better underwater

actorid
scrawl 13 years ago
parent ec3fe1ef00
commit 2976625b00

@ -69,7 +69,8 @@ Water::Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell) :
mReflectionTarget = rtt;
}
mWater->setMaterial(createMaterial());
createMaterial();
mWater->setMaterial(mMaterial);
}
void Water::setActive(bool active)
@ -120,6 +121,15 @@ void Water::checkUnderwater(float y)
try {
CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
} catch(...) {}
// tell the shader we are not underwater
Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0);
if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("isUnderwater", false))
pass->getFragmentProgramParameters()->setNamedConstant("isUnderwater", Real(0));
if (mReflectionTarget)
mReflectionTarget->setActive(mActive);
mIsUnderwater = false;
}
@ -128,6 +138,15 @@ void Water::checkUnderwater(float y)
try {
CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", true);
} catch(...) {}
// tell the shader we are underwater
Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0);
if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("isUnderwater", false))
pass->getFragmentProgramParameters()->setNamedConstant("isUnderwater", Real(1));
if (mReflectionTarget)
mReflectionTarget->setActive(false);
mIsUnderwater = true;
}
}
@ -146,10 +165,15 @@ void Water::preRenderTargetUpdate(const RenderTargetEvent& evt)
if (evt.source == mReflectionTarget)
{
mWater->setVisible(false);
// Some messy code to get the skybox to show up at all
// The problem here is that it gets clipped by the water plane
// Therefore scale it up a bit
Vector3 pos = mCamera->getRealPosition();
pos.y = mTop*2 - pos.y;
mSky->setSkyPosition(pos);
mSky->scaleSky(mCamera->getFarClipDistance() / 1000.f);
mCamera->enableCustomNearClipPlane(Plane(Vector3::UNIT_Y, mTop));
mCamera->enableReflection(Plane(Vector3::UNIT_Y, mTop));
}
@ -170,9 +194,9 @@ void Water::postRenderTargetUpdate(const RenderTargetEvent& evt)
}
}
Ogre::MaterialPtr Water::createMaterial()
void Water::createMaterial()
{
MaterialPtr mat = MaterialManager::getSingleton().getByName("Water");
mMaterial = MaterialManager::getSingleton().getByName("Water");
// these have to be set in code
std::string textureNames[32];
@ -180,28 +204,26 @@ Ogre::MaterialPtr Water::createMaterial()
{
textureNames[i] = "textures\\water\\water" + StringConverter::toString(i, 2, '0') + ".dds";
}
mat->getTechnique(1)->getPass(0)->getTextureUnitState(0)->setAnimatedTextureName(textureNames, 32, 2);
mMaterial->getTechnique(1)->getPass(0)->getTextureUnitState(0)->setAnimatedTextureName(textureNames, 32, 2);
// use technique without shaders if reflection is disabled
if (mReflectionTarget == 0)
mat->removeTechnique(0);
mMaterial->removeTechnique(0);
if (Settings::Manager::getBool("shader", "Water"))
{
CompositorInstance* compositor = CompositorManager::getSingleton().getCompositorChain(mViewport)->getCompositor("gbuffer");
TexturePtr colorTexture = compositor->getTextureInstance("mrt_output", 0);
TextureUnitState* tus = mat->getTechnique(0)->getPass(0)->getTextureUnitState("refractionMap");
TextureUnitState* tus = mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState("refractionMap");
if (tus != 0)
tus->setTexture(colorTexture);
TexturePtr depthTexture = compositor->getTextureInstance("mrt_output", 1);
tus = mat->getTechnique(0)->getPass(0)->getTextureUnitState("depthMap");
tus = mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState("depthMap");
if (tus != 0)
tus->setTexture(depthTexture);
}
return mat;
}
void Water::setViewportBackground(const ColourValue& bg)

@ -34,7 +34,8 @@ namespace MWRender {
SkyManager* mSky;
Ogre::MaterialPtr createMaterial();
void createMaterial();
Ogre::MaterialPtr mMaterial;
Ogre::RenderTarget* mReflectionTarget;

@ -48,6 +48,7 @@ void main_fp
, uniform float far
, uniform float4 fogParams
, uniform float4 fogColour
, uniform float isUnderwater
)
{
@ -91,6 +92,7 @@ void main_fp
float specular = pow(max(dot(normal.xyz, halfVector.xyz), 0), 64);
float opacity = depth1 * saturate(reflectionFactor + specular);
opacity *= (1-isUnderwater);
reflection.xyz += lightSpecularColour0.xyz * specular;

@ -43,6 +43,8 @@ material Water
{
pass
{
cull_hardware none
vertex_program_ref Water_VP
{
param_named_auto camPosObjSpace camera_position_object_space
@ -56,6 +58,7 @@ material Water
param_named_auto far far_clip_distance
param_named_auto lightPosObjSpace0 light_position_object_space 0
param_named_auto lightSpecularColour0 light_specular_colour 0
param_named isUnderwater float 0
}
texture_unit reflectionMap
@ -85,6 +88,7 @@ material Water
scheme Map
pass
{
cull_hardware none
scene_blend alpha_blend
depth_write off
diffuse 0 0 0 1

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