actorid
scrawl 13 years ago
parent b2313be6d7
commit ad7383be43

@ -63,6 +63,16 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
platform->setCacheFolder ("./");
mFactory = new sh::Factory(platform);
sh::Language lang;
std::string l = Settings::Manager::getString("shader mode", "General");
if (l == "glsl")
lang = sh::Language_GLSL;
else if (l == "hlsl")
lang = sh::Language_HLSL;
else
lang = sh::Language_CG;
mFactory->setCurrentLanguage (lang);
//The fog type must be set before any terrain objects are created as if the
//fog type is set to FOG_NONE then the initially created terrain won't have any fog
configureFog(1, ColourValue(1,1,1));

@ -91,16 +91,16 @@ void Shadows::recreate()
// Populate from split point 1, not 0, since split 0 isn't useful (usually 0)
const PSSMShadowCameraSetup::SplitPointList& splitPointList = getPSSMSetup()->getSplitPoints();
sh::Vector4* splitPoints = new sh::Vector4(splitPointList[1], splitPointList[2], splitPointList[3], 1.0);
sh::Vector3* splitPoints = new sh::Vector3(splitPointList[1], splitPointList[2], splitPointList[3]);
sh::Factory::getInstance ().setSharedParameter ("pssmSplitPoints", sh::makeProperty<sh::Vector4>(splitPoints));
sh::Factory::getInstance ().setSharedParameter ("pssmSplitPoints", sh::makeProperty<sh::Vector3>(splitPoints));
shadowCameraSetup = ShadowCameraSetupPtr(mPSSMSetup);
}
else
{
LiSPSMShadowCameraSetup* lispsmSetup = new LiSPSMShadowCameraSetup();
lispsmSetup->setOptimalAdjustFactor(2);
lispsmSetup->setOptimalAdjustFactor(64);
//lispsmSetup->setCameraLightDirectionThreshold(Degree(0));
//lispsmSetup->setUseAggressiveFocusRegion(false);
shadowCameraSetup = ShadowCameraSetupPtr(lispsmSetup);
@ -131,7 +131,7 @@ void Shadows::recreate()
Overlay* overlay;
// destroy if already exists
if (overlay = mgr.getByName("DebugOverlay"))
if ((overlay = mgr.getByName("DebugOverlay")))
mgr.destroy(overlay);
overlay = mgr.create("DebugOverlay");
@ -155,10 +155,10 @@ void Shadows::recreate()
// destroy container if exists
try
{
if (debugPanel =
if ((debugPanel =
static_cast<OverlayContainer*>(
mgr.getOverlayElement("Ogre/DebugTexPanel" + StringConverter::toString(i)
)))
))))
mgr.destroyOverlayElement(debugPanel);
}
catch (Ogre::Exception&) {}
@ -178,7 +178,7 @@ void Shadows::recreate()
OverlayManager& mgr = OverlayManager::getSingleton();
Overlay* overlay;
if (overlay = mgr.getByName("DebugOverlay"))
if ((overlay = mgr.getByName("DebugOverlay")))
mgr.destroy(overlay);
}
}

@ -15,6 +15,8 @@
#include <OgreOverlayManager.h>
#include <OgreOverlayContainer.h>
#include <boost/lexical_cast.hpp>
#include <components/nifogre/ogre_nif_loader.hpp>
#include "../mwbase/environment.hpp"
@ -50,7 +52,7 @@ void BillboardObject::setSize(const float size)
void BillboardObject::setVisibility(const float visibility)
{
mMaterial->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, visibility);
//mMaterial->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, visibility);
}
void BillboardObject::setPosition(const Vector3& pPosition)
@ -76,7 +78,7 @@ void BillboardObject::setVisibilityFlags(int flags)
void BillboardObject::setColour(const ColourValue& pColour)
{
mMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(pColour);
//mMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(pColour);
}
void BillboardObject::setRenderQueue(unsigned int id)
@ -112,6 +114,12 @@ void BillboardObject::init(const String& textureName,
mBBSet->createBillboard(0,0,0);
mBBSet->setCastShadows(false);
sh::MaterialInstance* m = sh::Factory::getInstance().createMaterialInstance ("BillboardMaterial"+StringConverter::toString(bodyCount), "openmw_sun");
m->setProperty("texture", sh::makeProperty<sh::StringValue>(new sh::StringValue(textureName)));
mBBSet->setMaterialName("BillboardMaterial"+StringConverter::toString(bodyCount));
/*
mMaterial = MaterialManager::getSingleton().create("BillboardMaterial"+StringConverter::toString(bodyCount), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
mMaterial->removeAllTechniques();
Pass* p = mMaterial->createTechnique()->createPass();
@ -123,7 +131,6 @@ void BillboardObject::init(const String& textureName,
p->setAmbient(0.0,0.0,0.0);
p->setPolygonModeOverrideable(false);
p->createTextureUnitState(textureName);
mBBSet->setMaterialName("BillboardMaterial"+StringConverter::toString(bodyCount));
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
HighLevelGpuProgramPtr vshader;
@ -183,7 +190,7 @@ void BillboardObject::init(const String& textureName,
fshader->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR);
fshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
mMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName());
*/
bodyCount++;
}
@ -194,6 +201,8 @@ Moon::Moon( const String& textureName,
{
init(textureName, initialSize, position, rootNode);
/*
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
HighLevelGpuProgramPtr vshader;
if (mgr.resourceExists("Moon_VP"))
@ -261,6 +270,8 @@ Moon::Moon( const String& textureName,
fshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
mMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName());
*/
setVisibility(1.0);
mPhase = Moon::Phase_Full;
@ -273,7 +284,7 @@ void Moon::setType(const Moon::Type& type)
void Moon::setSkyColour(const Ogre::ColourValue& colour)
{
mMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("skyColour", colour);
//mMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("skyColour", colour);
}
void Moon::setPhase(const Moon::Phase& phase)
@ -295,7 +306,7 @@ void Moon::setPhase(const Moon::Phase& phase)
textureName += ".dds";
mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(textureName);
//mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(textureName);
mPhase = phase;
}
@ -387,8 +398,6 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera)
, mSceneMgr(NULL)
, mAtmosphereDay(NULL)
, mAtmosphereNight(NULL)
, mCloudMaterial()
, mAtmosphereMaterial()
, mCloudFragmentShader()
, mClouds()
, mNextClouds()
@ -406,6 +415,7 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera)
, mMasserEnabled(true)
, mSecundaEnabled(true)
, mCreated(false)
, mCloudAnimationTimer(0.f)
{
mSceneMgr = pMwRoot->getCreator();
mRootNode = mCamera->getParentSceneNode()->createChildSceneNode();
@ -415,7 +425,19 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera)
void SkyManager::create()
{
/// \todo preload all the textures and meshes that are used for sky rendering
sh::Factory::getInstance().setSharedParameter ("cloudBlendFactor",
sh::makeProperty<sh::FloatValue>(new sh::FloatValue(0)));
sh::Factory::getInstance().setSharedParameter ("cloudOpacity",
sh::makeProperty<sh::FloatValue>(new sh::FloatValue(1)));
sh::Factory::getInstance().setSharedParameter ("cloudColour",
sh::makeProperty<sh::Vector3>(new sh::Vector3(1,1,1)));
sh::Factory::getInstance().setSharedParameter ("cloudAnimationTimer",
sh::makeProperty<sh::FloatValue>(new sh::FloatValue(0)));
sh::Factory::getInstance().setSharedParameter ("nightFade",
sh::makeProperty<sh::FloatValue>(new sh::FloatValue(0)));
sh::Factory::getInstance().setTextureAlias ("cloud_texture_1", "");
sh::Factory::getInstance().setTextureAlias ("cloud_texture_2", "");
// Create overlay used for thunderstorm
MaterialPtr material = MaterialManager::getSingleton().create( "ThunderMaterial", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );
@ -449,9 +471,6 @@ void SkyManager::create()
mSunGlare->setRenderQueue(RQG_SkiesLate);
mSunGlare->setVisibilityFlags(RV_Glare);
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
// Stars
MeshPtr mesh = NifOgre::NIFLoader::load("meshes\\sky_night_01.nif");
Entity* night1_ent = mSceneMgr->createEntity("meshes\\sky_night_01.nif");
@ -462,76 +481,18 @@ void SkyManager::create()
mAtmosphereNight = mRootNode->createChildSceneNode();
mAtmosphereNight->attachObject(night1_ent);
// Stars vertex shader
HighLevelGpuProgramPtr stars_vp = mgr.createProgram("Stars_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_VERTEX_PROGRAM);
stars_vp->setParameter("profiles", "vs_2_x arbvp1");
stars_vp->setParameter("entry_point", "main_vp");
StringUtil::StrStreamType outStream4;
outStream4 <<
"void main_vp( \n"
" float4 position : POSITION, \n"
" in float2 uv : TEXCOORD0, \n"
" out float2 oUV : TEXCOORD0, \n"
" out float oFade : TEXCOORD1, \n"
" out float4 oPosition : POSITION, \n"
" uniform float4x4 worldViewProj \n"
") \n"
"{ \n"
" oUV = uv; \n"
" oFade = (position.z > 50) ? 1.f : 0.f; \n"
" oPosition = mul( worldViewProj, position ); \n"
"}";
stars_vp->setSource(outStream4.str());
stars_vp->load();
stars_vp->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
// Stars fragment shader
HighLevelGpuProgramPtr stars_fp = mgr.createProgram("Stars_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_FRAGMENT_PROGRAM);
stars_fp->setParameter("profiles", "ps_2_x arbfp1");
stars_fp->setParameter("entry_point", "main_fp");
StringUtil::StrStreamType outStream5;
outStream5 <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n";
if (RenderingManager::useMRT()) outStream5 <<
" out float4 oColor1 : COLOR1, \n";
outStream5 <<
" in float fade : TEXCOORD1, \n"
" uniform sampler2D texture : TEXUNIT0, \n"
" uniform float opacity, \n"
" uniform float4 diffuse, \n"
" uniform float4 emissive \n"
") \n"
"{ \n"
" oColor = tex2D(texture, uv) * float4(emissive.xyz, 1) * float4(1,1,1,fade*diffuse.a); \n";
if (RenderingManager::useMRT()) outStream5 <<
" oColor1 = float4(1, 0, 0, 1); \n";
outStream5 <<
"}";
stars_fp->setSource(outStream5.str());
stars_fp->load();
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();
mp->getTechnique(0)->getPass(0)->setSelfIllumination(1.0, 1.0, 1.0);
mp->getTechnique(0)->getPass(0)->setAmbient(0.0, 0.0, 0.0);
mp->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, 1.0);
mp->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
mp->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
mp->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
mp->getTechnique(0)->getPass(0)->setVertexProgram(stars_vp->getName());
mp->getTechnique(0)->getPass(0)->setFragmentProgram(stars_fp->getName());
mp->getTechnique(0)->getPass(0)->setPolygonModeOverrideable(false);
mStarsMaterials[i] = mp;
std::string matName = "openmw_stars_" + boost::lexical_cast<std::string>(i);
sh::MaterialInstance* m = sh::Factory::getInstance ().createMaterialInstance (matName, "openmw_stars");
std::string textureName = sh::retrieveValue<sh::StringValue>(
sh::Factory::getInstance().getMaterialInstance(night1_ent->getSubEntity (i)->getMaterialName ())->getProperty("diffuseMap"), NULL).get();
m->setProperty ("texture", sh::makeProperty<sh::StringValue>(new sh::StringValue(textureName)));
night1_ent->getSubEntity(i)->setMaterialName (matName);
}
*/
// Atmosphere (day)
mesh = NifOgre::NIFLoader::load("meshes\\sky_atmosphere.nif");
@ -545,11 +506,6 @@ void SkyManager::create()
mAtmosphereDay = mRootNode->createChildSceneNode();
mAtmosphereDay->attachObject(atmosphere_ent);
atmosphere_ent->getSubEntity (0)->setMaterialName ("openmw_atmosphere");
//mAtmosphereMaterial = atmosphere_ent->getSubEntity(0)->getMaterial();
//mAtmosphereMaterial->getTechnique(0)->getPass(0)->setPolygonModeOverrideable(false);
// Atmosphere shader
// mAtmosphereMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName());
atmosphere_ent->getSubEntity (0)->setMaterialName("openmw_atmosphere");
// Clouds
NifOgre::NIFLoader::load("meshes\\sky_clouds_01.nif");
@ -558,89 +514,11 @@ 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();
clouds_ent->getSubEntity(0)->setMaterialName ("openmw_clouds");
//mCloudMaterial->getTechnique(0)->getPass(0)->setPolygonModeOverrideable(false);
clouds_ent->setCastShadows(false);
// Clouds vertex shader
HighLevelGpuProgramPtr vshader2 = mgr.createProgram("Clouds_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_VERTEX_PROGRAM);
vshader2->setParameter("profiles", "vs_2_x arbvp1");
vshader2->setParameter("entry_point", "main_vp");
StringUtil::StrStreamType outStream3;
outStream3 <<
"void main_vp( \n"
" float4 position : POSITION, \n"
" in float4 color : COLOR, \n"
" out float4 oColor : TEXCOORD1, \n"
" in float2 uv : TEXCOORD0, \n"
" out float2 oUV : TEXCOORD0, \n"
" out float4 oPosition : POSITION, \n"
" uniform float4x4 worldViewProj \n"
") \n"
"{ \n"
" oUV = uv; \n"
" oColor = color; \n"
" oPosition = mul( worldViewProj, position ); \n"
"}";
vshader2->setSource(outStream3.str());
vshader2->load();
vshader2->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
//mCloudMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader2->getName());
// Clouds fragment shader
mCloudFragmentShader = mgr.createProgram("Clouds_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_FRAGMENT_PROGRAM);
mCloudFragmentShader->setParameter("profiles", "ps_2_x arbfp1");
mCloudFragmentShader->setParameter("entry_point", "main_fp");
StringUtil::StrStreamType outStream2;
outStream2 <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" in float4 color : TEXCOORD1, \n"
" out float4 oColor : COLOR, \n";
if (RenderingManager::useMRT()) outStream2 <<
" out float4 oColor1 : COLOR1, \n";
outStream2 <<
" uniform sampler2D texture : TEXUNIT0, \n"
" uniform sampler2D secondTexture : TEXUNIT1, \n"
" uniform float transitionFactor, \n"
" uniform float time, \n"
" uniform float speed, \n"
" uniform float opacity, \n"
" uniform float4 emissive \n"
") \n"
"{ \n"
" uv += float2(0,1) * time * speed * 0.003; \n" // Scroll in y direction
" float4 tex = lerp(tex2D(texture, uv), tex2D(secondTexture, uv), transitionFactor); \n"
" oColor = color * float4(emissive.xyz,1) * tex * float4(1,1,1,opacity); \n";
if (RenderingManager::useMRT()) outStream2 <<
" oColor1 = float4(1, 0, 0, 1); \n";
outStream2 <<
"}";
mCloudFragmentShader->setSource(outStream2.str());
mCloudFragmentShader->load();
mCloudFragmentShader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
//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);
/*
mCloudMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(1.0, 1.0, 1.0);
mCloudMaterial->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
mCloudMaterial->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
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;
}
@ -669,7 +547,10 @@ 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);
mCloudAnimationTimer += duration * mCloudSpeed * (MWBase::Environment::get().getWorld()->getTimeScaleFactor()/30.f);
sh::Factory::getInstance().setSharedParameter ("cloudAnimationTimer",
sh::makeProperty<sh::FloatValue>(new sh::FloatValue(mCloudAnimationTimer)));
/// \todo improve this
mMasser->setPhase( static_cast<Moon::Phase>( (int) ((mDay % 32)/4.f)) );
@ -678,15 +559,15 @@ void SkyManager::update(float duration)
if (mSunEnabled)
{
// take 1/5 sec for fading the glare effect from invisible to full
// take 1/10 sec for fading the glare effect from invisible to full
if (mGlareFade > mGlare)
{
mGlareFade -= duration*5;
mGlareFade -= duration*10;
if (mGlareFade < mGlare) mGlareFade = mGlare;
}
else if (mGlareFade < mGlare)
{
mGlareFade += duration*5;
mGlareFade += duration*10;
if (mGlareFade > mGlare) mGlareFade = mGlare;
}
@ -733,39 +614,34 @@ void SkyManager::setMoonColour (bool red)
: ColourValue(1.0, 1.0, 1.0));
}
void SkyManager::setCloudsOpacity(float opacity)
{
if (!mCreated) return;
//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);
sh::Factory::getInstance().setTextureAlias ("cloud_texture_1", "textures\\"+weather.mCloudTexture);
mClouds = weather.mCloudTexture;
}
if (mNextClouds != weather.mNextCloudTexture)
{
mCloudMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName("textures\\"+weather.mNextCloudTexture);
sh::Factory::getInstance().setTextureAlias ("cloud_texture_2", "textures\\"+weather.mNextCloudTexture);
mNextClouds = weather.mNextCloudTexture;
}
if (mCloudBlendFactor != weather.mCloudBlendFactor)
{
mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("transitionFactor", Real(weather.mCloudBlendFactor));
mCloudBlendFactor = weather.mCloudBlendFactor;
sh::Factory::getInstance().setSharedParameter ("cloudBlendFactor",
sh::makeProperty<sh::FloatValue>(new sh::FloatValue(weather.mCloudBlendFactor)));
}
if (mCloudOpacity != weather.mCloudOpacity)
{
mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("opacity", Real(weather.mCloudOpacity));
mCloudOpacity = weather.mCloudOpacity;
sh::Factory::getInstance().setSharedParameter ("cloudOpacity",
sh::makeProperty<sh::FloatValue>(new sh::FloatValue(weather.mCloudOpacity)));
}
if (mCloudColour != weather.mSunColor)
@ -774,23 +650,21 @@ void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
weather.mSunColor.g*0.7 + weather.mAmbientColor.g*0.7,
weather.mSunColor.b*0.7 + weather.mAmbientColor.b*0.7);
mCloudMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(clr);
sh::Factory::getInstance().setSharedParameter ("cloudColour",
sh::makeProperty<sh::Vector3>(new sh::Vector3(clr.r, clr.g, clr.b)));
mCloudColour = weather.mSunColor;
}
*/
if (mSkyColour != weather.mSkyColor)
{
mSkyColour = weather.mSkyColor;
sh::Factory::getInstance().setSharedParameter ("atmosphereColour", sh::makeProperty<sh::Vector4>(new sh::Vector4(
weather.mSkyColor.r, weather.mSkyColor.g, weather.mSkyColor.b, 1.0)));
}
/*
if (mCloudSpeed != weather.mCloudSpeed)
{
mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("speed", Real(weather.mCloudSpeed));
mCloudSpeed = weather.mCloudSpeed;
weather.mSkyColor.r, weather.mSkyColor.g, weather.mSkyColor.b, weather.mSkyColor.a)));
}
mCloudSpeed = weather.mCloudSpeed;
if (weather.mNight && mStarsOpacity != weather.mNightFade)
{
if (weather.mNightFade == 0)
@ -798,12 +672,14 @@ void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
else
{
mAtmosphereNight->setVisible(true);
for (int i=0; i<7; ++i)
mStarsMaterials[i]->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, weather.mNightFade);
sh::Factory::getInstance().setSharedParameter ("nightFade",
sh::makeProperty<sh::FloatValue>(new sh::FloatValue(weather.mNightFade)));
mStarsOpacity = weather.mNightFade;
}
}
*/
float strength;
float timeofday_angle = std::abs(mSunGlare->getPosition().z/mSunGlare->getPosition().length());

@ -139,9 +139,6 @@ namespace MWRender
void setMoonColour (bool red);
///< change Secunda colour to red
void setCloudsOpacity(float opacity);
///< change opacity of the clouds
void setWeather(const MWWorld::WeatherResult& weather);
Ogre::SceneNode* getSunNode();
@ -182,6 +179,8 @@ namespace MWRender
int mDay;
int mMonth;
float mCloudAnimationTimer;
BillboardObject* mSun;
BillboardObject* mSunGlare;
Moon* mMasser;
@ -194,11 +193,6 @@ namespace MWRender
Ogre::SceneNode* mAtmosphereDay;
Ogre::SceneNode* mAtmosphereNight;
Ogre::MaterialPtr mCloudMaterial;
Ogre::MaterialPtr mAtmosphereMaterial;
Ogre::MaterialPtr mStarsMaterials[7];
Ogre::HighLevelGpuProgramPtr mCloudFragmentShader;
// remember some settings so we don't have to apply them again if they didnt change

2
extern/shiny vendored

@ -1 +1 @@
Subproject commit 34e952bf3d5e09adfd3e5c0f6462d612e193e447
Subproject commit 7485a15c26f129084a1c264fa1a98dc2de86f298

@ -1,11 +1,11 @@
#include "core.h"
#define MRT @shPropertyBool(mrt_output)
#define MRT @shGlobalSettingBool(mrt_output)
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shColourInput(float4)
shOutput(float4, colourPassthrough)
@ -23,7 +23,7 @@
#if MRT
shDeclareMrtOutput(1)
#endif
shUniform(float4 atmosphereColour) @shSharedParameter(atmosphereColour)
shUniform(float4, atmosphereColour) @shSharedParameter(atmosphereColour)
SH_START_PROGRAM
{

@ -1,11 +1,11 @@
#include "core.h"
#define MRT @shPropertyBool(mrt_output)
#define MRT @shGlobalSettingBool(mrt_output)
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shInput(float2, uv0)
shOutput(float2, UV)
shColourInput(float4)
@ -13,7 +13,7 @@
SH_START_PROGRAM
{
colourPassthrough = colour;
shOutputPosition = shMatrixMult(wvp, shInputPosition);
UV = uv0;
}
@ -21,17 +21,28 @@
#else
SH_BEGIN_PROGRAM
shSampler2D(diffuseMap)
shInput(float2, UV)
shInput(float4, colourPassthrough)
#if MRT
shDeclareMrtOutput(1)
#endif
shUniform(float4 materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
shUniform(float4 materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
shSampler2D(diffuseMap1)
shSampler2D(diffuseMap2)
shUniform(float, cloudBlendFactor) @shSharedParameter(cloudBlendFactor)
shUniform(float, cloudAnimationTimer) @shSharedParameter(cloudAnimationTimer)
shUniform(float, cloudOpacity) @shSharedParameter(cloudOpacity)
shUniform(float3, cloudColour) @shSharedParameter(cloudColour)
SH_START_PROGRAM
{
shOutputColour(0) = float4(1,1,1,materialDiffuse.a) * float4(materialEmissive.xyz, 1) * shSample(diffuseMap, UV);
// Scroll in y direction
float2 scrolledUV = UV + float2(0,1) * cloudAnimationTimer * 0.003;
float4 albedo = shSample(diffuseMap1, scrolledUV) * (1-cloudBlendFactor) + shSample(diffuseMap2, scrolledUV) * cloudBlendFactor;
shOutputColour(0) = colourPassthrough * float4(cloudColour, 1) * albedo * float4(1,1,1, cloudOpacity);
#if MRT
shOutputColour(1) = float4(1,1,1,1);

@ -9,7 +9,7 @@
#define shMatrixMult(m, v) mul(m, v)
#define shUniform(s) , uniform s
#define shUniform(type, name) , uniform type name
#define shInput(type, name) , in type name : TEXCOORD@shCounter(1)
#define shOutput(type, name) , out type name : TEXCOORD@shCounter(2)
@ -59,13 +59,13 @@
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define int4 ivec4/
#define shTexture2D sampler2D
#define shSample(tex, coord) texture(tex, coord)
#define shLerp(a, b, t) mix(a, b, t)
#define shSaturate(a) clamp(a, 0.0, 1.0)
#define shUniform(s) uniform s;
#define shUniform(type, name) uniform type name;
#define shSampler2D(name) uniform sampler2D name; @shUseSampler(name)

@ -21,7 +21,7 @@
// ------------------------------------- VERTEX ---------------------------------------
SH_BEGIN_PROGRAM
shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shInput(float2, uv0)
shOutput(float2, UV)
shNormalInput(float4)
@ -41,16 +41,16 @@
#if SHADOWS
shOutput(float4, lightSpacePos0)
shUniform(float4x4 texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
shUniform(float4x4 worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
#endif
#if SHADOWS_PSSM
@shForeach(3)
shOutput(float4, lightSpacePos@shIterator)
shUniform(float4x4 texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
@shEndForeach
shUniform(float4x4 worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
#endif
SH_START_PROGRAM
{
@ -99,27 +99,27 @@
#endif
#if MRT
shUniform(float far) @shAutoConstant(far, far_clip_distance)
shUniform(float, far) @shAutoConstant(far, far_clip_distance)
#endif
#if LIGHTING
shInput(float3, normalPassthrough)
shInput(float3, objSpacePositionPassthrough)
shUniform(float4 lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
//shUniform(float passIteration) @shAutoConstant(passIteration, pass_iteration_number)
shUniform(float4 materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
shUniform(float4 materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
shUniform(float4 materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
//shUniform(float, passIteration) @shAutoConstant(passIteration, pass_iteration_number)
shUniform(float4, materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
@shForeach(8)
shUniform(float4 lightPosObjSpace@shIterator) @shAutoConstant(lightPosObjSpace@shIterator, light_position_object_space, @shIterator)
shUniform(float4 lightAttenuation@shIterator) @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
shUniform(float4 lightDiffuse@shIterator) @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
shUniform(float4, lightPosObjSpace@shIterator) @shAutoConstant(lightPosObjSpace@shIterator, light_position_object_space, @shIterator)
shUniform(float4, lightAttenuation@shIterator) @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
shUniform(float4, lightDiffuse@shIterator) @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
@shEndForeach
#endif
#if FOG
shUniform(float3 fogColor) @shAutoConstant(fogColor, fog_colour)
shUniform(float4 fogParams) @shAutoConstant(fogParams, fog_params)
shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour)
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
#endif
#ifdef HAS_VERTEXCOLOR
@ -129,19 +129,19 @@
#if SHADOWS
shInput(float4, lightSpacePos0)
shSampler2D(shadowMap0)
shUniform(float2 invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
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))
shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
@shEndForeach
shUniform(float4 pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
#endif
#if SHADOWS || SHADOWS_PSSM
shUniform(float4 shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
#endif
SH_START_PROGRAM
{

@ -9,7 +9,7 @@
shInput(float2, uv0)
shOutput(float2, UV)
#endif
shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shOutput(float2, depth)
SH_START_PROGRAM
{

@ -1,6 +1,4 @@
float depthShadowPCF (shTexture2D shadowMap, float4 shadowMapPos, float2 offset)
{
shadowMapPos /= shadowMapPos.w;
@ -31,7 +29,7 @@ float pssmDepthShadow (
shTexture2D shadowMap2,
float depth,
float4 pssmSplitPoints)
float3 pssmSplitPoints)
{
float shadow;

@ -1,7 +1,6 @@
material openmw_moon
{
allow_fixed_function false
mrt_output true
pass
{
vertex_program moon_vertex
@ -9,11 +8,6 @@ material openmw_moon
polygon_mode_overrideable off
shader_properties
{
mrt_output $mrt_output
}
texture_unit diffuseMap
{
texture $diffuseMap
@ -25,7 +19,6 @@ material openmw_moon
material openmw_clouds
{
allow_fixed_function false
mrt_output true
pass
{
vertex_program clouds_vertex
@ -36,11 +29,6 @@ material openmw_clouds
scene_blend alpha_blend
depth_write off
shader_properties
{
mrt_output $mrt_output
}
// second diffuse map is used for weather transitions
texture_unit diffuseMap1
{
@ -58,7 +46,6 @@ material openmw_clouds
material openmw_atmosphere
{
allow_fixed_function false
mrt_output true
pass
{
vertex_program atmosphere_vertex
@ -68,18 +55,12 @@ material openmw_atmosphere
scene_blend alpha_blend
depth_write off
shader_properties
{
mrt_output $mrt_output
}
}
}
material openmw_stars
{
allow_fixed_function false
mrt_output true
pass
{
vertex_program stars_vertex
@ -87,14 +68,13 @@ material openmw_stars
polygon_mode_overrideable off
shader_properties
{
mrt_output $mrt_output
}
depth_check off
depth_write off
scene_blend alpha_blend
texture_unit diffuseMap
{
diffuseMap $diffuseMap
direct_texture $texture
}
}
}
@ -103,7 +83,6 @@ material openmw_stars
material openmw_sun
{
allow_fixed_function false
mrt_output true
pass
{
vertex_program sun_vertex
@ -111,14 +90,9 @@ material openmw_sun
polygon_mode_overrideable off
shader_properties
{
mrt_output $mrt_output
}
texture unit diffuseMap
texture_unit diffuseMap
{
diffuseMap $diffuseMap
direct_texture $texture
}
}
}

@ -1,12 +1,12 @@
#include "core.h"
#define MRT @shPropertyBool(mrt_output)
#define MRT @shGlobalSettingBool(mrt_output)
#ifdef SH_VERTEX_SHADER
SH_BEGIN_PROGRAM
shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
shInput(float2, uv0)
shOutput(float2, UV)
@ -24,13 +24,15 @@
#if MRT
shDeclareMrtOutput(1)
#endif
shUniform(float4 materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
shUniform(float4 materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
SH_START_PROGRAM
{
shOutputColour(0) = float4(1,1,1,materialDiffuse.a) * float4(materialEmissive.xyz, 1) * shSample(diffuseMap, UV);
shOutputColour(0) = shSample(diffuseMap, UV);
#if MRT
shOutputColour(1) = float4(1,1,1,1);
#endif

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