mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-16 02:49:55 +00:00
416 lines
16 KiB
C++
416 lines
16 KiB
C++
#include "sky.hpp"
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#include "Caelum.h"
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#include <OgreMesh.h>
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#include <OgreSceneNode.h>
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#include <OgreSceneManager.h>
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#include <OgreCamera.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 Ogre;
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namespace MWRender
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{
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class MWSkyManager : public SkyManager
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{
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public:
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MWSkyManager(Ogre::SceneNode* pMwRoot, Ogre::Camera* pCamera);
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virtual ~MWSkyManager();
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virtual void update(float duration);
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virtual void enable();
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virtual void disable();
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virtual void setHour (double hour) {}
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///< will be called even when sky is disabled.
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virtual void setDate (int day, int month) {}
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///< will be called even when sky is disabled.
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virtual int getMasserPhase() const { return 0; }
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///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
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/// 3 waxing or waning gibbous, 4 full moon
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virtual int getSecundaPhase() const { return 0; }
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///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
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/// 3 waxing or waning gibbous, 4 full moon
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virtual void setMoonColour (bool red) {}
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private:
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Camera* mCamera;
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Viewport* mViewport;
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SceneNode* mRootNode;
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SceneManager* mSceneMgr;
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MaterialPtr mCloudMaterial;
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MaterialPtr mAtmosphereMaterial;
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HighLevelGpuProgramPtr mCloudFragmentShader;
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void ModVertexAlpha(Entity* ent, unsigned int meshType);
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};
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void MWSkyManager::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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MWSkyManager::MWSkyManager (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 = pMwRoot->createChildSceneNode();
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mRootNode->setScale(100.f, 100.f, 100.f);
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mViewport->setBackgroundColour(ColourValue(0.87, 0.87, 0.87));
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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);
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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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" clip(tex.a<0.5); \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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// Sun
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/// \todo calculate the sun position based on time of day
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Vector3 sunPosition(0, 0, 1.f);
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// this distance has to be set accordingly so that the sun is
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// behind the clouds, but still in front of the atmosphere
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const float sunDistance = 1000.f;
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const float sunScale = 700.f;
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Vector3 finalPosition = sunPosition.normalisedCopy() * sunDistance;
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// Create a camera-aligned billboard to render the sun
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BillboardSet* bbSet = mSceneMgr->createBillboardSet("SkyBillboardSet", 1);
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bbSet->setDefaultDimensions(sunScale, sunScale);
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bbSet->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY);
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SceneNode* bbNode = mRootNode->createChildSceneNode();
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bbNode->translate(finalPosition);
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bbNode->attachObject(bbSet);
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bbSet->createBillboard(0,0,0);
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MaterialPtr sunMaterial = MaterialManager::getSingleton().create("SunMaterial", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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sunMaterial->removeAllTechniques();
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Pass* p = sunMaterial->createTechnique()->createPass();
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p->setSceneBlending(SBT_TRANSPARENT_ALPHA);
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p->setDepthWriteEnabled(false);
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p->createTextureUnitState("textures\\tx_sun_05.dds");
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bbSet->setMaterialName("SunMaterial");
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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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mCamera = pCamera;
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mCamera->setFarClipDistance(500000.f);
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}
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MWSkyManager::~MWSkyManager()
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{
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}
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void MWSkyManager::update(float duration)
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{
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// Sync the position of the skydomes with the camera
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/// \todo for some reason this is 1 frame delayed, which causes the skydome move funnily when the camera moves
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mRootNode->_setDerivedPosition(mCamera->getParentSceneNode()->_getDerivedPosition());
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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 MWSkyManager::enable()
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{
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mRootNode->setVisible(true);
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}
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void MWSkyManager::disable()
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{
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mRootNode->setVisible(false);
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}
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//
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// Implements a Caelum sky with default settings.
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//
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// Note: this is intended as a temporary solution to provide some form of
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// sky rendering. This code will obviously need significant tailoring to
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// support fidelity with Morrowind's rendering. Before doing major work
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// on this class, more research should be done to determine whether
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// Caelum or another plug-in such as SkyX would be best for the long-term.
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//
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class CaelumManager : public SkyManager
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{
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protected:
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Caelum::CaelumSystem* mpCaelumSystem;
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public:
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CaelumManager (Ogre::RenderWindow* pRenderWindow,
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Ogre::Camera* pCamera,
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const boost::filesystem::path& resDir);
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virtual ~CaelumManager ();
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virtual void update(float duration) {}
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virtual void enable() {}
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virtual void disable() {}
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virtual void setHour (double hour) {}
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///< will be called even when sky is disabled.
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virtual void setDate (int day, int month) {}
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///< will be called even when sky is disabled.
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virtual int getMasserPhase() const { return 0; }
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///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
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/// 3 waxing or waning gibbous, 4 full moon
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virtual int getSecundaPhase() const { return 0; }
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///< 0 new moon, 1 waxing or waning cresecent, 2 waxing or waning half,
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/// 3 waxing or waning gibbous, 4 full moon
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virtual void setMoonColour (bool red) {}
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};
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CaelumManager::CaelumManager (Ogre::RenderWindow* pRenderWindow,
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Ogre::Camera* pCamera,
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const boost::filesystem::path& resDir)
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: mpCaelumSystem (NULL)
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{
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using namespace Caelum;
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assert(pCamera);
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assert(pRenderWindow);
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// Load the Caelum resources
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//
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ResourceGroupManager::getSingleton().addResourceLocation((resDir / "caelum").string(), "FileSystem", "Caelum");
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ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
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// Load the Caelum resources
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//
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Ogre::SceneManager* pScene = pCamera->getSceneManager();
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Caelum::CaelumSystem::CaelumComponent componentMask = CaelumSystem::CAELUM_COMPONENTS_DEFAULT;
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mpCaelumSystem = new Caelum::CaelumSystem (Root::getSingletonPtr(), pScene, componentMask);
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// Set time acceleration.
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mpCaelumSystem->getUniversalClock()->setTimeScale(128);
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// Disable fog since OpenMW is handling OGRE fog elsewhere
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mpCaelumSystem->setManageSceneFog(false);
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// Change the camera far distance to make sure the sky is not clipped
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pCamera->setFarClipDistance(50000);
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// Register Caelum as an OGRE listener
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pRenderWindow->addListener(mpCaelumSystem);
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Root::getSingletonPtr()->addFrameListener(mpCaelumSystem);
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}
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CaelumManager::~CaelumManager()
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{
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if (mpCaelumSystem)
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mpCaelumSystem->shutdown (false);
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}
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/// Creates and connects the sky rendering component to OGRE.
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///
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/// \return NULL on failure.
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///
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SkyManager* SkyManager::create (Ogre::RenderWindow* pRenderWindow,
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Ogre::Camera* pCamera,
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Ogre::SceneNode* pMwRoot,
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const boost::filesystem::path& resDir)
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{
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SkyManager* pSkyManager = NULL;
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//try
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//{
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//pSkyManager = new CaelumManager(pRenderWindow, pCamera, resDir);
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pSkyManager = new MWSkyManager(pMwRoot, pCamera);
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//}
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/*catch (Ogre::Exception& e)
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{
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std::cout << "\nOGRE Exception when attempting to add sky: "
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<< e.getFullDescription().c_str() << std::endl;
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}
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catch (std::exception& e)
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{
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std::cout << "\nException when attempting to add sky: "
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<< e.what() << std::endl;
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}*/
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return pSkyManager;
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}
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}
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