|
|
|
@ -273,6 +273,88 @@ osg::ref_ptr<osg::Image> readPngImage (const std::string& file)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class Refraction : public osg::Camera
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
Refraction()
|
|
|
|
|
{
|
|
|
|
|
unsigned int rttSize = Settings::Manager::getInt("rtt size", "Water");
|
|
|
|
|
setRenderOrder(osg::Camera::PRE_RENDER);
|
|
|
|
|
setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
|
|
|
|
|
setReferenceFrame(osg::Camera::RELATIVE_RF);
|
|
|
|
|
|
|
|
|
|
setCullMask(Mask_Effect|Mask_Scene|Mask_Terrain|Mask_Actor|Mask_ParticleSystem|Mask_Sky|Mask_Player|(1<<16));
|
|
|
|
|
setNodeMask(Mask_RenderToTexture);
|
|
|
|
|
setViewport(0, 0, rttSize, rttSize);
|
|
|
|
|
|
|
|
|
|
// No need for Update traversal since the scene is already updated as part of the main scene graph
|
|
|
|
|
// A double update would mess with the light collection (in addition to being plain redundant)
|
|
|
|
|
setUpdateCallback(new NoTraverseCallback);
|
|
|
|
|
|
|
|
|
|
// No need for fog here, we are already applying fog on the water surface itself as well as underwater fog
|
|
|
|
|
getOrCreateStateSet()->setMode(GL_FOG, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
|
|
|
|
|
|
|
|
|
|
mClipCullNode = new ClipCullNode;
|
|
|
|
|
addChild(mClipCullNode);
|
|
|
|
|
|
|
|
|
|
mRefractionTexture = new osg::Texture2D;
|
|
|
|
|
mRefractionTexture->setTextureSize(rttSize, rttSize);
|
|
|
|
|
mRefractionTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
|
|
|
|
mRefractionTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
|
|
|
|
|
mRefractionTexture->setInternalFormat(GL_RGB);
|
|
|
|
|
mRefractionTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
|
|
|
|
|
mRefractionTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
|
|
|
|
|
|
|
|
|
|
attach(osg::Camera::COLOR_BUFFER, mRefractionTexture);
|
|
|
|
|
|
|
|
|
|
mRefractionDepthTexture = new osg::Texture2D;
|
|
|
|
|
mRefractionDepthTexture->setSourceFormat(GL_DEPTH_COMPONENT);
|
|
|
|
|
mRefractionDepthTexture->setInternalFormat(GL_DEPTH_COMPONENT24_ARB);
|
|
|
|
|
mRefractionDepthTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
|
|
|
|
mRefractionDepthTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
|
|
|
|
|
mRefractionDepthTexture->setSourceType(GL_UNSIGNED_INT);
|
|
|
|
|
mRefractionDepthTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
|
|
|
|
|
mRefractionDepthTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
|
|
|
|
|
|
|
|
|
|
attach(osg::Camera::DEPTH_BUFFER, mRefractionDepthTexture);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void setScene(osg::Node* scene)
|
|
|
|
|
{
|
|
|
|
|
if (mScene)
|
|
|
|
|
mClipCullNode->removeChild(mScene);
|
|
|
|
|
mScene = scene;
|
|
|
|
|
mClipCullNode->addChild(scene);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void setWaterLevel(float waterLevel)
|
|
|
|
|
{
|
|
|
|
|
mClipCullNode->setPlane(osg::Plane(osg::Vec3d(0,0,-1), osg::Vec3d(0,0, waterLevel)));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
osg::Texture2D* getRefractionTexture() const
|
|
|
|
|
{
|
|
|
|
|
return mRefractionTexture.get();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
osg::Texture2D* getRefractionDepthTexture() const
|
|
|
|
|
{
|
|
|
|
|
return mRefractionDepthTexture.get();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
osg::ref_ptr<ClipCullNode> mClipCullNode;
|
|
|
|
|
osg::ref_ptr<osg::Texture2D> mRefractionTexture;
|
|
|
|
|
osg::ref_ptr<osg::Texture2D> mRefractionDepthTexture;
|
|
|
|
|
osg::ref_ptr<osg::Node> mScene;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
class Reflection : public osg::Camera
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem *resourceSystem, osgUtil::IncrementalCompileOperation *ico,
|
|
|
|
|
const MWWorld::Fallback* fallback, const std::string& resourcePath)
|
|
|
|
|
: mParent(parent)
|
|
|
|
@ -309,54 +391,13 @@ Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem
|
|
|
|
|
const float waterLevel = -1;
|
|
|
|
|
|
|
|
|
|
// refraction
|
|
|
|
|
unsigned int rttSize = Settings::Manager::getInt("rtt size", "Water");
|
|
|
|
|
osg::ref_ptr<osg::Camera> refractionCamera (new osg::Camera);
|
|
|
|
|
refractionCamera->setRenderOrder(osg::Camera::PRE_RENDER);
|
|
|
|
|
refractionCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
refractionCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
|
|
|
|
|
refractionCamera->setReferenceFrame(osg::Camera::RELATIVE_RF);
|
|
|
|
|
|
|
|
|
|
refractionCamera->setCullMask(Mask_Effect|Mask_Scene|Mask_Terrain|Mask_Actor|Mask_ParticleSystem|Mask_Sky|Mask_Player|(1<<16));
|
|
|
|
|
refractionCamera->setNodeMask(Mask_RenderToTexture);
|
|
|
|
|
refractionCamera->setViewport(0, 0, rttSize, rttSize);
|
|
|
|
|
|
|
|
|
|
// No need for Update traversal since the mSceneRoot is already updated as part of the main scene graph
|
|
|
|
|
// A double update would mess with the light collection (in addition to being plain redundant)
|
|
|
|
|
refractionCamera->setUpdateCallback(new NoTraverseCallback);
|
|
|
|
|
|
|
|
|
|
// No need for fog here, we are already applying fog on the water surface itself as well as underwater fog
|
|
|
|
|
refractionCamera->getOrCreateStateSet()->setMode(GL_FOG, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
|
|
|
|
|
|
|
|
|
|
osg::ref_ptr<ClipCullNode> clipNode (new ClipCullNode);
|
|
|
|
|
clipNode->setPlane(osg::Plane(osg::Vec3d(0,0,-1), osg::Vec3d(0,0, waterLevel)));
|
|
|
|
|
|
|
|
|
|
refractionCamera->addChild(clipNode);
|
|
|
|
|
clipNode->addChild(mSceneRoot);
|
|
|
|
|
mRefraction = new Refraction();
|
|
|
|
|
mRefraction->setWaterLevel(waterLevel);
|
|
|
|
|
mRefraction->setScene(mSceneRoot);
|
|
|
|
|
|
|
|
|
|
// TODO: add ingame setting for texture quality
|
|
|
|
|
|
|
|
|
|
osg::ref_ptr<osg::Texture2D> refractionTexture = new osg::Texture2D;
|
|
|
|
|
refractionTexture->setTextureSize(rttSize, rttSize);
|
|
|
|
|
refractionTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
|
|
|
|
refractionTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
|
|
|
|
|
refractionTexture->setInternalFormat(GL_RGB);
|
|
|
|
|
refractionTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
|
|
|
|
|
refractionTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
|
|
|
|
|
|
|
|
|
|
refractionCamera->attach(osg::Camera::COLOR_BUFFER, refractionTexture);
|
|
|
|
|
|
|
|
|
|
osg::ref_ptr<osg::Texture2D> refractionDepthTexture = new osg::Texture2D;
|
|
|
|
|
refractionDepthTexture->setSourceFormat(GL_DEPTH_COMPONENT);
|
|
|
|
|
refractionDepthTexture->setInternalFormat(GL_DEPTH_COMPONENT24_ARB);
|
|
|
|
|
refractionDepthTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
|
|
|
|
refractionDepthTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
|
|
|
|
|
refractionDepthTexture->setSourceType(GL_UNSIGNED_INT);
|
|
|
|
|
refractionDepthTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
|
|
|
|
|
refractionDepthTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
|
|
|
|
|
|
|
|
|
|
refractionCamera->attach(osg::Camera::DEPTH_BUFFER, refractionDepthTexture);
|
|
|
|
|
|
|
|
|
|
mParent->addChild(refractionCamera);
|
|
|
|
|
mParent->addChild(mRefraction);
|
|
|
|
|
|
|
|
|
|
// reflection
|
|
|
|
|
osg::ref_ptr<osg::Camera> reflectionCamera (new osg::Camera);
|
|
|
|
@ -368,6 +409,7 @@ Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem
|
|
|
|
|
reflectionCamera->setCullMask(Mask_Effect|Mask_Scene|Mask_Terrain|Mask_Actor|Mask_ParticleSystem|Mask_Sky|Mask_Player|(1<<16));
|
|
|
|
|
reflectionCamera->setNodeMask(Mask_RenderToTexture);
|
|
|
|
|
|
|
|
|
|
unsigned int rttSize = Settings::Manager::getInt("rtt size", "Water");
|
|
|
|
|
reflectionCamera->setViewport(0, 0, rttSize, rttSize);
|
|
|
|
|
|
|
|
|
|
// No need for Update traversal since the mSceneRoot is already updated as part of the main scene graph
|
|
|
|
@ -430,8 +472,8 @@ Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem
|
|
|
|
|
shaderStateset->addUniform(new osg::Uniform("normalMap", 3));
|
|
|
|
|
|
|
|
|
|
shaderStateset->setTextureAttributeAndModes(0, reflectionTexture, osg::StateAttribute::ON);
|
|
|
|
|
shaderStateset->setTextureAttributeAndModes(1, refractionTexture, osg::StateAttribute::ON);
|
|
|
|
|
shaderStateset->setTextureAttributeAndModes(2, refractionDepthTexture, osg::StateAttribute::ON);
|
|
|
|
|
shaderStateset->setTextureAttributeAndModes(1, mRefraction->getRefractionTexture(), osg::StateAttribute::ON);
|
|
|
|
|
shaderStateset->setTextureAttributeAndModes(2, mRefraction->getRefractionDepthTexture(), osg::StateAttribute::ON);
|
|
|
|
|
shaderStateset->setTextureAttributeAndModes(3, normalMap, osg::StateAttribute::ON);
|
|
|
|
|
shaderStateset->setMode(GL_BLEND, osg::StateAttribute::ON); // TODO: set Off when refraction is on
|
|
|
|
|
shaderStateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
|
|
|
|
|