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OpenMW/apps/openmw/mwrender/ripples.hpp
elsid c9b4c8632a
Update ripples surface only when there is need to do so
This depends on the difference between FPS which is dynamic and ripples update
frequency which is contant. If FPS > ripples update frequency, some frames do
nothing. If FPS <= ripples update frequency each frame runs shaders once. Update
offset, possitions shader uniforms only when it will be run.
2024-02-20 00:44:39 +01:00

105 lines
2.4 KiB
C++

#ifndef OPENMW_MWRENDER_RIPPLES_H
#define OPENMW_MWRENDER_RIPPLES_H
#include <array>
#include <osg/Camera>
#include <osg/Geometry>
#include <components/sceneutil/rtt.hpp>
#include <components/sceneutil/statesetupdater.hpp>
namespace Resource
{
class ResourceSystem;
}
namespace osg
{
class Camera;
class Geometry;
class Program;
class Texture;
class StateSet;
class NodeVisitor;
class Texture;
class Texture2D;
class FrameBufferObject;
}
namespace MWRender
{
class RipplesSurface : public osg::Geometry
{
public:
RipplesSurface(Resource::ResourceSystem* resourceSystem);
osg::Texture* getColorTexture() const;
void emit(const osg::Vec3f pos, float sizeInCellUnits);
void drawImplementation(osg::RenderInfo& renderInfo) const override;
void setPaused(bool paused) { mPaused = paused; }
void traverse(osg::NodeVisitor& nv) override;
void releaseGLObjects(osg::State* state) const override;
static constexpr size_t sRTTSize = 1024;
// e.g. texel to cell unit ratio
static constexpr float sWorldScaleFactor = 2.5;
private:
struct State
{
bool mPaused = true;
osg::ref_ptr<osg::StateSet> mStateset;
};
void setupFragmentPipeline();
void setupComputePipeline();
inline void updateState(const osg::FrameStamp& frameStamp, State& state);
Resource::ResourceSystem* mResourceSystem;
size_t mPositionCount = 0;
std::array<osg::Vec3f, 100> mPositions;
std::array<State, 2> mState;
osg::Vec2f mCurrentPlayerPos;
osg::Vec2f mLastPlayerPos;
std::array<osg::ref_ptr<osg::Texture2D>, 2> mTextures;
std::array<osg::ref_ptr<osg::FrameBufferObject>, 2> mFBOs;
osg::ref_ptr<osg::Program> mProgramBlobber;
osg::ref_ptr<osg::Program> mProgramSimulation;
bool mPaused = false;
bool mUseCompute = false;
double mLastSimulationTime = 0;
double mRemainingWaveTime = 0;
};
class Ripples : public osg::Camera
{
public:
Ripples(Resource::ResourceSystem* resourceSystem);
osg::Texture* getColorTexture() const;
void emit(const osg::Vec3f pos, float sizeInCellUnits);
void setPaused(bool paused);
osg::ref_ptr<RipplesSurface> mRipples;
};
}
#endif