forked from teamnwah/openmw-tes3coop
first reflection test; removed the refraction render (we'll have it for free using MRT and deferred water rendering)
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6481cf87fc
commit
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5 changed files with 84 additions and 46 deletions
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@ -9,7 +9,7 @@ namespace MWRender
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Water::Water (Ogre::Camera *camera, const ESM::Cell* cell) :
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mCamera (camera), mViewport (camera->getViewport()), mSceneManager (camera->getSceneManager()),
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mIsUnderwater(false), mReflectDistance(0), mVisibilityFlags(0), mOldCameraFarClip(0),
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mReflectionTarget(0), mRefractionTarget(0), mActive(1)
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mReflectionTarget(0), mActive(1)
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{
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try
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{
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@ -28,8 +28,6 @@ Water::Water (Ogre::Camera *camera, const ESM::Cell* cell) :
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mWater = mSceneManager->createEntity("water");
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mWater->setVisibilityFlags(RV_Water);
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mWater->setMaterial(createMaterial());
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mVisibilityFlags = RV_Terrain * Settings::Manager::getBool("reflect terrain", "Water")
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+ RV_Statics * Settings::Manager::getBool("reflect statics", "Water")
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+ RV_StaticsSmall * Settings::Manager::getBool("reflect small statics", "Water")
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@ -48,33 +46,31 @@ Water::Water (Ogre::Camera *camera, const ESM::Cell* cell) :
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// Create rendertargets for reflection and refraction
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int rttsize = Settings::Manager::getInt("rtt size", "Water");
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for (unsigned int i = 0; i < 2; ++i)
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{
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if (i==0 && !Settings::Manager::getBool("reflection", "Water")) continue;
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if (i==1 && !Settings::Manager::getBool("refraction", "Water")) continue;
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TexturePtr tex = TextureManager::getSingleton().createManual(i == 0 ? "WaterReflection" : "WaterRefraction",
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ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, rttsize, rttsize, 0, PF_R8G8B8, TU_RENDERTARGET);
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if (Settings::Manager::getBool("reflection", "Water"))
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{
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TexturePtr tex = TextureManager::getSingleton().createManual("WaterReflection",
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ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, rttsize, rttsize, 0, PF_R8G8B8, TU_RENDERTARGET);
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RenderTarget* rtt = tex->getBuffer()->getRenderTarget();
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Viewport* vp = rtt->addViewport(mCamera);
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vp->setOverlaysEnabled(false);
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vp->setBackgroundColour(ColourValue(0.8f, 0.9f, 1.0f));
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vp->setShadowsEnabled(false);
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vp->setVisibilityMask( (i == 0) ? mVisibilityFlags : RV_All);
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rtt->addListener(this);
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RenderTarget* rtt = tex->getBuffer()->getRenderTarget();
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Viewport* vp = rtt->addViewport(mCamera);
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vp->setOverlaysEnabled(false);
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vp->setBackgroundColour(ColourValue(0.8f, 0.9f, 1.0f));
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vp->setShadowsEnabled(false);
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vp->setVisibilityMask( mVisibilityFlags );
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rtt->addListener(this);
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rtt->setActive(true);
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if (i == 0) mReflectionTarget = rtt;
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else mRefractionTarget = rtt;
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}
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mReflectionTarget = rtt;
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}
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mWater->setMaterial(createMaterial());
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}
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void Water::setActive(bool active)
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{
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mActive = active;
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if (mReflectionTarget) mReflectionTarget->setActive(active);
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if (mRefractionTarget) mRefractionTarget->setActive(active);
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mWater->setVisible(active);
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}
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@ -146,8 +142,8 @@ void Water::preRenderTargetUpdate(const RenderTargetEvent& evt)
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if (evt.source == mReflectionTarget)
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{
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mCamera->enableCustomNearClipPlane(mWaterPlane);
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mCamera->enableReflection(Plane(Vector3::UNIT_Y, mWaterNode->_getDerivedPosition().y));
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mCamera->enableCustomNearClipPlane(Plane(Vector3::UNIT_Y, mTop));
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mCamera->enableReflection(Plane(Vector3::UNIT_Y, mTop));
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}
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}
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@ -166,33 +162,16 @@ void Water::postRenderTargetUpdate(const RenderTargetEvent& evt)
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Ogre::MaterialPtr Water::createMaterial()
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{
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MaterialPtr mat = MaterialManager::getSingleton().create("Water", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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mat->removeAllTechniques();
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MaterialPtr mat = MaterialManager::getSingleton().getByName("Water");
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// shader technique
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Technique* tech = mat->createTechnique();
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Pass* pass = tech->createPass();
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// fallback technique without shaders
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// also used for minimap (because it can't have reflecting water)
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Technique* old = mat->createTechnique();
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old->setSchemeName("Map");
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Pass* oldpass = old->createPass();
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oldpass->setSceneBlending(SBT_TRANSPARENT_ALPHA);
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oldpass->setDepthWriteEnabled(false);
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oldpass->setDiffuse(0,0,0,1);
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oldpass->setSelfIllumination(0.6, 0.7, 1.0);
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oldpass->setAmbient(0,0,0);
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TextureUnitState* oldtus = oldpass->createTextureUnitState();
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// these have to be set in code
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std::string textureNames[32];
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for (int i=0; i<32; ++i)
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{
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textureNames[i] = "textures\\water\\water" + StringConverter::toString(i, 2, '0') + ".dds";
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}
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oldtus->setAnimatedTextureName(textureNames, 32, 2);
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oldtus->setTextureScale(0.1, 0.1);
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oldtus->setAlphaOperation(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT, 0.7);
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mat->getTechnique(1)->getPass(0)->getTextureUnitState(0)->setAnimatedTextureName(textureNames, 32, 2);
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return mat;
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}
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@ -33,7 +33,6 @@ namespace MWRender {
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Ogre::MaterialPtr createMaterial();
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Ogre::RenderTarget* mReflectionTarget;
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Ogre::RenderTarget* mRefractionTarget;
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int mVisibilityFlags;
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int mReflectDistance;
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@ -7,3 +7,4 @@ configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/perlinvolume.dds "${OpenMW_BINA
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.compositor "${OpenMW_BINARY_DIR}/resources/water/water.compositor" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.material "${OpenMW_BINARY_DIR}/resources/water/water.material" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/WaterNormal2.tga "${OpenMW_BINARY_DIR}/resources/water/WaterNormal2.tga" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.cg "${OpenMW_BINARY_DIR}/resources/water/water.cg" COPYONLY)
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@ -46,8 +46,6 @@ num lights = 8
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reflection = false
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refraction = false
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rtt size = 256
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# 0 unlimited
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@ -18,6 +18,67 @@ fragment_program Water/GlassFP cg
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profiles ps_2_0 arbfp1
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}
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vertex_program Water_VP cg
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{
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source water.cg
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entry_point main_vp
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profiles vs_2_x arbvp1
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default_params
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{
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param_named_auto wvpMat worldviewproj_matrix
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}
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}
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fragment_program Water_FP cg
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{
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source water.cg
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entry_point main_fp
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profiles ps_2_x arbfp1
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}
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material Water
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{
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technique
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{
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pass
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{
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scene_blend alpha_blend
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depth_write off
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vertex_program_ref Water_VP
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{
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}
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fragment_program_ref Water_FP
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{
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}
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texture_unit reflectionMap
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{
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texture WaterReflection
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}
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}
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}
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technique
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{
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scheme Map
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pass
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{
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scene_blend alpha_blend
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depth_write off
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diffuse 0 0 0 1
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emissive 0.6 0.7 1.0
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ambient 0 0 0
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texture_unit
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{
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// texture names set via code
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scale 0.1 0.1
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alpha_op_ex source1 src_manual src_current 0.7
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}
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}
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}
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}
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material Water/Compositor
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{
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technique
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