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#ifndef OPENMW_COMPONENTS_FX_STATEUPDATER_H
#define OPENMW_COMPONENTS_FX_STATEUPDATER_H
#include <osg/BufferTemplate>
#include <components/sceneutil/lightmanager.hpp>
#include <components/sceneutil/statesetupdater.hpp>
#include <components/std140/ubo.hpp>
namespace fx
{
class StateUpdater : public SceneUtil::StateSetUpdater
{
public:
StateUpdater(bool useUBO);
void setProjectionMatrix(const osg::Matrixf& matrix)
{
mData.get<ProjectionMatrix>() = matrix;
mData.get<InvProjectionMatrix>() = osg::Matrixf::inverse(matrix);
}
void setViewMatrix(const osg::Matrixf& matrix)
{
mData.get<ViewMatrix>() = matrix;
mData.get<InvViewMatrix>() = osg::Matrixf::inverse(matrix);
}
void setPrevViewMatrix(const osg::Matrixf& matrix) { mData.get<PrevViewMatrix>() = matrix; }
void setEyePos(const osg::Vec3f& pos) { mData.get<EyePos>() = osg::Vec4f(pos, 0.f); }
void setEyeVec(const osg::Vec3f& vec) { mData.get<EyeVec>() = osg::Vec4f(vec, 0.f); }
void setFogColor(const osg::Vec4f& color) { mData.get<FogColor>() = color; }
void setAmbientColor(const osg::Vec4f& color) { mData.get<AmbientColor>() = color; }
void setSkyColor(const osg::Vec4f& color) { mData.get<SkyColor>() = color; }
void setSunColor(const osg::Vec4f& color) { mData.get<SunColor>() = color; }
void setSunPos(const osg::Vec4f& pos, bool night)
{
mData.get<SunPos>() = pos;
mData.get<SunPos>().normalize();
if (night)
mData.get<SunPos>().z() *= -1.f;
}
void setResolution(const osg::Vec2f& size)
{
mData.get<Resolution>() = size;
mData.get<RcpResolution>() = { 1.f / size.x(), 1.f / size.y() };
}
void setSunVis(float vis) { mData.get<SunVis>() = vis; }
void setFogRange(float near, float far)
{
mData.get<FogNear>() = near;
mData.get<FogFar>() = far;
}
void setNearFar(float near, float far)
{
mData.get<Near>() = near;
mData.get<Far>() = far;
}
void setIsUnderwater(bool underwater) { mData.get<IsUnderwater>() = underwater; }
void setIsInterior(bool interior) { mData.get<IsInterior>() = interior; }
void setFov(float fov) { mData.get<Fov>() = fov; }
void setGameHour(float hour) { mData.get<GameHour>() = hour; }
void setWeatherId(int id) { mData.get<WeatherID>() = id; }
void setNextWeatherId(int id) { mData.get<NextWeatherID>() = id; }
void setWaterHeight(float height) { mData.get<WaterHeight>() = height; }
void setIsWaterEnabled(bool enabled) { mData.get<IsWaterEnabled>() = enabled; }
void setSimulationTime(float time) { mData.get<SimulationTime>() = time; }
void setDeltaSimulationTime(float time) { mData.get<DeltaSimulationTime>() = time; }
void setFrameNumber(int frame) { mData.get<FrameNumber>() = frame; }
void setWindSpeed(float speed) { mData.get<WindSpeed>() = speed; }
void setWeatherTransition(float transition)
{
mData.get<WeatherTransition>() = transition > 0 ? 1 - transition : 0;
}
void bindPointLights(std::shared_ptr<SceneUtil::PPLightBuffer> buffer)
{
mPointLightBuffer = std::move(buffer);
}
static const std::string& getStructDefinition() { return sDefinition; }
void setDefaults(osg::StateSet* stateset) override;
void apply(osg::StateSet* stateset, osg::NodeVisitor* nv) override;
private:
struct ProjectionMatrix : std140::Mat4
{
static constexpr std::string_view sName = "projectionMatrix";
};
struct InvProjectionMatrix : std140::Mat4
{
static constexpr std::string_view sName = "invProjectionMatrix";
};
struct ViewMatrix : std140::Mat4
{
static constexpr std::string_view sName = "viewMatrix";
};
struct PrevViewMatrix : std140::Mat4
{
static constexpr std::string_view sName = "prevViewMatrix";
};
struct InvViewMatrix : std140::Mat4
{
static constexpr std::string_view sName = "invViewMatrix";
};
struct EyePos : std140::Vec4
{
static constexpr std::string_view sName = "eyePos";
};
struct EyeVec : std140::Vec4
{
static constexpr std::string_view sName = "eyeVec";
};
struct AmbientColor : std140::Vec4
{
static constexpr std::string_view sName = "ambientColor";
};
struct SkyColor : std140::Vec4
{
static constexpr std::string_view sName = "skyColor";
};
struct FogColor : std140::Vec4
{
static constexpr std::string_view sName = "fogColor";
};
struct SunColor : std140::Vec4
{
static constexpr std::string_view sName = "sunColor";
};
struct SunPos : std140::Vec4
{
static constexpr std::string_view sName = "sunPos";
};
struct Resolution : std140::Vec2
{
static constexpr std::string_view sName = "resolution";
};
struct RcpResolution : std140::Vec2
{
static constexpr std::string_view sName = "rcpResolution";
};
struct FogNear : std140::Float
{
static constexpr std::string_view sName = "fogNear";
};
struct FogFar : std140::Float
{
static constexpr std::string_view sName = "fogFar";
};
struct Near : std140::Float
{
static constexpr std::string_view sName = "near";
};
struct Far : std140::Float
{
static constexpr std::string_view sName = "far";
};
struct Fov : std140::Float
{
static constexpr std::string_view sName = "fov";
};
struct GameHour : std140::Float
{
static constexpr std::string_view sName = "gameHour";
};
struct SunVis : std140::Float
{
static constexpr std::string_view sName = "sunVis";
};
struct WaterHeight : std140::Float
{
static constexpr std::string_view sName = "waterHeight";
};
struct IsWaterEnabled : std140::Bool
{
static constexpr std::string_view sName = "isWaterEnabled";
};
struct SimulationTime : std140::Float
{
static constexpr std::string_view sName = "simulationTime";
};
struct DeltaSimulationTime : std140::Float
{
static constexpr std::string_view sName = "deltaSimulationTime";
};
struct FrameNumber : std140::Int
{
static constexpr std::string_view sName = "frameNumber";
};
struct WindSpeed : std140::Float
{
static constexpr std::string_view sName = "windSpeed";
};
struct WeatherTransition : std140::Float
{
static constexpr std::string_view sName = "weatherTransition";
};
struct WeatherID : std140::Int
{
static constexpr std::string_view sName = "weatherID";
};
struct NextWeatherID : std140::Int
{
static constexpr std::string_view sName = "nextWeatherID";
};
struct IsUnderwater : std140::Bool
{
static constexpr std::string_view sName = "isUnderwater";
};
struct IsInterior : std140::Bool
{
static constexpr std::string_view sName = "isInterior";
};
using UniformData
= std140::UBO<ProjectionMatrix, InvProjectionMatrix, ViewMatrix, PrevViewMatrix, InvViewMatrix, EyePos,
EyeVec, FogColor, AmbientColor, SkyColor, SunColor, SunPos, Resolution, RcpResolution, FogNear, FogFar,
Near, Far, Fov, GameHour, SunVis, WaterHeight, IsWaterEnabled, SimulationTime, DeltaSimulationTime,
FrameNumber, WindSpeed, WeatherTransition, WeatherID, NextWeatherID, IsUnderwater, IsInterior>;
UniformData mData;
bool mUseUBO;
static std::string sDefinition;
std::shared_ptr<SceneUtil::PPLightBuffer> mPointLightBuffer;
};
}
#endif
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