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			224 lines
		
	
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			224 lines
		
	
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "water.hpp"
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| 
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| #include <iomanip>
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| 
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| #include <osg/Group>
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| #include <osg/Geode>
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| #include <osg/Geometry>
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| #include <osg/Material>
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| #include <osg/PositionAttitudeTransform>
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| #include <osg/Depth>
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| 
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| #include <osgUtil/IncrementalCompileOperation>
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| 
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| #include <components/resource/resourcesystem.hpp>
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| #include <components/resource/texturemanager.hpp>
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| 
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| #include <components/nifosg/controller.hpp>
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| #include <components/sceneutil/controller.hpp>
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| 
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| #include <components/esm/loadcell.hpp>
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| 
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| #include "vismask.hpp"
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| #include "ripplesimulation.hpp"
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| #include "renderbin.hpp"
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| 
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| namespace
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| {
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| 
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|     osg::ref_ptr<osg::Geometry> createWaterGeometry(float size, int segments, float textureRepeats)
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|     {
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|         osg::ref_ptr<osg::Vec3Array> verts (new osg::Vec3Array);
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|         osg::ref_ptr<osg::Vec2Array> texcoords (new osg::Vec2Array);
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| 
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|         // some drivers don't like huge triangles, so we do some subdivisons
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|         // a paged solution would be even better
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|         const float step = size/segments;
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|         const float texCoordStep = textureRepeats / segments;
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|         for (int x=0; x<segments; ++x)
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|         {
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|             for (int y=0; y<segments; ++y)
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|             {
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|                 float x1 = -size/2.f + x*step;
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|                 float y1 = -size/2.f + y*step;
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|                 float x2 = x1 + step;
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|                 float y2 = y1 + step;
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| 
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|                 verts->push_back(osg::Vec3f(x1, y2, 0.f));
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|                 verts->push_back(osg::Vec3f(x1, y1, 0.f));
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|                 verts->push_back(osg::Vec3f(x2, y1, 0.f));
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|                 verts->push_back(osg::Vec3f(x2, y2, 0.f));
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| 
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|                 float u1 = x*texCoordStep;
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|                 float v1 = y*texCoordStep;
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|                 float u2 = u1 + texCoordStep;
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|                 float v2 = v1 + texCoordStep;
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| 
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|                 texcoords->push_back(osg::Vec2f(u1, v2));
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|                 texcoords->push_back(osg::Vec2f(u1, v1));
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|                 texcoords->push_back(osg::Vec2f(u2, v1));
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|                 texcoords->push_back(osg::Vec2f(u2, v2));
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|             }
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|         }
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| 
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|         osg::ref_ptr<osg::Geometry> waterGeom (new osg::Geometry);
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|         waterGeom->setVertexArray(verts);
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|         waterGeom->setTexCoordArray(0, texcoords);
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| 
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|         waterGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,verts->size()));
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|         return waterGeom;
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|     }
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| 
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|     void createWaterStateSet(Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Node> node)
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|     {
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|         osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
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| 
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|         osg::ref_ptr<osg::Material> material (new osg::Material);
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|         material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
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|         material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.7f));
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|         material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
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|         material->setColorMode(osg::Material::OFF);
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|         stateset->setAttributeAndModes(material, osg::StateAttribute::ON);
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| 
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|         stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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|         stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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| 
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|         osg::ref_ptr<osg::Depth> depth (new osg::Depth);
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|         depth->setWriteMask(false);
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|         stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
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| 
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|         stateset->setRenderBinDetails(MWRender::RenderBin_Water, "RenderBin");
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| 
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|         std::vector<osg::ref_ptr<osg::Texture2D> > textures;
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|         for (int i=0; i<32; ++i)
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|         {
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|             std::ostringstream texname;
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|             texname << "textures/water/water" << std::setw(2) << std::setfill('0') << i << ".dds";
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|             textures.push_back(resourceSystem->getTextureManager()->getTexture2D(texname.str(), osg::Texture::REPEAT, osg::Texture::REPEAT));
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|         }
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| 
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|         osg::ref_ptr<NifOsg::FlipController> controller (new NifOsg::FlipController(0, 2/32.f, textures));
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|         controller->setSource(boost::shared_ptr<SceneUtil::ControllerSource>(new SceneUtil::FrameTimeSource));
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|         node->addUpdateCallback(controller);
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|         node->setStateSet(stateset);
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|         stateset->setTextureAttributeAndModes(0, textures[0], osg::StateAttribute::ON);
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|     }
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| 
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| }
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| 
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| namespace MWRender
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| {
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| 
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| // --------------------------------------------------------------------------------------------------------------------------------
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| 
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| Water::Water(osg::Group *parent, Resource::ResourceSystem *resourceSystem, osgUtil::IncrementalCompileOperation *ico, const MWWorld::Fallback* fallback)
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|     : mParent(parent)
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|     , mResourceSystem(resourceSystem)
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|     , mEnabled(true)
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|     , mToggled(true)
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|     , mTop(0)
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| {
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|     mSimulation.reset(new RippleSimulation(parent, resourceSystem, fallback));
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| 
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|     osg::ref_ptr<osg::Geometry> waterGeom = createWaterGeometry(CELL_SIZE*150, 40, 900);
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| 
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|     osg::ref_ptr<osg::Geode> geode (new osg::Geode);
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|     geode->addDrawable(waterGeom);
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|     geode->setNodeMask(Mask_Water);
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| 
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|     if (ico)
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|         ico->add(geode);
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| 
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|     createWaterStateSet(mResourceSystem, geode);
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| 
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|     mWaterNode = new osg::PositionAttitudeTransform;
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|     mWaterNode->addChild(geode);
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| 
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|     mParent->addChild(mWaterNode);
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| 
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|     setHeight(mTop);
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| }
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| 
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| Water::~Water()
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| {
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|     mParent->removeChild(mWaterNode);
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| }
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| 
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| void Water::setEnabled(bool enabled)
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| {
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|     mEnabled = enabled;
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|     updateVisible();
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| }
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| 
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| void Water::changeCell(const MWWorld::CellStore* store)
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| {
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|     if (store->getCell()->isExterior())
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|         mWaterNode->setPosition(getSceneNodeCoordinates(store->getCell()->mData.mX, store->getCell()->mData.mY));
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|     else
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|         mWaterNode->setPosition(osg::Vec3f(0,0,mTop));
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| }
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| 
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| void Water::setHeight(const float height)
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| {
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|     mTop = height;
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| 
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|     mSimulation->setWaterHeight(height);
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| 
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|     osg::Vec3f pos = mWaterNode->getPosition();
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|     pos.z() = height;
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|     mWaterNode->setPosition(pos);
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| }
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| 
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| void Water::update(float dt)
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| {
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|     mSimulation->update(dt);
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| }
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| 
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| void Water::updateVisible()
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| {
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|     mWaterNode->setNodeMask(mEnabled && mToggled ? ~0 : 0);
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| }
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| 
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| bool Water::toggle()
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| {
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|     mToggled = !mToggled;
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|     updateVisible();
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|     return mToggled;
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| }
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| 
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| bool Water::isUnderwater(const osg::Vec3f &pos) const
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| {
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|     return pos.z() < mTop && mToggled && mEnabled;
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| }
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| 
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| osg::Vec3f Water::getSceneNodeCoordinates(int gridX, int gridY)
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| {
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|     return osg::Vec3f(static_cast<float>(gridX * CELL_SIZE + (CELL_SIZE / 2)), static_cast<float>(gridY * CELL_SIZE + (CELL_SIZE / 2)), mTop);
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| }
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| 
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| void Water::addEmitter (const MWWorld::Ptr& ptr, float scale, float force)
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| {
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|     mSimulation->addEmitter (ptr, scale, force);
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| }
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| 
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| void Water::removeEmitter (const MWWorld::Ptr& ptr)
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| {
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|     mSimulation->removeEmitter (ptr);
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| }
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| 
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| void Water::updateEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr)
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| {
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|     mSimulation->updateEmitterPtr(old, ptr);
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| }
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| 
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| void Water::removeCell(const MWWorld::CellStore *store)
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| {
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|     mSimulation->removeCell(store);
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| }
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| 
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| void Water::clearRipples()
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| {
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|     mSimulation->clear();
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| }
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| 
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| }
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