mirror of
https://github.com/TES3MP/openmw-tes3mp.git
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233 lines
7.6 KiB
C++
233 lines
7.6 KiB
C++
#include "water.hpp"
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#include <components/settings/settings.hpp>
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#include "sky.hpp"
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#include "renderingmanager.hpp"
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using namespace Ogre;
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namespace MWRender
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{
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Water::Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell) :
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mCamera (camera), mViewport (camera->getViewport()), mSceneManager (camera->getSceneManager()),
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mIsUnderwater(false), mVisibilityFlags(0),
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mReflectionTarget(0), mActive(1)
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{
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mSky = sky;
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try
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{
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CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
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} catch(...) {}
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mTop = cell->water;
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mIsUnderwater = false;
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mWaterPlane = Plane(Vector3::UNIT_Y, 0);
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MeshManager::getSingleton().createPlane("water", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, CELL_SIZE*5, CELL_SIZE * 5, 10, 10, true, 1, 3,3, Vector3::UNIT_Z);
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mWater = mSceneManager->createEntity("water");
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mWater->setVisibilityFlags(RV_Water);
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mWater->setRenderQueueGroup(RQG_Water);
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mVisibilityFlags = RV_Terrain * Settings::Manager::getBool("reflect terrain", "Water")
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+ RV_Statics * Settings::Manager::getBool("reflect statics", "Water")
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+ RV_StaticsSmall * Settings::Manager::getBool("reflect small statics", "Water")
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+ RV_Actors * Settings::Manager::getBool("reflect actors", "Water")
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+ RV_Misc * Settings::Manager::getBool("reflect misc", "Water")
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+ RV_Sky;
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mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode();
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mWaterNode->setPosition(0, mTop, 0);
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if(!(cell->data.flags & cell->Interior))
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{
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mWaterNode->setPosition(getSceneNodeCoordinates(cell->data.gridX, cell->data.gridY));
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}
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mWaterNode->attachObject(mWater);
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// Create rendertarget for reflection
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int rttsize = Settings::Manager::getInt("rtt size", "Water");
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if (Settings::Manager::getBool("shader", "Water"))
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{
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TexturePtr tex = TextureManager::getSingleton().createManual("WaterReflection",
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ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, rttsize, rttsize, 0, PF_R8G8B8, TU_RENDERTARGET);
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RenderTarget* rtt = tex->getBuffer()->getRenderTarget();
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Viewport* vp = rtt->addViewport(mCamera);
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vp->setOverlaysEnabled(false);
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vp->setBackgroundColour(ColourValue(0.8f, 0.9f, 1.0f));
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vp->setShadowsEnabled(false);
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vp->setVisibilityMask( mVisibilityFlags );
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rtt->addListener(this);
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rtt->setActive(true);
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mReflectionTarget = rtt;
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}
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mCompositorName = RenderingManager::useMRT() ? "Underwater" : "UnderwaterNoMRT";
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createMaterial();
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mWater->setMaterial(mMaterial);
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mUnderwaterEffect = Settings::Manager::getBool("underwater effect", "Water");
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}
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void Water::setActive(bool active)
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{
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mActive = active;
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if (mReflectionTarget) mReflectionTarget->setActive(active && !mIsUnderwater);
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mWater->setVisible(active);
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}
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Water::~Water()
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{
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MeshManager::getSingleton().remove("water");
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mWaterNode->detachObject(mWater);
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mSceneManager->destroyEntity(mWater);
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mSceneManager->destroySceneNode(mWaterNode);
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CompositorManager::getSingleton().removeCompositorChain(mViewport);
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}
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void Water::changeCell(const ESM::Cell* cell)
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{
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mTop = cell->water;
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if(!(cell->data.flags & cell->Interior))
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mWaterNode->setPosition(getSceneNodeCoordinates(cell->data.gridX, cell->data.gridY));
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else
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setHeight(mTop);
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}
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void Water::setHeight(const float height)
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{
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mTop = height;
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mWaterNode->setPosition(0, height, 0);
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}
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void Water::toggle()
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{
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if (mActive)
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mWater->setVisible(!mWater->getVisible());
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}
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void Water::checkUnderwater(float y)
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{
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if (!mActive) return;
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if ((mIsUnderwater && y > mTop) || !mWater->isVisible() || mCamera->getPolygonMode() != Ogre::PM_SOLID)
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{
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CompositorManager::getSingleton().setCompositorEnabled(mViewport, mCompositorName, false);
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// tell the shader we are not underwater
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Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0);
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if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("isUnderwater", false))
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pass->getFragmentProgramParameters()->setNamedConstant("isUnderwater", Real(0));
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if (mReflectionTarget)
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mReflectionTarget->setActive(mActive);
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mWater->setRenderQueueGroup(RQG_Water);
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mIsUnderwater = false;
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}
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if (!mIsUnderwater && y < mTop && mWater->isVisible() && mCamera->getPolygonMode() == Ogre::PM_SOLID)
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{
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if (mUnderwaterEffect)
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CompositorManager::getSingleton().setCompositorEnabled(mViewport, mCompositorName, true);
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// tell the shader we are underwater
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Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0);
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if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("isUnderwater", false))
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pass->getFragmentProgramParameters()->setNamedConstant("isUnderwater", Real(1));
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if (mReflectionTarget)
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mReflectionTarget->setActive(false);
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mWater->setRenderQueueGroup(RQG_UnderWater);
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mIsUnderwater = true;
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}
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}
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Vector3 Water::getSceneNodeCoordinates(int gridX, int gridY)
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{
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return Vector3(gridX * CELL_SIZE + (CELL_SIZE / 2), mTop, -gridY * CELL_SIZE - (CELL_SIZE / 2));
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}
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void Water::preRenderTargetUpdate(const RenderTargetEvent& evt)
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{
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if (evt.source == mReflectionTarget)
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{
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mWater->setVisible(false);
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// Some messy code to get the skybox to show up at all
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// The problem here is that it gets clipped by the water plane
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// Therefore scale it up a bit
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Vector3 pos = mCamera->getRealPosition();
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pos.y = mTop*2 - pos.y;
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mSky->setSkyPosition(pos);
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mSky->scaleSky(mCamera->getFarClipDistance() / 1000.f);
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mCamera->enableCustomNearClipPlane(Plane(Vector3::UNIT_Y, mTop));
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mCamera->enableReflection(Plane(Vector3::UNIT_Y, mTop));
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}
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}
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void Water::postRenderTargetUpdate(const RenderTargetEvent& evt)
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{
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mWater->setVisible(true);
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if (evt.source == mReflectionTarget)
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{
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mSky->resetSkyPosition();
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mSky->scaleSky(1);
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mCamera->disableReflection();
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mCamera->disableCustomNearClipPlane();
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}
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}
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void Water::createMaterial()
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{
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mMaterial = MaterialManager::getSingleton().getByName("Water");
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// these have to be set in code
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std::string textureNames[32];
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for (int i=0; i<32; ++i)
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{
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textureNames[i] = "textures\\water\\water" + StringConverter::toString(i, 2, '0') + ".dds";
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}
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mMaterial->getTechnique(1)->getPass(0)->getTextureUnitState(0)->setAnimatedTextureName(textureNames, 32, 2);
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// use technique without shaders if reflection is disabled
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if (mReflectionTarget == 0)
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mMaterial->removeTechnique(0);
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if (Settings::Manager::getBool("shader", "Water"))
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{
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CompositorInstance* compositor = CompositorManager::getSingleton().getCompositorChain(mViewport)->getCompositor("gbuffer");
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TexturePtr colorTexture = compositor->getTextureInstance("mrt_output", 0);
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TextureUnitState* tus = mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState("refractionMap");
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if (tus != 0)
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tus->setTexture(colorTexture);
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TexturePtr depthTexture = compositor->getTextureInstance("mrt_output", 1);
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tus = mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState("depthMap");
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if (tus != 0)
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tus->setTexture(depthTexture);
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}
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}
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void Water::setViewportBackground(const ColourValue& bg)
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{
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if (mReflectionTarget)
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mReflectionTarget->getViewport(0)->setBackgroundColour(bg);
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}
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} // namespace
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