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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-14 19:49:55 +00:00
396 lines
12 KiB
C++
396 lines
12 KiB
C++
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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//
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#include "nel/3d/u_instance_material.h"
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#include "nel/3d/u_camera.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_instance.h"
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//
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#include "world_database_manager.h"
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#include "continent_manager.h"
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#include "weather_manager_client.h"
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#include "weather.h"
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#include "sky_render.h"
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#include "sky_material_setup.h"
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#include "light_cycle_manager.h"
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#include "global.h"
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H_AUTO_DECL(RZ_SkyRender)
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using namespace NL3D;
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using namespace NLMISC;
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UScene *SkyScene = NULL;
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UInstance Sky = NULL;
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UInstance Sky2ndPass = NULL;
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NL3D::UInstance SkyFogPart = NULL;
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/////////////
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// GLOBALS //
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/////////////
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// Hierarchical timer
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H_AUTO_DECL ( RZ_Client_Render_Sky )
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extern UDriver *Driver;
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extern UScene *Scene;
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//===================================================================================================
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void createSkyScene()
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{
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if (SkyScene) return;
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if (!Scene) return;
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// Create the scene for the sky.
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SkyScene = Driver->createScene(true);
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// enable Scene Lighting
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SkyScene->enableLightingSystem(true);
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SkyScene->setAmbientGlobal(CRGBA::Black);
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}
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//===================================================================================================
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void deleteSkyScene()
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{
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if (!SkyScene) return;
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Driver->deleteScene(SkyScene);
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SkyScene = NULL;
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}
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//===================================================================================================
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static void applySkyMaterialSetup(UInstance instance, bool isNight, uint stage, bool skipFirstMaterial = false)
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{
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H_AUTO_USE(RZ_SkyRender)
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if(instance.empty())
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return;
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// Return if there is no continent selected.
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if(ContinentMngr.cur() == 0)
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return;
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if(!isNight)
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ContinentMngr.cur()->DaySkySetup.applyToInstance(instance, stage, skipFirstMaterial);
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else
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ContinentMngr.cur()->NightSkySetup.applyToInstance(instance, stage, skipFirstMaterial);
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}
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//===================================================================================================
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static void applySkyTex(UInstance instance, uint stage, const std::string &name)
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{
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H_AUTO_USE(RZ_SkyRender)
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if (instance.empty()) return;
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if (instance.getNumMaterials() < 1) return;
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UInstanceMaterial im = instance.getMaterial(0);
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if (im.getLastTextureStage() >= (sint) stage)
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{
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if (NLMISC::nlstricmp(im.getTextureFileName(stage), name) != 0)
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{
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im.setTextureFileName(name, stage);
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}
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}
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}
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//===================================================================================================
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/** Set alpha factors for a sky dome.
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* the constantAlpha gives the blend between 2 sky texture for the instance
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* the diffuseAlpha gives a modulate factor for the sky, which is then blended additively
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*/
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static void setSkyAlpha(UInstance instance, float constantAlpha, float diffuseAlpha, bool opaque)
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{
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H_AUTO_USE(RZ_SkyRender)
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if (instance.empty()) return;
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CRGBA constantCol(255, 255, 255, (uint8) (constantAlpha * 255.f));
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CRGBA diffuseCol(255, 255, 255, (uint8) (diffuseAlpha * 255.f));
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uint numMat = instance.getNumMaterials();
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if (numMat == 0) return;
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for(uint k = 0; k < numMat; ++k)
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{
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instance.getMaterial(k).setConstantColor(1, constantCol);
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instance.getMaterial(k).setColor(diffuseCol);
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}
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// set the first material to be opaque
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instance.getMaterial(0).setDstBlend(opaque ? UInstanceMaterial::zero : UInstanceMaterial::one);
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}
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//===================================================================================================
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static inline void showSkyPart(UInstance i, bool show)
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{
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H_AUTO_USE(RZ_SkyRender)
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if (i.empty()) return;
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if (show) i.show();
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else i.hide();
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}
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//===================================================================================================
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static void showSkyParts(bool firstPass, bool secondPass, bool fogPart)
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{
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H_AUTO_USE(RZ_SkyRender)
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showSkyPart(Sky, firstPass);
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showSkyPart(Sky2ndPass, secondPass);
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showSkyPart(SkyFogPart, fogPart);
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}
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//===================================================================================================
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static void renderStandardSky(float dayNight)
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{
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H_AUTO_USE(RZ_SkyRender)
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showSkyParts(true, false, false);
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// normal setup : stage 0 is day and stage 1 is night, 1 pass is required
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applySkyMaterialSetup(Sky, false, 0); // duplicate current setup in both stages
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applySkyMaterialSetup(Sky, true, 1);
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setSkyAlpha(Sky, dayNight, 1.f, true); // replace mode
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SkyScene->render();
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}
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//===================================================================================================
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/** setup a sky dome for a blend between night & day, with eventually a weather blend
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*/
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static void setupSkyDomeTextures(UInstance instance, const std::string &weatherDay, const std::string &weatherNight)
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{
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H_AUTO_USE(RZ_SkyRender)
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if (instance.empty()) return;
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// setup stage 0 (day)
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if (weatherDay.empty())
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{
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applySkyMaterialSetup(instance, false, 0);
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}
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else
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{
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applySkyMaterialSetup(instance, false, 0, true);
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applySkyTex(instance, 0, weatherDay);
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}
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// setup stage 1 (night)
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if (weatherNight.empty())
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{
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applySkyMaterialSetup(instance, true, 1);
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}
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else
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{
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applySkyMaterialSetup(instance, true, 1, true);
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applySkyTex(instance, 1, weatherNight);
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}
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}
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//===================================================================================================
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/** Set constant color for all material of an instance
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*/
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static void setInstanceConstantColor(UInstance instance, CRGBA color)
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{
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H_AUTO_USE(RZ_SkyRender)
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if (instance.empty()) return;
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uint numMat = instance.getNumMaterials();
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for(uint k = 0; k < numMat; ++k)
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{
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instance.getMaterial(k).setConstantColor(0, color);
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}
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}
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//===================================================================================================
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/** remove all textures from an instance (to free memory..)
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*/
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static void removeInstanceTextures(UInstance instance)
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{
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H_AUTO_USE(RZ_SkyRender)
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if (instance.empty()) return;
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uint numMat = instance.getNumMaterials();
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for(uint k = 0; k < numMat; ++k)
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{
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sint numStages = instance.getMaterial(k).getLastTextureStage() + 1;
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for(sint l = 0; l < numStages; ++l)
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{
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if (instance.getMaterial(k).isTextureFile((uint) l))
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{
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instance.getMaterial(k).setTextureFileName("", (uint) l);
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}
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}
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}
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}
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//===================================================================================================
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void renderSky(const CLightCycleManager &lcm, NLMISC::CRGBA fogColor)
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{
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H_AUTO_USE(RZ_SkyRender)
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H_AUTO_USE ( RZ_Client_Render_Sky )
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static bool secondPassUsed = true; // tells if a second pass was needed at the previous rendering
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if (!SkyScene || MainCam.empty() || !Scene) return;
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//
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float lightLevel = lcm.getLightLevel();
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float duskRatio = lcm.getLightDesc().DuskRatio;
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//
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Driver->enableFog(false);
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// Render the Sky.
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CFrustum frust = MainCam.getFrustum();
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UCamera camSky = SkyScene->getCam();
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camSky.setTransformMode(UTransform::DirectMatrix);
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// must have our own Far!!!
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frust.Far= SkyCameraZFar;
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camSky.setFrustum(frust);
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CMatrix skyCameraMatrix;
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skyCameraMatrix.identity();
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skyCameraMatrix= MainCam.getMatrix();
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skyCameraMatrix.setPos(CVector::Null);
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camSky.setMatrix(skyCameraMatrix);
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SkyScene->setViewport(Scene->getViewport());
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bool isNight = lightLevel > 0.5f;
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if (Sky.empty()) return;
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// See in the weather setup if there is a weather related skyDome
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const CWeatherState &ws = WeatherManager.getCurrWeatherState();
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bool twoPassDone = false;
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// build a set of 4 background between which to blend depending on weather & hour
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// 00 01
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// bg for setup 0 +-----+ ---> background depending on hour (day, dusk, night)
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// | |
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// | |
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// bg for setup 1 +-----+
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// 10 11
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const std::string *bg00, *bg01, *bg10, *bg11;
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float blendFactor; // blendFactor for time
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switch (lcm.getState())
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{
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case CLightCycleManager::DayToNight:
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if (lightLevel <= duskRatio)
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{
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blendFactor = duskRatio != 0 ? lightLevel / duskRatio : 0.f;
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bg00 = &ws.DayBackgroundFileName1;
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bg01 = &ws.DuskBackgroundFileName1;
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bg10 = &ws.DayBackgroundFileName2;
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bg11 = &ws.DuskBackgroundFileName2;
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}
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else
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{
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blendFactor = duskRatio != 1.f ? (lightLevel - duskRatio) / (1.f - duskRatio) : 0.f;
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bg00 = &ws.DuskBackgroundFileName1;
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bg01 = &ws.NightBackgroundFileName1;
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bg10 = &ws.DuskBackgroundFileName2;
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bg11 = &ws.NightBackgroundFileName2;
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}
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break;
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default: // not a day->night transition, so no 'dusk' step.
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blendFactor = lightLevel;
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bg00 = &ws.DayBackgroundFileName1;
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bg01 = &ws.NightBackgroundFileName1;
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bg10 = &ws.DayBackgroundFileName2;
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bg11 = &ws.NightBackgroundFileName2;
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break;
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}
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// Do not draw the sky in indoor continents
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if (!ContinentMngr.cur()->Indoor)
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{
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if (lightLevel == 0.f || lightLevel == 1.f)
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{
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const std::string &bg1 = isNight ? *bg01 : *bg00;
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const std::string &bg2 = isNight ? *bg11 : *bg10;
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if (!bg1.empty() || !bg2.empty())
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{
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if (!bg1.empty())
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{
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if (!bg2.empty()) // transition between 2 weather sky domes ?
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{
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applySkyMaterialSetup(Sky, isNight, 0, true); // duplicate current setup in both stages
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applySkyMaterialSetup(Sky, isNight, 1, true);
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// override sky dome texture with current texture
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applySkyTex(Sky, 0, bg1);
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applySkyTex(Sky, 1, bg2);
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//
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}
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else
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{
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// transition from bad weather sky to normal sky
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applySkyMaterialSetup(Sky, isNight, 0, true); // duplicate current setup in both stages
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applySkyMaterialSetup(Sky, isNight, 1);
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applySkyTex(Sky, 0, bg1);
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}
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}
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else
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{
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// transition from normal weather to bad weather
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applySkyMaterialSetup(Sky, isNight, 0); // duplicate current setup in both stages
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applySkyMaterialSetup(Sky, isNight, 1, true);
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applySkyTex(Sky, 1, bg2);
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}
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showSkyParts(true, false, false);
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setSkyAlpha(Sky, ws.BlendFactor, 1.f, true);
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SkyScene->render();
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}
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else
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{
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renderStandardSky(blendFactor);
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}
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}
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else // We are in a transition between day and night
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{
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// if there's one weather texture, multipass rendering is needed
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if ( bg00->empty()
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&& bg01->empty()
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&& bg10->empty()
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&& bg11->empty())
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{
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// no weather texture
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renderStandardSky(blendFactor);
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}
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else // 2 pass rendering
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{
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// setup textures of the skydomes
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setupSkyDomeTextures(Sky, *bg00, *bg01);
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setupSkyDomeTextures(Sky2ndPass, *bg10, *bg11);
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setSkyAlpha(Sky, blendFactor, 1.f - ws.BlendFactor, true /* opaque */);
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setSkyAlpha(Sky2ndPass, blendFactor, ws.BlendFactor, false /* alpha additif */);
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showSkyParts(true, false, false);
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SkyScene->render();
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showSkyParts(false, true, false);
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SkyScene->render();
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twoPassDone = true;
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secondPassUsed = true;
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}
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}
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// Blend the fog part
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if (!SkyFogPart.empty())
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{
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showSkyParts(false, false, true);
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setInstanceConstantColor(SkyFogPart, fogColor);
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// set texture matrix for first material to get the right height for fog
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if (SkyFogPart.getNumMaterials() > 0)
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{
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UInstanceMaterial im = SkyFogPart.getMaterial(0);
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im.enableUserTexMat(0);
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CMatrix uvMat;
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uvMat.scale(CVector(1.f, ws.FogGradientFactor != 0.f ? 1.f / ws.FogGradientFactor : 0.f, 1.f)); // scale the fog part
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im.setUserTexMat(0, uvMat);
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}
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SkyScene->render();
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}
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// release textures for second pass if it is not needed anymore
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if (!twoPassDone && secondPassUsed)
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{
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removeInstanceTextures(Sky2ndPass);
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secondPassUsed = false;
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}
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}
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}
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