mirror of
https://gitlab.com/OpenMW/openmw.git
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1181 lines
43 KiB
C++
1181 lines
43 KiB
C++
#include "skyutil.hpp"
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#include <cmath>
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#include <osg/Transform>
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#include <osg/Depth>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/TexEnvCombine>
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#include <osg/TexMat>
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#include <osg/OcclusionQueryNode>
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#include <osg/ColorMask>
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#include <osg/BlendFunc>
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#include <osg/AlphaFunc>
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#include <osg/Version>
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#include <osg/observer_ptr>
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#include <osg/PositionAttitudeTransform>
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#include <osgUtil/CullVisitor>
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#include <osgParticle/Particle>
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#include <components/misc/rng.hpp>
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#include <components/stereo/stereomanager.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/resource/imagemanager.hpp>
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#include <components/sceneutil/depth.hpp>
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#include <components/fallback/fallback.hpp>
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#include <components/sceneutil/statesetupdater.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/weather.hpp"
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#include "vismask.hpp"
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#include "renderbin.hpp"
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namespace
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{
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enum class Pass
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{
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Atmosphere,
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Atmosphere_Night,
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Clouds,
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Moon,
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Sun,
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Sunflash_Query,
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Sunglare,
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};
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osg::ref_ptr<osg::Geometry> createTexturedQuad(int numUvSets = 1, float scale = 1.f)
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{
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osg::ref_ptr<osg::Geometry> geom = new osg::Geometry;
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osg::ref_ptr<osg::Vec3Array> verts = new osg::Vec3Array;
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verts->push_back(osg::Vec3f(-0.5 * scale, -0.5 * scale, 0));
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verts->push_back(osg::Vec3f(-0.5 * scale, 0.5 * scale, 0));
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verts->push_back(osg::Vec3f(0.5 * scale, 0.5 * scale, 0));
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verts->push_back(osg::Vec3f(0.5 * scale, -0.5 * scale, 0));
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geom->setVertexArray(verts);
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osg::ref_ptr<osg::Vec2Array> texcoords = new osg::Vec2Array;
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texcoords->push_back(osg::Vec2f(0, 1));
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texcoords->push_back(osg::Vec2f(0, 0));
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texcoords->push_back(osg::Vec2f(1, 0));
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texcoords->push_back(osg::Vec2f(1, 1));
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osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array;
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colors->push_back(osg::Vec4(1.f, 1.f, 1.f, 1.f));
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geom->setColorArray(colors, osg::Array::BIND_OVERALL);
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for (int i=0; i<numUvSets; ++i)
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geom->setTexCoordArray(i, texcoords, osg::Array::BIND_PER_VERTEX);
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geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
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return geom;
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}
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struct DummyComputeBoundCallback : osg::Node::ComputeBoundingSphereCallback
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{
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osg::BoundingSphere computeBound(const osg::Node& node) const override
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{
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return osg::BoundingSphere();
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}
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};
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}
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namespace MWRender
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{
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osg::ref_ptr<osg::Material> createUnlitMaterial(osg::Material::ColorMode colorMode)
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{
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osg::ref_ptr<osg::Material> mat = new osg::Material;
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mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
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mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
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mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
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mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
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mat->setColorMode(colorMode);
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return mat;
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}
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osg::ref_ptr<osg::Material> createAlphaTrackingUnlitMaterial()
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{
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return createUnlitMaterial(osg::Material::DIFFUSE);
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}
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class SunUpdater : public SceneUtil::StateSetUpdater
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{
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public:
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osg::Vec4f mColor;
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SunUpdater()
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: mColor(1.f, 1.f, 1.f, 1.f)
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{ }
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void setDefaults(osg::StateSet* stateset) override
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{
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stateset->setAttributeAndModes(createUnlitMaterial());
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}
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void apply(osg::StateSet* stateset, osg::NodeVisitor*) override
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{
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osg::Material* mat = static_cast<osg::Material*>(stateset->getAttribute(osg::StateAttribute::MATERIAL));
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mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,mColor.a()));
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mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(mColor.r(), mColor.g(), mColor.b(), 1));
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}
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};
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OcclusionCallback::OcclusionCallback(osg::ref_ptr<osg::OcclusionQueryNode> oqnVisible, osg::ref_ptr<osg::OcclusionQueryNode> oqnTotal)
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: mOcclusionQueryVisiblePixels(oqnVisible)
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, mOcclusionQueryTotalPixels(oqnTotal)
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{ }
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float OcclusionCallback::getVisibleRatio (osg::Camera* camera)
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{
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int visible = mOcclusionQueryVisiblePixels->getQueryGeometry()->getNumPixels(camera);
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int total = mOcclusionQueryTotalPixels->getQueryGeometry()->getNumPixels(camera);
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float visibleRatio = 0.f;
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if (total > 0)
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visibleRatio = static_cast<float>(visible) / static_cast<float>(total);
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float dt = MWBase::Environment::get().getFrameDuration();
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float lastRatio = mLastRatio[osg::observer_ptr<osg::Camera>(camera)];
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float change = dt*10;
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if (visibleRatio > lastRatio)
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visibleRatio = std::min(visibleRatio, lastRatio + change);
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else
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visibleRatio = std::max(visibleRatio, lastRatio - change);
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mLastRatio[osg::observer_ptr<osg::Camera>(camera)] = visibleRatio;
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return visibleRatio;
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}
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/// SunFlashCallback handles fading/scaling of a node depending on occlusion query result. Must be attached as a cull callback.
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class SunFlashCallback : public OcclusionCallback, public SceneUtil::NodeCallback<SunFlashCallback, osg::Node*, osgUtil::CullVisitor*>
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{
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public:
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SunFlashCallback(osg::ref_ptr<osg::OcclusionQueryNode> oqnVisible, osg::ref_ptr<osg::OcclusionQueryNode> oqnTotal)
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: OcclusionCallback(oqnVisible, oqnTotal)
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, mGlareView(1.f)
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{ }
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void operator()(osg::Node* node, osgUtil::CullVisitor* cv)
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{
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float visibleRatio = getVisibleRatio(cv->getCurrentCamera());
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osg::ref_ptr<osg::StateSet> stateset;
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if (visibleRatio > 0.f)
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{
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const float fadeThreshold = 0.1;
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if (visibleRatio < fadeThreshold)
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{
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float fade = 1.f - (fadeThreshold - visibleRatio) / fadeThreshold;
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osg::ref_ptr<osg::Material> mat (createUnlitMaterial());
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mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,fade*mGlareView));
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stateset = new osg::StateSet;
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stateset->setAttributeAndModes(mat, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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}
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else if (visibleRatio < 1.f)
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{
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const float threshold = 0.6;
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visibleRatio = visibleRatio * (1.f - threshold) + threshold;
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}
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}
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float scale = visibleRatio;
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if (scale == 0.f)
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{
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// no traverse
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return;
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}
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else if (scale == 1.f)
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traverse(node, cv);
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else
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{
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osg::Matrix modelView = *cv->getModelViewMatrix();
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modelView.preMultScale(osg::Vec3f(scale, scale, scale));
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if (stateset)
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cv->pushStateSet(stateset);
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cv->pushModelViewMatrix(new osg::RefMatrix(modelView), osg::Transform::RELATIVE_RF);
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traverse(node, cv);
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cv->popModelViewMatrix();
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if (stateset)
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cv->popStateSet();
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}
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}
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void setGlareView(float value)
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{
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mGlareView = value;
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}
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private:
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float mGlareView;
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};
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/// SunGlareCallback controls a full-screen glare effect depending on occlusion query result and the angle between sun and camera.
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/// Must be attached as a cull callback to the node above the glare node.
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class SunGlareCallback : public OcclusionCallback, public SceneUtil::NodeCallback<SunGlareCallback, osg::Node*, osgUtil::CullVisitor*>
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{
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public:
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SunGlareCallback(osg::ref_ptr<osg::OcclusionQueryNode> oqnVisible, osg::ref_ptr<osg::OcclusionQueryNode> oqnTotal,
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osg::ref_ptr<osg::PositionAttitudeTransform> sunTransform)
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: OcclusionCallback(oqnVisible, oqnTotal)
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, mSunTransform(sunTransform)
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, mTimeOfDayFade(1.f)
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, mGlareView(1.f)
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{
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mColor = Fallback::Map::getColour("Weather_Sun_Glare_Fader_Color");
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mSunGlareFaderMax = Fallback::Map::getFloat("Weather_Sun_Glare_Fader_Max");
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mSunGlareFaderAngleMax = Fallback::Map::getFloat("Weather_Sun_Glare_Fader_Angle_Max");
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// Replicating a design flaw in MW. The color was being set on both ambient and emissive properties, which multiplies the result by two,
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// then finally gets clamped by the fixed function pipeline. With the default INI settings, only the red component gets clamped,
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// so the resulting color looks more orange than red.
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mColor *= 2;
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for (int i=0; i<3; ++i)
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mColor[i] = std::min(1.f, mColor[i]);
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}
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void operator ()(osg::Node* node, osgUtil::CullVisitor* cv)
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{
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float angleRadians = getAngleToSunInRadians(*cv->getCurrentRenderStage()->getInitialViewMatrix());
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float visibleRatio = getVisibleRatio(cv->getCurrentCamera());
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const float angleMaxRadians = osg::DegreesToRadians(mSunGlareFaderAngleMax);
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float value = 1.f - std::min(1.f, angleRadians / angleMaxRadians);
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float fade = value * mSunGlareFaderMax;
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fade *= mTimeOfDayFade * mGlareView * visibleRatio;
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if (fade == 0.f)
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{
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// no traverse
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return;
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}
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else
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{
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osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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osg::ref_ptr<osg::Material> mat = createUnlitMaterial();
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mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,fade));
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mat->setEmission(osg::Material::FRONT_AND_BACK, mColor);
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stateset->setAttributeAndModes(mat);
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cv->pushStateSet(stateset);
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traverse(node, cv);
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cv->popStateSet();
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}
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}
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void setTimeOfDayFade(float val)
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{
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mTimeOfDayFade = val;
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}
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void setGlareView(float glareView)
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{
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mGlareView = glareView;
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}
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private:
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float getAngleToSunInRadians(const osg::Matrix& viewMatrix) const
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{
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osg::Vec3d eye, center, up;
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viewMatrix.getLookAt(eye, center, up);
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osg::Vec3d forward = center - eye;
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osg::Vec3d sun = mSunTransform->getPosition();
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forward.normalize();
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sun.normalize();
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float angleRadians = std::acos(forward * sun);
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return angleRadians;
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}
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osg::ref_ptr<osg::PositionAttitudeTransform> mSunTransform;
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float mTimeOfDayFade;
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float mGlareView;
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osg::Vec4f mColor;
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float mSunGlareFaderMax;
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float mSunGlareFaderAngleMax;
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};
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struct MoonUpdater : SceneUtil::StateSetUpdater
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{
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Resource::ImageManager& mImageManager;
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osg::ref_ptr<osg::Texture2D> mPhaseTex;
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osg::ref_ptr<osg::Texture2D> mCircleTex;
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float mTransparency;
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float mShadowBlend;
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osg::Vec4f mAtmosphereColor;
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osg::Vec4f mMoonColor;
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bool mForceShaders;
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MoonUpdater(Resource::ImageManager& imageManager, bool forceShaders)
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: mImageManager(imageManager)
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, mPhaseTex()
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, mCircleTex()
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, mTransparency(1.0f)
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, mShadowBlend(1.0f)
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, mAtmosphereColor(1.0f, 1.0f, 1.0f, 1.0f)
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, mMoonColor(1.0f, 1.0f, 1.0f, 1.0f)
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, mForceShaders(forceShaders)
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{ }
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void setDefaults(osg::StateSet* stateset) override
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{
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if (mForceShaders)
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{
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stateset->addUniform(new osg::Uniform("pass", static_cast<int>(Pass::Moon)));
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stateset->setTextureAttributeAndModes(0, mPhaseTex);
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stateset->setTextureAttributeAndModes(1, mCircleTex);
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stateset->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->setTextureMode(1, GL_TEXTURE_2D, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->addUniform(new osg::Uniform("moonBlend", osg::Vec4f{}));
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stateset->addUniform(new osg::Uniform("atmosphereFade", osg::Vec4f{}));
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stateset->addUniform(new osg::Uniform("diffuseMap", 0));
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stateset->addUniform(new osg::Uniform("maskMap", 1));
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stateset->setAttributeAndModes(createUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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}
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else
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{
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stateset->setTextureAttributeAndModes(0, mPhaseTex);
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osg::ref_ptr<osg::TexEnvCombine> texEnv = new osg::TexEnvCombine;
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texEnv->setCombine_RGB(osg::TexEnvCombine::MODULATE);
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texEnv->setSource0_RGB(osg::TexEnvCombine::CONSTANT);
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texEnv->setSource1_RGB(osg::TexEnvCombine::TEXTURE);
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texEnv->setConstantColor(osg::Vec4f(1.f, 0.f, 0.f, 1.f)); // mShadowBlend * mMoonColor
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stateset->setTextureAttributeAndModes(0, texEnv);
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stateset->setTextureAttributeAndModes(1, mCircleTex);
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osg::ref_ptr<osg::TexEnvCombine> texEnv2 = new osg::TexEnvCombine;
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texEnv2->setCombine_RGB(osg::TexEnvCombine::ADD);
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texEnv2->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
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texEnv2->setSource0_Alpha(osg::TexEnvCombine::TEXTURE);
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texEnv2->setSource1_Alpha(osg::TexEnvCombine::CONSTANT);
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texEnv2->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
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texEnv2->setSource1_RGB(osg::TexEnvCombine::CONSTANT);
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texEnv2->setConstantColor(osg::Vec4f(0.f, 0.f, 0.f, 1.f)); // mAtmosphereColor.rgb, mTransparency
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stateset->setTextureAttributeAndModes(1, texEnv2);
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stateset->setAttributeAndModes(createUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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}
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}
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void apply(osg::StateSet* stateset, osg::NodeVisitor*) override
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{
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if (mForceShaders)
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{
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stateset->setTextureAttribute(0, mPhaseTex, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->setTextureAttribute(1, mCircleTex, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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if (auto* uMoonBlend = stateset->getUniform("moonBlend"))
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uMoonBlend->set(mMoonColor * mShadowBlend);
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if (auto* uAtmosphereFade = stateset->getUniform("atmosphereFade"))
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uAtmosphereFade->set(osg::Vec4f(mAtmosphereColor.x(), mAtmosphereColor.y(), mAtmosphereColor.z(), mTransparency));
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}
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else
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{
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osg::TexEnvCombine* texEnv = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(0, osg::StateAttribute::TEXENV));
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texEnv->setConstantColor(mMoonColor * mShadowBlend);
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osg::TexEnvCombine* texEnv2 = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV));
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texEnv2->setConstantColor(osg::Vec4f(mAtmosphereColor.x(), mAtmosphereColor.y(), mAtmosphereColor.z(), mTransparency));
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}
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}
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void setTextures(const std::string& phaseTex, const std::string& circleTex)
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{
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mPhaseTex = new osg::Texture2D(mImageManager.getImage(phaseTex));
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mPhaseTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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mPhaseTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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mCircleTex = new osg::Texture2D(mImageManager.getImage(circleTex));
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mCircleTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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mCircleTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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reset();
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}
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};
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class CameraRelativeTransformCullCallback : public SceneUtil::NodeCallback<CameraRelativeTransformCullCallback, osg::Node*, osgUtil::CullVisitor*>
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{
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public:
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void operator() (osg::Node* node, osgUtil::CullVisitor* cv)
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{
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// XXX have to remove unwanted culling plane of the water reflection camera
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// Remove all planes that aren't from the standard frustum
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unsigned int numPlanes = 4;
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if (cv->getCullingMode() & osg::CullSettings::NEAR_PLANE_CULLING)
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++numPlanes;
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if (cv->getCullingMode() & osg::CullSettings::FAR_PLANE_CULLING)
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++numPlanes;
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unsigned int mask = 0x1;
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unsigned int resultMask = cv->getProjectionCullingStack().back().getFrustum().getResultMask();
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for (unsigned int i=0; i<cv->getProjectionCullingStack().back().getFrustum().getPlaneList().size(); ++i)
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{
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if (i >= numPlanes)
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{
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// turn off this culling plane
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|
resultMask &= (~mask);
|
|
}
|
|
|
|
mask <<= 1;
|
|
}
|
|
|
|
cv->getProjectionCullingStack().back().getFrustum().setResultMask(resultMask);
|
|
cv->getCurrentCullingSet().getFrustum().setResultMask(resultMask);
|
|
|
|
cv->getProjectionCullingStack().back().pushCurrentMask();
|
|
cv->getCurrentCullingSet().pushCurrentMask();
|
|
|
|
traverse(node, cv);
|
|
|
|
cv->getProjectionCullingStack().back().popCurrentMask();
|
|
cv->getCurrentCullingSet().popCurrentMask();
|
|
}
|
|
};
|
|
|
|
void AtmosphereUpdater::setEmissionColor(const osg::Vec4f& emissionColor)
|
|
{
|
|
mEmissionColor = emissionColor;
|
|
}
|
|
|
|
void AtmosphereUpdater::setDefaults(osg::StateSet* stateset)
|
|
{
|
|
stateset->setAttributeAndModes(createAlphaTrackingUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
|
stateset->addUniform(new osg::Uniform("pass", static_cast<int>(Pass::Atmosphere)));
|
|
}
|
|
|
|
void AtmosphereUpdater::apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/)
|
|
{
|
|
osg::Material* mat = static_cast<osg::Material*>(stateset->getAttribute(osg::StateAttribute::MATERIAL));
|
|
mat->setEmission(osg::Material::FRONT_AND_BACK, mEmissionColor);
|
|
}
|
|
|
|
AtmosphereNightUpdater::AtmosphereNightUpdater(Resource::ImageManager* imageManager, bool forceShaders)
|
|
: mColor(osg::Vec4f(0,0,0,0))
|
|
, mTexture(new osg::Texture2D(imageManager->getWarningImage()))
|
|
, mForceShaders(forceShaders)
|
|
{ }
|
|
|
|
void AtmosphereNightUpdater::setFade(float fade)
|
|
{
|
|
mColor.a() = fade;
|
|
}
|
|
|
|
void AtmosphereNightUpdater::setDefaults(osg::StateSet* stateset)
|
|
{
|
|
if (mForceShaders)
|
|
{
|
|
stateset->addUniform(new osg::Uniform("opacity", 0.f));
|
|
stateset->addUniform(new osg::Uniform("pass", static_cast<int>(Pass::Atmosphere_Night)));
|
|
}
|
|
else
|
|
{
|
|
osg::ref_ptr<osg::TexEnvCombine> texEnv = new osg::TexEnvCombine;
|
|
texEnv->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
|
|
texEnv->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
|
|
texEnv->setSource1_Alpha(osg::TexEnvCombine::CONSTANT);
|
|
texEnv->setCombine_RGB(osg::TexEnvCombine::REPLACE);
|
|
texEnv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
|
|
|
|
stateset->setTextureAttributeAndModes(1, mTexture, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
|
stateset->setTextureAttributeAndModes(1, texEnv, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
|
}
|
|
}
|
|
|
|
void AtmosphereNightUpdater::apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/)
|
|
{
|
|
if (mForceShaders)
|
|
{
|
|
stateset->getUniform("opacity")->set(mColor.a());
|
|
}
|
|
else
|
|
{
|
|
osg::TexEnvCombine* texEnv = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV));
|
|
texEnv->setConstantColor(mColor);
|
|
}
|
|
}
|
|
|
|
CloudUpdater::CloudUpdater(bool forceShaders)
|
|
: mOpacity(0.f)
|
|
, mForceShaders(forceShaders)
|
|
{ }
|
|
|
|
void CloudUpdater::setTexture(osg::ref_ptr<osg::Texture2D> texture)
|
|
{
|
|
mTexture = texture;
|
|
}
|
|
|
|
void CloudUpdater::setEmissionColor(const osg::Vec4f& emissionColor)
|
|
{
|
|
mEmissionColor = emissionColor;
|
|
}
|
|
|
|
void CloudUpdater::setOpacity(float opacity)
|
|
{
|
|
mOpacity = opacity;
|
|
}
|
|
|
|
void CloudUpdater::setTextureCoord(float timer)
|
|
{
|
|
mTexMat = osg::Matrixf::translate(osg::Vec3f(0.f, -timer, 0.f));
|
|
}
|
|
|
|
void CloudUpdater::setDefaults(osg::StateSet *stateset)
|
|
{
|
|
stateset->setAttribute(createAlphaTrackingUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
|
|
|
osg::ref_ptr<osg::TexMat> texmat = new osg::TexMat;
|
|
stateset->setTextureAttributeAndModes(0, texmat);
|
|
|
|
if (mForceShaders)
|
|
{
|
|
stateset->setTextureAttribute(0, mTexture, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
|
|
|
stateset->addUniform(new osg::Uniform("opacity", 1.f));
|
|
stateset->addUniform(new osg::Uniform("pass", static_cast<int>(Pass::Clouds)));
|
|
}
|
|
else
|
|
{
|
|
stateset->setTextureAttributeAndModes(1, texmat);
|
|
// need to set opacity on a separate texture unit, diffuse alpha is used by the vertex colors already
|
|
osg::ref_ptr<osg::TexEnvCombine> texEnvCombine = new osg::TexEnvCombine;
|
|
texEnvCombine->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
|
|
texEnvCombine->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
|
|
texEnvCombine->setSource1_Alpha(osg::TexEnvCombine::CONSTANT);
|
|
texEnvCombine->setConstantColor(osg::Vec4f(1,1,1,1));
|
|
texEnvCombine->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
|
|
texEnvCombine->setCombine_RGB(osg::TexEnvCombine::REPLACE);
|
|
|
|
stateset->setTextureAttributeAndModes(1, texEnvCombine);
|
|
|
|
stateset->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
|
stateset->setTextureMode(1, GL_TEXTURE_2D, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
|
}
|
|
}
|
|
|
|
void CloudUpdater::apply(osg::StateSet *stateset, osg::NodeVisitor *nv)
|
|
{
|
|
stateset->setTextureAttribute(0, mTexture, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
|
|
|
osg::Material* mat = static_cast<osg::Material*>(stateset->getAttribute(osg::StateAttribute::MATERIAL));
|
|
mat->setEmission(osg::Material::FRONT_AND_BACK, mEmissionColor);
|
|
|
|
osg::TexMat* texMat = static_cast<osg::TexMat*>(stateset->getTextureAttribute(0, osg::StateAttribute::TEXMAT));
|
|
texMat->setMatrix(mTexMat);
|
|
|
|
if (mForceShaders)
|
|
{
|
|
stateset->getUniform("opacity")->set(mOpacity);
|
|
}
|
|
else
|
|
{
|
|
stateset->setTextureAttribute(1, mTexture, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
|
|
|
osg::TexEnvCombine* texEnv = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV));
|
|
texEnv->setConstantColor(osg::Vec4f(1,1,1,mOpacity));
|
|
}
|
|
}
|
|
|
|
|
|
class SkyMultiviewStatesetUpdater: public SceneUtil::StateSetUpdater
|
|
{
|
|
public:
|
|
SkyMultiviewStatesetUpdater()
|
|
{
|
|
}
|
|
|
|
protected:
|
|
virtual void setDefaults(osg::StateSet* stateset)
|
|
{
|
|
stateset->addUniform(new osg::Uniform(osg::Uniform::FLOAT_MAT4, "viewMatrixMultiView", 2), osg::StateAttribute::OVERRIDE);
|
|
}
|
|
|
|
virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/)
|
|
{
|
|
auto* viewMatrixMultiViewUniform = stateset->getUniform("viewMatrixMultiView");
|
|
auto& sm = Stereo::Manager::instance();
|
|
|
|
for (int view : {0, 1})
|
|
{
|
|
auto viewOffsetMatrix = sm.computeEyeViewOffset(view);
|
|
for (int col : {0, 1, 2})
|
|
viewOffsetMatrix(3, col) = 0;
|
|
|
|
viewMatrixMultiViewUniform->setElement(view, viewOffsetMatrix);
|
|
}
|
|
}
|
|
|
|
private:
|
|
};
|
|
|
|
CameraRelativeTransform::CameraRelativeTransform()
|
|
{
|
|
// Culling works in node-local space, not in camera space, so we can't cull this node correctly
|
|
// That's not a problem though, children of this node can be culled just fine
|
|
// Just make sure you do not place a CameraRelativeTransform deep in the scene graph
|
|
setCullingActive(false);
|
|
|
|
addCullCallback(new CameraRelativeTransformCullCallback);
|
|
addCullCallback(new SkyMultiviewStatesetUpdater);
|
|
}
|
|
|
|
CameraRelativeTransform::CameraRelativeTransform(const CameraRelativeTransform& copy, const osg::CopyOp& copyop)
|
|
: osg::Transform(copy, copyop)
|
|
{ }
|
|
|
|
const osg::Vec3f& CameraRelativeTransform::getLastViewPoint() const
|
|
{
|
|
return mViewPoint;
|
|
}
|
|
|
|
bool CameraRelativeTransform::computeLocalToWorldMatrix(osg::Matrix& matrix, osg::NodeVisitor* nv) const
|
|
{
|
|
if (nv->getVisitorType() == osg::NodeVisitor::CULL_VISITOR)
|
|
{
|
|
mViewPoint = static_cast<osgUtil::CullVisitor*>(nv)->getViewPoint();
|
|
}
|
|
|
|
if (_referenceFrame==RELATIVE_RF)
|
|
{
|
|
matrix.setTrans(osg::Vec3f(0.f,0.f,0.f));
|
|
return false;
|
|
}
|
|
else // absolute
|
|
{
|
|
matrix.makeIdentity();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
osg::BoundingSphere CameraRelativeTransform::computeBound() const
|
|
{
|
|
return osg::BoundingSphere();
|
|
}
|
|
|
|
UnderwaterSwitchCallback::UnderwaterSwitchCallback(CameraRelativeTransform* cameraRelativeTransform)
|
|
: mCameraRelativeTransform(cameraRelativeTransform)
|
|
, mEnabled(true)
|
|
, mWaterLevel(0.f)
|
|
{ }
|
|
|
|
bool UnderwaterSwitchCallback::isUnderwater()
|
|
{
|
|
osg::Vec3f viewPoint = mCameraRelativeTransform->getLastViewPoint();
|
|
return mEnabled && viewPoint.z() < mWaterLevel;
|
|
}
|
|
|
|
void UnderwaterSwitchCallback::operator()(osg::Node* node, osg::NodeVisitor* nv)
|
|
{
|
|
if (isUnderwater())
|
|
return;
|
|
|
|
traverse(node, nv);
|
|
}
|
|
|
|
void UnderwaterSwitchCallback::setEnabled(bool enabled)
|
|
{
|
|
mEnabled = enabled;
|
|
}
|
|
void UnderwaterSwitchCallback::setWaterLevel(float waterLevel)
|
|
{
|
|
mWaterLevel = waterLevel;
|
|
}
|
|
|
|
const float CelestialBody::mDistance = 1000.0f;
|
|
|
|
CelestialBody::CelestialBody(osg::Group* parentNode, float scaleFactor, int numUvSets, unsigned int visibleMask)
|
|
: mVisibleMask(visibleMask)
|
|
{
|
|
mGeom = createTexturedQuad(numUvSets);
|
|
mGeom->getOrCreateStateSet();
|
|
mTransform = new osg::PositionAttitudeTransform;
|
|
mTransform->setNodeMask(mVisibleMask);
|
|
mTransform->setScale(osg::Vec3f(450,450,450) * scaleFactor);
|
|
mTransform->addChild(mGeom);
|
|
|
|
parentNode->addChild(mTransform);
|
|
}
|
|
|
|
void CelestialBody::setVisible(bool visible)
|
|
{
|
|
mTransform->setNodeMask(visible ? mVisibleMask : 0);
|
|
}
|
|
|
|
Sun::Sun(osg::Group* parentNode, Resource::SceneManager& sceneManager)
|
|
: CelestialBody(parentNode, 1.0f, 1, Mask_Sun)
|
|
, mUpdater(new SunUpdater)
|
|
{
|
|
mTransform->addUpdateCallback(mUpdater);
|
|
|
|
Resource::ImageManager& imageManager = *sceneManager.getImageManager();
|
|
|
|
osg::ref_ptr<osg::Texture2D> sunTex = new osg::Texture2D(imageManager.getImage("textures/tx_sun_05.dds"));
|
|
sunTex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
|
sunTex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
|
|
sunTex->setName("diffuseMap");
|
|
|
|
mGeom->getOrCreateStateSet()->setTextureAttributeAndModes(0, sunTex);
|
|
mGeom->getOrCreateStateSet()->addUniform(new osg::Uniform("pass", static_cast<int>(Pass::Sun)));
|
|
|
|
osg::ref_ptr<osg::Group> queryNode = new osg::Group;
|
|
// Need to render after the world geometry so we can correctly test for occlusions
|
|
osg::StateSet* stateset = queryNode->getOrCreateStateSet();
|
|
stateset->setRenderBinDetails(RenderBin_OcclusionQuery, "RenderBin");
|
|
stateset->setNestRenderBins(false);
|
|
// Set up alpha testing on the occlusion testing subgraph, that way we can get the occlusion tested fragments to match the circular shape of the sun
|
|
if (!sceneManager.getForceShaders())
|
|
{
|
|
osg::ref_ptr<osg::AlphaFunc> alphaFunc = new osg::AlphaFunc;
|
|
alphaFunc->setFunction(osg::AlphaFunc::GREATER, 0.8);
|
|
stateset->setAttributeAndModes(alphaFunc);
|
|
}
|
|
stateset->setTextureAttributeAndModes(0, sunTex);
|
|
stateset->setAttributeAndModes(createUnlitMaterial());
|
|
stateset->addUniform(new osg::Uniform("pass", static_cast<int>(Pass::Sunflash_Query)));
|
|
|
|
// Disable writing to the color buffer. We are using this geometry for visibility tests only.
|
|
osg::ref_ptr<osg::ColorMask> colormask = new osg::ColorMask(0, 0, 0, 0);
|
|
stateset->setAttributeAndModes(colormask);
|
|
|
|
mTransform->addChild(queryNode);
|
|
|
|
mOcclusionQueryVisiblePixels = createOcclusionQueryNode(queryNode, true);
|
|
mOcclusionQueryTotalPixels = createOcclusionQueryNode(queryNode, false);
|
|
|
|
createSunFlash(imageManager);
|
|
createSunGlare();
|
|
}
|
|
|
|
Sun::~Sun()
|
|
{
|
|
mTransform->removeUpdateCallback(mUpdater);
|
|
destroySunFlash();
|
|
destroySunGlare();
|
|
}
|
|
|
|
void Sun::setColor(const osg::Vec4f& color)
|
|
{
|
|
mUpdater->mColor.r() = color.r();
|
|
mUpdater->mColor.g() = color.g();
|
|
mUpdater->mColor.b() = color.b();
|
|
}
|
|
|
|
void Sun::adjustTransparency(const float ratio)
|
|
{
|
|
mUpdater->mColor.a() = ratio;
|
|
if (mSunGlareCallback)
|
|
mSunGlareCallback->setGlareView(ratio);
|
|
if (mSunFlashCallback)
|
|
mSunFlashCallback->setGlareView(ratio);
|
|
}
|
|
|
|
void Sun::setDirection(const osg::Vec3f& direction)
|
|
{
|
|
osg::Vec3f normalizedDirection = direction / direction.length();
|
|
mTransform->setPosition(normalizedDirection * mDistance);
|
|
|
|
osg::Quat quat;
|
|
quat.makeRotate(osg::Vec3f(0.0f, 0.0f, 1.0f), normalizedDirection);
|
|
mTransform->setAttitude(quat);
|
|
}
|
|
|
|
void Sun::setGlareTimeOfDayFade(float val)
|
|
{
|
|
if (mSunGlareCallback)
|
|
mSunGlareCallback->setTimeOfDayFade(val);
|
|
}
|
|
|
|
void Sun::setSunglare(bool enabled)
|
|
{
|
|
mSunGlareNode->setNodeMask(enabled ? ~0u : 0);
|
|
mSunFlashNode->setNodeMask(enabled ? ~0u : 0);
|
|
}
|
|
|
|
osg::ref_ptr<osg::OcclusionQueryNode> Sun::createOcclusionQueryNode(osg::Group* parent, bool queryVisible)
|
|
{
|
|
osg::ref_ptr<osg::OcclusionQueryNode> oqn = new osg::OcclusionQueryNode;
|
|
oqn->setQueriesEnabled(true);
|
|
|
|
#if OSG_VERSION_GREATER_OR_EQUAL(3, 6, 5)
|
|
// With OSG 3.6.5, the method of providing user defined query geometry has been completely replaced
|
|
osg::ref_ptr<osg::QueryGeometry> queryGeom = new osg::QueryGeometry(oqn->getName());
|
|
#else
|
|
osg::ref_ptr<osg::QueryGeometry> queryGeom = oqn->getQueryGeometry();
|
|
#endif
|
|
|
|
// Make it fast! A DYNAMIC query geometry means we can't break frame until the flare is rendered (which is rendered after all the other geometry,
|
|
// so that would be pretty bad). STATIC should be safe, since our node's local bounds are static, thus computeBounds() which modifies the queryGeometry
|
|
// is only called once.
|
|
// Note the debug geometry setDebugDisplay(true) is always DYNAMIC and that can't be changed, not a big deal.
|
|
queryGeom->setDataVariance(osg::Object::STATIC);
|
|
|
|
// Set up the query geometry to match the actual sun's rendering shape. osg::OcclusionQueryNode wasn't originally intended to allow this,
|
|
// normally it would automatically adjust the query geometry to match the sub graph's bounding box. The below hack is needed to
|
|
// circumvent this.
|
|
queryGeom->setVertexArray(mGeom->getVertexArray());
|
|
queryGeom->setTexCoordArray(0, mGeom->getTexCoordArray(0), osg::Array::BIND_PER_VERTEX);
|
|
queryGeom->removePrimitiveSet(0, queryGeom->getNumPrimitiveSets());
|
|
queryGeom->addPrimitiveSet(mGeom->getPrimitiveSet(0));
|
|
|
|
// Hack to disable unwanted awful code inside OcclusionQueryNode::computeBound.
|
|
oqn->setComputeBoundingSphereCallback(new DummyComputeBoundCallback);
|
|
// Still need a proper bounding sphere.
|
|
oqn->setInitialBound(queryGeom->getBound());
|
|
|
|
#if OSG_VERSION_GREATER_OR_EQUAL(3, 6, 5)
|
|
oqn->setQueryGeometry(queryGeom.release());
|
|
#endif
|
|
|
|
osg::StateSet* queryStateSet = new osg::StateSet;
|
|
if (queryVisible)
|
|
{
|
|
osg::ref_ptr<osg::Depth> depth = new SceneUtil::AutoDepth(osg::Depth::LEQUAL);
|
|
// This is a trick to make fragments written by the query always use the maximum depth value,
|
|
// without having to retrieve the current far clipping distance.
|
|
// We want the sun glare to be "infinitely" far away.
|
|
double far = SceneUtil::AutoDepth::isReversed() ? 0.0 : 1.0;
|
|
depth->setFunction(osg::Depth::LEQUAL);
|
|
depth->setZNear(far);
|
|
depth->setZFar(far);
|
|
depth->setWriteMask(false);
|
|
queryStateSet->setAttributeAndModes(depth);
|
|
}
|
|
else
|
|
{
|
|
queryStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
|
|
}
|
|
oqn->setQueryStateSet(queryStateSet);
|
|
|
|
parent->addChild(oqn);
|
|
|
|
return oqn;
|
|
}
|
|
|
|
void Sun::createSunFlash(Resource::ImageManager& imageManager)
|
|
{
|
|
osg::ref_ptr<osg::Texture2D> tex = new osg::Texture2D(imageManager.getImage("textures/tx_sun_flash_grey_05.dds"));
|
|
tex->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
|
tex->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
|
|
tex->setName("diffuseMap");
|
|
|
|
osg::ref_ptr<osg::Group> group (new osg::Group);
|
|
|
|
mTransform->addChild(group);
|
|
|
|
const float scale = 2.6f;
|
|
osg::ref_ptr<osg::Geometry> geom = createTexturedQuad(1, scale);
|
|
group->addChild(geom);
|
|
|
|
osg::StateSet* stateset = geom->getOrCreateStateSet();
|
|
|
|
stateset->setTextureAttributeAndModes(0, tex);
|
|
stateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
|
|
stateset->setRenderBinDetails(RenderBin_SunGlare, "RenderBin");
|
|
stateset->setNestRenderBins(false);
|
|
stateset->addUniform(new osg::Uniform("pass", static_cast<int>(Pass::Sun)));
|
|
|
|
mSunFlashNode = group;
|
|
|
|
mSunFlashCallback = new SunFlashCallback(mOcclusionQueryVisiblePixels, mOcclusionQueryTotalPixels);
|
|
mSunFlashNode->addCullCallback(mSunFlashCallback);
|
|
}
|
|
|
|
void Sun::destroySunFlash()
|
|
{
|
|
if (mSunFlashNode)
|
|
{
|
|
mSunFlashNode->removeCullCallback(mSunFlashCallback);
|
|
mSunFlashCallback = nullptr;
|
|
}
|
|
}
|
|
|
|
void Sun::createSunGlare()
|
|
{
|
|
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
|
|
camera->setProjectionMatrix(osg::Matrix::identity());
|
|
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); // add to skyRoot instead?
|
|
camera->setViewMatrix(osg::Matrix::identity());
|
|
camera->setClearMask(0);
|
|
camera->setRenderOrder(osg::Camera::NESTED_RENDER);
|
|
camera->setAllowEventFocus(false);
|
|
camera->getOrCreateStateSet()->addUniform(new osg::Uniform("projectionMatrix", static_cast<osg::Matrixf>(camera->getProjectionMatrix())));
|
|
SceneUtil::setCameraClearDepth(camera);
|
|
|
|
osg::ref_ptr<osg::Geometry> geom = osg::createTexturedQuadGeometry(osg::Vec3f(-1,-1,0), osg::Vec3f(2,0,0), osg::Vec3f(0,2,0));
|
|
camera->addChild(geom);
|
|
|
|
osg::StateSet* stateset = geom->getOrCreateStateSet();
|
|
|
|
stateset->setRenderBinDetails(RenderBin_SunGlare, "RenderBin");
|
|
stateset->setNestRenderBins(false);
|
|
stateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
|
|
stateset->addUniform(new osg::Uniform("pass", static_cast<int>(Pass::Sunglare)));
|
|
|
|
// set up additive blending
|
|
osg::ref_ptr<osg::BlendFunc> blendFunc = new osg::BlendFunc;
|
|
blendFunc->setSource(osg::BlendFunc::SRC_ALPHA);
|
|
blendFunc->setDestination(osg::BlendFunc::ONE);
|
|
stateset->setAttributeAndModes(blendFunc);
|
|
|
|
mSunGlareCallback = new SunGlareCallback(mOcclusionQueryVisiblePixels, mOcclusionQueryTotalPixels, mTransform);
|
|
mSunGlareNode = camera;
|
|
|
|
mSunGlareNode->addCullCallback(mSunGlareCallback);
|
|
|
|
mTransform->addChild(camera);
|
|
}
|
|
|
|
void Sun::destroySunGlare()
|
|
{
|
|
if (mSunGlareNode)
|
|
{
|
|
mSunGlareNode->removeCullCallback(mSunGlareCallback);
|
|
mSunGlareCallback = nullptr;
|
|
}
|
|
}
|
|
|
|
Moon::Moon(osg::Group* parentNode, Resource::SceneManager& sceneManager, float scaleFactor, Type type)
|
|
: CelestialBody(parentNode, scaleFactor, 2)
|
|
, mType(type)
|
|
, mPhase(MoonState::Phase::Unspecified)
|
|
, mUpdater(new MoonUpdater(*sceneManager.getImageManager(), sceneManager.getForceShaders()))
|
|
{
|
|
setPhase(MoonState::Phase::Full);
|
|
setVisible(true);
|
|
|
|
mGeom->addUpdateCallback(mUpdater);
|
|
}
|
|
|
|
Moon::~Moon()
|
|
{
|
|
mGeom->removeUpdateCallback(mUpdater);
|
|
}
|
|
|
|
void Moon::adjustTransparency(const float ratio)
|
|
{
|
|
mUpdater->mTransparency *= ratio;
|
|
}
|
|
|
|
void Moon::setState(const MoonState state)
|
|
{
|
|
float radsX = ((state.mRotationFromHorizon) * static_cast<float>(osg::PI)) / 180.0f;
|
|
float radsZ = ((state.mRotationFromNorth) * static_cast<float>(osg::PI)) / 180.0f;
|
|
|
|
osg::Quat rotX(radsX, osg::Vec3f(1.0f, 0.0f, 0.0f));
|
|
osg::Quat rotZ(radsZ, osg::Vec3f(0.0f, 0.0f, 1.0f));
|
|
|
|
osg::Vec3f direction = rotX * rotZ * osg::Vec3f(0.0f, 1.0f, 0.0f);
|
|
mTransform->setPosition(direction * mDistance);
|
|
|
|
// The moon quad is initially oriented facing down, so we need to offset its X-axis
|
|
// rotation to rotate it to face the camera when sitting at the horizon.
|
|
osg::Quat attX((-static_cast<float>(osg::PI) / 2.0f) + radsX, osg::Vec3f(1.0f, 0.0f, 0.0f));
|
|
mTransform->setAttitude(attX * rotZ);
|
|
|
|
setPhase(state.mPhase);
|
|
mUpdater->mTransparency = state.mMoonAlpha;
|
|
mUpdater->mShadowBlend = state.mShadowBlend;
|
|
}
|
|
|
|
void Moon::setAtmosphereColor(const osg::Vec4f& color)
|
|
{
|
|
mUpdater->mAtmosphereColor = color;
|
|
}
|
|
|
|
void Moon::setColor(const osg::Vec4f& color)
|
|
{
|
|
mUpdater->mMoonColor = color;
|
|
}
|
|
|
|
unsigned int Moon::getPhaseInt() const
|
|
{
|
|
switch (mPhase)
|
|
{
|
|
case MoonState::Phase::New:
|
|
return 0;
|
|
case MoonState::Phase::WaxingCrescent:
|
|
return 1;
|
|
case MoonState::Phase::WaningCrescent:
|
|
return 1;
|
|
case MoonState::Phase::FirstQuarter:
|
|
return 2;
|
|
case MoonState::Phase::ThirdQuarter:
|
|
return 2;
|
|
case MoonState::Phase::WaxingGibbous:
|
|
return 3;
|
|
case MoonState::Phase::WaningGibbous:
|
|
return 3;
|
|
case MoonState::Phase::Full:
|
|
return 4;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
void Moon::setPhase(const MoonState::Phase& phase)
|
|
{
|
|
if(mPhase == phase)
|
|
return;
|
|
|
|
mPhase = phase;
|
|
|
|
std::string textureName = "textures/tx_";
|
|
|
|
if (mType == Moon::Type_Secunda)
|
|
textureName += "secunda_";
|
|
else
|
|
textureName += "masser_";
|
|
|
|
switch (mPhase)
|
|
{
|
|
case MoonState::Phase::New:
|
|
textureName += "new";
|
|
break;
|
|
case MoonState::Phase::WaxingCrescent:
|
|
textureName += "one_wax";
|
|
break;
|
|
case MoonState::Phase::FirstQuarter:
|
|
textureName += "half_wax";
|
|
break;
|
|
case MoonState::Phase::WaxingGibbous:
|
|
textureName += "three_wax";
|
|
break;
|
|
case MoonState::Phase::WaningCrescent:
|
|
textureName += "one_wan";
|
|
break;
|
|
case MoonState::Phase::ThirdQuarter:
|
|
textureName += "half_wan";
|
|
break;
|
|
case MoonState::Phase::WaningGibbous:
|
|
textureName += "three_wan";
|
|
break;
|
|
case MoonState::Phase::Full:
|
|
textureName += "full";
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
textureName += ".dds";
|
|
|
|
if (mType == Moon::Type_Secunda)
|
|
mUpdater->setTextures(textureName, "textures/tx_mooncircle_full_s.dds");
|
|
else
|
|
mUpdater->setTextures(textureName, "textures/tx_mooncircle_full_m.dds");
|
|
}
|
|
|
|
int RainCounter::numParticlesToCreate(double dt) const
|
|
{
|
|
// limit dt to avoid large particle emissions if there are jumps in the simulation time
|
|
// 0.2 seconds is the same cap as used in Engine's frame loop
|
|
dt = std::min(dt, 0.2);
|
|
return ConstantRateCounter::numParticlesToCreate(dt);
|
|
}
|
|
|
|
RainShooter::RainShooter()
|
|
: mAngle(0.f)
|
|
{ }
|
|
|
|
void RainShooter::shoot(osgParticle::Particle* particle) const
|
|
{
|
|
particle->setVelocity(mVelocity);
|
|
particle->setAngle(osg::Vec3f(-mAngle, 0, (Misc::Rng::rollProbability() * 2 - 1) * osg::PI));
|
|
}
|
|
|
|
void RainShooter::setVelocity(const osg::Vec3f& velocity)
|
|
{
|
|
mVelocity = velocity;
|
|
}
|
|
|
|
void RainShooter::setAngle(float angle)
|
|
{
|
|
mAngle = angle;
|
|
}
|
|
|
|
osg::Object* RainShooter::cloneType() const
|
|
{
|
|
return new RainShooter;
|
|
}
|
|
|
|
osg::Object* RainShooter::clone(const osg::CopyOp &) const
|
|
{
|
|
return new RainShooter(*this);
|
|
}
|
|
|
|
ModVertexAlphaVisitor::ModVertexAlphaVisitor(ModVertexAlphaVisitor::MeshType type)
|
|
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
|
|
, mType(type)
|
|
{ }
|
|
|
|
void ModVertexAlphaVisitor::apply(osg::Geometry& geometry)
|
|
{
|
|
osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array(geometry.getVertexArray()->getNumElements());
|
|
for (unsigned int i=0; i<colors->size(); ++i)
|
|
{
|
|
float alpha = 1.f;
|
|
|
|
switch (mType)
|
|
{
|
|
case ModVertexAlphaVisitor::Atmosphere:
|
|
{
|
|
// this is a cylinder, so every second vertex belongs to the bottom-most row
|
|
alpha = (i%2) ? 0.f : 1.f;
|
|
break;
|
|
}
|
|
case ModVertexAlphaVisitor::Clouds:
|
|
{
|
|
if (i>= 49 && i <= 64)
|
|
alpha = 0.f; // bottom-most row
|
|
else if (i>= 33 && i <= 48)
|
|
alpha = 0.25098; // second row
|
|
else
|
|
alpha = 1.f;
|
|
break;
|
|
}
|
|
case ModVertexAlphaVisitor::Stars:
|
|
{
|
|
if (geometry.getColorArray())
|
|
{
|
|
osg::Vec4Array* origColors = static_cast<osg::Vec4Array*>(geometry.getColorArray());
|
|
alpha = ((*origColors)[i].x() == 1.f) ? 1.f : 0.f;
|
|
}
|
|
else
|
|
alpha = 1.f;
|
|
break;
|
|
}
|
|
}
|
|
|
|
(*colors)[i] = osg::Vec4f(0.f, 0.f, 0.f, alpha);
|
|
}
|
|
|
|
geometry.setColorArray(colors, osg::Array::BIND_PER_VERTEX);
|
|
}
|
|
}
|