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#include "water.hpp"
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#include <iomanip>
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#include <osg/Fog>
#include <osg/Depth>
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#include <osg/Group>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/PositionAttitudeTransform>
#include <osg/ClipNode>
#include <osg/FrontFace>
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#include <osgDB/ReadFile>
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#include <boost/filesystem/path.hpp>
#include <boost/filesystem/fstream.hpp>
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#include <osgUtil/IncrementalCompileOperation>
#include <osgUtil/CullVisitor>
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#include <components/debug/debuglog.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/imagemanager.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/rtt.hpp>
#include <components/sceneutil/shadow.hpp>
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#include <components/sceneutil/util.hpp>
#include <components/sceneutil/waterutil.hpp>
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#include <components/sceneutil/lightmanager.hpp>
#include <components/misc/constants.hpp>
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#include <components/nifosg/controller.hpp>
#include <components/shader/shadermanager.hpp>
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#include <components/esm/loadcell.hpp>
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#include <components/fallback/fallback.hpp>
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#include "../mwworld/cellstore.hpp"
#include "vismask.hpp"
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#include "ripplesimulation.hpp"
#include "renderbin.hpp"
#include "util.hpp"
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namespace MWRender
{
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// --------------------------------------------------------------------------------------------------------------------------------
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/// @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)
{
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
osg::Polytope::PlaneList origPlaneList = cv->getProjectionCullingStack().back().getFrustum().getPlaneList();
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)
{
}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
osg::Vec3d eyePoint = cv->getEyePoint();
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osg::RefMatrix* modelViewMatrix = new osg::RefMatrix(*cv->getModelViewMatrix());
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// apply the height of the plane
// we can't apply this height in the addClipPlane() since the "flip the below graph" function would otherwise flip the height as well
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modelViewMatrix->preMultTranslate(mCullPlane->getNormal() * ((*mCullPlane)[3] * -1));
// 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)
{
modelViewMatrix->preMultScale(osg::Vec3(1,1,-1));
}
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// move the plane back along its normal a little bit to prevent bleeding at the water shore
const float clipFudge = -5;
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modelViewMatrix->preMultTranslate(mCullPlane->getNormal() * clipFudge);
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cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF);
traverse(node, nv);
cv->popModelViewMatrix();
}
private:
const osg::Plane* mCullPlane;
};
public:
ClipCullNode()
{
addCullCallback (new PlaneCullCallback(&mPlane));
mClipNodeTransform = new osg::Group;
mClipNodeTransform->addCullCallback(new FlipCallback(&mPlane));
osg::Group::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, osg::Plane(mPlane.getNormal(), 0))); // mPlane.d() applied in FlipCallback
mClipNode->setStateSetModes(*getOrCreateStateSet(), osg::StateAttribute::ON);
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mClipNode->setCullingActive(false);
}
private:
osg::ref_ptr<osg::Group> mClipNodeTransform;
osg::ref_ptr<osg::ClipNode> mClipNode;
osg::Plane mPlane;
};
/// This callback on the Camera has the effect of a RELATIVE_RF_INHERIT_VIEWPOINT transform mode (which does not exist in OSG).
/// We want to keep the View Point of the parent camera so we will not have to recreate LODs.
class InheritViewPointCallback : public osg::NodeCallback
{
public:
InheritViewPointCallback() {}
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
osg::ref_ptr<osg::RefMatrix> modelViewMatrix = new osg::RefMatrix(*cv->getModelViewMatrix());
cv->popModelViewMatrix();
cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::ABSOLUTE_RF_INHERIT_VIEWPOINT);
traverse(node, nv);
}
};
/// Moves water mesh away from the camera slightly if the camera gets too close on the Z axis.
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/// The offset works around graphics artifacts that occurred with the GL_DEPTH_CLAMP when the camera gets extremely close to the mesh (seen on NVIDIA at least).
/// Must be added as a Cull callback.
class FudgeCallback : public osg::NodeCallback
{
public:
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
const float fudge = 0.2;
if (std::abs(cv->getEyeLocal().z()) < fudge)
{
float diff = fudge - cv->getEyeLocal().z();
osg::RefMatrix* modelViewMatrix = new osg::RefMatrix(*cv->getModelViewMatrix());
if (cv->getEyeLocal().z() > 0)
modelViewMatrix->preMultTranslate(osg::Vec3f(0,0,-diff));
else
modelViewMatrix->preMultTranslate(osg::Vec3f(0,0,diff));
cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF);
traverse(node, nv);
cv->popModelViewMatrix();
}
else
traverse(node, nv);
}
};
class RainIntensityUpdater : public SceneUtil::StateSetUpdater
{
public:
RainIntensityUpdater()
: mRainIntensity(0.f)
{
}
void setRainIntensity(float rainIntensity)
{
mRainIntensity = rainIntensity;
}
protected:
void setDefaults(osg::StateSet* stateset) override
{
osg::ref_ptr<osg::Uniform> rainIntensityUniform = new osg::Uniform("rainIntensity", 0.0f);
stateset->addUniform(rainIntensityUniform.get());
}
void apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/) override
{
osg::ref_ptr<osg::Uniform> rainIntensityUniform = stateset->getUniform("rainIntensity");
if (rainIntensityUniform != nullptr)
rainIntensityUniform->set(mRainIntensity);
}
private:
float mRainIntensity;
};
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osg::ref_ptr<osg::Image> readPngImage (const std::string& file)
{
// use boost in favor of osgDB::readImage, to handle utf-8 path issues on Windows
boost::filesystem::ifstream inStream;
inStream.open(file, std::ios_base::in | std::ios_base::binary);
if (inStream.fail())
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Log(Debug::Error) << "Error: Failed to open " << file;
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osgDB::ReaderWriter* reader = osgDB::Registry::instance()->getReaderWriterForExtension("png");
if (!reader)
{
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Log(Debug::Error) << "Error: Failed to read " << file << ", no png readerwriter found";
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return osg::ref_ptr<osg::Image>();
}
osgDB::ReaderWriter::ReadResult result = reader->readImage(inStream);
if (!result.success())
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Log(Debug::Error) << "Error: Failed to read " << file << ": " << result.message() << " code " << result.status();
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return result.getImage();
}
class Refraction : public SceneUtil::RTTNode
{
public:
Refraction(uint32_t rttSize)
: RTTNode(rttSize, rttSize, 1, false)
{
mClipCullNode = new ClipCullNode;
}
void setDefaults(osg::Camera* camera) override
{
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SceneUtil::setCameraClearDepth(camera);
camera->setReferenceFrame(osg::Camera::RELATIVE_RF);
camera->setSmallFeatureCullingPixelSize(Settings::Manager::getInt("small feature culling pixel size", "Water"));
camera->setName("RefractionCamera");
camera->addCullCallback(new InheritViewPointCallback);
camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
camera->setCullMask(Mask_Effect | Mask_Scene | Mask_Object | Mask_Static | Mask_Terrain | Mask_Actor | Mask_ParticleSystem | Mask_Sky | Mask_Sun | Mask_Player | Mask_Lighting | Mask_Groundcover);
// No need for fog here, we are already applying fog on the water surface itself as well as underwater fog
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// assign large value to effectively turn off fog
// shaders don't respect glDisable(GL_FOG)
osg::ref_ptr<osg::Fog> fog(new osg::Fog);
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fog->setStart(10000000);
fog->setEnd(10000000);
camera->getOrCreateStateSet()->setAttributeAndModes(fog, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
camera->addChild(mClipCullNode);
camera->setNodeMask(Mask_RenderToTexture);
if (Settings::Manager::getFloat("refraction scale", "Water") != 1) // TODO: to be removed with issue #5709
SceneUtil::ShadowManager::disableShadowsForStateSet(camera->getOrCreateStateSet());
}
void apply(osg::Camera* camera) override
{
camera->setViewMatrix(mViewMatrix);
}
void setScene(osg::Node* scene)
{
if (mScene)
mClipCullNode->removeChild(mScene);
mScene = scene;
mClipCullNode->addChild(scene);
}
void setWaterLevel(float waterLevel)
{
const float refractionScale = std::min(1.0f, std::max(0.0f,
Settings::Manager::getFloat("refraction scale", "Water")));
mViewMatrix = osg::Matrix::scale(1, 1, refractionScale) *
osg::Matrix::translate(0, 0, (1.0 - refractionScale) * waterLevel);
mClipCullNode->setPlane(osg::Plane(osg::Vec3d(0, 0, -1), osg::Vec3d(0, 0, waterLevel)));
}
private:
osg::ref_ptr<ClipCullNode> mClipCullNode;
osg::ref_ptr<osg::Node> mScene;
osg::Matrix mViewMatrix{ osg::Matrix::identity() };
};
class Reflection : public SceneUtil::RTTNode
{
public:
Reflection(uint32_t rttSize, bool isInterior)
: RTTNode(rttSize, rttSize, 0, false)
{
setInterior(isInterior);
mClipCullNode = new ClipCullNode;
}
void setDefaults(osg::Camera* camera) override
{
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SceneUtil::setCameraClearDepth(camera);
camera->setReferenceFrame(osg::Camera::RELATIVE_RF);
camera->setSmallFeatureCullingPixelSize(Settings::Manager::getInt("small feature culling pixel size", "Water"));
camera->setName("ReflectionCamera");
camera->addCullCallback(new InheritViewPointCallback);
// 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);
camera->getOrCreateStateSet()->setAttributeAndModes(frontFace, osg::StateAttribute::ON);
camera->addChild(mClipCullNode);
camera->setNodeMask(Mask_RenderToTexture);
SceneUtil::ShadowManager::disableShadowsForStateSet(camera->getOrCreateStateSet());
}
void apply(osg::Camera* camera) override
{
camera->setViewMatrix(mViewMatrix);
camera->setCullMask(mNodeMask);
}
void setInterior(bool isInterior)
{
int reflectionDetail = Settings::Manager::getInt("reflection detail", "Water");
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reflectionDetail = std::min(5, std::max(isInterior ? 2 : 0, reflectionDetail));
unsigned int extraMask = 0;
if(reflectionDetail >= 1) extraMask |= Mask_Terrain;
if(reflectionDetail >= 2) extraMask |= Mask_Static;
if(reflectionDetail >= 3) extraMask |= Mask_Effect | Mask_ParticleSystem | Mask_Object;
if(reflectionDetail >= 4) extraMask |= Mask_Player | Mask_Actor;
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if(reflectionDetail >= 5) extraMask |= Mask_Groundcover;
mNodeMask = Mask_Scene | Mask_Sky | Mask_Lighting | extraMask;
}
void setWaterLevel(float waterLevel)
{
mViewMatrix = osg::Matrix::scale(1, 1, -1) * osg::Matrix::translate(0, 0, 2 * waterLevel);
mClipCullNode->setPlane(osg::Plane(osg::Vec3d(0, 0, 1), osg::Vec3d(0, 0, waterLevel)));
}
void setScene(osg::Node* scene)
{
if (mScene)
mClipCullNode->removeChild(mScene);
mScene = scene;
mClipCullNode->addChild(scene);
}
private:
osg::ref_ptr<ClipCullNode> mClipCullNode;
osg::ref_ptr<osg::Node> mScene;
osg::Node::NodeMask mNodeMask;
osg::Matrix mViewMatrix{ osg::Matrix::identity() };
};
/// DepthClampCallback enables GL_DEPTH_CLAMP for the current draw, if supported.
class DepthClampCallback : public osg::Drawable::DrawCallback
{
public:
void drawImplementation(osg::RenderInfo& renderInfo,const osg::Drawable* drawable) const override
{
static bool supported = osg::isGLExtensionOrVersionSupported(renderInfo.getState()->getContextID(), "GL_ARB_depth_clamp", 3.3);
if (!supported)
{
drawable->drawImplementation(renderInfo);
return;
}
glEnable(GL_DEPTH_CLAMP);
drawable->drawImplementation(renderInfo);
// restore default
glDisable(GL_DEPTH_CLAMP);
}
};
Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem *resourceSystem,
osgUtil::IncrementalCompileOperation *ico, const std::string& resourcePath)
: mRainIntensityUpdater(nullptr)
, mParent(parent)
, mSceneRoot(sceneRoot)
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, mResourceSystem(resourceSystem)
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, mResourcePath(resourcePath)
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, mEnabled(true)
, mToggled(true)
, mTop(0)
, mInterior(false)
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, mCullCallback(nullptr)
, mShaderWaterStateSetUpdater(nullptr)
{
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mSimulation.reset(new RippleSimulation(mSceneRoot, resourceSystem));
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mWaterGeom = SceneUtil::createWaterGeometry(Constants::CellSizeInUnits*150, 40, 900);
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mWaterGeom->setDrawCallback(new DepthClampCallback);
mWaterGeom->setNodeMask(Mask_Water);
mWaterGeom->setDataVariance(osg::Object::STATIC);
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mWaterNode = new osg::PositionAttitudeTransform;
mWaterNode->setName("Water Root");
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mWaterNode->addChild(mWaterGeom);
mWaterNode->addCullCallback(new FudgeCallback);
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// simple water fallback for the local map
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osg::ref_ptr<osg::Geometry> geom2 (osg::clone(mWaterGeom.get(), osg::CopyOp::DEEP_COPY_NODES));
createSimpleWaterStateSet(geom2, Fallback::Map::getFloat("Water_Map_Alpha"));
geom2->setNodeMask(Mask_SimpleWater);
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mWaterNode->addChild(geom2);
mSceneRoot->addChild(mWaterNode);
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setHeight(mTop);
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updateWaterMaterial();
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if (ico)
ico->add(mWaterNode);
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}
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void Water::setCullCallback(osg::Callback* callback)
{
if (mCullCallback)
{
mWaterNode->removeCullCallback(mCullCallback);
if (mReflection)
mReflection->removeCullCallback(mCullCallback);
if (mRefraction)
mRefraction->removeCullCallback(mCullCallback);
}
mCullCallback = callback;
if (callback)
{
mWaterNode->addCullCallback(callback);
if (mReflection)
mReflection->addCullCallback(callback);
if (mRefraction)
mRefraction->addCullCallback(callback);
}
}
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void Water::updateWaterMaterial()
{
if (mShaderWaterStateSetUpdater)
{
mWaterNode->removeCullCallback(mShaderWaterStateSetUpdater);
mShaderWaterStateSetUpdater = nullptr;
}
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if (mReflection)
{
mParent->removeChild(mReflection);
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mReflection = nullptr;
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}
if (mRefraction)
{
mParent->removeChild(mRefraction);
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mRefraction = nullptr;
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}
mWaterNode->setStateSet(nullptr);
mWaterGeom->setStateSet(nullptr);
mWaterGeom->setUpdateCallback(nullptr);
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if (Settings::Manager::getBool("shader", "Water"))
{
unsigned int rttSize = Settings::Manager::getInt("rtt size", "Water");
mReflection = new Reflection(rttSize, mInterior);
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mReflection->setWaterLevel(mTop);
mReflection->setScene(mSceneRoot);
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if (mCullCallback)
mReflection->addCullCallback(mCullCallback);
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mParent->addChild(mReflection);
if (Settings::Manager::getBool("refraction", "Water"))
{
mRefraction = new Refraction(rttSize);
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mRefraction->setWaterLevel(mTop);
mRefraction->setScene(mSceneRoot);
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if (mCullCallback)
mRefraction->addCullCallback(mCullCallback);
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mParent->addChild(mRefraction);
}
createShaderWaterStateSet(mWaterNode, mReflection, mRefraction);
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}
else
createSimpleWaterStateSet(mWaterGeom, Fallback::Map::getFloat("Water_World_Alpha"));
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updateVisible();
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}
osg::Node *Water::getReflectionNode()
{
return mReflection;
}
osg::Node* Water::getRefractionNode()
{
return mRefraction;
}
osg::Vec3d Water::getPosition() const
{
return mWaterNode->getPosition();
}
void Water::createSimpleWaterStateSet(osg::Node* node, float alpha)
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{
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osg::ref_ptr<osg::StateSet> stateset = SceneUtil::createSimpleWaterStateSet(alpha, MWRender::RenderBin_Water);
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node->setStateSet(stateset);
node->setUpdateCallback(nullptr);
mRainIntensityUpdater = nullptr;
// Add animated textures
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std::vector<osg::ref_ptr<osg::Texture2D> > textures;
int frameCount = std::max(0, std::min(Fallback::Map::getInt("Water_SurfaceFrameCount"), 320));
const std::string& texture = Fallback::Map::getString("Water_SurfaceTexture");
for (int i=0; i<frameCount; ++i)
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{
std::ostringstream texname;
texname << "textures/water/" << texture << std::setw(2) << std::setfill('0') << i << ".dds";
osg::ref_ptr<osg::Texture2D> tex (new osg::Texture2D(mResourceSystem->getImageManager()->getImage(texname.str())));
tex->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
tex->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
textures.push_back(tex);
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}
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if (textures.empty())
return;
float fps = Fallback::Map::getFloat("Water_SurfaceFPS");
osg::ref_ptr<NifOsg::FlipController> controller (new NifOsg::FlipController(0, 1.f/fps, textures));
controller->setSource(std::shared_ptr<SceneUtil::ControllerSource>(new SceneUtil::FrameTimeSource));
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node->setUpdateCallback(controller);
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stateset->setTextureAttributeAndModes(0, textures[0], osg::StateAttribute::ON);
// use a shader to render the simple water, ensuring that fog is applied per pixel as required.
// this could be removed if a more detailed water mesh, using some sort of paging solution, is implemented.
Resource::SceneManager* sceneManager = mResourceSystem->getSceneManager();
bool oldValue = sceneManager->getForceShaders();
sceneManager->setForceShaders(true);
sceneManager->recreateShaders(node);
sceneManager->setForceShaders(oldValue);
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}
class ShaderWaterStateSetUpdater : public SceneUtil::StateSetUpdater
{
public:
ShaderWaterStateSetUpdater(Water* water, Reflection* reflection, Refraction* refraction, osg::ref_ptr<osg::Program> program, osg::ref_ptr<osg::Texture2D> normalMap)
: mWater(water)
, mReflection(reflection)
, mRefraction(refraction)
, mProgram(program)
, mNormalMap(normalMap)
{
}
void setDefaults(osg::StateSet* stateset) override
{
stateset->addUniform(new osg::Uniform("normalMap", 0));
stateset->setTextureAttributeAndModes(0, mNormalMap, osg::StateAttribute::ON);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
stateset->setAttributeAndModes(mProgram, osg::StateAttribute::ON);
stateset->addUniform(new osg::Uniform("reflectionMap", 1));
if (mRefraction)
{
stateset->addUniform(new osg::Uniform("refractionMap", 2));
stateset->addUniform(new osg::Uniform("refractionDepthMap", 3));
stateset->setRenderBinDetails(MWRender::RenderBin_Default, "RenderBin");
}
else
{
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
stateset->setRenderBinDetails(MWRender::RenderBin_Water, "RenderBin");
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osg::ref_ptr<osg::Depth> depth = SceneUtil::createDepth();
depth->setWriteMask(false);
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
}
stateset->addUniform(new osg::Uniform("nodePosition", osg::Vec3f(mWater->getPosition())));
}
void apply(osg::StateSet* stateset, osg::NodeVisitor* nv) override
{
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
stateset->setTextureAttributeAndModes(1, mReflection->getColorTexture(cv), osg::StateAttribute::ON);
if (mRefraction)
{
stateset->setTextureAttributeAndModes(2, mRefraction->getColorTexture(cv), osg::StateAttribute::ON);
stateset->setTextureAttributeAndModes(3, mRefraction->getDepthTexture(cv), osg::StateAttribute::ON);
}
stateset->getUniform("nodePosition")->set(osg::Vec3f(mWater->getPosition()));
}
private:
Water* mWater;
Reflection* mReflection;
Refraction* mRefraction;
osg::ref_ptr<osg::Program> mProgram;
osg::ref_ptr<osg::Texture2D> mNormalMap;
};
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void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, Refraction* refraction)
{
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// use a define map to conditionally compile the shader
std::map<std::string, std::string> defineMap;
defineMap.insert(std::make_pair(std::string("refraction_enabled"), std::string(mRefraction ? "1" : "0")));
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Shader::ShaderManager& shaderMgr = mResourceSystem->getSceneManager()->getShaderManager();
osg::ref_ptr<osg::Shader> vertexShader(shaderMgr.getShader("water_vertex.glsl", defineMap, osg::Shader::VERTEX));
osg::ref_ptr<osg::Shader> fragmentShader(shaderMgr.getShader("water_fragment.glsl", defineMap, osg::Shader::FRAGMENT));
osg::ref_ptr<osg::Program> program = shaderMgr.getProgram(vertexShader, fragmentShader);
osg::ref_ptr<osg::Texture2D> normalMap(new osg::Texture2D(readPngImage(mResourcePath + "/shaders/water_nm.png")));
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if (normalMap->getImage())
normalMap->getImage()->flipVertical();
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);
auto method = mResourceSystem->getSceneManager()->getLightingMethod();
if (method == SceneUtil::LightingMethod::SingleUBO)
program->addBindUniformBlock("LightBufferBinding", static_cast<int>(Shader::UBOBinding::LightBuffer));
mRainIntensityUpdater = new RainIntensityUpdater();
node->setUpdateCallback(mRainIntensityUpdater);
mShaderWaterStateSetUpdater = new ShaderWaterStateSetUpdater(this, mReflection, mRefraction, program, normalMap);
node->addCullCallback(mShaderWaterStateSetUpdater);
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}
void Water::processChangedSettings(const Settings::CategorySettingVector& settings)
{
updateWaterMaterial();
}
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Water::~Water()
{
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mParent->removeChild(mWaterNode);
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if (mReflection)
{
mParent->removeChild(mReflection);
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mReflection = nullptr;
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}
if (mRefraction)
{
mParent->removeChild(mRefraction);
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mRefraction = nullptr;
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}
}
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void Water::listAssetsToPreload(std::vector<std::string> &textures)
{
int frameCount = std::max(0, std::min(Fallback::Map::getInt("Water_SurfaceFrameCount"), 320));
const std::string& texture = Fallback::Map::getString("Water_SurfaceTexture");
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for (int i=0; i<frameCount; ++i)
{
std::ostringstream texname;
texname << "textures/water/" << texture << std::setw(2) << std::setfill('0') << i << ".dds";
textures.push_back(texname.str());
}
}
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void Water::setEnabled(bool enabled)
{
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mEnabled = enabled;
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updateVisible();
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}
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void Water::changeCell(const MWWorld::CellStore* store)
{
bool isInterior = !store->getCell()->isExterior();
bool wasInterior = mInterior;
if (!isInterior)
{
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mWaterNode->setPosition(getSceneNodeCoordinates(store->getCell()->mData.mX, store->getCell()->mData.mY));
mInterior = false;
}
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else
{
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mWaterNode->setPosition(osg::Vec3f(0,0,mTop));
mInterior = true;
}
if(mInterior != wasInterior && mReflection)
mReflection->setInterior(mInterior);
}
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void Water::setHeight(const float height)
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{
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mTop = height;
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mSimulation->setWaterHeight(height);
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osg::Vec3f pos = mWaterNode->getPosition();
pos.z() = height;
mWaterNode->setPosition(pos);
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if (mReflection)
mReflection->setWaterLevel(mTop);
if (mRefraction)
mRefraction->setWaterLevel(mTop);
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}
void Water::setRainIntensity(float rainIntensity)
{
if (mRainIntensityUpdater)
mRainIntensityUpdater->setRainIntensity(rainIntensity);
}
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void Water::update(float dt)
{
mSimulation->update(dt);
}
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void Water::updateVisible()
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{
bool visible = mEnabled && mToggled;
mWaterNode->setNodeMask(visible ? ~0u : 0u);
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if (mRefraction)
mRefraction->setNodeMask(visible ? Mask_RenderToTexture : 0u);
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if (mReflection)
mReflection->setNodeMask(visible ? Mask_RenderToTexture : 0u);
}
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bool Water::toggle()
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{
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mToggled = !mToggled;
updateVisible();
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return mToggled;
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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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osg::Vec3f Water::getSceneNodeCoordinates(int gridX, int gridY)
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{
return osg::Vec3f(static_cast<float>(gridX * Constants::CellSizeInUnits + (Constants::CellSizeInUnits / 2)),
static_cast<float>(gridY * Constants::CellSizeInUnits + (Constants::CellSizeInUnits / 2)), mTop);
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}
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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)
{
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mSimulation->updateEmitterPtr(old, ptr);
}
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void Water::emitRipple(const osg::Vec3f &pos)
{
mSimulation->emitRipple(pos);
}
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void Water::removeCell(const MWWorld::CellStore *store)
{
mSimulation->removeCell(store);
}
void Water::clearRipples()
{
mSimulation->clear();
}
}