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Merge remote-tracking branch 'scrawl/graphics'
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commit
a359ba6a2f
4 changed files with 111 additions and 10 deletions
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@ -275,17 +275,23 @@ void Objects::insertLight (const MWWorld::Ptr& ptr, Ogre::Entity* skelBase, Ogre
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bool quadratic = lightOutQuadInLin() ? !info.interior : lightQuadratic();
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// with the standard 1 / (c + d*l + d*d*q) equation the attenuation factor never becomes zero,
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// so we ignore lights if their attenuation falls below this factor.
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const float threshold = 0.03;
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if (!quadratic)
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{
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float r = radius * lightLinearRadiusMult();
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float attenuation = lightLinearValue() / r;
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light->setAttenuation(r*10, 0, attenuation, 0);
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float activationRange = 1 / (threshold * attenuation);
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light->setAttenuation(activationRange, 0, attenuation, 0);
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}
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else
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{
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float r = radius * lightQuadraticRadiusMult();
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float attenuation = lightQuadraticValue() / std::pow(r, 2);
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light->setAttenuation(r*10, 0, 0, attenuation);
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float activationRange = std::sqrt(1 / (threshold * attenuation));
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light->setAttenuation(activationRange, 0, 0, attenuation);
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}
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// If there's an AttachLight bone, attach the light to that, otherwise attach it to the base scene node
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@ -54,10 +54,11 @@
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#if VERTEX_LIGHTING
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shUniform(float, lightCount) @shAutoConstant(lightCount, light_count)
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shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_object_space_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightPosition[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightPosition, light_position_view_space_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightDiffuse[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightDiffuse, light_diffuse_colour_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightAttenuation[@shGlobalSettingString(num_lights)]) @shAutoConstant(lightAttenuation, light_attenuation_array, @shGlobalSettingString(num_lights))
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shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
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shUniform(float4x4, worldView) @shAutoConstant(worldView, worldview_matrix)
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#if VERTEXCOLOR_MODE != 2
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shUniform(float4, materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
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#endif
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@ -131,23 +132,26 @@
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#if VERTEX_LIGHTING
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float3 viewPos = shMatrixMult(worldView, shInputPosition).xyz;
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float3 viewNormal = normalize(shMatrixMult(worldView, float4(normal.xyz, 0)).xyz);
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float3 lightDir;
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float d;
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lightResult = float4(0,0,0,1);
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@shForeach(@shGlobalSettingString(num_lights))
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lightDir = lightPosition[@shIterator].xyz - (shInputPosition.xyz * lightPosition[@shIterator].w);
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lightDir = lightPosition[@shIterator].xyz - (viewPos * lightPosition[@shIterator].w);
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d = length(lightDir);
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lightDir = normalize(lightDir);
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#if VERTEXCOLOR_MODE == 2
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lightResult.xyz += colour.xyz * lightDiffuse[@shIterator].xyz
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* (1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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* max(dot(normalize(normal.xyz), normalize(lightDir)), 0);
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* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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* max(dot(viewNormal.xyz, lightDir), 0);
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#else
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lightResult.xyz += materialDiffuse.xyz * lightDiffuse[@shIterator].xyz
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* (1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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* max(dot(normalize(normal.xyz), normalize(lightDir)), 0);
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* shSaturate(1.0 / ((lightAttenuation[@shIterator].y) + (lightAttenuation[@shIterator].z * d) + (lightAttenuation[@shIterator].w * d * d)))
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* max(dot(viewNormal.xyz, lightDir), 0);
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#endif
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#if @shIterator == 0
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@ -54,5 +54,24 @@ material Water
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scale 0.1 0.1
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alpha_op_ex source1 src_manual src_current 0.7
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}
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texture_unit shadowMap0
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{
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content_type shadow
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tex_address_mode clamp
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filtering none
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}
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texture_unit shadowMap1
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{
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content_type shadow
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tex_address_mode clamp
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filtering none
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}
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texture_unit shadowMap2
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{
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content_type shadow
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tex_address_mode clamp
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filtering none
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}
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}
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}
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@ -50,6 +50,13 @@
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// Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
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#define SHADOWS_PSSM @shGlobalSettingBool(shadows_pssm)
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#define SHADOWS @shGlobalSettingBool(shadows)
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#if SHADOWS || SHADOWS_PSSM
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#include "shadows.h"
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#endif
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#define RIPPLES 1
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#define REFRACTION @shGlobalSettingBool(refraction)
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@ -64,6 +71,23 @@
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shOutput(float4, position)
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shOutput(float, depthPassthrough)
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#if SHADOWS
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shOutput(float4, lightSpacePos0)
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shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shOutput(float4, lightSpacePos@shIterator)
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shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
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@shEndForeach
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#endif
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#if SHADOWS || SHADOWS_PSSM
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shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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#endif
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SH_START_PROGRAM
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{
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shOutputPosition = shMatrixMult(wvp, shInputPosition);
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@ -88,6 +112,17 @@
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position = shInputPosition;
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depthPassthrough = shOutputPosition.z;
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#if SHADOWS
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lightSpacePos0 = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
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#endif
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#if SHADOWS_PSSM
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float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
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@shForeach(3)
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lightSpacePos@shIterator = shMatrixMult(texViewProjMatrix@shIterator, wPos);
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@shEndForeach
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#endif
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}
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#else
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@ -186,10 +221,47 @@
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shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
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shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position_object_space)
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#if SHADOWS
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shInput(float4, lightSpacePos0)
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shSampler2D(shadowMap0)
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shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shInput(float4, lightSpacePos@shIterator)
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shSampler2D(shadowMap@shIterator)
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shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
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@shEndForeach
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shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
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#endif
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#if SHADOWS || SHADOWS_PSSM
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shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
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#endif
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SH_START_PROGRAM
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{
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#if SHADOWS
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float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
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#endif
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#if SHADOWS_PSSM
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float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
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#endif
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#if SHADOWS || SHADOWS_PSSM
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float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
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float fade = 1-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
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shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
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#endif
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#if !SHADOWS && !SHADOWS_PSSM
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float shadow = 1.0;
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#endif
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float2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
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screenCoords.y = (1-shSaturate(renderTargetFlipping))+renderTargetFlipping*screenCoords.y;
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@ -244,7 +316,7 @@
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float3 llR = reflect(lVec, pNormal);
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float s = shSaturate(dot(lR, vVec)*2.0-1.2);
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float lightScatter = shSaturate(dot(-lVec,lNormal)*0.7+0.3) * s * SCATTER_AMOUNT * waterSunFade_sunHeight.x * shSaturate(1.0-exp(-waterSunFade_sunHeight.y));
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float lightScatter = shadow * shSaturate(dot(-lVec,lNormal)*0.7+0.3) * s * SCATTER_AMOUNT * waterSunFade_sunHeight.x * shSaturate(1.0-exp(-waterSunFade_sunHeight.y));
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float3 scatterColour = shLerp(float3(SCATTER_COLOUR)*float3(1.0,0.4,0.0), SCATTER_COLOUR, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
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// fresnel
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@ -267,7 +339,7 @@
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#endif
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// specular
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float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS);
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float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS) * shadow;
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#if REFRACTION
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shOutputColour(0).xyz = shLerp( shLerp(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpecular.xyz;
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