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#include "waterutil.hpp"
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#include <osg/Depth>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/StateSet>
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#include "depth.hpp"
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namespace SceneUtil
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{
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// disable nonsense test against a worldsize bb what will always pass
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class WaterBoundCallback : public osg::Drawable::ComputeBoundingBoxCallback
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{
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osg::BoundingBox computeBound(const osg::Drawable&) const override { return osg::BoundingBox(); }
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};
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osg::ref_ptr<osg::Geometry> createWaterGeometry(float size, int segments, float textureRepeats)
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{
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osg::ref_ptr<osg::Vec3Array> verts (new osg::Vec3Array);
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osg::ref_ptr<osg::Vec2Array> texcoords (new osg::Vec2Array);
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// some drivers don't like huge triangles, so we do some subdivisons
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// a paged solution would be even better
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const float step = size/segments;
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const float texCoordStep = textureRepeats / segments;
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for (int x=0; x<segments; ++x)
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{
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for (int y=0; y<segments; ++y)
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{
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float x1 = -size/2.f + x*step;
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float y1 = -size/2.f + y*step;
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float x2 = x1 + step;
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float y2 = y1 + step;
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verts->push_back(osg::Vec3f(x1, y2, 0.f));
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verts->push_back(osg::Vec3f(x1, y1, 0.f));
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verts->push_back(osg::Vec3f(x2, y1, 0.f));
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verts->push_back(osg::Vec3f(x2, y2, 0.f));
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float u1 = x*texCoordStep;
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float v1 = y*texCoordStep;
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float u2 = u1 + texCoordStep;
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float v2 = v1 + texCoordStep;
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texcoords->push_back(osg::Vec2f(u1, v2));
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texcoords->push_back(osg::Vec2f(u1, v1));
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texcoords->push_back(osg::Vec2f(u2, v1));
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texcoords->push_back(osg::Vec2f(u2, v2));
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}
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}
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osg::ref_ptr<osg::Geometry> waterGeom (new osg::Geometry);
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waterGeom->setVertexArray(verts);
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waterGeom->setTexCoordArray(0, texcoords);
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osg::ref_ptr<osg::Vec3Array> normal (new osg::Vec3Array);
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normal->push_back(osg::Vec3f(0,0,1));
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waterGeom->setNormalArray(normal, osg::Array::BIND_OVERALL);
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waterGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,verts->size()));
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waterGeom->setComputeBoundingBoxCallback(new WaterBoundCallback);
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waterGeom->setCullingActive(false);
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return waterGeom;
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}
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osg::ref_ptr<osg::StateSet> createSimpleWaterStateSet(float alpha, int renderBin)
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{
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osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
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osg::ref_ptr<osg::Material> material (new osg::Material);
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material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
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material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, alpha));
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material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
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material->setColorMode(osg::Material::OFF);
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stateset->setAttributeAndModes(material, osg::StateAttribute::ON);
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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osg::ref_ptr<osg::Depth> depth = new SceneUtil::AutoDepth;
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depth->setWriteMask(false);
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stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
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stateset->setRenderBinDetails(renderBin, "RenderBin");
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return stateset;
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}
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}
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