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openmw-tes3coop/apps/openmw/mwrender/water.cpp

528 lines
19 KiB
C++

#include "water.hpp"
#include <iomanip>
#include <osg/io_utils>
#include <osg/Depth>
#include <osg/Group>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/PositionAttitudeTransform>
#include <osg/Depth>
#include <osg/ClipNode>
#include <osg/MatrixTransform>
#include <osg/FrontFace>
#include <osg/Shader>
#include <osgDB/ReadFile> // XXX remove
#include <osgUtil/IncrementalCompileOperation>
#include <osgUtil/CullVisitor>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/texturemanager.hpp>
#include <components/nifosg/controller.hpp>
#include <components/sceneutil/controller.hpp>
#include <components/settings/settings.hpp>
#include <components/esm/loadcell.hpp>
#include "vismask.hpp"
#include "ripplesimulation.hpp"
#include "renderbin.hpp"
namespace
{
osg::ref_ptr<osg::Geometry> createWaterGeometry(float size, int segments, float textureRepeats)
{
osg::ref_ptr<osg::Vec3Array> verts (new osg::Vec3Array);
osg::ref_ptr<osg::Vec2Array> texcoords (new osg::Vec2Array);
// some drivers don't like huge triangles, so we do some subdivisons
// a paged solution would be even better
const float step = size/segments;
const float texCoordStep = textureRepeats / segments;
for (int x=0; x<segments; ++x)
{
for (int y=0; y<segments; ++y)
{
float x1 = -size/2.f + x*step;
float y1 = -size/2.f + y*step;
float x2 = x1 + step;
float y2 = y1 + step;
verts->push_back(osg::Vec3f(x1, y2, 0.f));
verts->push_back(osg::Vec3f(x1, y1, 0.f));
verts->push_back(osg::Vec3f(x2, y1, 0.f));
verts->push_back(osg::Vec3f(x2, y2, 0.f));
float u1 = x*texCoordStep;
float v1 = y*texCoordStep;
float u2 = u1 + texCoordStep;
float v2 = v1 + texCoordStep;
texcoords->push_back(osg::Vec2f(u1, v2));
texcoords->push_back(osg::Vec2f(u1, v1));
texcoords->push_back(osg::Vec2f(u2, v1));
texcoords->push_back(osg::Vec2f(u2, v2));
}
}
osg::ref_ptr<osg::Geometry> waterGeom (new osg::Geometry);
waterGeom->setVertexArray(verts);
waterGeom->setTexCoordArray(0, texcoords);
waterGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,verts->size()));
return waterGeom;
}
void createSimpleWaterStateSet(Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Node> node)
{
osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
osg::ref_ptr<osg::Material> material (new osg::Material);
material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.7f));
material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
material->setColorMode(osg::Material::OFF);
stateset->setAttributeAndModes(material, osg::StateAttribute::ON);
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
osg::ref_ptr<osg::Depth> depth (new osg::Depth);
depth->setWriteMask(false);
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
stateset->setRenderBinDetails(MWRender::RenderBin_Water, "RenderBin");
std::vector<osg::ref_ptr<osg::Texture2D> > textures;
for (int i=0; i<32; ++i)
{
std::ostringstream texname;
texname << "textures/water/water" << std::setw(2) << std::setfill('0') << i << ".dds";
textures.push_back(resourceSystem->getTextureManager()->getTexture2D(texname.str(), osg::Texture::REPEAT, osg::Texture::REPEAT));
}
osg::ref_ptr<NifOsg::FlipController> controller (new NifOsg::FlipController(0, 2/32.f, textures));
controller->setSource(boost::shared_ptr<SceneUtil::ControllerSource>(new SceneUtil::FrameTimeSource));
node->addUpdateCallback(controller);
node->setStateSet(stateset);
stateset->setTextureAttributeAndModes(0, textures[0], osg::StateAttribute::ON);
}
}
namespace MWRender
{
// --------------------------------------------------------------------------------------------------------------------------------
/// @brief Allows to cull and clip meshes that are below a plane. Useful for reflection & refraction camera effects.
/// Also handles flipping of the plane when the eye point goes below it.
/// To use, simply create the scene as subgraph of this node, then do setPlane(const osg::Plane& plane);
class ClipCullNode : public osg::Group
{
class PlaneCullCallback : public osg::NodeCallback
{
public:
/// @param cullPlane The culling plane (in world space).
PlaneCullCallback(const osg::Plane* cullPlane)
: osg::NodeCallback()
, mCullPlane(cullPlane)
{
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
osg::Polytope::PlaneList origPlaneList = cv->getProjectionCullingStack().back().getFrustum().getPlaneList();
// TODO: offset plane towards the viewer to fix bleeding at the water shore
osg::Plane plane = *mCullPlane;
plane.transform(*cv->getCurrentRenderStage()->getInitialViewMatrix());
osg::Vec3d eyePoint = cv->getEyePoint();
if (mCullPlane->intersect(osg::BoundingSphere(osg::Vec3d(0,0,eyePoint.z()), 0)) > 0)
plane.flip();
cv->getProjectionCullingStack().back().getFrustum().add(plane);
traverse(node, nv);
// undo
cv->getProjectionCullingStack().back().getFrustum().set(origPlaneList);
}
private:
const osg::Plane* mCullPlane;
};
class FlipCallback : public osg::NodeCallback
{
public:
FlipCallback(const osg::Plane* cullPlane)
: mCullPlane(cullPlane)
{
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
osg::Vec3d eyePoint = cv->getEyePoint();
// flip the below graph if the eye point is above the plane
if (mCullPlane->intersect(osg::BoundingSphere(osg::Vec3d(0,0,eyePoint.z()), 0)) > 0)
{
osg::RefMatrix* modelViewMatrix = new osg::RefMatrix(*cv->getModelViewMatrix());
modelViewMatrix->preMultScale(osg::Vec3(1,1,-1));
cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF);
traverse(node, nv);
cv->popModelViewMatrix();
}
else
traverse(node, nv);
}
private:
const osg::Plane* mCullPlane;
};
public:
ClipCullNode()
{
addCullCallback (new PlaneCullCallback(&mPlane));
mClipNodeTransform = new osg::PositionAttitudeTransform;
mClipNodeTransform->addCullCallback(new FlipCallback(&mPlane));
addChild(mClipNodeTransform);
mClipNode = new osg::ClipNode;
mClipNodeTransform->addChild(mClipNode);
}
void setPlane (const osg::Plane& plane)
{
if (plane == mPlane)
return;
mPlane = plane;
mClipNode->getClipPlaneList().clear();
mClipNode->addClipPlane(new osg::ClipPlane(0, mPlane));
mClipNode->setStateSetModes(*getOrCreateStateSet(), osg::StateAttribute::ON);
}
private:
osg::ref_ptr<osg::PositionAttitudeTransform> mClipNodeTransform;
osg::ref_ptr<osg::ClipNode> mClipNode;
osg::Plane mPlane;
};
// Node callback to entirely skip the traversal.
class NoTraverseCallback : public osg::NodeCallback
{
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
// no traverse()
}
};
void addDebugOverlay(osg::Texture2D* texture, int pos, osg::Group* parent)
{
osg::ref_ptr<osg::Camera> debugCamera (new osg::Camera);
debugCamera->setProjectionMatrix(osg::Matrix::identity());
debugCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
debugCamera->setViewMatrix(osg::Matrix::identity());
debugCamera->setClearMask(0);
debugCamera->setRenderOrder(osg::Camera::NESTED_RENDER);
debugCamera->setAllowEventFocus(false);
const float size = 0.5;
osg::ref_ptr<osg::Geode> debugGeode (new osg::Geode);
osg::ref_ptr<osg::Geometry> geom = osg::createTexturedQuadGeometry(osg::Vec3f(-1 + size*pos, -1, 0), osg::Vec3f(size,0,0), osg::Vec3f(0,size,0));
debugGeode->addDrawable(geom);
debugCamera->addChild(debugGeode);
osg::StateSet* debugStateset = geom->getOrCreateStateSet();
debugStateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
debugStateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
debugStateset->setRenderBinDetails(20, "RenderBin");
debugStateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
parent->addChild(debugCamera);
}
Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem *resourceSystem, osgUtil::IncrementalCompileOperation *ico,
const MWWorld::Fallback* fallback, const std::string& resourcePath)
: mParent(parent)
, mSceneRoot(sceneRoot)
, mResourceSystem(resourceSystem)
, mEnabled(true)
, mToggled(true)
, mTop(0)
{
mSimulation.reset(new RippleSimulation(parent, resourceSystem, fallback));
osg::ref_ptr<osg::Geometry> waterGeom = createWaterGeometry(CELL_SIZE*150, 40, 900);
osg::ref_ptr<osg::Geode> geode (new osg::Geode);
geode->addDrawable(waterGeom);
geode->setNodeMask(Mask_Water);
// TODO: node mask to use simple water for local map
if (ico)
ico->add(geode);
//createSimpleWaterStateSet(mResourceSystem, geode);
mWaterNode = new osg::PositionAttitudeTransform;
mWaterNode->addChild(geode);
mSceneRoot->addChild(mWaterNode);
setHeight(mTop);
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);
// 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);
// reflection
osg::ref_ptr<osg::Camera> reflectionCamera (new osg::Camera);
reflectionCamera->setRenderOrder(osg::Camera::PRE_RENDER);
reflectionCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
reflectionCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
reflectionCamera->setReferenceFrame(osg::Camera::RELATIVE_RF);
reflectionCamera->setCullMask(Mask_Effect|Mask_Scene|Mask_Terrain|Mask_Actor|Mask_ParticleSystem|Mask_Sky|Mask_Player|(1<<16));
reflectionCamera->setNodeMask(Mask_RenderToTexture);
reflectionCamera->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)
reflectionCamera->setUpdateCallback(new NoTraverseCallback);
osg::ref_ptr<osg::Texture2D> reflectionTexture = new osg::Texture2D;
reflectionTexture->setInternalFormat(GL_RGB);
reflectionTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
reflectionTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
reflectionTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
reflectionTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
reflectionCamera->attach(osg::Camera::COLOR_BUFFER, reflectionTexture);
reflectionCamera->setViewMatrix(osg::Matrix::translate(0,0,-waterLevel) * osg::Matrix::scale(1,1,-1) * osg::Matrix::translate(0,0,waterLevel));
osg::ref_ptr<osg::MatrixTransform> reflectNode (new osg::MatrixTransform);
// XXX: should really flip the FrontFace on each renderable instead of forcing clockwise.
osg::ref_ptr<osg::FrontFace> frontFace (new osg::FrontFace);
frontFace->setMode(osg::FrontFace::CLOCKWISE);
reflectNode->getOrCreateStateSet()->setAttributeAndModes(frontFace, osg::StateAttribute::ON);
osg::ref_ptr<ClipCullNode> clipNode2 (new ClipCullNode);
clipNode2->setPlane(osg::Plane(osg::Vec3d(0,0,1), osg::Vec3d(0,0,waterLevel)));
reflectNode->addChild(clipNode2);
clipNode2->addChild(mSceneRoot);
reflectionCamera->addChild(reflectNode);
// TODO: add to waterNode so cameras don't get updated when water is hidden?
mParent->addChild(reflectionCamera);
// debug overlay
addDebugOverlay(refractionTexture, 0, mParent);
addDebugOverlay(refractionDepthTexture, 1, mParent);
addDebugOverlay(reflectionTexture, 2, mParent);
// shader
// FIXME: windows utf8 path handling?
osg::ref_ptr<osg::Shader> vertexShader (osg::Shader::readShaderFile(osg::Shader::VERTEX, resourcePath + "/shaders/water_vertex.glsl"));
osg::ref_ptr<osg::Shader> fragmentShader (osg::Shader::readShaderFile(osg::Shader::FRAGMENT, resourcePath + "/shaders/water_fragment.glsl"));
osg::ref_ptr<osg::Program> program (new osg::Program);
program->addShader(vertexShader);
program->addShader(fragmentShader);
osg::ref_ptr<osg::Texture2D> normalMap (new osg::Texture2D(osgDB::readImageFile(resourcePath + "/shaders/water_nm.png")));
normalMap->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
normalMap->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
normalMap->setMaxAnisotropy(16);
normalMap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR);
normalMap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
normalMap->getImage()->flipVertical();
osg::ref_ptr<osg::StateSet> shaderStateset = new osg::StateSet;
shaderStateset->setAttributeAndModes(program, osg::StateAttribute::ON);
shaderStateset->addUniform(new osg::Uniform("reflectionMap", 0));
shaderStateset->addUniform(new osg::Uniform("refractionMap", 1));
shaderStateset->addUniform(new osg::Uniform("refractionDepthMap", 2));
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(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);
osg::ref_ptr<osg::Depth> depth (new osg::Depth);
depth->setWriteMask(false);
shaderStateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
// TODO: render after transparent bin when refraction is on
shaderStateset->setRenderBinDetails(MWRender::RenderBin_Water, "RenderBin");
geode->setStateSet(shaderStateset);
}
Water::~Water()
{
mParent->removeChild(mWaterNode);
}
void Water::setEnabled(bool enabled)
{
mEnabled = enabled;
updateVisible();
}
void Water::changeCell(const MWWorld::CellStore* store)
{
if (store->getCell()->isExterior())
mWaterNode->setPosition(getSceneNodeCoordinates(store->getCell()->mData.mX, store->getCell()->mData.mY));
else
mWaterNode->setPosition(osg::Vec3f(0,0,mTop));
}
void Water::setHeight(const float height)
{
mTop = height;
mSimulation->setWaterHeight(height);
osg::Vec3f pos = mWaterNode->getPosition();
pos.z() = height;
mWaterNode->setPosition(pos);
}
void Water::update(float dt)
{
mSimulation->update(dt);
}
void Water::updateVisible()
{
mWaterNode->setNodeMask(mEnabled && mToggled ? ~0 : 0);
}
bool Water::toggle()
{
mToggled = !mToggled;
updateVisible();
return mToggled;
}
bool Water::isUnderwater(const osg::Vec3f &pos) const
{
return pos.z() < mTop && mToggled && mEnabled;
}
osg::Vec3f Water::getSceneNodeCoordinates(int gridX, int gridY)
{
return osg::Vec3f(static_cast<float>(gridX * CELL_SIZE + (CELL_SIZE / 2)), static_cast<float>(gridY * CELL_SIZE + (CELL_SIZE / 2)), mTop);
}
void Water::addEmitter (const MWWorld::Ptr& ptr, float scale, float force)
{
mSimulation->addEmitter (ptr, scale, force);
}
void Water::removeEmitter (const MWWorld::Ptr& ptr)
{
mSimulation->removeEmitter (ptr);
}
void Water::updateEmitterPtr (const MWWorld::Ptr& old, const MWWorld::Ptr& ptr)
{
mSimulation->updateEmitterPtr(old, ptr);
}
void Water::removeCell(const MWWorld::CellStore *store)
{
mSimulation->removeCell(store);
}
void Water::clearRipples()
{
mSimulation->clear();
}
}