mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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4b1959a560
--HG-- branch : develop
2018 lines
66 KiB
C++
2018 lines
66 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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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 "std3d.h"
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#include "nel/misc/vector_2f.h"
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#include "nel/misc/vector_h.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/3d/animation_time.h"
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#include "nel/3d/water_model.h"
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#include "nel/3d/water_shape.h"
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#include "nel/3d/water_pool_manager.h"
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#include "nel/3d/water_height_map.h"
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#include "nel/3d/dru.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/driver.h"
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#include "nel/3d/render_trav.h"
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#include "nel/3d/anim_detail_trav.h"
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#include "nel/3d/texture_emboss.h"
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#include "nel/3d/texture_bump.h"
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#include "nel/3d/water_env_map.h"
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using NLMISC::CVector2f;
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namespace NL3D {
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// for normal rendering
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CMaterial CWaterModel::_WaterMat;
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// for simple rendering
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CMaterial CWaterModel::_SimpleWaterMat;
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const uint WATER_MODEL_DEFAULT_NUM_VERTICES = 5000;
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NLMISC::CRefPtr<IDriver> CWaterModel::_CurrDrv;
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// TMP
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volatile bool forceWaterSimpleRender = false;
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//=======================================================================
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void CWaterModel::setupVertexBuffer(CVertexBuffer &vb, uint numWantedVertices, IDriver *drv)
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{
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if (!numWantedVertices) return;
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if (vb.getNumVertices() == 0 || drv != _CurrDrv) // not setupped yet, or driver changed ?
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{
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vb.setNumVertices(0);
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vb.setName("Water");
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vb.setPreferredMemory(CVertexBuffer::AGPPreferred, false);
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if (drv->supportWaterShader())
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{
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vb.setVertexFormat(CVertexBuffer::PositionFlag);
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}
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else
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{
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vb.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag);
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}
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_CurrDrv = drv;
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}
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uint numVerts = std::max(numWantedVertices, WATER_MODEL_DEFAULT_NUM_VERTICES);
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if (numVerts > vb.getNumVertices())
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{
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const uint vb_INCREASE_SIZE = 1000;
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numVerts = vb_INCREASE_SIZE * ((numVerts + (vb_INCREASE_SIZE - 1)) / vb_INCREASE_SIZE); // snap size
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vb.setNumVertices((uint32) numVerts);
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}
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}
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//=======================================================================
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CWaterModel::CWaterModel()
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{
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setOpacity(false);
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setTransparency(true);
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setOrderingLayer(1);
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// RenderFilter: We are a SegRemanece
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_RenderFilterType= UScene::FilterWater;
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_Prev = NULL;
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_Next = NULL;
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_MatrixUpdateDate = 0;
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}
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//=======================================================================
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CWaterModel::~CWaterModel()
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{
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CScene *scene = getOwnerScene();
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if (scene && scene->getWaterCallback())
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{
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nlassert(Shape);
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CWaterShape *ws = NLMISC::safe_cast<CWaterShape *>((IShape *) Shape);
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scene->getWaterCallback()->waterSurfaceRemoved(ws->getUseSceneWaterEnvMap(0) || ws->getUseSceneWaterEnvMap(1));
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}
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// should be already unlinked, but security
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unlink();
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}
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//=======================================================================
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void CWaterModel::registerBasic()
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{
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CScene::registerModel(WaterModelClassId, TransformShapeId, CWaterModel::creator);
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}
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//=======================================================================
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ITrack* CWaterModel::getDefaultTrack (uint valueId)
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{
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nlassert(Shape);
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CWaterShape *ws = NLMISC::safe_cast<CWaterShape *>((IShape *) Shape);
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switch (valueId)
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{
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case PosValue: return ws->getDefaultPos(); break;
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case ScaleValue: return ws->getDefaultScale(); break;
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case RotQuatValue: return ws->getDefaultRotQuat(); break;
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default: // delegate to parent
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return CTransformShape::getDefaultTrack(valueId);
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break;
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}
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}
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//=======================================================================
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uint32 CWaterModel::getWaterHeightMapID() const
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{
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CWaterShape *ws = NLMISC::safe_cast<CWaterShape *>((IShape *) Shape);
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return ws->_WaterPoolID;
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}
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//=======================================================================
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float CWaterModel::getHeightFactor() const
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{
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CWaterShape *ws = NLMISC::safe_cast<CWaterShape *>((IShape *) Shape);
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return ws->_WaveHeightFactor;
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}
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//=======================================================================
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float CWaterModel::getHeight(const CVector2f &pos)
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{
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CWaterShape *ws = NLMISC::safe_cast<CWaterShape *>((IShape *) Shape);
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CWaterHeightMap &whm = GetWaterPoolManager().getPoolByID(ws->_WaterPoolID);
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const float height = whm.getHeight(pos);
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return height * ws->_WaveHeightFactor + this->getPos().z;
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}
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//=======================================================================
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float CWaterModel::getAttenuatedHeight(const CVector2f &pos, const NLMISC::CVector &viewer)
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{
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CWaterShape *ws = NLMISC::safe_cast<CWaterShape *>((IShape *) Shape);
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CWaterHeightMap &whm = GetWaterPoolManager().getPoolByID(ws->_WaterPoolID);
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const float maxDist = whm.getUnitSize() * (whm.getSize() >> 1);
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const NLMISC::CVector planePos(pos.x, pos.y, this->getMatrix().getPos().z);
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const float userDist = (planePos - viewer).norm();
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if (userDist > maxDist)
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{
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return this->getMatrix().getPos().z;
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}
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else
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{
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const float height = whm.getHeight(pos);
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return ws->_WaveHeightFactor * height * (1.f - userDist / maxDist) + this->getMatrix().getPos().z;
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}
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}
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//=======================================================================
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// perform a bilinear on 4 values
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// 0---1
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// | |
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// 3---2
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/*
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static float inline BilinFilter(float v0, float v1, float v2, float v3, float u, float v)
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{
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float g = v * v3 + (1.f - v) * v0;
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float h = v * v2 + (1.f - v) * v1;
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return u * h + (1.f - u) * g;
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}
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*/
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//=======================================================================
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/// store a value in a water vertex buffer, and increment the pointer
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/*
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static void inline FillWaterVB(uint8 *&vbPointer, float x, float y, float z, float nx, float ny)
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{
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* (float *) vbPointer = x;
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((float *) vbPointer)[1] = y;
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((float *) vbPointer)[2] = z;
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*((float *) (vbPointer + 3 * sizeof(float))) = nx;
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*((float *) (vbPointer + 4 * sizeof(float))) = ny;
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vbPointer += 5 * sizeof(float);
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}
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*/
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// ***************************************************************************************************************
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/*
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#ifdef NL_OS_WINDOWS
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__forceinline
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#endif
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static void SetupWaterVertex( sint qLeft,
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sint qRight,
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sint qUp,
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sint qDown,
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sint qSubLeft,
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sint qSubDown,
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const NLMISC::CVector &inter,
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float invWaterRatio,
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sint doubleWaterHeightMapSize,
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CWaterHeightMap &whm,
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uint8 *&vbPointer,
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float offsetX,
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float offsetY
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)
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{
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const float wXf = invWaterRatio * (inter.x + offsetX);
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const float wYf = invWaterRatio * (inter.y + offsetY);
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sint wx = (sint) floorf(wXf);
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sint wy = (sint) floorf(wYf);
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if (!
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(wx >= qLeft && wx < qRight && wy < qUp && wy >= qDown)
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)
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{
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// no perturbation is visible
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FillWaterVB(vbPointer, inter.x, inter.y, 0, 0, 0);
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}
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else
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{
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// filter height and gradient at the given point
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const sint stride = doubleWaterHeightMapSize;
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const uint xm = (uint) (wx - qSubLeft);
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const uint ym = (uint) (wy - qSubDown);
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const sint offset = xm + stride * ym;
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const float *ptWater = whm.getPointer() + offset;
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float deltaU = wXf - wx;
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float deltaV = wYf - wy;
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//nlassert(deltaU >= 0.f && deltaU <= 1.f && deltaV >= 0.f && deltaV <= 1.f);
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const float *ptWaterPrev = whm.getPrevPointer() + offset;
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float g0x, g1x, g2x, g3x; // x gradient for current
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float g0xp, g1xp, g2xp, g3xp;
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float gradCurrX, gradCurrY;
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float g0y, g1y, g2y, g3y; // y gradient for previous map
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float g0yp, g1yp, g2yp, g3yp;
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float gradPrevX, gradPrevY;
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/// curr gradient
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g0x = ptWater[ 1] - ptWater[ - 1];
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g1x = ptWater[ 2] - ptWater[ 0 ];
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g2x = ptWater[ 2 + stride] - ptWater[ stride];
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g3x = ptWater[ 1 + stride] - ptWater[ - 1 + stride];
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gradCurrX = BilinFilter(g0x, g1x, g2x, g3x, deltaU, deltaV);
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g0y = ptWater[ stride] - ptWater[ - stride];
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g1y = ptWater[ stride + 1] - ptWater[ - stride + 1];
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g2y = ptWater[ (stride << 1) + 1] - ptWater[ 1];
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g3y = ptWater[ (stride << 1)] - ptWater[0];
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gradCurrY = BilinFilter(g0y, g1y, g2y, g3y, deltaU, deltaV);
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/// prev gradient
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g0xp = ptWaterPrev[ 1] - ptWaterPrev[ - 1];
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g1xp = ptWaterPrev[ 2] - ptWaterPrev[ 0 ];
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g2xp = ptWaterPrev[ 2 + stride] - ptWaterPrev[ + stride];
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g3xp = ptWaterPrev[ 1 + stride] - ptWaterPrev[ - 1 + stride];
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gradPrevX = BilinFilter(g0xp, g1xp, g2xp, g3xp, deltaU, deltaV);
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g0yp = ptWaterPrev[ stride] - ptWaterPrev[ - stride];
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g1yp = ptWaterPrev[ stride + 1] - ptWaterPrev[ - stride + 1];
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g2yp = ptWaterPrev[ (stride << 1) + 1] - ptWaterPrev[ 1 ];
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g3yp = ptWaterPrev[ (stride << 1)] - ptWaterPrev[ 0 ];
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gradPrevY = BilinFilter(g0yp, g1yp, g2yp, g3yp, deltaU, deltaV);
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/// current height
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float h = BilinFilter(ptWater[ 0 ], ptWater[ + 1], ptWater[ 1 + stride], ptWater[stride], deltaU, deltaV);
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/// previous height
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float hPrev = BilinFilter(ptWaterPrev[ 0 ], ptWaterPrev[ 1], ptWaterPrev[ 1 + stride], ptWaterPrev[stride], deltaU, deltaV);
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float timeRatio = whm.getBufferRatio();
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FillWaterVB(vbPointer, inter.x, inter.y, timeRatio * h + (1.f - timeRatio) * hPrev,
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4.5f * (timeRatio * gradCurrX + (1.f - timeRatio) * gradPrevX),
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4.5f * (timeRatio * gradCurrY + (1.f - timeRatio) * gradPrevY)
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);
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//NLMISC::CVector2f *ptGrad = whm.getGradPointer() + offset;
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}
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}
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*/
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// *****************************************************************************************************
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/*
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static void DrawPoly2D(CVertexBuffer &vb, IDriver *drv, const NLMISC::CMatrix &mat, const NLMISC::CPolygon &p)
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{
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uint k;
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{
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CVertexBufferReadWrite vba;
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vb.lock (vba);
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for (k = 0; k < p.Vertices.size(); ++k)
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{
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NLMISC::CVector tPos = mat * NLMISC::CVector(p.Vertices[k].x, p.Vertices[k].y, 0);
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vba.setValueFloat3Ex (WATER_VB_POS, k, tPos.x, tPos.y, tPos.z);
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vba.setValueFloat2Ex (WATER_VB_DX, k, 0, 0);
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}
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}
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static CIndexBuffer ib;
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ib.setNumIndexes(3 * p.Vertices.size());
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{
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CIndexBufferReadWrite ibaWrite;
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ib.lock (ibaWrite);
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uint32 *ptr = ibaWrite.getPtr();
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for (k = 0; k < p.Vertices.size() - 2; ++k)
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{
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ptr[ k * 3 ] = 0;
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ptr[ k * 3 + 1 ] = k + 1;
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ptr[ k * 3 + 2 ] = k + 2;
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}
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}
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drv->activeIndexBuffer(ib);
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drv->renderSimpleTriangles(0, p.Vertices.size() - 2);
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}
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*/
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// ***************************************************************************************************************
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/*
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void CWaterModel::traverseRender()
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{
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H_AUTO( NL3D_Water_Render );
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CRenderTrav &renderTrav = getOwnerScene()->getRenderTrav();
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IDriver *drv = renderTrav.getDriver();
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#ifndef FORCE_SIMPLE_WATER_RENDER
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if (!drv->supportWaterShader())
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#endif
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{
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doSimpleRender(drv);
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return;
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}
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CWaterShape *shape = NLMISC::safe_cast<CWaterShape *>((IShape *) Shape);
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if (shape->_GridSizeTouched)
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{
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shape->setupVertexBuffer();
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}
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// inverted object world matrix
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//NLMISC::CMatrix invObjMat = getWorldMatrix().inverted();
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// viewer pos in world space
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const NLMISC::CVector &obsPos = renderTrav.CamPos;
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// camera matrix in world space
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const NLMISC::CMatrix &camMat = renderTrav.CamMatrix;
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// view matrix (inverted cam matrix)
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const NLMISC::CMatrix &viewMat = renderTrav.ViewMatrix;
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// compute the camera matrix such as there is no rotation around the y axis
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NLMISC::CMatrix camMatUp;
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ComputeUpMatrix(camMat.getJ(), camMatUp, camMat);
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camMatUp.setPos(camMat.getPos());
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const NLMISC::CMatrix matViewUp = camMatUp.inverted();
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// plane z pos in world
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const float zHeight = getWorldMatrix().getPos().z;
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const sint numStepX = CWaterShape::getScreenXGridSize();
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const sint numStepY = CWaterShape::getScreenYGridSize();
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const float invNumStepX = 1.f / numStepX;
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const float invNumStepY = 1.f / numStepY;
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const uint rotBorderSize = (shape->_MaxGridSize + (shape->_XGridBorder << 1) - numStepX) >> 1;
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const sint isAbove = obsPos.z > zHeight ? 1 : 0;
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#ifdef NO_WATER_TESSEL
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const float transitionDist = renderTrav.Near * 0.99f;
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#else
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const float transitionDist = shape->_TransitionRatio * renderTrav.Far;
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#endif
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NLMISC::CMatrix modelMat;
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modelMat.setPos(NLMISC::CVector(obsPos.x, obsPos.y, zHeight));
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drv->setupModelMatrix(modelMat);
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//==================//
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// material setup //
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//==================//
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CWaterHeightMap &whm = GetWaterPoolManager().getPoolByID(shape->_WaterPoolID);
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setupMaterialNVertexShader(drv, shape, obsPos, isAbove > 0, whm.getUnitSize() * (whm.getSize() >> 1), zHeight);
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drv->setupMaterial(CWaterModel::_WaterMat);
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sint numPass = drv->beginMaterialMultiPass();
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nlassert(numPass == 1); // for now, we assume water is always rendered in a single pass !
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drv->setupMaterialPass(0);
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//setAttenuationFactor(drv, false, obsPos, camMat.getJ(), farDist);
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//disableAttenuation(drv);
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//================================//
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// Vertex buffer setup //
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//================================//
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drv->activeVertexBuffer(shape->_VB);
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//================================//
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// tesselated part of the poly //
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//================================//
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if (_ClippedPoly.Vertices.size())
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{
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//======================================//
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// Polygon projection on the near plane //
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//======================================//
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static NLMISC::CPolygon2D projPoly; // projected poly
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projPoly.Vertices.resize(_ClippedPoly.Vertices.size());
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const float Near = renderTrav.Near;
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const float xFactor = numStepX * Near / (renderTrav.Right - renderTrav.Left);
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const float xOffset = numStepX * (-renderTrav.Left / (renderTrav.Right - renderTrav.Left)) + 0.5f;
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const float yFactor = numStepY * Near / (renderTrav.Bottom - renderTrav.Top);
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const float yOffset = numStepY * (-renderTrav.Top / (renderTrav.Bottom - renderTrav.Top)) - 0.5f * isAbove;
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const NLMISC::CMatrix projMat = matViewUp * getWorldMatrix();
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uint k;
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for (k = 0; k < _ClippedPoly.Vertices.size(); ++k)
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{
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// project points in the view
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NLMISC::CVector t = projMat * _ClippedPoly.Vertices[k];
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float invY = 1.f / t.y;
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projPoly.Vertices[k].set(xFactor * t.x * invY + xOffset, yFactor * t.z * invY + yOffset);
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}
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//=============================================//
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// compute borders of poly at a low resolution //
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//=============================================//
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NLMISC::CPolygon2D::TRasterVect rasters;
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sint startY;
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projPoly.computeBorders(rasters, startY);
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|
|
|
if (!rasters.empty())
|
|
{
|
|
//===========================//
|
|
// perform Water animation //
|
|
//===========================//
|
|
|
|
const float WaterRatio = whm.getUnitSize();
|
|
const float invWaterRatio = 1.f / WaterRatio;
|
|
const uint WaterHeightMapSize = whm.getSize();
|
|
const uint doubleWaterHeightMapSize = (WaterHeightMapSize << 1);
|
|
|
|
|
|
sint64 idate = getOwnerScene()->getHrcTrav().CurrentDate;
|
|
|
|
|
|
|
|
if (idate != whm.Date)
|
|
{
|
|
whm.setUserPos((sint) (obsPos.x * invWaterRatio) - (WaterHeightMapSize >> 1),
|
|
(sint) (obsPos.y * invWaterRatio) - (WaterHeightMapSize >> 1)
|
|
);
|
|
nlassert(getOwnerScene()); // this object should have been created from a CWaterShape!
|
|
whm.animate((float) (getOwnerScene()->getEllapsedTime()));
|
|
whm.Date = idate;
|
|
}
|
|
|
|
//float startDate = (float) (1000.f * NLMISC::CTime::ticksToSecond(NLMISC::CTime::getPerformanceTime()));
|
|
|
|
//=====================================//
|
|
// compute heightmap useful area //
|
|
//=====================================//
|
|
|
|
// We don't store a heighmap for a complete Water area
|
|
// we just consider the height of Water columns that are near the observer
|
|
//
|
|
// Compute a quad in Water height field space that contains the useful heights
|
|
// This helps us to decide whether we should do a lookup in the height map
|
|
|
|
sint mapPosX, mapPosY;
|
|
|
|
/// get the pos used in the height map (may not be the same than our current pos, has it is taken in account
|
|
/// every 'PropagationTime' second
|
|
whm.getUserPos(mapPosX, mapPosY);
|
|
|
|
const uint mapBorder = 3;
|
|
|
|
const sint qRight = (sint) mapPosX + WaterHeightMapSize - mapBorder;
|
|
sint qLeft = (sint) mapPosX;
|
|
const sint qUp = (sint) mapPosY + WaterHeightMapSize - mapBorder;
|
|
sint qDown = (sint) mapPosY;
|
|
|
|
/// Compute the origin of the area of Water covered by the height map. We use this to converted from object space to 2d map space
|
|
const sint qSubLeft = qLeft - (uint) qLeft % WaterHeightMapSize;
|
|
const sint qSubDown = qDown - (uint) qDown % WaterHeightMapSize;
|
|
|
|
qLeft += mapBorder;
|
|
qDown += mapBorder;
|
|
|
|
//==============================================//
|
|
// setup rays to be traced, and their increment //
|
|
//==============================================//
|
|
|
|
|
|
// compute camera rays in world space
|
|
NLMISC::CVector currHV = renderTrav.Left * camMatUp.getI() + renderTrav.Near * camMatUp.getJ() + renderTrav.Top * camMatUp.getK(); // current border vector, incremented at each line
|
|
NLMISC::CVector currV; // current ray vector
|
|
NLMISC::CVector xStep = (renderTrav.Right - renderTrav.Left) * invNumStepX * camMatUp.getI(); // xStep for the ray vector
|
|
NLMISC::CVector yStep = (renderTrav.Bottom - renderTrav.Top) * invNumStepY * camMatUp.getK(); // yStep for the ray vector
|
|
|
|
//===============================================//
|
|
// perform display //
|
|
//===============================================//
|
|
|
|
// scale currHV at the top of the poly
|
|
currHV += (startY - 0.5f * isAbove) * yStep;
|
|
|
|
// current index buffer used. We swap each time a row has been drawn
|
|
CIndexBuffer *currIB = &CWaterShape::_IBUpDown, *otherIB = &CWaterShape::_IBDownUp;
|
|
|
|
|
|
sint vIndex = 0; // index in vertices
|
|
|
|
// current raster position
|
|
sint oldStartX, oldEndX, realStartX, realEndX;
|
|
//float invNearWidth = numStepX / (renderTrav.Right - renderTrav.Left);
|
|
|
|
//nlinfo("size = %d, maxSize = ", rasters.size(), numStepY);
|
|
|
|
|
|
const uint wqHeight = rasters.size();
|
|
if (wqHeight)
|
|
{
|
|
// denominator of the intersection equation
|
|
const float denom = - obsPos.z + zHeight;
|
|
// test the upper raster
|
|
// if it is above the horizon, we modify it to reach the correct location
|
|
const float horizonEpsilon = 10E-4f; // we must be a little below the horizon
|
|
|
|
// distance from the viewer along the traced ray
|
|
float t;
|
|
|
|
NLMISC::CPolygon2D::TRasterVect::const_iterator it = rasters.begin();
|
|
for (uint l = 0; l <= wqHeight; ++l)
|
|
{
|
|
//nlinfo("start = %d, end = %d", it->first, it->second);
|
|
const sint startX = it->first;
|
|
const sint endX = (it->second + 1);
|
|
|
|
nlassert(startX >= - (sint) rotBorderSize);
|
|
nlassert(endX <= (sint) (numStepX + rotBorderSize));
|
|
|
|
if (l != 0)
|
|
{
|
|
realStartX = std::min(startX, oldStartX);
|
|
realEndX = std::max(endX, oldEndX);
|
|
}
|
|
else
|
|
{
|
|
realStartX = startX;
|
|
realEndX = endX;
|
|
}
|
|
|
|
|
|
// current view vector
|
|
currV = currHV + (realStartX - 0.5f) * xStep;
|
|
|
|
if (l == 0)
|
|
{
|
|
if (isAbove)
|
|
{
|
|
// test whether the first row is out of horizon.
|
|
// if this is the case, we make a correction
|
|
if (denom * currV.z <= 0)
|
|
{
|
|
// correct for the first line only by adding a y offset
|
|
currV += yStep * ((denom > 0 ? horizonEpsilon : - horizonEpsilon) - currV.z) / yStep.z;
|
|
}
|
|
|
|
// now, for the transition, check whether the first raster does not go over the transition dist
|
|
|
|
t = denom / currV.z;
|
|
const float VJ = camMat.getJ() * currV;
|
|
if ( t * VJ > transitionDist)
|
|
{
|
|
float delta = (1.f / yStep.z) * ( denom * VJ / transitionDist - currV.z);
|
|
// correct the first line to reach that position
|
|
currV += delta * yStep;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
{
|
|
CVertexBufferReadWrite vba;
|
|
shape->_VB.lock (vba);
|
|
uint8 *vbPointer = (uint8 *) vba.getVertexCoordPointer() + shape->_VB.getVertexSize() * (vIndex + realStartX + rotBorderSize);
|
|
|
|
|
|
for (sint k = realStartX; k <= realEndX; ++k)
|
|
{
|
|
t = denom / currV.z;
|
|
// compute intersection with plane
|
|
NLMISC::CVector inter = t * currV;
|
|
inter.z += obsPos.z;
|
|
SetupWaterVertex(qLeft, qRight, qUp, qDown, qSubLeft, qSubDown, inter, invWaterRatio, doubleWaterHeightMapSize, whm, vbPointer, obsPos.x, obsPos.y);
|
|
currV += xStep;
|
|
}
|
|
}
|
|
|
|
if (l != 0) // 2 line of the ib done ?
|
|
{
|
|
sint count = oldEndX - oldStartX;
|
|
if (count > 0)
|
|
{
|
|
drv->activeIndexBuffer(*currIB);
|
|
drv->renderSimpleTriangles((oldStartX + rotBorderSize) * 6, 2 * count );
|
|
}
|
|
}
|
|
|
|
oldStartX = startX;
|
|
oldEndX = endX;
|
|
currHV += yStep;
|
|
vIndex = (numStepX + 2 * rotBorderSize + 1) - vIndex; // swap first row and second row
|
|
std::swap(currIB, otherIB);
|
|
if (l < (wqHeight - 1))
|
|
{
|
|
++it;
|
|
}
|
|
else
|
|
{
|
|
if (!isAbove)
|
|
{
|
|
// last line
|
|
// test whether we are out of horizon
|
|
if (denom * currHV.z <= 0)
|
|
{
|
|
// correct for the first line only by adding a y offset
|
|
currHV += yStep * ((denom > 0 ? horizonEpsilon : - horizonEpsilon) - currHV.z) / yStep.z;
|
|
}
|
|
|
|
// now, for the transition, check whether the first raster does not go over the transition dist
|
|
|
|
t = denom / currHV.z;
|
|
const float VJ = camMat.getJ() * currHV;
|
|
if ( t * VJ > transitionDist)
|
|
{
|
|
float delta = (1.f / yStep.z) * ( denom * VJ / transitionDist - currHV.z);
|
|
// correct the first line to reach that position
|
|
currHV += delta * yStep;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
//nlinfo("display: %f ms", (float) (1000.f * NLMISC::CTime::ticksToSecond(NLMISC::CTime::getPerformanceTime()) - startDate));
|
|
}
|
|
}
|
|
|
|
//=========================================//
|
|
// display end poly //
|
|
//=========================================//
|
|
|
|
if (_EndClippedPoly.Vertices.size() != 0)
|
|
{
|
|
|
|
CMatrix xform = _WorldMatrix;
|
|
xform.movePos(NLMISC::CVector(- obsPos.x, - obsPos.y, _WorldMatrix.getPos().z));
|
|
DrawPoly2D(shape->_VB, drv, xform, _EndClippedPoly);
|
|
}
|
|
|
|
drv->endMaterialMultiPass();
|
|
|
|
|
|
drv->activeVertexProgram(NULL);
|
|
|
|
}
|
|
*/
|
|
|
|
// ***********************
|
|
// Water MATERIAL SETUP //
|
|
// ***********************
|
|
/*
|
|
void CWaterModel::setupMaterialNVertexShader(IDriver *drv, CWaterShape *shape, const NLMISC::CVector &obsPos, bool above, float maxDist, float zHeight)
|
|
{
|
|
static bool matSetupped = false;
|
|
if (!matSetupped)
|
|
{
|
|
_WaterMat.setLighting(false);
|
|
_WaterMat.setDoubleSided(true);
|
|
_WaterMat.setColor(NLMISC::CRGBA::White);
|
|
_WaterMat.setBlend(true);
|
|
_WaterMat.setSrcBlend(CMaterial::srcalpha);
|
|
_WaterMat.setDstBlend(CMaterial::invsrcalpha);
|
|
_WaterMat.setZWrite(true);
|
|
_WaterMat.setShader(CMaterial::Water);
|
|
}
|
|
|
|
|
|
const uint cstOffset = 4; // 4 places for the matrix
|
|
NLMISC::CVectorH cst[13];
|
|
|
|
|
|
//=========================//
|
|
// setup Water material //
|
|
//=========================//
|
|
|
|
CWaterModel::_WaterMat.setTexture(0, shape->_BumpMap[0]);
|
|
CWaterModel::_WaterMat.setTexture(1, shape->_BumpMap[1]);
|
|
CWaterModel::_WaterMat.setTexture(3, shape->_ColorMap);
|
|
|
|
CScene *scene = getOwnerScene();
|
|
if (!above && shape->_EnvMap[1])
|
|
{
|
|
if (shape->_UsesSceneWaterEnvMap[1])
|
|
{
|
|
if (scene->getWaterEnvMap())
|
|
{
|
|
CWaterModel::_WaterMat.setTexture(2, scene->getWaterEnvMap()->getEnvMap2D());
|
|
}
|
|
else
|
|
{
|
|
CWaterModel::_WaterMat.setTexture(2, shape->_EnvMap[1]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CWaterModel::_WaterMat.setTexture(2, shape->_EnvMap[1]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (shape->_UsesSceneWaterEnvMap[0])
|
|
{
|
|
if (scene->getWaterEnvMap())
|
|
{
|
|
CWaterModel::_WaterMat.setTexture(2, scene->getWaterEnvMap()->getEnvMap2D());
|
|
}
|
|
else
|
|
{
|
|
CWaterModel::_WaterMat.setTexture(2, shape->_EnvMap[0]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CWaterModel::_WaterMat.setTexture(2, shape->_EnvMap[0]);
|
|
}
|
|
}
|
|
|
|
shape->envMapUpdate();
|
|
|
|
const uint alphaMapStage = 3;
|
|
if (shape->_ColorMap)
|
|
{
|
|
//WaterMat.setTexture(alphaMapStage, shape->_ColorMap);
|
|
//if (shape->_ColorMap->supportSharing()) nlinfo(shape->_ColorMap->getShareName().c_str());
|
|
|
|
|
|
// setup 2x3 matrix for lookup in diffuse map
|
|
updateDiffuseMapMatrix();
|
|
cst[13 - cstOffset].set(_ColorMapMatColumn0.x, _ColorMapMatColumn1.x, 0, _ColorMapMatColumn0.x * obsPos.x + _ColorMapMatColumn1.x * obsPos.y + _ColorMapMatPos.x);
|
|
cst[14 - cstOffset].set(_ColorMapMatColumn0.y, _ColorMapMatColumn1.y, 0, _ColorMapMatColumn0.y * obsPos.x + _ColorMapMatColumn1.y * obsPos.y + _ColorMapMatPos.y);
|
|
}
|
|
else
|
|
{
|
|
cst[13 - cstOffset].set(0, 0, 0, 0);
|
|
cst[14 - cstOffset].set(0, 0, 0, 0);
|
|
}
|
|
|
|
cst[16 - cstOffset].set(0.1f, 0.1f, 0.1f, 0.1f); // used to avoid imprecision when performing a RSQ to get distance from the origin
|
|
// cst[16 - cstOffset].set(0.0f, 0.0f, 0.0f, 0.0f); // used to avoid imprecision when performing a RSQ to get distance from the origin
|
|
|
|
cst[5 - cstOffset].set(0.f, 0.f, 0.f, 0.f); // claping negative values to 0
|
|
|
|
// slope of attenuation of normal / height with distance
|
|
const float invMaxDist = shape->_WaveHeightFactor / maxDist;
|
|
cst[6 - cstOffset].set(invMaxDist, shape->_WaveHeightFactor, 0, 0);
|
|
|
|
/// set matrix
|
|
drv->setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
|
|
drv->setConstantFog(18);
|
|
|
|
// retrieve current time
|
|
float date = 0.001f * (NLMISC::CTime::getLocalTime() & 0xffffff); // must keep some precision.
|
|
// set bumpmaps pos
|
|
cst[9 - cstOffset].set(fmodf(obsPos.x * shape->_HeightMapScale[0].x, 1.f) + fmodf(date * shape->_HeightMapSpeed[0].x, 1.f), fmodf(shape->_HeightMapScale[0].y * obsPos.y, 1.f) + fmodf(date * shape->_HeightMapSpeed[0].y, 1.f), 0.f, 1.f); // bump map 0 offset
|
|
cst[10 - cstOffset].set(shape->_HeightMapScale[0].x, shape->_HeightMapScale[0].y, 0, 0); // bump map 0 scale
|
|
cst[11 - cstOffset].set(fmodf(shape->_HeightMapScale[1].x * obsPos.x, 1.f) + fmodf(date * shape->_HeightMapSpeed[1].x, 1.f), fmodf(shape->_HeightMapScale[1].y * obsPos.y, 1.f) + fmodf(date * shape->_HeightMapSpeed[1].y, 1.f), 0.f, 1.f); // bump map 1 offset
|
|
cst[12 - cstOffset].set(shape->_HeightMapScale[1].x, shape->_HeightMapScale[1].y, 0, 0); // bump map 1 scale
|
|
|
|
cst[4 - cstOffset].set(1.f, 1.f, 1.f, 1.f); // use with min man, and to get the 1 constant
|
|
cst[7 - cstOffset].set(0, 0, obsPos.z - zHeight, 1.f);
|
|
cst[8 - cstOffset].set(0.5f, 0.5f, 0.f, 1.f); // used to scale reflected ray into the envmap
|
|
|
|
/// set all our constants in one call
|
|
drv->setConstant(4, sizeof(cst) / sizeof(cst[0]), (float *) &cst[0]);
|
|
|
|
shape->initVertexProgram();
|
|
bool result;
|
|
|
|
//if (useBumpedVersion)
|
|
//{
|
|
// if (!useEMBM)
|
|
// {
|
|
// result = shape->getColorMap() ? drv->activeVertexProgram((shape->_VertexProgramBump2Diffuse).get())
|
|
// : drv->activeVertexProgram((shape->_VertexProgramBump2).get());
|
|
// }
|
|
// else
|
|
// {
|
|
// result = shape->getColorMap() ? drv->activeVertexProgram((shape->_VertexProgramBump1Diffuse).get())
|
|
// : drv->activeVertexProgram((shape->_VertexProgramBump1).get());
|
|
// }
|
|
//}
|
|
//else
|
|
//{
|
|
// result = shape->getColorMap() ? drv->activeVertexProgram((shape->_VertexProgramNoBumpDiffuse).get())
|
|
// : drv->activeVertexProgram((shape->_VertexProgramNoBump).get());
|
|
//}
|
|
|
|
//result = shape->getColorMap() ? drv->activeVertexProgram((shape->_VertexProgramBump2Diffuse).get())
|
|
// : drv->activeVertexProgram((shape->_VertexProgramBump2).get());
|
|
//
|
|
//if (!result) nlwarning("no vertex program setuped");
|
|
}
|
|
*/
|
|
|
|
|
|
|
|
void CWaterModel::setupMaterialNVertexShader(IDriver *drv, CWaterShape *shape, const NLMISC::CVector &obsPos, bool above, float zHeight)
|
|
{
|
|
static bool matSetupped = false;
|
|
if (!matSetupped)
|
|
{
|
|
_WaterMat.setLighting(false);
|
|
_WaterMat.setDoubleSided(true);
|
|
_WaterMat.setColor(NLMISC::CRGBA::White);
|
|
_WaterMat.setBlend(true);
|
|
_WaterMat.setSrcBlend(CMaterial::srcalpha);
|
|
_WaterMat.setDstBlend(CMaterial::invsrcalpha);
|
|
_WaterMat.setZWrite(true);
|
|
_WaterMat.setShader(CMaterial::Water);
|
|
}
|
|
//=========================//
|
|
// setup Water material //
|
|
//=========================//
|
|
shape->initVertexProgram();
|
|
CVertexProgramWaterVPNoWave *program = shape->_ColorMap ? CWaterShape::_VertexProgramNoWaveDiffuse : CWaterShape::_VertexProgramNoWave;
|
|
drv->activeVertexProgram(program);
|
|
CWaterModel::_WaterMat.setTexture(0, shape->_BumpMap[0]);
|
|
CWaterModel::_WaterMat.setTexture(1, shape->_BumpMap[1]);
|
|
CWaterModel::_WaterMat.setTexture(3, shape->_ColorMap);
|
|
CScene *scene = getOwnerScene();
|
|
if (!above && shape->_EnvMap[1])
|
|
{
|
|
if (shape->_UsesSceneWaterEnvMap[1])
|
|
{
|
|
if (scene->getWaterEnvMap())
|
|
{
|
|
CWaterModel::_WaterMat.setTexture(2, scene->getWaterEnvMap()->getEnvMap2D());
|
|
}
|
|
else
|
|
{
|
|
CWaterModel::_WaterMat.setTexture(2, shape->_EnvMap[1]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CWaterModel::_WaterMat.setTexture(2, shape->_EnvMap[1]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (shape->_UsesSceneWaterEnvMap[0])
|
|
{
|
|
if (scene->getWaterEnvMap())
|
|
{
|
|
CWaterModel::_WaterMat.setTexture(2, scene->getWaterEnvMap()->getEnvMap2D());
|
|
}
|
|
else
|
|
{
|
|
CWaterModel::_WaterMat.setTexture(2, shape->_EnvMap[0]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CWaterModel::_WaterMat.setTexture(2, shape->_EnvMap[0]);
|
|
}
|
|
}
|
|
shape->envMapUpdate();
|
|
if (shape->_ColorMap)
|
|
{
|
|
// setup 2x3 matrix for lookup in diffuse map
|
|
updateDiffuseMapMatrix();
|
|
drv->setUniform4f(IDriver::VertexProgram, program->idx().DiffuseMapVector0, _ColorMapMatColumn0.x, _ColorMapMatColumn1.x, 0, _ColorMapMatColumn0.x * obsPos.x + _ColorMapMatColumn1.x * obsPos.y + _ColorMapMatPos.x);
|
|
drv->setUniform4f(IDriver::VertexProgram, program->idx().DiffuseMapVector1, _ColorMapMatColumn0.y, _ColorMapMatColumn1.y, 0, _ColorMapMatColumn0.y * obsPos.x + _ColorMapMatColumn1.y * obsPos.y + _ColorMapMatPos.y);
|
|
}
|
|
// set builtins
|
|
drv->setUniformMatrix(IDriver::VertexProgram, program->getUniformIndex(CProgramIndex::ModelViewProjection), IDriver::ModelViewProjection, IDriver::Identity);
|
|
drv->setUniformFog(IDriver::VertexProgram, program->getUniformIndex(CProgramIndex::Fog));
|
|
// retrieve current time
|
|
double date = scene->getCurrentTime();
|
|
// set bumpmaps pos
|
|
drv->setUniform4f(IDriver::VertexProgram, program->idx().BumpMap0Offset, fmodf(obsPos.x * shape->_HeightMapScale[0].x, 1.f) + (float) fmod(date * shape->_HeightMapSpeed[0].x, 1), fmodf(shape->_HeightMapScale[0].y * obsPos.y, 1.f) + (float) fmod(date * shape->_HeightMapSpeed[0].y, 1), 0.f, 1.f); // bump map 0 offset
|
|
drv->setUniform4f(IDriver::VertexProgram, program->idx().BumpMap0Scale, shape->_HeightMapScale[0].x, shape->_HeightMapScale[0].y, 0, 0); // bump map 0 scale
|
|
drv->setUniform4f(IDriver::VertexProgram, program->idx().BumpMap1Offset, fmodf(shape->_HeightMapScale[1].x * obsPos.x, 1.f) + (float) fmod(date * shape->_HeightMapSpeed[1].x, 1), fmodf(shape->_HeightMapScale[1].y * obsPos.y, 1.f) + (float) fmod(date * shape->_HeightMapSpeed[1].y, 1), 0.f, 1.f); // bump map 1 offset
|
|
drv->setUniform4f(IDriver::VertexProgram, program->idx().BumpMap1Scale, shape->_HeightMapScale[1].x, shape->_HeightMapScale[1].y, 0, 0); // bump map 1 scale
|
|
drv->setUniform4f(IDriver::VertexProgram, program->idx().ObserverHeight, 0, 0, obsPos.z - zHeight, 1.f);
|
|
drv->setUniform4f(IDriver::VertexProgram, program->idx().ScaleReflectedRay, 0.5f, 0.5f, 0.f, 1.f); // used to scale reflected ray into the envmap
|
|
}
|
|
|
|
//================================================
|
|
void CWaterModel::setupSimpleRender(CWaterShape *shape, const NLMISC::CVector &obsPos, bool above)
|
|
{
|
|
// rendering of water when no vertex / pixel shaders are available
|
|
static bool init = false;
|
|
if (!init)
|
|
{
|
|
// setup the material, no special shader is used here
|
|
_SimpleWaterMat.setLighting(false);
|
|
_SimpleWaterMat.setDoubleSided(true);
|
|
_SimpleWaterMat.setColor(NLMISC::CRGBA::White);
|
|
|
|
_SimpleWaterMat.setBlend(true);
|
|
_SimpleWaterMat.setSrcBlend(CMaterial::srcalpha);
|
|
_SimpleWaterMat.setDstBlend(CMaterial::invsrcalpha);
|
|
_SimpleWaterMat.setZWrite(true);
|
|
_SimpleWaterMat.setShader(CMaterial::Normal);
|
|
|
|
// stage 0
|
|
_SimpleWaterMat.texEnvOpRGB(0, CMaterial::Replace);
|
|
_SimpleWaterMat.texEnvOpAlpha(0, CMaterial::Replace);
|
|
_SimpleWaterMat.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
|
|
_SimpleWaterMat.texEnvArg0Alpha(0, CMaterial::Texture, CMaterial::SrcAlpha);
|
|
|
|
// stage 1
|
|
_SimpleWaterMat.texEnvOpRGB(1, CMaterial::Modulate);
|
|
_SimpleWaterMat.texEnvOpAlpha(1, CMaterial::Modulate);
|
|
_SimpleWaterMat.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
|
|
_SimpleWaterMat.texEnvArg0Alpha(0, CMaterial::Texture, CMaterial::SrcAlpha);
|
|
_SimpleWaterMat.texEnvArg1RGB(0, CMaterial::Previous, CMaterial::SrcColor);
|
|
_SimpleWaterMat.texEnvArg1Alpha(0, CMaterial::Previous, CMaterial::SrcAlpha);
|
|
|
|
init = true;
|
|
}
|
|
// envmap is always present and is in stage 0
|
|
CScene *scene = getOwnerScene();
|
|
if (!above && shape->_EnvMap[1])
|
|
{
|
|
if (shape->_UsesSceneWaterEnvMap[1])
|
|
{
|
|
if (scene->getWaterEnvMap())
|
|
{
|
|
_SimpleWaterMat.setTexture(0, scene->getWaterEnvMap()->getEnvMap2D());
|
|
}
|
|
else
|
|
{
|
|
_SimpleWaterMat.setTexture(0, shape->_EnvMap[1]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_SimpleWaterMat.setTexture(0, shape->_EnvMap[1]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (shape->_UsesSceneWaterEnvMap[0])
|
|
{
|
|
if (scene->getWaterEnvMap())
|
|
{
|
|
_SimpleWaterMat.setTexture(0, scene->getWaterEnvMap()->getEnvMap2D());
|
|
}
|
|
else
|
|
{
|
|
_SimpleWaterMat.setTexture(0, shape->_EnvMap[0]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_SimpleWaterMat.setTexture(0, shape->_EnvMap[0]);
|
|
}
|
|
}
|
|
//
|
|
if (shape->_ColorMap == NULL)
|
|
{
|
|
// version with no color map
|
|
if (!_EmbossTexture)
|
|
{
|
|
_EmbossTexture = new CTextureEmboss;
|
|
_EmbossTexture->setSlopeFactor(4.f);
|
|
}
|
|
if (shape->_BumpMap[1] && shape->_BumpMap[1]->isBumpMap())
|
|
{
|
|
CTextureBump *bm = static_cast<CTextureBump *>((ITexture *) shape->_BumpMap[1]);
|
|
if (bm->getHeightMap())
|
|
{
|
|
_EmbossTexture->setHeightMap(bm->getHeightMap());
|
|
}
|
|
}
|
|
_SimpleWaterMat.setTexture(1, _EmbossTexture);
|
|
_SimpleWaterMat.setTexCoordGen(1, true);
|
|
_SimpleWaterMat.setTexCoordGenMode(1, CMaterial::TexCoordGenObjectSpace);
|
|
double date = scene->getCurrentTime();
|
|
CMatrix texMat;
|
|
texMat.scale(CVector(shape->_HeightMapScale[1].x, shape->_HeightMapScale[1].y, 1.f));
|
|
texMat.setPos(CVector(fmodf(shape->_HeightMapScale[1].x * obsPos.x, 1.f) + (float) fmod(date * shape->_HeightMapSpeed[1].x, 1),
|
|
fmodf(shape->_HeightMapScale[1].y * obsPos.y, 1.f) + (float) fmod(date * shape->_HeightMapSpeed[1].y, 1),
|
|
1.f)
|
|
);
|
|
_SimpleWaterMat.enableUserTexMat(1, true);
|
|
_SimpleWaterMat.setUserTexMat(1, texMat);
|
|
}
|
|
else
|
|
{
|
|
updateDiffuseMapMatrix();
|
|
// version with a color map : it remplace the emboss texture
|
|
_SimpleWaterMat.setTexture(1, shape->_ColorMap);
|
|
_SimpleWaterMat.setTexCoordGen(1, true);
|
|
_SimpleWaterMat.setTexCoordGenMode(1, CMaterial::TexCoordGenObjectSpace);
|
|
CMatrix texMat;
|
|
/*
|
|
float mat[16] =
|
|
{
|
|
_ColorMapMatColumn0.x, _ColorMapMatColumn1.x, 0, _ColorMapMatColumn0.x * obsPos.x + _ColorMapMatColumn1.x * obsPos.y + _ColorMapMatPos.x},
|
|
_ColorMapMatColumn0.y, _ColorMapMatColumn1.y, 0, _ColorMapMatColumn0.y * obsPos.x + _ColorMapMatColumn1.y * obsPos.y + _ColorMapMatPos.y,
|
|
0.f, 0.f, 1.f, 0.f,
|
|
0.f, 0.f, 0.f, 1.f
|
|
}
|
|
*/
|
|
float mat[16] =
|
|
{
|
|
_ColorMapMatColumn0.x, _ColorMapMatColumn0.y, 0.f, 0.f,
|
|
_ColorMapMatColumn1.x, _ColorMapMatColumn1.y, 0.f, 0.f,
|
|
0.f, 0.f, 1.f, 0.f,
|
|
_ColorMapMatColumn0.x * obsPos.x + _ColorMapMatColumn1.x * obsPos.y + _ColorMapMatPos.x, _ColorMapMatColumn0.y * obsPos.x + _ColorMapMatColumn1.y * obsPos.y + _ColorMapMatPos.y, 0.f, 1.f
|
|
};
|
|
texMat.set(mat);
|
|
_SimpleWaterMat.enableUserTexMat(1, true);
|
|
_SimpleWaterMat.setUserTexMat(1, texMat);
|
|
}
|
|
}
|
|
|
|
|
|
//================================================
|
|
void CWaterModel::computeClippedPoly()
|
|
{
|
|
CWaterShape *shape = NLMISC::safe_cast<CWaterShape *>((IShape *) Shape);
|
|
const std::vector<CPlane> &worldPyramid = getOwnerScene()->getClipTrav().WorldFrustumPyramid;
|
|
_ClippedPoly.Vertices.resize(shape->_Poly.Vertices.size());
|
|
uint k;
|
|
for (k = 0; k < shape->_Poly.Vertices.size(); ++k)
|
|
{
|
|
_ClippedPoly.Vertices[k].set(shape->_Poly.Vertices[k].x,
|
|
shape->_Poly.Vertices[k].y,
|
|
0.f
|
|
);
|
|
}
|
|
/*
|
|
NLMISC::CPlane plvect[6];
|
|
const NLMISC::CMatrix &viewMat = clipTrav.ViewMatrix;
|
|
|
|
const sint numStepX = CWaterShape::getScreenXGridSize();
|
|
const sint numStepY = CWaterShape::getScreenYGridSize();
|
|
// Build the view pyramid. We need to rebuild it because we use a wider one to avoid holes on the border of the screen due to water animation
|
|
float centerX = 0.5f * (clipTrav.Right + clipTrav.Left);
|
|
const float fRight = centerX + (clipTrav.Right - centerX) * (-(float) CWaterShape::_XGridBorder + (float) numStepX) / numStepX;
|
|
const float fLeft = centerX + (clipTrav.Left - centerX) * (-(float) CWaterShape::_XGridBorder + (float) numStepX) / numStepX;
|
|
float centerY = 0.5f * (clipTrav.Bottom + clipTrav.Top);
|
|
const float fTop = centerY + (clipTrav.Top - centerY) * (-(float) CWaterShape::_YGridBorder + (float) numStepY) / numStepY;
|
|
const float fBottom = centerY + (clipTrav.Bottom - centerY) * (-(float) CWaterShape::_YGridBorder + (float) numStepY) / numStepY;
|
|
// build pyramid corners
|
|
const float nearDist = clipTrav.Near;
|
|
const float farDist = clipTrav.Far;
|
|
//
|
|
const NLMISC::CVector pfoc(0,0,0);
|
|
const NLMISC::CVector lb( fLeft, nearDist, fBottom );
|
|
const NLMISC::CVector lt( fLeft, nearDist, fTop );
|
|
const NLMISC::CVector rb( fRight, nearDist, fBottom );
|
|
const NLMISC::CVector rt(fRight, nearDist, fTop );
|
|
const NLMISC::CVector lbfarDist(fLeft, farDist, fBottom);
|
|
const NLMISC::CVector ltfarDist(fLeft, farDist, fTop );
|
|
const NLMISC::CVector rtfarDist(fRight , farDist, fTop );
|
|
//
|
|
plvect[0].make(lt, lb, rt); // near plane
|
|
plvect[1].make(lbfarDist, ltfarDist, rtfarDist); // far plane
|
|
plvect[2].make(pfoc, lt, lb);
|
|
plvect[3].make(pfoc, rt, lt);
|
|
plvect[4].make(pfoc, rb, rt);
|
|
plvect[5].make(pfoc, lb, rb);
|
|
const NLMISC::CMatrix pyramidMat = viewMat * getWorldMatrix();
|
|
for (k = 0; k < worldPyramid.size(); ++k)
|
|
{
|
|
plvect[k] = plvect[k] * pyramidMat; // put the plane in object space
|
|
}
|
|
_ClippedPoly.clip(plvect, 6);
|
|
*/
|
|
static std::vector<CPlane> tp;
|
|
tp.resize(worldPyramid.size());
|
|
for(uint k = 0; k < tp.size(); ++k)
|
|
{
|
|
tp[k] = worldPyramid[k] * getWorldMatrix();
|
|
}
|
|
_ClippedPoly.clip(tp);
|
|
}
|
|
|
|
// ***********************************************************************************************************
|
|
void CWaterModel::unlink()
|
|
{
|
|
if (!_Prev)
|
|
{
|
|
nlassert(!_Next);
|
|
return;
|
|
}
|
|
if (_Next)
|
|
{
|
|
_Next->_Prev = _Prev;
|
|
}
|
|
*_Prev = _Next;
|
|
_Next = NULL;
|
|
_Prev = NULL;
|
|
}
|
|
|
|
// ***********************************************************************************************************
|
|
void CWaterModel::link()
|
|
{
|
|
nlassert(_Next == NULL);
|
|
CScene *scene = getOwnerScene();
|
|
nlassert(scene);
|
|
CRenderTrav &rt = scene->getRenderTrav();
|
|
_Prev = &rt._FirstWaterModel;
|
|
_Next = rt._FirstWaterModel;
|
|
if (_Next)
|
|
{
|
|
_Next->_Prev = &_Next;
|
|
}
|
|
rt._FirstWaterModel = this;
|
|
}
|
|
|
|
|
|
|
|
// ***********************************************************************************************************
|
|
uint CWaterModel::getNumWantedVertices()
|
|
{
|
|
H_AUTO( NL3D_Water_Render );
|
|
nlassert(!_ClippedPoly.Vertices.empty());
|
|
//
|
|
CRenderTrav &renderTrav = getOwnerScene()->getRenderTrav();
|
|
if (!renderTrav.Perspective || forceWaterSimpleRender) return 0;
|
|
// viewer pos in world space
|
|
const NLMISC::CVector &obsPos = renderTrav.CamPos;
|
|
// view matrix (inverted cam matrix)
|
|
const NLMISC::CMatrix &viewMat = renderTrav.ViewMatrix;
|
|
// plane z pos in world
|
|
const float zHeight = getWorldMatrix().getPos().z;
|
|
const sint numStepX = CWaterShape::getScreenXGridSize();
|
|
const sint numStepY = CWaterShape::getScreenYGridSize();
|
|
NLMISC::CMatrix modelMat;
|
|
modelMat.setPos(NLMISC::CVector(obsPos.x, obsPos.y, zHeight));
|
|
static NLMISC::CPolygon2D projPoly; // projected poly
|
|
projPoly.Vertices.resize(_ClippedPoly.Vertices.size());
|
|
// factor to project to grid units
|
|
const float xFactor = numStepX * renderTrav.Near / (renderTrav.Right - renderTrav.Left);
|
|
const float yFactor = numStepY * renderTrav.Near / (renderTrav.Top - renderTrav.Bottom);
|
|
// project poly on near plane
|
|
const NLMISC::CMatrix &projMat = viewMat * getWorldMatrix();
|
|
uint k;
|
|
for (k = 0; k < _ClippedPoly.Vertices.size(); ++k)
|
|
{
|
|
// project points in the view
|
|
NLMISC::CVector t = projMat * _ClippedPoly.Vertices[k];
|
|
float invY = 1.f / t.y;
|
|
projPoly.Vertices[k].set(xFactor * t.x * invY, yFactor * t.z * invY);
|
|
}
|
|
// compute grid cells that are entirely inside
|
|
projPoly.computeInnerBorders(_Inside, _MinYInside);
|
|
// compute grid cells that are touched
|
|
static NLMISC::CPolygon2D::TRasterVect border;
|
|
sint minYBorder;
|
|
projPoly.computeOuterBorders(border, minYBorder);
|
|
// border - inside -> gives grid cells that must be clipped to fit the shape boundaries
|
|
// Make sure that rasters array for inside has the same size that raster array for borders (by inserting NULL rasters)
|
|
sint height = (sint)border.size();
|
|
if (_Inside.empty())
|
|
{
|
|
_MinYInside = minYBorder;
|
|
}
|
|
sint bottomGap = (sint)(border.size() - _Inside.size());
|
|
_Inside.resize(height);
|
|
nlassert(minYBorder == _MinYInside);
|
|
|
|
nlassert(bottomGap >= 0);
|
|
if (bottomGap)
|
|
{
|
|
for(sint y = height - bottomGap; y < height; ++y)
|
|
{
|
|
nlassert (y >= 0 && y < (sint)_Inside.size());
|
|
_Inside[y].first = border[y].first;
|
|
_Inside[y].second = border[y].first - 1; // insert null raster
|
|
}
|
|
}
|
|
//
|
|
for(sint y = 0; y < height - bottomGap; ++y)
|
|
{
|
|
if (_Inside[y].first > _Inside[y].second)
|
|
{
|
|
nlassert (y >= 0 && y < (sint)_Inside.size());
|
|
_Inside[y].first = border[y].first;
|
|
_Inside[y].second = border[y].first - 1;
|
|
}
|
|
else if (border[y].first > border[y].second)
|
|
{
|
|
nlassert (y >= 0 && y < (sint)_Inside.size());
|
|
border[y].first = _Inside[y].first;
|
|
border[y].second = _Inside[y].first - 1;
|
|
}
|
|
}
|
|
// compute clip planes
|
|
static std::vector<CPlane> clipPlanes;
|
|
|
|
const CVector2f *prevVert = &projPoly.Vertices.back();
|
|
const CVector2f *currVert = &projPoly.Vertices.front();
|
|
uint numVerts = (uint)projPoly.Vertices.size();
|
|
bool ccw = projPoly.isCCWOriented();
|
|
clipPlanes.resize(numVerts);
|
|
for(uint k = 0; k < numVerts; ++k)
|
|
{
|
|
NLMISC::CVector v0;
|
|
NLMISC::CVector v1;
|
|
NLMISC::CVector v2;
|
|
v0.set(prevVert->x, prevVert->y, 0.f);
|
|
v1.set(currVert->x, currVert->y, 0.f);
|
|
v2.set(prevVert->x, prevVert->y, (*currVert - *prevVert).norm());
|
|
clipPlanes[k].make(v0, v1, v2);
|
|
if (!ccw)
|
|
{
|
|
clipPlanes[k].invert();
|
|
}
|
|
prevVert = currVert;
|
|
++ currVert;
|
|
}
|
|
// compute clipped tris
|
|
_ClippedTriNumVerts.clear();
|
|
_ClippedTris.clear();
|
|
static NLMISC::CPolygon clipPoly;
|
|
uint totalNumVertices = 0;
|
|
// compute number of vertices for whole grid cells
|
|
for(sint k = 0; k < (sint) border.size(); ++k)
|
|
{
|
|
// left clipped blocks
|
|
for (sint x = border[k].first; x < _Inside[k].first; ++x)
|
|
{
|
|
clipPoly.Vertices.resize(4);
|
|
clipPoly.Vertices[0].set((float) x, (float) (k + _MinYInside), 0.f);
|
|
clipPoly.Vertices[1].set((float) (x + 1), (float) (k + _MinYInside), 0.f);
|
|
clipPoly.Vertices[2].set((float) (x + 1), (float) (k + _MinYInside + 1), 0.f);
|
|
clipPoly.Vertices[3].set((float) x, (float) (k + _MinYInside + 1), 0.f);
|
|
clipPoly.clip(clipPlanes);
|
|
if (!clipPoly.Vertices.empty())
|
|
{
|
|
// backup result (will be unprojected later)
|
|
_ClippedTriNumVerts.push_back((uint)clipPoly.Vertices.size());
|
|
uint prevSize = (uint)_ClippedTris.size();
|
|
_ClippedTris.resize(_ClippedTris.size() + clipPoly.Vertices.size());
|
|
std::copy(clipPoly.Vertices.begin(), clipPoly.Vertices.end(), _ClippedTris.begin() + prevSize); // append to packed list
|
|
totalNumVertices += ((uint)clipPoly.Vertices.size() - 2) * 3;
|
|
}
|
|
}
|
|
// middle block, are not clipped, but count the number of wanted vertices
|
|
if (_Inside[k].first <= _Inside[k].second)
|
|
{
|
|
totalNumVertices += 6 * (_Inside[k].second - _Inside[k].first + 1);
|
|
}
|
|
// right clipped blocks
|
|
for (sint x = _Inside[k].second + 1; x <= border[k].second; ++x)
|
|
{
|
|
clipPoly.Vertices.resize(4);
|
|
clipPoly.Vertices[0].set((float) x, (float) (k + _MinYInside), 0.f);
|
|
clipPoly.Vertices[1].set((float) (x + 1), (float) (k + _MinYInside), 0.f);
|
|
clipPoly.Vertices[2].set((float) (x + 1), (float) (k + _MinYInside + 1), 0.f);
|
|
clipPoly.Vertices[3].set((float) x, (float) (k + _MinYInside + 1), 0.f);
|
|
clipPoly.clip(clipPlanes);
|
|
if (!clipPoly.Vertices.empty())
|
|
{
|
|
// backup result (will be unprojected later)
|
|
_ClippedTriNumVerts.push_back((uint)clipPoly.Vertices.size());
|
|
uint prevSize = (uint)_ClippedTris.size();
|
|
_ClippedTris.resize(_ClippedTris.size() + clipPoly.Vertices.size());
|
|
std::copy(clipPoly.Vertices.begin(), clipPoly.Vertices.end(), _ClippedTris.begin() + prevSize); // append to packed list
|
|
totalNumVertices += ((uint)clipPoly.Vertices.size() - 2) * 3;
|
|
}
|
|
}
|
|
}
|
|
return totalNumVertices;
|
|
}
|
|
|
|
// ***********************************************************************************************************
|
|
uint CWaterModel::fillVB(void *datas, uint startTri, IDriver &drv)
|
|
{
|
|
H_AUTO( NL3D_Water_Render );
|
|
if (drv.supportWaterShader())
|
|
{
|
|
return fillVBHard(datas, startTri);
|
|
}
|
|
else
|
|
{
|
|
return fillVBSoft(datas, startTri);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
static const double WATER_WAVE_SPEED = 1.7;
|
|
static const double WATER_WAVE_SCALE = 0.05;
|
|
static const double WATER_WAVE_FREQ = 0.3;
|
|
static const float WATER_WAVE_ATTEN = 0.2f;
|
|
|
|
|
|
|
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// compute single water vertex in software mode
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static
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#ifndef NL_DEBUG
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inline
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#endif
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void computeWaterVertexSoft(float px, float py, CVector &pos, CVector2f &envMapTexCoord, const CVector &camI, const CVector &camJ, const CVector &camK, float denom, double date, const CVector &camPos)
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{
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CVector d = px * camI + py * camK + camJ;
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//nlassert(d.z > 0.f);
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float intersectionDist = denom / d.z;
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pos.x = intersectionDist * d.x;
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pos.y = intersectionDist * d.y;
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pos.z = 0.f;
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//
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CVector R(- pos.x,
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- pos.y,
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- denom
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);
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float dist = R.norm();
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if (dist)
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{
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R /= dist;
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}
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envMapTexCoord.set(- 0.5f * R.x + 0.5f, - 0.5f * R.y + 0.5f);
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if (dist)
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{
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float invDist = 1.f / (WATER_WAVE_ATTEN * dist);
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if (invDist > 1.f) invDist = 1.f;
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// TODO : optimize cos if need (for now there are not much call per frame ...)
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envMapTexCoord.x += (float) (invDist * WATER_WAVE_SCALE * (float) cos(date + WATER_WAVE_FREQ * (camPos.x + pos.x)));
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}
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}
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// ***********************************************************************************************************
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uint CWaterModel::fillVBSoft(void *datas, uint startTri)
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{
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_StartTri = (uint32) startTri;
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CRenderTrav &renderTrav = getOwnerScene()->getRenderTrav();
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const NLMISC::CMatrix &camMat = renderTrav.CamMatrix;
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const sint numStepX = CWaterShape::getScreenXGridSize();
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const sint numStepY = CWaterShape::getScreenYGridSize();
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CVector camI = camMat.getI() * (1.f / numStepX) * (renderTrav.Right - renderTrav.Left) / renderTrav.Near;
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CVector camJ = camMat.getJ();
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CVector camK = camMat.getK() * (1.f / numStepY) * (renderTrav.Top - renderTrav.Bottom) / renderTrav.Near;
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float obsZ = camMat.getPos().z;
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float denom = getWorldMatrix().getPos().z - obsZ;
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uint8 *dest = (uint8 *) datas + startTri * 3 * WATER_VERTEX_SOFT_SIZE;
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/*NLMISC::CVector eye = renderTrav.CamPos;
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eye.z -= getWorldMatrix().getPos().z; */
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NLMISC::CVector eye(0.f, 0.f, - denom);
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CVector R;
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CScene *scene = getOwnerScene();
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double date = WATER_WAVE_SPEED * scene->getCurrentTime();
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if (!_ClippedTriNumVerts.empty())
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{
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const CVector2f *currVert = &_ClippedTris.front();
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static std::vector<CVector> unprojectedTriSoft;
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static std::vector<CVector2f> envMap;
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for(uint k = 0; k < _ClippedTriNumVerts.size(); ++k)
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{
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unprojectedTriSoft.resize(_ClippedTriNumVerts[k]);
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envMap.resize(_ClippedTriNumVerts[k]);
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uint numVerts = _ClippedTriNumVerts[k];
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for(uint l = 0; l < _ClippedTriNumVerts[k]; ++l)
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{
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computeWaterVertexSoft(currVert->x, currVert->y, unprojectedTriSoft[l], envMap[l], camI, camJ, camK, denom, date, camMat.getPos());
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++ currVert;
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}
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for(uint l = 0; l < numVerts - 2; ++l)
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{
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*(CVector *) dest = unprojectedTriSoft[0];
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dest += sizeof(float[3]);
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*(CVector2f *) dest = envMap[0];
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dest += sizeof(float[2]);
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*(CVector *) dest = unprojectedTriSoft[l + 1];
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dest += sizeof(float[3]);
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*(CVector2f *) dest = envMap[l + 1];
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dest += sizeof(float[2]);
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*(CVector *) dest = unprojectedTriSoft[l + 2];
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dest += sizeof(float[3]);
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*(CVector2f *) dest = envMap[l + 2];
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dest += sizeof(float[2]);
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}
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}
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}
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// TODO : optimize if needed
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for(sint k = 0; k < (sint) _Inside.size(); ++k)
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{
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sint y = k + _MinYInside;
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CVector proj[4];
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CVector2f envMap[4];
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if (_Inside[k].first <= _Inside[k].second)
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{
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// middle block, are not clipped, but count the number of wanted vertices
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for(sint x = _Inside[k].first; x <= _Inside[k].second; ++x)
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{
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computeWaterVertexSoft((float) x, (float) y, proj[0], envMap[0], camI, camJ, camK, denom, date, camMat.getPos());
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computeWaterVertexSoft((float)(x + 1), (float) y, proj[1], envMap[1], camI, camJ, camK, denom, date, camMat.getPos());
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computeWaterVertexSoft((float) (x + 1), (float) (y + 1), proj[2], envMap[2], camI, camJ, camK, denom, date, camMat.getPos());
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computeWaterVertexSoft((float) x, (float) (y + 1), proj[3], envMap[3], camI, camJ, camK, denom, date, camMat.getPos());
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//
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*(CVector *) dest = proj[0];
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dest += sizeof(float[3]);
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*(CVector2f *) dest = envMap[0];
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dest += sizeof(float[2]);
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*(CVector *) dest = proj[2];
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dest += sizeof(float[3]);
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*(CVector2f *) dest = envMap[2];
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dest += sizeof(float[2]);
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*(CVector *) dest = proj[1];
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dest += sizeof(float[3]);
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*(CVector2f *) dest = envMap[1];
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dest += sizeof(float[2]);
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*(CVector *) dest = proj[0];
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dest += sizeof(float[3]);
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*(CVector2f *) dest = envMap[0];
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dest += sizeof(float[2]);
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*(CVector *) dest = proj[3];
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dest += sizeof(float[3]);
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*(CVector2f *) dest = envMap[3];
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dest += sizeof(float[2]);
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*(CVector *) dest = proj[2];
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dest += sizeof(float[3]);
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*(CVector2f *) dest = envMap[2];
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dest += sizeof(float[2]);
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}
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}
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}
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nlassert((dest - (uint8 * ) datas) % (3 * WATER_VERTEX_SOFT_SIZE) == 0);
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uint endTri = (uint)(dest - (uint8 * ) datas) / (3 * WATER_VERTEX_SOFT_SIZE);
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_NumTris = endTri - _StartTri;
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return endTri;
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}
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// compute single water vertex for hardware render
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static
|
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#ifndef NL_DEBUG
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inline
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|
#endif
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void computeWaterVertexHard(float px, float py, CVector &pos, const CVector &camI, const CVector &camJ, const CVector &camK, float denom)
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{
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CVector d = px * camI + py * camK + camJ;
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float intersectionDist = denom / d.z;
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pos.x = intersectionDist * d.x;
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pos.y = intersectionDist * d.y;
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pos.z = 0.f;
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}
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// ***********************************************************************************************************
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uint CWaterModel::fillVBHard(void *datas, uint startTri)
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|
{
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_StartTri = (uint32) startTri;
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CRenderTrav &renderTrav = getOwnerScene()->getRenderTrav();
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const NLMISC::CMatrix &camMat = renderTrav.CamMatrix;
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const sint numStepX = CWaterShape::getScreenXGridSize();
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const sint numStepY = CWaterShape::getScreenYGridSize();
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CVector camI = camMat.getI() * (1.f / numStepX) * (renderTrav.Right - renderTrav.Left) / renderTrav.Near;
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CVector camJ = camMat.getJ();
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CVector camK = camMat.getK() * (1.f / numStepY) * (renderTrav.Top - renderTrav.Bottom) / renderTrav.Near;
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float obsZ = camMat.getPos().z;
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float denom = getWorldMatrix().getPos().z - obsZ;
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uint8 *dest = (uint8 *) datas + startTri * WATER_VERTEX_HARD_SIZE * 3;
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if (!_ClippedTriNumVerts.empty())
|
|
{
|
|
const CVector2f *currVert = &_ClippedTris.front();
|
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static std::vector<CVector> unprojectedTri;
|
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for(uint k = 0; k < _ClippedTriNumVerts.size(); ++k)
|
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{
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unprojectedTri.resize(_ClippedTriNumVerts[k]);
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uint numVerts = _ClippedTriNumVerts[k];
|
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for(uint l = 0; l < _ClippedTriNumVerts[k]; ++l)
|
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{
|
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computeWaterVertexHard(currVert->x, currVert->y, unprojectedTri[l], camI, camJ, camK, denom);
|
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++ currVert;
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}
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for(uint l = 0; l < numVerts - 2; ++l)
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{
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*(CVector *) dest = unprojectedTri[0];
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dest += WATER_VERTEX_HARD_SIZE;
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*(CVector *) dest = unprojectedTri[l + 1];
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dest += WATER_VERTEX_HARD_SIZE;
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*(CVector *) dest = unprojectedTri[l + 2];
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dest += WATER_VERTEX_HARD_SIZE;
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}
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}
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}
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|
// TODO : optimize if needed
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|
for(sint k = 0; k < (sint) _Inside.size(); ++k)
|
|
{
|
|
sint y = k + _MinYInside;
|
|
CVector proj[4];
|
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if (_Inside[k].first <= _Inside[k].second)
|
|
{
|
|
// middle block, are not clipped, but count the number of wanted vertices
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|
for(sint x = _Inside[k].first; x <= _Inside[k].second; ++x)
|
|
{
|
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computeWaterVertexHard((float) x, (float) y, proj[0], camI, camJ, camK, denom);
|
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computeWaterVertexHard((float) (x + 1), (float) y, proj[1], camI, camJ, camK, denom);
|
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computeWaterVertexHard((float) (x + 1), (float) (y + 1), proj[2], camI, camJ, camK, denom);
|
|
computeWaterVertexHard((float) x, (float) (y + 1), proj[3], camI, camJ, camK, denom);
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|
//
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*(CVector *) dest = proj[0];
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dest += WATER_VERTEX_HARD_SIZE;
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*(CVector *) dest = proj[2];
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dest += WATER_VERTEX_HARD_SIZE;
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*(CVector *) dest = proj[1];
|
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dest += WATER_VERTEX_HARD_SIZE;
|
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*(CVector *) dest = proj[0];
|
|
dest += WATER_VERTEX_HARD_SIZE;
|
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*(CVector *) dest = proj[3];
|
|
dest += WATER_VERTEX_HARD_SIZE;
|
|
*(CVector *) dest = proj[2];
|
|
dest += WATER_VERTEX_HARD_SIZE;
|
|
}
|
|
}
|
|
}
|
|
nlassert((dest - (uint8 * ) datas) % (3 * WATER_VERTEX_HARD_SIZE) == 0);
|
|
uint endTri = (uint)(dest - (uint8 * ) datas) / (3 * WATER_VERTEX_HARD_SIZE);
|
|
_NumTris = endTri - _StartTri;
|
|
return endTri;
|
|
}
|
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|
|
|
|
|
|
|
|
|
|
// ***************************************************************************************************************
|
|
void CWaterModel::traverseRender()
|
|
{
|
|
H_AUTO( NL3D_Water_Render );
|
|
|
|
CRenderTrav &renderTrav = getOwnerScene()->getRenderTrav();
|
|
IDriver *drv = renderTrav.getDriver();
|
|
CWaterShape *shape = NLMISC::safe_cast<CWaterShape *>((IShape *) Shape);
|
|
const NLMISC::CVector &obsPos = renderTrav.CamPos;
|
|
const float zHeight = getWorldMatrix().getPos().z;
|
|
|
|
if (!renderTrav.Perspective || forceWaterSimpleRender)
|
|
{
|
|
// not supported, simple uniform render
|
|
drv->setupModelMatrix(getWorldMatrix());
|
|
static CMaterial waterMat;
|
|
static bool initDone = false;
|
|
if (!initDone)
|
|
{
|
|
waterMat.initUnlit();
|
|
waterMat.setBlend(true);
|
|
waterMat.setSrcBlend(CMaterial::srcalpha);
|
|
waterMat.setDstBlend(CMaterial::invsrcalpha);
|
|
waterMat.setBlend(true);
|
|
waterMat.setDoubleSided(true);
|
|
waterMat.setLighting(false);
|
|
}
|
|
waterMat.setColor(shape->computeEnvMapMeanColor());
|
|
static std::vector<NLMISC::CTriangleUV> tris;
|
|
const NLMISC::CPolygon2D &poly = shape->getShape();
|
|
tris.clear();
|
|
for(sint k = 0; k < (sint) poly.Vertices.size() - 2; ++k)
|
|
{
|
|
NLMISC::CTriangleUV truv;
|
|
truv.Uv0.set(0.f, 0.f);
|
|
truv.Uv1.set(0.f, 0.f);
|
|
truv.Uv2.set(0.f, 0.f);
|
|
truv.V0.set(poly.Vertices[0].x, poly.Vertices[0].y, 0.f);
|
|
truv.V1.set(poly.Vertices[k + 1].x, poly.Vertices[k + 1].y, 0.f);
|
|
truv.V2.set(poly.Vertices[k + 2].x, poly.Vertices[k + 2].y, 0.f);
|
|
tris.push_back(truv);
|
|
}
|
|
CDRU::drawTrianglesUnlit(tris, waterMat, *drv);
|
|
}
|
|
else
|
|
{
|
|
NLMISC::CMatrix modelMat;
|
|
modelMat.setPos(NLMISC::CVector(obsPos.x, obsPos.y, zHeight));
|
|
drv->setupModelMatrix(modelMat);
|
|
bool isAbove = obsPos.z > getWorldMatrix().getPos().z;
|
|
CVertexBuffer &vb = renderTrav.Scene->getWaterVB();
|
|
if (drv->supportWaterShader())
|
|
{
|
|
setupMaterialNVertexShader(drv, shape, obsPos, isAbove, zHeight);
|
|
nlassert(vb.getNumVertices() > 0);
|
|
drv->activeVertexBuffer(vb);
|
|
drv->renderRawTriangles(CWaterModel::_WaterMat, _StartTri, _NumTris);
|
|
drv->activeVertexProgram(NULL);
|
|
}
|
|
else
|
|
{
|
|
setupSimpleRender(shape, obsPos, isAbove);
|
|
drv->activeVertexBuffer(vb);
|
|
drv->activeVertexProgram(NULL);
|
|
drv->renderRawTriangles(CWaterModel::_SimpleWaterMat, _StartTri, _NumTris);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// ***********************************************************************************************************
|
|
bool CWaterModel::clip()
|
|
{
|
|
H_AUTO( NL3D_Water_Render );
|
|
CRenderTrav &renderTrav= getOwnerScene()->getRenderTrav();
|
|
if (renderTrav.CamPos.z == getWorldMatrix().getPos().z) return false;
|
|
if(Shape)
|
|
{
|
|
computeClippedPoly();
|
|
if (_ClippedPoly.Vertices.empty()) return false;
|
|
// unlink from water model list
|
|
unlink();
|
|
// link into water model list
|
|
link();
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
|
|
/*
|
|
// struct used to build vertices for the simple shader
|
|
struct CSimpleVertexInfo
|
|
{
|
|
NLMISC::CVector XFormPos;
|
|
NLMISC::CUV UV;
|
|
};
|
|
*/
|
|
|
|
// ***********************************************************************************************************
|
|
/*
|
|
void CWaterModel::doSimpleRender(IDriver *drv)
|
|
{
|
|
if (_ClippedPoly.Vertices.empty()) return;
|
|
// rendering of water when no vertex / pixel shaders are available
|
|
CWaterShape *shape = NLMISC::safe_cast<CWaterShape *>((IShape *) Shape);
|
|
CRenderTrav &renderTrav = getOwnerScene()->getRenderTrav();
|
|
static bool init = false;
|
|
if (!init)
|
|
{
|
|
// setup the material, no special shader is used here
|
|
_SimpleWaterMat.setLighting(false);
|
|
_SimpleWaterMat.setDoubleSided(true);
|
|
_SimpleWaterMat.setColor(NLMISC::CRGBA::White);
|
|
|
|
_SimpleWaterMat.setBlend(true);
|
|
_SimpleWaterMat.setSrcBlend(CMaterial::srcalpha);
|
|
_SimpleWaterMat.setDstBlend(CMaterial::invsrcalpha);
|
|
_SimpleWaterMat.setZWrite(true);
|
|
_SimpleWaterMat.setShader(CMaterial::Normal);
|
|
|
|
// stage 0
|
|
_SimpleWaterMat.texEnvOpRGB(0, CMaterial::Replace);
|
|
_SimpleWaterMat.texEnvOpAlpha(0, CMaterial::Replace);
|
|
_SimpleWaterMat.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
|
|
_SimpleWaterMat.texEnvArg0Alpha(0, CMaterial::Texture, CMaterial::SrcAlpha);
|
|
|
|
// stage 1
|
|
_SimpleWaterMat.texEnvOpRGB(1, CMaterial::Modulate);
|
|
_SimpleWaterMat.texEnvOpAlpha(1, CMaterial::Modulate);
|
|
_SimpleWaterMat.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
|
|
_SimpleWaterMat.texEnvArg0Alpha(0, CMaterial::Texture, CMaterial::SrcAlpha);
|
|
_SimpleWaterMat.texEnvArg1RGB(0, CMaterial::Previous, CMaterial::SrcColor);
|
|
_SimpleWaterMat.texEnvArg1Alpha(0, CMaterial::Previous, CMaterial::SrcAlpha);
|
|
|
|
// setup the vb : one position & two tex coords
|
|
_SimpleRenderVB.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag);
|
|
init = true;
|
|
}
|
|
|
|
const NLMISC::CMatrix &worldMatrix = getWorldMatrix();
|
|
const NLMISC::CVector &obsPos = renderTrav.CamPos;
|
|
|
|
// setup the material
|
|
bool isAbove = obsPos.z > worldMatrix.getPos().z;
|
|
|
|
// envmap is always present and is in stage 0
|
|
CScene *scene = getOwnerScene();
|
|
if (!isAbove && shape->_EnvMap[1])
|
|
{
|
|
if (shape->_UsesSceneWaterEnvMap[1])
|
|
{
|
|
if (scene->getWaterEnvMap())
|
|
{
|
|
_SimpleWaterMat.setTexture(0, scene->getWaterEnvMap()->getEnvMap2D());
|
|
}
|
|
else
|
|
{
|
|
_SimpleWaterMat.setTexture(0, shape->_EnvMap[1]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_SimpleWaterMat.setTexture(0, shape->_EnvMap[1]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (shape->_UsesSceneWaterEnvMap[0])
|
|
{
|
|
if (scene->getWaterEnvMap())
|
|
{
|
|
_SimpleWaterMat.setTexture(0, scene->getWaterEnvMap()->getEnvMap2D());
|
|
}
|
|
else
|
|
{
|
|
_SimpleWaterMat.setTexture(0, shape->_EnvMap[0]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_SimpleWaterMat.setTexture(0, shape->_EnvMap[0]);
|
|
}
|
|
}
|
|
//
|
|
static std::vector<CSimpleVertexInfo> verts;
|
|
static CIndexBuffer indices;
|
|
//
|
|
NLMISC::CPolygon2D &poly = shape->_Poly;
|
|
uint numVerts = poly.Vertices.size();
|
|
uint k;
|
|
//
|
|
if (shape->_ColorMap == NULL)
|
|
{
|
|
// version with no color map
|
|
if (!_EmbossTexture)
|
|
{
|
|
_EmbossTexture = new CTextureEmboss;
|
|
_EmbossTexture->setSlopeFactor(4.f);
|
|
}
|
|
if (shape->_BumpMap[1] && shape->_BumpMap[1]->isBumpMap())
|
|
{
|
|
CTextureBump *bm = static_cast<CTextureBump *>((ITexture *) shape->_BumpMap[1]);
|
|
if (bm->getHeightMap())
|
|
{
|
|
_EmbossTexture->setHeightMap(bm->getHeightMap());
|
|
}
|
|
}
|
|
_SimpleWaterMat.setTexture(1, _EmbossTexture);
|
|
_SimpleRenderVB.setNumVertices(numVerts);
|
|
// retrieve current time
|
|
float date = 0.001f * (NLMISC::CTime::getLocalTime() & 0xffffff); // must keep some precision.
|
|
// Compute tex coordinates for emboss first.
|
|
// On some 3D chip, textures coords can't grow too mush or texture filtering loose accuracy.
|
|
// So we must keep texCoord as low as possible.
|
|
//
|
|
verts.resize(numVerts);
|
|
for(k = 0; k < numVerts; ++k)
|
|
{
|
|
verts[k].XFormPos = worldMatrix * NLMISC::CVector(poly.Vertices[k].x, poly.Vertices[k].y ,0.f);
|
|
verts[k].UV.U = shape->_HeightMapScale[0].x * verts[k].XFormPos.x + date * shape->_HeightMapSpeed[0].x;
|
|
verts[k].UV.V = shape->_HeightMapScale[0].y * verts[k].XFormPos.y + date * shape->_HeightMapSpeed[0].y;
|
|
}
|
|
// get min tex coords
|
|
float minU = verts[0].UV.U;
|
|
float minV = verts[0].UV.V;
|
|
for(k = 1; k < numVerts; ++k)
|
|
{
|
|
minU = std::min(minU, verts[k].UV.U);
|
|
minV = std::min(minV, verts[k].UV.V);
|
|
}
|
|
//
|
|
minU = floorf(minU);
|
|
minV = floorf(minV);
|
|
//
|
|
CVertexBufferReadWrite vba;
|
|
_SimpleRenderVB.lock (vba);
|
|
uint8 *data = (uint8 *) vba.getVertexCoordPointer();
|
|
for(k = 0; k < numVerts; ++k)
|
|
{
|
|
((NLMISC::CVector *) data)->set(poly.Vertices[k].x, poly.Vertices[k].y, 0.f);
|
|
data += sizeof(NLMISC::CVector);
|
|
// texture coord 0 is reflected vector into envmap
|
|
// xform position in world space to compute the reflection
|
|
CVector surfToEye = (obsPos - verts[k].XFormPos).normed();
|
|
// we assume that normal is (0, 0, 1)
|
|
* (float *) data = 0.5f - 0.5f * surfToEye.x;
|
|
((float *) data)[1] = 0.5f - 0.5f * surfToEye.y;
|
|
data += sizeof(float[2]);
|
|
// texture coord 1 is the embossed map
|
|
* (float *) data = verts[k].UV.U - minU;
|
|
((float *) data)[1] = verts[k].UV.V - minV;
|
|
data += sizeof(float[2]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// version with a color map : it remplace the emboss texture
|
|
_SimpleWaterMat.setTexture(1, shape->_ColorMap);
|
|
_SimpleRenderVB.setNumVertices(numVerts);
|
|
CVertexBufferReadWrite vba;
|
|
_SimpleRenderVB.lock (vba);
|
|
//
|
|
uint8 *data = (uint8 *) vba.getVertexCoordPointer();
|
|
for(k = 0; k < numVerts; ++k)
|
|
{
|
|
* (NLMISC::CVector *) data = poly.Vertices[k];
|
|
data += sizeof(CVector);
|
|
// texture coord 0 is reflected vector into envmap
|
|
// xform position in world space to compute the reflection
|
|
NLMISC::CVector xformPos = worldMatrix * poly.Vertices[k];
|
|
NLMISC::CVector surfToEye = (obsPos - xformPos).normed();
|
|
// we assume that normal is (0, 0, 1)
|
|
* (float *) data = 0.5f - 0.5f * surfToEye.x;
|
|
((float *) data)[1] = 0.5f * - 0.5f * surfToEye.y;
|
|
data += sizeof(float[2]);
|
|
// texture coord 1 is the color map
|
|
* (float *) data = shape->_ColorMapMatColumn0.x * xformPos.x + shape->_ColorMapMatColumn1.x * xformPos.y + shape->_ColorMapMatPos.x;
|
|
((float *) data)[1] = shape->_ColorMapMatColumn0.y * xformPos.x + shape->_ColorMapMatColumn1.y * xformPos.y + shape->_ColorMapMatPos.y;
|
|
data += sizeof(float[2]);
|
|
}
|
|
}
|
|
|
|
drv->activeVertexProgram(NULL);
|
|
drv->setupModelMatrix(worldMatrix);
|
|
drv->activeVertexBuffer(_SimpleRenderVB);
|
|
|
|
// create an index buffer to do the display
|
|
indices.setNumIndexes((numVerts - 2) * 3);
|
|
{
|
|
CIndexBufferReadWrite ibaWrite;
|
|
indices.lock (ibaWrite);
|
|
uint32 *ptr = ibaWrite.getPtr();
|
|
for(k = 0; k < (numVerts - 2); ++k)
|
|
{
|
|
|
|
ptr[ k * 3 ] = 0;
|
|
ptr[ k * 3 + 1 ] = k + 1;
|
|
ptr[ k * 3 + 2 ] = k + 2;
|
|
}
|
|
}
|
|
drv->setupMaterial(_SimpleWaterMat);
|
|
drv->activeIndexBuffer(indices);
|
|
drv->renderSimpleTriangles(0, numVerts - 2);
|
|
}
|
|
*/
|
|
|
|
// ***********************************************************************************************************
|
|
void CWaterModel::updateDiffuseMapMatrix(bool force /* = false*/)
|
|
{
|
|
if (compareMatrixDate(_MatrixUpdateDate) ||force)
|
|
{
|
|
CWaterShape *shape = NLMISC::safe_cast<CWaterShape *>((IShape *) Shape);
|
|
if (shape)
|
|
{
|
|
_MatrixUpdateDate = getMatrixDate();
|
|
// update the uv matrix
|
|
CMatrix uvMat;
|
|
uvMat.setRot(CVector(shape->_ColorMapMatColumn0.x, shape->_ColorMapMatColumn0.y, 0.f),
|
|
CVector(shape->_ColorMapMatColumn1.x, shape->_ColorMapMatColumn1.y, 0.f),
|
|
CVector(shape->_ColorMapMatPos.x, shape->_ColorMapMatPos.y, 1.f));
|
|
CMatrix xformMat;
|
|
CMatrix invMat = this->getWorldMatrix().inverted();
|
|
xformMat.setRot(CVector(invMat.getI().x, invMat.getI().y, 0.f),
|
|
CVector(invMat.getJ().x, invMat.getJ().y, 0.f),
|
|
CVector(invMat.getPos().x, invMat.getPos().y, 1.f));
|
|
uvMat = uvMat * xformMat;
|
|
_ColorMapMatColumn0.set(uvMat.getI().x, uvMat.getI().y);
|
|
_ColorMapMatColumn1.set(uvMat.getJ().x, uvMat.getJ().y);
|
|
_ColorMapMatPos.set(uvMat.getK().x, uvMat.getK().y);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CWaterModel::debugDumpMem(void* &clippedPolyBegin, void* &clippedPolyEnd)
|
|
{
|
|
clippedPolyBegin= (void*)(&*_ClippedPoly.Vertices.begin());
|
|
clippedPolyEnd= (void*)(&*_ClippedPoly.Vertices.end());
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CWaterModel::debugClearClippedPoly()
|
|
{
|
|
_ClippedPoly.Vertices.clear();
|
|
}
|
|
|
|
//=======================================================================================
|
|
// wave maker implementation
|
|
//=======================================================================================
|
|
|
|
CWaveMakerModel::CWaveMakerModel() : _Time(0)
|
|
{
|
|
// AnimDetail behavior: Must be traversed in AnimDetail, even if no channel mixer registered
|
|
CTransform::setIsForceAnimDetail(true);
|
|
}
|
|
|
|
//================================================
|
|
|
|
void CWaveMakerModel::registerBasic()
|
|
{
|
|
CScene::registerModel(WaveMakerModelClassId, TransformShapeId, CWaveMakerModel::creator);
|
|
}
|
|
|
|
//================================================
|
|
|
|
ITrack* CWaveMakerModel::getDefaultTrack (uint valueId)
|
|
{
|
|
nlassert(Shape);
|
|
CWaveMakerShape *ws = NLMISC::safe_cast<CWaveMakerShape *>((IShape *) Shape);
|
|
switch (valueId)
|
|
{
|
|
case PosValue: return ws->getDefaultPos(); break;
|
|
default: // delegate to parent
|
|
return CTransformShape::getDefaultTrack(valueId);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//================================================
|
|
void CWaveMakerModel::traverseAnimDetail()
|
|
{
|
|
CTransformShape::traverseAnimDetail();
|
|
nlassert(getOwnerScene());
|
|
/// get the shape
|
|
CWaveMakerShape *wms = NLMISC::safe_cast<CWaveMakerShape *>((IShape *) Shape);
|
|
const NLMISC::CVector worldPos = getWorldMatrix().getPos();
|
|
const CVector2f pos2d(worldPos.x, worldPos.y);
|
|
/// get the water height map
|
|
CWaterHeightMap &whm = GetWaterPoolManager().getPoolByID(wms->_PoolID);
|
|
// get the time delta
|
|
const TAnimationTime deltaT = std::min(getOwnerScene()->getEllapsedTime(), (TAnimationTime) whm.getPropagationTime());
|
|
_Time += deltaT;
|
|
if (!wms->_ImpulsionMode)
|
|
{
|
|
whm.perturbate(pos2d, wms->_Intensity * cosf(2.f / wms->_Period * (float) NLMISC::Pi * _Time), wms->_Radius);
|
|
}
|
|
else
|
|
{
|
|
if (_Time > wms->_Period)
|
|
{
|
|
_Time -= wms->_Period;
|
|
whm.perturbate(pos2d, wms->_Intensity, wms->_Radius);
|
|
}
|
|
}
|
|
}
|
|
|
|
} // NL3D
|