mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-30 07:45:39 +00:00
Water: connect to settings window
This commit is contained in:
parent
9f8d36b573
commit
8433e0679f
4 changed files with 77 additions and 14 deletions
|
@ -785,6 +785,8 @@ namespace MWRender
|
|||
}
|
||||
else if (it->first == "General" && (it->second == "texture filtering" || it->second == "anisotropy"))
|
||||
updateTextureFiltering();
|
||||
else if (it->first == "Water")
|
||||
mWater->processChangedSettings(changed);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -204,7 +204,7 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
osg::ref_ptr<osg::Shader> readShader (osg::Shader::Type type, const std::string& file)
|
||||
osg::ref_ptr<osg::Shader> readShader (osg::Shader::Type type, const std::string& file, const std::map<std::string, std::string>& defineMap = std::map<std::string, std::string>())
|
||||
{
|
||||
osg::ref_ptr<osg::Shader> shader (new osg::Shader(type));
|
||||
|
||||
|
@ -213,7 +213,17 @@ osg::ref_ptr<osg::Shader> readShader (osg::Shader::Type type, const std::string&
|
|||
inStream.open(boost::filesystem::path(file));
|
||||
std::stringstream strstream;
|
||||
strstream << inStream.rdbuf();
|
||||
shader->setShaderSource(strstream.str());
|
||||
|
||||
std::string shaderSource = strstream.str();
|
||||
|
||||
for (std::map<std::string, std::string>::const_iterator it = defineMap.begin(); it != defineMap.end(); ++it)
|
||||
{
|
||||
size_t pos = shaderSource.find(it->first);
|
||||
if (pos != std::string::npos)
|
||||
shaderSource.replace(pos, it->first.length(), it->second);
|
||||
}
|
||||
|
||||
shader->setShaderSource(shaderSource);
|
||||
return shader;
|
||||
}
|
||||
|
||||
|
@ -429,7 +439,44 @@ Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem
|
|||
|
||||
createShaderWaterStateSet(mWaterGeode, mReflection, mRefraction);
|
||||
|
||||
updateWaterMaterial();
|
||||
}
|
||||
|
||||
void Water::updateWaterMaterial()
|
||||
{
|
||||
// TODO: add ingame setting for texture quality
|
||||
if (mReflection)
|
||||
{
|
||||
mParent->removeChild(mReflection);
|
||||
mReflection = NULL;
|
||||
}
|
||||
if (mRefraction)
|
||||
{
|
||||
mParent->removeChild(mRefraction);
|
||||
mRefraction = NULL;
|
||||
}
|
||||
|
||||
if (Settings::Manager::getBool("shader", "Water"))
|
||||
{
|
||||
mReflection = new Reflection;
|
||||
mReflection->setWaterLevel(mTop);
|
||||
mReflection->setScene(mSceneRoot);
|
||||
mParent->addChild(mReflection);
|
||||
|
||||
if (Settings::Manager::getBool("refraction", "Water"))
|
||||
{
|
||||
mRefraction = new Refraction;
|
||||
mRefraction->setWaterLevel(mTop);
|
||||
mRefraction->setScene(mSceneRoot);
|
||||
mParent->addChild(mRefraction);
|
||||
}
|
||||
|
||||
createShaderWaterStateSet(mWaterGeode, mReflection, mRefraction);
|
||||
}
|
||||
else
|
||||
createSimpleWaterStateSet(mWaterGeode);
|
||||
|
||||
updateVisible();
|
||||
}
|
||||
|
||||
void Water::createSimpleWaterStateSet(osg::Node* node)
|
||||
|
@ -462,20 +509,19 @@ void Water::createSimpleWaterStateSet(osg::Node* node)
|
|||
|
||||
osg::ref_ptr<NifOsg::FlipController> controller (new NifOsg::FlipController(0, 2/32.f, textures));
|
||||
controller->setSource(boost::shared_ptr<SceneUtil::ControllerSource>(new SceneUtil::FrameTimeSource));
|
||||
node->addUpdateCallback(controller);
|
||||
node->setUpdateCallback(controller);
|
||||
node->setStateSet(stateset);
|
||||
stateset->setTextureAttributeAndModes(0, textures[0], osg::StateAttribute::ON);
|
||||
}
|
||||
|
||||
void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, Refraction* refraction)
|
||||
{
|
||||
osg::ref_ptr<osg::Shader> vertexShader (readShader(osg::Shader::VERTEX, mResourcePath + "/shaders/water_vertex.glsl"));
|
||||
// use a define map to conditionally compile the shader
|
||||
std::map<std::string, std::string> defineMap;
|
||||
defineMap.insert(std::make_pair(std::string("@refraction_enabled"), std::string(refraction ? "1" : "0")));
|
||||
|
||||
osg::ref_ptr<osg::Shader> fragmentShader (readShader(osg::Shader::FRAGMENT, mResourcePath + "/shaders/water_fragment.glsl"));
|
||||
|
||||
osg::ref_ptr<osg::Program> program (new osg::Program);
|
||||
program->addShader(vertexShader);
|
||||
program->addShader(fragmentShader);
|
||||
osg::ref_ptr<osg::Shader> vertexShader (readShader(osg::Shader::VERTEX, mResourcePath + "/shaders/water_vertex.glsl", defineMap));
|
||||
osg::ref_ptr<osg::Shader> fragmentShader (readShader(osg::Shader::FRAGMENT, mResourcePath + "/shaders/water_fragment.glsl", defineMap));
|
||||
|
||||
osg::ref_ptr<osg::Texture2D> normalMap (new osg::Texture2D(readPngImage(mResourcePath + "/shaders/water_nm.png")));
|
||||
normalMap->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
|
||||
|
@ -486,11 +532,8 @@ void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, R
|
|||
normalMap->getImage()->flipVertical();
|
||||
|
||||
osg::ref_ptr<osg::StateSet> shaderStateset = new osg::StateSet;
|
||||
shaderStateset->setAttributeAndModes(program, osg::StateAttribute::ON);
|
||||
shaderStateset->addUniform(new osg::Uniform("normalMap", 0));
|
||||
shaderStateset->addUniform(new osg::Uniform("reflectionMap", 1));
|
||||
shaderStateset->addUniform(new osg::Uniform("refractionMap", 2));
|
||||
shaderStateset->addUniform(new osg::Uniform("refractionDepthMap", 3));
|
||||
|
||||
shaderStateset->setTextureAttributeAndModes(0, normalMap, osg::StateAttribute::ON);
|
||||
shaderStateset->setTextureAttributeAndModes(1, reflection->getReflectionTexture(), osg::StateAttribute::ON);
|
||||
|
@ -498,6 +541,8 @@ void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, R
|
|||
{
|
||||
shaderStateset->setTextureAttributeAndModes(2, refraction->getRefractionTexture(), osg::StateAttribute::ON);
|
||||
shaderStateset->setTextureAttributeAndModes(3, refraction->getRefractionDepthTexture(), osg::StateAttribute::ON);
|
||||
shaderStateset->addUniform(new osg::Uniform("refractionMap", 2));
|
||||
shaderStateset->addUniform(new osg::Uniform("refractionDepthMap", 3));
|
||||
shaderStateset->setRenderBinDetails(MWRender::RenderBin_Default, "RenderBin");
|
||||
}
|
||||
else
|
||||
|
@ -513,7 +558,18 @@ void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, R
|
|||
|
||||
shaderStateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
|
||||
|
||||
osg::ref_ptr<osg::Program> program (new osg::Program);
|
||||
program->addShader(vertexShader);
|
||||
program->addShader(fragmentShader);
|
||||
shaderStateset->setAttributeAndModes(program, osg::StateAttribute::ON);
|
||||
|
||||
node->setStateSet(shaderStateset);
|
||||
node->setUpdateCallback(NULL);
|
||||
}
|
||||
|
||||
void Water::processChangedSettings(const Settings::CategorySettingVector& settings)
|
||||
{
|
||||
updateWaterMaterial();
|
||||
}
|
||||
|
||||
Water::~Water()
|
||||
|
|
|
@ -3,6 +3,8 @@
|
|||
|
||||
#include <osg/ref_ptr>
|
||||
|
||||
#include <components/settings/settings.hpp>
|
||||
|
||||
#include "../mwworld/cellstore.hpp"
|
||||
|
||||
namespace osg
|
||||
|
@ -67,6 +69,8 @@ namespace MWRender
|
|||
/// @param refraction the refraction camera (optional)
|
||||
void createShaderWaterStateSet(osg::Node* node, Reflection* reflection, Refraction* refraction);
|
||||
|
||||
void updateWaterMaterial();
|
||||
|
||||
public:
|
||||
Water(osg::Group* parent, osg::Group* sceneRoot,
|
||||
Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico, const MWWorld::Fallback* fallback,
|
||||
|
@ -92,6 +96,7 @@ namespace MWRender
|
|||
|
||||
void update(float dt);
|
||||
|
||||
void processChangedSettings(const Settings::CategorySettingVector& settings);
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
#version 120
|
||||
|
||||
// Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
|
||||
#define REFRACTION @refraction_enabled
|
||||
|
||||
#define REFRACTION 1
|
||||
// Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
|
||||
|
||||
// tweakables -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
|
||||
|
||||
|
|
Loading…
Reference in a new issue