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

219 lines
7.7 KiB
C++

#include "ripplesimulation.hpp"
#include <iomanip>
#include <osg/PolygonOffset>
#include <osg/Texture2D>
#include <osg/Material>
#include <osg/Depth>
#include <osg/PositionAttitudeTransform>
#include <osgParticle/ParticleSystem>
#include <osgParticle/ParticleSystemUpdater>
#include <components/misc/rng.hpp>
#include <components/nifosg/controller.hpp>
#include <components/resource/imagemanager.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/fallback/fallback.hpp>
#include "vismask.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwmechanics/actorutil.hpp"
namespace
{
void createWaterRippleStateSet(Resource::ResourceSystem* resourceSystem, const Fallback::Map* fallback, osg::Node* node)
{
int rippleFrameCount = fallback->getFallbackInt("Water_RippleFrameCount");
if (rippleFrameCount <= 0)
return;
std::string tex = fallback->getFallbackString("Water_RippleTexture");
std::vector<osg::ref_ptr<osg::Texture2D> > textures;
for (int i=0; i<rippleFrameCount; ++i)
{
std::ostringstream texname;
texname << "textures/water/" << tex << std::setw(2) << std::setfill('0') << i << ".dds";
osg::ref_ptr<osg::Texture2D> tex2 (new osg::Texture2D(resourceSystem->getImageManager()->getImage(texname.str())));
tex2->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
tex2->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
resourceSystem->getSceneManager()->applyFilterSettings(tex2);
textures.push_back(tex2);
}
osg::ref_ptr<NifOsg::FlipController> controller (new NifOsg::FlipController(0, 0.3f/rippleFrameCount, textures));
controller->setSource(std::shared_ptr<SceneUtil::ControllerSource>(new SceneUtil::FrameTimeSource));
node->addUpdateCallback(controller);
osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
stateset->setTextureAttributeAndModes(0, textures[0], osg::StateAttribute::ON);
osg::ref_ptr<osg::Depth> depth (new osg::Depth);
depth->setWriteMask(false);
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
osg::ref_ptr<osg::PolygonOffset> polygonOffset (new osg::PolygonOffset);
polygonOffset->setUnits(-1);
polygonOffset->setFactor(-1);
stateset->setAttributeAndModes(polygonOffset, osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
osg::ref_ptr<osg::Material> mat (new osg::Material);
mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
mat->setColorMode(osg::Material::DIFFUSE);
stateset->setAttributeAndModes(mat, osg::StateAttribute::ON);
node->setStateSet(stateset);
}
}
namespace MWRender
{
RippleSimulation::RippleSimulation(osg::Group *parent, Resource::ResourceSystem* resourceSystem, const Fallback::Map* fallback)
: mParent(parent)
{
mParticleSystem = new osgParticle::ParticleSystem;
mParticleSystem->setParticleAlignment(osgParticle::ParticleSystem::FIXED);
mParticleSystem->setAlignVectorX(osg::Vec3f(1,0,0));
mParticleSystem->setAlignVectorY(osg::Vec3f(0,1,0));
osgParticle::Particle& particleTemplate = mParticleSystem->getDefaultParticleTemplate();
particleTemplate.setSizeRange(osgParticle::rangef(15, 180));
particleTemplate.setColorRange(osgParticle::rangev4(osg::Vec4f(1,1,1,0.7), osg::Vec4f(1,1,1,0.7)));
particleTemplate.setAlphaRange(osgParticle::rangef(1.f, 0.f));
particleTemplate.setAngularVelocity(osg::Vec3f(0,0,fallback->getFallbackFloat("Water_RippleRotSpeed")));
particleTemplate.setLifeTime(fallback->getFallbackFloat("Water_RippleLifetime"));
osg::ref_ptr<osgParticle::ParticleSystemUpdater> updater (new osgParticle::ParticleSystemUpdater);
updater->addParticleSystem(mParticleSystem);
mParticleNode = new osg::PositionAttitudeTransform;
mParticleNode->addChild(updater);
mParticleNode->addChild(mParticleSystem);
mParticleNode->setNodeMask(Mask_Effect);
createWaterRippleStateSet(resourceSystem, fallback, mParticleNode);
mParent->addChild(mParticleNode);
}
RippleSimulation::~RippleSimulation()
{
mParent->removeChild(mParticleNode);
}
void RippleSimulation::update(float dt)
{
const MWBase::World* world = MWBase::Environment::get().getWorld();
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();
}
osg::Vec3f currentPos (it->mPtr.getRefData().getPosition().asVec3());
bool shouldEmit = ( world->isUnderwater (it->mPtr.getCell(), it->mPtr.getRefData().getPosition().asVec3()) && !world->isSubmerged(it->mPtr) ) || world->isWalkingOnWater(it->mPtr);
if ( shouldEmit && (currentPos - it->mLastEmitPosition).length() > 10 )
{
it->mLastEmitPosition = currentPos;
currentPos.z() = mParticleNode->getPosition().z();
if (mParticleSystem->numParticles()-mParticleSystem->numDeadParticles() > 500)
continue; // TODO: remove the oldest particle to make room?
emitRipple(currentPos);
}
}
}
void RippleSimulation::addEmitter(const MWWorld::ConstPtr& ptr, float scale, float force)
{
Emitter newEmitter;
newEmitter.mPtr = ptr;
newEmitter.mScale = scale;
newEmitter.mForce = force;
newEmitter.mLastEmitPosition = osg::Vec3f(0,0,0);
mEmitters.push_back (newEmitter);
}
void RippleSimulation::removeEmitter (const MWWorld::ConstPtr& 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::ConstPtr& old, const MWWorld::ConstPtr& ptr)
{
for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end(); ++it)
{
if (it->mPtr == old)
{
it->mPtr = ptr;
return;
}
}
}
void RippleSimulation::removeCell(const MWWorld::CellStore *store)
{
for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end();)
{
if ((it->mPtr.isInCell() && it->mPtr.getCell() == store) && it->mPtr != MWMechanics::getPlayer())
{
it = mEmitters.erase(it);
}
else
++it;
}
}
void RippleSimulation::emitRipple(const osg::Vec3f &pos)
{
if (std::abs(pos.z() - mParticleNode->getPosition().z()) < 20)
{
osgParticle::Particle* p = mParticleSystem->createParticle(NULL);
p->setPosition(osg::Vec3f(pos.x(), pos.y(), 0.f));
p->setAngle(osg::Vec3f(0,0, Misc::Rng::rollProbability() * osg::PI * 2 - osg::PI));
}
}
void RippleSimulation::setWaterHeight(float height)
{
mParticleNode->setPosition(osg::Vec3f(0,0,height));
}
void RippleSimulation::clear()
{
for (int i=0; i<mParticleSystem->numParticles(); ++i)
mParticleSystem->destroyParticle(i);
}
}