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Merge pull request #2896 from akortunov/rendermanager

Add a FogManager
This commit is contained in:
Bret Curtis 2020-06-08 11:20:51 +02:00 committed by GitHub
commit 857f4bd232
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5 changed files with 157 additions and 88 deletions

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@ -21,7 +21,7 @@ add_openmw_dir (mwrender
actors objects renderingmanager animation rotatecontroller sky npcanimation vismask
creatureanimation effectmanager util renderinginterface pathgrid rendermode weaponanimation
bulletdebugdraw globalmap characterpreview camera localmap water terrainstorage ripplesimulation
renderbin actoranimation landmanager navmesh actorspaths recastmesh
renderbin actoranimation landmanager navmesh actorspaths recastmesh fogmanager
)
add_openmw_dir (mwinput

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@ -0,0 +1,104 @@
#include "fogmanager.hpp"
#include <algorithm>
#include <components/esm/loadcell.hpp>
#include <components/fallback/fallback.hpp>
#include <components/sceneutil/util.hpp>
#include <components/settings/settings.hpp>
namespace
{
float DLLandFogStart;
float DLLandFogEnd;
float DLUnderwaterFogStart;
float DLUnderwaterFogEnd;
float DLInteriorFogStart;
float DLInteriorFogEnd;
}
namespace MWRender
{
FogManager::FogManager()
: mLandFogStart(0.f)
, mLandFogEnd(std::numeric_limits<float>::max())
, mUnderwaterFogStart(0.f)
, mUnderwaterFogEnd(std::numeric_limits<float>::max())
, mFogColor(osg::Vec4f())
, mDistantFog(Settings::Manager::getBool("use distant fog", "Fog"))
, mUnderwaterColor(Fallback::Map::getColour("Water_UnderwaterColor"))
, mUnderwaterWeight(Fallback::Map::getFloat("Water_UnderwaterColorWeight"))
, mUnderwaterIndoorFog(Fallback::Map::getFloat("Water_UnderwaterIndoorFog"))
{
DLLandFogStart = Settings::Manager::getFloat("distant land fog start", "Fog");
DLLandFogEnd = Settings::Manager::getFloat("distant land fog end", "Fog");
DLUnderwaterFogStart = Settings::Manager::getFloat("distant underwater fog start", "Fog");
DLUnderwaterFogEnd = Settings::Manager::getFloat("distant underwater fog end", "Fog");
DLInteriorFogStart = Settings::Manager::getFloat("distant interior fog start", "Fog");
DLInteriorFogEnd = Settings::Manager::getFloat("distant interior fog end", "Fog");
}
void FogManager::configure(float viewDistance, const ESM::Cell *cell)
{
osg::Vec4f color = SceneUtil::colourFromRGB(cell->mAmbi.mFog);
if (mDistantFog)
{
float density = std::max(0.2f, cell->mAmbi.mFogDensity);
mLandFogStart = DLInteriorFogEnd * (1.0f - density) + DLInteriorFogStart*density;
mLandFogEnd = DLInteriorFogEnd;
mUnderwaterFogStart = DLUnderwaterFogStart;
mUnderwaterFogEnd = DLUnderwaterFogEnd;
mFogColor = color;
}
else
configure(viewDistance, cell->mAmbi.mFogDensity, mUnderwaterIndoorFog, 1.0f, 0.0f, color);
}
void FogManager::configure(float viewDistance, float fogDepth, float underwaterFog, float dlFactor, float dlOffset, const osg::Vec4f &color)
{
if (mDistantFog)
{
mLandFogStart = dlFactor * (DLLandFogStart - dlOffset * DLLandFogEnd);
mLandFogEnd = dlFactor * (1.0f - dlOffset) * DLLandFogEnd;
mUnderwaterFogStart = DLUnderwaterFogStart;
mUnderwaterFogEnd = DLUnderwaterFogEnd;
}
else
{
if (fogDepth == 0.0)
{
mLandFogStart = 0.0f;
mLandFogEnd = std::numeric_limits<float>::max();
}
else
{
mLandFogStart = viewDistance * (1 - fogDepth);
mLandFogEnd = viewDistance;
}
mUnderwaterFogStart = std::min(viewDistance, 6666.f) * (1 - underwaterFog);
mUnderwaterFogEnd = std::min(viewDistance, 6666.f);
}
mFogColor = color;
}
float FogManager::getFogStart(bool isUnderwater) const
{
return isUnderwater ? mUnderwaterFogStart : mLandFogStart;
}
float FogManager::getFogEnd(bool isUnderwater) const
{
return isUnderwater ? mUnderwaterFogEnd : mLandFogEnd;
}
osg::Vec4f FogManager::getFogColor(bool isUnderwater) const
{
if (isUnderwater)
{
return mUnderwaterColor * mUnderwaterWeight + mFogColor * (1.f-mUnderwaterWeight);
}
return mFogColor;
}
}

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@ -0,0 +1,39 @@
#ifndef OPENMW_MWRENDER_FOGMANAGER_H
#define OPENMW_MWRENDER_FOGMANAGER_H
#include <osg/Vec4f>
namespace ESM
{
struct Cell;
}
namespace MWRender
{
class FogManager
{
public:
FogManager();
void configure(float viewDistance, const ESM::Cell *cell);
void configure(float viewDistance, float fogDepth, float underwaterFog, float dlFactor, float dlOffset, const osg::Vec4f &color);
osg::Vec4f getFogColor(bool isUnderwater) const;
float getFogStart(bool isUnderwater) const;
float getFogEnd(bool isUnderwater) const;
private:
float mLandFogStart;
float mLandFogEnd;
float mUnderwaterFogStart;
float mUnderwaterFogEnd;
osg::Vec4f mFogColor;
bool mDistantFog;
osg::Vec4f mUnderwaterColor;
float mUnderwaterWeight;
float mUnderwaterIndoorFog;
};
}
#endif

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@ -69,16 +69,7 @@
#include "navmesh.hpp"
#include "actorspaths.hpp"
#include "recastmesh.hpp"
namespace
{
float DLLandFogStart;
float DLLandFogEnd;
float DLUnderwaterFogStart;
float DLUnderwaterFogEnd;
float DLInteriorFogStart;
float DLInteriorFogEnd;
}
#include "fogmanager.hpp"
namespace MWRender
{
@ -204,15 +195,7 @@ namespace MWRender
, mWorkQueue(workQueue)
, mUnrefQueue(new SceneUtil::UnrefQueue)
, mNavigator(navigator)
, mLandFogStart(0.f)
, mLandFogEnd(std::numeric_limits<float>::max())
, mUnderwaterFogStart(0.f)
, mUnderwaterFogEnd(std::numeric_limits<float>::max())
, mUnderwaterColor(Fallback::Map::getColour("Water_UnderwaterColor"))
, mUnderwaterWeight(Fallback::Map::getFloat("Water_UnderwaterColorWeight"))
, mUnderwaterIndoorFog(Fallback::Map::getFloat("Water_UnderwaterIndoorFog"))
, mNightEyeFactor(0.f)
, mDistantFog(false)
, mFieldOfViewOverridden(false)
, mFieldOfViewOverride(0.f)
{
@ -282,14 +265,6 @@ namespace MWRender
mEffectManager.reset(new EffectManager(sceneRoot, mResourceSystem));
DLLandFogStart = Settings::Manager::getFloat("distant land fog start", "Fog");
DLLandFogEnd = Settings::Manager::getFloat("distant land fog end", "Fog");
DLUnderwaterFogStart = Settings::Manager::getFloat("distant underwater fog start", "Fog");
DLUnderwaterFogEnd = Settings::Manager::getFloat("distant underwater fog end", "Fog");
DLInteriorFogStart = Settings::Manager::getFloat("distant interior fog start", "Fog");
DLInteriorFogEnd = Settings::Manager::getFloat("distant interior fog end", "Fog");
mDistantFog = Settings::Manager::getBool("use distant fog", "Fog");
const std::string normalMapPattern = Settings::Manager::getString("normal map pattern", "Shaders");
const std::string heightMapPattern = Settings::Manager::getString("normal height map pattern", "Shaders");
const std::string specularMapPattern = Settings::Manager::getString("terrain specular map pattern", "Shaders");
@ -345,8 +320,9 @@ namespace MWRender
defaultMat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
sceneRoot->getOrCreateStateSet()->setAttribute(defaultMat);
mSky.reset(new SkyManager(sceneRoot, resourceSystem->getSceneManager()));
mFog.reset(new FogManager());
mSky.reset(new SkyManager(sceneRoot, resourceSystem->getSceneManager()));
mSky->setCamera(mViewer->getCamera());
mSky->setRainIntensityUniform(mWater->getRainIntensityUniform());
@ -602,46 +578,12 @@ namespace MWRender
void RenderingManager::configureFog(const ESM::Cell *cell)
{
osg::Vec4f color = SceneUtil::colourFromRGB(cell->mAmbi.mFog);
if(mDistantFog)
{
float density = std::max(0.2f, cell->mAmbi.mFogDensity);
mLandFogStart = (DLInteriorFogEnd*(1.0f-density) + DLInteriorFogStart*density);
mLandFogEnd = DLInteriorFogEnd;
mUnderwaterFogStart = DLUnderwaterFogStart;
mUnderwaterFogEnd = DLUnderwaterFogEnd;
mFogColor = color;
}
else
configureFog(cell->mAmbi.mFogDensity, mUnderwaterIndoorFog, 1.0f, 0.0f, color);
mFog->configure(mViewDistance, cell);
}
void RenderingManager::configureFog(float fogDepth, float underwaterFog, float dlFactor, float dlOffset, const osg::Vec4f &color)
{
if(mDistantFog)
{
mLandFogStart = dlFactor * (DLLandFogStart - dlOffset*DLLandFogEnd);
mLandFogEnd = dlFactor * (1.0f-dlOffset) * DLLandFogEnd;
mUnderwaterFogStart = DLUnderwaterFogStart;
mUnderwaterFogEnd = DLUnderwaterFogEnd;
}
else
{
if(fogDepth == 0.0)
{
mLandFogStart = 0.0f;
mLandFogEnd = std::numeric_limits<float>::max();
}
else
{
mLandFogStart = mViewDistance * (1 - fogDepth);
mLandFogEnd = mViewDistance;
}
mUnderwaterFogStart = std::min(mViewDistance, 6666.f) * (1 - underwaterFog);
mUnderwaterFogEnd = std::min(mViewDistance, 6666.f);
}
mFogColor = color;
mFog->configure(mViewDistance, fogDepth, underwaterFog, dlFactor, dlOffset, color);
}
SkyManager* RenderingManager::getSkyManager()
@ -670,19 +612,11 @@ namespace MWRender
osg::Vec3f focal, cameraPos;
mCamera->getPosition(focal, cameraPos);
mCurrentCameraPos = cameraPos;
if (mWater->isUnderwater(cameraPos))
{
setFogColor(mUnderwaterColor * mUnderwaterWeight + mFogColor * (1.f-mUnderwaterWeight));
mStateUpdater->setFogStart(mUnderwaterFogStart);
mStateUpdater->setFogEnd(mUnderwaterFogEnd);
}
else
{
setFogColor(mFogColor);
mStateUpdater->setFogStart(mLandFogStart);
mStateUpdater->setFogEnd(mLandFogEnd);
}
bool isUnderwater = mWater->isUnderwater(cameraPos);
mStateUpdater->setFogStart(mFog->getFogStart(isUnderwater));
mStateUpdater->setFogEnd(mFog->getFogEnd(isUnderwater));
setFogColor(mFog->getFogColor(isUnderwater));
}
void RenderingManager::updatePlayerPtr(const MWWorld::Ptr &ptr)
@ -1331,7 +1265,7 @@ namespace MWRender
else if (it->first == "Camera" && it->second == "viewing distance")
{
mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
if(!mDistantFog)
if(!Settings::Manager::getBool("use distant fog", "Fog"))
mStateUpdater->setFogEnd(mViewDistance);
updateProjectionMatrix();
}

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@ -73,6 +73,7 @@ namespace MWRender
class StateUpdater;
class EffectManager;
class FogManager;
class SkyManager;
class NpcAnimation;
class Pathgrid;
@ -275,6 +276,7 @@ namespace MWRender
std::unique_ptr<Terrain::World> mTerrain;
TerrainStorage* mTerrainStorage;
std::unique_ptr<SkyManager> mSky;
std::unique_ptr<FogManager> mFog;
std::unique_ptr<EffectManager> mEffectManager;
std::unique_ptr<SceneUtil::ShadowManager> mShadowManager;
osg::ref_ptr<NpcAnimation> mPlayerAnimation;
@ -284,22 +286,12 @@ namespace MWRender
osg::ref_ptr<StateUpdater> mStateUpdater;
float mLandFogStart;
float mLandFogEnd;
float mUnderwaterFogStart;
float mUnderwaterFogEnd;
osg::Vec4f mUnderwaterColor;
float mUnderwaterWeight;
float mUnderwaterIndoorFog;
osg::Vec4f mFogColor;
osg::Vec4f mAmbientColor;
float mNightEyeFactor;
float mNearClip;
float mViewDistance;
bool mDistantFog : 1;
bool mFieldOfViewOverridden : 1;
bool mFieldOfViewOverridden;
float mFieldOfViewOverride;
float mFieldOfView;
float mFirstPersonFieldOfView;