|
|
}
|
|
void RenderingManager::exportSceneGraph(const MWWorld::Ptr &ptr, const std::string &filename, const std::string &format)
|
|
{
|
|
osg::Node* node = mViewer->getSceneData();
|
|
if (!ptr.isEmpty())
|
|
node = ptr.getRefData().getBaseNode();
|
|
|
|
SceneUtil::writeScene(node, filename, format);
|
|
}
|
|
|
|
LandManager *RenderingManager::getLandManager() const
|
|
{
|
|
return mTerrainStorage->getLandManager();
|
|
}
|
|
|
|
void RenderingManager::updateActorPath(const MWWorld::ConstPtr& actor, const std::deque<osg::Vec3f>& path,
|
|
const osg::Vec3f& halfExtents, const osg::Vec3f& start, const osg::Vec3f& end) const
|
|
{
|
|
mActorsPaths->update(actor, path, halfExtents, start, end, mNavigator.getSettings());
|
|
}
|
|
|
|
void RenderingManager::removeActorPath(const MWWorld::ConstPtr& actor) const
|
|
{
|
|
mActorsPaths->remove(actor);
|
|
}
|
|
|
|
void RenderingManager::setNavMeshNumber(const std::size_t value)
|
|
{
|
|
mNavMeshNumber = value;
|
|
}
|
|
|
|
void RenderingManager::updateNavMesh()
|
|
{
|
|
if (!mNavMesh->isEnabled())
|
|
return;
|
|
|
|
const auto navMeshes = mNavigator.getNavMeshes();
|
|
|
|
auto it = navMeshes.begin();
|
|
for (std::size_t i = 0; it != navMeshes.end() && i < mNavMeshNumber; ++i)
|
|
++it;
|
|
if (it == navMeshes.end())
|
|
{
|
|
mNavMesh->reset();
|
|
}
|
|
else
|
|
{
|
|
try
|
|
{
|
|
const auto locked = it->second->lockConst();
|
|
mNavMesh->update(locked->getImpl(), mNavMeshNumber, locked->getGeneration(),
|
|
locked->getNavMeshRevision(), mNavigator.getSettings());
|
|
}
|
|
catch (const std::exception& e)
|
|
{
|
|
Log(Debug::Error) << "NavMesh render update exception: " << e.what();
|
|
}
|
|
}
|
|
}
|
|
|
|
void RenderingManager::updateRecastMesh()
|
|
{
|
|
if (!mRecastMesh->isEnabled())
|
|
return;
|
|
|
|
mRecastMesh->update(mNavigator.getRecastMeshTiles(), mNavigator.getSettings());
|
|
}
|
|
|
|
void RenderingManager::setActiveGrid(const osg::Vec4i &grid)
|
|
{
|
|
mTerrain->setActiveGrid(grid);
|
|
}
|
|
bool RenderingManager::pagingEnableObject(int type, const MWWorld::ConstPtr& ptr, bool enabled)
|
|
{
|
|
if (!ptr.isInCell() || !ptr.getCell()->isExterior() || !mObjectPaging)
|
|
return false;
|
|
if (mObjectPaging->enableObject(type, ptr.getCellRef().getRefNum(), ptr.getCellRef().getPosition().asVec3(), osg::Vec2i(ptr.getCell()->getCell()->getGridX(), ptr.getCell()->getCell()->getGridY()), enabled))
|
|
{
|
|
mTerrain->rebuildViews();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
void RenderingManager::pagingBlacklistObject(int type, const MWWorld::ConstPtr &ptr)
|
|
{
|
|
if (!ptr.isInCell() || !ptr.getCell()->isExterior() || !mObjectPaging)
|
|
return;
|
|
const ESM::RefNum & refnum = ptr.getCellRef().getRefNum();
|
|
if (!refnum.hasContentFile()) return;
|
|
if (mObjectPaging->blacklistObject(type, refnum, ptr.getCellRef().getPosition().asVec3(), osg::Vec2i(ptr.getCell()->getCell()->getGridX(), ptr.getCell()->getCell()->getGridY())))
|
|
mTerrain->rebuildViews();
|
|
}
|
|
bool RenderingManager::pagingUnlockCache()
|
|
{
|
|
if (mObjectPaging && mObjectPaging->unlockCache())
|
|
{
|
|
mTerrain->rebuildViews();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
void RenderingManager::getPagedRefnums(const osg::Vec4i &activeGrid, std::set<ESM::RefNum> &out)
|
|
{
|
|
if (mObjectPaging)
|
|
mObjectPaging->getPagedRefnums(activeGrid, out);
|
|
}
|
|
|
|
#ifdef USE_OPENXR
|
|
MWVR::UserPointer& RenderingManager::userPointer()
|
|
{
|
|
return *mUserPointer;
|
|
}
|
|
#endif
|
|
}
|