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openmw-tes3mp/apps/openmw/mwrender/ripplesimulation.cpp

269 lines
8.9 KiB
C++

#include "ripplesimulation.hpp"
#include <OgreTextureManager.h>
#include <OgreStringConverter.h>
#include <OgreHardwarePixelBuffer.h>
#include <OgreRoot.h>
#include <OgreRectangle2D.h>
#include <OgreSceneNode.h>
#include <OgreRenderTexture.h>
#include <OgreViewport.h>
#include <extern/shiny/Main/Factory.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
namespace MWRender
{
RippleSimulation::RippleSimulation(Ogre::SceneManager* mainSceneManager)
: mMainSceneMgr(mainSceneManager),
mTime(0),
mCurrentFrameOffset(0,0),
mPreviousFrameOffset(0,0),
mRippleCenter(0,0),
mTextureSize(512),
mRippleAreaLength(1000),
mImpulseSize(20),
mTexelOffset(0,0),
mFirstUpdate(true),
mRectangle(NULL),
mImpulse(NULL)
{
Ogre::AxisAlignedBox aabInf;
aabInf.setInfinite();
mSceneMgr = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC);
mCamera = mSceneMgr->createCamera("RippleCamera");
mRectangle = new Ogre::Rectangle2D(true);
mRectangle->setBoundingBox(aabInf);
mRectangle->setCorners(-1.0, 1.0, 1.0, -1.0, false);
Ogre::SceneNode* node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
node->attachObject(mRectangle);
mImpulse = new Ogre::Rectangle2D(true);
mImpulse->setCorners(-0.1, 0.1, 0.1, -0.1, false);
mImpulse->setBoundingBox(aabInf);
mImpulse->setMaterial("AddImpulse");
Ogre::SceneNode* impulseNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
impulseNode->attachObject(mImpulse);
//float w=0.05;
for (int i=0; i<4; ++i)
{
Ogre::TexturePtr texture;
if (i != 3)
texture = Ogre::TextureManager::getSingleton().createManual("RippleHeight" + Ogre::StringConverter::toString(i),
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D, mTextureSize, mTextureSize, 1, 0, Ogre::PF_R8G8B8, Ogre::TU_RENDERTARGET);
else
texture = Ogre::TextureManager::getSingleton().createManual("RippleNormal",
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D, mTextureSize, mTextureSize, 1, 0, Ogre::PF_R8G8B8, Ogre::TU_RENDERTARGET);
Ogre::RenderTexture* rt = texture->getBuffer()->getRenderTarget();
rt->removeAllViewports();
rt->addViewport(mCamera);
rt->setAutoUpdated(false);
rt->getViewport(0)->setClearEveryFrame(false);
// debug overlay
/*
Ogre::Rectangle2D* debugOverlay = new Ogre::Rectangle2D(true);
debugOverlay->setCorners(w*2-1, 0.9, (w+0.18)*2-1, 0.4, false);
w += 0.2;
debugOverlay->setBoundingBox(aabInf);
Ogre::SceneNode* debugNode = mMainSceneMgr->getRootSceneNode()->createChildSceneNode();
debugNode->attachObject(debugOverlay);
Ogre::MaterialPtr debugMaterial = Ogre::MaterialManager::getSingleton().create("RippleDebug" + Ogre::StringConverter::toString(i),
Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
if (i != 3)
debugMaterial->getTechnique(0)->getPass(0)->createTextureUnitState("RippleHeight" + Ogre::StringConverter::toString(i));
else
debugMaterial->getTechnique(0)->getPass(0)->createTextureUnitState("RippleNormal");
debugMaterial->getTechnique(0)->getPass(0)->setLightingEnabled(false);
debugOverlay->setMaterial("RippleDebug" + Ogre::StringConverter::toString(i));
*/
mRenderTargets[i] = rt;
mTextures[i] = texture;
}
sh::Factory::getInstance().setSharedParameter("rippleTextureSize", sh::makeProperty<sh::Vector4>(
new sh::Vector4(1.0/512, 1.0/512, 512, 512)));
sh::Factory::getInstance().setSharedParameter("rippleCenter", sh::makeProperty<sh::Vector3>(
new sh::Vector3(0, 0, 0)));
sh::Factory::getInstance().setSharedParameter("rippleAreaLength", sh::makeProperty<sh::FloatValue>(
new sh::FloatValue(mRippleAreaLength)));
}
RippleSimulation::~RippleSimulation()
{
delete mRectangle;
delete mImpulse;
Ogre::Root::getSingleton().destroySceneManager(mSceneMgr);
}
void RippleSimulation::update(float dt, Ogre::Vector2 position)
{
// try to keep 20 fps
mTime += dt;
while (mTime >= 1/20.0 || mFirstUpdate)
{
mPreviousFrameOffset = mCurrentFrameOffset;
mCurrentFrameOffset = position - mRippleCenter;
// add texel offsets from previous frame.
mCurrentFrameOffset += mTexelOffset;
mTexelOffset = Ogre::Vector2(std::fmod(mCurrentFrameOffset.x, 1.0f/mTextureSize),
std::fmod(mCurrentFrameOffset.y, 1.0f/mTextureSize));
// now subtract new offset in order to snap to texels
mCurrentFrameOffset -= mTexelOffset;
// texture coordinate space
mCurrentFrameOffset /= mRippleAreaLength;
mRippleCenter = position;
addImpulses();
waterSimulation();
heightMapToNormalMap();
swapHeightMaps();
if (!mFirstUpdate)
mTime -= 1/20.0;
else
mFirstUpdate = false;
}
sh::Factory::getInstance().setSharedParameter("rippleCenter", sh::makeProperty<sh::Vector3>(
new sh::Vector3(mRippleCenter.x + mTexelOffset.x, mRippleCenter.y + mTexelOffset.y, 0)));
}
void RippleSimulation::addImpulses()
{
mRectangle->setVisible(false);
mImpulse->setVisible(true);
/// \todo it should be more efficient to render all emitters at once
for (std::vector<Emitter>::iterator it=mEmitters.begin(); it !=mEmitters.end(); ++it)
{
if (it->mPtr == MWBase::Environment::get().getWorld ()->getPlayerPtr())
{
// fetch a new ptr (to handle cell change etc)
// for non-player actors this is done in updateObjectCell
it->mPtr = MWBase::Environment::get().getWorld ()->getPlayerPtr();
}
const float* _currentPos = it->mPtr.getRefData().getPosition().pos;
Ogre::Vector3 currentPos (_currentPos[0], _currentPos[1], _currentPos[2]);
if ( (currentPos - it->mLastEmitPosition).length() > 2
&& MWBase::Environment::get().getWorld ()->isUnderwater (it->mPtr.getCell(), currentPos))
{
it->mLastEmitPosition = currentPos;
Ogre::Vector2 pos (currentPos.x, currentPos.y);
pos -= mRippleCenter;
pos /= mRippleAreaLength;
float size = mImpulseSize / mRippleAreaLength;
mImpulse->setCorners(pos.x-size, pos.y+size, pos.x+size, pos.y-size, false);
// don't render if we are offscreen
if (pos.x - size >= 1.0 || pos.y+size <= -1.0 || pos.x+size <= -1.0 || pos.y-size >= 1.0)
continue;
mRenderTargets[1]->update();
}
}
mImpulse->setVisible(false);
mRectangle->setVisible(true);
}
void RippleSimulation::waterSimulation()
{
mRectangle->setMaterial("HeightmapSimulation");
sh::Factory::getInstance().setTextureAlias("Heightmap0", mTextures[0]->getName());
sh::Factory::getInstance().setTextureAlias("Heightmap1", mTextures[1]->getName());
sh::Factory::getInstance().setSharedParameter("currentFrameOffset", sh::makeProperty<sh::Vector3>(
new sh::Vector3(mCurrentFrameOffset.x, mCurrentFrameOffset.y, 0)));
sh::Factory::getInstance().setSharedParameter("previousFrameOffset", sh::makeProperty<sh::Vector3>(
new sh::Vector3(mPreviousFrameOffset.x, mPreviousFrameOffset.y, 0)));
mRenderTargets[2]->update();
}
void RippleSimulation::heightMapToNormalMap()
{
mRectangle->setMaterial("HeightToNormalMap");
sh::Factory::getInstance().setTextureAlias("Heightmap2", mTextures[2]->getName());
mRenderTargets[TEX_NORMAL]->update();
}
void RippleSimulation::swapHeightMaps()
{
// 0 -> 1 -> 2 to 2 -> 0 ->1
Ogre::RenderTexture* tmp = mRenderTargets[0];
Ogre::TexturePtr tmp2 = mTextures[0];
mRenderTargets[0] = mRenderTargets[1];
mTextures[0] = mTextures[1];
mRenderTargets[1] = mRenderTargets[2];
mTextures[1] = mTextures[2];
mRenderTargets[2] = tmp;
mTextures[2] = tmp2;
}
void RippleSimulation::addEmitter(const MWWorld::Ptr& ptr, float scale, float force)
{
Emitter newEmitter;
newEmitter.mPtr = ptr;
newEmitter.mScale = scale;
newEmitter.mForce = force;
newEmitter.mLastEmitPosition = Ogre::Vector3(0,0,0);
mEmitters.push_back (newEmitter);
}
void RippleSimulation::removeEmitter (const MWWorld::Ptr& ptr)
{
for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end(); ++it)
{
if (it->mPtr == ptr)
{
mEmitters.erase(it);
return;
}
}
}
void RippleSimulation::updateEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr)
{
for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end(); ++it)
{
if (it->mPtr == old)
{
it->mPtr = ptr;
return;
}
}
}
}