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OpenMW/apps/openmw/mwrender/ripplesimulation.cpp
2023-04-01 17:26:19 +04:00

249 lines
9.2 KiB
C++

#include "ripplesimulation.hpp"
#include <iomanip>
#include <sstream>
#include <osg/Depth>
#include <osg/Material>
#include <osg/PolygonOffset>
#include <osg/PositionAttitudeTransform>
#include <osg/Texture2D>
#include <osgParticle/ParticleSystem>
#include <osgParticle/ParticleSystemUpdater>
#include <components/fallback/fallback.hpp>
#include <components/misc/rng.hpp>
#include <components/nifosg/controller.hpp>
#include <components/resource/imagemanager.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/depth.hpp>
#include "vismask.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwmechanics/actorutil.hpp"
namespace
{
void createWaterRippleStateSet(Resource::ResourceSystem* resourceSystem, osg::Node* node)
{
int rippleFrameCount = Fallback::Map::getInt("Water_RippleFrameCount");
if (rippleFrameCount <= 0)
return;
std::string_view tex = Fallback::Map::getString("Water_RippleTexture");
std::vector<osg::ref_ptr<osg::Texture2D>> textures;
for (int i = 0; i < rippleFrameCount; ++i)
{
std::ostringstream texname;
texname << "textures/water/" << tex << std::setw(2) << std::setfill('0') << i << ".dds";
osg::ref_ptr<osg::Texture2D> tex2(
new osg::Texture2D(resourceSystem->getImageManager()->getImage(texname.str())));
tex2->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
tex2->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
resourceSystem->getSceneManager()->applyFilterSettings(tex2);
textures.push_back(tex2);
}
osg::ref_ptr<NifOsg::FlipController> controller(
new NifOsg::FlipController(0, 0.3f / rippleFrameCount, textures));
controller->setSource(std::make_shared<SceneUtil::FrameTimeSource>());
node->addUpdateCallback(controller);
osg::ref_ptr<osg::StateSet> stateset(new osg::StateSet);
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
stateset->setTextureAttributeAndModes(0, textures[0], osg::StateAttribute::ON);
osg::ref_ptr<osg::Depth> depth = new SceneUtil::AutoDepth;
depth->setWriteMask(false);
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
osg::ref_ptr<osg::PolygonOffset> polygonOffset(new osg::PolygonOffset);
polygonOffset->setUnits(SceneUtil::AutoDepth::isReversed() ? 1 : -1);
polygonOffset->setFactor(SceneUtil::AutoDepth::isReversed() ? 1 : -1);
stateset->setAttributeAndModes(polygonOffset, osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
osg::ref_ptr<osg::Material> mat(new osg::Material);
mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
mat->setColorMode(osg::Material::DIFFUSE);
stateset->setAttributeAndModes(mat, osg::StateAttribute::ON);
node->setStateSet(stateset);
}
}
namespace MWRender
{
RippleSimulation::RippleSimulation(osg::Group* parent, Resource::ResourceSystem* resourceSystem)
: mParent(parent)
{
mParticleSystem = new osgParticle::ParticleSystem;
mParticleSystem->setParticleAlignment(osgParticle::ParticleSystem::FIXED);
mParticleSystem->setAlignVectorX(osg::Vec3f(1, 0, 0));
mParticleSystem->setAlignVectorY(osg::Vec3f(0, 1, 0));
osgParticle::Particle& particleTemplate = mParticleSystem->getDefaultParticleTemplate();
particleTemplate.setSizeRange(osgParticle::rangef(15, 180));
particleTemplate.setColorRange(osgParticle::rangev4(osg::Vec4f(1, 1, 1, 0.7), osg::Vec4f(1, 1, 1, 0.7)));
particleTemplate.setAlphaRange(osgParticle::rangef(1.f, 0.f));
particleTemplate.setAngularVelocity(osg::Vec3f(0, 0, Fallback::Map::getFloat("Water_RippleRotSpeed")));
particleTemplate.setLifeTime(Fallback::Map::getFloat("Water_RippleLifetime"));
osg::ref_ptr<osgParticle::ParticleSystemUpdater> updater(new osgParticle::ParticleSystemUpdater);
updater->addParticleSystem(mParticleSystem);
mParticleNode = new osg::PositionAttitudeTransform;
mParticleNode->setName("Ripple Root");
mParticleNode->addChild(updater);
mParticleNode->addChild(mParticleSystem);
mParticleNode->setNodeMask(Mask_Water);
createWaterRippleStateSet(resourceSystem, mParticleNode);
resourceSystem->getSceneManager()->recreateShaders(mParticleNode);
mParent->addChild(mParticleNode);
}
RippleSimulation::~RippleSimulation()
{
mParent->removeChild(mParticleNode);
}
void RippleSimulation::update(float dt)
{
const MWBase::World* world = MWBase::Environment::get().getWorld();
for (Emitter& emitter : mEmitters)
{
emitter.mTimer -= dt;
MWWorld::ConstPtr& ptr = emitter.mPtr;
if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
// fetch a new ptr (to handle cell change etc)
// for non-player actors this is done in updateObjectCell
ptr = MWBase::Environment::get().getWorld()->getPlayerPtr();
}
osg::Vec3f currentPos(ptr.getRefData().getPosition().asVec3());
bool shouldEmit = (world->isUnderwater(ptr.getCell(), currentPos) && !world->isSubmerged(ptr))
|| world->isWalkingOnWater(ptr);
if (!shouldEmit)
{
emitter.mTimer = 0.f;
}
else if (mRipples)
{
// Ripple simulation needs to continously apply impulses to keep simulation alive.
// Adding a timer delay will introduce many smaller ripples around actor instead of a smooth wake
currentPos.z() = mParticleNode->getPosition().z();
emitRipple(currentPos);
}
else if (emitter.mTimer <= 0.f || (currentPos - emitter.mLastEmitPosition).length() > 10)
{
emitter.mLastEmitPosition = currentPos;
emitter.mTimer = 1.5f;
currentPos.z() = mParticleNode->getPosition().z();
if (mParticleSystem->numParticles() - mParticleSystem->numDeadParticles() > 500)
continue; // TODO: remove the oldest particle to make room?
emitRipple(currentPos);
}
}
}
void RippleSimulation::addEmitter(const MWWorld::ConstPtr& ptr, float scale, float force)
{
Emitter newEmitter;
newEmitter.mPtr = ptr;
newEmitter.mScale = scale;
newEmitter.mForce = force;
newEmitter.mLastEmitPosition = osg::Vec3f(0, 0, 0);
newEmitter.mTimer = 0.f;
mEmitters.push_back(newEmitter);
}
void RippleSimulation::removeEmitter(const MWWorld::ConstPtr& ptr)
{
for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end(); ++it)
{
if (it->mPtr == ptr)
{
mEmitters.erase(it);
return;
}
}
}
void RippleSimulation::updateEmitterPtr(const MWWorld::ConstPtr& old, const MWWorld::ConstPtr& ptr)
{
for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end(); ++it)
{
if (it->mPtr == old)
{
it->mPtr = ptr;
return;
}
}
}
void RippleSimulation::removeCell(const MWWorld::CellStore* store)
{
for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end();)
{
if ((it->mPtr.isInCell() && it->mPtr.getCell() == store) && it->mPtr != MWMechanics::getPlayer())
{
it = mEmitters.erase(it);
}
else
++it;
}
}
void RippleSimulation::emitRipple(const osg::Vec3f& pos)
{
if (std::abs(pos.z() - mParticleNode->getPosition().z()) < 20)
{
if (mRipples)
{
constexpr float particleRippleSizeInUnits = 12.f;
mRipples->emit(osg::Vec3f(pos.x(), pos.y(), 0.f), particleRippleSizeInUnits);
}
else
{
osgParticle::ParticleSystem::ScopedWriteLock lock(*mParticleSystem->getReadWriteMutex());
osgParticle::Particle* p = mParticleSystem->createParticle(nullptr);
p->setPosition(osg::Vec3f(pos.x(), pos.y(), 0.f));
p->setAngle(osg::Vec3f(0, 0, Misc::Rng::rollProbability() * osg::PI * 2 - osg::PI));
}
}
}
void RippleSimulation::setWaterHeight(float height)
{
mParticleNode->setPosition(osg::Vec3f(0, 0, height));
}
void RippleSimulation::clear()
{
for (int i = 0; i < mParticleSystem->numParticles(); ++i)
mParticleSystem->destroyParticle(i);
}
}