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openmw/components/sceneutil/waterutil.cpp

90 lines
3.4 KiB
C++

#include "waterutil.hpp"
#include <osg/Depth>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/StateSet>
#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<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()));
waterGeom->setComputeBoundingBoxCallback(new WaterBoundCallback);
waterGeom->setCullingActive(false);
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 SceneUtil::AutoDepth;
depth->setWriteMask(false);
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
stateset->setRenderBinDetails(renderBin, "RenderBin");
return stateset;
}
}