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ryzom-core/ryzom/client/src/sky_render.cpp

399 lines
12 KiB
C++

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