#include "waterutil.hpp" #include #include #include #include #include "depth.hpp" namespace SceneUtil { // disable nonsense test against a worldsize bb what will always pass class WaterBoundCallback : public osg::Drawable::ComputeBoundingBoxCallback { osg::BoundingBox computeBound(const osg::Drawable&) const override { return osg::BoundingBox(); } }; osg::ref_ptr createWaterGeometry(float size, int segments, float textureRepeats) { osg::ref_ptr verts(new osg::Vec3Array); osg::ref_ptr 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 waterGeom(new osg::Geometry); waterGeom->setVertexArray(verts); waterGeom->setTexCoordArray(0, texcoords); osg::ref_ptr 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())); waterGeom->setComputeBoundingBoxCallback(new WaterBoundCallback); waterGeom->setCullingActive(false); return waterGeom; } osg::ref_ptr createSimpleWaterStateSet(float alpha, int renderBin) { osg::ref_ptr stateset(new osg::StateSet); osg::ref_ptr 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 depth = new SceneUtil::AutoDepth; depth->setWriteMask(false); stateset->setAttributeAndModes(depth, osg::StateAttribute::ON); stateset->setRenderBinDetails(renderBin, "RenderBin"); return stateset; } }