Merge remote-tracking branch 'upstream/master'
commit
35f787c4bf
@ -0,0 +1,510 @@
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#include <OgreTerrain.h>
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#include <OgreTerrainGroup.h>
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#include <boost/lexical_cast.hpp>
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#include "../mwworld/world.hpp"
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#include "terrainmaterial.hpp"
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#include "terrain.hpp"
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using namespace Ogre;
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namespace MWRender
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{
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//----------------------------------------------------------------------------------------------
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TerrainManager::TerrainManager(Ogre::SceneManager* mgr, const MWWorld::Environment& evn) :
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mEnvironment(evn), mTerrainGroup(TerrainGroup(mgr, Terrain::ALIGN_X_Z, mLandSize, mWorldSize))
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{
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TerrainMaterialGeneratorPtr matGen;
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TerrainMaterialGeneratorB* matGenP = new TerrainMaterialGeneratorB();
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matGen.bind(matGenP);
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mTerrainGlobals.setDefaultMaterialGenerator(matGen);
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TerrainMaterialGenerator::Profile* const activeProfile =
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mTerrainGlobals.getDefaultMaterialGenerator()
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->getActiveProfile();
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mActiveProfile = static_cast<TerrainMaterialGeneratorB::SM2Profile*>(activeProfile);
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//The pixel error should be as high as possible without it being noticed
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//as it governs how fast mesh quality decreases.
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mTerrainGlobals.setMaxPixelError(8);
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mTerrainGlobals.setLayerBlendMapSize(32);
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mTerrainGlobals.setDefaultGlobalColourMapSize(65);
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//10 (default) didn't seem to be quite enough
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mTerrainGlobals.setSkirtSize(128);
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//due to the sudden flick between composite and non composite textures,
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//this seemed the distance where it wasn't too noticeable
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mTerrainGlobals.setCompositeMapDistance(mWorldSize*2);
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mActiveProfile->setLightmapEnabled(false);
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mActiveProfile->setLayerSpecularMappingEnabled(false);
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mActiveProfile->setLayerNormalMappingEnabled(false);
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mActiveProfile->setLayerParallaxMappingEnabled(false);
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mActiveProfile->setReceiveDynamicShadowsEnabled(false);
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//composite maps lead to a drastic reduction in loading time so are
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//disabled
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mActiveProfile->setCompositeMapEnabled(false);
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mTerrainGroup.setOrigin(Vector3(mWorldSize/2,
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0,
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-mWorldSize/2));
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Terrain::ImportData& importSettings = mTerrainGroup.getDefaultImportSettings();
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importSettings.inputBias = 0;
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importSettings.terrainSize = mLandSize;
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importSettings.worldSize = mWorldSize;
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importSettings.minBatchSize = 9;
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importSettings.maxBatchSize = mLandSize;
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importSettings.deleteInputData = true;
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}
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//----------------------------------------------------------------------------------------------
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TerrainManager::~TerrainManager()
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{
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::setDiffuse(const ColourValue& diffuse)
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{
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mTerrainGlobals.setCompositeMapDiffuse(diffuse);
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::setAmbient(const ColourValue& ambient)
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{
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mTerrainGlobals.setCompositeMapAmbient(ambient);
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::cellAdded(MWWorld::Ptr::CellStore *store)
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{
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const int cellX = store->cell->getGridX();
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const int cellY = store->cell->getGridY();
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ESM::Land* land = mEnvironment.mWorld->getStore().lands.search(cellX, cellY);
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if ( land != NULL )
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{
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land->loadData();
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}
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//split the cell terrain into four segments
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const int numTextures = ESM::Land::LAND_TEXTURE_SIZE/2;
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for ( int x = 0; x < 2; x++ )
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{
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for ( int y = 0; y < 2; y++ )
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{
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Terrain::ImportData terrainData =
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mTerrainGroup.getDefaultImportSettings();
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const int terrainX = cellX * 2 + x;
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const int terrainY = cellY * 2 + y;
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//it makes far more sense to reallocate the memory here,
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//and let Ogre deal with it due to the issues with deleting
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//it at the wrong time if using threads (Which Terrain does)
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terrainData.inputFloat = OGRE_ALLOC_T(float,
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mLandSize*mLandSize,
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MEMCATEGORY_GEOMETRY);
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if ( land != NULL )
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{
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//copy the height data row by row
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for ( int terrainCopyY = 0; terrainCopyY < mLandSize; terrainCopyY++ )
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{
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//the offset of the current segment
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const size_t yOffset = y * (mLandSize-1) * ESM::Land::LAND_SIZE +
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//offset of the row
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terrainCopyY * ESM::Land::LAND_SIZE;
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const size_t xOffset = x * (mLandSize-1);
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memcpy(&terrainData.inputFloat[terrainCopyY*mLandSize],
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&land->landData->heights[yOffset + xOffset],
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mLandSize*sizeof(float));
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}
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}
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else
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{
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memset(terrainData.inputFloat, 0, mLandSize*mLandSize*sizeof(float));
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}
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std::map<uint16_t, int> indexes;
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initTerrainTextures(&terrainData, cellX, cellY,
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x * numTextures, y * numTextures,
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numTextures, indexes);
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if (mTerrainGroup.getTerrain(terrainX, terrainY) == NULL)
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{
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mTerrainGroup.defineTerrain(terrainX, terrainY, &terrainData);
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mTerrainGroup.loadTerrain(terrainX, terrainY, true);
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Terrain* terrain = mTerrainGroup.getTerrain(terrainX, terrainY);
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initTerrainBlendMaps(terrain,
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cellX, cellY,
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x * numTextures, y * numTextures,
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numTextures,
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indexes);
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if ( land && land->landData->usingColours )
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{
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// disable or enable global colour map (depends on available vertex colours)
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mActiveProfile->setGlobalColourMapEnabled(true);
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TexturePtr vertex = getVertexColours(land,
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cellX, cellY,
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x*(mLandSize-1),
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y*(mLandSize-1),
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mLandSize);
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//this is a hack to get around the fact that Ogre seems to
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//corrupt the global colour map leading to rendering errors
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MaterialPtr mat = terrain->getMaterial();
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mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
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//mat = terrain->_getCompositeMapMaterial();
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//mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
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}
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else
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{
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mActiveProfile->setGlobalColourMapEnabled(false);
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}
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}
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}
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}
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mTerrainGroup.freeTemporaryResources();
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::cellRemoved(MWWorld::Ptr::CellStore *store)
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{
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for ( int x = 0; x < 2; x++ )
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{
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for ( int y = 0; y < 2; y++ )
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{
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mTerrainGroup.unloadTerrain(store->cell->getGridX() * 2 + x,
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store->cell->getGridY() * 2 + y);
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}
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}
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::initTerrainTextures(Terrain::ImportData* terrainData,
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int cellX, int cellY,
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int fromX, int fromY, int size,
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std::map<uint16_t, int>& indexes)
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{
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assert(terrainData != NULL && "Must have valid terrain data");
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assert(fromX >= 0 && fromY >= 0 &&
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"Can't get a terrain texture on terrain outside the current cell");
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assert(fromX+size <= ESM::Land::LAND_TEXTURE_SIZE &&
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fromY+size <= ESM::Land::LAND_TEXTURE_SIZE &&
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"Can't get a terrain texture on terrain outside the current cell");
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//this ensures that the ltex indexes are sorted (or retrived as sorted
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//which simplifies shading between cells).
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//
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//If we don't sort the ltex indexes, the splatting order may differ between
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//cells which may lead to inconsistent results when shading between cells
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std::set<uint16_t> ltexIndexes;
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for ( int y = fromY - 1; y < fromY + size + 1; y++ )
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{
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for ( int x = fromX - 1; x < fromX + size + 1; x++ )
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{
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ltexIndexes.insert(getLtexIndexAt(cellX, cellY, x, y));
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}
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}
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//there is one texture that we want to use as a base (i.e. it won't have
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//a blend map). This holds the ltex index of that base texture so that
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//we know not to include it in the output map
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int baseTexture = -1;
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for ( std::set<uint16_t>::iterator iter = ltexIndexes.begin();
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iter != ltexIndexes.end();
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++iter )
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{
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const uint16_t ltexIndex = *iter;
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//this is the base texture, so we can ignore this at present
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if ( ltexIndex == baseTexture )
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{
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continue;
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}
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const std::map<uint16_t, int>::const_iterator it = indexes.find(ltexIndex);
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if ( it == indexes.end() )
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{
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//NB: All vtex ids are +1 compared to the ltex ids
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assert( (int)mEnvironment.mWorld->getStore().landTexts.getSize() >= (int)ltexIndex - 1 &&
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"LAND.VTEX must be within the bounds of the LTEX array");
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std::string texture;
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if ( ltexIndex == 0 )
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{
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texture = "_land_default.dds";
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}
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else
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{
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texture = mEnvironment.mWorld->getStore().landTexts.search(ltexIndex-1)->texture;
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//TODO this is needed due to MWs messed up texture handling
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texture = texture.substr(0, texture.rfind(".")) + ".dds";
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}
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const size_t position = terrainData->layerList.size();
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terrainData->layerList.push_back(Terrain::LayerInstance());
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terrainData->layerList[position].worldSize = 256;
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terrainData->layerList[position].textureNames.push_back("textures\\" + texture);
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if ( baseTexture == -1 )
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{
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baseTexture = ltexIndex;
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}
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else
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{
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indexes[ltexIndex] = position;
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}
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}
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}
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}
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//----------------------------------------------------------------------------------------------
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void TerrainManager::initTerrainBlendMaps(Terrain* terrain,
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int cellX, int cellY,
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int fromX, int fromY, int size,
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const std::map<uint16_t, int>& indexes)
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{
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assert(terrain != NULL && "Must have valid terrain");
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assert(fromX >= 0 && fromY >= 0 &&
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"Can't get a terrain texture on terrain outside the current cell");
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assert(fromX+size <= ESM::Land::LAND_TEXTURE_SIZE &&
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fromY+size <= ESM::Land::LAND_TEXTURE_SIZE &&
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"Can't get a terrain texture on terrain outside the current cell");
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//size must be a power of 2 as we do divisions with a power of 2 number
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//that need to result in an integer for correct splatting
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assert( (size & (size - 1)) == 0 && "Size must be a power of 2");
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const int blendMapSize = terrain->getLayerBlendMapSize();
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const int splatSize = blendMapSize / size;
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//zero out every map
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std::map<uint16_t, int>::const_iterator iter;
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for ( iter = indexes.begin(); iter != indexes.end(); ++iter )
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{
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float* pBlend = terrain->getLayerBlendMap(iter->second)
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->getBlendPointer();
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memset(pBlend, 0, sizeof(float) * blendMapSize * blendMapSize);
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}
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//covert the ltex data into a set of blend maps
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for ( int texY = fromY - 1; texY < fromY + size + 1; texY++ )
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{
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for ( int texX = fromX - 1; texX < fromX + size + 1; texX++ )
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{
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const uint16_t ltexIndex = getLtexIndexAt(cellX, cellY, texX, texY);
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//check if it is the base texture (which isn't in the map) and
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//if it is don't bother altering the blend map for it
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if ( indexes.find(ltexIndex) == indexes.end() )
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{
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continue;
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}
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//while texX is the splat index relative to the entire cell,
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//relX is relative to the current segment we are splatting
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const int relX = texX - fromX;
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const int relY = texY - fromY;
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const int layerIndex = indexes.find(ltexIndex)->second;
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float* const pBlend = terrain->getLayerBlendMap(layerIndex)
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->getBlendPointer();
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for ( int y = -1; y < splatSize + 1; y++ )
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{
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for ( int x = -1; x < splatSize + 1; x++ )
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{
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//Note: Y is reversed
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const int splatY = blendMapSize - 1 - relY * splatSize - y;
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const int splatX = relX * splatSize + x;
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if ( splatX >= 0 && splatX < blendMapSize &&
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splatY >= 0 && splatY < blendMapSize )
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{
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const int index = (splatY)*blendMapSize + splatX;
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if ( y >= 0 && y < splatSize &&
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x >= 0 && x < splatSize )
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{
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pBlend[index] = 1;
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}
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else
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{
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//this provides a transition shading but also
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//rounds off the corners slightly
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pBlend[index] = std::min(1.0f, pBlend[index] + 0.5f);
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}
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}
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}
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}
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}
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}
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for ( int i = 1; i < terrain->getLayerCount(); i++ )
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{
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TerrainLayerBlendMap* blend = terrain->getLayerBlendMap(i);
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blend->dirty();
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blend->update();
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}
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}
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//----------------------------------------------------------------------------------------------
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int TerrainManager::getLtexIndexAt(int cellX, int cellY,
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int x, int y)
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{
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//check texture index falls within the 9 cell bounds
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//as this function can't cope with anything above that
|
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assert(x >= -ESM::Land::LAND_TEXTURE_SIZE &&
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y >= -ESM::Land::LAND_TEXTURE_SIZE &&
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"Trying to get land textures that are out of bounds");
|
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assert(x < 2*ESM::Land::LAND_TEXTURE_SIZE &&
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y < 2*ESM::Land::LAND_TEXTURE_SIZE &&
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"Trying to get land textures that are out of bounds");
|
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if ( x < 0 )
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{
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cellX--;
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||||
x += ESM::Land::LAND_TEXTURE_SIZE;
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}
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else if ( x >= ESM::Land::LAND_TEXTURE_SIZE )
|
||||
{
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cellX++;
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||||
x -= ESM::Land::LAND_TEXTURE_SIZE;
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||||
}
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||||
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||||
if ( y < 0 )
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{
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cellY--;
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y += ESM::Land::LAND_TEXTURE_SIZE;
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}
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||||
else if ( y >= ESM::Land::LAND_TEXTURE_SIZE )
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||||
{
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cellY++;
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||||
y -= ESM::Land::LAND_TEXTURE_SIZE;
|
||||
}
|
||||
|
||||
|
||||
ESM::Land* land = mEnvironment.mWorld->getStore().lands.search(cellX, cellY);
|
||||
if ( land != NULL )
|
||||
{
|
||||
land->loadData();
|
||||
return land->landData
|
||||
->textures[y * ESM::Land::LAND_TEXTURE_SIZE + x];
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
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||||
//----------------------------------------------------------------------------------------------
|
||||
|
||||
TexturePtr TerrainManager::getVertexColours(ESM::Land* land,
|
||||
int cellX, int cellY,
|
||||
int fromX, int fromY, int size)
|
||||
{
|
||||
TextureManager* const texMgr = TextureManager::getSingletonPtr();
|
||||
|
||||
const std::string colourTextureName = "VtexColours_" +
|
||||
boost::lexical_cast<std::string>(cellX) +
|
||||
"_" +
|
||||
boost::lexical_cast<std::string>(cellY) +
|
||||
"_" +
|
||||
boost::lexical_cast<std::string>(fromX) +
|
||||
"_" +
|
||||
boost::lexical_cast<std::string>(fromY);
|
||||
|
||||
TexturePtr tex = texMgr->getByName(colourTextureName);
|
||||
if ( !tex.isNull() )
|
||||
{
|
||||
return tex;
|
||||
}
|
||||
|
||||
tex = texMgr->createManual(colourTextureName,
|
||||
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
|
||||
TEX_TYPE_2D, size, size, 0, PF_BYTE_BGR);
|
||||
|
||||
HardwarePixelBufferSharedPtr pixelBuffer = tex->getBuffer();
|
||||
|
||||
pixelBuffer->lock(HardwareBuffer::HBL_DISCARD);
|
||||
const PixelBox& pixelBox = pixelBuffer->getCurrentLock();
|
||||
|
||||
uint8* pDest = static_cast<uint8*>(pixelBox.data);
|
||||
|
||||
if ( land != NULL )
|
||||
{
|
||||
const char* const colours = land->landData->colours;
|
||||
for ( int y = 0; y < size; y++ )
|
||||
{
|
||||
for ( int x = 0; x < size; x++ )
|
||||
{
|
||||
const size_t colourOffset = (y+fromY)*3*65 + (x+fromX)*3;
|
||||
|
||||
assert( colourOffset < 65*65*3 &&
|
||||
"Colour offset is out of the expected bounds of record" );
|
||||
|
||||
const unsigned char r = colours[colourOffset + 0];
|
||||
const unsigned char g = colours[colourOffset + 1];
|
||||
const unsigned char b = colours[colourOffset + 2];
|
||||
|
||||
//as is the case elsewhere we need to flip the y
|
||||
const size_t imageOffset = (size - 1 - y)*size*4 + x*4;
|
||||
pDest[imageOffset + 0] = b;
|
||||
pDest[imageOffset + 1] = g;
|
||||
pDest[imageOffset + 2] = r;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for ( int y = 0; y < size; y++ )
|
||||
{
|
||||
for ( int x = 0; x < size; x++ )
|
||||
{
|
||||
for ( int k = 0; k < 3; k++ )
|
||||
{
|
||||
*pDest++ = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pixelBuffer->unlock();
|
||||
|
||||
return tex;
|
||||
}
|
||||
|
||||
}
|
@ -0,0 +1,117 @@
|
||||
#ifndef _GAME_RENDER_TERRAIN_H
|
||||
#define _GAME_RENDER_TERRAIN_H
|
||||
|
||||
#include <OgreTerrain.h>
|
||||
#include <OgreTerrainGroup.h>
|
||||
#include "terrainmaterial.hpp"
|
||||
|
||||
#include "../mwworld/ptr.hpp"
|
||||
|
||||
namespace Ogre{
|
||||
class SceneManager;
|
||||
class TerrainGroup;
|
||||
class TerrainGlobalOptions;
|
||||
class Terrain;
|
||||
}
|
||||
|
||||
namespace MWRender{
|
||||
|
||||
/**
|
||||
* Implements the Morrowind terrain using the Ogre Terrain Component
|
||||
*
|
||||
* Each terrain cell is split into four blocks as this leads to an increase
|
||||
* in performance and means we don't hit splat limits quite as much
|
||||
*/
|
||||
class TerrainManager{
|
||||
public:
|
||||
TerrainManager(Ogre::SceneManager* mgr, const MWWorld::Environment& env);
|
||||
virtual ~TerrainManager();
|
||||
|
||||
void setDiffuse(const Ogre::ColourValue& diffuse);
|
||||
void setAmbient(const Ogre::ColourValue& ambient);
|
||||
|
||||
void cellAdded(MWWorld::Ptr::CellStore* store);
|
||||
void cellRemoved(MWWorld::Ptr::CellStore* store);
|
||||
private:
|
||||
Ogre::TerrainGlobalOptions mTerrainGlobals;
|
||||
Ogre::TerrainGroup mTerrainGroup;
|
||||
|
||||
const MWWorld::Environment& mEnvironment;
|
||||
|
||||
Ogre::TerrainMaterialGeneratorB::SM2Profile* mActiveProfile;
|
||||
|
||||
/**
|
||||
* The length in verticies of a single terrain block.
|
||||
*/
|
||||
static const int mLandSize = (ESM::Land::LAND_SIZE - 1)/2 + 1;
|
||||
|
||||
/**
|
||||
* The length in game units of a single terrain block.
|
||||
*/
|
||||
static const int mWorldSize = ESM::Land::REAL_SIZE/2;
|
||||
|
||||
/**
|
||||
* Setups up the list of textures for part of a cell, using indexes as
|
||||
* an output to create a mapping of MW LtexIndex to the relevant terrain
|
||||
* layer
|
||||
*
|
||||
* @param terrainData the terrain data to setup the textures for
|
||||
* @param cellX the coord of the cell
|
||||
* @param cellY the coord of the cell
|
||||
* @param fromX the ltex index in the current cell to start making the texture from
|
||||
* @param fromY the ltex index in the current cell to start making the texture from
|
||||
* @param size the size (number of splats) to get
|
||||
* @param indexes a mapping of ltex index to the terrain texture layer that
|
||||
* can be used by initTerrainBlendMaps
|
||||
*/
|
||||
void initTerrainTextures(Ogre::Terrain::ImportData* terrainData,
|
||||
int cellX, int cellY,
|
||||
int fromX, int fromY, int size,
|
||||
std::map<uint16_t, int>& indexes);
|
||||
|
||||
/**
|
||||
* Creates the blend (splatting maps) for the given terrain from the ltex data.
|
||||
*
|
||||
* @param terrain the terrain object for the current cell
|
||||
* @param cellX the coord of the cell
|
||||
* @param cellY the coord of the cell
|
||||
* @param fromX the ltex index in the current cell to start making the texture from
|
||||
* @param fromY the ltex index in the current cell to start making the texture from
|
||||
* @param size the size (number of splats) to get
|
||||
* @param indexes the mapping of ltex to blend map produced by initTerrainTextures
|
||||
*/
|
||||
void initTerrainBlendMaps(Ogre::Terrain* terrain,
|
||||
int cellX, int cellY,
|
||||
int fromX, int fromY, int size,
|
||||
const std::map<uint16_t, int>& indexes);
|
||||
|
||||
/**
|
||||
* Gets a LTEX index at the given point, assuming the current cell
|
||||
* starts at (0,0). This supports getting values from the surrounding
|
||||
* cells so negative x, y is acceptable
|
||||
*
|
||||
* @param cellX the coord of the cell
|
||||
* @param cellY the coord of the cell
|
||||
* @param x, y the splat position of the ltex index to get relative to the
|
||||
* first splat of the current cell
|
||||
*/
|
||||
int getLtexIndexAt(int cellX, int cellY, int x, int y);
|
||||
|
||||
/**
|
||||
* Due to the fact that Ogre terrain doesn't support vertex colours
|
||||
* we have to generate them manually
|
||||
*
|
||||
* @param cellX the coord of the cell
|
||||
* @param cellY the coord of the cell
|
||||
* @param fromX the *vertex* index in the current cell to start making texture from
|
||||
* @param fromY the *vertex* index in the current cell to start making the texture from
|
||||
* @param size the size (number of vertexes) to get
|
||||
*/
|
||||
Ogre::TexturePtr getVertexColours(ESM::Land* land,
|
||||
int cellX, int cellY,
|
||||
int fromX, int fromY, int size);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // _GAME_RENDER_TERRAIN_H
|
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,266 @@
|
||||
/*
|
||||
-----------------------------------------------------------------------------
|
||||
This source file is part of OGRE
|
||||
(Object-oriented Graphics Rendering Engine)
|
||||
For the latest info, see http://www.ogre3d.org/
|
||||
|
||||
Copyright (c) 2000-2011 Torus Knot Software Ltd
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
-----------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#ifndef __Ogre_TerrainMaterialGeneratorB_H__
|
||||
#define __Ogre_TerrainMaterialGeneratorB_H__
|
||||
|
||||
#include "OgreTerrainPrerequisites.h"
|
||||
#include "OgreTerrainMaterialGenerator.h"
|
||||
#include "OgreGpuProgramParams.h"
|
||||
|
||||
namespace Ogre
|
||||
{
|
||||
class PSSMShadowCameraSetup;
|
||||
|
||||
/** \addtogroup Optional Components
|
||||
* @{
|
||||
*/
|
||||
/** \addtogroup Terrain
|
||||
* Some details on the terrain component
|
||||
* @{
|
||||
*/
|
||||
|
||||
|
||||
/** A TerrainMaterialGenerator which can cope with normal mapped, specular mapped
|
||||
terrain.
|
||||
@note Requires the Cg plugin to render correctly
|
||||
*/
|
||||
class TerrainMaterialGeneratorB : public TerrainMaterialGenerator
|
||||
{
|
||||
public:
|
||||
TerrainMaterialGeneratorB();
|
||||
~TerrainMaterialGeneratorB();
|
||||
|
||||
/** Shader model 2 profile target.
|
||||
*/
|
||||
class SM2Profile : public TerrainMaterialGenerator::Profile
|
||||
{
|
||||
public:
|
||||
SM2Profile(TerrainMaterialGenerator* parent, const String& name, const String& desc);
|
||||
~SM2Profile();
|
||||
|
||||
bool isVertexCompressionSupported() const {return false;}
|
||||
|
||||
MaterialPtr generate(const Terrain* terrain);
|
||||
MaterialPtr generateForCompositeMap(const Terrain* terrain);
|
||||
uint8 getMaxLayers(const Terrain* terrain) const;
|
||||
void updateParams(const MaterialPtr& mat, const Terrain* terrain);
|
||||
void updateParamsForCompositeMap(const MaterialPtr& mat, const Terrain* terrain);
|
||||
void requestOptions(Terrain* terrain);
|
||||
|
||||
/** Whether to support normal mapping per layer in the shader (default true).
|
||||
*/
|
||||
bool isLayerNormalMappingEnabled() const { return mLayerNormalMappingEnabled; }
|
||||
/** Whether to support normal mapping per layer in the shader (default true).
|
||||
*/
|
||||
void setLayerNormalMappingEnabled(bool enabled);
|
||||
/** Whether to support parallax mapping per layer in the shader (default true).
|
||||
*/
|
||||
bool isLayerParallaxMappingEnabled() const { return mLayerParallaxMappingEnabled; }
|
||||
/** Whether to support parallax mapping per layer in the shader (default true).
|
||||
*/
|
||||
void setLayerParallaxMappingEnabled(bool enabled);
|
||||
/** Whether to support specular mapping per layer in the shader (default true).
|
||||
*/
|
||||
bool isLayerSpecularMappingEnabled() const { return mLayerSpecularMappingEnabled; }
|
||||
/** Whether to support specular mapping per layer in the shader (default true).
|
||||
*/
|
||||
void setLayerSpecularMappingEnabled(bool enabled);
|
||||
/** Whether to support a global colour map over the terrain in the shader,
|
||||
if it's present (default true).
|
||||
*/
|
||||
bool isGlobalColourMapEnabled() const { return mGlobalColourMapEnabled; }
|
||||
/** Whether to support a global colour map over the terrain in the shader,
|
||||
if it's present (default true).
|
||||
*/
|
||||
void setGlobalColourMapEnabled(bool enabled);
|
||||
/** Whether to support a light map over the terrain in the shader,
|
||||
if it's present (default true).
|
||||
*/
|
||||
bool isLightmapEnabled() const { return mLightmapEnabled; }
|
||||
/** Whether to support a light map over the terrain in the shader,
|
||||
if it's present (default true).
|
||||
*/
|
||||
void setLightmapEnabled(bool enabled);
|
||||
/** Whether to use the composite map to provide a lower LOD technique
|
||||
in the distance (default true).
|
||||
*/
|
||||
bool isCompositeMapEnabled() const { return mCompositeMapEnabled; }
|
||||
/** Whether to use the composite map to provide a lower LOD technique
|
||||
in the distance (default true).
|
||||
*/
|
||||
void setCompositeMapEnabled(bool enabled);
|
||||
/** Whether to support dynamic texture shadows received from other
|
||||
objects, on the terrain (default true).
|
||||
*/
|
||||
bool getReceiveDynamicShadowsEnabled() const { return mReceiveDynamicShadows; }
|
||||
/** Whether to support dynamic texture shadows received from other
|
||||
objects, on the terrain (default true).
|
||||
*/
|
||||
void setReceiveDynamicShadowsEnabled(bool enabled);
|
||||
|
||||
/** Whether to use PSSM support dynamic texture shadows, and if so the
|
||||
settings to use (default 0).
|
||||
*/
|
||||
void setReceiveDynamicShadowsPSSM(PSSMShadowCameraSetup* pssmSettings);
|
||||
/** Whether to use PSSM support dynamic texture shadows, and if so the
|
||||
settings to use (default 0).
|
||||
*/
|
||||
PSSMShadowCameraSetup* getReceiveDynamicShadowsPSSM() const { return mPSSM; }
|
||||
/** Whether to use depth shadows (default false).
|
||||
*/
|
||||
void setReceiveDynamicShadowsDepth(bool enabled);
|
||||
/** Whether to use depth shadows (default false).
|
||||
*/
|
||||
bool getReceiveDynamicShadowsDepth() const { return mDepthShadows; }
|
||||
/** Whether to use shadows on low LOD material rendering (when using composite map) (default false).
|
||||
*/
|
||||
void setReceiveDynamicShadowsLowLod(bool enabled);
|
||||
/** Whether to use shadows on low LOD material rendering (when using composite map) (default false).
|
||||
*/
|
||||
bool getReceiveDynamicShadowsLowLod() const { return mLowLodShadows; }
|
||||
|
||||
int getNumberOfLightsSupported() const;
|
||||
|
||||
/// Internal
|
||||
bool _isSM3Available() const { return mSM3Available; }
|
||||
|
||||
protected:
|
||||
|
||||
enum TechniqueType
|
||||
{
|
||||
HIGH_LOD,
|
||||
LOW_LOD,
|
||||
RENDER_COMPOSITE_MAP
|
||||
};
|
||||
void addTechnique(const MaterialPtr& mat, const Terrain* terrain, TechniqueType tt);
|
||||
|
||||
/// Interface definition for helper class to generate shaders
|
||||
class ShaderHelper : public TerrainAlloc
|
||||
{
|
||||
public:
|
||||
ShaderHelper() {}
|
||||
virtual ~ShaderHelper() {}
|
||||
virtual HighLevelGpuProgramPtr generateVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
virtual HighLevelGpuProgramPtr generateFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
virtual void updateParams(const SM2Profile* prof, const MaterialPtr& mat, const Terrain* terrain, bool compositeMap);
|
||||
protected:
|
||||
virtual String getVertexProgramName(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
virtual String getFragmentProgramName(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
virtual HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) = 0;
|
||||
virtual HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt) = 0;
|
||||
virtual void generateVertexProgramSource(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
virtual void generateFragmentProgramSource(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
virtual void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
|
||||
virtual void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
|
||||
virtual void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) = 0;
|
||||
virtual void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) = 0;
|
||||
virtual void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
|
||||
virtual void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) = 0;
|
||||
virtual void defaultVpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog);
|
||||
virtual void defaultFpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog);
|
||||
virtual void updateVpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params);
|
||||
virtual void updateFpParams(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const GpuProgramParametersSharedPtr& params);
|
||||
static String getChannel(uint idx);
|
||||
|
||||
size_t mShadowSamplerStartHi;
|
||||
size_t mShadowSamplerStartLo;
|
||||
|
||||
};
|
||||
|
||||
/// Utility class to help with generating shaders for Cg / HLSL.
|
||||
class ShaderHelperCg : public ShaderHelper
|
||||
{
|
||||
protected:
|
||||
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
|
||||
void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream);
|
||||
void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
uint generateVpDynamicShadowsParams(uint texCoordStart, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
void generateVpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
void generateFpDynamicShadowsHelpers(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
void generateFpDynamicShadowsParams(uint* texCoord, uint* sampler, const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
void generateFpDynamicShadows(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream);
|
||||
};
|
||||
|
||||
class ShaderHelperHLSL : public ShaderHelperCg
|
||||
{
|
||||
protected:
|
||||
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
};
|
||||
|
||||
/// Utility class to help with generating shaders for GLSL.
|
||||
class ShaderHelperGLSL : public ShaderHelper
|
||||
{
|
||||
protected:
|
||||
HighLevelGpuProgramPtr createVertexProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
HighLevelGpuProgramPtr createFragmentProgram(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt);
|
||||
void generateVpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
|
||||
void generateFpHeader(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
|
||||
void generateVpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) {}
|
||||
void generateFpLayer(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, uint layer, StringUtil::StrStreamType& outStream) {}
|
||||
void generateVpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
|
||||
void generateFpFooter(const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, StringUtil::StrStreamType& outStream) {}
|
||||
};
|
||||
|
||||
ShaderHelper* mShaderGen;
|
||||
bool mLayerNormalMappingEnabled;
|
||||
bool mLayerParallaxMappingEnabled;
|
||||
bool mLayerSpecularMappingEnabled;
|
||||
bool mGlobalColourMapEnabled;
|
||||
bool mLightmapEnabled;
|
||||
bool mCompositeMapEnabled;
|
||||
bool mReceiveDynamicShadows;
|
||||
PSSMShadowCameraSetup* mPSSM;
|
||||
bool mDepthShadows;
|
||||
bool mLowLodShadows;
|
||||
bool mSM3Available;
|
||||
|
||||
bool isShadowingEnabled(TechniqueType tt, const Terrain* terrain) const;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
/** @} */
|
||||
/** @} */
|
||||
|
||||
|
||||
}
|
||||
|
||||
#endif
|
@ -0,0 +1,95 @@
|
||||
#include "water.hpp"
|
||||
|
||||
namespace MWRender
|
||||
{
|
||||
|
||||
Water::Water (Ogre::Camera *camera, const ESM::Cell* cell) :
|
||||
mCamera (camera), mViewport (camera->getViewport()), mSceneManager (camera->getSceneManager()),
|
||||
mIsUnderwater(false)
|
||||
{
|
||||
try
|
||||
{
|
||||
Ogre::CompositorManager::getSingleton().addCompositor(mViewport, "Water", -1);
|
||||
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
|
||||
} catch(...) {}
|
||||
|
||||
mTop = cell->water;
|
||||
|
||||
mIsUnderwater = false;
|
||||
|
||||
mWaterPlane = Ogre::Plane(Ogre::Vector3::UNIT_Y, 0);
|
||||
|
||||
Ogre::MeshManager::getSingleton().createPlane("water", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, CELL_SIZE*5, CELL_SIZE * 5, 10, 10, true, 1, 3,5, Ogre::Vector3::UNIT_Z);
|
||||
|
||||
mWater = mSceneManager->createEntity("water");
|
||||
|
||||
mWater->setMaterialName("Examples/Water0");
|
||||
|
||||
mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode();
|
||||
mWaterNode->setPosition(0, mTop, 0);
|
||||
|
||||
if(!(cell->data.flags & cell->Interior))
|
||||
{
|
||||
mWaterNode->setPosition(getSceneNodeCoordinates(cell->data.gridX, cell->data.gridY));
|
||||
}
|
||||
mWaterNode->attachObject(mWater);
|
||||
}
|
||||
|
||||
|
||||
Water::~Water()
|
||||
{
|
||||
Ogre::MeshManager::getSingleton().remove("water");
|
||||
|
||||
mWaterNode->detachObject(mWater);
|
||||
mSceneManager->destroyEntity(mWater);
|
||||
mSceneManager->destroySceneNode(mWaterNode);
|
||||
|
||||
Ogre::CompositorManager::getSingleton().removeCompositorChain(mViewport);
|
||||
}
|
||||
|
||||
void Water::changeCell(const ESM::Cell* cell)
|
||||
{
|
||||
mTop = cell->water;
|
||||
|
||||
if(!(cell->data.flags & cell->Interior))
|
||||
mWaterNode->setPosition(getSceneNodeCoordinates(cell->data.gridX, cell->data.gridY));
|
||||
else
|
||||
setHeight(mTop);
|
||||
}
|
||||
|
||||
void Water::setHeight(const float height)
|
||||
{
|
||||
mTop = height;
|
||||
mWaterNode->setPosition(0, height, 0);
|
||||
}
|
||||
|
||||
void Water::toggle()
|
||||
{
|
||||
mWater->setVisible(!mWater->getVisible());
|
||||
}
|
||||
|
||||
void Water::checkUnderwater(float y)
|
||||
{
|
||||
if ((mIsUnderwater && y > mTop) || !mWater->isVisible())
|
||||
{
|
||||
try {
|
||||
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
|
||||
} catch(...) {}
|
||||
mIsUnderwater = false;
|
||||
}
|
||||
|
||||
if (!mIsUnderwater && y < mTop && mWater->isVisible())
|
||||
{
|
||||
try {
|
||||
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", true);
|
||||
} catch(...) {}
|
||||
mIsUnderwater = true;
|
||||
}
|
||||
}
|
||||
|
||||
Ogre::Vector3 Water::getSceneNodeCoordinates(int gridX, int gridY)
|
||||
{
|
||||
return Ogre::Vector3(gridX * CELL_SIZE + (CELL_SIZE / 2), mTop, -gridY * CELL_SIZE - (CELL_SIZE / 2));
|
||||
}
|
||||
|
||||
} // namespace
|
@ -0,0 +1,40 @@
|
||||
#ifndef GAME_MWRENDER_WATER_H
|
||||
#define GAME_MWRENDER_WATER_H
|
||||
|
||||
#include <Ogre.h>
|
||||
#include <components/esm/loadcell.hpp>
|
||||
|
||||
namespace MWRender {
|
||||
|
||||
/// Water rendering
|
||||
class Water : Ogre::RenderTargetListener, Ogre::Camera::Listener
|
||||
{
|
||||
static const int CELL_SIZE = 8192;
|
||||
Ogre::Camera *mCamera;
|
||||
Ogre::SceneManager *mSceneManager;
|
||||
Ogre::Viewport *mViewport;
|
||||
|
||||
Ogre::Plane mWaterPlane;
|
||||
Ogre::SceneNode *mWaterNode;
|
||||
Ogre::Entity *mWater;
|
||||
|
||||
bool mIsUnderwater;
|
||||
int mTop;
|
||||
|
||||
Ogre::Vector3 getSceneNodeCoordinates(int gridX, int gridY);
|
||||
|
||||
public:
|
||||
Water (Ogre::Camera *camera, const ESM::Cell* cell);
|
||||
~Water();
|
||||
|
||||
void toggle();
|
||||
|
||||
void checkUnderwater(float y);
|
||||
void changeCell(const ESM::Cell* cell);
|
||||
void setHeight(const float height);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
@ -0,0 +1,13 @@
|
||||
project(resources)
|
||||
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/caustic_0.png "${OpenMW_BINARY_DIR}/resources/water/caustic_0.png" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Example_Fresnel.cg "${OpenMW_BINARY_DIR}/resources/water/Example_Fresnel.cg" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Example_FresnelPS.asm "${OpenMW_BINARY_DIR}/resources/water/Example_FresnelPS.asm" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/GlassFP.cg "${OpenMW_BINARY_DIR}/resources/water/GlassFP.cg" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/GlassVP.cg "${OpenMW_BINARY_DIR}/resources/water/GlassVP.cg" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/perlinvolume.dds "${OpenMW_BINARY_DIR}/resources/water/perlinvolume.dds" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Water02.jpg "${OpenMW_BINARY_DIR}/resources/water/Water02.jpg" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.compositor "${OpenMW_BINARY_DIR}/resources/water/water.compositor" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/waves2.dds "${OpenMW_BINARY_DIR}/resources/water/waves2.dds" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Examples-Water.material "${OpenMW_BINARY_DIR}/resources/water/Examples-Water.material" COPYONLY)
|
||||
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/WaterNormal1.tga "${OpenMW_BINARY_DIR}/resources/water/WaterNormal1.tga" COPYONLY)
|
Binary file not shown.
@ -0,0 +1,116 @@
|
||||
// Vertex program for fresnel reflections / refractions
|
||||
void main_vp(
|
||||
float4 pos : POSITION,
|
||||
float4 normal : NORMAL,
|
||||
float2 tex : TEXCOORD0,
|
||||
|
||||
out float4 oPos : POSITION,
|
||||
out float3 noiseCoord : TEXCOORD0,
|
||||
out float4 projectionCoord : TEXCOORD1,
|
||||
out float3 oEyeDir : TEXCOORD2,
|
||||
out float3 oNormal : TEXCOORD3,
|
||||
|
||||
uniform float4x4 worldViewProjMatrix,
|
||||
uniform float3 eyePosition, // object space
|
||||
uniform float timeVal,
|
||||
uniform float scale, // the amount to scale the noise texture by
|
||||
uniform float scroll, // the amount by which to scroll the noise
|
||||
uniform float noise // the noise perturb as a factor of the time
|
||||
)
|
||||
{
|
||||
oPos = mul(worldViewProjMatrix, pos);
|
||||
// Projective texture coordinates, adjust for mapping
|
||||
float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
|
||||
0,-0.5, 0, 0.5,
|
||||
0, 0, 0.5, 0.5,
|
||||
0, 0, 0, 1);
|
||||
projectionCoord = mul(scalemat, oPos);
|
||||
// Noise map coords
|
||||
noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
|
||||
noiseCoord.z = noise * timeVal;
|
||||
|
||||
oEyeDir = normalize(pos.xyz - eyePosition);
|
||||
oNormal = normal.rgb;
|
||||
|
||||
}
|
||||
|
||||
// Fragment program for distorting a texture using a 3D noise texture
|
||||
void main_fp(
|
||||
float3 noiseCoord : TEXCOORD0,
|
||||
float4 projectionCoord : TEXCOORD1,
|
||||
float3 eyeDir : TEXCOORD2,
|
||||
float3 normal : TEXCOORD3,
|
||||
|
||||
out float4 col : COLOR,
|
||||
|
||||
uniform float4 tintColour,
|
||||
uniform float noiseScale,
|
||||
uniform float fresnelBias,
|
||||
uniform float fresnelScale,
|
||||
uniform float fresnelPower,
|
||||
uniform sampler2D waterTex : register(s0),
|
||||
uniform sampler2D noiseMap : register(s1),
|
||||
uniform sampler2D reflectMap : register(s2),
|
||||
uniform sampler2D refractMap : register(s3)
|
||||
)
|
||||
{
|
||||
// Do the tex projection manually so we can distort _after_
|
||||
float2 final = projectionCoord.xy / projectionCoord.w;
|
||||
|
||||
// Noise
|
||||
float3 noiseNormal = (tex2D(noiseMap, (noiseCoord.xy / 5)).rgb - 0.5).rbg * noiseScale;
|
||||
final += noiseNormal.xz;
|
||||
|
||||
// Fresnel
|
||||
//normal = normalize(normal + noiseNormal.xz);
|
||||
float fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
|
||||
|
||||
// Reflection / refraction
|
||||
float4 reflectionColour = tex2D(reflectMap, final);
|
||||
float4 refractionColour = tex2D(refractMap, final) + tintColour;
|
||||
|
||||
// Final colour
|
||||
col = lerp(refractionColour, reflectionColour, fresnel) * tex2D(waterTex, noiseNormal) / 3 ;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Old version to match ATI PS 1.3 implementation
|
||||
void main_vp_old(
|
||||
float4 pos : POSITION,
|
||||
float4 normal : NORMAL,
|
||||
float2 tex : TEXCOORD0,
|
||||
|
||||
out float4 oPos : POSITION,
|
||||
out float fresnel : COLOR,
|
||||
out float3 noiseCoord : TEXCOORD0,
|
||||
out float4 projectionCoord : TEXCOORD1,
|
||||
|
||||
uniform float4x4 worldViewProjMatrix,
|
||||
uniform float3 eyePosition, // object space
|
||||
uniform float fresnelBias,
|
||||
uniform float fresnelScale,
|
||||
uniform float fresnelPower,
|
||||
uniform float timeVal,
|
||||
uniform float scale, // the amount to scale the noise texture by
|
||||
uniform float scroll, // the amount by which to scroll the noise
|
||||
uniform float noise // the noise perturb as a factor of the time
|
||||
)
|
||||
{
|
||||
oPos = mul(worldViewProjMatrix, pos);
|
||||
// Projective texture coordinates, adjust for mapping
|
||||
float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
|
||||
0,-0.5, 0, 0.5,
|
||||
0, 0, 0.5, 0.5,
|
||||
0, 0, 0, 1);
|
||||
projectionCoord = mul(scalemat, oPos);
|
||||
// Noise map coords
|
||||
noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
|
||||
noiseCoord.z = noise * timeVal;
|
||||
|
||||
// calc fresnel factor (reflection coefficient)
|
||||
float3 eyeDir = normalize(pos.xyz - eyePosition);
|
||||
fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
|
||||
|
||||
}
|
@ -0,0 +1,72 @@
|
||||
ps.1.4
|
||||
// conversion from Cg generated ARB_fragment_program to ps.1.4 by NFZ
|
||||
// command line args: -profile arbfp1 -entry main_fp
|
||||
// program main_fp
|
||||
// c0 : distortionRange
|
||||
// c1 : tintColour
|
||||
// testure 0 : noiseMap
|
||||
// texture 1 : reflectMap
|
||||
// texture 2 : refractMap
|
||||
// v0.x : fresnel
|
||||
// t0.xyz : noiseCoord
|
||||
// t1.xyw : projectionCoord
|
||||
|
||||
def c2, 2, 1, 0, 0
|
||||
|
||||
// Cg: distort.x = tex3D(noiseMap, noiseCoord).x;
|
||||
// arbfp1: TEX R0.x, fragment.texcoord[0], texture[0], 3D;
|
||||
// sample noise map using noiseCoord in TEX unit 0
|
||||
|
||||
texld r0, t0.xyz
|
||||
|
||||
// get projected texture coordinates from TEX coord 1
|
||||
// will be used in phase 2
|
||||
|
||||
texcrd r1.xy, t1_dw.xyw
|
||||
mov r1.z, c2.y
|
||||
|
||||
// Cg: distort.y = tex3D(noiseMap, noiseCoord + yoffset).x;
|
||||
// arbfp1: ADD R1.xyz, fragment.texcoord[0], c1;
|
||||
// arbfp1: TEX R1.x, R1, texture[0], 3D;
|
||||
// arbfp1: MOV R0.y, R1.x;
|
||||
|
||||
// Cg: distort = (distort * 2 - 1) * distortionRange;
|
||||
// arbfp1: MAD R0.xy, R0, c0.x, -c0.y;
|
||||
// arbfp1: MUL R0.xy, R0, u0.x;
|
||||
// (distort * 2 - 1) same as 2*(distort -.5) so use _bx2
|
||||
|
||||
|
||||
// Cg: final = projectionCoord.xy / projectionCoord.w;
|
||||
// Cg: final += distort;
|
||||
// arbfp1: RCP R0.w, fragment.texcoord[1].w;
|
||||
// arbfp1: MAD R0.xy, fragment.texcoord[1], R0.w, R0;
|
||||
// final = (distort * projectionCoord.w) + projectionCoord.xy
|
||||
// for ps.1.4 have to re-arrange things a bit to perturb projected texture coordinates
|
||||
|
||||
mad r0.xyz, r0_bx2, c0.x, r1
|
||||
|
||||
phase
|
||||
|
||||
// do dependant texture reads
|
||||
// Cg: reflectionColour = tex2D(reflectMap, final);
|
||||
// arbfp1: TEX R0, R0, texture[1], 2D;
|
||||
// sampe reflectMap using dependant read : texunit 1
|
||||
|
||||
texld r1, r0.xyz
|
||||
|
||||
// Cg: refractionColour = tex2D(refractMap, final) + tintColour;
|
||||
// arbfp1: TEX R1, R0, texture[2], 2D;
|
||||
// sample refractMap : texunit 2
|
||||
|
||||
texld r2, r0.xyz
|
||||
|
||||
// adding tintColour that is in global c1
|
||||
// arbfp1: ADD R1, R1, u1;
|
||||
|
||||
add r2, r2, c1
|
||||
|
||||
// Cg: col = lerp(refractionColour, reflectionColour, fresnel);
|
||||
// arbfp1: ADD R0, R0, -R1;
|
||||
// arbfp1: MAD result.color, fragment.color.primary.x, R0, R1;
|
||||
|
||||
lrp r0, v0.x, r1, r2
|
@ -0,0 +1,149 @@
|
||||
|
||||
vertex_program Water/GlassVP cg
|
||||
{
|
||||
source GlassVP.cg
|
||||
entry_point glass_vp
|
||||
profiles vs_1_1 arbvp1
|
||||
|
||||
default_params
|
||||
{
|
||||
param_named_auto worldViewProj worldviewproj_matrix
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
fragment_program Water/GlassFP cg
|
||||
{
|
||||
source GlassFP.cg
|
||||
entry_point main_ps
|
||||
profiles ps_2_0 arbfp1
|
||||
}
|
||||
|
||||
material Water/Compositor
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
depth_check off
|
||||
vertex_program_ref Water/GlassVP
|
||||
{
|
||||
param_named_auto timeVal time 0.25
|
||||
param_named scale float 0.1
|
||||
}
|
||||
|
||||
fragment_program_ref Water/GlassFP
|
||||
{
|
||||
param_named tintColour float4 0 0.35 0.35 1
|
||||
}
|
||||
|
||||
texture_unit RT
|
||||
{
|
||||
tex_coord_set 0
|
||||
tex_address_mode clamp
|
||||
filtering linear linear linear
|
||||
}
|
||||
|
||||
texture_unit
|
||||
{
|
||||
texture WaterNormal1.tga 2d
|
||||
tex_coord_set 1
|
||||
//tex_address_mode clamp
|
||||
filtering linear linear linear
|
||||
}
|
||||
texture_unit
|
||||
{
|
||||
texture caustic_0.png 2d
|
||||
tex_coord_set 2
|
||||
//tex_address_mode clamp
|
||||
filtering linear linear linear
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
vertex_program Water/RefractReflectVP cg
|
||||
{
|
||||
source Example_Fresnel.cg
|
||||
entry_point main_vp
|
||||
profiles vs_1_1 arbvp1
|
||||
}
|
||||
vertex_program Water/RefractReflectVPold cg
|
||||
{
|
||||
source Example_Fresnel.cg
|
||||
entry_point main_vp_old
|
||||
profiles vs_1_1 arbvp1
|
||||
}
|
||||
|
||||
fragment_program Water/RefractReflectFP cg
|
||||
{
|
||||
source Example_Fresnel.cg
|
||||
entry_point main_fp
|
||||
// sorry, ps_1_1 and fp20 can't do this
|
||||
profiles ps_2_0 arbfp1
|
||||
}
|
||||
|
||||
fragment_program Water/RefractReflectPS asm
|
||||
{
|
||||
source Example_FresnelPS.asm
|
||||
// sorry, only for ps_1_4 :)
|
||||
syntax ps_1_4
|
||||
|
||||
}
|
||||
material Examples/Water0
|
||||
{
|
||||
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
//
|
||||
|
||||
depth_write off
|
||||
vertex_program_ref Water/RefractReflectVP
|
||||
{
|
||||
param_named_auto worldViewProjMatrix worldviewproj_matrix
|
||||
param_named_auto eyePosition camera_position_object_space
|
||||
param_named_auto timeVal time 0.15
|
||||
param_named scroll float 1
|
||||
param_named scale float 1
|
||||
param_named noise float 1
|
||||
// scroll and noisePos will need updating per frame
|
||||
}
|
||||
fragment_program_ref Water/RefractReflectFP
|
||||
{
|
||||
param_named fresnelBias float -0.1
|
||||
param_named fresnelScale float 0.8
|
||||
param_named fresnelPower float 20
|
||||
param_named tintColour float4 1 1 1 1
|
||||
param_named noiseScale float 0.05
|
||||
}
|
||||
// Water
|
||||
scene_blend alpha_blend
|
||||
texture_unit
|
||||
{
|
||||
|
||||
// Water texture
|
||||
texture Water02.jpg
|
||||
// min / mag filtering, no mip
|
||||
filtering linear linear none
|
||||
alpha_op_ex source1 src_manual src_current 0.9
|
||||
|
||||
}
|
||||
// Noise
|
||||
texture_unit
|
||||
{
|
||||
alpha_op_ex source1 src_manual src_current 0.9
|
||||
// Perlin noise volume
|
||||
texture waves2.dds
|
||||
// min / mag filtering, no mip
|
||||
filtering linear linear none
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -0,0 +1,15 @@
|
||||
sampler RT : register(s0);
|
||||
sampler NormalMap : register(s1);
|
||||
sampler CausticMap : register(s2);
|
||||
|
||||
float4 main_ps(float2 iTexCoord : TEXCOORD0,
|
||||
float3 noiseCoord : TEXCOORD1,
|
||||
uniform float4 tintColour) : COLOR
|
||||
{
|
||||
float4 normal = tex2D(NormalMap, noiseCoord);
|
||||
|
||||
|
||||
return tex2D(RT, iTexCoord + normal.xy * 0.05) +
|
||||
(tex2D(CausticMap, noiseCoord) / 5) +
|
||||
tintColour ;
|
||||
}
|
@ -0,0 +1,24 @@
|
||||
void glass_vp
|
||||
(
|
||||
in float4 inPos : POSITION,
|
||||
|
||||
out float4 pos : POSITION,
|
||||
out float2 uv0 : TEXCOORD0,
|
||||
out float4 noiseCoord : TEXCOORD1,
|
||||
|
||||
uniform float4x4 worldViewProj,
|
||||
uniform float timeVal,
|
||||
uniform float scale
|
||||
)
|
||||
{
|
||||
// Use standardise transform, so work accord with render system specific (RS depth, requires texture flipping, etc)
|
||||
pos = mul(worldViewProj, inPos);
|
||||
|
||||
// The input positions adjusted by texel offsets, so clean up inaccuracies
|
||||
inPos.xy = sign(inPos.xy);
|
||||
|
||||
// Convert to image-space
|
||||
uv0 = (float2(inPos.x, -inPos.y) + 1.0f) * 0.5f;
|
||||
noiseCoord = (pos + timeVal) * scale;
|
||||
}
|
||||
|
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@ -0,0 +1,21 @@
|
||||
compositor Water
|
||||
{
|
||||
technique
|
||||
{
|
||||
texture rt0 target_width target_height PF_R8G8B8
|
||||
|
||||
target rt0 { input previous }
|
||||
|
||||
target_output
|
||||
{
|
||||
// Start with clear output
|
||||
input none
|
||||
|
||||
pass render_quad
|
||||
{
|
||||
material Water/Compositor
|
||||
input 0 rt0
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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Loading…
Reference in New Issue