mirror of
https://github.com/OpenMW/openmw.git
synced 2025-02-07 01:15:36 +00:00
Move water mesh + simple state generation to components library.
This commit is contained in:
parent
3904a24e6c
commit
5753f52b47
4 changed files with 104 additions and 71 deletions
|
@ -24,6 +24,8 @@
|
||||||
#include <components/resource/resourcesystem.hpp>
|
#include <components/resource/resourcesystem.hpp>
|
||||||
#include <components/resource/imagemanager.hpp>
|
#include <components/resource/imagemanager.hpp>
|
||||||
|
|
||||||
|
#include <components/sceneutil/waterutil.hpp>
|
||||||
|
|
||||||
#include <components/nifosg/controller.hpp>
|
#include <components/nifosg/controller.hpp>
|
||||||
#include <components/sceneutil/controller.hpp>
|
#include <components/sceneutil/controller.hpp>
|
||||||
|
|
||||||
|
@ -40,58 +42,6 @@
|
||||||
#include "renderbin.hpp"
|
#include "renderbin.hpp"
|
||||||
#include "util.hpp"
|
#include "util.hpp"
|
||||||
|
|
||||||
namespace
|
|
||||||
{
|
|
||||||
|
|
||||||
osg::ref_ptr<osg::Geometry> createWaterGeometry(float size, int segments, float textureRepeats)
|
|
||||||
{
|
|
||||||
osg::ref_ptr<osg::Vec3Array> verts (new osg::Vec3Array);
|
|
||||||
osg::ref_ptr<osg::Vec2Array> texcoords (new osg::Vec2Array);
|
|
||||||
|
|
||||||
// some drivers don't like huge triangles, so we do some subdivisons
|
|
||||||
// a paged solution would be even better
|
|
||||||
const float step = size/segments;
|
|
||||||
const float texCoordStep = textureRepeats / segments;
|
|
||||||
for (int x=0; x<segments; ++x)
|
|
||||||
{
|
|
||||||
for (int y=0; y<segments; ++y)
|
|
||||||
{
|
|
||||||
float x1 = -size/2.f + x*step;
|
|
||||||
float y1 = -size/2.f + y*step;
|
|
||||||
float x2 = x1 + step;
|
|
||||||
float y2 = y1 + step;
|
|
||||||
|
|
||||||
verts->push_back(osg::Vec3f(x1, y2, 0.f));
|
|
||||||
verts->push_back(osg::Vec3f(x1, y1, 0.f));
|
|
||||||
verts->push_back(osg::Vec3f(x2, y1, 0.f));
|
|
||||||
verts->push_back(osg::Vec3f(x2, y2, 0.f));
|
|
||||||
|
|
||||||
float u1 = x*texCoordStep;
|
|
||||||
float v1 = y*texCoordStep;
|
|
||||||
float u2 = u1 + texCoordStep;
|
|
||||||
float v2 = v1 + texCoordStep;
|
|
||||||
|
|
||||||
texcoords->push_back(osg::Vec2f(u1, v2));
|
|
||||||
texcoords->push_back(osg::Vec2f(u1, v1));
|
|
||||||
texcoords->push_back(osg::Vec2f(u2, v1));
|
|
||||||
texcoords->push_back(osg::Vec2f(u2, v2));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
osg::ref_ptr<osg::Geometry> waterGeom (new osg::Geometry);
|
|
||||||
waterGeom->setVertexArray(verts);
|
|
||||||
waterGeom->setTexCoordArray(0, texcoords);
|
|
||||||
|
|
||||||
osg::ref_ptr<osg::Vec3Array> normal (new osg::Vec3Array);
|
|
||||||
normal->push_back(osg::Vec3f(0,0,1));
|
|
||||||
waterGeom->setNormalArray(normal, osg::Array::BIND_OVERALL);
|
|
||||||
|
|
||||||
waterGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,verts->size()));
|
|
||||||
return waterGeom;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
namespace MWRender
|
namespace MWRender
|
||||||
{
|
{
|
||||||
|
|
||||||
|
@ -465,7 +415,7 @@ Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem
|
||||||
{
|
{
|
||||||
mSimulation.reset(new RippleSimulation(parent, resourceSystem, fallback));
|
mSimulation.reset(new RippleSimulation(parent, resourceSystem, fallback));
|
||||||
|
|
||||||
mWaterGeom = createWaterGeometry(CELL_SIZE*150, 40, 900);
|
mWaterGeom = SceneUtil::createWaterGeometry(CELL_SIZE*150, 40, 900);
|
||||||
mWaterGeom->setDrawCallback(new DepthClampCallback);
|
mWaterGeom->setDrawCallback(new DepthClampCallback);
|
||||||
mWaterGeom->setNodeMask(Mask_Water);
|
mWaterGeom->setNodeMask(Mask_Water);
|
||||||
|
|
||||||
|
@ -527,26 +477,11 @@ void Water::updateWaterMaterial()
|
||||||
|
|
||||||
void Water::createSimpleWaterStateSet(osg::Node* node, float alpha)
|
void Water::createSimpleWaterStateSet(osg::Node* node, float alpha)
|
||||||
{
|
{
|
||||||
osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
|
osg::ref_ptr<osg::StateSet> stateset = SceneUtil::createSimpleWaterStateSet(alpha, MWRender::RenderBin_Water);
|
||||||
|
|
||||||
osg::ref_ptr<osg::Material> material (new osg::Material);
|
|
||||||
material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
|
|
||||||
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, alpha));
|
|
||||||
material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
|
|
||||||
material->setColorMode(osg::Material::OFF);
|
|
||||||
stateset->setAttributeAndModes(material, osg::StateAttribute::ON);
|
|
||||||
|
|
||||||
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
|
|
||||||
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
|
|
||||||
|
|
||||||
osg::ref_ptr<osg::Depth> depth (new osg::Depth);
|
|
||||||
depth->setWriteMask(false);
|
|
||||||
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
|
|
||||||
|
|
||||||
stateset->setRenderBinDetails(MWRender::RenderBin_Water, "RenderBin");
|
|
||||||
|
|
||||||
node->setStateSet(stateset);
|
node->setStateSet(stateset);
|
||||||
|
|
||||||
|
// Add animated textures
|
||||||
std::vector<osg::ref_ptr<osg::Texture2D> > textures;
|
std::vector<osg::ref_ptr<osg::Texture2D> > textures;
|
||||||
int frameCount = mFallback->getFallbackInt("Water_SurfaceFrameCount");
|
int frameCount = mFallback->getFallbackInt("Water_SurfaceFrameCount");
|
||||||
std::string texture = mFallback->getFallbackString("Water_SurfaceTexture");
|
std::string texture = mFallback->getFallbackString("Water_SurfaceTexture");
|
||||||
|
|
|
@ -50,7 +50,7 @@ add_component_dir (shader
|
||||||
|
|
||||||
add_component_dir (sceneutil
|
add_component_dir (sceneutil
|
||||||
clone attach visitor util statesetupdater controller skeleton riggeometry lightcontroller
|
clone attach visitor util statesetupdater controller skeleton riggeometry lightcontroller
|
||||||
lightmanager lightutil positionattitudetransform workqueue unrefqueue pathgridutil
|
lightmanager lightutil positionattitudetransform workqueue unrefqueue pathgridutil waterutil
|
||||||
)
|
)
|
||||||
|
|
||||||
add_component_dir (nif
|
add_component_dir (nif
|
||||||
|
|
79
components/sceneutil/waterutil.cpp
Normal file
79
components/sceneutil/waterutil.cpp
Normal file
|
@ -0,0 +1,79 @@
|
||||||
|
#include "waterutil.hpp"
|
||||||
|
|
||||||
|
#include <osg/Depth>
|
||||||
|
#include <osg/Geometry>
|
||||||
|
#include <osg/Material>
|
||||||
|
#include <osg/StateSet>
|
||||||
|
|
||||||
|
namespace SceneUtil
|
||||||
|
{
|
||||||
|
osg::ref_ptr<osg::Geometry> createWaterGeometry(float size, int segments, float textureRepeats)
|
||||||
|
{
|
||||||
|
osg::ref_ptr<osg::Vec3Array> verts (new osg::Vec3Array);
|
||||||
|
osg::ref_ptr<osg::Vec2Array> texcoords (new osg::Vec2Array);
|
||||||
|
|
||||||
|
// some drivers don't like huge triangles, so we do some subdivisons
|
||||||
|
// a paged solution would be even better
|
||||||
|
const float step = size/segments;
|
||||||
|
const float texCoordStep = textureRepeats / segments;
|
||||||
|
for (int x=0; x<segments; ++x)
|
||||||
|
{
|
||||||
|
for (int y=0; y<segments; ++y)
|
||||||
|
{
|
||||||
|
float x1 = -size/2.f + x*step;
|
||||||
|
float y1 = -size/2.f + y*step;
|
||||||
|
float x2 = x1 + step;
|
||||||
|
float y2 = y1 + step;
|
||||||
|
|
||||||
|
verts->push_back(osg::Vec3f(x1, y2, 0.f));
|
||||||
|
verts->push_back(osg::Vec3f(x1, y1, 0.f));
|
||||||
|
verts->push_back(osg::Vec3f(x2, y1, 0.f));
|
||||||
|
verts->push_back(osg::Vec3f(x2, y2, 0.f));
|
||||||
|
|
||||||
|
float u1 = x*texCoordStep;
|
||||||
|
float v1 = y*texCoordStep;
|
||||||
|
float u2 = u1 + texCoordStep;
|
||||||
|
float v2 = v1 + texCoordStep;
|
||||||
|
|
||||||
|
texcoords->push_back(osg::Vec2f(u1, v2));
|
||||||
|
texcoords->push_back(osg::Vec2f(u1, v1));
|
||||||
|
texcoords->push_back(osg::Vec2f(u2, v1));
|
||||||
|
texcoords->push_back(osg::Vec2f(u2, v2));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
osg::ref_ptr<osg::Geometry> waterGeom (new osg::Geometry);
|
||||||
|
waterGeom->setVertexArray(verts);
|
||||||
|
waterGeom->setTexCoordArray(0, texcoords);
|
||||||
|
|
||||||
|
osg::ref_ptr<osg::Vec3Array> normal (new osg::Vec3Array);
|
||||||
|
normal->push_back(osg::Vec3f(0,0,1));
|
||||||
|
waterGeom->setNormalArray(normal, osg::Array::BIND_OVERALL);
|
||||||
|
|
||||||
|
waterGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,verts->size()));
|
||||||
|
return waterGeom;
|
||||||
|
}
|
||||||
|
|
||||||
|
osg::ref_ptr<osg::StateSet> createSimpleWaterStateSet(float alpha, int renderBin)
|
||||||
|
{
|
||||||
|
osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
|
||||||
|
|
||||||
|
osg::ref_ptr<osg::Material> material (new osg::Material);
|
||||||
|
material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
|
||||||
|
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, alpha));
|
||||||
|
material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
|
||||||
|
material->setColorMode(osg::Material::OFF);
|
||||||
|
stateset->setAttributeAndModes(material, osg::StateAttribute::ON);
|
||||||
|
|
||||||
|
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
|
||||||
|
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
|
||||||
|
|
||||||
|
osg::ref_ptr<osg::Depth> depth (new osg::Depth);
|
||||||
|
depth->setWriteMask(false);
|
||||||
|
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
|
||||||
|
|
||||||
|
stateset->setRenderBinDetails(renderBin, "RenderBin");
|
||||||
|
|
||||||
|
return stateset;
|
||||||
|
}
|
||||||
|
}
|
19
components/sceneutil/waterutil.hpp
Normal file
19
components/sceneutil/waterutil.hpp
Normal file
|
@ -0,0 +1,19 @@
|
||||||
|
#ifndef OPENMW_COMPONENTS_WATERUTIL_H
|
||||||
|
#define OPENMW_COMPONENTS_WATERUTIL_H
|
||||||
|
|
||||||
|
#include <osg/ref_ptr>
|
||||||
|
|
||||||
|
namespace osg
|
||||||
|
{
|
||||||
|
class Geometry;
|
||||||
|
class StateSet;
|
||||||
|
}
|
||||||
|
|
||||||
|
namespace SceneUtil
|
||||||
|
{
|
||||||
|
osg::ref_ptr<osg::Geometry> createWaterGeometry(float size, int segments, float textureRepeats);
|
||||||
|
|
||||||
|
osg::ref_ptr<osg::StateSet> createSimpleWaterStateSet(float alpha, int renderBin);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
Loading…
Reference in a new issue