mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-03-03 16:49:54 +00:00
Bringing in some of Azathoth's work
This commit is contained in:
parent
7385948056
commit
8798f7dd40
17 changed files with 661 additions and 92 deletions
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@ -202,6 +202,7 @@ link_directories(${Boost_LIBRARY_DIRS} ${OGRE_LIB_DIR})
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add_subdirectory( extern/caelum )
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add_subdirectory( extern/mygui_3.0.1 )
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add_subdirectory( files/)
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# Make sure that certain libraries are used as static libraries
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# This is in effect turns off __declspec (dllexport) for windows
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@ -16,7 +16,7 @@ set(GAME_HEADER
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source_group(game FILES ${GAME} ${GAME_HEADER})
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add_openmw_dir (mwrender
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renderingmanager debugging sky player npcs creatures objects renderinginterface
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renderingmanager debugging sky player npcs creatures objects renderinginterface water
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)
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add_openmw_dir (mwinput
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104
apps/openmw/mwrender/water.cpp
Normal file
104
apps/openmw/mwrender/water.cpp
Normal file
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@ -0,0 +1,104 @@
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#include "water.hpp"
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namespace MWRender {
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Water::Water (Ogre::Camera *camera) : mCamera (camera), mViewport (camera->getViewport()), mSceneManager (camera->getSceneManager()) {
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try {
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Ogre::CompositorManager::getSingleton().addCompositor(mViewport, "Water", -1);
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Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
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} catch(...) {
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}
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mIsUnderwater = false;
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mCamera->addListener(this);
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for (unsigned int i = 0; i < 2; i++) {
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Ogre::TexturePtr tex = Ogre::TextureManager::getSingleton().createManual(i == 0 ? "refraction" : "reflection", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D, 512, 512, 0, Ogre::PF_R8G8B8, Ogre::TU_RENDERTARGET);
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Ogre::RenderTarget* rtt = tex->getBuffer()->getRenderTarget();
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rtt->addViewport(mCamera)->setOverlaysEnabled(false);
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rtt->addListener(this);
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if (i == 0) mRefractionTarget = rtt;
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else mReflectionTarget = rtt;
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}
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mWaterPlane = Ogre::Plane(Ogre::Vector3::UNIT_Y, 0);
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Ogre::MeshManager::getSingleton().createPlane("water", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, 7000, 7000, 10, 10, true, 1, 3, 5, Ogre::Vector3::UNIT_Z);
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mWater = mSceneManager->createEntity("Water", "water");
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mWater->setMaterialName("Water/ReflectionRefraction");
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mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode();
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mWaterNode->attachObject(mWater);
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}
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Water::~Water() {
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Ogre::MeshManager::getSingleton().remove("water");
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Ogre::TextureManager::getSingleton().remove("refraction");
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Ogre::TextureManager::getSingleton().remove("reflection");
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Ogre::CompositorManager::getSingleton().removeCompositorChain(mViewport);
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}
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void Water::preRenderTargetUpdate(const Ogre::RenderTargetEvent& evt) {
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mWater->setVisible(false);
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if (evt.source == mReflectionTarget) {
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mCamera->enableReflection(mWaterPlane);
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} else {
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}
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}
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void Water::postRenderTargetUpdate(const Ogre::RenderTargetEvent& evt) {
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mWater->setVisible(true);
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if (evt.source == mReflectionTarget) {
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mCamera->disableReflection();
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} else {
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}
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}
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void Water::checkUnderwater() {
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Ogre::Vector3 pos = mCamera->getPosition();
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if (mIsUnderwater && pos.y > 0) {
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try {
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Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
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} catch(...) {
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}
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std::cout << "Removing water compositor" << "\n";
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mIsUnderwater = false;
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}
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if (!mIsUnderwater && pos.y < 0) {
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try {
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Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", true);
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} catch(...) {
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}
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mIsUnderwater = true;
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std::cout << "Adding water compositor" << "\n";
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}
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}
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void Water::cameraPreRenderScene(Ogre::Camera *cam) {
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Ogre::Vector3 pos = cam->getPosition();
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if (pos != mOldCameraPos) {
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mWaterNode->setPosition(pos.x, 0, pos.z);
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mOldCameraPos = pos;
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}
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}
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void Water::cameraPostRenderScene(Ogre::Camera *cam) {
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}
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void Water::cameraDestroyed(Ogre::Camera *cam) {
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}
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}
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45
apps/openmw/mwrender/water.hpp
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45
apps/openmw/mwrender/water.hpp
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@ -0,0 +1,45 @@
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#ifndef GAME_MWRENDER_WATER_H
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#define GAME_MWRENDER_WATER_H
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#include <Ogre.h>
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namespace MWRender {
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/// Water rendering
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class Water : Ogre::RenderTargetListener, Ogre::Camera::Listener {
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Ogre::Camera *mCamera;
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Ogre::SceneManager *mSceneManager;
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Ogre::Viewport *mViewport;
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Ogre::RenderTarget *mRefractionTarget;
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Ogre::RenderTarget *mReflectionTarget;
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Ogre::Plane mWaterPlane;
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Ogre::SceneNode *mWaterNode;
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Ogre::Entity *mWater;
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Ogre::Vector3 mOldCameraPos;
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bool mIsUnderwater;
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void preRenderTargetUpdate(const Ogre::RenderTargetEvent&);
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void postRenderTargetUpdate(const Ogre::RenderTargetEvent&);
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void cameraPreRenderScene(Ogre::Camera *cam);
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void cameraPostRenderScene(Ogre::Camera *cam);
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void cameraDestroyed(Ogre::Camera *cam);
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public:
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Water (Ogre::Camera *camera);
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~Water();
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void checkUnderwater();
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};
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}
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#endif
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@ -15,30 +15,6 @@
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namespace {
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template<typename T>
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void insertCellRefList (T& cellRefList, ESMS::CellStore<MWWorld::RefData> &cell)
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{
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if (!cellRefList.list.empty())
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{
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//const MWWorld::Class& class_ = MWWorld::Class::get (MWWorld::Ptr (&*cellRefList.list.begin(), &cell));
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for (typename T::List::iterator it = cellRefList.list.begin();
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it != cellRefList.list.end(); it++)
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{
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if (it->mData.getCount() || it->mData.isEnabled())
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{
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MWWorld::Ptr ptr (&*it, &cell);
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/* TODO: call
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* RenderingManager.insertObject
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* class_.insertObjectPhysic
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* class_.insertObjectMechanics
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*/
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}
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}
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}
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}
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template<typename T>
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void insertCellRefList(MWRender::RenderingManager& rendering, MWWorld::Environment& environment,
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T& cellRefList, ESMS::CellStore<MWWorld::RefData> &cell, MWWorld::PhysicsSystem& physics)
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@ -79,11 +55,13 @@ namespace MWWorld
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void Scene::unloadCell (CellStoreCollection::iterator iter)
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{
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std::cout << "Unloading cell\n";
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ListHandles functor;
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MWWorld::Ptr::CellStore* active = *iter;
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mRendering.removeCell(active);
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active->forEach<ListHandles>(functor);
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@ -97,10 +75,13 @@ namespace MWWorld
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mPhysics->removeObject (node->getName());
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}
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}
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mRendering.removeCell(active);
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//mPhysics->removeObject("Unnamed_43");
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mWorld->getLocalScripts().clearCell (active);
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mEnvironment.mMechanicsManager->dropActors (active);
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mEnvironment.mSoundManager->stopSound (active);
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mActiveCells.erase (iter);
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mActiveCells.erase(active);
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}
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void Scene::loadCell (Ptr::CellStore *cell)
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mActiveCells.insert(cell);
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if(result.second){
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insertCell(*cell, mEnvironment);
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mRendering.getObjects().buildStaticGeometry(*cell);
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//mRendering.cellAdded (cell);
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mRendering.configureAmbient(*cell);
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}
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mEnvironment.mMechanicsManager->removeActor (mWorld->getPlayer().getPlayer());
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CellStoreCollection::iterator active = mActiveCells.begin();
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Ptr::CellStore* cellstore = *active;
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while (active!=mActiveCells.end())
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{
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cellstore = *active;
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if (!(cellstore->cell->data.flags & ESM::Cell::Interior))
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if (!((*active)->cell->data.flags & ESM::Cell::Interior))
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{
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if (std::abs (X-cellstore->cell->data.gridX)<=1 &&
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std::abs (Y-cellstore->cell->data.gridY)<=1)
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if (std::abs (X-(*active)->cell->data.gridX)<=1 &&
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std::abs (Y-(*active)->cell->data.gridY)<=1)
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{
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// keep cells within the new 3x3 grid
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++active;
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{
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CellStoreCollection::iterator iter = mActiveCells.begin();
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while (iter!=mActiveCells.end())
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{
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cellstore = *iter;
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assert (!(cellstore->cell->data.flags & ESM::Cell::Interior));
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assert (!((*iter)->cell->data.flags & ESM::Cell::Interior));
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if (x==cellstore->cell->data.gridX &&
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y==cellstore->cell->data.gridY)
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if (x==(*iter)->cell->data.gridX &&
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y==(*iter)->cell->data.gridY)
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break;
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++iter;
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// find current cell
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CellStoreCollection::iterator iter = mActiveCells.begin();
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while (iter!=mActiveCells.end())
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{
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cellstore = *iter;
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assert (!(iter->first->cell->data.flags & ESM::Cell::Interior));
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assert (!((*iter)->cell->data.flags & ESM::Cell::Interior));
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if (X==cellstore->cell->data.gridX &&
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Y==cellstore->cell->data.gridY)
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if (X==(*iter)->cell->data.gridX &&
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Y==(*iter)->cell->data.gridY)
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break;
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++iter;
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@ -204,7 +179,7 @@ namespace MWWorld
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assert (iter!=mActiveCells.end());
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mCurrentCell = cellstore;
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mCurrentCell = *iter;
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// adjust player
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playerCellChange (mWorld->getExterior(X, Y), position, adjustPlayerPos);
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mCellChanged = true;
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}
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//We need the ogre renderer and a scene node.
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//We need the ogre renderer and a scene node.
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Scene::Scene (Environment& environment, World *world, MWRender::RenderingManager& rendering, PhysicsSystem *physics)
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: mRendering(rendering), mCurrentCell (0),
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mCellChanged (false), mEnvironment (environment), mWorld(world), mPhysics(physics)
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: mCurrentCell (0), mCellChanged (false), mEnvironment (environment), mWorld(world),
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mPhysics(physics), mRendering(rendering)
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{
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}
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@ -241,7 +216,7 @@ namespace MWWorld
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std::cout << "Changing to interior\n";
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// remove active
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CellStoreCollection::iterator active = mActiveCells.begin();
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std::cout << "Size: " << mActiveCells.size() << "\n";
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while (active!=mActiveCells.end())
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{
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unloadCell (active++);
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@ -261,7 +236,6 @@ namespace MWWorld
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mWorld->adjustSky();
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mCellChanged = true;
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//currentRegion->name = "";
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}
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void Scene::changeToExteriorCell (const ESM::Position& position)
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@ -284,38 +258,6 @@ namespace MWWorld
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mCellChanged = false;
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}
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/*#include <cassert>
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#include <iostream>
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#include <exception>
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#include "../mwworld/class.hpp"
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#include "../mwworld/ptr.hpp"*/
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void Scene::insertCell(ESMS::CellStore<MWWorld::RefData> &cell)
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{
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// Loop through all references in the cell
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insertCellRefList (cell.activators, cell);
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insertCellRefList (cell.potions, cell);
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insertCellRefList (cell.appas, cell);
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insertCellRefList (cell.armors, cell);
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insertCellRefList (cell.books, cell);
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insertCellRefList (cell.clothes, cell);
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insertCellRefList (cell.containers, cell);
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insertCellRefList (cell.creatures, cell);
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insertCellRefList (cell.doors, cell);
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insertCellRefList (cell.ingreds, cell);
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insertCellRefList (cell.creatureLists, cell);
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insertCellRefList (cell.itemLists, cell);
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insertCellRefList (cell.lights, cell);
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insertCellRefList (cell.lockpicks, cell);
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insertCellRefList (cell.miscItems, cell);
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insertCellRefList (cell.npcs, cell);
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insertCellRefList (cell.probes, cell);
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insertCellRefList (cell.repairs, cell);
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insertCellRefList (cell.statics, cell);
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insertCellRefList(cell.weapons, cell);
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}
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void Scene::insertCell(ESMS::CellStore<MWWorld::RefData> &cell,
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MWWorld::Environment& environment)
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{
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12
files/CMakeLists.txt
Normal file
12
files/CMakeLists.txt
Normal file
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project(resources)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/caustic_0.png "${OpenMW_BINARY_DIR}/resources/water/caustic_0.png" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Example_Fresnel.cg "${OpenMW_BINARY_DIR}/resources/water/Example_Fresnel.cg" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Example_FresnelPS.asm "${OpenMW_BINARY_DIR}/resources/water/Example_FresnelPS.asm" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/GlassFP.cg "${OpenMW_BINARY_DIR}/resources/water/GlassFP.cg" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/GlassVP.cg "${OpenMW_BINARY_DIR}/resources/water/GlassVP.cg" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/perlinvolume.dds "${OpenMW_BINARY_DIR}/resources/water/perlinvolume.dds" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Water02.jpg "${OpenMW_BINARY_DIR}/resources/water/Water02.jpg" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.compositor "${OpenMW_BINARY_DIR}/resources/water/water.compositor" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.material "${OpenMW_BINARY_DIR}/resources/water/water.material" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/waves2.dds "${OpenMW_BINARY_DIR}/resources/water/waves2.dds" COPYONLY)
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@ -7,6 +7,6 @@ PluginFolder=${OGRE_PLUGIN_DIR}
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Plugin=RenderSystem_GL
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Plugin=Plugin_ParticleFX
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Plugin=Plugin_OctreeSceneManager
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# Plugin=Plugin_CgProgramManager
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Plugin=Plugin_CgProgramManager
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116
files/water/Example_Fresnel.cg
Normal file
116
files/water/Example_Fresnel.cg
Normal file
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@ -0,0 +1,116 @@
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// Vertex program for fresnel reflections / refractions
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void main_vp(
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float4 pos : POSITION,
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float4 normal : NORMAL,
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float2 tex : TEXCOORD0,
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out float4 oPos : POSITION,
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out float3 noiseCoord : TEXCOORD0,
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out float4 projectionCoord : TEXCOORD1,
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out float3 oEyeDir : TEXCOORD2,
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out float3 oNormal : TEXCOORD3,
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uniform float4x4 worldViewProjMatrix,
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uniform float3 eyePosition, // object space
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uniform float timeVal,
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uniform float scale, // the amount to scale the noise texture by
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uniform float scroll, // the amount by which to scroll the noise
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uniform float noise // the noise perturb as a factor of the time
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)
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{
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oPos = mul(worldViewProjMatrix, pos);
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// Projective texture coordinates, adjust for mapping
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float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
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0,-0.5, 0, 0.5,
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0, 0, 0.5, 0.5,
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0, 0, 0, 1);
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projectionCoord = mul(scalemat, oPos);
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// Noise map coords
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noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
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noiseCoord.z = noise * timeVal;
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oEyeDir = normalize(pos.xyz - eyePosition);
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oNormal = normal.rgb;
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}
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// Fragment program for distorting a texture using a 3D noise texture
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void main_fp(
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float3 noiseCoord : TEXCOORD0,
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float4 projectionCoord : TEXCOORD1,
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float3 eyeDir : TEXCOORD2,
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float3 normal : TEXCOORD3,
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out float4 col : COLOR,
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uniform float4 tintColour,
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uniform float noiseScale,
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uniform float fresnelBias,
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uniform float fresnelScale,
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uniform float fresnelPower,
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uniform sampler2D waterTex : register(s0),
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uniform sampler2D noiseMap : register(s1),
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uniform sampler2D reflectMap : register(s2),
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uniform sampler2D refractMap : register(s3)
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)
|
||||
{
|
||||
// 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);
|
||||
|
||||
}
|
72
files/water/Example_FresnelPS.asm
Normal file
72
files/water/Example_FresnelPS.asm
Normal file
|
@ -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
|
15
files/water/GlassFP.cg
Normal file
15
files/water/GlassFP.cg
Normal file
|
@ -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 ;
|
||||
}
|
24
files/water/GlassVP.cg
Normal file
24
files/water/GlassVP.cg
Normal file
|
@ -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;
|
||||
}
|
||||
|
BIN
files/water/Water02.jpg
Normal file
BIN
files/water/Water02.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 182 KiB |
BIN
files/water/caustic_0.png
Normal file
BIN
files/water/caustic_0.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 34 KiB |
BIN
files/water/perlinvolume.dds
Normal file
BIN
files/water/perlinvolume.dds
Normal file
Binary file not shown.
21
files/water/water.compositor
Normal file
21
files/water/water.compositor
Normal file
|
@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
217
files/water/water.material
Normal file
217
files/water/water.material
Normal file
|
@ -0,0 +1,217 @@
|
|||
// Derived from ogre samples
|
||||
|
||||
|
||||
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 Water/ReflectionRefraction
|
||||
{
|
||||
// ps_2_0 / arbfp1
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
|
||||
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 0 0.15 0.15 1
|
||||
param_named noiseScale float 0.05
|
||||
}
|
||||
// Water
|
||||
texture_unit
|
||||
{
|
||||
// Water texture
|
||||
texture Water02.jpg
|
||||
// min / mag filtering, no mip
|
||||
filtering linear linear none
|
||||
}
|
||||
// Noise
|
||||
texture_unit
|
||||
{
|
||||
// Perlin noise volume
|
||||
texture waves2.dds
|
||||
// min / mag filtering, no mip
|
||||
filtering linear linear none
|
||||
}
|
||||
// Reflection
|
||||
texture_unit
|
||||
{
|
||||
// Will be filled in at runtime
|
||||
texture reflection
|
||||
tex_address_mode clamp
|
||||
}
|
||||
// Refraction
|
||||
texture_unit
|
||||
{
|
||||
// Will be filled in at runtime
|
||||
texture refraction
|
||||
tex_address_mode clamp
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// ATI 8500 +
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
vertex_program_ref Water/RefractReflectVPold
|
||||
{
|
||||
param_named_auto worldViewProjMatrix worldviewproj_matrix
|
||||
param_named_auto eyePosition camera_position_object_space
|
||||
param_named fresnelBias float -0.3
|
||||
param_named fresnelScale float 1.4
|
||||
param_named fresnelPower float 8
|
||||
param_named_auto timeVal time_0_1 20
|
||||
param_named scroll float 1
|
||||
param_named scale float 4
|
||||
param_named noise float 1
|
||||
// scroll and noisePos will need updating per frame
|
||||
}
|
||||
|
||||
// for ATI RADEON 8500 - 9200
|
||||
fragment_program_ref Water/RefractReflectPS
|
||||
{
|
||||
// distortionRange
|
||||
param_indexed 0 float 0.025
|
||||
// tintColour
|
||||
param_indexed 1 float4 0.05 0.12 0.15 1
|
||||
}
|
||||
|
||||
// Noise
|
||||
texture_unit
|
||||
{
|
||||
// Perlin noise volume
|
||||
texture perlinvolume.dds 3d
|
||||
// min / mag filtering, no mip
|
||||
filtering linear linear none
|
||||
}
|
||||
// Reflection
|
||||
texture_unit
|
||||
{
|
||||
// Will be filled in at runtime
|
||||
texture Reflection
|
||||
tex_address_mode clamp
|
||||
}
|
||||
// Refraction
|
||||
texture_unit
|
||||
{
|
||||
// Will be filled in at runtime
|
||||
texture Refraction
|
||||
tex_address_mode clamp
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
BIN
files/water/waves2.dds
Normal file
BIN
files/water/waves2.dds
Normal file
Binary file not shown.
Loading…
Reference in a new issue