Merge remote-tracking branch 'scrawl/graphics'

actorid
Marc Zinnschlag 12 years ago
commit a359ba6a2f

@ -275,17 +275,23 @@ void Objects::insertLight (const MWWorld::Ptr& ptr, Ogre::Entity* skelBase, Ogre
bool quadratic = lightOutQuadInLin() ? !info.interior : lightQuadratic();
// with the standard 1 / (c + d*l + d*d*q) equation the attenuation factor never becomes zero,
// so we ignore lights if their attenuation falls below this factor.
const float threshold = 0.03;
if (!quadratic)
{
float r = radius * lightLinearRadiusMult();
float attenuation = lightLinearValue() / r;
light->setAttenuation(r*10, 0, attenuation, 0);
float activationRange = 1 / (threshold * attenuation);
light->setAttenuation(activationRange, 0, attenuation, 0);
}
else
{
float r = radius * lightQuadraticRadiusMult();
float attenuation = lightQuadraticValue() / std::pow(r, 2);
light->setAttenuation(r*10, 0, 0, attenuation);
float activationRange = std::sqrt(1 / (threshold * attenuation));
light->setAttenuation(activationRange, 0, 0, attenuation);
}
// If there's an AttachLight bone, attach the light to that, otherwise attach it to the base scene node

@ -54,10 +54,11 @@
#if VERTEX_LIGHTING
shUniform(float, lightCount) @shAutoConstant(lightCount, light_count)
shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_object_space_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_view_space_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
shUniform(float4x4, worldView) @shAutoConstant(worldView, worldview_matrix)
#if VERTEXCOLOR_MODE != 2
shUniform(float4, materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
#endif
@ -131,23 +132,26 @@
#if VERTEX_LIGHTING
float3 viewPos = shMatrixMult(worldView, shInputPosition).xyz;
float3 viewNormal = normalize(shMatrixMult(worldView, float4(normal.xyz, 0)).xyz);
float3 lightDir;
float d;
lightResult = float4(0,0,0,1);
@shForeach(@shGlobalSettingString(num_lights))
lightDir = lightPosition[@shIterator].xyz - (shInputPosition.xyz * lightPosition[@shIterator].w);
lightDir = lightPosition[@shIterator].xyz - (viewPos * lightPosition[@shIterator].w);
d = length(lightDir);
lightDir = normalize(lightDir);
#if VERTEXCOLOR_MODE == 2
lightResult.xyz += colour.xyz * lightDiffuse[@shIterator].xyz
* (1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
* max(dot(normalize(normal.xyz), normalize(lightDir)), 0);
* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
* max(dot(viewNormal.xyz, lightDir), 0);
#else
lightResult.xyz += materialDiffuse.xyz * lightDiffuse[@shIterator].xyz
* (1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
* max(dot(normalize(normal.xyz), normalize(lightDir)), 0);
* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
* max(dot(viewNormal.xyz, lightDir), 0);
#endif
#if @shIterator == 0

@ -54,5 +54,24 @@ material Water
scale 0.1 0.1
alpha_op_ex source1 src_manual src_current 0.7
}
texture_unit shadowMap0
{
content_type shadow
tex_address_mode clamp
filtering none
}
texture_unit shadowMap1
{
content_type shadow
tex_address_mode clamp
filtering none
}
texture_unit shadowMap2
{
content_type shadow
tex_address_mode clamp
filtering none
}
}
}

@ -50,6 +50,13 @@
// Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
#define SHADOWS_PSSM @shGlobalSettingBool(shadows_pssm)
#define SHADOWS @shGlobalSettingBool(shadows)
#if SHADOWS || SHADOWS_PSSM
#include "shadows.h"
#endif
#define RIPPLES 1
#define REFRACTION @shGlobalSettingBool(refraction)
@ -64,6 +71,23 @@
shOutput(float4, position)
shOutput(float, depthPassthrough)
#if SHADOWS
shOutput(float4, lightSpacePos0)
shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
#endif
#if SHADOWS_PSSM
@shForeach(3)
shOutput(float4, lightSpacePos@shIterator)
shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
@shEndForeach
#endif
#if SHADOWS || SHADOWS_PSSM
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
#endif
SH_START_PROGRAM
{
shOutputPosition = shMatrixMult(wvp, shInputPosition);
@ -88,6 +112,17 @@
position = shInputPosition;
depthPassthrough = shOutputPosition.z;
#if SHADOWS
lightSpacePos0 = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
#endif
#if SHADOWS_PSSM
float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
@shForeach(3)
lightSpacePos@shIterator = shMatrixMult(texViewProjMatrix@shIterator, wPos);
@shEndForeach
#endif
}
#else
@ -186,10 +221,47 @@
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position_object_space)
#if SHADOWS
shInput(float4, lightSpacePos0)
shSampler2D(shadowMap0)
shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
#endif
#if SHADOWS_PSSM
@shForeach(3)
shInput(float4, lightSpacePos@shIterator)
shSampler2D(shadowMap@shIterator)
shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
@shEndForeach
shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
#endif
#if SHADOWS || SHADOWS_PSSM
shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
#endif
SH_START_PROGRAM
{
#if SHADOWS
float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
#endif
#if SHADOWS_PSSM
float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
#endif
#if SHADOWS || SHADOWS_PSSM
float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
float fade = 1-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
#endif
#if !SHADOWS && !SHADOWS_PSSM
float shadow = 1.0;
#endif
float2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
screenCoords.y = (1-shSaturate(renderTargetFlipping))+renderTargetFlipping*screenCoords.y;
@ -244,7 +316,7 @@
float3 llR = reflect(lVec, pNormal);
float s = shSaturate(dot(lR, vVec)*2.0-1.2);
float lightScatter = shSaturate(dot(-lVec,lNormal)*0.7+0.3) * s * SCATTER_AMOUNT * waterSunFade_sunHeight.x * shSaturate(1.0-exp(-waterSunFade_sunHeight.y));
float lightScatter = shadow * 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)*float3(1.0,0.4,0.0), SCATTER_COLOUR, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
// fresnel
@ -267,7 +339,7 @@
#endif
// specular
float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS);
float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS) * shadow;
#if REFRACTION
shOutputColour(0).xyz = shLerp( shLerp(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpecular.xyz;

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