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openmw/components/sceneutil/extradata.cpp

69 lines
2.3 KiB
C++

#include "extradata.hpp"
#include <unordered_set>
#include <osg/Node>
#include <osg/ValueObject>
#include <osgParticle/ParticleSystem>
#include <yaml-cpp/yaml.h>
#include <components/misc/osguservalues.hpp>
#include <components/sceneutil/depth.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/shader/shadermanager.hpp>
#include <components/serialization/osgyaml.hpp>
#include <components/debug/debuglog.hpp>
namespace SceneUtil
{
void ProcessExtraDataVisitor::setupSoftEffect(osg::Node& node, float size, bool falloff)
{
if (!mSceneMgr->getSoftParticles())
return;
const int unitSoftEffect = mSceneMgr->getShaderManager().reserveGlobalTextureUnits(Shader::ShaderManager::Slot::OpaqueDepthTexture);
static const osg::ref_ptr<SceneUtil::AutoDepth> depth = new SceneUtil::AutoDepth(osg::Depth::LESS, 0, 1, false);
osg::StateSet* stateset = node.getOrCreateStateSet();
stateset->addUniform(new osg::Uniform("opaqueDepthTex", unitSoftEffect));
stateset->addUniform(new osg::Uniform("particleSize", size));
stateset->addUniform(new osg::Uniform("particleFade", falloff));
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
node.setUserValue(Misc::OsgUserValues::sXSoftEffect, true);
}
void ProcessExtraDataVisitor::apply(osg::Node& node)
{
std::string source;
if (node.getUserValue(Misc::OsgUserValues::sExtraData, source) && !source.empty())
{
YAML::Node root = YAML::Load(source);
for (const auto& it : root["shader"])
{
std::string key = it.first.as<std::string>();
if (key == "soft_effect")
{
auto size = it.second["size"].as<float>(45.f);
auto falloff = it.second["falloff"].as<bool>(false);
setupSoftEffect(node, size, falloff);
}
}
node.setUserValue(Misc::OsgUserValues::sExtraData, std::string{});
}
else if (osgParticle::ParticleSystem* partsys = dynamic_cast<osgParticle::ParticleSystem*>(&node))
{
setupSoftEffect(node, partsys->getDefaultParticleTemplate().getSizeRange().maximum, false);
}
traverse(node);
}
}