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OpenMW is an open implementation of the Morrowind engine
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#include <osg/Depth>#include <osg/Geometry>#include <osg/StateSet>
#include <components/sceneutil/material.hpp>
#include "depth.hpp"
namespace SceneUtil{ // disable nonsense test against a worldsize bb what will always pass class WaterBoundCallback : public osg::Drawable::ComputeBoundingBoxCallback { osg::BoundingBox computeBound(const osg::Drawable&) const override { return osg::BoundingBox(); } };
osg::ref_ptr<osg::Geometry> createWaterGeometry(float size, int segments, float textureRepeats) { osg::ref_ptr<osg::Vec3Array> verts(new osg::Vec3Array); osg::ref_ptr<osg::Vec2Array> texcoords(new osg::Vec2Array);
// some drivers don't like huge triangles, so we do some subdivisons // a paged solution would be even better const float step = size / segments; const float texCoordStep = textureRepeats / segments; for (int x = 0; x < segments; ++x) { for (int y = 0; y < segments; ++y) { float x1 = -size / 2.f + x * step; float y1 = -size / 2.f + y * step; float x2 = x1 + step; float y2 = y1 + step;
verts->push_back(osg::Vec3f(x1, y2, 0.f)); verts->push_back(osg::Vec3f(x1, y1, 0.f)); verts->push_back(osg::Vec3f(x2, y1, 0.f)); verts->push_back(osg::Vec3f(x2, y2, 0.f));
float u1 = x * texCoordStep; float v1 = textureRepeats - y * texCoordStep; float u2 = u1 + texCoordStep; float v2 = v1 - texCoordStep;
texcoords->push_back(osg::Vec2f(u1, v2)); texcoords->push_back(osg::Vec2f(u1, v1)); texcoords->push_back(osg::Vec2f(u2, v1)); texcoords->push_back(osg::Vec2f(u2, v2)); } }
osg::ref_ptr<osg::Geometry> waterGeom(new osg::Geometry); waterGeom->setVertexArray(verts); waterGeom->setTexCoordArray(0, texcoords);
osg::ref_ptr<osg::Vec3Array> normal(new osg::Vec3Array); normal->push_back(osg::Vec3f(0, 0, 1)); waterGeom->setNormalArray(normal, osg::Array::BIND_OVERALL);
waterGeom->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, static_cast<GLsizei>(verts->size()))); waterGeom->setComputeBoundingBoxCallback(new WaterBoundCallback); waterGeom->setCullingActive(false); return waterGeom; }
osg::ref_ptr<osg::StateSet> createSimpleWaterStateSet(float alpha, int renderBin) { osg::ref_ptr<osg::StateSet> stateset(new osg::StateSet);
osg::ref_ptr<SceneUtil::Material> material(new SceneUtil::Material); material->setEmission(osg::Vec4f(0.f, 0.f, 0.f, 1.f)); material->setDiffuse(osg::Vec4f(1.f, 1.f, 1.f, alpha)); material->setAmbient(osg::Vec4f(1.f, 1.f, 1.f, 1.f)); material->setVertexColorMode(SceneUtil::VertexColorModes::None); stateset->setAttributeAndModes(material, osg::StateAttribute::ON);
stateset->setMode(GL_BLEND, osg::StateAttribute::ON); stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
osg::ref_ptr<osg::Depth> depth = new SceneUtil::AutoDepth; depth->setWriteMask(false); stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
stateset->addUniform(new osg::Uniform("waterSurface", true)); stateset->setRenderBinDetails(renderBin, "DepthSortedBin");
return stateset; }}