forked from teamnwah/openmw-tes3coop
terrain as it was before, with about 4x less code
This commit is contained in:
parent
5e8bf28212
commit
778e59ee37
7 changed files with 242 additions and 65 deletions
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@ -107,6 +107,7 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
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sh::Factory::getInstance ().setGlobalSetting ("mrt_output", useMRT() ? "true" : "false");
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sh::Factory::getInstance ().setGlobalSetting ("fog", "true");
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sh::Factory::getInstance ().setGlobalSetting ("lighting", "true");
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sh::Factory::getInstance ().setGlobalSetting ("num_lights", Settings::Manager::getString ("num lights", "Objects"));
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applyCompositors();
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@ -69,31 +69,6 @@ namespace MWRender
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mMaterial->setProperty ("allow_fixed_function", sh::makeProperty<sh::BooleanValue>(new sh::BooleanValue(false)));
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createPass(0, terrain);
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return Ogre::MaterialManager::getSingleton().getByName(matName);
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}
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void TerrainMaterial::Profile::setGlobalColourMapEnabled (bool enabled)
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{
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mGlobalColourMap = enabled;
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mParent->_markChanged();
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}
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void TerrainMaterial::Profile::setGlobalColourMap (Ogre::Terrain* terrain, const std::string& name)
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{
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sh::Factory::getInstance ().setTextureAlias (terrain->getMaterialName () + "_colourMap", name);
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}
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int TerrainMaterial::Profile::getLayersPerPass () const
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{
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return 11;
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}
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void TerrainMaterial::Profile::createPass (int index, const Ogre::Terrain* terrain)
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{
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int layerOffset = index * getLayersPerPass();
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sh::MaterialInstancePass* p = mMaterial->createPass ();
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p->setProperty ("vertex_program", sh::makeProperty<sh::StringValue>(new sh::StringValue("terrain_vertex")));
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@ -131,11 +106,32 @@ namespace MWRender
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{
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sh::MaterialInstanceTextureUnit* diffuseTex = p->createTextureUnit ("diffuseMap" + Ogre::StringConverter::toString(i));
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diffuseTex->setProperty ("direct_texture", sh::makeProperty<sh::StringValue> (new sh::StringValue(terrain->getLayerTextureName(i, 0))));
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p->mShaderProperties.setProperty ("blendmap_index_" + Ogre::StringConverter::toString(i),
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sh::makeProperty<sh::StringValue>(new sh::StringValue(Ogre::StringConverter::toString(int((i-1) / 4)))));
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p->mShaderProperties.setProperty ("blendmap_component_" + Ogre::StringConverter::toString(i),
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sh::makeProperty<sh::StringValue>(new sh::StringValue(getComponent(int((i-1) % 4)))));
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sh::makeProperty<sh::StringValue>(new sh::StringValue(Ogre::StringConverter::toString(int((i-1) / 4)) + "." + getComponent(int((i-1) % 4)))));
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}
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// shadow
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for (uint i = 0; i < 3; ++i)
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{
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sh::MaterialInstanceTextureUnit* shadowTex = p->createTextureUnit ("shadowMap" + Ogre::StringConverter::toString(i));
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shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
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}
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p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty<sh::StringValue>(new sh::StringValue(
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Ogre::StringConverter::toString(numBlendTextures + numLayers + 2))));
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return Ogre::MaterialManager::getSingleton().getByName(matName);
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}
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void TerrainMaterial::Profile::setGlobalColourMapEnabled (bool enabled)
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{
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mGlobalColourMap = enabled;
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mParent->_markChanged();
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}
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void TerrainMaterial::Profile::setGlobalColourMap (Ogre::Terrain* terrain, const std::string& name)
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{
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sh::Factory::getInstance ().setTextureAlias (terrain->getMaterialName () + "_colourMap", name);
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}
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Ogre::MaterialPtr TerrainMaterial::Profile::generateForCompositeMap(const Ogre::Terrain* terrain)
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@ -145,7 +141,16 @@ namespace MWRender
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Ogre::uint8 TerrainMaterial::Profile::getMaxLayers(const Ogre::Terrain* terrain) const
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{
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return 32;
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// count the texture units free
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Ogre::uint8 freeTextureUnits = 16;
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// normalmap
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--freeTextureUnits;
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// colourmap
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--freeTextureUnits;
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freeTextureUnits -= 3; // shadow PSSM
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// each layer needs 1.25 units (1xdiffusespec, 0.25xblend)
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return static_cast<Ogre::uint8>(freeTextureUnits / (1.25f));
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}
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void TerrainMaterial::Profile::updateParams(const Ogre::MaterialPtr& mat, const Ogre::Terrain* terrain)
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@ -73,10 +73,6 @@ namespace MWRender
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bool mGlobalColourMap;
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void createPass (int index, const Ogre::Terrain* terrain);
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int getLayersPerPass () const;
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};
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TerrainMaterial();
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2
extern/shiny
vendored
2
extern/shiny
vendored
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@ -1 +1 @@
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Subproject commit a83d479c461feead0356946f841c2c474760f420
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Subproject commit 5a9bda6010413555736479ef03103f764fecb91d
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@ -1,7 +1,5 @@
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#include "core.h"
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#include "shadows.h"
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#define FOG @shGlobalSettingBool(fog)
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#define MRT @shPropertyNotBool(is_transparent) && @shGlobalSettingBool(mrt_output)
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@ -10,6 +8,10 @@
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#define SHADOWS_PSSM LIGHTING && @shGlobalSettingBool(shadows_pssm)
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#define SHADOWS LIGHTING && @shGlobalSettingBool(shadows)
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#if SHADOWS || SHADOWS_PSSM
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#include "shadows.h"
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#endif
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#if FOG || MRT || SHADOWS_PSSM
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#define NEED_DEPTH
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#endif
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@ -110,7 +112,7 @@
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shUniform(float4, materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
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shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
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shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
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@shForeach(8)
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@shForeach(@shGlobalSettingString(num_lights))
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shUniform(float4, lightPosObjSpace@shIterator) @shAutoConstant(lightPosObjSpace@shIterator, light_position_object_space, @shIterator)
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shUniform(float4, lightAttenuation@shIterator) @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
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shUniform(float4, lightDiffuse@shIterator) @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
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@ -149,31 +151,32 @@
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#if LIGHTING
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float3 normal = normalize(normalPassthrough);
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float3 lightDir, diffuse;
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float3 lightDir;
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float3 diffuse = float3(0,0,0);
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float d;
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float3 ambient = materialAmbient.xyz * lightAmbient.xyz;
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@shForeach(8)
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// shadows only for the first (directional) light
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#if @shIterator == 0
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#if SHADOWS
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// shadows only for the first (directional) light
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#if SHADOWS
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float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
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#endif
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#if SHADOWS_PSSM
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#endif
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#if SHADOWS_PSSM
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float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
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#endif
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#endif
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#if SHADOWS || SHADOWS_PSSM
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#if SHADOWS || SHADOWS_PSSM
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float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
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float fade = 1-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
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shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1-((1-shadow)*fade) : shadow);
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#endif
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#if !SHADOWS && !SHADOWS_PSSM
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float shadow = 1.0;
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#endif
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#endif
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#if !SHADOWS && !SHADOWS_PSSM
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float shadow = 1.0;
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#endif
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@shForeach(@shGlobalSettingString(num_lights))
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lightDir = lightPosObjSpace@shIterator.xyz - (objSpacePositionPassthrough.xyz * lightPosObjSpace@shIterator.w);
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d = length(lightDir);
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@ -1,32 +1,70 @@
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#include "core.h"
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#define IS_FIRST_PASS 1
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#define FOG @shGlobalSettingBool(fog)
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#define MRT @shGlobalSettingBool(mrt_output)
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#define LIGHTING @shGlobalSettingBool(lighting)
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#define SHADOWS_PSSM LIGHTING && @shGlobalSettingBool(shadows_pssm)
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#define SHADOWS LIGHTING && @shGlobalSettingBool(shadows)
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#if SHADOWS || SHADOWS_PSSM
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#include "shadows.h"
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#endif
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#define COLOUR_MAP @shPropertyBool(colour_map)
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#define NUM_LAYERS @shPropertyString(num_layers)
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#define COMPONENT_0 x
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#define COMPONENT_1 y
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#define COMPONENT_2 z
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#define COMPONENT_3 w
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#define IS_FIRST_PASS 1
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#if MRT || FOG || SHADOWS_PSSM
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#define NEED_DEPTH 1
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#endif
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#if NEED_DEPTH
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@shAllocatePassthrough(1, depth)
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#endif
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@shAllocatePassthrough(2, UV)
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#if LIGHTING
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@shAllocatePassthrough(3, objSpacePosition)
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#endif
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#if SHADOWS
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@shAllocatePassthrough(4, lightSpacePos0)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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@shAllocatePassthrough(4, lightSpacePos@shIterator)
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@shEndForeach
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#endif
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#ifdef SH_VERTEX_SHADER
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// ------------------------------------- VERTEX ---------------------------------------
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SH_BEGIN_PROGRAM
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shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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shUniform(float4x4, viewProjMatrix) @shAutoConstant(viewProjMatrix, viewproj_matrix)
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shUniform(float2, lodMorph) @shAutoConstant(lodMorph, custom, 1001)
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shInput(float2, uv0)
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shInput(float2, delta) // lodDelta, lodThreshold
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#if SHADOWS
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shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
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@shEndForeach
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#endif
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@shPassthroughVertexOutputs
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float4 worldPos = shMatrixMult(worldMatrix, shInputPosition);
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// determine whether to apply the LOD morph to this vertex
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// we store the deltas against all vertices so we only want to apply
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// the morph to the ones which would disappear. The target LOD which is
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// being morphed to is stored in lodMorph.y, and the LOD at which
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// the vertex should be morphed is stored in uv.w. If we subtract
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// the former from the latter, and arrange to only morph if the
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// result is negative (it will only be -1 in fact, since after that
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// the vertex will never be indexed), we will achieve our aim.
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// sign(vertexLOD - targetLOD) == -1 is to morph
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float toMorph = -min(0, sign(delta.y - lodMorph.y));
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// morph
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// this assumes XZ terrain alignment
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worldPos.y += delta.x * toMorph * lodMorph.x;
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shOutputPosition = shMatrixMult(viewProjMatrix, worldPos);
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#if NEED_DEPTH
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@shPassthroughAssign(depth, shOutputPosition.z);
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#endif
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@shPassthroughAssign(UV, uv0);
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#if LIGHTING
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@shPassthroughAssign(objSpacePosition, shInputPosition.xyz);
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#endif
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#if SHADOWS
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float4 lightSpacePos = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
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@shPassthroughAssign(lightSpacePos0, lightSpacePos);
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#endif
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#if SHADOWS_PSSM
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float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
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float4 lightSpacePos;
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@shForeach(3)
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lightSpacePos = shMatrixMult(texViewProjMatrix@shIterator, wPos);
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@shPassthroughAssign(lightSpacePos@shIterator, lightSpacePos);
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@shEndForeach
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#endif
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}
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#else
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// ----------------------------------- FRAGMENT ------------------------------------------
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SH_BEGIN_PROGRAM
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shSampler2D(normalMap) // global normal map
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@shForeach(@shPropertyString(num_blendmaps))
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shSampler2D(blendMap@shIterator)
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@shEndForeach
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@shForeach(@shPropertyString(num_layers))
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shSampler2D(diffuseMap@shIterator)
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@shEndForeach
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#endif
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#if LIGHTING
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shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
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@shForeach(@shGlobalSettingString(num_lights))
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shUniform(float4, lightPosObjSpace@shIterator) @shAutoConstant(lightPosObjSpace@shIterator, light_position_object_space, @shIterator)
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shUniform(float4, lightAttenuation@shIterator) @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
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shUniform(float4, lightDiffuse@shIterator) @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
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@shEndForeach
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#endif
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#if SHADOWS
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shSampler2D(shadowMap0)
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shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, @shPropertyString(shadowtexture_offset))
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shSampler2D(shadowMap@shIterator)
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shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(@shPropertyString(shadowtexture_offset)))
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@shEndForeach
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shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
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#endif
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#if SHADOWS || SHADOWS_PSSM
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shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
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#endif
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SH_START_PROGRAM
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{
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#if NEED_DEPTH
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float depth = @shPassthroughReceive(depth);
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#endif
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float2 UV = @shPassthroughReceive(UV);
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#if LIGHTING
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float3 objSpacePosition = @shPassthroughReceive(objSpacePosition);
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float3 normal = shSample(normalMap, UV).rgb * 2 - 1;
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normal = normalize(normal);
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#endif
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// fetch blendmaps
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// Layer calculations
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@shForeach(@shPropertyString(num_blendmaps))
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float4 blendValues@shIterator = shSample(blendMap@shIterator, UV);
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@shEndForeach
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float3 albedo;
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float3 albedo = float3(0,0,0);
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@shForeach(@shPropertyString(num_layers))
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// first layer of first pass doesn't need a blend map
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albedo = shSample(diffuseMap0, UV * 10).rgb;
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#else
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#define BLEND_AMOUNT blendValues@shPropertyString(blendmap_index_@shIterator).@shPropertyString(blendmap_component_@shIterator)
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#define BLEND_AMOUNT blendValues@shPropertyString(blendmap_component_@shIterator)
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albedo = shLerp(albedo, shSample(diffuseMap@shIterator, UV * 10).rgb, BLEND_AMOUNT);
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#endif
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@shEndForeach
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@ -113,6 +228,63 @@
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shOutputColour(0).rgb *= albedo;
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// Lighting
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#if LIGHTING
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// shadows only for the first (directional) light
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#if SHADOWS
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float4 lightSpacePos0 = @shPassthroughReceive(lightSpacePos0);
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float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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float4 lightSpacePos@shIterator = @shPassthroughReceive(lightSpacePos@shIterator);
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@shEndForeach
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float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depth, pssmSplitPoints);
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#endif
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#if SHADOWS || SHADOWS_PSSM
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float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
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float fade = 1-((depth - shadowFar_fadeStart.y) / fadeRange);
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shadow = (depth > shadowFar_fadeStart.x) ? 1 : ((depth > shadowFar_fadeStart.y) ? 1-((1-shadow)*fade) : shadow);
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#endif
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#if !SHADOWS && !SHADOWS_PSSM
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float shadow = 1.0;
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#endif
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float3 lightDir;
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float3 diffuse = float3(0,0,0);
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float d;
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@shForeach(@shGlobalSettingString(num_lights))
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lightDir = lightPosObjSpace@shIterator.xyz - (objSpacePosition.xyz * lightPosObjSpace@shIterator.w);
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d = length(lightDir);
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lightDir = normalize(lightDir);
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|
||||
#if @shIterator == 0 && (SHADOWS || SHADOWS_PSSM)
|
||||
diffuse += lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0) * shadow;
|
||||
#else
|
||||
diffuse += lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0);
|
||||
#endif
|
||||
@shEndForeach
|
||||
|
||||
shOutputColour(0).xyz *= (lightAmbient.xyz + diffuse);
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
#if FOG
|
||||
float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
|
||||
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
|
||||
|
|
|
@ -2,7 +2,7 @@ shader_set terrain_vertex
|
|||
{
|
||||
source terrain.shader
|
||||
type vertex
|
||||
profiles_cg vs_2_0 arbvp1
|
||||
profiles_cg vs_2_0 vp40 arbvp1
|
||||
profiles_hlsl vs_2_0
|
||||
}
|
||||
|
||||
|
@ -10,6 +10,6 @@ shader_set terrain_fragment
|
|||
{
|
||||
source terrain.shader
|
||||
type fragment
|
||||
profiles_cg ps_2_x ps_2_0 ps arbfp1
|
||||
profiles_cg ps_2_x ps_2_0 ps fp40 arbfp1
|
||||
profiles_hlsl ps_2_0
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue