mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-10-31 13:56:38 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			168 lines
		
	
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			168 lines
		
	
	
	
		
			4.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "terraindrawable.hpp"
 | |
| 
 | |
| #include <osg/ClusterCullingCallback>
 | |
| #include <osgUtil/CullVisitor>
 | |
| 
 | |
| #include <components/sceneutil/lightmanager.hpp>
 | |
| 
 | |
| #include "compositemaprenderer.hpp"
 | |
| 
 | |
| namespace Terrain
 | |
| {
 | |
| 
 | |
| TerrainDrawable::TerrainDrawable()
 | |
| {
 | |
| 
 | |
| }
 | |
| 
 | |
| TerrainDrawable::~TerrainDrawable()
 | |
| {
 | |
| 
 | |
| }
 | |
| 
 | |
| TerrainDrawable::TerrainDrawable(const TerrainDrawable ©, const osg::CopyOp ©op)
 | |
|     : osg::Geometry(copy, copyop)
 | |
|     , mPasses(copy.mPasses)
 | |
|     , mLightListCallback(copy.mLightListCallback)
 | |
| {
 | |
| 
 | |
| }
 | |
| 
 | |
| void TerrainDrawable::accept(osg::NodeVisitor &nv)
 | |
| {
 | |
|     if (nv.getVisitorType() != osg::NodeVisitor::CULL_VISITOR)
 | |
|     {
 | |
|         osg::Geometry::accept(nv);
 | |
|     }
 | |
|     else if (nv.validNodeMask(*this))
 | |
|     {
 | |
|         nv.pushOntoNodePath(this);
 | |
|         cull(static_cast<osgUtil::CullVisitor*>(&nv));
 | |
|         nv.popFromNodePath();
 | |
|     }
 | |
| }
 | |
| 
 | |
| inline float distance(const osg::Vec3& coord,const osg::Matrix& matrix)
 | |
| {
 | |
|     return -((float)coord[0]*(float)matrix(0,2)+(float)coord[1]*(float)matrix(1,2)+(float)coord[2]*(float)matrix(2,2)+matrix(3,2));
 | |
| }
 | |
| 
 | |
| //canot use ClusterCullingCallback::cull: viewpoint != eyepoint
 | |
| // !osgfixpotential!
 | |
| bool clusterCull(osg::ClusterCullingCallback* cb, const osg::Vec3f& eyePoint, bool shadowcam)
 | |
| {
 | |
|     float _deviation = cb->getDeviation();
 | |
|     const osg::Vec3& _controlPoint = cb->getControlPoint();
 | |
|     osg::Vec3 _normal = cb->getNormal();
 | |
|     if (shadowcam) _normal = _normal * -1; //inverting for shadowcam frontfaceculing
 | |
|     float _radius = cb->getRadius();
 | |
|     if (_deviation<=-1.0f) return false;
 | |
|     osg::Vec3 eye_cp = eyePoint - _controlPoint;
 | |
|     float radius = eye_cp.length();
 | |
|     if (radius<_radius) return false;
 | |
|     float deviation = (eye_cp * _normal)/radius;
 | |
|     return deviation < _deviation;
 | |
| }
 | |
| 
 | |
| void TerrainDrawable::cull(osgUtil::CullVisitor *cv)
 | |
| {
 | |
|     const osg::BoundingBox& bb = getBoundingBox();
 | |
| 
 | |
|     if (_cullingActive && cv->isCulled(getBoundingBox()))
 | |
|         return;
 | |
| 
 | |
|     bool shadowcam = cv->getCurrentCamera()->getName() == "ShadowCamera";
 | |
| 
 | |
|     if (cv->getCullingMode() & osg::CullStack::CLUSTER_CULLING && clusterCull(mClusterCullingCallback, cv->getEyePoint(), shadowcam))
 | |
|         return;
 | |
| 
 | |
|     osg::RefMatrix& matrix = *cv->getModelViewMatrix();
 | |
| 
 | |
|     if (cv->getComputeNearFarMode() != osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR && bb.valid())
 | |
|     {
 | |
|         if (!cv->updateCalculatedNearFar(matrix, *this, false))
 | |
|             return;
 | |
|     }
 | |
| 
 | |
|     float depth = bb.valid() ? distance(bb.center(),matrix) : 0.0f;
 | |
|     if (osg::isNaN(depth))
 | |
|         return;
 | |
| 
 | |
|     if (shadowcam)
 | |
|     {
 | |
|         cv->addDrawableAndDepth(this, &matrix, depth);
 | |
|         return;
 | |
|     }
 | |
| 
 | |
|     if (mCompositeMap)
 | |
|     {
 | |
|         mCompositeMapRenderer->setImmediate(mCompositeMap);
 | |
|         mCompositeMap = nullptr;
 | |
|     }
 | |
| 
 | |
|     bool pushedLight = mLightListCallback && mLightListCallback->pushLightState(this, cv);
 | |
| 
 | |
|     osg::StateSet* stateset = getStateSet();
 | |
|     if (stateset)
 | |
|         cv->pushStateSet(stateset);
 | |
| 
 | |
|     for (PassVector::const_iterator it = mPasses.begin(); it != mPasses.end(); ++it)
 | |
|     {
 | |
|         cv->pushStateSet(*it);
 | |
|         cv->addDrawableAndDepth(this, &matrix, depth);
 | |
|         cv->popStateSet();
 | |
|     }
 | |
| 
 | |
|     if (stateset)
 | |
|         cv->popStateSet();
 | |
|     if (pushedLight)
 | |
|         cv->popStateSet();
 | |
| }
 | |
| 
 | |
| void TerrainDrawable::createClusterCullingCallback()
 | |
| {
 | |
|     mClusterCullingCallback = new osg::ClusterCullingCallback(this);
 | |
| }
 | |
| 
 | |
| void TerrainDrawable::setPasses(const TerrainDrawable::PassVector &passes)
 | |
| {
 | |
|     mPasses = passes;
 | |
| }
 | |
| 
 | |
| void TerrainDrawable::setLightListCallback(SceneUtil::LightListCallback *lightListCallback)
 | |
| {
 | |
|     mLightListCallback = lightListCallback;
 | |
| }
 | |
| 
 | |
| void TerrainDrawable::setupWaterBoundingBox(float waterheight, float margin)
 | |
| {
 | |
|     osg::Vec3Array* vertices = static_cast<osg::Vec3Array*>(getVertexArray());
 | |
|     for (unsigned int i=0; i<vertices->size(); ++i)
 | |
|     {
 | |
|         const osg::Vec3f& vertex = (*vertices)[i];
 | |
|         if (vertex.z() <= waterheight)
 | |
|             mWaterBoundingBox.expandBy(vertex);
 | |
|     }
 | |
|     if (mWaterBoundingBox.valid())
 | |
|     {
 | |
|         const osg::BoundingBox& bb = getBoundingBox();
 | |
|         mWaterBoundingBox.xMin() = std::max(bb.xMin(), mWaterBoundingBox.xMin() - margin);
 | |
|         mWaterBoundingBox.yMin() = std::max(bb.yMin(), mWaterBoundingBox.yMin() - margin);
 | |
|         mWaterBoundingBox.xMax() = std::min(bb.xMax(), mWaterBoundingBox.xMax() + margin);
 | |
|         mWaterBoundingBox.xMax() = std::min(bb.xMax(), mWaterBoundingBox.xMax() + margin);
 | |
|     }
 | |
| }
 | |
| 
 | |
| void TerrainDrawable::compileGLObjects(osg::RenderInfo &renderInfo) const
 | |
| {
 | |
|     for (PassVector::const_iterator it = mPasses.begin(); it != mPasses.end(); ++it)
 | |
|     {
 | |
|         osg::StateSet* stateset = *it;
 | |
|         stateset->compileGLObjects(*renderInfo.getState());
 | |
|     }
 | |
| 
 | |
|     osg::Geometry::compileGLObjects(renderInfo);
 | |
| }
 | |
| 
 | |
| }
 | |
| 
 |