forked from mirror/openmw-tes3mp
Merge pull request #1548 from drummyfish/screenshot360
360° screenshots
This commit is contained in:
commit
ccfc07e7e3
19 changed files with 366 additions and 30 deletions
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@ -31,6 +31,7 @@
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Bug #4453: Quick keys behaviour is invalid for equipment
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Bug #4454: AI opens doors too slow
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Feature #3276: Editor: Search- Show number of (remaining) search results and indicate a search without any results
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Feature #4222: 360° screenshots
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Feature #4324: Add CFBundleIdentifier in Info.plist to allow for macOS function key shortcuts
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Feature #4345: Add equivalents for the command line commands to Launcher
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Feature #4444: Per-group KF-animation files support
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@ -499,7 +499,7 @@ void OMW::Engine::prepareEngine (Settings::Manager & settings)
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else
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gameControllerdb = ""; //if it doesn't exist, pass in an empty string
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MWInput::InputManager* input = new MWInput::InputManager (mWindow, mViewer, mScreenCaptureHandler, keybinderUser, keybinderUserExists, gameControllerdb, mGrab);
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MWInput::InputManager* input = new MWInput::InputManager (mWindow, mViewer, mScreenCaptureHandler, mScreenCaptureOperation, keybinderUser, keybinderUserExists, gameControllerdb, mGrab);
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mEnvironment.setInputManager (input);
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std::string myguiResources = (mResDir / "mygui").string();
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@ -656,8 +656,11 @@ void OMW::Engine::go()
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settingspath = loadSettings (settings);
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mScreenCaptureHandler = new osgViewer::ScreenCaptureHandler(new WriteScreenshotToFileOperation(mCfgMgr.getUserDataPath().string(),
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Settings::Manager::getString("screenshot format", "General")));
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mScreenCaptureOperation = new WriteScreenshotToFileOperation(mCfgMgr.getUserDataPath().string(),
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Settings::Manager::getString("screenshot format", "General"));
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mScreenCaptureHandler = new osgViewer::ScreenCaptureHandler(mScreenCaptureOperation);
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mViewer->addEventHandler(mScreenCaptureHandler);
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mEnvironment.setFrameRateLimit(Settings::Manager::getFloat("framerate limit", "Video"));
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@ -7,7 +7,7 @@
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#include <components/settings/settings.hpp>
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#include <osgViewer/Viewer>
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#include <osgViewer/ViewerEventHandlers>
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#include "mwbase/environment.hpp"
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@ -82,6 +82,7 @@ namespace OMW
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boost::filesystem::path mResDir;
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osg::ref_ptr<osgViewer::Viewer> mViewer;
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osg::ref_ptr<osgViewer::ScreenCaptureHandler> mScreenCaptureHandler;
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osgViewer::ScreenCaptureHandler::CaptureOperation *mScreenCaptureOperation;
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std::string mCellName;
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std::vector<std::string> mContentFiles;
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bool mSkipMenu;
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@ -450,6 +450,7 @@ namespace MWBase
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/// \todo this does not belong here
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virtual void screenshot (osg::Image* image, int w, int h) = 0;
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virtual bool screenshot360 (osg::Image* image, std::string settingStr) = 0;
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/// Find default position inside exterior cell specified by name
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/// \return false if exterior with given name not exists, true otherwise
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@ -153,7 +153,7 @@ namespace MWGui
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virtual osg::BoundingSphere computeBound(const osg::Node&) const { return osg::BoundingSphere(); }
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};
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void LoadingScreen::loadingOn()
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void LoadingScreen::loadingOn(bool visible)
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{
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mLoadingOnTime = mTimer.time_m();
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// Early-out if already on
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@ -169,7 +169,10 @@ namespace MWGui
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// We are already using node masks to avoid the scene from being updated/rendered, but node masks don't work for computeBound()
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mViewer->getSceneData()->setComputeBoundingSphereCallback(new DontComputeBoundCallback);
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mShowWallpaper = (MWBase::Environment::get().getStateManager()->getState()
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mVisible = visible;
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mLoadingBox->setVisible(mVisible);
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mShowWallpaper = mVisible && (MWBase::Environment::get().getStateManager()->getState()
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== MWBase::StateManager::State_NoGame);
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setVisible(true);
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@ -180,10 +183,15 @@ namespace MWGui
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}
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MWBase::Environment::get().getWindowManager()->pushGuiMode(mShowWallpaper ? GM_LoadingWallpaper : GM_Loading);
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if (!mVisible)
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draw();
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}
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void LoadingScreen::loadingOff()
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{
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mLoadingBox->setVisible(true); // restore
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if (mLastRenderTime < mLoadingOnTime)
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{
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// the loading was so fast that we didn't show loading screen at all
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@ -306,7 +314,7 @@ namespace MWGui
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void LoadingScreen::draw()
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{
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if (!needToDrawLoadingScreen())
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if (mVisible && !needToDrawLoadingScreen())
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return;
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if (mShowWallpaper && mTimer.time_m() > mLastWallpaperChangeTime + 5000*1)
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@ -35,7 +35,7 @@ namespace MWGui
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/// Overridden from Loading::Listener, see the Loading::Listener documentation for usage details
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virtual void setLabel (const std::string& label, bool important);
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virtual void loadingOn();
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virtual void loadingOn(bool visible=true);
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virtual void loadingOff();
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virtual void setProgressRange (size_t range);
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virtual void setProgress (size_t value);
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@ -63,6 +63,8 @@ namespace MWGui
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bool mImportantLabel;
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bool mVisible;
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size_t mProgress;
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bool mShowWallpaper;
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@ -36,12 +36,14 @@ namespace MWInput
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SDL_Window* window,
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osg::ref_ptr<osgViewer::Viewer> viewer,
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osg::ref_ptr<osgViewer::ScreenCaptureHandler> screenCaptureHandler,
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osgViewer::ScreenCaptureHandler::CaptureOperation *screenCaptureOperation,
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const std::string& userFile, bool userFileExists,
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const std::string& controllerBindingsFile, bool grab)
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: mWindow(window)
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, mWindowVisible(true)
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, mViewer(viewer)
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, mScreenCaptureHandler(screenCaptureHandler)
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, mScreenCaptureOperation(screenCaptureOperation)
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, mJoystickLastUsed(false)
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, mPlayer(NULL)
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, mInputManager(NULL)
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@ -1032,9 +1034,35 @@ namespace MWInput
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}
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void InputManager::screenshot()
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{
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bool regularScreenshot = true;
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bool screenshotTaken = false;
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std::string settingStr;
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settingStr = Settings::Manager::getString("screenshot type","Video");
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regularScreenshot = settingStr.size() == 0 || settingStr.compare("regular") == 0;
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if (regularScreenshot)
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{
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mScreenCaptureHandler->setFramesToCapture(1);
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mScreenCaptureHandler->captureNextFrame(*mViewer);
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screenshotTaken = true;
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}
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else
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{
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osg::ref_ptr<osg::Image> screenshot (new osg::Image);
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if (MWBase::Environment::get().getWorld()->screenshot360(screenshot.get(),settingStr))
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{
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(*mScreenCaptureOperation) (*(screenshot.get()),0);
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// FIXME: mScreenCaptureHandler->getCaptureOperation() causes crash for some reason
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screenshotTaken = true;
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}
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}
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if (screenshotTaken)
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MWBase::Environment::get().getWindowManager()->messageBox("Screenshot saved");
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}
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void InputManager::toggleInventory()
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@ -4,6 +4,7 @@
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#include "../mwgui/mode.hpp"
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#include <osg/ref_ptr>
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#include <osgViewer/ViewerEventHandlers>
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#include <extern/oics/ICSChannelListener.h>
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#include <extern/oics/ICSInputControlSystem.h>
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@ -14,7 +15,6 @@
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#include "../mwbase/inputmanager.hpp"
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namespace MWWorld
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{
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class Player;
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@ -74,6 +74,7 @@ namespace MWInput
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SDL_Window* window,
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osg::ref_ptr<osgViewer::Viewer> viewer,
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osg::ref_ptr<osgViewer::ScreenCaptureHandler> screenCaptureHandler,
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osgViewer::ScreenCaptureHandler::CaptureOperation *screenCaptureOperation,
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const std::string& userFile, bool userFileExists,
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const std::string& controllerBindingsFile, bool grab);
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@ -158,6 +159,7 @@ namespace MWInput
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bool mWindowVisible;
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osg::ref_ptr<osgViewer::Viewer> mViewer;
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osg::ref_ptr<osgViewer::ScreenCaptureHandler> mScreenCaptureHandler;
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osgViewer::ScreenCaptureHandler::CaptureOperation *mScreenCaptureOperation;
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bool mJoystickLastUsed;
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MWWorld::Player* mPlayer;
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@ -12,16 +12,21 @@
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#include <osg/Group>
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#include <osg/UserDataContainer>
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#include <osg/ComputeBoundsVisitor>
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#include <osg/ShapeDrawable>
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#include <osg/TextureCubeMap>
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#include <osgUtil/LineSegmentIntersector>
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#include <osgUtil/IncrementalCompileOperation>
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#include <osg/ImageUtils>
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#include <osgViewer/Viewer>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/imagemanager.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/resource/keyframemanager.hpp>
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#include <components/shader/shadermanager.hpp>
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#include <components/settings/settings.hpp>
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@ -39,7 +44,12 @@
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#include <components/esm/loadcell.hpp>
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#include <components/fallback/fallback.hpp>
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#include <boost/algorithm/string.hpp>
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#include "../mwworld/cellstore.hpp"
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#include "../mwgui/loadingscreen.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "sky.hpp"
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#include "effectmanager.hpp"
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@ -212,7 +222,7 @@ namespace MWRender
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mSceneRoot = sceneRoot;
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sceneRoot->setStartLight(1);
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mRootNode->addChild(sceneRoot);
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mRootNode->addChild(mSceneRoot);
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mPathgrid.reset(new Pathgrid(mRootNode));
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@ -668,7 +678,203 @@ namespace MWRender
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mutable bool mDone;
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};
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void RenderingManager::screenshot(osg::Image *image, int w, int h)
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bool RenderingManager::screenshot360(osg::Image* image, std::string settingStr)
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{
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int screenshotW = mViewer->getCamera()->getViewport()->width();
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int screenshotH = mViewer->getCamera()->getViewport()->height();
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int screenshotMapping = 0;
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int cubeSize = screenshotMapping == 2 ?
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screenshotW: // planet mapping needs higher resolution
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screenshotW / 2;
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std::vector<std::string> settingArgs;
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boost::algorithm::split(settingArgs,settingStr,boost::is_any_of(" "));
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if (settingArgs.size() > 0)
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{
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std::string typeStrings[4] = {"spherical","cylindrical","planet","cubemap"};
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bool found = false;
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for (int i = 0; i < 4; ++i)
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if (settingArgs[0].compare(typeStrings[i]) == 0)
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{
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screenshotMapping = i;
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found = true;
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break;
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}
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if (!found)
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{
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std::cerr << "Wrong screenshot type: " << settingArgs[0] << "." << std::endl;
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return false;
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}
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}
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if (settingArgs.size() > 1)
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screenshotW = std::min(10000,std::atoi(settingArgs[1].c_str()));
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if (settingArgs.size() > 2)
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screenshotH = std::min(10000,std::atoi(settingArgs[2].c_str()));
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if (settingArgs.size() > 3)
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cubeSize = std::min(5000,std::atoi(settingArgs[3].c_str()));
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if (mCamera->isVanityOrPreviewModeEnabled())
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{
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std::cerr << "Spherical screenshots are not allowed in preview mode." << std::endl;
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return false;
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}
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bool rawCubemap = screenshotMapping == 3;
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if (rawCubemap)
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screenshotW = cubeSize * 6; // the image will consist of 6 cube sides in a row
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else if (screenshotMapping == 2)
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screenshotH = screenshotW; // use square resolution for planet mapping
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std::vector<osg::ref_ptr<osg::Image>> images;
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for (int i = 0; i < 6; ++i)
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images.push_back(new osg::Image);
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osg::Vec3 directions[6] = {
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rawCubemap ? osg::Vec3(1,0,0) : osg::Vec3(0,0,1),
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osg::Vec3(0,0,-1),
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osg::Vec3(-1,0,0),
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rawCubemap ? osg::Vec3(0,0,1) : osg::Vec3(1,0,0),
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osg::Vec3(0,1,0),
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osg::Vec3(0,-1,0)};
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double rotations[] = {
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-osg::PI / 2.0,
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osg::PI / 2.0,
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osg::PI,
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0,
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osg::PI / 2.0,
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osg::PI / 2.0};
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double fovBackup = mFieldOfView;
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mFieldOfView = 90.0; // each cubemap side sees 90 degrees
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int maskBackup = mPlayerAnimation->getObjectRoot()->getNodeMask();
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if (mCamera->isFirstPerson())
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mPlayerAnimation->getObjectRoot()->setNodeMask(0);
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for (int i = 0; i < 6; ++i) // for each cubemap side
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{
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osg::Matrixd transform = osg::Matrixd::rotate(osg::Vec3(0,0,-1),directions[i]);
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if (!rawCubemap)
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transform *= osg::Matrixd::rotate(rotations[i],osg::Vec3(0,0,-1));
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osg::Image *sideImage = images[i].get();
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screenshot(sideImage,cubeSize,cubeSize,transform);
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if (!rawCubemap)
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sideImage->flipHorizontal();
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}
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mPlayerAnimation->getObjectRoot()->setNodeMask(maskBackup);
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mFieldOfView = fovBackup;
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if (rawCubemap) // for raw cubemap don't run on GPU, just merge the images
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{
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image->allocateImage(cubeSize * 6,cubeSize,images[0]->r(),images[0]->getPixelFormat(),images[0]->getDataType());
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for (int i = 0; i < 6; ++i)
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osg::copyImage(images[i].get(),0,0,0,images[i]->s(),images[i]->t(),images[i]->r(),image,i * cubeSize,0,0);
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return true;
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}
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// run on GPU now:
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osg::ref_ptr<osg::TextureCubeMap> cubeTexture (new osg::TextureCubeMap);
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cubeTexture->setResizeNonPowerOfTwoHint(false);
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cubeTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
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cubeTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
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cubeTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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cubeTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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for (int i = 0; i < 6; ++i)
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cubeTexture->setImage(i,images[i].get());
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osg::ref_ptr<osg::Camera> screenshotCamera (new osg::Camera);
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osg::ref_ptr<osg::ShapeDrawable> quad (new osg::ShapeDrawable(new osg::Box(osg::Vec3(0,0,0),2.0)));
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std::map<std::string, std::string> defineMap;
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Shader::ShaderManager& shaderMgr = mResourceSystem->getSceneManager()->getShaderManager();
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osg::ref_ptr<osg::Shader> fragmentShader (shaderMgr.getShader("s360_fragment.glsl",defineMap,osg::Shader::FRAGMENT));
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osg::ref_ptr<osg::Shader> vertexShader (shaderMgr.getShader("s360_vertex.glsl", defineMap, osg::Shader::VERTEX));
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osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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osg::ref_ptr<osg::Program> program (new osg::Program);
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program->addShader(fragmentShader);
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program->addShader(vertexShader);
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stateset->setAttributeAndModes(program, osg::StateAttribute::ON);
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stateset->addUniform(new osg::Uniform("cubeMap",0));
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stateset->addUniform(new osg::Uniform("mapping",screenshotMapping));
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stateset->setTextureAttributeAndModes(0,cubeTexture,osg::StateAttribute::ON);
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quad->setStateSet(stateset);
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quad->setUpdateCallback(NULL);
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screenshotCamera->addChild(quad);
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mRootNode->addChild(screenshotCamera);
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renderCameraToImage(screenshotCamera,image,screenshotW,screenshotH);
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screenshotCamera->removeChildren(0,screenshotCamera->getNumChildren());
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mRootNode->removeChild(screenshotCamera);
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return true;
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}
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void RenderingManager::renderCameraToImage(osg::Camera *camera, osg::Image *image, int w, int h)
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{
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camera->setNodeMask(Mask_RenderToTexture);
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camera->attach(osg::Camera::COLOR_BUFFER, image);
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camera->setRenderOrder(osg::Camera::PRE_RENDER);
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camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT,osg::Camera::PIXEL_BUFFER_RTT);
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camera->setViewport(0, 0, w, h);
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osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
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texture->setInternalFormat(GL_RGB);
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texture->setTextureSize(w,h);
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texture->setResizeNonPowerOfTwoHint(false);
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texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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camera->attach(osg::Camera::COLOR_BUFFER,texture);
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image->setDataType(GL_UNSIGNED_BYTE);
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image->setPixelFormat(texture->getInternalFormat());
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// The draw needs to complete before we can copy back our image.
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osg::ref_ptr<NotifyDrawCompletedCallback> callback (new NotifyDrawCompletedCallback);
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camera->setFinalDrawCallback(callback);
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|
||||
MWBase::Environment::get().getWindowManager()->getLoadingScreen()->loadingOn(false);
|
||||
|
||||
mViewer->eventTraversal();
|
||||
mViewer->updateTraversal();
|
||||
mViewer->renderingTraversals();
|
||||
callback->waitTillDone();
|
||||
|
||||
MWBase::Environment::get().getWindowManager()->getLoadingScreen()->loadingOff();
|
||||
|
||||
// now that we've "used up" the current frame, get a fresh framenumber for the next frame() following after the screenshot is completed
|
||||
mViewer->advance(mViewer->getFrameStamp()->getSimulationTime());
|
||||
}
|
||||
|
||||
void RenderingManager::screenshot(osg::Image *image, int w, int h, osg::Matrixd cameraTransform)
|
||||
{
|
||||
osg::ref_ptr<osg::Camera> rttCamera (new osg::Camera);
|
||||
rttCamera->setNodeMask(Mask_RenderToTexture);
|
||||
|
@ -677,7 +883,8 @@ namespace MWRender
|
|||
rttCamera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
|
||||
rttCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::PIXEL_BUFFER_RTT);
|
||||
rttCamera->setProjectionMatrixAsPerspective(mFieldOfView, w/float(h), mNearClip, mViewDistance);
|
||||
rttCamera->setViewMatrix(mViewer->getCamera()->getViewMatrix());
|
||||
rttCamera->setViewMatrix(mViewer->getCamera()->getViewMatrix() * cameraTransform);
|
||||
|
||||
rttCamera->setViewport(0, 0, w, h);
|
||||
|
||||
osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
|
||||
|
@ -693,25 +900,17 @@ namespace MWRender
|
|||
|
||||
rttCamera->setUpdateCallback(new NoTraverseCallback);
|
||||
rttCamera->addChild(mSceneRoot);
|
||||
|
||||
rttCamera->addChild(mWater->getReflectionCamera());
|
||||
rttCamera->addChild(mWater->getRefractionCamera());
|
||||
|
||||
rttCamera->setCullMask(mViewer->getCamera()->getCullMask() & (~Mask_GUI));
|
||||
|
||||
mRootNode->addChild(rttCamera);
|
||||
|
||||
// The draw needs to complete before we can copy back our image.
|
||||
osg::ref_ptr<NotifyDrawCompletedCallback> callback (new NotifyDrawCompletedCallback);
|
||||
rttCamera->setFinalDrawCallback(callback);
|
||||
rttCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// at the time this function is called we are in the middle of a frame,
|
||||
// so out of order calls are necessary to get a correct frameNumber for the next frame.
|
||||
// refer to the advance() and frame() order in Engine::go()
|
||||
mViewer->eventTraversal();
|
||||
mViewer->updateTraversal();
|
||||
mViewer->renderingTraversals();
|
||||
|
||||
callback->waitTillDone();
|
||||
|
||||
// now that we've "used up" the current frame, get a fresh framenumber for the next frame() following after the screenshot is completed
|
||||
mViewer->advance(mViewer->getFrameStamp()->getSimulationTime());
|
||||
renderCameraToImage(rttCamera.get(),image,w,h);
|
||||
|
||||
rttCamera->removeChildren(0, rttCamera->getNumChildren());
|
||||
mRootNode->removeChild(rttCamera);
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
|
||||
#include <osg/ref_ptr>
|
||||
#include <osg/Light>
|
||||
#include <osg/Camera>
|
||||
|
||||
#include <components/settings/settings.hpp>
|
||||
|
||||
|
@ -125,7 +126,8 @@ namespace MWRender
|
|||
void setWaterHeight(float level);
|
||||
|
||||
/// Take a screenshot of w*h onto the given image, not including the GUI.
|
||||
void screenshot(osg::Image* image, int w, int h);
|
||||
void screenshot(osg::Image* image, int w, int h, osg::Matrixd cameraTransform=osg::Matrixd());
|
||||
bool screenshot360(osg::Image* image, std::string settingStr);
|
||||
|
||||
struct RayResult
|
||||
{
|
||||
|
@ -213,6 +215,8 @@ namespace MWRender
|
|||
|
||||
void reportStats() const;
|
||||
|
||||
void renderCameraToImage(osg::Camera *camera, osg::Image *image, int w, int h);
|
||||
|
||||
osg::ref_ptr<osgUtil::IntersectionVisitor> getIntersectionVisitor(osgUtil::Intersector* intersector, bool ignorePlayer, bool ignoreActors);
|
||||
|
||||
osg::ref_ptr<osgUtil::IntersectionVisitor> mIntersectionVisitor;
|
||||
|
|
|
@ -470,6 +470,16 @@ void Water::updateWaterMaterial()
|
|||
updateVisible();
|
||||
}
|
||||
|
||||
osg::Camera *Water::getReflectionCamera()
|
||||
{
|
||||
return mReflection;
|
||||
}
|
||||
|
||||
osg::Camera *Water::getRefractionCamera()
|
||||
{
|
||||
return mRefraction;
|
||||
}
|
||||
|
||||
void Water::createSimpleWaterStateSet(osg::Node* node, float alpha)
|
||||
{
|
||||
osg::ref_ptr<osg::StateSet> stateset = SceneUtil::createSimpleWaterStateSet(alpha, MWRender::RenderBin_Water);
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
#include <osg/ref_ptr>
|
||||
#include <osg/Vec3f>
|
||||
#include <osg/Uniform>
|
||||
#include <osg/Camera>
|
||||
|
||||
#include <components/settings/settings.hpp>
|
||||
|
||||
|
@ -112,6 +113,9 @@ namespace MWRender
|
|||
|
||||
void update(float dt);
|
||||
|
||||
osg::Camera *getReflectionCamera();
|
||||
osg::Camera *getRefractionCamera();
|
||||
|
||||
void processChangedSettings(const Settings::CategorySettingVector& settings);
|
||||
|
||||
osg::Uniform *getRainIntensityUniform();
|
||||
|
|
|
@ -2301,6 +2301,11 @@ namespace MWWorld
|
|||
mRendering->screenshot(image, w, h);
|
||||
}
|
||||
|
||||
bool World::screenshot360(osg::Image* image, std::string settingStr)
|
||||
{
|
||||
return mRendering->screenshot360(image,settingStr);
|
||||
}
|
||||
|
||||
void World::activateDoor(const MWWorld::Ptr& door)
|
||||
{
|
||||
int state = door.getClass().getDoorState(door);
|
||||
|
|
|
@ -561,6 +561,7 @@ namespace MWWorld
|
|||
|
||||
/// \todo this does not belong here
|
||||
void screenshot (osg::Image* image, int w, int h) override;
|
||||
bool screenshot360 (osg::Image* image, std::string settingStr) override;
|
||||
|
||||
/// Find center of exterior cell above land surface
|
||||
/// \return false if exterior with given name not exists, true otherwise
|
||||
|
|
|
@ -20,7 +20,7 @@ namespace Loading
|
|||
/// @note To get the loading screen to actually update, you must call setProgress / increaseProgress periodically.
|
||||
/// @note It is best to use the ScopedLoad object instead of using loadingOn()/loadingOff() directly,
|
||||
/// so that the loading is exception safe.
|
||||
virtual void loadingOn() {}
|
||||
virtual void loadingOn(bool visible=true) {}
|
||||
virtual void loadingOff() {}
|
||||
|
||||
/// Set the total range of progress (e.g. the number of objects to load).
|
||||
|
|
|
@ -402,6 +402,10 @@ contrast = 1.0
|
|||
# Video gamma setting. (>0.0). No effect in Linux.
|
||||
gamma = 1.0
|
||||
|
||||
# Type of screenshot to take (regular, cylindrical, spherical or planet), optionally followed by
|
||||
# screenshot width, height and cubemap resolution in pixels. (e.g. spherical 1600 1000 1200)
|
||||
screenshot type = regular
|
||||
|
||||
[Water]
|
||||
|
||||
# Enable water shader with reflections and optionally refraction.
|
||||
|
|
|
@ -16,6 +16,8 @@ set(SHADER_FILES
|
|||
terrain_fragment.glsl
|
||||
lighting.glsl
|
||||
parallax.glsl
|
||||
s360_fragment.glsl
|
||||
s360_vertex.glsl
|
||||
)
|
||||
|
||||
copy_all_resource_files(${CMAKE_CURRENT_SOURCE_DIR} ${OPENMW_SHADERS_ROOT} ${DDIRRELATIVE} "${SHADER_FILES}")
|
||||
|
|
52
files/shaders/s360_fragment.glsl
Normal file
52
files/shaders/s360_fragment.glsl
Normal file
|
@ -0,0 +1,52 @@
|
|||
#version 120
|
||||
|
||||
varying vec2 uv;
|
||||
uniform samplerCube cubeMap;
|
||||
uniform int mapping;
|
||||
|
||||
#define PI 3.1415926535
|
||||
|
||||
vec3 sphericalCoords(vec2 coords)
|
||||
{
|
||||
coords.x = -1 * coords.x * 2 * PI;
|
||||
coords.y = (coords.y - 0.5) * PI;
|
||||
|
||||
vec3 result = vec3(0.0,cos(coords.y),sin(coords.y));
|
||||
result = vec3(cos(coords.x) * result.y,sin(coords.x) * result.y,result.z);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
vec3 cylindricalCoords(vec2 coords)
|
||||
{
|
||||
return normalize(vec3(cos(-1 * coords.x * 2 * PI),sin(-1 * coords.x * 2 * PI),coords.y * 2.0 - 1.0));
|
||||
}
|
||||
|
||||
vec3 planetCoords(vec2 coords)
|
||||
{
|
||||
vec2 fromCenter = coords - vec2(0.5,0.5);
|
||||
|
||||
float magnitude = length(fromCenter);
|
||||
|
||||
fromCenter = normalize(fromCenter);
|
||||
|
||||
float dotProduct = dot(fromCenter,vec2(0.0,1.0));
|
||||
|
||||
coords.x = coords.x > 0.5 ? 0.5 - (dotProduct + 1.0) / 4.0 : 0.5 + (dotProduct + 1.0) / 4.0;
|
||||
coords.y = max(0.0,1.0 - pow(magnitude / 0.5,0.5));
|
||||
return sphericalCoords(coords);
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec3 c;
|
||||
|
||||
if (mapping == 0)
|
||||
c = sphericalCoords(uv);
|
||||
else if (mapping == 1)
|
||||
c = cylindricalCoords(uv);
|
||||
else
|
||||
c = planetCoords(uv);
|
||||
|
||||
gl_FragData[0] = textureCube(cubeMap,c);
|
||||
}
|
9
files/shaders/s360_vertex.glsl
Normal file
9
files/shaders/s360_vertex.glsl
Normal file
|
@ -0,0 +1,9 @@
|
|||
#version 120
|
||||
|
||||
varying vec2 uv;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = gl_Vertex;
|
||||
uv = (gl_Vertex.xy * vec2(1.0,-1.0) + vec2(1.0)) / 2;
|
||||
}
|
Loading…
Reference in a new issue