From a461b282c15083e6987356a1643c7b8a5b4295a3 Mon Sep 17 00:00:00 2001 From: scrawl Date: Fri, 1 Feb 2013 23:43:23 +0100 Subject: [PATCH] water ripples (experimental) --- apps/openmw/CMakeLists.txt | 2 +- apps/openmw/mwrender/renderingmanager.cpp | 5 +- apps/openmw/mwrender/ripplesimulation.cpp | 212 ++++++++++++++++++ apps/openmw/mwrender/ripplesimulation.hpp | 72 ++++++ apps/openmw/mwrender/water.cpp | 14 +- apps/openmw/mwrender/water.hpp | 5 +- extern/shiny/Main/Factory.cpp | 2 + files/CMakeLists.txt | 7 + files/materials/core.h | 4 + files/materials/quad.mat | 2 +- files/materials/quad.shaderset | 2 +- files/materials/water.mat | 8 +- files/materials/water.shader | 28 ++- files/materials/watersim.mat | 59 +++++ files/materials/watersim.shaderset | 31 +++ files/materials/watersim_addimpulse.shader | 12 + files/materials/watersim_common.h | 25 +++ files/materials/watersim_heightmap.shader | 42 ++++ .../materials/watersim_heighttonormal.shader | 27 +++ files/water/circle.png | Bin 0 -> 753 bytes 20 files changed, 545 insertions(+), 14 deletions(-) create mode 100644 apps/openmw/mwrender/ripplesimulation.cpp create mode 100644 apps/openmw/mwrender/ripplesimulation.hpp create mode 100644 files/materials/watersim.mat create mode 100644 files/materials/watersim.shaderset create mode 100644 files/materials/watersim_addimpulse.shader create mode 100644 files/materials/watersim_common.h create mode 100644 files/materials/watersim_heightmap.shader create mode 100644 files/materials/watersim_heighttonormal.shader create mode 100644 files/water/circle.png diff --git a/apps/openmw/CMakeLists.txt b/apps/openmw/CMakeLists.txt index 482007090..2c49e848e 100644 --- a/apps/openmw/CMakeLists.txt +++ b/apps/openmw/CMakeLists.txt @@ -16,7 +16,7 @@ source_group(game FILES ${GAME} ${GAME_HEADER}) add_openmw_dir (mwrender renderingmanager debugging sky player animation npcanimation creatureanimation actors objects renderinginterface localmap occlusionquery terrain terrainmaterial water shadows - compositors characterpreview externalrendering globalmap videoplayer + compositors characterpreview externalrendering globalmap videoplayer ripplesimulation ) add_openmw_dir (mwinput diff --git a/apps/openmw/mwrender/renderingmanager.cpp b/apps/openmw/mwrender/renderingmanager.cpp index ff26b087c..3fed4d994 100644 --- a/apps/openmw/mwrender/renderingmanager.cpp +++ b/apps/openmw/mwrender/renderingmanager.cpp @@ -386,7 +386,10 @@ void RenderingManager::update (float duration, bool paused) *world->getPlayer().getPlayer().getCell()->mCell, Ogre::Vector3(cam.x, -cam.z, cam.y)) ); - mWater->update(duration); + + // MW to ogre coordinates + orig = Ogre::Vector3(orig.x, orig.z, -orig.y); + mWater->update(duration, orig); } } diff --git a/apps/openmw/mwrender/ripplesimulation.cpp b/apps/openmw/mwrender/ripplesimulation.cpp new file mode 100644 index 000000000..6096c7ba3 --- /dev/null +++ b/apps/openmw/mwrender/ripplesimulation.cpp @@ -0,0 +1,212 @@ +#include "ripplesimulation.hpp" + +#include +#include +#include +#include + +#include + +namespace MWRender +{ + + +RippleSimulation::RippleSimulation(Ogre::SceneManager* mainSceneManager) + : mMainSceneMgr(mainSceneManager), + mTime(0), + mCurrentFrameOffset(0,0), + mPreviousFrameOffset(0,0), + mRippleCenter(0,0), + mTextureSize(512), + mRippleAreaLength(1000), + mImpulseSize(20), + mTexelOffset(0,0) +{ + Ogre::AxisAlignedBox aabInf; + aabInf.setInfinite(); + + + mHeightToNormalMapMaterial = Ogre::MaterialManager::getSingleton().getByName("HeightToNormalMap"); + mHeightmapMaterial = Ogre::MaterialManager::getSingleton().getByName("HeightmapSimulation"); + + mSceneMgr = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC); + + mCamera = mSceneMgr->createCamera("RippleCamera"); + + mRectangle = new Ogre::Rectangle2D(true); + mRectangle->setBoundingBox(aabInf); + mRectangle->setCorners(-1.0, 1.0, 1.0, -1.0, false); + Ogre::SceneNode* node = mSceneMgr->getRootSceneNode()->createChildSceneNode(); + node->attachObject(mRectangle); + + mImpulse = new Ogre::Rectangle2D(true); + mImpulse->setCorners(-0.1, 0.1, 0.1, -0.1, false); + mImpulse->setBoundingBox(aabInf); + mImpulse->setMaterial("AddImpulse"); + Ogre::SceneNode* impulseNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); + impulseNode->attachObject(mImpulse); + + float w=0.05; + for (int i=0; i<4; ++i) + { + Ogre::TexturePtr texture; + if (i != 3) + texture = Ogre::TextureManager::getSingleton().createManual("RippleHeight" + Ogre::StringConverter::toString(i), + Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D, mTextureSize, mTextureSize, 1, 0, Ogre::PF_R8G8B8, Ogre::TU_RENDERTARGET); + else + texture = Ogre::TextureManager::getSingleton().createManual("RippleNormal", + Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D, mTextureSize, mTextureSize, 1, 0, Ogre::PF_R8G8B8, Ogre::TU_RENDERTARGET); + + + Ogre::RenderTexture* rt = texture->getBuffer()->getRenderTarget(); + rt->removeAllViewports(); + rt->addViewport(mCamera); + rt->setAutoUpdated(false); + rt->getViewport(0)->setClearEveryFrame(false); + + // debug overlay + Ogre::Rectangle2D* debugOverlay = new Ogre::Rectangle2D(true); + debugOverlay->setCorners(w*2-1, 0.9, (w+0.18)*2-1, 0.4, false); + w += 0.2; + debugOverlay->setBoundingBox(aabInf); + + Ogre::SceneNode* debugNode = mMainSceneMgr->getRootSceneNode()->createChildSceneNode(); + debugNode->attachObject(debugOverlay); + + Ogre::MaterialPtr debugMaterial = Ogre::MaterialManager::getSingleton().create("RippleDebug" + Ogre::StringConverter::toString(i), + Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); + + if (i != 3) + debugMaterial->getTechnique(0)->getPass(0)->createTextureUnitState("RippleHeight" + Ogre::StringConverter::toString(i)); + else + debugMaterial->getTechnique(0)->getPass(0)->createTextureUnitState("RippleNormal"); + debugMaterial->getTechnique(0)->getPass(0)->setLightingEnabled(false); + + debugOverlay->setMaterial("RippleDebug" + Ogre::StringConverter::toString(i)); + + mRenderTargets[i] = rt; + mTextures[i] = texture; + } + + sh::Factory::getInstance().setSharedParameter("rippleTextureSize", sh::makeProperty( + new sh::Vector4(1.0/512, 1.0/512, 512, 512))); + sh::Factory::getInstance().setSharedParameter("rippleCenter", sh::makeProperty( + new sh::Vector3(0, 0, 0))); + sh::Factory::getInstance().setSharedParameter("rippleAreaLength", sh::makeProperty( + new sh::FloatValue(mRippleAreaLength))); + +} + +RippleSimulation::~RippleSimulation() +{ + delete mRectangle; + + Ogre::Root::getSingleton().destroySceneManager(mSceneMgr); +} + +void RippleSimulation::update(float dt, Ogre::Vector2 position) +{ + // try to keep 20 fps + mTime += dt; + + while (mTime >= 1/20.0) + { + mPreviousFrameOffset = mCurrentFrameOffset; + + mCurrentFrameOffset = position - mRippleCenter; + // add texel offsets from previous frame. + mCurrentFrameOffset += mTexelOffset; + + mTexelOffset = Ogre::Vector2(std::fmod(mCurrentFrameOffset.x, 1.0f/mTextureSize), + std::fmod(mCurrentFrameOffset.y, 1.0f/mTextureSize)); + + // now subtract new offset in order to snap to texels + mCurrentFrameOffset -= mTexelOffset; + + // texture coordinate space + mCurrentFrameOffset /= mRippleAreaLength; + + std::cout << "Offset " << mCurrentFrameOffset << std::endl; + + mRippleCenter = position; + + addImpulses(); + waterSimulation(); + heightMapToNormalMap(); + + swapHeightMaps(); + mTime -= 1/20.0; + } + + sh::Factory::getInstance().setSharedParameter("rippleCenter", sh::makeProperty( + new sh::Vector3(mRippleCenter.x + mTexelOffset.x, mRippleCenter.y + mTexelOffset.y, 0))); +} + +void RippleSimulation::addImpulse(Ogre::Vector2 position) +{ + mImpulses.push(position); +} + +void RippleSimulation::addImpulses() +{ + mRectangle->setVisible(false); + mImpulse->setVisible(true); + + while (mImpulses.size()) + { + Ogre::Vector2 pos = mImpulses.front(); + pos -= mRippleCenter; + pos /= mRippleAreaLength; + float size = mImpulseSize / mRippleAreaLength; + mImpulse->setCorners(pos.x-size, pos.y+size, pos.x+size, pos.y-size, false); + mImpulses.pop(); + + mRenderTargets[1]->update(); + } + + mImpulse->setVisible(false); + mRectangle->setVisible(true); +} + +void RippleSimulation::waterSimulation() +{ + mRectangle->setMaterial("HeightmapSimulation"); + + sh::Factory::getInstance().setTextureAlias("Heightmap0", mTextures[0]->getName()); + sh::Factory::getInstance().setTextureAlias("Heightmap1", mTextures[1]->getName()); + + sh::Factory::getInstance().setSharedParameter("currentFrameOffset", sh::makeProperty( + new sh::Vector3(mCurrentFrameOffset.x, mCurrentFrameOffset.y, 0))); + sh::Factory::getInstance().setSharedParameter("previousFrameOffset", sh::makeProperty( + new sh::Vector3(mPreviousFrameOffset.x, mPreviousFrameOffset.y, 0))); + + mRenderTargets[2]->update(); +} + +void RippleSimulation::heightMapToNormalMap() +{ + mRectangle->setMaterial("HeightToNormalMap"); + + sh::Factory::getInstance().setTextureAlias("Heightmap2", mTextures[2]->getName()); + + mRenderTargets[TEX_NORMAL]->update(); +} + +void RippleSimulation::swapHeightMaps() +{ + // 0 -> 1 -> 2 to 2 -> 0 ->1 + Ogre::RenderTexture* tmp = mRenderTargets[0]; + Ogre::TexturePtr tmp2 = mTextures[0]; + + mRenderTargets[0] = mRenderTargets[1]; + mTextures[0] = mTextures[1]; + + mRenderTargets[1] = mRenderTargets[2]; + mTextures[1] = mTextures[2]; + + mRenderTargets[2] = tmp; + mTextures[2] = tmp2; +} + + +} diff --git a/apps/openmw/mwrender/ripplesimulation.hpp b/apps/openmw/mwrender/ripplesimulation.hpp new file mode 100644 index 000000000..6096fa866 --- /dev/null +++ b/apps/openmw/mwrender/ripplesimulation.hpp @@ -0,0 +1,72 @@ +#ifndef RIPPLE_SIMULATION_H +#define RIPPLE_SIMULATION_H + +#include +#include +#include + +namespace Ogre +{ + class RenderTexture; + class Camera; + class SceneManager; + class Rectangle2D; +} + +namespace MWRender +{ + +class RippleSimulation +{ +public: + RippleSimulation(Ogre::SceneManager* mainSceneManager); + ~RippleSimulation(); + + void update(float dt, Ogre::Vector2 position); + + void addImpulse (Ogre::Vector2 position); + +private: + Ogre::RenderTexture* mRenderTargets[4]; + Ogre::TexturePtr mTextures[4]; + + int mTextureSize; + float mRippleAreaLength; + float mImpulseSize; + + Ogre::Camera* mCamera; + + // own scenemanager to render our simulation + Ogre::SceneManager* mSceneMgr; + Ogre::Rectangle2D* mRectangle; + + // scenemanager to create the debug overlays on + Ogre::SceneManager* mMainSceneMgr; + + Ogre::MaterialPtr mHeightmapMaterial; + Ogre::MaterialPtr mHeightToNormalMapMaterial; + + static const int TEX_NORMAL = 3; + + Ogre::Rectangle2D* mImpulse; + + std::queue mImpulses; + + void addImpulses(); + void heightMapToNormalMap(); + void waterSimulation(); + void swapHeightMaps(); + + float mTime; + + Ogre::Vector2 mRippleCenter; + + Ogre::Vector2 mTexelOffset; + + Ogre::Vector2 mCurrentFrameOffset; + Ogre::Vector2 mPreviousFrameOffset; +}; + +} + +#endif diff --git a/apps/openmw/mwrender/water.cpp b/apps/openmw/mwrender/water.cpp index 27b9fc679..6ee3890dd 100644 --- a/apps/openmw/mwrender/water.cpp +++ b/apps/openmw/mwrender/water.cpp @@ -12,6 +12,7 @@ #include "sky.hpp" #include "renderingmanager.hpp" #include "compositors.hpp" +#include "ripplesimulation.hpp" #include #include @@ -180,8 +181,11 @@ Water::Water (Ogre::Camera *camera, RenderingManager* rend, const ESM::Cell* cel mActive(1), mToggled(1), mRendering(rend), mWaterTimer(0.f), - mReflection(NULL) + mReflection(NULL), + mSimulation(NULL) { + mSimulation = new RippleSimulation(mSceneMgr); + mSky = rend->getSkyManager(); mMaterial = MaterialManager::getSingleton().getByName("Water"); @@ -375,7 +379,7 @@ void Water::updateVisible() } } -void Water::update(float dt) +void Water::update(float dt, Ogre::Vector3 player) { /* Ogre::Vector3 pos = mCamera->getDerivedPosition (); @@ -387,6 +391,12 @@ void Water::update(float dt) sh::Factory::getInstance ().setSharedParameter ("waterTimer", sh::makeProperty(new sh::FloatValue(mWaterTimer))); mRendering->getSkyManager ()->setGlareEnabled (!mIsUnderwater); + + //if (player.y <= mTop) + { + mSimulation->addImpulse(Ogre::Vector2(player.x, player.z)); + } + mSimulation->update(dt, Ogre::Vector2(player.x, player.z)); } void Water::applyRTT() diff --git a/apps/openmw/mwrender/water.hpp b/apps/openmw/mwrender/water.hpp index de78542b7..97eb590b3 100644 --- a/apps/openmw/mwrender/water.hpp +++ b/apps/openmw/mwrender/water.hpp @@ -29,6 +29,7 @@ namespace MWRender { class SkyManager; class RenderingManager; + class RippleSimulation; class Reflection { @@ -110,6 +111,8 @@ namespace MWRender { float mWaterTimer; + RippleSimulation* mSimulation; + Ogre::Vector3 getSceneNodeCoordinates(int gridX, int gridY); protected: @@ -137,7 +140,7 @@ namespace MWRender { void setActive(bool active); void toggle(); - void update(float dt); + void update(float dt, Ogre::Vector3 player); void assignTextures(); diff --git a/extern/shiny/Main/Factory.cpp b/extern/shiny/Main/Factory.cpp index 82d664811..6e87800e5 100644 --- a/extern/shiny/Main/Factory.cpp +++ b/extern/shiny/Main/Factory.cpp @@ -219,6 +219,8 @@ namespace sh break; } + std::cout << "loading " << it->first << std::endl; + MaterialInstance newInstance(it->first, this); newInstance.create(mPlatform); if (!mShadersEnabled) diff --git a/files/CMakeLists.txt b/files/CMakeLists.txt index e8426afb7..65ebc31a2 100644 --- a/files/CMakeLists.txt +++ b/files/CMakeLists.txt @@ -3,6 +3,7 @@ project(resources) set(WATER_FILES underwater_dome.mesh water_nm.png + circle.png ) set(GBUFFER_FILES @@ -43,6 +44,12 @@ set(MATERIAL_FILES selection.mat selection.shader selection.shaderset + watersim_heightmap.shader + watersim_addimpulse.shader + watersim_heighttonormal.shader + watersim_common.h + watersim.mat + watersim.shaderset ) copy_all_files(${CMAKE_CURRENT_SOURCE_DIR}/water "${OpenMW_BINARY_DIR}/resources/water/" "${WATER_FILES}") diff --git a/files/materials/core.h b/files/materials/core.h index 0e46369ef..e498a3809 100644 --- a/files/materials/core.h +++ b/files/materials/core.h @@ -28,6 +28,8 @@ #define shNormalInput(type) , in type normal : NORMAL #define shColourInput(type) , in type colour : COLOR + + #define shFract(val) frac(val) #ifdef SH_VERTEX_SHADER @@ -64,6 +66,8 @@ #if SH_GLSL == 1 + #define shFract(val) fract(val) + @version 120 #define float2 vec2 diff --git a/files/materials/quad.mat b/files/materials/quad.mat index afb7f5111..a484d7f28 100644 --- a/files/materials/quad.mat +++ b/files/materials/quad.mat @@ -4,7 +4,7 @@ material quad pass { - vertex_program quad_vertex + vertex_program transform_vertex fragment_program quad_fragment depth_write $depth_write diff --git a/files/materials/quad.shaderset b/files/materials/quad.shaderset index c61497503..ee230a303 100644 --- a/files/materials/quad.shaderset +++ b/files/materials/quad.shaderset @@ -1,4 +1,4 @@ -shader_set quad_vertex +shader_set transform_vertex { source quad.shader type vertex diff --git a/files/materials/water.mat b/files/materials/water.mat index a5f9f2ec9..c427447d2 100644 --- a/files/materials/water.mat +++ b/files/materials/water.mat @@ -34,7 +34,13 @@ material Water { direct_texture water_nm.png } - + + texture_unit rippleNormalMap + { + direct_texture RippleNormal + tex_address_mode border + tex_border_colour 0.5 0.5 1.0 + } // for simple_water texture_unit animatedTexture diff --git a/files/materials/water.shader b/files/materials/water.shader index 9ebea0f00..1e14dd596 100644 --- a/files/materials/water.shader +++ b/files/materials/water.shader @@ -61,7 +61,7 @@ // Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html ) - +#define RIPPLES 1 #ifdef SH_VERTEX_SHADER @@ -119,8 +119,8 @@ #define WAVE_SCALE 75 // overall wave scale #define BUMP 1.5 // overall water surface bumpiness - #define REFL_BUMP 0.08 // reflection distortion amount - #define REFR_BUMP 0.06 // refraction distortion amount + #define REFL_BUMP 0.16 // reflection distortion amount + #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 @@ -159,6 +159,11 @@ shInput(float3, screenCoordsPassthrough) shInput(float4, position) shInput(float, depthPassthrough) + + #if RIPPLES + shUniform(float3, rippleCenter) @shSharedParameter(rippleCenter, rippleCenter) + shUniform(float, rippleAreaLength) @shSharedParameter(rippleAreaLength, rippleAreaLength) + #endif shUniform(float, far) @shAutoConstant(far, far_clip_distance) @@ -166,6 +171,11 @@ shSampler2D(refractionMap) shSampler2D(depthMap) shSampler2D(normalMap) + + #if RIPPLES + shSampler2D(rippleNormalMap) + shUniform(float4x4, wMat) @shAutoConstant(wMat, world_matrix) + #endif shUniform(float3, windDir_windSpeed) @shSharedParameter(windDir_windSpeed) #define WIND_SPEED windDir_windSpeed.z @@ -220,8 +230,14 @@ float3 normal = (normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y + normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y + normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y).xzy; - - normal = normalize(float3(normal.x * BUMP, normal.y, normal.z * BUMP)); + + float4 worldPosition = shMatrixMult(wMat, float4(position.xyz, 1)); + float2 relPos = (worldPosition.xz - rippleCenter.xy) / rippleAreaLength + 0.5; + float3 normal_ripple = normalize(shSample(rippleNormalMap, relPos.xy).xyz * 2 - 1); + normal_ripple = normal_ripple.xzy; + + normal = normalize(normal + normal_ripple); + // normal for sunlight scattering float3 lNormal = (normal0 * BIG_WAVES_X*0.5 + normal1 * BIG_WAVES_Y*0.5 + @@ -303,7 +319,7 @@ } shOutputColour(0).xyz = gammaCorrectOutput(shOutputColour(0).xyz); - + //shOutputColour(0).xyz = float3(relPos.x, relPos.y, 0); shOutputColour(0).w = 1; } diff --git a/files/materials/watersim.mat b/files/materials/watersim.mat new file mode 100644 index 000000000..b58b1a851 --- /dev/null +++ b/files/materials/watersim.mat @@ -0,0 +1,59 @@ +material HeightmapSimulation +{ + allow_fixed_function false + pass + { + depth_check off + depth_write off + vertex_program transform_vertex + fragment_program watersim_fragment + + texture_unit heightPrevSampler + { + tex_address_mode border + tex_border_colour 0 0 0 + texture_alias Heightmap0 + } + texture_unit heightCurrentSampler + { + tex_address_mode border + tex_border_colour 0 0 0 + texture_alias Heightmap1 + } + } +} + +material HeightToNormalMap +{ + allow_fixed_function false + pass + { + depth_check off + depth_write off + vertex_program transform_vertex + fragment_program height_to_normal_fragment + + texture_unit heightCurrentSampler + { + texture_alias Heightmap2 + } + } +} + +material AddImpulse +{ + allow_fixed_function false + pass + { + depth_check off + depth_write off + scene_blend alpha_blend + vertex_program transform_vertex + fragment_program add_impulse_fragment + + texture_unit alphaMap + { + texture circle.png + } + } +} diff --git a/files/materials/watersim.shaderset b/files/materials/watersim.shaderset new file mode 100644 index 000000000..ea512e25f --- /dev/null +++ b/files/materials/watersim.shaderset @@ -0,0 +1,31 @@ +shader_set transform_vertex +{ + source quad.shader + type vertex + profiles_cg vs_2_0 vp40 arbvp1 + profiles_hlsl vs_2_0 +} + +shader_set watersim_fragment +{ + source watersim_heightmap.shader + type fragment + profiles_cg ps_3_0 ps_2_x ps_2_0 fp40 arbfp1 + profiles_hlsl ps_3_0 ps_2_0 +} + +shader_set height_to_normal_fragment +{ + source watersim_heighttonormal.shader + type fragment + profiles_cg ps_3_0 ps_2_x ps_2_0 fp40 arbfp1 + profiles_hlsl ps_3_0 ps_2_0 +} + +shader_set add_impulse_fragment +{ + source watersim_addimpulse.shader + type fragment + profiles_cg ps_3_0 ps_2_x ps_2_0 fp40 arbfp1 + profiles_hlsl ps_3_0 ps_2_0 +} diff --git a/files/materials/watersim_addimpulse.shader b/files/materials/watersim_addimpulse.shader new file mode 100644 index 000000000..3ca4192cd --- /dev/null +++ b/files/materials/watersim_addimpulse.shader @@ -0,0 +1,12 @@ +#include "core.h" +#include "watersim_common.h" + + SH_BEGIN_PROGRAM + shInput(float2, UV) + shSampler2D(alphaMap) + + SH_START_PROGRAM + { + shOutputColour(0) = EncodeHeightmap(1.0); + shOutputColour(0).a = shSample (alphaMap, UV.xy).a; + } diff --git a/files/materials/watersim_common.h b/files/materials/watersim_common.h new file mode 100644 index 000000000..aa7a636a0 --- /dev/null +++ b/files/materials/watersim_common.h @@ -0,0 +1,25 @@ +float DecodeHeightmap(float4 heightmap) +{ + float4 table = float4(1.0, -1.0, 0.0, 0.0); + return dot(heightmap, table); +} + +float DecodeHeightmap(shTexture2D HeightmapSampler, float2 texcoord) +{ + float4 heightmap = shSample(HeightmapSampler, texcoord); + return DecodeHeightmap(heightmap); +} + +float4 EncodeHeightmap(float fHeight) +{ + float h = fHeight; + float positive = fHeight > 0.0 ? fHeight : 0.0; + float negative = fHeight < 0.0 ? -fHeight : 0.0; + + float4 color = float4(0,0,0,0); + + color.r = positive; + color.g = negative; + + return color; +} diff --git a/files/materials/watersim_heightmap.shader b/files/materials/watersim_heightmap.shader new file mode 100644 index 000000000..e19270d39 --- /dev/null +++ b/files/materials/watersim_heightmap.shader @@ -0,0 +1,42 @@ +#include "core.h" + +#define DAMPING 0.92 + +#include "watersim_common.h" + + SH_BEGIN_PROGRAM + shInput(float2, UV) + shSampler2D(heightPrevSampler) + shSampler2D(heightCurrentSampler) + shUniform(float3, previousFrameOffset) @shSharedParameter(previousFrameOffset, previousFrameOffset) + shUniform(float3, currentFrameOffset) @shSharedParameter(currentFrameOffset, currentFrameOffset) + shUniform(float4, rippleTextureSize) @shSharedParameter(rippleTextureSize, rippleTextureSize) + + SH_START_PROGRAM + { + const float3 offset[4] = float3[4]( + float3(-1.0, 0.0, 0.25), + float3( 1.0, 0.0, 0.25), + float3( 0.0,-1.0, 0.25), + float3( 0.0, 1.0, 0.25) + ); + + float fHeightPrev = DecodeHeightmap(heightPrevSampler, UV.xy + previousFrameOffset.xy + currentFrameOffset.xy); + + float fNeighCurrent = 0; + for ( int i=0; i<4; i++ ) + { + float2 vTexcoord = UV + currentFrameOffset.xy + offset[i].xy * rippleTextureSize.xy; + fNeighCurrent += (DecodeHeightmap(heightCurrentSampler, vTexcoord) * offset[i].z); + } + + float fHeight = fNeighCurrent * 2.0 - fHeightPrev; + + fHeight *= DAMPING; + + shOutputColour(0) = EncodeHeightmap(fHeight); + } + + + + diff --git a/files/materials/watersim_heighttonormal.shader b/files/materials/watersim_heighttonormal.shader new file mode 100644 index 000000000..5402b6bb5 --- /dev/null +++ b/files/materials/watersim_heighttonormal.shader @@ -0,0 +1,27 @@ +#include "core.h" +#include "watersim_common.h" + + SH_BEGIN_PROGRAM + shInput(float2, UV) + shSampler2D(heightCurrentSampler) + shUniform(float4, rippleTextureSize) @shSharedParameter(rippleTextureSize, rippleTextureSize) + + SH_START_PROGRAM + { + float2 offset[4] = float2[4] ( + vec2(-1.0, 0.0), + vec2( 1.0, 0.0), + vec2( 0.0,-1.0), + vec2( 0.0, 1.0) + ); + + float fHeightL = DecodeHeightmap(heightCurrentSampler, UV.xy + offset[0]*rippleTextureSize.xy); + float fHeightR = DecodeHeightmap(heightCurrentSampler, UV.xy + offset[1]*rippleTextureSize.xy); + float fHeightT = DecodeHeightmap(heightCurrentSampler, UV.xy + offset[2]*rippleTextureSize.xy); + float fHeightB = DecodeHeightmap(heightCurrentSampler, UV.xy + offset[3]*rippleTextureSize.xy); + + float3 n = float3(fHeightB - fHeightT, fHeightR - fHeightL, 1.0); + float3 normal = (n + 1.0) * 0.5; + + shOutputColour(0) = float4(normal.rgb, 1.0); + } diff --git a/files/water/circle.png b/files/water/circle.png new file mode 100644 index 0000000000000000000000000000000000000000..9a1cf268c0be2cdae27fe04ee7f7c0aa6de12c11 GIT binary patch literal 753 zcmVPx#32;bRa{vGf6951U69E94oEQKA00(qQO+^RY0s#yODLP_H6#xJL8FWQhbVF}# zZDnqB07G(RVRU6=Aa`kWXdp*PO;A^X4i^9b0$xc(K~#9!?VG<&8$l4pf3r}yK~51x zqM)L&3(GXPrAgYOr>3Lk4JgeU@D%ooAf>PicNCFA3Q(Fz0Zj_eDdq^q=iI@0XFq8g z%YXL!d^@wd^R1{VbwWh8fL)*q99VRLJ>Vno0NepLzy!Fqm;m2Y^|96gs%qr{w1Es5 z0s5aYvhQlwGS&)73oxjN^fEC9fHXz`BmM=rt&w;!ZtXYaT?GL8!0Zi)7h?wW-&_Eo z1q|Pjcrk`RYaK39whD+y2lxtX(=0pyJyo5S`A{fHKC|-FH1gP(CN{?E%OG&pphy0- zIIA=V0OuP-K9BQC1lX{DzVwsu8u@I4$>))+B>>QgfP5aEQe{v?TENeSX8UzZkrykKL0jHxq|slR18ie6i&%hJaRXJH0-u3>;>Esk{G0FcBq$;Re794Y znDGPnq(*%42{?2>9^-iUED6?plGC&pJy{2cNZSr3J>i3@-se-`2!A+Q%mJqk1vt&? z{+2BjJz_gp)50rugLP@Vq8qGLfHVc>U0Sc$6X17bhaaU*iUQ6N9PR-YaTl07 zGrZy^Fz@ww#UwEI<9Nk&62SWuNZVoa;f)=VAFJwPz7V={D8Lnv4n+fis@^-B24my= zq%SbQPhVj0%pc&sHD)iIIC%U|bkP;!y*-``5-%8}h7pn{vCMkPkFQUZP`xp5a z1uzk&z;OiRkC!^glT|jErITI0j0l@xp3c&hnGz`78L}VP0WKRv{?h9Flr;#YYjf%1 jWV$-*_wuxOzdrv5<*cfu_Ri)S00000NkvXXu0mjfBzZwt literal 0 HcmV?d00001