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