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462 lines
15 KiB
C++
462 lines
15 KiB
C++
#include "objects.hpp"
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#include <OgreSceneNode.h>
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#include <OgreSceneManager.h>
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#include <OgreEntity.h>
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#include <OgreLight.h>
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#include <OgreSubEntity.h>
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#include <OgreStaticGeometry.h>
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#include <components/nifogre/ogre_nif_loader.hpp>
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#include <components/settings/settings.hpp>
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#include "../mwworld/ptr.hpp"
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#include "renderconst.hpp"
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using namespace MWRender;
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// These are the Morrowind.ini defaults
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float Objects::lightLinearValue = 3;
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float Objects::lightLinearRadiusMult = 1;
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float Objects::lightQuadraticValue = 16;
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float Objects::lightQuadraticRadiusMult = 1;
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bool Objects::lightOutQuadInLin = true;
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bool Objects::lightQuadratic = false;
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int Objects::uniqueID = 0;
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void Objects::clearSceneNode (Ogre::SceneNode *node)
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{
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/// \todo This should probably be moved into OpenEngine at some point.
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for (int i=node->numAttachedObjects()-1; i>=0; --i)
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{
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Ogre::MovableObject *object = node->getAttachedObject (i);
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node->detachObject (object);
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mRenderer.getScene()->destroyMovableObject (object);
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}
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}
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void Objects::setMwRoot(Ogre::SceneNode* root)
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{
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mMwRoot = root;
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}
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void Objects::insertBegin (const MWWorld::Ptr& ptr, bool enabled, bool static_)
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{
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Ogre::SceneNode* root = mMwRoot;
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Ogre::SceneNode* cellnode;
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if(mCellSceneNodes.find(ptr.getCell()) == mCellSceneNodes.end())
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{
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//Create the scenenode and put it in the map
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cellnode = root->createChildSceneNode();
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mCellSceneNodes[ptr.getCell()] = cellnode;
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}
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else
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{
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cellnode = mCellSceneNodes[ptr.getCell()];
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}
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Ogre::SceneNode* insert = cellnode->createChildSceneNode();
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const float *f = ptr.getRefData().getPosition().pos;
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insert->setPosition(f[0], f[1], f[2]);
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insert->setScale(ptr.getCellRef().scale, ptr.getCellRef().scale, ptr.getCellRef().scale);
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// Convert MW rotation to a quaternion:
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f = ptr.getCellRef().pos.rot;
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// Rotate around X axis
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Ogre::Quaternion xr(Ogre::Radian(-f[0]), Ogre::Vector3::UNIT_X);
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// Rotate around Y axis
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Ogre::Quaternion yr(Ogre::Radian(-f[1]), Ogre::Vector3::UNIT_Y);
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// Rotate around Z axis
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Ogre::Quaternion zr(Ogre::Radian(-f[2]), Ogre::Vector3::UNIT_Z);
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// Rotates first around z, then y, then x
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insert->setOrientation(xr*yr*zr);
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if (!enabled)
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insert->setVisible (false);
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ptr.getRefData().setBaseNode(insert);
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mIsStatic = static_;
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}
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void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh)
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{
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Ogre::SceneNode* insert = ptr.getRefData().getBaseNode();
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assert(insert);
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Ogre::AxisAlignedBox bounds = Ogre::AxisAlignedBox::BOX_NULL;
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NifOgre::EntityList entities = NifOgre::NIFLoader::createEntities(insert, mesh);
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for(size_t i = 0;i < entities.mEntities.size();i++)
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{
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const Ogre::AxisAlignedBox &tmp = entities.mEntities[i]->getBoundingBox();
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bounds.merge(Ogre::AxisAlignedBox(insert->_getDerivedPosition() + tmp.getMinimum(),
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insert->_getDerivedPosition() + tmp.getMaximum())
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);
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}
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Ogre::Vector3 extents = bounds.getSize();
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extents *= insert->getScale();
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float size = std::max(std::max(extents.x, extents.y), extents.z);
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bool small = (size < Settings::Manager::getInt("small object size", "Viewing distance")) && Settings::Manager::getBool("limit small object distance", "Objects");
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// do not fade out doors. that will cause holes and look stupid
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if (ptr.getTypeName().find("Door") != std::string::npos)
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small = false;
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if (mBounds.find(ptr.getCell()) == mBounds.end())
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mBounds[ptr.getCell()] = Ogre::AxisAlignedBox::BOX_NULL;
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mBounds[ptr.getCell()].merge(bounds);
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bool transparent = false;
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for(size_t i = 0;i < entities.mEntities.size();i++)
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{
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Ogre::Entity *ent = entities.mEntities[i];
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for (unsigned int i=0; i<ent->getNumSubEntities(); ++i)
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{
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Ogre::MaterialPtr mat = ent->getSubEntity(i)->getMaterial();
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Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
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while (techIt.hasMoreElements())
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{
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Ogre::Technique* tech = techIt.getNext();
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Ogre::Technique::PassIterator passIt = tech->getPassIterator();
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while (passIt.hasMoreElements())
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{
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Ogre::Pass* pass = passIt.getNext();
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if (pass->getDepthWriteEnabled() == false)
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transparent = true;
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}
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}
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}
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}
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if(!mIsStatic || !Settings::Manager::getBool("use static geometry", "Objects") || transparent)
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{
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for(size_t i = 0;i < entities.mEntities.size();i++)
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{
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Ogre::Entity *ent = entities.mEntities[i];
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ent->setRenderingDistance(small ? Settings::Manager::getInt("small object distance", "Viewing distance") : 0);
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ent->setVisibilityFlags(mIsStatic ? (small ? RV_StaticsSmall : RV_Statics) : RV_Misc);
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ent->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
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}
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}
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else
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{
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Ogre::StaticGeometry* sg = 0;
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if (small)
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{
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if( mStaticGeometrySmall.find(ptr.getCell()) == mStaticGeometrySmall.end())
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{
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uniqueID = uniqueID +1;
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sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
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mStaticGeometrySmall[ptr.getCell()] = sg;
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sg->setRenderingDistance(Settings::Manager::getInt("small object distance", "Viewing distance"));
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}
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else
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sg = mStaticGeometrySmall[ptr.getCell()];
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}
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else
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{
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if( mStaticGeometry.find(ptr.getCell()) == mStaticGeometry.end())
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{
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uniqueID = uniqueID +1;
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sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
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mStaticGeometry[ptr.getCell()] = sg;
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}
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else
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sg = mStaticGeometry[ptr.getCell()];
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}
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// This specifies the size of a single batch region.
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// If it is set too high:
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// - there will be problems choosing the correct lights
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// - the culling will be more inefficient
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// If it is set too low:
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// - there will be too many batches.
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sg->setRegionDimensions(Ogre::Vector3(2500,2500,2500));
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sg->setVisibilityFlags(small ? RV_StaticsSmall : RV_Statics);
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sg->setCastShadows(true);
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sg->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
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for(size_t i = 0;i < entities.mEntities.size();i++)
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{
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Ogre::Entity *ent = entities.mEntities[i];
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insert->detachObject(ent);
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sg->addEntity(ent,insert->_getDerivedPosition(),insert->_getDerivedOrientation(),insert->_getDerivedScale());
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mRenderer.getScene()->destroyEntity(ent);
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}
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}
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}
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void Objects::insertLight (const MWWorld::Ptr& ptr, float r, float g, float b, float radius)
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{
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Ogre::SceneNode* insert = mRenderer.getScene()->getSceneNode(ptr.getRefData().getHandle());
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assert(insert);
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Ogre::Light *light = mRenderer.getScene()->createLight();
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light->setDiffuseColour (r, g, b);
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MWWorld::LiveCellRef<ESM::Light> *ref = ptr.get<ESM::Light>();
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LightInfo info;
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info.name = light->getName();
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info.radius = radius;
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info.colour = Ogre::ColourValue(r, g, b);
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if (ref->base->data.flags & ESM::Light::Negative)
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info.colour *= -1;
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info.interior = (ptr.getCell()->cell->data.flags & ESM::Cell::Interior);
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if (ref->base->data.flags & ESM::Light::Flicker)
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info.type = LT_Flicker;
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else if (ref->base->data.flags & ESM::Light::FlickerSlow)
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info.type = LT_FlickerSlow;
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else if (ref->base->data.flags & ESM::Light::Pulse)
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info.type = LT_Pulse;
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else if (ref->base->data.flags & ESM::Light::PulseSlow)
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info.type = LT_PulseSlow;
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else
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info.type = LT_Normal;
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// random starting phase for the animation
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info.time = Ogre::Math::RangeRandom(0, 2 * Ogre::Math::PI);
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// adjust the lights depending if we're in an interior or exterior cell
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// quadratic means the light intensity falls off quite fast, resulting in a
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// dark, atmospheric environment (perfect for exteriors)
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// for interiors, we want more "warm" lights, so use linear attenuation.
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bool quadratic = false;
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if (!lightOutQuadInLin)
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quadratic = lightQuadratic;
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else
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{
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quadratic = !info.interior;
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}
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if (!quadratic)
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{
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float r = radius * lightLinearRadiusMult;
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float attenuation = lightLinearValue / r;
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light->setAttenuation(r*10, 0, attenuation, 0);
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}
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else
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{
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float r = radius * lightQuadraticRadiusMult;
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float attenuation = lightQuadraticValue / pow(r, 2);
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light->setAttenuation(r*10, 0, 0, attenuation);
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}
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insert->attachObject(light);
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mLights.push_back(info);
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}
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bool Objects::deleteObject (const MWWorld::Ptr& ptr)
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{
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if (Ogre::SceneNode *base = ptr.getRefData().getBaseNode())
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{
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Ogre::SceneNode *parent = base->getParentSceneNode();
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for (std::map<MWWorld::Ptr::CellStore *, Ogre::SceneNode *>::const_iterator iter (
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mCellSceneNodes.begin()); iter!=mCellSceneNodes.end(); ++iter)
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if (iter->second==parent)
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{
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clearSceneNode (base);
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base->removeAndDestroyAllChildren();
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mRenderer.getScene()->destroySceneNode (base);
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ptr.getRefData().setBaseNode (0);
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return true;
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}
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return false;
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}
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return true;
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}
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void Objects::removeCell(MWWorld::Ptr::CellStore* store)
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{
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if(mCellSceneNodes.find(store) != mCellSceneNodes.end())
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{
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Ogre::SceneNode* base = mCellSceneNodes[store];
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for (int i=0; i<base->numChildren(); ++i)
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clearSceneNode (static_cast<Ogre::SceneNode *> (base->getChild (i)));
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base->removeAndDestroyAllChildren();
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mCellSceneNodes.erase(store);
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mRenderer.getScene()->destroySceneNode(base);
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base = 0;
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}
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if(mStaticGeometry.find(store) != mStaticGeometry.end())
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{
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Ogre::StaticGeometry* sg = mStaticGeometry[store];
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mStaticGeometry.erase(store);
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mRenderer.getScene()->destroyStaticGeometry (sg);
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sg = 0;
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}
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if(mStaticGeometrySmall.find(store) != mStaticGeometrySmall.end())
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{
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Ogre::StaticGeometry* sg = mStaticGeometrySmall[store];
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mStaticGeometrySmall.erase(store);
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mRenderer.getScene()->destroyStaticGeometry (sg);
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sg = 0;
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}
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if(mBounds.find(store) != mBounds.end())
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mBounds.erase(store);
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}
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void Objects::buildStaticGeometry(MWWorld::Ptr::CellStore& cell)
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{
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if(mStaticGeometry.find(&cell) != mStaticGeometry.end())
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{
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Ogre::StaticGeometry* sg = mStaticGeometry[&cell];
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sg->build();
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}
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if(mStaticGeometrySmall.find(&cell) != mStaticGeometrySmall.end())
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{
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Ogre::StaticGeometry* sg = mStaticGeometrySmall[&cell];
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sg->build();
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}
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}
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Ogre::AxisAlignedBox Objects::getDimensions(MWWorld::Ptr::CellStore* cell)
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{
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return mBounds[cell];
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}
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void Objects::enableLights()
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{
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std::vector<LightInfo>::iterator it = mLights.begin();
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while (it != mLights.end())
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{
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if (mMwRoot->getCreator()->hasLight(it->name))
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{
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mMwRoot->getCreator()->getLight(it->name)->setVisible(true);
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++it;
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}
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else
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it = mLights.erase(it);
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}
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}
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void Objects::disableLights()
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{
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std::vector<LightInfo>::iterator it = mLights.begin();
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while (it != mLights.end())
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{
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if (mMwRoot->getCreator()->hasLight(it->name))
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{
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mMwRoot->getCreator()->getLight(it->name)->setVisible(false);
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++it;
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}
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else
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it = mLights.erase(it);
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}
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}
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void Objects::update(const float dt)
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{
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std::vector<LightInfo>::iterator it = mLights.begin();
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while (it != mLights.end())
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{
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if (mMwRoot->getCreator()->hasLight(it->name))
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{
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Ogre::Light* light = mMwRoot->getCreator()->getLight(it->name);
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// Light animation (pulse & flicker)
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it->time += dt;
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const float phase = std::fmod(static_cast<double> (it->time), static_cast<double>(32 * 2 * Ogre::Math::PI)) * 20;
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float pulseConstant;
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// These formulas are just guesswork, but they work pretty well
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if (it->type == LT_Normal)
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{
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// Less than 1/255 light modifier for a constant light:
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pulseConstant = (const float)(1.0 + sin(phase) / 255.0 );
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}
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else if (it->type == LT_Flicker)
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{
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// Let's do a 50% -> 100% sine wave pulse over 1 second:
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// This is 75% +/- 25%
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pulseConstant = (const float)(0.75 + sin(phase) * 0.25);
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// Then add a 25% flicker variation:
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it->resetTime -= dt;
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if (it->resetTime < 0)
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{
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it->flickerVariation = (rand() % 1000) / 1000 * 0.25;
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it->resetTime = 0.5;
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}
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if (it->resetTime > 0.25)
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{
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pulseConstant = (pulseConstant+it->flickerVariation) * (1-it->resetTime * 2.0f) + pulseConstant * it->resetTime * 2.0f;
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}
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else
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{
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pulseConstant = (pulseConstant+it->flickerVariation) * (it->resetTime * 2.0f) + pulseConstant * (1-it->resetTime * 2.0f);
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}
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}
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else if (it->type == LT_FlickerSlow)
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{
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// Let's do a 50% -> 100% sine wave pulse over 1 second:
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// This is 75% +/- 25%
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pulseConstant = (const float)(0.75 + sin(phase / 4.0) * 0.25);
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// Then add a 25% flicker variation:
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it->resetTime -= dt;
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if (it->resetTime < 0)
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{
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it->flickerVariation = (rand() % 1000) / 1000 * 0.25;
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it->resetTime = 0.5;
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}
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if (it->resetTime > 0.5)
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{
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pulseConstant = (pulseConstant+it->flickerVariation) * (1-it->resetTime) + pulseConstant * it->resetTime;
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}
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else
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{
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pulseConstant = (pulseConstant+it->flickerVariation) * (it->resetTime) + pulseConstant * (1-it->resetTime);
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}
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}
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else if (it->type == LT_Pulse)
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{
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// Let's do a 75% -> 125% sine wave pulse over 1 second:
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// This is 100% +/- 25%
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pulseConstant = (const float)(1.0 + sin(phase) * 0.25);
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}
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else if (it->type == LT_PulseSlow)
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{
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// Let's do a 75% -> 125% sine wave pulse over 1 second:
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// This is 100% +/- 25%
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pulseConstant = (const float)(1.0 + sin(phase / 4.0) * 0.25);
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}
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else
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assert(0 && "Invalid light type");
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light->setDiffuseColour( it->colour * pulseConstant );
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++it;
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}
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else
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it = mLights.erase(it);
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}
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}
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