diff --git a/apps/openmw/mwrender/sky.cpp b/apps/openmw/mwrender/sky.cpp index 60ecd4303..f8499d1e5 100644 --- a/apps/openmw/mwrender/sky.cpp +++ b/apps/openmw/mwrender/sky.cpp @@ -203,48 +203,6 @@ unsigned int Moon::getPhaseInt() const return 0; } -void SkyManager::ModVertexAlpha(Entity* ent, unsigned int meshType) -{ - // Get the vertex colour buffer of this mesh - const Ogre::VertexElement* ves_diffuse = ent->getMesh()->getSubMesh(0)->vertexData->vertexDeclaration->findElementBySemantic( Ogre::VES_DIFFUSE ); - HardwareVertexBufferSharedPtr colourBuffer = ent->getMesh()->getSubMesh(0)->vertexData->vertexBufferBinding->getBuffer(ves_diffuse->getSource()); - - // Lock - void* pData = colourBuffer->lock(HardwareBuffer::HBL_NORMAL); - - // Iterate over all vertices - int vertex_size = colourBuffer->getVertexSize(); - float * currentVertex = NULL; - for (unsigned int i=0; igetNumVertices(); ++i) - { - // Get a pointer to the vertex colour - ves_diffuse->baseVertexPointerToElement( pData, ¤tVertex ); - - unsigned char alpha=0; - if (meshType == 0) alpha = i%2 ? 0 : 255; // this is a cylinder, so every second vertex belongs to the bottom-most row - else if (meshType == 1) - { - if (i>= 49 && i <= 64) alpha = 0; // bottom-most row - else if (i>= 33 && i <= 48) alpha = 64; // second bottom-most row - else alpha = 255; - } - // NB we would have to swap R and B depending on rendersystem specific VertexElementType, but doesn't matter since they are both 1 - uint8 tmpR = static_cast(255); - uint8 tmpG = static_cast(255); - uint8 tmpB = static_cast(255); - uint8 tmpA = static_cast(alpha); - - // Modify - *((uint32*)currentVertex) = tmpR | (tmpG << 8) | (tmpB << 16) | (tmpA << 24); - - // Move to the next vertex - pData = static_cast (pData) + vertex_size; - } - - // Unlock - ent->getMesh()->getSubMesh(0)->vertexData->vertexBufferBinding->getBuffer(ves_diffuse->getSource())->unlock(); -} - SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera) : mHour(0.0f) , mDay(0) @@ -357,7 +315,6 @@ void SkyManager::create() atmosphere_ent->setRenderQueueGroup(RQG_SkiesEarly); atmosphere_ent->setVisibilityFlags(RV_Sky); atmosphere_ent->getSubEntity (0)->setMaterialName ("openmw_atmosphere"); - ModVertexAlpha(atmosphere_ent, 0); } @@ -371,8 +328,6 @@ void SkyManager::create() clouds_ent->setRenderQueueGroup(RQG_SkiesEarly+5); clouds_ent->getSubEntity(0)->setMaterialName ("openmw_clouds"); clouds_ent->setCastShadows(false); - - ModVertexAlpha(clouds_ent, 1); } mCreated = true; diff --git a/apps/openmw/mwrender/sky.hpp b/apps/openmw/mwrender/sky.hpp index ee1360853..52fd7b4aa 100644 --- a/apps/openmw/mwrender/sky.hpp +++ b/apps/openmw/mwrender/sky.hpp @@ -218,8 +218,6 @@ namespace MWRender float mGlare; // target float mGlareFade; // actual - void ModVertexAlpha(Ogre::Entity* ent, unsigned int meshType); - bool mEnabled; bool mSunEnabled; bool mMasserEnabled; diff --git a/extern/shiny/CMakeLists.txt b/extern/shiny/CMakeLists.txt index 603336413..6eadcc167 100644 --- a/extern/shiny/CMakeLists.txt +++ b/extern/shiny/CMakeLists.txt @@ -24,13 +24,6 @@ set(SOURCE_FILES Main/ShaderSet.cpp ) -# In Debug mode, write the shader sources to the current directory -if (DEFINED CMAKE_BUILD_TYPE) - if (CMAKE_BUILD_TYPE STREQUAL "Debug") - add_definitions(-DSHINY_WRITE_SHADER_DEBUG) - endif() -endif() - if (DEFINED SHINY_USE_WAVE_SYSTEM_INSTALL) # use system install else() diff --git a/extern/shiny/Main/ShaderInstance.cpp b/extern/shiny/Main/ShaderInstance.cpp index 07ef8dfe2..0e074c7b4 100644 --- a/extern/shiny/Main/ShaderInstance.cpp +++ b/extern/shiny/Main/ShaderInstance.cpp @@ -363,12 +363,12 @@ namespace sh if (Factory::getInstance ().getShaderDebugOutputEnabled ()) writeDebugFile(source, name + ".pre"); - else - { - #ifdef SHINY_WRITE_SHADER_DEBUG - writeDebugFile(source, name + ".pre"); - #endif - } + else + { + #ifdef SHINY_WRITE_SHADER_DEBUG + writeDebugFile(source, name + ".pre"); + #endif + } // why do we need our own preprocessor? there are several custom commands available in the shader files // (for example for binding uniforms to properties or auto constants) - more below. it is important that these @@ -648,12 +648,12 @@ namespace sh if (Factory::getInstance ().getShaderDebugOutputEnabled ()) writeDebugFile(source, name); - else - { + else + { #ifdef SHINY_WRITE_SHADER_DEBUG - writeDebugFile(source, name); + writeDebugFile(source, name); #endif - } + } if (!mProgram->getSupported()) { diff --git a/files/materials/atmosphere.shader b/files/materials/atmosphere.shader index 295fa9376..16edc78c5 100644 --- a/files/materials/atmosphere.shader +++ b/files/materials/atmosphere.shader @@ -7,19 +7,18 @@ SH_BEGIN_PROGRAM shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix) - shColourInput(float4) - shOutput(float4, colourPassthrough) + shOutput(float, alphaFade) SH_START_PROGRAM { shOutputPosition = shMatrixMult(wvp, shInputPosition); - colourPassthrough = colour; + alphaFade = shInputPosition.z < 150.0 ? 0.0 : 1.0; } #else SH_BEGIN_PROGRAM - shInput(float4, colourPassthrough) + shInput(float, alphaFade) #if MRT shDeclareMrtOutput(1) #endif @@ -27,7 +26,7 @@ SH_START_PROGRAM { - shOutputColour(0) = colourPassthrough * atmosphereColour; + shOutputColour(0) = atmosphereColour * float4(1,1,1,alphaFade); #if MRT shOutputColour(1) = float4(1,1,1,1); diff --git a/files/materials/clouds.shader b/files/materials/clouds.shader index f4258bf5d..9126ae423 100644 --- a/files/materials/clouds.shader +++ b/files/materials/clouds.shader @@ -8,21 +8,20 @@ shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix) shVertexInput(float2, uv0) shOutput(float2, UV) - shColourInput(float4) - shOutput(float4, colourPassthrough) + shOutput(float, alphaFade) SH_START_PROGRAM { - colourPassthrough = colour; shOutputPosition = shMatrixMult(wvp, shInputPosition); UV = uv0; + alphaFade = shInputPosition.z < 100.f ? 0 : 1; } #else SH_BEGIN_PROGRAM shInput(float2, UV) - shInput(float4, colourPassthrough) + shInput(float, alphaFade) #if MRT shDeclareMrtOutput(1) #endif @@ -42,7 +41,7 @@ float4 albedo = shSample(diffuseMap1, scrolledUV) * (1-cloudBlendFactor) + shSample(diffuseMap2, scrolledUV) * cloudBlendFactor; - shOutputColour(0) = colourPassthrough * float4(cloudColour, 1) * albedo * float4(1,1,1, cloudOpacity); + shOutputColour(0) = float4(cloudColour, 1) * albedo * float4(1,1,1, cloudOpacity * alphaFade); #if MRT shOutputColour(1) = float4(1,1,1,1);