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481 lines
18 KiB
C++
481 lines
18 KiB
C++
#include "characterpreview.hpp"
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#include <cmath>
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#include <iostream>
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#include <osg/Material>
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#include <osg/Fog>
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#include <osg/BlendFunc>
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#include <osg/Texture2D>
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#include <osg/Camera>
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#include <osg/PositionAttitudeTransform>
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#include <osg/LightModel>
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#include <osg/LightSource>
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#include <osgUtil/IntersectionVisitor>
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#include <osgUtil/LineSegmentIntersector>
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#include <components/fallback/fallback.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "npcanimation.hpp"
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#include "vismask.hpp"
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namespace MWRender
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{
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class DrawOnceCallback : public osg::NodeCallback
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{
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public:
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DrawOnceCallback ()
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: mRendered(false)
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, mLastRenderedFrame(0)
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{
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}
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virtual void operator () (osg::Node* node, osg::NodeVisitor* nv)
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{
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if (!mRendered)
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{
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mRendered = true;
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mLastRenderedFrame = nv->getTraversalNumber();
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osg::ref_ptr<osg::FrameStamp> previousFramestamp = const_cast<osg::FrameStamp*>(nv->getFrameStamp());
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osg::FrameStamp* fs = new osg::FrameStamp(*previousFramestamp);
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fs->setSimulationTime(0.0);
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nv->setFrameStamp(fs);
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traverse(node, nv);
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nv->setFrameStamp(previousFramestamp);
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}
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else
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{
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node->setNodeMask(0);
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}
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}
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void redrawNextFrame()
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{
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mRendered = false;
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}
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unsigned int getLastRenderedFrame() const
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{
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return mLastRenderedFrame;
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}
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private:
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bool mRendered;
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unsigned int mLastRenderedFrame;
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};
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// Set up alpha blending to Additive mode to avoid issues caused by transparent objects writing onto the alpha value of the FBO
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class SetUpBlendVisitor : public osg::NodeVisitor
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{
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public:
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SetUpBlendVisitor(): osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
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{
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}
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virtual void apply(osg::Node& node)
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{
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if (osg::StateSet* stateset = node.getStateSet())
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{
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if (stateset->getAttribute(osg::StateAttribute::BLENDFUNC) || stateset->getBinNumber() == osg::StateSet::TRANSPARENT_BIN)
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{
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osg::ref_ptr<osg::StateSet> newStateSet = new osg::StateSet(*stateset, osg::CopyOp::SHALLOW_COPY);
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osg::BlendFunc* blendFunc = static_cast<osg::BlendFunc*>(stateset->getAttribute(osg::StateAttribute::BLENDFUNC));
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osg::ref_ptr<osg::BlendFunc> newBlendFunc = blendFunc ? new osg::BlendFunc(*blendFunc) : new osg::BlendFunc;
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newBlendFunc->setDestinationAlpha(osg::BlendFunc::ONE);
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newStateSet->setAttribute(newBlendFunc, osg::StateAttribute::ON);
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node.setStateSet(newStateSet);
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}
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}
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traverse(node);
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}
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};
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CharacterPreview::CharacterPreview(osg::Group* parent, Resource::ResourceSystem* resourceSystem,
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const MWWorld::Ptr& character, int sizeX, int sizeY, const osg::Vec3f& position, const osg::Vec3f& lookAt)
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: mParent(parent)
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, mResourceSystem(resourceSystem)
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, mPosition(position)
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, mLookAt(lookAt)
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, mCharacter(character)
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, mAnimation(nullptr)
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, mSizeX(sizeX)
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, mSizeY(sizeY)
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{
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mTexture = new osg::Texture2D;
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mTexture->setTextureSize(sizeX, sizeY);
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mTexture->setInternalFormat(GL_RGBA);
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mTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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mTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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mCamera = new osg::Camera;
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// hints that the camera is not relative to the master camera
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mCamera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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mCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::PIXEL_BUFFER_RTT);
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mCamera->setClearColor(osg::Vec4(0.f, 0.f, 0.f, 0.f));
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mCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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const float fovYDegrees = 12.3f;
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mCamera->setProjectionMatrixAsPerspective(fovYDegrees, sizeX/static_cast<float>(sizeY), 0.1f, 10000.f); // zNear and zFar are autocomputed
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mCamera->setViewport(0, 0, sizeX, sizeY);
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mCamera->setRenderOrder(osg::Camera::PRE_RENDER);
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mCamera->attach(osg::Camera::COLOR_BUFFER, mTexture);
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mCamera->setName("CharacterPreview");
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mCamera->setComputeNearFarMode(osg::Camera::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES);
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mCamera->setNodeMask(Mask_RenderToTexture);
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osg::ref_ptr<SceneUtil::LightManager> lightManager = new SceneUtil::LightManager;
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lightManager->setStartLight(1);
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osg::ref_ptr<osg::StateSet> stateset = lightManager->getOrCreateStateSet();
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stateset->setMode(GL_LIGHTING, osg::StateAttribute::ON);
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stateset->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
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stateset->setMode(GL_CULL_FACE, 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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stateset->setAttribute(defaultMat);
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// assign large value to effectively turn off fog
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// shaders don't respect glDisable(GL_FOG)
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osg::ref_ptr<osg::Fog> fog (new osg::Fog);
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fog->setStart(10000000);
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fog->setEnd(10000000);
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stateset->setAttributeAndModes(fog, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
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osg::ref_ptr<osg::LightModel> lightmodel = new osg::LightModel;
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lightmodel->setAmbientIntensity(osg::Vec4(0.0, 0.0, 0.0, 1.0));
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stateset->setAttributeAndModes(lightmodel, osg::StateAttribute::ON);
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osg::ref_ptr<osg::Light> light = new osg::Light;
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const Fallback::Map* fallback = MWBase::Environment::get().getWorld()->getFallback();
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float diffuseR = fallback->getFallbackFloat("Inventory_DirectionalDiffuseR");
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float diffuseG = fallback->getFallbackFloat("Inventory_DirectionalDiffuseG");
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float diffuseB = fallback->getFallbackFloat("Inventory_DirectionalDiffuseB");
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float ambientR = fallback->getFallbackFloat("Inventory_DirectionalAmbientR");
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float ambientG = fallback->getFallbackFloat("Inventory_DirectionalAmbientG");
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float ambientB = fallback->getFallbackFloat("Inventory_DirectionalAmbientB");
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float azimuth = osg::DegreesToRadians(180.f - fallback->getFallbackFloat("Inventory_DirectionalRotationX"));
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float altitude = osg::DegreesToRadians(fallback->getFallbackFloat("Inventory_DirectionalRotationY"));
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float positionX = std::cos(azimuth) * std::sin(altitude);
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float positionY = std::sin(azimuth) * std::sin(altitude);
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float positionZ = std::cos(altitude);
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light->setPosition(osg::Vec4(positionX,positionY,positionZ, 0.0));
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light->setDiffuse(osg::Vec4(diffuseR,diffuseG,diffuseB,1));
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light->setAmbient(osg::Vec4(ambientR,ambientG,ambientB,1));
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light->setSpecular(osg::Vec4(0,0,0,0));
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light->setLightNum(0);
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light->setConstantAttenuation(1.f);
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light->setLinearAttenuation(0.f);
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light->setQuadraticAttenuation(0.f);
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osg::ref_ptr<osg::LightSource> lightSource = new osg::LightSource;
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lightSource->setLight(light);
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lightSource->setStateSetModes(*stateset, osg::StateAttribute::ON);
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lightManager->addChild(lightSource);
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mCamera->addChild(lightManager);
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mNode = new osg::PositionAttitudeTransform;
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lightManager->addChild(mNode);
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mDrawOnceCallback = new DrawOnceCallback;
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mCamera->addUpdateCallback(mDrawOnceCallback);
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mParent->addChild(mCamera);
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mCharacter.mCell = nullptr;
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}
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CharacterPreview::~CharacterPreview ()
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{
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mCamera->removeChildren(0, mCamera->getNumChildren());
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mParent->removeChild(mCamera);
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}
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int CharacterPreview::getTextureWidth() const
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{
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return mSizeX;
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}
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int CharacterPreview::getTextureHeight() const
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{
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return mSizeY;
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}
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void CharacterPreview::setBlendMode()
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{
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SetUpBlendVisitor visitor;
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mNode->accept(visitor);
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}
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void CharacterPreview::onSetup()
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{
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setBlendMode();
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}
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osg::ref_ptr<osg::Texture2D> CharacterPreview::getTexture()
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{
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return mTexture;
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}
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void CharacterPreview::rebuild()
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{
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mAnimation = NULL;
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mAnimation = new NpcAnimation(mCharacter, mNode, mResourceSystem, true,
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(renderHeadOnly() ? NpcAnimation::VM_HeadOnly : NpcAnimation::VM_Normal));
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onSetup();
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redraw();
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}
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void CharacterPreview::redraw()
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{
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mCamera->setNodeMask(Mask_RenderToTexture);
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mDrawOnceCallback->redrawNextFrame();
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}
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// --------------------------------------------------------------------------------------------------
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InventoryPreview::InventoryPreview(osg::Group* parent, Resource::ResourceSystem* resourceSystem, const MWWorld::Ptr& character)
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: CharacterPreview(parent, resourceSystem, character, 512, 1024, osg::Vec3f(0, 700, 71), osg::Vec3f(0,0,71))
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{
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}
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void InventoryPreview::setViewport(int sizeX, int sizeY)
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{
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sizeX = std::max(sizeX, 0);
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sizeY = std::max(sizeY, 0);
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// NB Camera::setViewport has threading issues
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osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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mViewport = new osg::Viewport(0, mSizeY-sizeY, std::min(mSizeX, sizeX), std::min(mSizeY, sizeY));
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stateset->setAttributeAndModes(mViewport);
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mCamera->setStateSet(stateset);
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redraw();
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}
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void InventoryPreview::update()
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{
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if (!mAnimation.get())
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return;
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mAnimation->showWeapons(true);
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mAnimation->updateParts();
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MWWorld::InventoryStore &inv = mCharacter.getClass().getInventoryStore(mCharacter);
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MWWorld::ContainerStoreIterator iter = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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std::string groupname;
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bool showCarriedLeft = true;
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if(iter == inv.end())
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groupname = "inventoryhandtohand";
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else
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{
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const std::string &typeName = iter->getTypeName();
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if(typeName == typeid(ESM::Lockpick).name() || typeName == typeid(ESM::Probe).name())
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groupname = "inventoryweapononehand";
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else if(typeName == typeid(ESM::Weapon).name())
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{
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MWWorld::LiveCellRef<ESM::Weapon> *ref = iter->get<ESM::Weapon>();
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int type = ref->mBase->mData.mType;
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if(type == ESM::Weapon::ShortBladeOneHand ||
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type == ESM::Weapon::LongBladeOneHand ||
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type == ESM::Weapon::BluntOneHand ||
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type == ESM::Weapon::AxeOneHand ||
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type == ESM::Weapon::MarksmanThrown ||
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type == ESM::Weapon::MarksmanCrossbow ||
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type == ESM::Weapon::MarksmanBow)
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groupname = "inventoryweapononehand";
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else if(type == ESM::Weapon::LongBladeTwoHand ||
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type == ESM::Weapon::BluntTwoClose ||
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type == ESM::Weapon::AxeTwoHand)
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groupname = "inventoryweapontwohand";
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else if(type == ESM::Weapon::BluntTwoWide ||
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type == ESM::Weapon::SpearTwoWide)
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groupname = "inventoryweapontwowide";
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else
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groupname = "inventoryhandtohand";
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showCarriedLeft = (iter->getClass().canBeEquipped(*iter, mCharacter).first != 2);
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}
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else
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groupname = "inventoryhandtohand";
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}
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mAnimation->showCarriedLeft(showCarriedLeft);
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mCurrentAnimGroup = groupname;
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mAnimation->play(mCurrentAnimGroup, 1, Animation::BlendMask_All, false, 1.0f, "start", "stop", 0.0f, 0);
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MWWorld::ConstContainerStoreIterator torch = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
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if(torch != inv.end() && torch->getTypeName() == typeid(ESM::Light).name() && showCarriedLeft)
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{
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if(!mAnimation->getInfo("torch"))
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mAnimation->play("torch", 2, Animation::BlendMask_LeftArm, false,
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1.0f, "start", "stop", 0.0f, ~0ul, true);
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}
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else if(mAnimation->getInfo("torch"))
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mAnimation->disable("torch");
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mAnimation->runAnimation(0.0f);
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setBlendMode();
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redraw();
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}
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int InventoryPreview::getSlotSelected (int posX, int posY)
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{
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if (!mViewport)
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return -1;
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float projX = (posX / mViewport->width()) * 2 - 1.f;
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float projY = (posY / mViewport->height()) * 2 - 1.f;
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// With Intersector::WINDOW, the intersection ratios are slightly inaccurate. Seems to be a
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// precision issue - compiling with OSG_USE_FLOAT_MATRIX=0, Intersector::WINDOW works ok.
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// Using Intersector::PROJECTION results in better precision because the start/end points and the model matrices
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// don't go through as many transformations.
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osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector (new osgUtil::LineSegmentIntersector(osgUtil::Intersector::PROJECTION, projX, projY));
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intersector->setIntersectionLimit(osgUtil::LineSegmentIntersector::LIMIT_NEAREST);
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osgUtil::IntersectionVisitor visitor(intersector);
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visitor.setTraversalMode(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
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// Set the traversal number from the last draw, so that the frame switch used for RigGeometry double buffering works correctly
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visitor.setTraversalNumber(mDrawOnceCallback->getLastRenderedFrame());
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osg::Node::NodeMask nodeMask = mCamera->getNodeMask();
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mCamera->setNodeMask(~0);
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mCamera->accept(visitor);
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mCamera->setNodeMask(nodeMask);
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if (intersector->containsIntersections())
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{
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osgUtil::LineSegmentIntersector::Intersection intersection = intersector->getFirstIntersection();
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return mAnimation->getSlot(intersection.nodePath);
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}
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return -1;
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}
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void InventoryPreview::updatePtr(const MWWorld::Ptr &ptr)
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{
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mCharacter = MWWorld::Ptr(ptr.getBase(), NULL);
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}
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void InventoryPreview::onSetup()
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{
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CharacterPreview::onSetup();
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osg::Vec3f scale (1.f, 1.f, 1.f);
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mCharacter.getClass().adjustScale(mCharacter, scale, true);
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mNode->setScale(scale);
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mCamera->setViewMatrixAsLookAt(mPosition * scale.z(), mLookAt * scale.z(), osg::Vec3f(0,0,1));
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}
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// --------------------------------------------------------------------------------------------------
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RaceSelectionPreview::RaceSelectionPreview(osg::Group* parent, Resource::ResourceSystem* resourceSystem)
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: CharacterPreview(parent, resourceSystem, MWMechanics::getPlayer(),
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512, 512, osg::Vec3f(0, 125, 8), osg::Vec3f(0,0,8))
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, mBase (*mCharacter.get<ESM::NPC>()->mBase)
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, mRef(&mBase)
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, mPitchRadians(osg::DegreesToRadians(6.f))
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{
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mCharacter = MWWorld::Ptr(&mRef, NULL);
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}
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RaceSelectionPreview::~RaceSelectionPreview()
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{
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}
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void RaceSelectionPreview::setAngle(float angleRadians)
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{
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mNode->setAttitude(osg::Quat(mPitchRadians, osg::Vec3(1,0,0))
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* osg::Quat(angleRadians, osg::Vec3(0,0,1)));
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redraw();
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}
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void RaceSelectionPreview::setPrototype(const ESM::NPC &proto)
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{
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mBase = proto;
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mBase.mId = "player";
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rebuild();
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}
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class UpdateCameraCallback : public osg::NodeCallback
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{
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public:
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UpdateCameraCallback(osg::ref_ptr<const osg::Node> nodeToFollow, const osg::Vec3& posOffset, const osg::Vec3& lookAtOffset)
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: mNodeToFollow(nodeToFollow)
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, mPosOffset(posOffset)
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, mLookAtOffset(lookAtOffset)
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{
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osg::Camera* cam = static_cast<osg::Camera*>(node);
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// Update keyframe controllers in the scene graph first...
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traverse(node, nv);
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// Now update camera utilizing the updated head position
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osg::NodePathList nodepaths = mNodeToFollow->getParentalNodePaths();
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if (nodepaths.empty())
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return;
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osg::Matrix worldMat = osg::computeLocalToWorld(nodepaths[0]);
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osg::Vec3 headOffset = worldMat.getTrans();
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cam->setViewMatrixAsLookAt(headOffset + mPosOffset, headOffset + mLookAtOffset, osg::Vec3(0,0,1));
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}
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private:
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osg::ref_ptr<const osg::Node> mNodeToFollow;
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osg::Vec3 mPosOffset;
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osg::Vec3 mLookAtOffset;
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};
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void RaceSelectionPreview::onSetup ()
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{
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CharacterPreview::onSetup();
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mAnimation->play("idle", 1, Animation::BlendMask_All, false, 1.0f, "start", "stop", 0.0f, 0);
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mAnimation->runAnimation(0.f);
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// attach camera to follow the head node
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if (mUpdateCameraCallback)
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|
mCamera->removeUpdateCallback(mUpdateCameraCallback);
|
|
|
|
const osg::Node* head = mAnimation->getNode("Bip01 Head");
|
|
if (head)
|
|
{
|
|
mUpdateCameraCallback = new UpdateCameraCallback(head, mPosition, mLookAt);
|
|
mCamera->addUpdateCallback(mUpdateCameraCallback);
|
|
}
|
|
else
|
|
std::cerr << "Error: Bip01 Head node not found" << std::endl;
|
|
}
|
|
|
|
}
|