740 lines
23 KiB
C++
740 lines
23 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/3d/water_shape.h"
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#include "nel/3d/water_model.h"
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#include "nel/3d/vertex_buffer.h"
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#include "nel/3d/texture_bump.h"
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#include "nel/3d/texture_blend.h"
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#include "nel/3d/scene.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 <memory>
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namespace NL3D {
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// globals
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/////////////////////////
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// WATER WITH NO WAVES //
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/////////////////////////
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static const char *WaterVPNoWave =
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"!!VP1.0 \n\
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DP4 o[HPOS].x, c[0], v[0]; #transform vertex in view space \n\
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DP4 o[HPOS].y, c[1], v[0]; \n\
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DP4 o[HPOS].z, c[2], v[0]; \n\
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DP4 o[HPOS].w, c[3], v[0]; \n\
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# MUL R1, R2.x, R1; \n\
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DP4 o[FOGC].x, c[4], v[0]; #setup fog \n\
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MUL R3, v[0], c[5]; #compute bump 0 uv's \n\
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ADD o[TEX0], R3, c[6]; \n\
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MUL R3, v[0], c[7]; #compute bump 1 uv's \n\
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ADD o[TEX1], R3, c[8]; \n\
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ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\
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DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\
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RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
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MUL R0, R0, R1; \n\
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DP3 R1.x, R0.xyww, R0.xyww; \n\
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MAD o[TEX2], -R0, c[10], c[10]; #envmap tex coord \n\
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END";
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// a diffuse texture is added
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static const char *WaterVPNoWaveDiffuse =
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"!!VP1.0\n\
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DP4 o[HPOS].x, c[0], v[0]; #transform vertex in view space \n\
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DP4 o[HPOS].y, c[1], v[0]; \n\
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DP4 o[HPOS].z, c[2], v[0]; \n\
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DP4 o[HPOS].w, c[3], v[0]; \n\
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# MUL R1, R2.x, R1; \n\
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DP4 o[FOGC].x, c[4], v[0]; #setup fog \n\
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MUL R3, v[0], c[5]; #compute bump 0 uv's \n\
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ADD o[TEX0], R3, c[6]; \n\
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MUL R3, v[0], c[7]; #compute bump 1 uv's \n\
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ADD o[TEX1], R3, c[8]; \n\
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ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\
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DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\
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RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
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MUL R0, R0, R1; \n\
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MAD o[TEX2], -R0, c[10], c[10]; #envmap tex coord \n\
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DP4 o[TEX3].x, v[0], c[11]; #compute uv for diffuse texture \n\
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DP4 o[TEX3].y, v[0], c[12]; \n\
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END";
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////////////////
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// WAVY WATER //
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////////////////
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// common start for Water vertex programs
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/** The first part of the program does the following :
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* - Compute linear distance to eye
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* - Attenuate height with distance
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* - Attenuate normal with distance (e.g at max distance, the normal is (0, 0, 1)
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* - Transform vertex pos into view space
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* - compute fog coordinate
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* At the end of the program we got :
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* R1 = (eye - vertex).normed()
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* R0 = Attenuated normal at vertex
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* R4 = position of point with attenuated height
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*/
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static const char *WaterVPStartCode =
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"!!VP1.0\n\
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ADD R1, c[7], -v[0]; #r1 = eye - vertex \n\
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DP3 R2, R1, R1; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\
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MAX R2, R2, c[16]; # avoid imprecision around 0 \n\
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RSQ R2, R2.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
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RCP R3, R2.x; \n\
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MAD R3, c[6].xxxx, -R3, c[6].yyyy; \n\
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MAX R3, c[5], R3; \n\
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MUL R0, R3, v[8]; #attenuate normal with distance \n\
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MUL R4.z, R3, v[0]; #attenuate height with distance \n\
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MOV R4.xyw, v[0]; \n\
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MOV R0.z, c[4].x; #set normal z to 1 \n\
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DP3 R3.x, R0, R0; \n\
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RSQ R3.x, R3.x; #normalize normal in R3 \n\
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MUL R0, R0, R3.x; \n\
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DP4 o[HPOS].x, c[0], R4; #transform vertex in view space \n\
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DP4 o[HPOS].y, c[1], R4; \n\
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DP4 o[HPOS].z, c[2], R4; \n\
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DP4 o[HPOS].w, c[3], R4; \n\
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MUL R1, R1, R2.x; #normalize r1, r1 = (eye - vertex).normed \n\
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# DP3 R2.x, R1.xyww, R1.xyww; \n\
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# MUL R1, R2.x, R1; \n\
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DP4 o[FOGC].x, c[18], R4; #setup fog \n\
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";
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/** This part of vertex program compute 2 layers of bump (for use with texture shaders)
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*/
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static const char *WaterVpBump2LayersCode =
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" MUL R3, v[0], c[10]; #compute bump 0 uv's \n\
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ADD o[TEX0], R3, c[9]; \n\
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MUL R3, v[0], c[12]; #compute bump 1 uv's \n\
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ADD o[TEX1], R3, c[11]; \n\
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DP3 R2.x, R1, R0; \n\
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MUL R0, R0, R2.x; \n\
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ADD R2, R0, R0; \n\
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ADD R0, R2, -R1; #compute reflection vector \n\
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MAD o[TEX2], R0, c[8], c[8]; \n\
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";
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/** Version with one bump map only (Texture shaders support chaining of offset textures, EMBM does not)
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*/
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static const char *WaterVpBump1LayersCode =
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"MUL R3, v[0], c[12]; #compute bump 1 uv's \n\
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ADD o[TEX0], R3, c[11]; \n\
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DP3 R2.x, R1, R0; \n\
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MUL R0, R0, R2.x; \n\
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ADD R2, R0, R0; \n\
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ADD R0, R2, -R1; #compute reflection vector \n\
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MAD o[TEX1], R0, c[8], c[8]; \n\
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";
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/** Optional diffuse texture in stage 3
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*/
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static const char *WaterVpDiffuseMapStage3Code =
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"DP4 o[TEX3].x, R4, c[13]; #compute uv for diffuse texture \n\
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DP4 o[TEX3].y, R4, c[14]; \n\
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";
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/** Optional diffuse texture in stage 2
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*/
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static const char *WaterVpDiffuseMapStage2Code =
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"DP4 o[TEX2].x, R4, c[13]; #compute uv for diffuse texture \n\
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DP4 o[TEX2].y, R4, c[14]; \n\
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";
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/** Optional diffuse texture in stage 1
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*/
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static const char *WaterVpDiffuseMapStage1Code =
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"DP4 o[TEX1].x, R4, c[13]; #compute uv for diffuse texture \n\
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DP4 o[TEX1].y, R4, c[14]; \n\
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";
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// Envmap is setup in texture 0, no bump is used
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static const char *WaterVpNoBumpCode =
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" DP3 R2.x, R1, R0; #project view vector on normal for symetry \n\
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MUL R0, R0, R2.x; \n\
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ADD R2, R0, R0; \n\
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ADD R0, R2, -R1; #compute reflection vector \n\
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MAD o[TEX0], R0, c[8], c[8]; \n\
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DP4 o[FOGC].x, c[18], R4; #setup fog \n\
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";
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// static members
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uint32 CWaterShape::_XScreenGridSize = 20;
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uint32 CWaterShape::_YScreenGridSize = 20;
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//
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uint32 CWaterShape::_XGridBorder = 4;
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uint32 CWaterShape::_YGridBorder = 4;
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uint32 CWaterShape::_MaxGridSize;
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bool CWaterShape::_GridSizeTouched = true;
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std::auto_ptr<CVertexProgram> CWaterShape::_VertexProgramBump1;
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std::auto_ptr<CVertexProgram> CWaterShape::_VertexProgramBump2;
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std::auto_ptr<CVertexProgram> CWaterShape::_VertexProgramBump1Diffuse;
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std::auto_ptr<CVertexProgram> CWaterShape::_VertexProgramBump2Diffuse;
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std::auto_ptr<CVertexProgram> CWaterShape::_VertexProgramNoBump;
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std::auto_ptr<CVertexProgram> CWaterShape::_VertexProgramNoBumpDiffuse;
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// water with no waves
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std::auto_ptr<CVertexProgram> CWaterShape::_VertexProgramNoWave;
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std::auto_ptr<CVertexProgram> CWaterShape::_VertexProgramNoWaveDiffuse;
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/** Build a vertex program for water depending on requirements
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*/
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static CVertexProgram *BuildWaterVP(bool diffuseMap, bool bumpMap, bool use2BumpMap)
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{
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std::string vp = WaterVPStartCode;
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if (bumpMap && use2BumpMap)
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{
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vp += WaterVpBump2LayersCode;
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if (diffuseMap) vp += WaterVpDiffuseMapStage3Code;
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}
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else
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if (bumpMap)
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{
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vp += WaterVpBump2LayersCode;
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if (diffuseMap) vp += WaterVpDiffuseMapStage2Code;
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}
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else
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{
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vp += WaterVpNoBumpCode;
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if (diffuseMap) vp += WaterVpDiffuseMapStage1Code;
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}
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vp += "\nEND";
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return new CVertexProgram(vp.c_str());
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}
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//============================================
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/*
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* Constructor
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*/
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CWaterShape::CWaterShape() : _WaterPoolID(0), _TransitionRatio(0.6f), _WaveHeightFactor(3), _ComputeLightmap(false), _SplashEnabled(true)
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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_DefaultPos.setDefaultValue(NLMISC::CVector::Null);
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_DefaultScale.setDefaultValue(NLMISC::CVector(1, 1, 1));
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_DefaultRotQuat.setDefaultValue(CQuat::Identity);
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for (sint k = 0; k < 2; ++k)
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{
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_HeightMapScale[k].set(1, 1);
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_HeightMapSpeed[k].set(0, 0);
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_HeightMapTouch[k] = true;
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_UsesSceneWaterEnvMap[k] = false;
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}
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_ColorMapMatColumn0.set(1, 0);
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_ColorMapMatColumn1.set(0, 1);
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_ColorMapMatPos.set(0, 0);
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_EnvMapMeanColorComputed = false;
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}
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//============================================
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CRGBA CWaterShape::computeEnvMapMeanColor()
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{
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// TMP :
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// just used for water rendering in multiple parts with parallel projection
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// -> drawn as an uniform polygon with envmap mean coloe
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if (!_EnvMapMeanColorComputed)
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{
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_EnvMapMeanColor = NLMISC::CRGBA(0, 0, 255);
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if (_EnvMap[0])
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{
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_EnvMap[0]->generate();
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_EnvMap[0]->convertToType(CBitmap::RGBA);
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uint32 r = 0;
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uint32 g = 0;
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uint32 b = 0;
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uint32 a = 0;
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uint numPixs = _EnvMap[0]->getHeight() * _EnvMap[0]->getWidth();
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const CRGBA *src = (const CRGBA *) (&_EnvMap[0]->getPixels(0)[0]);
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const CRGBA *last = src + numPixs;
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while (src != last)
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{
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r += src->R;
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g += src->G;
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b += src->B;
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a += src->A;
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++ src;
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}
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if (numPixs != 0)
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{
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_EnvMapMeanColor = NLMISC::CRGBA((uint8) (r / numPixs),
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(uint8) (g / numPixs),
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(uint8) (b / numPixs),
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(uint8) (a / numPixs));
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}
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_EnvMap[0]->release();
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}
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_EnvMapMeanColorComputed = true;
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}
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return _EnvMapMeanColor;
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}
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//============================================
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CWaterShape::~CWaterShape()
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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if (
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(_EnvMap[0] && dynamic_cast<CTextureBlend *>((ITexture *) _EnvMap[0]))
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|| (_EnvMap[1] && dynamic_cast<CTextureBlend *>((ITexture *) _EnvMap[1]))
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)
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{
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GetWaterPoolManager().unRegisterWaterShape(this);
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}
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}
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//============================================
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void CWaterShape::initVertexProgram()
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{
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static bool created = false;
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if (!created)
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{
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// waves
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_VertexProgramBump1 = std::auto_ptr<CVertexProgram>(BuildWaterVP(false, true, false));
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_VertexProgramBump2 = std::auto_ptr<CVertexProgram>(BuildWaterVP(false, true, true));
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_VertexProgramBump1Diffuse = std::auto_ptr<CVertexProgram>(BuildWaterVP(true, true, false));
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_VertexProgramBump2Diffuse = std::auto_ptr<CVertexProgram>(BuildWaterVP(true, true, true));
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_VertexProgramNoBump = std::auto_ptr<CVertexProgram>(BuildWaterVP(false, false, false));
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_VertexProgramNoBumpDiffuse = std::auto_ptr<CVertexProgram>(BuildWaterVP(true, false, false));
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// no waves
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_VertexProgramNoWave.reset(new CVertexProgram(WaterVPNoWave));
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_VertexProgramNoWaveDiffuse.reset(new CVertexProgram(WaterVPNoWaveDiffuse));
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created = true;
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}
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}
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//============================================
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CTransformShape *CWaterShape::createInstance(CScene &scene)
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{
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CWaterModel *wm = NLMISC::safe_cast<CWaterModel *>(scene.createModel(WaterModelClassId) );
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wm->Shape = this;
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// set default pos & scale
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wm->ITransformable::setPos( _DefaultPos.getDefaultValue() );
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wm->ITransformable::setScale( _DefaultScale.getDefaultValue() );
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wm->ITransformable::setRotQuat( _DefaultRotQuat.getDefaultValue() );
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//
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wm->init();
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if (scene.getWaterCallback())
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{
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CWaterShape *ws = NLMISC::safe_cast<CWaterShape *>((IShape *) wm->Shape);
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scene.getWaterCallback()->waterSurfaceAdded(getShape(), wm->getMatrix(), ws->isSplashEnabled(), ws->getUseSceneWaterEnvMap(0) || ws->getUseSceneWaterEnvMap(1));
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}
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return wm;
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}
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//============================================
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float CWaterShape::getNumTriangles (float distance)
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{
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// TODO
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return 0;
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}
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//============================================
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void CWaterShape::flushTextures (IDriver &driver, uint selectedTexture)
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{
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// Test if bump maps are supported by driver before to flush them.
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// TEMP : can't flush texture for water, because the upload format depends on the shader
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// Only the driver can determine it.
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// BumpMaps may be uploaded with unsigned or signed format
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/*
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if (
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(driver.supportTextureShaders() && driver.isTextureAddrModeSupported(CMaterial::OffsetTexture))
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|| driver.supportEMBM()
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)
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{
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for (uint k = 0; k < 2; ++k)
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{
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if (_BumpMap[k] != NULL)
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driver.setupTexture(*_BumpMap[k]);
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if (_EnvMap[k] != NULL)
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driver.setupTexture(*_EnvMap[k]);
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}
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}
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if (_ColorMap != NULL)
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driver.setupTexture(*_ColorMap);
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*/
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}
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//============================================
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void CWaterShape::setScreenGridSize(uint32 x, uint32 y)
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{
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nlassert(x > 0 && y > 0);
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_XScreenGridSize = x;
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_YScreenGridSize = y;
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_GridSizeTouched = true;
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}
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//============================================
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void CWaterShape::setGridBorderSize(uint32 x, uint32 y)
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{
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_XGridBorder = x;
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_YGridBorder = y;
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_GridSizeTouched = true;
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}
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//============================================
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void CWaterShape::setShape(const NLMISC::CPolygon2D &poly)
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{
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nlassert(poly.Vertices.size() != 0); // empty poly not allowed
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_Poly = poly;
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computeBBox();
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}
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//============================================
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void CWaterShape::computeBBox()
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{
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nlassert(_Poly.Vertices.size() != 0);
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NLMISC::CVector2f min, max;
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min = max = _Poly.Vertices[0];
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for (uint k = 1; k < _Poly.Vertices.size(); ++k)
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{
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min.minof(min, _Poly.Vertices[k]);
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max.maxof(max, _Poly.Vertices[k]);
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}
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_BBox.setMinMax(CVector(min.x, min.y, 0), CVector(max.x, max.y, 0));
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/* nlinfo("center x = %f, y = %f, z = %f", _BBox.getCenter().x, _BBox.getCenter().y, _BBox.getCenter().z);
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nlinfo("halsize x = %f, y = %f, z = %f", _BBox.getHalfSize().x, _BBox.getHalfSize().y, _BBox.getHalfSize().z); */
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}
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//============================================
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void CWaterShape::setHeightMap(uint k, ITexture *hm)
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{
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nlassert(k < 2);
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if (!_BumpMap[k])
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{
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|
_BumpMap[k] = new CTextureBump;
|
|
}
|
|
static_cast<CTextureBump *>( (ITexture *) _BumpMap[k])->forceNormalize(true);
|
|
static_cast<CTextureBump *>( (ITexture *) _BumpMap[k])->setHeightMap(hm);
|
|
_HeightMapTouch[k] = true; // must recompute normalization factor
|
|
}
|
|
|
|
//============================================
|
|
ITexture *CWaterShape::getHeightMap(uint k)
|
|
{
|
|
nlassert(k < 2);
|
|
return ((CTextureBump *) (ITexture *) _BumpMap[k] )->getHeightMap();
|
|
}
|
|
|
|
//============================================
|
|
const ITexture *CWaterShape::getHeightMap(uint k) const
|
|
{
|
|
nlassert(k < 2);
|
|
return ((CTextureBump *) (ITexture *) _BumpMap[k] )->getHeightMap();
|
|
}
|
|
|
|
//============================================
|
|
void CWaterShape::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
|
|
{
|
|
/* ***********************************************
|
|
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
|
|
* It can be loaded/called through CAsyncFileManager for instance
|
|
* ***********************************************/
|
|
|
|
// version 4 : added scene water env map
|
|
// version 3 : added '_Splashenabled' flag
|
|
sint ver = f.serialVersion(4);
|
|
// serial 'shape'
|
|
f.serial(_Poly);
|
|
// serial heightMap identifier
|
|
f.serial(_WaterPoolID);
|
|
//serial maps
|
|
ITexture *map = NULL;
|
|
if (f.isReading())
|
|
{
|
|
f.serialPolyPtr(map); _EnvMap[0] = map;
|
|
f.serialPolyPtr(map); _EnvMap[1] = map;
|
|
f.serialPolyPtr(map); _BumpMap[0] = map;
|
|
f.serialPolyPtr(map); _BumpMap[1] = map;
|
|
f.serialPolyPtr(map); _ColorMap = map;
|
|
computeBBox();
|
|
}
|
|
else
|
|
{
|
|
map = _EnvMap[0]; f.serialPolyPtr(map);
|
|
map = _EnvMap[1]; f.serialPolyPtr(map);
|
|
map = _BumpMap[0]; f.serialPolyPtr(map);
|
|
map = _BumpMap[1]; f.serialPolyPtr(map);
|
|
map = _ColorMap; f.serialPolyPtr(map);
|
|
}
|
|
|
|
f.serial(_HeightMapScale[0], _HeightMapScale[1],
|
|
_HeightMapSpeed[0], _HeightMapSpeed[1]);
|
|
|
|
f.serial(_ColorMapMatColumn0, _ColorMapMatColumn1, _ColorMapMatPos);
|
|
|
|
// serial default tracks
|
|
f.serial(_DefaultPos);
|
|
f.serial(_DefaultScale);
|
|
f.serial(_DefaultRotQuat);
|
|
|
|
f.serial(_TransitionRatio);
|
|
|
|
f.serial(_WaveHeightFactor);
|
|
|
|
if (ver >= 1)
|
|
f.serial (_ComputeLightmap);
|
|
|
|
if (ver >= 2)
|
|
f.serial (_DistMax);
|
|
|
|
if (ver >= 3)
|
|
f.serial(_SplashEnabled);
|
|
|
|
if (ver >= 4)
|
|
{
|
|
f.serial(_UsesSceneWaterEnvMap[0], _UsesSceneWaterEnvMap[1]);
|
|
}
|
|
|
|
// tmp
|
|
/*
|
|
if (f.isReading())
|
|
{
|
|
_UsesSceneWaterEnvMap[0] = true;
|
|
_UsesSceneWaterEnvMap[1] = true;
|
|
}
|
|
*/
|
|
}
|
|
|
|
//============================================
|
|
bool CWaterShape::clip(const std::vector<CPlane> &pyramid, const CMatrix &worldMatrix)
|
|
{
|
|
for (uint k = 0; k < pyramid.size(); ++k)
|
|
{
|
|
if (! _BBox.clipBack(pyramid[k] * worldMatrix)) return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//============================================
|
|
void CWaterShape::setHeightMapScale(uint k, const NLMISC::CVector2f &scale)
|
|
{
|
|
nlassert(k < 2);
|
|
_HeightMapScale[k] = scale;
|
|
}
|
|
|
|
//============================================
|
|
NLMISC::CVector2f CWaterShape::getHeightMapScale(uint k) const
|
|
{
|
|
nlassert(k < 2);
|
|
return _HeightMapScale[k];
|
|
}
|
|
|
|
//============================================
|
|
void CWaterShape::setHeightMapSpeed(uint k, const NLMISC::CVector2f &speed)
|
|
{
|
|
nlassert(k < 2);
|
|
_HeightMapSpeed[k] = speed;
|
|
}
|
|
|
|
//============================================
|
|
NLMISC::CVector2f CWaterShape::getHeightMapSpeed(uint k) const
|
|
{
|
|
nlassert(k < 2);
|
|
return _HeightMapSpeed[k];
|
|
}
|
|
|
|
//============================================
|
|
void CWaterShape::setColorMapMat(const NLMISC::CVector2f &column0, const NLMISC::CVector2f &column1, const NLMISC::CVector2f &pos)
|
|
{
|
|
_ColorMapMatColumn0 = column0;
|
|
_ColorMapMatColumn1 = column1;
|
|
_ColorMapMatPos = pos;
|
|
}
|
|
|
|
//============================================
|
|
void CWaterShape::getColorMapMat(NLMISC::CVector2f &column0, NLMISC::CVector2f &column1, NLMISC::CVector2f &pos)
|
|
{
|
|
column0 = _ColorMapMatColumn0;
|
|
column1 = _ColorMapMatColumn1;
|
|
pos = _ColorMapMatPos;
|
|
}
|
|
|
|
//============================================
|
|
void CWaterShape::envMapUpdate()
|
|
{
|
|
// if the color map is a blend texture, we MUST be registered to the water pool manager, so that, the
|
|
// setBlend message will be routed to this texture.
|
|
if (
|
|
(_EnvMap[0] && dynamic_cast<CTextureBlend *>((ITexture *) _EnvMap[0]))
|
|
|| (_EnvMap[1] && dynamic_cast<CTextureBlend *>((ITexture *) _EnvMap[1]))
|
|
)
|
|
{
|
|
if (!GetWaterPoolManager().isWaterShapeObserver(this))
|
|
{
|
|
GetWaterPoolManager().registerWaterShape(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (GetWaterPoolManager().isWaterShapeObserver(this))
|
|
{
|
|
GetWaterPoolManager().unRegisterWaterShape(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================
|
|
void CWaterShape::setColorMap(ITexture *map)
|
|
{
|
|
_ColorMap = map;
|
|
//colorMapUpdate();
|
|
}
|
|
|
|
//============================================
|
|
void CWaterShape::setEnvMap(uint index, ITexture *envMap)
|
|
{
|
|
nlassert(index < 2);
|
|
_EnvMap[index] = envMap;
|
|
}
|
|
|
|
//============================================
|
|
void CWaterShape::getShapeInWorldSpace(NLMISC::CPolygon &poly) const
|
|
{
|
|
poly.Vertices.resize(_Poly.Vertices.size());
|
|
// compute the matrix of the object in world space, by using the default tracks
|
|
NLMISC::CMatrix objMat;
|
|
objMat.identity();
|
|
objMat.translate(_DefaultPos.getDefaultValue());
|
|
objMat.rotate(_DefaultRotQuat.getDefaultValue());
|
|
objMat.scale(_DefaultScale.getDefaultValue());
|
|
|
|
for (uint k = 0; k < _Poly.Vertices.size(); ++k)
|
|
{
|
|
poly.Vertices[k] = objMat * NLMISC::CVector(_Poly.Vertices[k].x, _Poly.Vertices[k].y, 0);
|
|
}
|
|
}
|
|
|
|
|
|
//============================================
|
|
void CWaterShape::getShapeInWorldSpace(NLMISC::CPolygon &poly, const NLMISC::CMatrix &objMat) const
|
|
{
|
|
poly.Vertices.resize(_Poly.Vertices.size());
|
|
for (uint k = 0; k < _Poly.Vertices.size(); ++k)
|
|
{
|
|
poly.Vertices[k] = objMat * NLMISC::CVector(_Poly.Vertices[k].x, _Poly.Vertices[k].y, 0);
|
|
}
|
|
}
|
|
|
|
|
|
//============================================
|
|
void CWaterShape::updateHeightMapNormalizationFactors()
|
|
{
|
|
for (uint k = 0; k < 2; ++k)
|
|
{
|
|
if (_HeightMapTouch[k])
|
|
{
|
|
if (_BumpMap[k] != NULL)
|
|
{
|
|
_BumpMap[k]->generate();
|
|
_HeightMapNormalizationFactor[k] = NLMISC::safe_cast<CTextureBump *>((ITexture *)_BumpMap[k])->getNormalizationFactor();
|
|
if (_BumpMap[k]->getReleasable())
|
|
{
|
|
_BumpMap[k]->release();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_HeightMapNormalizationFactor[k] = 1.f;
|
|
}
|
|
_HeightMapTouch[k] = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//======================================================//
|
|
// WaveMakerShape //
|
|
//======================================================//
|
|
|
|
|
|
//============================================
|
|
CWaveMakerShape::CWaveMakerShape() : _Period(1),
|
|
_Radius(3),
|
|
_PoolID(0),
|
|
_Intensity(1),
|
|
_ImpulsionMode(true)
|
|
{
|
|
}
|
|
|
|
//============================================
|
|
CWaveMakerShape::~CWaveMakerShape()
|
|
{
|
|
}
|
|
|
|
//============================================
|
|
void CWaveMakerShape::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
|
|
{
|
|
f.serialVersion(0);
|
|
f.serial(_Period, _Radius, _Intensity, _PoolID, _ImpulsionMode);
|
|
}
|
|
|
|
//============================================
|
|
CTransformShape *CWaveMakerShape::createInstance(CScene &scene)
|
|
{
|
|
CWaveMakerModel *wmm = NLMISC::safe_cast<CWaveMakerModel *>(scene.createModel(WaveMakerModelClassId) );
|
|
wmm->Shape = this;
|
|
// set default pos & scale
|
|
wmm->ITransformable::setPos( _DefaultPos.getDefaultValue() );
|
|
return wmm;
|
|
}
|
|
|
|
//============================================
|
|
bool CWaveMakerShape::clip(const std::vector<CPlane> &pyramid, const CMatrix &worldMatrix)
|
|
{
|
|
// we just test if not too far
|
|
const CWaterHeightMap &whm = GetWaterPoolManager().getPoolByID(_PoolID);
|
|
const float maxDist = 0.5f * whm.getUnitSize() * whm.getSize();
|
|
const NLMISC::CVector pos = worldMatrix.getPos();
|
|
for (std::vector<NLMISC::CPlane>::const_iterator it = pyramid.begin(); it != pyramid.end(); ++it)
|
|
{
|
|
if ((*it) * pos > maxDist) return false;
|
|
}
|
|
return true;
|
|
|
|
}
|
|
|
|
//============================================
|
|
void CWaveMakerShape::getAABBox(NLMISC::CAABBox &bbox) const
|
|
{
|
|
// its just a point
|
|
bbox.setCenter(NLMISC::CVector::Null);
|
|
bbox.setHalfSize(NLMISC::CVector::Null);
|
|
}
|
|
|
|
} // NL3D
|