fixed some textures, started with sky

actorid
scrawl 13 years ago
parent 71c865e2e9
commit a095572205

@ -270,12 +270,10 @@ void RenderingManager::setWaterHeight(const float height)
void RenderingManager::skyEnable ()
{
/*
if(mSkyManager)
mSkyManager->enable();
mOcclusionQuery->setSunNode(mSkyManager->getSunNode());
*/
}
void RenderingManager::skyDisable ()

@ -416,7 +416,7 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera)
void SkyManager::create()
{
/// \todo preload all the textures and meshes that are used for sky rendering
/*
// Create overlay used for thunderstorm
MaterialPtr material = MaterialManager::getSingleton().create( "ThunderMaterial", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );
Pass* pass = material->getTechnique(0)->getPass(0);
@ -517,6 +517,7 @@ void SkyManager::create()
stars_fp->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
stars_fp->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR);
/*
for (unsigned int i=0; i<night1_ent->getNumSubEntities(); ++i)
{
MaterialPtr mp = night1_ent->getSubEntity(i)->getMaterial();
@ -531,6 +532,7 @@ void SkyManager::create()
mp->getTechnique(0)->getPass(0)->setPolygonModeOverrideable(false);
mStarsMaterials[i] = mp;
}
*/
// Atmosphere (day)
mesh = NifOgre::NIFLoader::load("meshes\\sky_atmosphere.nif");
@ -543,8 +545,9 @@ void SkyManager::create()
atmosphere_ent->setVisibilityFlags(RV_Sky);
mAtmosphereDay = mRootNode->createChildSceneNode();
mAtmosphereDay->attachObject(atmosphere_ent);
mAtmosphereMaterial = atmosphere_ent->getSubEntity(0)->getMaterial();
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setPolygonModeOverrideable(false);
atmosphere_ent->getSubEntity (0)->setMaterialName ("openmw_atmosphere");
//mAtmosphereMaterial = atmosphere_ent->getSubEntity(0)->getMaterial();
//mAtmosphereMaterial->getTechnique(0)->getPass(0)->setPolygonModeOverrideable(false);
// Atmosphere shader
HighLevelGpuProgramPtr vshader = mgr.createProgram("Atmosphere_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
@ -570,7 +573,7 @@ void SkyManager::create()
vshader->load();
vshader->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader->getName());
//mAtmosphereMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader->getName());
HighLevelGpuProgramPtr fshader = mgr.createProgram("Atmosphere_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_FRAGMENT_PROGRAM);
@ -598,7 +601,7 @@ void SkyManager::create()
fshader->load();
fshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName());
// mAtmosphereMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName());
// Clouds
NifOgre::NIFLoader::load("meshes\\sky_clouds_01.nif");
@ -607,8 +610,9 @@ void SkyManager::create()
clouds_ent->setRenderQueueGroup(RQG_SkiesEarly+5);
SceneNode* clouds_node = mRootNode->createChildSceneNode();
clouds_node->attachObject(clouds_ent);
mCloudMaterial = clouds_ent->getSubEntity(0)->getMaterial();
mCloudMaterial->getTechnique(0)->getPass(0)->setPolygonModeOverrideable(false);
//mCloudMaterial = clouds_ent->getSubEntity(0)->getMaterial();
clouds_ent->getSubEntity(0)->setMaterialName ("openmw_clouds");
//mCloudMaterial->getTechnique(0)->getPass(0)->setPolygonModeOverrideable(false);
clouds_ent->setCastShadows(false);
// Clouds vertex shader
@ -635,7 +639,7 @@ void SkyManager::create()
vshader2->setSource(outStream3.str());
vshader2->load();
vshader2->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
mCloudMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader2->getName());
//mCloudMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader2->getName());
// Clouds fragment shader
mCloudFragmentShader = mgr.createProgram("Clouds_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
@ -670,17 +674,19 @@ void SkyManager::create()
mCloudFragmentShader->setSource(outStream2.str());
mCloudFragmentShader->load();
mCloudFragmentShader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
mCloudMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(mCloudFragmentShader->getName());
//mCloudMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(mCloudFragmentShader->getName());
setCloudsOpacity(0.75);
ModVertexAlpha(clouds_ent, 1);
// I'm not sure if the materials are being used by any other objects
// Make a unique "modifiable" copy of the materials to be sure
mCloudMaterial = mCloudMaterial->clone("Clouds");
clouds_ent->getSubEntity(0)->setMaterial(mCloudMaterial);
mAtmosphereMaterial = mAtmosphereMaterial->clone("Atmosphere");
atmosphere_ent->getSubEntity(0)->setMaterial(mAtmosphereMaterial);
//mCloudMaterial = mCloudMaterial->clone("Clouds");
//clouds_ent->getSubEntity(0)->setMaterial(mCloudMaterial);
//mAtmosphereMaterial = mAtmosphereMaterial->clone("Atmosphere");
//atmosphere_ent->getSubEntity(0)->setMaterial(mAtmosphereMaterial);
/*
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(1.0, 1.0, 1.0);
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, 0.0);
@ -694,9 +700,9 @@ void SkyManager::create()
mCloudMaterial->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
mCloudMaterial->getTechnique(0)->getPass(0)->createTextureUnitState("textures\\tx_sky_cloudy.dds");
mCloudMaterial->getTechnique(0)->getPass(0)->createTextureUnitState("");
*/
mCreated = true;
*/
}
SkyManager::~SkyManager()
@ -724,7 +730,7 @@ void SkyManager::update(float duration)
if (!mEnabled) return;
// UV Scroll the clouds
mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstantFromTime("time", MWBase::Environment::get().getWorld()->getTimeScaleFactor()/30.f);
//mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstantFromTime("time", MWBase::Environment::get().getWorld()->getTimeScaleFactor()/30.f);
/// \todo improve this
mMasser->setPhase( static_cast<Moon::Phase>( (int) ((mDay % 32)/4.f)) );
@ -791,12 +797,14 @@ void SkyManager::setMoonColour (bool red)
void SkyManager::setCloudsOpacity(float opacity)
{
if (!mCreated) return;
mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("opacity", Real(opacity));
//mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("opacity", Real(opacity));
}
void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
{
if (!mCreated) return;
/*
if (mClouds != weather.mCloudTexture)
{
mCloudMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName("textures\\"+weather.mCloudTexture);
@ -857,6 +865,7 @@ void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
mStarsOpacity = weather.mNightFade;
}
}
*/
float strength;
float timeofday_angle = std::abs(mSunGlare->getPosition().z/mSunGlare->getPosition().length());

@ -34,6 +34,7 @@
#include <OgreRoot.h>
#include <boost/lexical_cast.hpp>
#include <boost/algorithm/string.hpp>
#include <extern/shiny/Main/Factory.hpp>

2
extern/shiny vendored

@ -1 +1 @@
Subproject commit ccaaefa59c0500cf790a1f3114c8b5593489afeb
Subproject commit 1d689a23fa685ab680351219c32953a3bed7ac0c

@ -0,0 +1,38 @@
#include "core.h"
#define MRT @shPropertyBool(mrt_output)
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shInput(float2, uv0)
shOutput(float2, UV)
SH_START_PROGRAM
{
shOutputPosition = shMatrixMult(wvp, shInputPosition);
UV = uv0;
}
#else
SH_BEGIN_PROGRAM
shSampler2D(diffuseMap)
shInput(float2, UV)
#if MRT
shDeclareMrtOutput(1)
#endif
shUniform(float4 materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
shUniform(float4 materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
SH_START_PROGRAM
{
shOutputColor(0) = float4(1,1,1,materialDiffuse.a) * float4(materialEmissive.xyz, 1) * shSample(diffuseMap, UV);
#if MRT
shOutputColor(1) = float4(1,1,1,1);
#endif
}
#endif

@ -0,0 +1,15 @@
shader_set atmosphere_vertex
{
source atmosphere.shader
type vertex
profiles_cg vs_2_0 arbvp1
profiles_hlsl vs_2_0
}
shader_set atmosphere_fragment
{
source atmosphere.shader
type fragment
profiles_cg ps_2_x ps_2_0 ps arbfp1
profiles_hlsl ps_2_0
}

@ -0,0 +1,38 @@
#include "core.h"
#define MRT @shPropertyBool(mrt_output)
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shInput(float2, uv0)
shOutput(float2, UV)
SH_START_PROGRAM
{
shOutputPosition = shMatrixMult(wvp, shInputPosition);
UV = uv0;
}
#else
SH_BEGIN_PROGRAM
shSampler2D(diffuseMap)
shInput(float2, UV)
#if MRT
shDeclareMrtOutput(1)
#endif
shUniform(float4 materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
shUniform(float4 materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
SH_START_PROGRAM
{
shOutputColor(0) = float4(1,1,1,materialDiffuse.a) * float4(materialEmissive.xyz, 1) * shSample(diffuseMap, UV);
#if MRT
shOutputColor(1) = float4(1,1,1,1);
#endif
}
#endif

@ -0,0 +1,15 @@
shader_set clouds_vertex
{
source clouds.shader
type vertex
profiles_cg vs_2_0 arbvp1
profiles_hlsl vs_2_0
}
shader_set clouds_fragment
{
source clouds.shader
type fragment
profiles_cg ps_2_x ps_2_0 ps arbfp1
profiles_hlsl ps_2_0
}

@ -39,7 +39,7 @@ material openmw_objects_base
texture_unit diffuseMap
{
texture $diffuseMap
direct_texture $diffuseMap
create_in_ffp true
}
}

@ -64,7 +64,9 @@
shInput(float, depthPassthrough)
#endif
#if MRT
shUniform(float far) @shAutoConstant(far, far_clip_distance)
#endif
#if LIGHTING
shInput(float3, normalPassthrough)
@ -109,12 +111,16 @@
diffuse += materialDiffuse.xyz * lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0);
@shEndForeach
#if HAS_VERTEXCOLOR
ambient *= colorPassthrough.xyz;
#endif
shOutputColor(0).xyz *= (ambient + diffuse + materialEmissive.xyz);
#endif
#if HAS_VERTEXCOLOR
#if HAS_VERTEXCOLOR && !LIGHTING
shOutputColor(0).xyz *= colorPassthrough.xyz;
#endif
@ -123,6 +129,9 @@
shOutputColor(0).xyz = shLerp (shOutputColor(0).xyz, fogColor, fogValue);
#endif
// prevent negative color output (for example with negative lights)
shOutputColor(0).xyz = max(shOutputColor(0).xyz, float3(0,0,0));
#if MRT
shOutputColor(1) = float4(depthPassthrough / far,1,1,1);
#endif

@ -1,10 +1,18 @@
material openmw_moon
{
mrt_output true
pass
{
vertex_program moon_vertex
fragment_program moon_fragment
polygon_mode_overrideable off
shader_properties
{
mrt_output $mrt_output
}
texture_unit diffuseMap
{
texture $diffuseMap
@ -15,10 +23,21 @@ material openmw_moon
material openmw_clouds
{
mrt_output true
pass
{
vertex_program clouds_vertex
fragment_program clouds_fragment
polygon_mode_overrideable off
scene_blend alpha_blend
depth_write off
shader_properties
{
mrt_output $mrt_output
}
// second diffuse map is used for weather transitions
texture_unit diffuseMap1
@ -36,19 +55,38 @@ material openmw_clouds
material openmw_atmosphere
{
mrt_output true
pass
{
vertex_program atmosphere_vertex
fragment_program atmosphere_fragment
polygon_mode_overrideable off
scene_blend alpha_blend
depth_write off
shader_properties
{
mrt_output $mrt_output
}
}
}
material openmw_stars
{
mrt_output true
pass
{
vertex_program stars_vertex
fragment_program stars_fragment
polygon_mode_overrideable off
shader_properties
{
mrt_output $mrt_output
}
texture_unit diffuseMap
{
@ -60,10 +98,18 @@ material openmw_stars
// used for both sun and sun glare
material openmw_sun
{
mrt_output true
pass
{
vertex_program sun_vertex
fragment_program sun_fragment
polygon_mode_overrideable off
shader_properties
{
mrt_output $mrt_output
}
texture unit diffuseMap
{

@ -0,0 +1,39 @@
#include "core.h"
#define MRT @shPropertyBool(mrt_output)
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shInput(float2, uv0)
shOutput(float2, UV)
SH_START_PROGRAM
{
shOutputPosition = shMatrixMult(wvp, shInputPosition);
UV = uv0;
}
#else
SH_BEGIN_PROGRAM
shSampler2D(diffuseMap)
shInput(float2, UV)
#if MRT
shDeclareMrtOutput(1)
#endif
shUniform(float4 materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
shUniform(float4 materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
SH_START_PROGRAM
{
shOutputColor(0) = float4(1,1,1,materialDiffuse.a) * float4(materialEmissive.xyz, 1) * shSample(diffuseMap, UV);
#if MRT
shOutputColor(1) = float4(1,1,1,1);
#endif
}
#endif

@ -0,0 +1,15 @@
shader_set sun_vertex
{
source sun.shader
type vertex
profiles_cg vs_2_0 arbvp1
profiles_hlsl vs_2_0
}
shader_set sun_fragment
{
source sun.shader
type fragment
profiles_cg ps_2_x ps_2_0 ps arbfp1
profiles_hlsl ps_2_0
}
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