// NeL - MMORPG Framework // 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 . #include "std3d.h" #include "nel/misc/vector_2f.h" #include "nel/misc/vector_h.h" #include "nel/misc/hierarchical_timer.h" #include "nel/3d/animation_time.h" #include "nel/3d/water_model.h" #include "nel/3d/water_shape.h" #include "nel/3d/water_pool_manager.h" #include "nel/3d/water_height_map.h" #include "nel/3d/dru.h" #include "nel/3d/scene.h" #include "nel/3d/driver.h" #include "nel/3d/render_trav.h" #include "nel/3d/anim_detail_trav.h" #include "nel/3d/texture_emboss.h" #include "nel/3d/texture_bump.h" #include "nel/3d/water_env_map.h" using NLMISC::CVector2f; namespace NL3D { // for normal rendering CMaterial CWaterModel::_WaterMat; // for simple rendering CMaterial CWaterModel::_SimpleWaterMat; const uint WATER_MODEL_DEFAULT_NUM_VERTICES = 5000; NLMISC::CRefPtr CWaterModel::_CurrDrv; // TMP volatile bool forceWaterSimpleRender = false; //======================================================================= void CWaterModel::setupVertexBuffer(CVertexBuffer &vb, uint numWantedVertices, IDriver *drv) { if (!numWantedVertices) return; if (vb.getNumVertices() == 0 || drv != _CurrDrv) // not setupped yet, or driver changed ? { vb.setNumVertices(0); vb.setName("Water"); vb.setPreferredMemory(CVertexBuffer::AGPPreferred, false); if (drv->isWaterShaderSupported()) { vb.setVertexFormat(CVertexBuffer::PositionFlag); } else { vb.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag); } _CurrDrv = drv; } uint numVerts = std::max(numWantedVertices, WATER_MODEL_DEFAULT_NUM_VERTICES); if (numVerts > vb.getNumVertices()) { const uint vb_INCREASE_SIZE = 1000; numVerts = vb_INCREASE_SIZE * ((numVerts + (vb_INCREASE_SIZE - 1)) / vb_INCREASE_SIZE); // snap size vb.setNumVertices((uint32) numVerts); } } //======================================================================= CWaterModel::CWaterModel() { setOpacity(false); setTransparency(true); setOrderingLayer(1); // RenderFilter: We are a SegRemanece _RenderFilterType= UScene::FilterWater; _Prev = NULL; _Next = NULL; _MatrixUpdateDate = 0; } //======================================================================= CWaterModel::~CWaterModel() { CScene *scene = getOwnerScene(); if (scene && scene->getWaterCallback()) { nlassert(Shape); CWaterShape *ws = NLMISC::safe_cast((IShape *) Shape); scene->getWaterCallback()->waterSurfaceRemoved(ws->getUseSceneWaterEnvMap(0) || ws->getUseSceneWaterEnvMap(1)); } // should be already unlinked, but security unlink(); } //======================================================================= void CWaterModel::registerBasic() { CScene::registerModel(WaterModelClassId, TransformShapeId, CWaterModel::creator); } //======================================================================= ITrack* CWaterModel::getDefaultTrack (uint valueId) { nlassert(Shape); CWaterShape *ws = NLMISC::safe_cast((IShape *) Shape); switch (valueId) { case PosValue: return ws->getDefaultPos(); break; case ScaleValue: return ws->getDefaultScale(); break; case RotQuatValue: return ws->getDefaultRotQuat(); break; default: // delegate to parent return CTransformShape::getDefaultTrack(valueId); break; } } //======================================================================= uint32 CWaterModel::getWaterHeightMapID() const { CWaterShape *ws = NLMISC::safe_cast((IShape *) Shape); return ws->_WaterPoolID; } //======================================================================= float CWaterModel::getHeightFactor() const { CWaterShape *ws = NLMISC::safe_cast((IShape *) Shape); return ws->_WaveHeightFactor; } //======================================================================= float CWaterModel::getHeight(const CVector2f &pos) { CWaterShape *ws = NLMISC::safe_cast((IShape *) Shape); CWaterHeightMap &whm = GetWaterPoolManager().getPoolByID(ws->_WaterPoolID); const float height = whm.getHeight(pos); return height * ws->_WaveHeightFactor + this->getPos().z; } //======================================================================= float CWaterModel::getAttenuatedHeight(const CVector2f &pos, const NLMISC::CVector &viewer) { CWaterShape *ws = NLMISC::safe_cast((IShape *) Shape); CWaterHeightMap &whm = GetWaterPoolManager().getPoolByID(ws->_WaterPoolID); const float maxDist = whm.getUnitSize() * (whm.getSize() >> 1); const NLMISC::CVector planePos(pos.x, pos.y, this->getMatrix().getPos().z); const float userDist = (planePos - viewer).norm(); if (userDist > maxDist) { return this->getMatrix().getPos().z; } else { const float height = whm.getHeight(pos); return ws->_WaveHeightFactor * height * (1.f - userDist / maxDist) + this->getMatrix().getPos().z; } } //======================================================================= // perform a bilinear on 4 values // 0---1 // | | // 3---2 /* static float inline BilinFilter(float v0, float v1, float v2, float v3, float u, float v) { float g = v * v3 + (1.f - v) * v0; float h = v * v2 + (1.f - v) * v1; return u * h + (1.f - u) * g; } */ //======================================================================= /// store a value in a water vertex buffer, and increment the pointer /* static void inline FillWaterVB(uint8 *&vbPointer, float x, float y, float z, float nx, float ny) { * (float *) vbPointer = x; ((float *) vbPointer)[1] = y; ((float *) vbPointer)[2] = z; *((float *) (vbPointer + 3 * sizeof(float))) = nx; *((float *) (vbPointer + 4 * sizeof(float))) = ny; vbPointer += 5 * sizeof(float); } */ // *************************************************************************************************************** /* #ifdef NL_OS_WINDOWS __forceinline #endif static void SetupWaterVertex( sint qLeft, sint qRight, sint qUp, sint qDown, sint qSubLeft, sint qSubDown, const NLMISC::CVector &inter, float invWaterRatio, sint doubleWaterHeightMapSize, CWaterHeightMap &whm, uint8 *&vbPointer, float offsetX, float offsetY ) { const float wXf = invWaterRatio * (inter.x + offsetX); const float wYf = invWaterRatio * (inter.y + offsetY); sint wx = (sint) floorf(wXf); sint wy = (sint) floorf(wYf); if (! (wx >= qLeft && wx < qRight && wy < qUp && wy >= qDown) ) { // no perturbation is visible FillWaterVB(vbPointer, inter.x, inter.y, 0, 0, 0); } else { // filter height and gradient at the given point const sint stride = doubleWaterHeightMapSize; const uint xm = (uint) (wx - qSubLeft); const uint ym = (uint) (wy - qSubDown); const sint offset = xm + stride * ym; const float *ptWater = whm.getPointer() + offset; float deltaU = wXf - wx; float deltaV = wYf - wy; //nlassert(deltaU >= 0.f && deltaU <= 1.f && deltaV >= 0.f && deltaV <= 1.f); const float *ptWaterPrev = whm.getPrevPointer() + offset; float g0x, g1x, g2x, g3x; // x gradient for current float g0xp, g1xp, g2xp, g3xp; float gradCurrX, gradCurrY; float g0y, g1y, g2y, g3y; // y gradient for previous map float g0yp, g1yp, g2yp, g3yp; float gradPrevX, gradPrevY; /// curr gradient g0x = ptWater[ 1] - ptWater[ - 1]; g1x = ptWater[ 2] - ptWater[ 0 ]; g2x = ptWater[ 2 + stride] - ptWater[ stride]; g3x = ptWater[ 1 + stride] - ptWater[ - 1 + stride]; gradCurrX = BilinFilter(g0x, g1x, g2x, g3x, deltaU, deltaV); g0y = ptWater[ stride] - ptWater[ - stride]; g1y = ptWater[ stride + 1] - ptWater[ - stride + 1]; g2y = ptWater[ (stride << 1) + 1] - ptWater[ 1]; g3y = ptWater[ (stride << 1)] - ptWater[0]; gradCurrY = BilinFilter(g0y, g1y, g2y, g3y, deltaU, deltaV); /// prev gradient g0xp = ptWaterPrev[ 1] - ptWaterPrev[ - 1]; g1xp = ptWaterPrev[ 2] - ptWaterPrev[ 0 ]; g2xp = ptWaterPrev[ 2 + stride] - ptWaterPrev[ + stride]; g3xp = ptWaterPrev[ 1 + stride] - ptWaterPrev[ - 1 + stride]; gradPrevX = BilinFilter(g0xp, g1xp, g2xp, g3xp, deltaU, deltaV); g0yp = ptWaterPrev[ stride] - ptWaterPrev[ - stride]; g1yp = ptWaterPrev[ stride + 1] - ptWaterPrev[ - stride + 1]; g2yp = ptWaterPrev[ (stride << 1) + 1] - ptWaterPrev[ 1 ]; g3yp = ptWaterPrev[ (stride << 1)] - ptWaterPrev[ 0 ]; gradPrevY = BilinFilter(g0yp, g1yp, g2yp, g3yp, deltaU, deltaV); /// current height float h = BilinFilter(ptWater[ 0 ], ptWater[ + 1], ptWater[ 1 + stride], ptWater[stride], deltaU, deltaV); /// previous height float hPrev = BilinFilter(ptWaterPrev[ 0 ], ptWaterPrev[ 1], ptWaterPrev[ 1 + stride], ptWaterPrev[stride], deltaU, deltaV); float timeRatio = whm.getBufferRatio(); FillWaterVB(vbPointer, inter.x, inter.y, timeRatio * h + (1.f - timeRatio) * hPrev, 4.5f * (timeRatio * gradCurrX + (1.f - timeRatio) * gradPrevX), 4.5f * (timeRatio * gradCurrY + (1.f - timeRatio) * gradPrevY) ); //NLMISC::CVector2f *ptGrad = whm.getGradPointer() + offset; } } */ // ***************************************************************************************************** /* static void DrawPoly2D(CVertexBuffer &vb, IDriver *drv, const NLMISC::CMatrix &mat, const NLMISC::CPolygon &p) { uint k; { CVertexBufferReadWrite vba; vb.lock (vba); for (k = 0; k < p.Vertices.size(); ++k) { NLMISC::CVector tPos = mat * NLMISC::CVector(p.Vertices[k].x, p.Vertices[k].y, 0); vba.setValueFloat3Ex (WATER_VB_POS, k, tPos.x, tPos.y, tPos.z); vba.setValueFloat2Ex (WATER_VB_DX, k, 0, 0); } } static CIndexBuffer ib; ib.setNumIndexes(3 * p.Vertices.size()); { CIndexBufferReadWrite ibaWrite; ib.lock (ibaWrite); uint32 *ptr = ibaWrite.getPtr(); for (k = 0; k < p.Vertices.size() - 2; ++k) { ptr[ k * 3 ] = 0; ptr[ k * 3 + 1 ] = k + 1; ptr[ k * 3 + 2 ] = k + 2; } } drv->activeIndexBuffer(ib); drv->renderSimpleTriangles(0, p.Vertices.size() - 2); } */ // *************************************************************************************************************** /* void CWaterModel::traverseRender() { H_AUTO( NL3D_Water_Render ); CRenderTrav &renderTrav = getOwnerScene()->getRenderTrav(); IDriver *drv = renderTrav.getDriver(); #ifndef FORCE_SIMPLE_WATER_RENDER if (!drv->isWaterShaderSupported()) #endif { doSimpleRender(drv); return; } CWaterShape *shape = NLMISC::safe_cast((IShape *) Shape); if (shape->_GridSizeTouched) { shape->setupVertexBuffer(); } // inverted object world matrix //NLMISC::CMatrix invObjMat = getWorldMatrix().inverted(); // viewer pos in world space const NLMISC::CVector &obsPos = renderTrav.CamPos; // camera matrix in world space const NLMISC::CMatrix &camMat = renderTrav.CamMatrix; // view matrix (inverted cam matrix) const NLMISC::CMatrix &viewMat = renderTrav.ViewMatrix; // compute the camera matrix such as there is no rotation around the y axis NLMISC::CMatrix camMatUp; ComputeUpMatrix(camMat.getJ(), camMatUp, camMat); camMatUp.setPos(camMat.getPos()); const NLMISC::CMatrix matViewUp = camMatUp.inverted(); // plane z pos in world const float zHeight = getWorldMatrix().getPos().z; const sint numStepX = CWaterShape::getScreenXGridSize(); const sint numStepY = CWaterShape::getScreenYGridSize(); const float invNumStepX = 1.f / numStepX; const float invNumStepY = 1.f / numStepY; const uint rotBorderSize = (shape->_MaxGridSize + (shape->_XGridBorder << 1) - numStepX) >> 1; const sint isAbove = obsPos.z > zHeight ? 1 : 0; #ifdef NO_WATER_TESSEL const float transitionDist = renderTrav.Near * 0.99f; #else const float transitionDist = shape->_TransitionRatio * renderTrav.Far; #endif NLMISC::CMatrix modelMat; modelMat.setPos(NLMISC::CVector(obsPos.x, obsPos.y, zHeight)); drv->setupModelMatrix(modelMat); //==================// // material setup // //==================// CWaterHeightMap &whm = GetWaterPoolManager().getPoolByID(shape->_WaterPoolID); setupMaterialNVertexShader(drv, shape, obsPos, isAbove > 0, whm.getUnitSize() * (whm.getSize() >> 1), zHeight); drv->setupMaterial(CWaterModel::_WaterMat); sint numPass = drv->beginMaterialMultiPass(); nlassert(numPass == 1); // for now, we assume water is always rendered in a single pass ! drv->setupMaterialPass(0); //setAttenuationFactor(drv, false, obsPos, camMat.getJ(), farDist); //disableAttenuation(drv); //================================// // Vertex buffer setup // //================================// drv->activeVertexBuffer(shape->_VB); //================================// // tesselated part of the poly // //================================// if (_ClippedPoly.Vertices.size()) { //======================================// // Polygon projection on the near plane // //======================================// static NLMISC::CPolygon2D projPoly; // projected poly projPoly.Vertices.resize(_ClippedPoly.Vertices.size()); const float Near = renderTrav.Near; const float xFactor = numStepX * Near / (renderTrav.Right - renderTrav.Left); const float xOffset = numStepX * (-renderTrav.Left / (renderTrav.Right - renderTrav.Left)) + 0.5f; const float yFactor = numStepY * Near / (renderTrav.Bottom - renderTrav.Top); const float yOffset = numStepY * (-renderTrav.Top / (renderTrav.Bottom - renderTrav.Top)) - 0.5f * isAbove; const NLMISC::CMatrix projMat = matViewUp * 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 + xOffset, yFactor * t.z * invY + yOffset); } //=============================================// // compute borders of poly at a low resolution // //=============================================// NLMISC::CPolygon2D::TRasterVect rasters; sint startY; projPoly.computeBorders(rasters, startY); if (rasters.size()) { //===========================// // 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); } const uint cstOffset = 5; // 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(); if (shape->_ColorMap) { // setup 2x3 matrix for lookup in diffuse map updateDiffuseMapMatrix(); cst[11].set(_ColorMapMatColumn0.x, _ColorMapMatColumn1.x, 0, _ColorMapMatColumn0.x * obsPos.x + _ColorMapMatColumn1.x * obsPos.y + _ColorMapMatPos.x); cst[12].set(_ColorMapMatColumn0.y, _ColorMapMatColumn1.y, 0, _ColorMapMatColumn0.y * obsPos.x + _ColorMapMatColumn1.y * obsPos.y + _ColorMapMatPos.y); } /// set matrix drv->setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity); // retrieve current time double date = scene->getCurrentTime(); // set bumpmaps pos cst[6].set(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 cst[5].set(shape->_HeightMapScale[0].x, shape->_HeightMapScale[0].y, 0, 0); // bump map 0 scale cst[8].set(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 cst[7].set(shape->_HeightMapScale[1].x, shape->_HeightMapScale[1].y, 0, 0); // bump map 1 scale cst[9].set(0, 0, obsPos.z - zHeight, 1.f); cst[10].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(cstOffset, sizeof(cst) / sizeof(cst[0]) - cstOffset, (float *) &cst[cstOffset]); shape->initVertexProgram(); drv->activeVertexProgram(shape->_ColorMap ? CWaterShape::_VertexProgramNoWaveDiffuse.get() : CWaterShape::_VertexProgramNoWave.get()); drv->setConstantFog(4); } //================================================ 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((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((IShape *) Shape); const std::vector &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 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 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.isWaterShaderSupported()) { 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; // compute single water vertex in software mode static #ifndef NL_DEBUG inline #endif 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) { CVector d = px * camI + py * camK + camJ; //nlassert(d.z > 0.f); float intersectionDist = denom / d.z; pos.x = intersectionDist * d.x; pos.y = intersectionDist * d.y; pos.z = 0.f; // CVector R(- pos.x, - pos.y, - denom ); float dist = R.norm(); if (dist) { R /= dist; } envMapTexCoord.set(- 0.5f * R.x + 0.5f, - 0.5f * R.y + 0.5f); if (dist) { float invDist = 1.f / (WATER_WAVE_ATTEN * dist); if (invDist > 1.f) invDist = 1.f; // TODO : optimize cos if need (for now there are not much call per frame ...) envMapTexCoord.x += (float) (invDist * WATER_WAVE_SCALE * (float) cos(date + WATER_WAVE_FREQ * (camPos.x + pos.x))); } } // *********************************************************************************************************** uint CWaterModel::fillVBSoft(void *datas, uint startTri) { _StartTri = (uint32) startTri; CRenderTrav &renderTrav = getOwnerScene()->getRenderTrav(); const NLMISC::CMatrix &camMat = renderTrav.CamMatrix; const sint numStepX = CWaterShape::getScreenXGridSize(); const sint numStepY = CWaterShape::getScreenYGridSize(); CVector camI = camMat.getI() * (1.f / numStepX) * (renderTrav.Right - renderTrav.Left) / renderTrav.Near; CVector camJ = camMat.getJ(); CVector camK = camMat.getK() * (1.f / numStepY) * (renderTrav.Top - renderTrav.Bottom) / renderTrav.Near; float obsZ = camMat.getPos().z; float denom = getWorldMatrix().getPos().z - obsZ; uint8 *dest = (uint8 *) datas + startTri * 3 * WATER_VERTEX_SOFT_SIZE; /*NLMISC::CVector eye = renderTrav.CamPos; eye.z -= getWorldMatrix().getPos().z; */ NLMISC::CVector eye(0.f, 0.f, - denom); CVector R; CScene *scene = getOwnerScene(); double date = WATER_WAVE_SPEED * scene->getCurrentTime(); if (!_ClippedTriNumVerts.empty()) { const CVector2f *currVert = &_ClippedTris.front(); static std::vector unprojectedTriSoft; static std::vector envMap; for(uint k = 0; k < _ClippedTriNumVerts.size(); ++k) { unprojectedTriSoft.resize(_ClippedTriNumVerts[k]); envMap.resize(_ClippedTriNumVerts[k]); uint numVerts = _ClippedTriNumVerts[k]; for(uint l = 0; l < _ClippedTriNumVerts[k]; ++l) { computeWaterVertexSoft(currVert->x, currVert->y, unprojectedTriSoft[l], envMap[l], camI, camJ, camK, denom, date, camMat.getPos()); ++ currVert; } for(uint l = 0; l < numVerts - 2; ++l) { *(CVector *) dest = unprojectedTriSoft[0]; dest += sizeof(float[3]); *(CVector2f *) dest = envMap[0]; dest += sizeof(float[2]); *(CVector *) dest = unprojectedTriSoft[l + 1]; dest += sizeof(float[3]); *(CVector2f *) dest = envMap[l + 1]; dest += sizeof(float[2]); *(CVector *) dest = unprojectedTriSoft[l + 2]; dest += sizeof(float[3]); *(CVector2f *) dest = envMap[l + 2]; dest += sizeof(float[2]); } } } // TODO : optimize if needed for(sint k = 0; k < (sint) _Inside.size(); ++k) { sint y = k + _MinYInside; CVector proj[4]; CVector2f envMap[4]; if (_Inside[k].first <= _Inside[k].second) { // middle block, are not clipped, but count the number of wanted vertices for(sint x = _Inside[k].first; x <= _Inside[k].second; ++x) { computeWaterVertexSoft((float) x, (float) y, proj[0], envMap[0], camI, camJ, camK, denom, date, camMat.getPos()); computeWaterVertexSoft((float)(x + 1), (float) y, proj[1], envMap[1], camI, camJ, camK, denom, date, camMat.getPos()); computeWaterVertexSoft((float) (x + 1), (float) (y + 1), proj[2], envMap[2], camI, camJ, camK, denom, date, camMat.getPos()); computeWaterVertexSoft((float) x, (float) (y + 1), proj[3], envMap[3], camI, camJ, camK, denom, date, camMat.getPos()); // *(CVector *) dest = proj[0]; dest += sizeof(float[3]); *(CVector2f *) dest = envMap[0]; dest += sizeof(float[2]); *(CVector *) dest = proj[2]; dest += sizeof(float[3]); *(CVector2f *) dest = envMap[2]; dest += sizeof(float[2]); *(CVector *) dest = proj[1]; dest += sizeof(float[3]); *(CVector2f *) dest = envMap[1]; dest += sizeof(float[2]); *(CVector *) dest = proj[0]; dest += sizeof(float[3]); *(CVector2f *) dest = envMap[0]; dest += sizeof(float[2]); *(CVector *) dest = proj[3]; dest += sizeof(float[3]); *(CVector2f *) dest = envMap[3]; dest += sizeof(float[2]); *(CVector *) dest = proj[2]; dest += sizeof(float[3]); *(CVector2f *) dest = envMap[2]; dest += sizeof(float[2]); } } } nlassert((dest - (uint8 * ) datas) % (3 * WATER_VERTEX_SOFT_SIZE) == 0); uint endTri = (uint)(dest - (uint8 * ) datas) / (3 * WATER_VERTEX_SOFT_SIZE); _NumTris = endTri - _StartTri; return endTri; } // compute single water vertex for hardware render static #ifndef NL_DEBUG inline #endif void computeWaterVertexHard(float px, float py, CVector &pos, const CVector &camI, const CVector &camJ, const CVector &camK, float denom) { CVector d = px * camI + py * camK + camJ; float intersectionDist = denom / d.z; pos.x = intersectionDist * d.x; pos.y = intersectionDist * d.y; pos.z = 0.f; } // *********************************************************************************************************** uint CWaterModel::fillVBHard(void *datas, uint startTri) { _StartTri = (uint32) startTri; CRenderTrav &renderTrav = getOwnerScene()->getRenderTrav(); const NLMISC::CMatrix &camMat = renderTrav.CamMatrix; const sint numStepX = CWaterShape::getScreenXGridSize(); const sint numStepY = CWaterShape::getScreenYGridSize(); CVector camI = camMat.getI() * (1.f / numStepX) * (renderTrav.Right - renderTrav.Left) / renderTrav.Near; CVector camJ = camMat.getJ(); CVector camK = camMat.getK() * (1.f / numStepY) * (renderTrav.Top - renderTrav.Bottom) / renderTrav.Near; float obsZ = camMat.getPos().z; float denom = getWorldMatrix().getPos().z - obsZ; uint8 *dest = (uint8 *) datas + startTri * WATER_VERTEX_HARD_SIZE * 3; if (!_ClippedTriNumVerts.empty()) { const CVector2f *currVert = &_ClippedTris.front(); static std::vector unprojectedTri; for(uint k = 0; k < _ClippedTriNumVerts.size(); ++k) { unprojectedTri.resize(_ClippedTriNumVerts[k]); uint numVerts = _ClippedTriNumVerts[k]; for(uint l = 0; l < _ClippedTriNumVerts[k]; ++l) { computeWaterVertexHard(currVert->x, currVert->y, unprojectedTri[l], camI, camJ, camK, denom); ++ currVert; } for(uint l = 0; l < numVerts - 2; ++l) { *(CVector *) dest = unprojectedTri[0]; dest += WATER_VERTEX_HARD_SIZE; *(CVector *) dest = unprojectedTri[l + 1]; dest += WATER_VERTEX_HARD_SIZE; *(CVector *) dest = unprojectedTri[l + 2]; dest += WATER_VERTEX_HARD_SIZE; } } } // TODO : optimize if needed for(sint k = 0; k < (sint) _Inside.size(); ++k) { sint y = k + _MinYInside; CVector proj[4]; if (_Inside[k].first <= _Inside[k].second) { // middle block, are not clipped, but count the number of wanted vertices for(sint x = _Inside[k].first; x <= _Inside[k].second; ++x) { computeWaterVertexHard((float) x, (float) y, proj[0], camI, camJ, camK, denom); computeWaterVertexHard((float) (x + 1), (float) y, proj[1], camI, camJ, camK, denom); 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); // *(CVector *) dest = proj[0]; dest += WATER_VERTEX_HARD_SIZE; *(CVector *) dest = proj[2]; dest += WATER_VERTEX_HARD_SIZE; *(CVector *) dest = proj[1]; dest += WATER_VERTEX_HARD_SIZE; *(CVector *) dest = proj[0]; dest += WATER_VERTEX_HARD_SIZE; *(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; } // *************************************************************************************************************** void CWaterModel::traverseRender() { H_AUTO( NL3D_Water_Render ); CRenderTrav &renderTrav = getOwnerScene()->getRenderTrav(); IDriver *drv = renderTrav.getDriver(); CWaterShape *shape = NLMISC::safe_cast((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 tris; const NLMISC::CPolygon2D &poly = shape->getShape(); tris.clear(); for(sint k = 0; k < (sint) poly.Vertices.size() - 2; ++k) { NLMISC::CTriangleUV truv; 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->isWaterShaderSupported()) { 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((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 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((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((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((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((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