Refraction can be disabled separately now

actorid
scrawl 12 years ago
parent a29919d02d
commit 3772cd9257

@ -123,6 +123,7 @@ namespace MWGui
getWidget(mInvertYButton, "InvertYButton");
getWidget(mUISensitivitySlider, "UISensitivitySlider");
getWidget(mCameraSensitivitySlider, "CameraSensitivitySlider");
getWidget(mRefractionButton, "RefractionButton");
mSubtitlesButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled);
mCrosshairButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled);
@ -133,6 +134,7 @@ namespace MWGui
mShaderModeButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onShaderModeToggled);
mFullscreenButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled);
mWaterShaderButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled);
mRefractionButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled);
mReflectObjectsButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled);
mReflectTerrainButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled);
mReflectActorsButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled);
@ -248,6 +250,8 @@ namespace MWGui
mShadersButton->setCaption (Settings::Manager::getBool("shaders", "Objects") ? "on" : "off");
mShaderModeButton->setCaption (Settings::Manager::getString("shader mode", "General"));
mRefractionButton->setCaption (Settings::Manager::getBool("refraction", "Water") ? "on" : "off");
if (!MWRender::RenderingManager::waterShaderSupported())
{
mWaterShaderButton->setEnabled(false);
@ -376,6 +380,8 @@ namespace MWGui
{
if (_sender == mWaterShaderButton)
Settings::Manager::setBool("shader", "Water", newState);
else if (_sender == mRefractionButton)
Settings::Manager::setBool("refraction", "Water", newState);
else if (_sender == mUnderwaterButton)
{
Settings::Manager::setBool("underwater effect", "Water", newState);

@ -51,6 +51,7 @@ namespace MWGui
MyGUI::Button* mShadersButton;
MyGUI::Button* mShaderModeButton;
MyGUI::Button* mUnderwaterButton;
MyGUI::Button* mRefractionButton;
MyGUI::Button* mShadowsEnabledButton;
MyGUI::Button* mShadowsLargeDistance;

@ -135,8 +135,7 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
sh::Factory::getInstance ().setSharedParameter ("waterTimer", sh::makeProperty<sh::FloatValue>(new sh::FloatValue(0)));
sh::Factory::getInstance ().setSharedParameter ("windDir_windSpeed", sh::makeProperty<sh::Vector3>(new sh::Vector3(0.5, -0.8, 0.2)));
sh::Factory::getInstance ().setSharedParameter ("waterSunFade_sunHeight", sh::makeProperty<sh::Vector2>(new sh::Vector2(1, 0.6)));
sh::Factory::getInstance ().setSharedParameter ("gammaCorrection", sh::makeProperty<sh::FloatValue>(new sh::FloatValue(
1.f)));
sh::Factory::getInstance ().setGlobalSetting ("refraction", Settings::Manager::getBool("refraction", "Water") ? "true" : "false");
applyCompositors();
@ -757,6 +756,7 @@ Compositors* RenderingManager::getCompositors()
void RenderingManager::processChangedSettings(const Settings::CategorySettingVector& settings)
{
bool changeRes = false;
bool rebuild = false; // rebuild static geometry (necessary after any material changes)
for (Settings::CategorySettingVector::const_iterator it=settings.begin();
it != settings.end(); ++it)
{
@ -794,18 +794,23 @@ void RenderingManager::processChangedSettings(const Settings::CategorySettingVec
applyCompositors();
sh::Factory::getInstance ().setGlobalSetting ("mrt_output", useMRT() ? "true" : "false");
sh::Factory::getInstance ().setGlobalSetting ("simple_water", Settings::Manager::getBool("shader", "Water") ? "false" : "true");
mObjects.rebuildStaticGeometry ();
rebuild = true;
mRendering.getViewport ()->setClearEveryFrame (true);
}
else if (it->second == "refraction" && it->first == "Water")
{
sh::Factory::getInstance ().setGlobalSetting ("refraction", Settings::Manager::getBool("refraction", "Water") ? "true" : "false");
rebuild = true;
}
else if (it->second == "underwater effect" && it->first == "Water")
{
sh::Factory::getInstance ().setGlobalSetting ("underwater_effects", Settings::Manager::getString("underwater effect", "Water"));
mObjects.rebuildStaticGeometry ();
rebuild = true;
}
else if (it->second == "shaders" && it->first == "Objects")
{
sh::Factory::getInstance ().setShadersEnabled (Settings::Manager::getBool("shaders", "Objects"));
mObjects.rebuildStaticGeometry ();
rebuild = true;
}
else if (it->second == "shader mode" && it->first == "General")
{
@ -818,13 +823,13 @@ void RenderingManager::processChangedSettings(const Settings::CategorySettingVec
else
lang = sh::Language_CG;
sh::Factory::getInstance ().setCurrentLanguage (lang);
mObjects.rebuildStaticGeometry ();
rebuild = true;
}
else if (it->first == "Shadows")
{
mShadows->recreate ();
mObjects.rebuildStaticGeometry ();
rebuild = true;
}
}
@ -842,6 +847,9 @@ void RenderingManager::processChangedSettings(const Settings::CategorySettingVec
if (mWater)
mWater->processChangedSettings(settings);
if (rebuild)
mObjects.rebuildStaticGeometry();
}
void RenderingManager::setMenuTransparency(float val)

@ -430,9 +430,12 @@ void Water::applyRTT()
delete mRefraction;
mRefraction = NULL;
if (Settings::Manager::getBool("refraction", "Water"))
{
mRefraction = new Refraction(mCamera);
mRefraction->setHeight(mTop);
}
}
void Water::applyVisibilityMask()
{
@ -456,6 +459,7 @@ void Water::processChangedSettings(const Settings::CategorySettingVector& settin
{
if ( it->first == "Water" && (
it->second == "shader"
|| it->second == "refraction"
|| it->second == "rtt size"))
applyRT = true;

@ -1,9 +1,3 @@
//#define gammaCorrectRead(v) pow(max(v, 0.00001f), float3(gammaCorrection,gammaCorrection,gammaCorrection))
//#define gammaCorrectOutput(v) pow(max(v, 0.00001f), float3(1.f/gammaCorrection,1.f/gammaCorrection,1.f/gammaCorrection))
#define gammaCorrectRead(v) v
#define gammaCorrectOutput(v) v
#if SH_HLSL == 1 || SH_CG == 1
#define shTexture2D sampler2D

@ -112,8 +112,6 @@
shUniform(float, far) @shAutoConstant(far, far_clip_distance)
#endif
//shUniform(float, gammaCorrection) @shSharedParameter(gammaCorrection, gammaCorrection)
#if LIGHTING
shInput(float3, normalPassthrough)
shInput(float3, objSpacePositionPassthrough)
@ -180,7 +178,6 @@
SH_START_PROGRAM
{
shOutputColour(0) = shSample(diffuseMap, UV);
shOutputColour(0).xyz = gammaCorrectRead(shOutputColour(0).xyz);
#if LIGHTING
float3 normal = normalize(normalPassthrough);
@ -271,7 +268,7 @@
// regular fog only if fragment is above water
if (worldPos.y > waterLevel || waterEnabled != 1.f)
#endif
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, gammaCorrectRead(fogColour), fogValue);
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
#endif
// prevent negative colour output (for example with negative lights)
@ -286,11 +283,11 @@
float waterSunGradient = dot(eyeVec, -normalize(lightDirectionWS0.xyz));
waterSunGradient = shSaturate(pow(waterSunGradient*0.7+0.3,2.0));
float3 waterSunColour = gammaCorrectRead(float3(0.0,1.0,0.85)) *waterSunGradient * 0.5;
float3 waterSunColour = float3(0.0,1.0,0.85) *waterSunGradient * 0.5;
float waterGradient = dot(eyeVec, float3(0.0,-1.0,0.0));
waterGradient = clamp((waterGradient*0.5+0.5),0.2,1.0);
float3 watercolour = ( gammaCorrectRead(float3(0.0078, 0.5176, 0.700))+waterSunColour)*waterGradient*2.0;
float3 watercolour = ( float3(0.0078, 0.5176, 0.700)+waterSunColour)*waterGradient*2.0;
watercolour = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
watercolour = (cameraPos.y <= waterLevel) ? watercolour : watercolour*0.3;
@ -303,8 +300,6 @@
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, watercolour, fogAmount * isUnderwater * waterEnabled);
#endif
shOutputColour(0).xyz = gammaCorrectOutput(shOutputColour(0).xyz);
#if MRT
shOutputColour(1) = float4(depthPassthrough / far,1,1,1);
#endif

@ -137,8 +137,6 @@
shSampler2D(normalMap) // global normal map
//shUniform(float, gammaCorrection) @shSharedParameter(gammaCorrection, gammaCorrection)
@shForeach(@shPropertyString(num_blendmaps))
shSampler2D(blendMap@shIterator)
@ -254,9 +252,9 @@
#if IS_FIRST_PASS == 1 && @shIterator == 0
// first layer of first pass doesn't need a blend map
albedo = gammaCorrectRead(shSample(diffuseMap0, UV * 10).rgb);
albedo = shSample(diffuseMap0, UV * 10).rgb;
#else
albedo = shLerp(albedo, gammaCorrectRead(shSample(diffuseMap@shIterator, UV * 10).rgb), blendValues@shPropertyString(blendmap_component_@shIterator));
albedo = shLerp(albedo, shSample(diffuseMap@shIterator, UV * 10).rgb, blendValues@shPropertyString(blendmap_component_@shIterator));
#endif
@shEndForeach
@ -343,7 +341,7 @@
// regular fog only if fragment is above water
if (worldPos.y > waterLevel)
#endif
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, gammaCorrectRead(fogColour), fogValue);
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
#endif
// prevent negative colour output (for example with negative lights)
@ -358,12 +356,12 @@
float waterSunGradient = dot(eyeVec, -normalize(lightDirectionWS0.xyz));
waterSunGradient = shSaturate(pow(waterSunGradient*0.7+0.3,2.0));
float3 waterSunColour = gammaCorrectRead(float3(0.0,1.0,0.85))*waterSunGradient * 0.5;
float3 waterSunColour = float3(0.0,1.0,0.85)*waterSunGradient * 0.5;
float waterGradient = dot(eyeVec, float3(0.0,-1.0,0.0));
waterGradient = clamp((waterGradient*0.5+0.5),0.2,1.0);
float3 watercolour = (gammaCorrectRead(float3(0.0078, 0.5176, 0.700))+waterSunColour)*waterGradient*2.0;
float3 waterext = gammaCorrectRead(float3(0.6, 0.9, 1.0));//water extinction
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 = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
watercolour = (cameraPos.y <= waterLevel) ? watercolour : watercolour*0.3;
@ -376,8 +374,6 @@
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, watercolour, fogAmount * isUnderwater);
#endif
shOutputColour(0).xyz = gammaCorrectOutput(shOutputColour(0).xyz);
#if MRT
shOutputColour(1) = float4(depth / far,1,1,1);
#endif

@ -12,6 +12,9 @@ material Water
cull_hardware none
scene_blend alpha_blend
depth_write off
texture_unit reflectionMap
{
texture_alias WaterReflection

@ -62,6 +62,7 @@
// Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
#define RIPPLES 1
#define REFRACTION @shGlobalSettingBool(refraction)
#ifdef SH_VERTEX_SHADER
@ -123,9 +124,9 @@
#define REFR_BUMP 0.12 // refraction distortion amount
#define SCATTER_AMOUNT 3.0 // amount of sunlight scattering
#define SCATTER_COLOUR gammaCorrectRead(float3(0.0,1.0,0.95)) // colour of sunlight scattering
#define SCATTER_COLOUR float3(0.0,1.0,0.95) // colour of sunlight scattering
#define SUN_EXT gammaCorrectRead(float3(0.45, 0.55, 0.68)) //sunlight extinction
#define SUN_EXT float3(0.45, 0.55, 0.68) //sunlight extinction
#define SPEC_HARDNESS 256 // specular highlights hardness
@ -168,7 +169,9 @@
shUniform(float, far) @shAutoConstant(far, far_clip_distance)
shSampler2D(reflectionMap)
#if REFRACTION
shSampler2D(refractionMap)
#endif
shSampler2D(depthMap)
shSampler2D(normalMap)
@ -187,9 +190,6 @@
shUniform(float4, sunPosition) @shAutoConstant(sunPosition, light_position, 0)
shUniform(float4, sunSpecular) @shAutoConstant(sunSpecular, light_specular_colour, 0)
shUniform(float, gammaCorrection) @shSharedParameter(gammaCorrection, gammaCorrection)
shUniform(float, renderTargetFlipping) @shAutoConstant(renderTargetFlipping, render_target_flipping)
@ -255,7 +255,7 @@
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(float3(SCATTER_COLOUR)*gammaCorrectRead(float3(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
@ -264,32 +264,36 @@
fresnel = shSaturate(fresnel);
// reflection
float3 reflection = gammaCorrectRead(shSample(reflectionMap, screenCoords+(normal.xz*REFL_BUMP)).rgb);
float3 reflection = shSample(reflectionMap, screenCoords+(normal.xz*REFL_BUMP)).rgb;
// refraction
float3 R = reflect(vVec, normal);
float3 refraction = gammaCorrectRead(shSample(refractionMap, (screenCoords-(normal.xz*REFR_BUMP))*1.0).rgb);
#if REFRACTION
float3 refraction = shSample(refractionMap, (screenCoords-(normal.xz*REFR_BUMP))*1.0).rgb;
// brighten up the refraction underwater
refraction = (cameraPos.y < 0) ? shSaturate(refraction * 1.5) : refraction;
#endif
// specular
float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS);
#if REFRACTION
shOutputColour(0).xyz = shLerp( shLerp(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpecular.xyz;
#else
shOutputColour(0).xyz = reflection + specular * sunSpecular.xyz;
#endif
// fog
if (isUnderwater == 1)
{
float waterSunGradient = dot(-vVec, -lVec);
waterSunGradient = shSaturate(pow(waterSunGradient*0.7+0.3,2.0));
float3 waterSunColour = gammaCorrectRead(float3(0.0,1.0,0.85))*waterSunGradient * 0.5;
float3 waterSunColour = float3(0.0,1.0,0.85)*waterSunGradient * 0.5;
float waterGradient = dot(-vVec, float3(0.0,-1.0,0.0));
waterGradient = clamp((waterGradient*0.5+0.5),0.2,1.0);
float3 watercolour = (gammaCorrectRead(float3(0.0078, 0.5176, 0.700))+waterSunColour)*waterGradient*2.0;
float3 waterext = gammaCorrectRead(float3(0.6, 0.9, 1.0));//water extinction
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 = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
float darkness = VISIBILITY*2.0;
@ -302,11 +306,14 @@
else
{
float fogValue = shSaturate((length(cameraPos.xyz-position.xyz) - fogParams.y) * fogParams.w);
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, gammaCorrectRead(fogColor), fogValue);
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
}
shOutputColour(0).xyz = gammaCorrectOutput(shOutputColour(0).xyz);
#if REFRACTION
shOutputColour(0).w = 1;
#else
shOutputColour(0).w = shSaturate(fresnel + specular);
#endif
}
#endif

@ -285,6 +285,13 @@
<Property key="Caption" value="Underwater effects (caustics, fog)"/>
</Widget>
</Widget>
<Widget type="HBox" position="4 182 350 24">
<Widget type="AutoSizedButton" skin="MW_Button" align="Left Top" name="RefractionButton"/>
<Widget type="AutoSizedTextBox" skin="SandText" align="Left Top">
<Property key="Caption" value="Refraction"/>
</Widget>
</Widget>
</Widget>
<Widget type="TabItem" skin="" position="4 28 344 272">

@ -127,11 +127,10 @@ fog end factor = 1.0
num lights = 8
[Water]
# Enable this to get fancy-looking water with reflections and refractions
# Only available if object shaders are on
# All the settings below have no effect if this is false
shader = false
refraction = false
rtt size = 512
reflect terrain = true
reflect statics = false
@ -139,7 +138,6 @@ reflect small statics = false
reflect actors = false
reflect misc = false
# Enable underwater effect. It is not resource intensive, so only disable it if you have problems.
underwater effect = false
[Sound]

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