diff --git a/apps/openmw/mwgui/settingswindow.cpp b/apps/openmw/mwgui/settingswindow.cpp index d8b0c96d7..4488096fe 100644 --- a/apps/openmw/mwgui/settingswindow.cpp +++ b/apps/openmw/mwgui/settingswindow.cpp @@ -75,9 +75,9 @@ namespace return boost::lexical_cast(xaspect) + " : " + boost::lexical_cast(yaspect); } - bool hasGLSL () + std::string hlslGlsl () { - return (Ogre::Root::getSingleton ().getRenderSystem ()->getName ().find("OpenGL") != std::string::npos); + return (Ogre::Root::getSingleton ().getRenderSystem ()->getName ().find("OpenGL") != std::string::npos) ? "glsl" : "hlsl"; } } @@ -393,12 +393,9 @@ namespace MWGui std::string val = static_cast(_sender)->getCaption(); if (val == "off") { - if (hasGLSL ()) - val = "glsl"; - else - val = "cg"; + val = hlslGlsl(); } - else if (val == "glsl") + else if (val == hlslGlsl()) val = "cg"; else val = "off"; @@ -411,6 +408,7 @@ namespace MWGui // water shader not supported with object shaders off mWaterShaderButton->setCaptionWithReplacing("#{sOff}"); + mUnderwaterButton->setCaptionWithReplacing("#{sOff}"); mWaterShaderButton->setEnabled(false); mReflectObjectsButton->setEnabled(false); mReflectActorsButton->setEnabled(false); diff --git a/apps/openmw/mwrender/renderingmanager.cpp b/apps/openmw/mwrender/renderingmanager.cpp index ae0e57219..a4b2e8489 100644 --- a/apps/openmw/mwrender/renderingmanager.cpp +++ b/apps/openmw/mwrender/renderingmanager.cpp @@ -43,12 +43,14 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const :mRendering(_rend), mObjects(mRendering), mActors(mRendering), mAmbientMode(0), mSunEnabled(0) { // select best shader mode - if (Settings::Manager::getString("shader mode", "General") == "") + bool openGL = (Ogre::Root::getSingleton ().getRenderSystem ()->getName().find("OpenGL") != std::string::npos); + + // glsl is only supported in opengl mode and hlsl only in direct3d mode. + if (Settings::Manager::getString("shader mode", "General") == "" + || (openGL && Settings::Manager::getString("shader mode", "General") == "hlsl") + || (!openGL && Settings::Manager::getString("shader mode", "General") == "glsl")) { - if (Ogre::Root::getSingleton ().getRenderSystem ()->getName().find("OpenGL") == std::string::npos) - Settings::Manager::setString("shader mode", "General", "cg"); - else - Settings::Manager::setString("shader mode", "General", "glsl"); + Settings::Manager::setString("shader mode", "General", openGL ? "glsl" : "hlsl"); } mRendering.createScene("PlayerCam", Settings::Manager::getFloat("field of view", "General"), 5); @@ -74,10 +76,6 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const mFactory->setCurrentLanguage (lang); mFactory->loadAllFiles(); - //The fog type must be set before any terrain objects are created as if the - //fog type is set to FOG_NONE then the initially created terrain won't have any fog - configureFog(1, ColourValue(1,1,1)); - // Set default mipmap level (NB some APIs ignore this) TextureManager::getSingleton().setDefaultNumMipmaps(Settings::Manager::getInt("num mipmaps", "General")); diff --git a/files/materials/core.h b/files/materials/core.h index 6e27d349c..cba716777 100644 --- a/files/materials/core.h +++ b/files/materials/core.h @@ -1,20 +1,20 @@ -#if SH_HLSL == 1 - #error "HLSL is unsupported" -#endif - -#if SH_CG == 1 +#if SH_HLSL == 1 || SH_CG == 1 #define shTexture2D sampler2D #define shSample(tex, coord) tex2D(tex, coord) + #define shCubicSample(tex, coord) texCUBE(tex, coord) #define shLerp(a, b, t) lerp(a, b, t) #define shSaturate(a) saturate(a) #define shSampler2D(name) , uniform sampler2D name : register(s@shCounter(0)) @shUseSampler(name) + + #define shSamplerCube(name) , uniform samplerCUBE name : register(s@shCounter(0)) @shUseSampler(name) #define shMatrixMult(m, v) mul(m, v) #define shUniform(type, name) , uniform type name + #define shTangentInput(type) , in type tangent : TANGENT #define shVertexInput(type, name) , in type name : TEXCOORD@shCounter(1) #define shInput(type, name) , in type name : TEXCOORD@shCounter(1) #define shOutput(type, name) , out type name : TEXCOORD@shCounter(2) @@ -65,9 +65,10 @@ #define float4 vec4 #define int2 ivec2 #define int3 ivec3 - #define int4 ivec4/ + #define int4 ivec4 #define shTexture2D sampler2D #define shSample(tex, coord) texture2D(tex, coord) + #define shCubicSample(tex, coord) textureCube(tex, coord) #define shLerp(a, b, t) mix(a, b, t) #define shSaturate(a) clamp(a, 0.0, 1.0) @@ -75,11 +76,14 @@ #define shSampler2D(name) uniform sampler2D name; @shUseSampler(name) + #define shSamplerCube(name) uniform samplerCube name; @shUseSampler(name) + #define shMatrixMult(m, v) (m * v) #define shOutputPosition gl_Position #define float4x4 mat4 + #define float3x3 mat3 // GLSL 1.3 #if 0 @@ -89,8 +93,8 @@ #define shOutputColour(num) oColor##num - - + #define shTangentInput(type) in type tangent; + #define shVertexInput(type, name) in type name; #define shInput(type, name) in type name; #define shOutput(type, name) out type name; @@ -101,7 +105,7 @@ #ifdef SH_VERTEX_SHADER #define SH_BEGIN_PROGRAM \ - in float4 shInputPosition; + in float4 vertex; #define SH_START_PROGRAM \ void main(void) @@ -126,10 +130,11 @@ #if 1 // automatically recognized by ogre when the input name equals this - #define shInputPosition gl_Vertex + #define shInputPosition vertex #define shOutputColour(num) gl_FragData[num] + #define shTangentInput(type) attribute type tangent; #define shVertexInput(type, name) attribute type name; #define shInput(type, name) varying type name; #define shOutput(type, name) varying type name; @@ -140,8 +145,8 @@ #ifdef SH_VERTEX_SHADER - #define SH_BEGIN_PROGRAM - + #define SH_BEGIN_PROGRAM \ + attribute vec4 vertex; #define SH_START_PROGRAM \ void main(void) diff --git a/files/materials/objects.shaderset b/files/materials/objects.shaderset index ccb975fe9..028c15ce8 100644 --- a/files/materials/objects.shaderset +++ b/files/materials/objects.shaderset @@ -3,7 +3,7 @@ shader_set openmw_objects_vertex source objects.shader type vertex profiles_cg vs_2_0 vp40 arbvp1 - profiles_hlsl vs_2_0 + profiles_hlsl vs_3_0 vs_2_0 } shader_set openmw_objects_fragment @@ -11,5 +11,5 @@ shader_set openmw_objects_fragment source objects.shader type fragment profiles_cg ps_3_0 ps_2_x ps_2_0 fp40 arbfp1 - profiles_hlsl ps_2_0 + profiles_hlsl ps_3_0 ps_2_0 } diff --git a/files/materials/terrain.shaderset b/files/materials/terrain.shaderset index be8ecd7d8..a72f2358f 100644 --- a/files/materials/terrain.shaderset +++ b/files/materials/terrain.shaderset @@ -3,7 +3,7 @@ shader_set terrain_vertex source terrain.shader type vertex profiles_cg vs_2_0 vp40 arbvp1 - profiles_hlsl vs_2_0 + profiles_hlsl vs_3_0 vs_2_0 } shader_set terrain_fragment @@ -11,5 +11,5 @@ shader_set terrain_fragment source terrain.shader type fragment profiles_cg ps_3_0 ps_2_x ps_2_0 fp40 arbfp1 - profiles_hlsl ps_2_0 + profiles_hlsl ps_3_0 ps_2_0 } diff --git a/files/materials/underwater.h b/files/materials/underwater.h index fe19ff93b..18052a98d 100644 --- a/files/materials/underwater.h +++ b/files/materials/underwater.h @@ -28,7 +28,7 @@ float3 intercept(float3 lineP, float3 perturb1(shTexture2D tex, float2 coords, float bend, float2 windDir, float windSpeed, float timer) { - float2 nCoord = float2(0.0); + float2 nCoord = float2(0,0); bend *= WAVE_CHOPPYNESS; nCoord = coords * (WAVE_SCALE * 0.05) + windDir * timer * (windSpeed*0.04); float3 normal0 = 2.0 * shSample(tex, nCoord + float2(-timer*0.015,-timer*0.05)).rgb - 1.0; @@ -55,8 +55,8 @@ float3 perturb1(shTexture2D tex, float2 coords, float bend, float2 windDir, floa float3 perturb(shTexture2D tex, float2 coords, float bend, float2 windDir, float windSpeed, float timer) { bend *= WAVE_CHOPPYNESS; - float3 col = float3(0.0); - float2 nCoord = float2(0.0); //normal coords + float3 col = float3(0,0,0); + float2 nCoord = float2(0,0); //normal coords nCoord = coords * (WAVE_SCALE * 0.025) + windDir * timer * (windSpeed*0.03); col += shSample(tex,nCoord + float2(-timer*0.005,-timer*0.01)).rgb*0.20; @@ -102,11 +102,11 @@ float3 getCaustics (shTexture2D causticMap, float3 worldPos, float3 waterEyePos, /// \todo sunFade // float3 caustics = clamp(pow(float3(causticR)*5.5,float3(5.5*causticdepth)),0.0,1.0)*NdotL*sunFade*causticdepth; - float3 caustics = clamp(pow(float3(causticR)*5.5,float3(5.5*causticdepth)),0.0,1.0)*NdotL*causticdepth; + float3 caustics = clamp(pow(float3(causticR,causticR,causticR)*5.5,float3(5.5*causticdepth,5.5*causticdepth,5.5*causticdepth)),0.0,1.0)*NdotL*causticdepth; float causticG = 1.0-perturb(causticMap,causticPos.xz+(1.0-causticdepth)*ABBERATION, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z; float causticB = 1.0-perturb(causticMap,causticPos.xz+(1.0-causticdepth)*ABBERATION*2.0, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z; //caustics = shSaturate(pow(float3(causticR,causticG,causticB)*5.5,float3(5.5*causticdepth)))*NdotL*sunFade*causticdepth; - caustics = shSaturate(pow(float3(causticR,causticG,causticB)*5.5,float3(5.5*causticdepth)))*NdotL*causticdepth; + caustics = shSaturate(pow(float3(causticR,causticG,causticB)*5.5,float3(5.5*causticdepth,5.5*causticdepth,5.5*causticdepth)))*NdotL*causticdepth; caustics *= 3; diff --git a/files/materials/water.shader b/files/materials/water.shader index 2145919b0..08a19ace9 100644 --- a/files/materials/water.shader +++ b/files/materials/water.shader @@ -198,7 +198,7 @@ float depth = shSample(depthMap, screenCoords).x * far - depthPassthrough; float shoreFade = shSaturate(depth / 50.0); - float2 nCoord = float2(0.0); + float2 nCoord = float2(0,0); nCoord = UV * (WAVE_SCALE * 0.05) + WIND_DIR * waterTimer * (WIND_SPEED*0.04); float3 normal0 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.015,-waterTimer*0.005)).rgb - 1.0; @@ -238,12 +238,12 @@ // sunlight scattering float3 pNormal = float3(0,1,0); - vec3 lR = reflect(lVec, lNormal); - vec3 llR = reflect(lVec, pNormal); + float3 lR = reflect(lVec, lNormal); + float3 llR = reflect(lVec, pNormal); float s = shSaturate(dot(lR, vVec)*2.0-1.2); float lightScatter = shSaturate(dot(-lVec,lNormal)*0.7+0.3) * s * SCATTER_AMOUNT * waterSunFade_sunHeight.x * shSaturate(1.0-exp(-waterSunFade_sunHeight.y)); - float3 scatterColour = shLerp(vec3(SCATTER_COLOUR)*vec3(1.0,0.4,0.0), SCATTER_COLOUR, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT))); + float3 scatterColour = shLerp(float3(SCATTER_COLOUR)*float3(1.0,0.4,0.0), SCATTER_COLOUR, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT))); // fresnel float ior = (cameraPos.y>0)?(1.333/1.0):(1.0/1.333); //air to water; water to air @@ -284,7 +284,7 @@ waterGradient = clamp((waterGradient*0.5+0.5),0.2,1.0); float3 watercolour = (float3(0.0078, 0.5176, 0.700)+waterSunColour)*waterGradient*2.0; float3 waterext = float3(0.6, 0.9, 1.0);//water extinction - watercolour = mix(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT))); + watercolour = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT))); float darkness = VISIBILITY*2.0; darkness = clamp((cameraPos.y+darkness)/darkness,0.2,1.0); @@ -299,6 +299,7 @@ shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue); } + shOutputColour(0).w = 1; } #endif diff --git a/files/materials/water.shaderset b/files/materials/water.shaderset index 754ac8e49..5e070a45a 100644 --- a/files/materials/water.shaderset +++ b/files/materials/water.shaderset @@ -3,7 +3,7 @@ shader_set water_vertex source water.shader type vertex profiles_cg vs_2_0 vp40 arbvp1 - profiles_hlsl vs_2_0 + profiles_hlsl vs_3_0 vs_2_0 } shader_set water_fragment @@ -11,5 +11,5 @@ shader_set water_fragment source water.shader type fragment profiles_cg ps_2_x ps_2_0 ps fp40 arbfp1 - profiles_hlsl ps_2_0 + profiles_hlsl ps_3_0 ps_2_0 }