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OpenMW/apps/openmw/mwrender/water.cpp
2012-07-03 15:32:38 +02:00

398 lines
13 KiB
C++

#include "water.hpp"
#include <OgreRenderTarget.h>
#include <OgreEntity.h>
#include <OgreMeshManager.h>
#include <OgreHardwarePixelBuffer.h>
#include <OgreCompositorManager.h>
#include <OgreCompositorInstance.h>
#include <OgreCompositorChain.h>
#include <OgreRoot.h>
#include "sky.hpp"
#include "renderingmanager.hpp"
#include "compositors.hpp"
using namespace Ogre;
namespace MWRender
{
Water::Water (Ogre::Camera *camera, RenderingManager* rend, const ESM::Cell* cell) :
mCamera (camera), mSceneManager (camera->getSceneManager()),
mIsUnderwater(false), mVisibilityFlags(0),
mReflectionTarget(0), mActive(1), mToggled(1),
mReflectionRenderActive(false), mRendering(rend)
{
mSky = rend->getSkyManager();
mTop = cell->water;
mIsUnderwater = false;
mWaterPlane = Plane(Vector3::UNIT_Y, 0);
MeshManager::getSingleton().createPlane("water", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, CELL_SIZE*5, CELL_SIZE * 5, 10, 10, true, 1, 3,3, Vector3::UNIT_Z);
mWater = mSceneManager->createEntity("water");
mWater->setVisibilityFlags(RV_Water);
mWater->setRenderQueueGroup(RQG_Water);
mWater->setCastShadows(false);
mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode();
mWaterNode->setPosition(0, mTop, 0);
mReflectionCamera = mSceneManager->createCamera("ReflectionCamera");
if(!(cell->data.flags & cell->Interior))
{
mWaterNode->setPosition(getSceneNodeCoordinates(cell->data.gridX, cell->data.gridY));
}
mWaterNode->attachObject(mWater);
applyRTT();
applyVisibilityMask();
createMaterial();
mWater->setMaterial(mMaterial);
mUnderwaterEffect = Settings::Manager::getBool("underwater effect", "Water");
mSceneManager->addRenderQueueListener(this);
assignTextures();
// ----------------------------------------------------------------------------------------------
// ---------------------------------- reflection debug overlay ----------------------------------
// ----------------------------------------------------------------------------------------------
/*
if (Settings::Manager::getBool("shader", "Water"))
{
OverlayManager& mgr = OverlayManager::getSingleton();
Overlay* overlay;
// destroy if already exists
if (overlay = mgr.getByName("ReflectionDebugOverlay"))
mgr.destroy(overlay);
overlay = mgr.create("ReflectionDebugOverlay");
if (MaterialManager::getSingleton().resourceExists("Ogre/ReflectionDebugTexture"))
MaterialManager::getSingleton().remove("Ogre/ReflectionDebugTexture");
MaterialPtr debugMat = MaterialManager::getSingleton().create(
"Ogre/ReflectionDebugTexture",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
debugMat->getTechnique(0)->getPass(0)->setLightingEnabled(false);
TextureUnitState *t = debugMat->getTechnique(0)->getPass(0)->createTextureUnitState(tex->getName());
t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
OverlayContainer* debugPanel;
// destroy container if exists
try
{
if (debugPanel =
static_cast<OverlayContainer*>(
mgr.getOverlayElement("Ogre/ReflectionDebugTexPanel"
)))
mgr.destroyOverlayElement(debugPanel);
}
catch (Ogre::Exception&) {}
debugPanel = (OverlayContainer*)
(OverlayManager::getSingleton().createOverlayElement("Panel", "Ogre/ReflectionDebugTexPanel"));
debugPanel->_setPosition(0, 0.55);
debugPanel->_setDimensions(0.3, 0.3);
debugPanel->setMaterialName(debugMat->getName());
debugPanel->show();
overlay->add2D(debugPanel);
overlay->show();
}
*/
}
void Water::setActive(bool active)
{
mActive = active;
updateVisible();
}
Water::~Water()
{
MeshManager::getSingleton().remove("water");
if (mReflectionTarget)
mReflectionTexture->getBuffer()->getRenderTarget()->removeListener(this);
mWaterNode->detachObject(mWater);
mSceneManager->destroyEntity(mWater);
mSceneManager->destroySceneNode(mWaterNode);
}
void Water::changeCell(const ESM::Cell* cell)
{
mTop = cell->water;
setHeight(mTop);
if(!(cell->data.flags & cell->Interior))
mWaterNode->setPosition(getSceneNodeCoordinates(cell->data.gridX, cell->data.gridY));
}
void Water::setHeight(const float height)
{
mTop = height;
mWaterPlane = Plane(Vector3::UNIT_Y, height);
mWaterNode->setPosition(0, height, 0);
}
void Water::toggle()
{
mToggled = !mToggled;
updateVisible();
}
void Water::checkUnderwater(float y)
{
if (!mActive)
{
mRendering->getCompositors()->setCompositorEnabled(mCompositorName, false);
return;
}
if ((mIsUnderwater && y > mTop) || !mWater->isVisible() || mCamera->getPolygonMode() != Ogre::PM_SOLID)
{
mRendering->getCompositors()->setCompositorEnabled(mCompositorName, false);
// tell the shader we are not underwater
Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0);
if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("isUnderwater", false))
pass->getFragmentProgramParameters()->setNamedConstant("isUnderwater", Real(0));
mWater->setRenderQueueGroup(RQG_Water);
mIsUnderwater = false;
}
if (!mIsUnderwater && y < mTop && mWater->isVisible() && mCamera->getPolygonMode() == Ogre::PM_SOLID)
{
if (mUnderwaterEffect)
mRendering->getCompositors()->setCompositorEnabled(mCompositorName, true);
// tell the shader we are underwater
Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0);
if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("isUnderwater", false))
pass->getFragmentProgramParameters()->setNamedConstant("isUnderwater", Real(1));
mWater->setRenderQueueGroup(RQG_UnderWater);
mIsUnderwater = true;
}
updateVisible();
}
Vector3 Water::getSceneNodeCoordinates(int gridX, int gridY)
{
return Vector3(gridX * CELL_SIZE + (CELL_SIZE / 2), mTop, -gridY * CELL_SIZE - (CELL_SIZE / 2));
}
void Water::preRenderTargetUpdate(const RenderTargetEvent& evt)
{
if (evt.source == mReflectionTarget)
{
mReflectionCamera->setOrientation(mCamera->getDerivedOrientation());
mReflectionCamera->setPosition(mCamera->getDerivedPosition());
mReflectionCamera->setNearClipDistance(mCamera->getNearClipDistance());
mReflectionCamera->setFarClipDistance(mCamera->getFarClipDistance());
mReflectionCamera->setAspectRatio(mCamera->getAspectRatio());
mReflectionCamera->setFOVy(mCamera->getFOVy());
mReflectionRenderActive = true;
/// \todo For some reason this camera is delayed for 1 frame, which causes ugly sky reflection behaviour..
/// to circumvent this we just scale the sky up, so it's not that noticable
Vector3 pos = mCamera->getRealPosition();
pos.y = mTop*2 - pos.y;
mSky->setSkyPosition(pos);
mSky->scaleSky(mCamera->getFarClipDistance() / 5000.f);
mReflectionCamera->enableReflection(mWaterPlane);
}
}
void Water::postRenderTargetUpdate(const RenderTargetEvent& evt)
{
if (evt.source == mReflectionTarget)
{
mSky->resetSkyPosition();
mSky->scaleSky(1);
mReflectionCamera->disableReflection();
mReflectionCamera->disableCustomNearClipPlane();
mReflectionRenderActive = false;
}
}
void Water::createMaterial()
{
if (mReflectionTarget == 0)
{
mMaterial = MaterialManager::getSingleton().getByName("Water_Fallback");
}
else
{
mMaterial = MaterialManager::getSingleton().getByName("Water");
mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTexture(mReflectionTexture);
}
// these have to be set in code
std::string textureNames[32];
for (int i=0; i<32; ++i)
{
textureNames[i] = "textures\\water\\water" + StringConverter::toString(i, 2, '0') + ".dds";
}
Ogre::Technique* tech;
if (mReflectionTarget == 0)
tech = mMaterial->getTechnique(0);
else
tech = mMaterial->getTechnique(1);
tech->getPass(0)->getTextureUnitState(0)->setAnimatedTextureName(textureNames, 32, 2);
}
void Water::assignTextures()
{
if (Settings::Manager::getBool("shader", "Water"))
{
CompositorInstance* compositor = CompositorManager::getSingleton().getCompositorChain(mRendering->getViewport())->getCompositor("gbuffer");
TexturePtr colorTexture = compositor->getTextureInstance("mrt_output", 0);
TextureUnitState* tus = mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState("refractionMap");
if (tus != 0)
tus->setTexture(colorTexture);
TexturePtr depthTexture = compositor->getTextureInstance("mrt_output", 1);
tus = mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState("depthMap");
if (tus != 0)
tus->setTexture(depthTexture);
}
}
void Water::setViewportBackground(const ColourValue& bg)
{
if (mReflectionTarget)
mReflectionTarget->getViewport(0)->setBackgroundColour(bg);
}
void Water::updateVisible()
{
mWater->setVisible(mToggled && mActive);
if (mReflectionTarget)
mReflectionTarget->setActive(mToggled && mActive && !mIsUnderwater);
}
void Water::renderQueueStarted (Ogre::uint8 queueGroupId, const Ogre::String &invocation, bool &skipThisInvocation)
{
// We don't want the sky to get clipped by custom near clip plane (the water plane)
if (queueGroupId < 20 && mReflectionRenderActive)
{
mReflectionCamera->disableCustomNearClipPlane();
Root::getSingleton().getRenderSystem()->_setProjectionMatrix(mReflectionCamera->getProjectionMatrixRS());
}
}
void Water::renderQueueEnded (Ogre::uint8 queueGroupId, const Ogre::String &invocation, bool &repeatThisInvocation)
{
if (queueGroupId < 20 && mReflectionRenderActive)
{
mReflectionCamera->enableCustomNearClipPlane(mWaterPlane);
Root::getSingleton().getRenderSystem()->_setProjectionMatrix(mReflectionCamera->getProjectionMatrixRS());
}
}
void Water::update()
{
}
void Water::applyRTT()
{
if (mReflectionTarget)
{
TextureManager::getSingleton().remove("WaterReflection");
mReflectionTarget = 0;
}
// Create rendertarget for reflection
int rttsize = Settings::Manager::getInt("rtt size", "Water");
if (Settings::Manager::getBool("shader", "Water"))
{
mReflectionTexture = TextureManager::getSingleton().createManual("WaterReflection",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, rttsize, rttsize, 0, PF_FLOAT16_RGBA, TU_RENDERTARGET);
RenderTarget* rtt = mReflectionTexture->getBuffer()->getRenderTarget();
Viewport* vp = rtt->addViewport(mReflectionCamera);
vp->setOverlaysEnabled(false);
vp->setBackgroundColour(ColourValue(0.8f, 0.9f, 1.0f));
vp->setShadowsEnabled(false);
// use fallback techniques without shadows and without mrt (currently not implemented for sky and terrain)
//vp->setMaterialScheme("Fallback");
rtt->addListener(this);
rtt->setActive(true);
mReflectionTarget = rtt;
}
mCompositorName = RenderingManager::useMRT() ? "Underwater" : "UnderwaterNoMRT";
}
void Water::applyVisibilityMask()
{
mVisibilityFlags = RV_Terrain * Settings::Manager::getBool("reflect terrain", "Water")
+ RV_Statics * Settings::Manager::getBool("reflect statics", "Water")
+ RV_StaticsSmall * Settings::Manager::getBool("reflect small statics", "Water")
+ RV_Actors * Settings::Manager::getBool("reflect actors", "Water")
+ RV_Misc * Settings::Manager::getBool("reflect misc", "Water")
+ RV_Sky;
if (mReflectionTarget)
{
mReflectionTexture->getBuffer()->getRenderTarget()->getViewport(0)->setVisibilityMask(mVisibilityFlags);
}
}
void Water::processChangedSettings(const Settings::CategorySettingVector& settings)
{
bool applyRT = false;
bool applyVisMask = false;
for (Settings::CategorySettingVector::const_iterator it=settings.begin();
it != settings.end(); ++it)
{
if ( it->first == "Water" && (
it->second == "shader"
|| it->second == "rtt size"))
applyRT = true;
if ( it->first == "Water" && (
it->second == "reflect actors"
|| it->second == "reflect terrain"
|| it->second == "reflect misc"
|| it->second == "reflect small statics"
|| it->second == "reflect statics"))
applyVisMask = true;
}
if(applyRT)
{
applyRTT();
applyVisibilityMask();
createMaterial();
mWater->setMaterial(mMaterial);
assignTextures();
}
if (applyVisMask)
applyVisibilityMask();
}
} // namespace