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126 lines
4.2 KiB
C++
126 lines
4.2 KiB
C++
#ifndef OPENMW_COMPONENTS_SCENEUTIL_UTIL_H
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#define OPENMW_COMPONENTS_SCENEUTIL_UTIL_H
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#include <osg/Camera>
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#include <osg/Matrixf>
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#include <osg/Texture2D>
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#include <osg/Vec4f>
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#include <components/resource/resourcesystem.hpp>
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#include "statesetupdater.hpp"
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namespace SceneUtil
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{
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class GlowUpdater : public SceneUtil::StateSetUpdater
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{
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public:
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GlowUpdater(int texUnit, const osg::Vec4f& color, const std::vector<osg::ref_ptr<osg::Texture2D>>& textures,
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osg::Node* node, float duration, Resource::ResourceSystem* resourcesystem);
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void setDefaults(osg::StateSet* stateset) override;
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void removeTexture(osg::StateSet* stateset);
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void apply(osg::StateSet* stateset, osg::NodeVisitor* nv) override;
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bool isPermanentGlowUpdater();
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bool isDone();
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void setColor(const osg::Vec4f& color);
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void setDuration(float duration);
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private:
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int mTexUnit;
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osg::Vec4f mColor;
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osg::Vec4f
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mOriginalColor; // for restoring the color of a permanent glow after a temporary glow on the object finishes
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std::vector<osg::ref_ptr<osg::Texture2D>> mTextures;
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osg::Node* mNode;
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float mDuration;
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float mOriginalDuration; // for recording that this is originally a permanent glow if it is changed to a
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// temporary one
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float mStartingTime;
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Resource::ResourceSystem* mResourceSystem;
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bool mColorChanged;
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bool mDone;
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};
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// Transform a bounding sphere by a matrix
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// based off private code in osg::Transform
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// TODO: patch osg to make public
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template <typename VT>
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inline void transformBoundingSphere(const osg::Matrixf& matrix, osg::BoundingSphereImpl<VT>& bsphere)
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{
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VT xdash = bsphere._center;
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xdash.x() += bsphere._radius;
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xdash = xdash * matrix;
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VT ydash = bsphere._center;
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ydash.y() += bsphere._radius;
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ydash = ydash * matrix;
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VT zdash = bsphere._center;
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zdash.z() += bsphere._radius;
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zdash = zdash * matrix;
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bsphere._center = bsphere._center * matrix;
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xdash -= bsphere._center;
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typename VT::value_type sqrlen_xdash = xdash.length2();
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ydash -= bsphere._center;
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typename VT::value_type sqrlen_ydash = ydash.length2();
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zdash -= bsphere._center;
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typename VT::value_type sqrlen_zdash = zdash.length2();
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bsphere._radius = sqrlen_xdash;
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if (bsphere._radius < sqrlen_ydash)
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bsphere._radius = sqrlen_ydash;
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if (bsphere._radius < sqrlen_zdash)
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bsphere._radius = sqrlen_zdash;
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bsphere._radius = sqrtf(bsphere._radius);
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}
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osg::Vec4f colourFromRGB(unsigned int clr);
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osg::Vec4f colourFromRGBA(unsigned int value);
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float makeOsgColorComponent(unsigned int value, unsigned int shift);
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bool hasUserDescription(const osg::Node* node, std::string_view pattern);
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osg::ref_ptr<GlowUpdater> addEnchantedGlow(osg::ref_ptr<osg::Node> node, Resource::ResourceSystem* resourceSystem,
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const osg::Vec4f& glowColor, float glowDuration = -1);
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// Alpha-to-coverage requires a multisampled framebuffer, so we need to set that up for RTTs
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void attachAlphaToCoverageFriendlyFramebufferToCamera(osg::Camera* camera, osg::Camera::BufferComponent buffer,
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osg::Texture* texture, unsigned int level, unsigned int face, bool mipMapGeneration,
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bool addMSAAIntermediateTarget);
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class OperationSequence : public osg::Operation
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{
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public:
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OperationSequence(bool keep);
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void operator()(osg::Object* object) override;
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void add(osg::Operation* operation);
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protected:
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osg::ref_ptr<osg::OperationQueue> mOperationQueue;
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};
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// Compute the unsized format equivalent to the given pixel format
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// Unlike osg::Image::computePixelFormat, this also covers compressed formats
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GLenum computeUnsizedPixelFormat(GLenum format);
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// Recover the presumed texture type for the given texture unit
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// It may be set as a state attribute or it may come from the used texture's name
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const std::string& getTextureType(const osg::StateSet& stateset, const osg::Texture& texture, unsigned int texUnit);
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}
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#endif
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