Merge remote-tracking branch 'scrawl/z-up'

actorid
Marc Zinnschlag 12 years ago
commit dc445844d2

@ -88,7 +88,7 @@ void LocalMapBase::applyFogOfWar()
+ boost::lexical_cast<std::string>(my);
std::string image = mPrefix+"_"+ boost::lexical_cast<std::string>(mCurX + (mx-1)) + "_"
+ boost::lexical_cast<std::string>(mCurY + (mInterior ? (my-1) : -1*(my-1)));
+ boost::lexical_cast<std::string>(mCurY + (-1*(my-1)));
MyGUI::ImageBox* fog = mFogWidgets[my + 3*mx];
fog->setImageTexture(mFogOfWar ?
((MyGUI::RenderManager::getInstance().getTexture(image+"_fog") != 0) ? image+"_fog"
@ -127,7 +127,7 @@ void LocalMapBase::setActiveCell(const int x, const int y, bool interior)
{
// map
std::string image = mPrefix+"_"+ boost::lexical_cast<std::string>(x + (mx-1)) + "_"
+ boost::lexical_cast<std::string>(y + (interior ? (my-1) : -1*(my-1)));
+ boost::lexical_cast<std::string>(y + (-1*(my-1)));
std::string name = "Map_" + boost::lexical_cast<std::string>(mx) + "_"
+ boost::lexical_cast<std::string>(my);
@ -173,7 +173,7 @@ void LocalMapBase::setActiveCell(const int x, const int y, bool interior)
}
else
{
Ogre::Vector2 position (marker.x, -marker.y);
Ogre::Vector2 position (marker.x, marker.y);
MWBase::Environment::get().getWorld ()->getInteriorMapPosition (position, nX, nY, cellDx, cellDy);
widgetCoord = MyGUI::IntCoord(nX * 512 - 4 + (1+cellDx-x) * 512, nY * 512 - 4 + (1+cellDy-y) * 512, 8, 8);
@ -394,10 +394,10 @@ void MapWindow::globalMapUpdatePlayer ()
{
Ogre::Vector3 pos = MWBase::Environment::get().getWorld ()->getPlayer ().getPlayer().getRefData ().getBaseNode ()->_getDerivedPosition ();
Ogre::Quaternion orient = MWBase::Environment::get().getWorld ()->getPlayer ().getPlayer().getRefData ().getBaseNode ()->_getDerivedOrientation ();
Ogre::Vector2 dir (orient.yAxis ().x, -orient.yAxis().z);
Ogre::Vector2 dir (orient.yAxis ().x, orient.yAxis().y);
float worldX, worldY;
mGlobalMapRender->worldPosToImageSpace (pos.x, pos.z, worldX, worldY);
mGlobalMapRender->worldPosToImageSpace (pos.x, pos.y, worldX, worldY);
worldX *= mGlobalMapRender->getWidth();
worldY *= mGlobalMapRender->getHeight();

@ -87,10 +87,12 @@ namespace MWInput
std::string("false")));
pl.insert(std::make_pair(std::string("x11_keyboard_grab"),
std::string("false")));
pl.insert(std::make_pair(std::string("XAutoRepeatOn"),
std::string("true")));
#endif
}
#if defined OIS_LINUX_PLATFORM
pl.insert(std::make_pair(std::string("XAutoRepeatOn"),
std::string("true")));
#endif
#if defined(__APPLE__) && !defined(__LP64__)
// Give the application window focus to receive input events

@ -28,8 +28,8 @@ Actors::~Actors()
}
}
void Actors::setMwRoot(Ogre::SceneNode* root)
{ mMwRoot = root; }
void Actors::setRootNode(Ogre::SceneNode* root)
{ mRootNode = root; }
void Actors::insertBegin(const MWWorld::Ptr &ptr)
{
@ -40,7 +40,7 @@ void Actors::insertBegin(const MWWorld::Ptr &ptr)
else
{
//Create the scenenode and put it in the map
cellnode = mMwRoot->createChildSceneNode();
cellnode = mRootNode->createChildSceneNode();
mCellSceneNodes[ptr.getCell()] = cellnode;
}
@ -159,7 +159,7 @@ void Actors::updateObjectCell(const MWWorld::Ptr &old, const MWWorld::Ptr &cur)
node = celliter->second;
else
{
node = mMwRoot->createChildSceneNode();
node = mRootNode->createChildSceneNode();
mCellSceneNodes[newCell] = node;
}
node->addChild(cur.getRefData().getBaseNode());

@ -20,7 +20,7 @@ namespace MWRender
typedef std::map<MWWorld::Ptr,Animation*> PtrAnimationMap;
OEngine::Render::OgreRenderer &mRend;
Ogre::SceneNode* mMwRoot;
Ogre::SceneNode* mRootNode;
CellSceneNodeMap mCellSceneNodes;
PtrAnimationMap mAllActors;
@ -29,7 +29,7 @@ namespace MWRender
Actors(OEngine::Render::OgreRenderer& _rend): mRend(_rend) {}
~Actors();
void setMwRoot(Ogre::SceneNode* root);
void setRootNode(Ogre::SceneNode* root);
void insertBegin (const MWWorld::Ptr& ptr);
void insertNPC(const MWWorld::Ptr& ptr, MWWorld::InventoryStore& inv);
void insertCreature (const MWWorld::Ptr& ptr);

@ -150,9 +150,9 @@ ManualObject *Debugging::createPathgridPoints(const ESM::Pathgrid *pathgrid)
return result;
}
Debugging::Debugging(SceneNode *mwRoot, OEngine::Physic::PhysicEngine *engine) :
mMwRoot(mwRoot), mEngine(engine),
mSceneMgr(mwRoot->getCreator()),
Debugging::Debugging(SceneNode *root, OEngine::Physic::PhysicEngine *engine) :
mRootNode(root), mEngine(engine),
mSceneMgr(root->getCreator()),
mPathgridEnabled(false),
mInteriorPathgridNode(NULL), mPathGridRoot(NULL),
mGridMatsCreated(false)
@ -208,7 +208,7 @@ void Debugging::togglePathgrid()
createGridMaterials();
// add path grid meshes to already loaded cells
mPathGridRoot = mMwRoot->createChildSceneNode();
mPathGridRoot = mRootNode->createChildSceneNode();
for(CellList::iterator it = mActiveCells.begin(); it != mActiveCells.end(); ++it)
{
enableCellPathgrid(*it);

@ -54,7 +54,7 @@ namespace MWRender
typedef std::vector<MWWorld::CellStore *> CellList;
CellList mActiveCells;
Ogre::SceneNode *mMwRoot;
Ogre::SceneNode *mRootNode;
Ogre::SceneNode *mPathGridRoot;
@ -78,7 +78,7 @@ namespace MWRender
Ogre::ManualObject *createPathgridLines(const ESM::Pathgrid *pathgrid);
Ogre::ManualObject *createPathgridPoints(const ESM::Pathgrid *pathgrid);
public:
Debugging(Ogre::SceneNode* mwRoot, OEngine::Physic::PhysicEngine *engine);
Debugging(Ogre::SceneNode* root, OEngine::Physic::PhysicEngine *engine);
~Debugging();
bool toggleRenderMode (int mode);

@ -190,7 +190,7 @@ namespace MWRender
{
imageX = float(x / 8192.f - mMinX) / (mMaxX - mMinX + 1);
imageY = 1.f-float(-z / 8192.f - mMinY) / (mMaxY - mMinY + 1);
imageY = 1.f-float(z / 8192.f - mMinY) / (mMaxY - mMinY + 1);
}
void GlobalMap::cellTopLeftCornerToImageSpace(int x, int y, float& imageX, float& imageY)

@ -28,9 +28,6 @@ LocalMap::LocalMap(OEngine::Render::OgreRenderer* rend, MWRender::RenderingManag
mCellCamera = mRendering->getScene()->createCamera("CellCamera");
mCellCamera->setProjectionType(PT_ORTHOGRAPHIC);
// look down -y
const float sqrt0pt5 = 0.707106781;
mCellCamera->setOrientation(Quaternion(sqrt0pt5, -sqrt0pt5, 0, 0));
mCameraNode->attachObject(mCellCamera);
}
@ -82,8 +79,8 @@ void LocalMap::saveFogOfWar(MWWorld::Ptr::CellStore* cell)
}
else
{
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
Vector2 max(mBounds.getMaximum().x, mBounds.getMaximum().z);
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().y);
Vector2 max(mBounds.getMaximum().x, mBounds.getMaximum().y);
Vector2 length = max-min;
// divide into segments
@ -107,6 +104,7 @@ void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell)
mInterior = false;
mCameraRotNode->setOrientation(Quaternion::IDENTITY);
mCellCamera->setOrientation(Quaternion(Ogre::Math::Cos(Ogre::Degree(0)/2.f), 0, 0, -Ogre::Math::Sin(Ogre::Degree(0)/2.f)));
int x = cell->mCell->getGridX();
int y = cell->mCell->getGridY();
@ -115,7 +113,7 @@ void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell)
mCameraPosNode->setPosition(Vector3(0,0,0));
render((x+0.5)*sSize, (-y-0.5)*sSize, -10000, 10000, sSize, sSize, name);
render((x+0.5)*sSize, (y+0.5)*sSize, -10000, 10000, sSize, sSize, name);
}
void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell,
@ -124,40 +122,44 @@ void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell,
mInterior = true;
mBounds = bounds;
Vector2 z(mBounds.getMaximum().y, mBounds.getMinimum().y);
float zMin = mBounds.getMinimum().z;
float zMax = mBounds.getMaximum().z;
const Vector2& north = MWBase::Environment::get().getWorld()->getNorthVector(cell);
Radian angle(std::atan2(-north.x, -north.y));
Radian angle = Ogre::Math::ATan2 (north.x, north.y);
mAngle = angle.valueRadians();
mCameraRotNode->setOrientation(Quaternion(Math::Cos(angle/2.f), 0, Math::Sin(angle/2.f), 0));
mCellCamera->setOrientation(Quaternion::IDENTITY);
mCameraRotNode->setOrientation(Quaternion(Math::Cos(angle/2.f), 0, 0, -Math::Sin(angle/2.f)));
// rotate the cell and merge the rotated corners to the bounding box
Vector2 _center(bounds.getCenter().x, bounds.getCenter().z);
Vector3 _c1 = bounds.getCorner(AxisAlignedBox::NEAR_LEFT_BOTTOM);
Vector3 _c2 = bounds.getCorner(AxisAlignedBox::FAR_LEFT_BOTTOM);
Vector3 _c3 = bounds.getCorner(AxisAlignedBox::NEAR_RIGHT_BOTTOM);
Vector3 _c4 = bounds.getCorner(AxisAlignedBox::FAR_RIGHT_BOTTOM);
Vector2 c1(_c1.x, _c1.z);
Vector2 c2(_c2.x, _c2.z);
Vector2 c3(_c3.x, _c3.z);
Vector2 c4(_c4.x, _c4.z);
Vector2 _center(bounds.getCenter().x, bounds.getCenter().y);
Vector3 _c1 = bounds.getCorner(AxisAlignedBox::FAR_LEFT_BOTTOM);
Vector3 _c2 = bounds.getCorner(AxisAlignedBox::FAR_RIGHT_BOTTOM);
Vector3 _c3 = bounds.getCorner(AxisAlignedBox::FAR_LEFT_TOP);
Vector3 _c4 = bounds.getCorner(AxisAlignedBox::FAR_RIGHT_TOP);
Vector2 c1(_c1.x, _c1.y);
Vector2 c2(_c2.x, _c2.y);
Vector2 c3(_c3.x, _c3.y);
Vector2 c4(_c4.x, _c4.y);
c1 = rotatePoint(c1, _center, mAngle);
c2 = rotatePoint(c2, _center, mAngle);
c3 = rotatePoint(c3, _center, mAngle);
c4 = rotatePoint(c4, _center, mAngle);
mBounds.merge(Vector3(c1.x, 0, c1.y));
mBounds.merge(Vector3(c2.x, 0, c2.y));
mBounds.merge(Vector3(c3.x, 0, c3.y));
mBounds.merge(Vector3(c4.x, 0, c4.y));
mBounds.merge(Vector3(c1.x, c1.y, 0));
mBounds.merge(Vector3(c2.x, c2.y, 0));
mBounds.merge(Vector3(c3.x, c3.y, 0));
mBounds.merge(Vector3(c4.x, c4.y, 0));
Vector2 center(mBounds.getCenter().x, mBounds.getCenter().z);
Vector2 center(mBounds.getCenter().x, mBounds.getCenter().y);
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
Vector2 max(mBounds.getMaximum().x, mBounds.getMaximum().z);
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().y);
Vector2 max(mBounds.getMaximum().x, mBounds.getMaximum().y);
Vector2 length = max-min;
mCameraPosNode->setPosition(Vector3(center.x, 0, center.y));
mCameraPosNode->setPosition(Vector3(center.x, center.y, 0));
// divide into segments
const int segsX = std::ceil( length.x / sSize );
@ -172,7 +174,7 @@ void LocalMap::requestMap(MWWorld::Ptr::CellStore* cell,
Vector2 start = min + Vector2(sSize*x,sSize*y);
Vector2 newcenter = start + 4096;
render(newcenter.x - center.x, newcenter.y - center.y, z.y, z.x, sSize, sSize,
render(newcenter.x - center.x, newcenter.y - center.y, zMin, zMax, sSize, sSize,
cell->mCell->mName + "_" + coordStr(x,y));
}
}
@ -193,7 +195,7 @@ void LocalMap::render(const float x, const float y,
mRendering->getScene()->setAmbientLight(ColourValue(1,1,1));
mRenderingManager->disableLights();
mCameraNode->setPosition(Vector3(x, zhigh+100000, y));
mCameraNode->setPosition(Vector3(x, y, zhigh+100000));
//mCellCamera->setFarClipDistance( (zhigh-zlow) * 1.1 );
mCellCamera->setFarClipDistance(0); // infinite
@ -272,15 +274,15 @@ void LocalMap::render(const float x, const float y,
void LocalMap::getInteriorMapPosition (Ogre::Vector2 pos, float& nX, float& nY, int& x, int& y)
{
pos = rotatePoint(pos, Vector2(mBounds.getCenter().x, mBounds.getCenter().z), mAngle);
pos = rotatePoint(pos, Vector2(mBounds.getCenter().x, mBounds.getCenter().y), mAngle);
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().y);
x = std::ceil((pos.x - min.x)/sSize)-1;
y = std::ceil((pos.y - min.y)/sSize)-1;
nX = (pos.x - min.x - sSize*x)/sSize;
nY = (pos.y - min.y - sSize*y)/sSize;
nY = 1.0-(pos.y - min.y - sSize*y)/sSize;
}
bool LocalMap::isPositionExplored (float nX, float nY, int x, int y, bool interior)
@ -311,19 +313,19 @@ void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Quaterni
int x,y;
float u,v;
Vector2 pos(position.x, position.z);
Vector2 pos(position.x, position.y);
if (mInterior)
getInteriorMapPosition(pos, u,v, x,y);
Vector3 playerdirection = mCameraRotNode->convertWorldToLocalOrientation(orientation).zAxis();
Vector3 playerdirection = mCameraRotNode->convertWorldToLocalOrientation(orientation).yAxis();
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().z);
Vector2 min(mBounds.getMinimum().x, mBounds.getMinimum().y);
if (!mInterior)
{
x = std::ceil(pos.x / sSize)-1;
y = std::ceil(-pos.y / sSize)-1;
y = std::ceil(pos.y / sSize)-1;
mCellX = x;
mCellY = y;
}
@ -337,7 +339,7 @@ void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Quaterni
if (!mInterior)
{
u = std::abs((pos.x - (sSize*x))/sSize);
v = 1-std::abs((pos.y + (sSize*y))/sSize);
v = 1.0-std::abs((pos.y - (sSize*y))/sSize);
texBaseName = "Cell_";
}
else
@ -346,15 +348,13 @@ void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Quaterni
}
MWBase::Environment::get().getWindowManager()->setPlayerPos(u, v);
MWBase::Environment::get().getWindowManager()->setPlayerDir(playerdirection.x, -playerdirection.z);
MWBase::Environment::get().getWindowManager()->setPlayerDir(playerdirection.x, playerdirection.y);
// explore radius (squared)
const float sqrExploreRadius = (mInterior ? 0.01 : 0.09) * sFogOfWarResolution*sFogOfWarResolution;
const float exploreRadius = (mInterior ? 0.1 : 0.3) * sFogOfWarResolution; // explore radius from 0 to sFogOfWarResolution
const float exploreRadiusUV = exploreRadius / sFogOfWarResolution; // explore radius from 0 to 1 (UV space)
int intExtMult = mInterior ? 1 : -1; // interior and exterior have reversed Y coordinates (interior: top to bottom)
// change the affected fog of war textures (in a 3x3 grid around the player)
for (int mx = -1; mx<2; ++mx)
{
@ -375,7 +375,7 @@ void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Quaterni
if (!affected)
continue;
std::string texName = texBaseName + coordStr(x+mx,y+my*intExtMult);
std::string texName = texBaseName + coordStr(x+mx,y+my*-1);
TexturePtr tex = TextureManager::getSingleton().getByName(texName+"_fog");
if (!tex.isNull())

@ -57,14 +57,14 @@ void Objects::clearSceneNode (Ogre::SceneNode *node)
}
}
void Objects::setMwRoot(Ogre::SceneNode* root)
void Objects::setRootNode(Ogre::SceneNode* root)
{
mMwRoot = root;
mRootNode = root;
}
void Objects::insertBegin (const MWWorld::Ptr& ptr, bool enabled, bool static_)
{
Ogre::SceneNode* root = mMwRoot;
Ogre::SceneNode* root = mRootNode;
Ogre::SceneNode* cellnode;
if(mCellSceneNodes.find(ptr.getCell()) == mCellSceneNodes.end())
{
@ -390,9 +390,9 @@ void Objects::enableLights()
std::vector<LightInfo>::iterator it = mLights.begin();
while (it != mLights.end())
{
if (mMwRoot->getCreator()->hasLight(it->name))
if (mRootNode->getCreator()->hasLight(it->name))
{
mMwRoot->getCreator()->getLight(it->name)->setVisible(true);
mRootNode->getCreator()->getLight(it->name)->setVisible(true);
++it;
}
else
@ -405,9 +405,9 @@ void Objects::disableLights()
std::vector<LightInfo>::iterator it = mLights.begin();
while (it != mLights.end())
{
if (mMwRoot->getCreator()->hasLight(it->name))
if (mRootNode->getCreator()->hasLight(it->name))
{
mMwRoot->getCreator()->getLight(it->name)->setVisible(false);
mRootNode->getCreator()->getLight(it->name)->setVisible(false);
++it;
}
else
@ -460,9 +460,9 @@ void Objects::update(const float dt)
std::vector<LightInfo>::iterator it = mLights.begin();
while (it != mLights.end())
{
if (mMwRoot->getCreator()->hasLight(it->name))
if (mRootNode->getCreator()->hasLight(it->name))
{
Ogre::Light* light = mMwRoot->getCreator()->getLight(it->name);
Ogre::Light* light = mRootNode->getCreator()->getLight(it->name);
float brightness;
float cycle_time;
@ -550,7 +550,7 @@ void Objects::updateObjectCell(const MWWorld::Ptr &old, const MWWorld::Ptr &cur)
MWWorld::CellStore *newCell = cur.getCell();
if(mCellSceneNodes.find(newCell) == mCellSceneNodes.end()) {
node = mMwRoot->createChildSceneNode();
node = mRootNode->createChildSceneNode();
mCellSceneNodes[newCell] = node;
} else {
node = mCellSceneNodes[newCell];

@ -53,7 +53,7 @@ class Objects{
std::map<MWWorld::CellStore *, Ogre::StaticGeometry*> mStaticGeometrySmall;
std::map<MWWorld::CellStore *, Ogre::AxisAlignedBox> mBounds;
std::vector<LightInfo> mLights;
Ogre::SceneNode* mMwRoot;
Ogre::SceneNode* mRootNode;
bool mIsStatic;
static int uniqueID;
@ -90,7 +90,7 @@ public:
void removeCell(MWWorld::CellStore* store);
void buildStaticGeometry(MWWorld::CellStore &cell);
void setMwRoot(Ogre::SceneNode* root);
void setRootNode(Ogre::SceneNode* root);
void rebuildStaticGeometry();

@ -113,11 +113,6 @@ namespace MWRender
Ogre::Vector3 dir = mCamera->getRealDirection();
Ogre::Vector3 up = mCamera->getRealUp();
Ogre::Real xch;
xch = pos.y, pos.y = -pos.z, pos.z = xch;
xch = dir.y, dir.y = -dir.z, dir.z = xch;
xch = up.y, up.y = -up.z, up.z = xch;
MWBase::Environment::get().getSoundManager()->setListenerPosDir(pos, dir, up);
}
@ -323,10 +318,8 @@ namespace MWRender
bool Player::getPosition(Ogre::Vector3 &player, Ogre::Vector3 &camera)
{
float xch;
mCamera->getParentSceneNode ()->needUpdate(true);
camera = mCamera->getRealPosition();
xch = camera.z, camera.z = camera.y, camera.y = -xch;
player = mPlayerNode->getPosition();
return mFirstPersonView && !mVanity.enabled && !mPreviewMode;

@ -141,26 +141,20 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
applyCompositors();
// Turn the entire scene (represented by the 'root' node) -90
// degrees around the x axis. This makes Z go upwards, and Y go into
// the screen (when x is to the right.) This is the orientation that
// Morrowind uses, and it automagically makes everything work as it
// should.
SceneNode *rt = mRendering.getScene()->getRootSceneNode();
mMwRoot = rt->createChildSceneNode("mwRoot");
mMwRoot->pitch(Degree(-90));
mRootNode = rt;
mObjects.setMwRoot(mMwRoot);
mActors.setMwRoot(mMwRoot);
mObjects.setRootNode(mRootNode);
mActors.setRootNode(mRootNode);
Ogre::SceneNode *playerNode = mMwRoot->createChildSceneNode ("player");
Ogre::SceneNode *playerNode = mRootNode->createChildSceneNode ("player");
mPlayer = new MWRender::Player (mRendering.getCamera(), playerNode);
mShadows = new Shadows(&mRendering);
mTerrainManager = new TerrainManager(mRendering.getScene(), this);
mSkyManager = new SkyManager(mMwRoot, mRendering.getCamera());
mSkyManager = new SkyManager(mRootNode, mRendering.getCamera());
mOcclusionQuery = new OcclusionQuery(&mRendering, mSkyManager->getSunNode());
@ -169,7 +163,7 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
mSun = 0;
mDebugging = new Debugging(mMwRoot, engine);
mDebugging = new Debugging(mRootNode, engine);
mLocalMap = new MWRender::LocalMap(&mRendering, this);
setMenuTransparency(Settings::Manager::getFloat("menu transparency", "GUI"));
@ -322,7 +316,7 @@ void RenderingManager::update (float duration, bool paused)
Ogre::Vector3 orig, dest;
mPlayer->setCameraDistance();
if (!mPlayer->getPosition(orig, dest)) {
orig.z += mPlayer->getHeight() * mMwRoot->getScale().z;
orig.z += mPlayer->getHeight() * mRootNode->getScale().z;
btVector3 btOrig(orig.x, orig.y, orig.z);
btVector3 btDest(dest.x, dest.y, dest.z);
@ -366,11 +360,13 @@ void RenderingManager::update (float duration, bool paused)
float *fpos = data.getPosition().pos;
// only for LocalMap::updatePlayer()
Ogre::Vector3 pos(fpos[0], -fpos[2], -fpos[1]);
Ogre::Vector3 pos(fpos[0], fpos[1], fpos[2]);
Ogre::SceneNode *node = data.getBaseNode();
//Ogre::Quaternion orient =
//node->convertLocalToWorldOrientation(node->_getDerivedOrientation());
Ogre::Quaternion orient =
node->convertLocalToWorldOrientation(node->_getDerivedOrientation());
node->_getDerivedOrientation();
mLocalMap->updatePlayer(pos, orient);
@ -382,7 +378,7 @@ void RenderingManager::update (float duration, bool paused)
mWater->updateUnderwater(
world->isUnderwater(
world->getPlayer().getPlayer().getCell(),
Ogre::Vector3(cam.x, -cam.z, cam.y))
cam)
);
mWater->update(duration);
}
@ -614,8 +610,7 @@ void RenderingManager::sunDisable()
void RenderingManager::setSunDirection(const Ogre::Vector3& direction)
{
// direction * -1 (because 'direction' is camera to sun vector and not sun to camera),
// then convert from MW to ogre coordinates (swap y,z and make y negative)
if (mSun) mSun->setDirection(Vector3(-direction.x, -direction.z, direction.y));
if (mSun) mSun->setDirection(Vector3(-direction.x, -direction.y, -direction.z));
mSkyManager->setSunDirection(direction);
}

@ -228,10 +228,7 @@ class RenderingManager: private RenderingInterface, public Ogre::WindowEventList
Ogre::ColourValue mAmbientColor;
Ogre::Light* mSun;
/// Root node for all objects added to the scene. This is rotated so
/// that the OGRE coordinate system matches that used internally in
/// Morrowind.
Ogre::SceneNode *mMwRoot;
Ogre::SceneNode *mRootNode;
OEngine::Physic::PhysicEngine* mPhysicsEngine;

@ -110,7 +110,7 @@ void BillboardObject::setPosition(const Vector3& pPosition)
Vector3 BillboardObject::getPosition() const
{
Vector3 p = mNode->_getDerivedPosition() - mNode->getParentSceneNode()->_getDerivedPosition();
return Vector3(p.x, -p.z, p.y);
return p;
}
void BillboardObject::setVisibilityFlags(int flags)
@ -203,7 +203,7 @@ unsigned int Moon::getPhaseInt() const
return 0;
}
SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera)
SkyManager::SkyManager (SceneNode* root, Camera* pCamera)
: mHour(0.0f)
, mDay(0)
, mMonth(0)
@ -234,9 +234,8 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera)
, mCloudAnimationTimer(0.f)
, mMoonRed(false)
{
mSceneMgr = pMwRoot->getCreator();
mSceneMgr = root->getCreator();
mRootNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
mRootNode->pitch(Degree(-90)); // convert MW to ogre coordinates
mRootNode->setInheritOrientation(false);
}
@ -391,7 +390,6 @@ void SkyManager::update(float duration)
// increase the strength of the sun glare effect depending
// on how directly the player is looking at the sun
Vector3 sun = mSunGlare->getPosition();
sun = Vector3(sun.x, sun.z, -sun.y);
Vector3 cam = mCamera->getRealDirection();
const Degree angle = sun.angleBetween( cam );
float val = 1- (angle.valueDegrees() / 180.f);

@ -112,7 +112,7 @@ namespace MWRender
class SkyManager
{
public:
SkyManager(Ogre::SceneNode* pMwRoot, Ogre::Camera* pCamera);
SkyManager(Ogre::SceneNode* root, Ogre::Camera* pCamera);
~SkyManager();
void update(float duration);

@ -26,7 +26,7 @@ namespace MWRender
//----------------------------------------------------------------------------------------------
TerrainManager::TerrainManager(Ogre::SceneManager* mgr, RenderingManager* rend) :
mTerrainGroup(TerrainGroup(mgr, Terrain::ALIGN_X_Z, mLandSize, mWorldSize)), mRendering(rend)
mTerrainGroup(TerrainGroup(mgr, Terrain::ALIGN_X_Y, mLandSize, mWorldSize)), mRendering(rend)
{
mTerrainGlobals = OGRE_NEW TerrainGlobalOptions();
@ -54,8 +54,8 @@ namespace MWRender
mTerrainGlobals->setCompositeMapDistance(mWorldSize*2);
mTerrainGroup.setOrigin(Vector3(mWorldSize/2,
0,
-mWorldSize/2));
mWorldSize/2,
0));
Terrain::ImportData& importSettings = mTerrainGroup.getDefaultImportSettings();

@ -42,9 +42,9 @@ Water::Water (Ogre::Camera *camera, RenderingManager* rend, const ESM::Cell* cel
mIsUnderwater = false;
mWaterPlane = Plane(Vector3::UNIT_Y, 0);
mWaterPlane = Plane(Vector3::UNIT_Z, 0);
MeshManager::getSingleton().createPlane("water", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, CELL_SIZE*5, CELL_SIZE * 5, 10, 10, true, 1, 3,3, Vector3::UNIT_Z);
MeshManager::getSingleton().createPlane("water", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, CELL_SIZE*5, CELL_SIZE * 5, 10, 10, true, 1, 3,3, Vector3::UNIT_Y);
mWater = mSceneManager->createEntity("water");
mWater->setVisibilityFlags(RV_Water);
@ -168,12 +168,12 @@ void Water::setHeight(const float height)
{
mTop = height;
mWaterPlane = Plane(Vector3::UNIT_Y, height);
mWaterPlane = Plane(Vector3::UNIT_Z, height);
// small error due to reflection texture size & reflection distortion
mErrorPlane = Plane(Vector3::UNIT_Y, height - 5);
mErrorPlane = Plane(Vector3::UNIT_Z, height - 5);
mWaterNode->setPosition(0, height, 0);
mWaterNode->setPosition(0, 0, height);
sh::Factory::getInstance ().setSharedParameter ("waterLevel", sh::makeProperty<sh::FloatValue>(new sh::FloatValue(height)));
}
@ -199,7 +199,7 @@ Water::updateUnderwater(bool underwater)
Vector3 Water::getSceneNodeCoordinates(int gridX, int gridY)
{
return Vector3(gridX * CELL_SIZE + (CELL_SIZE / 2), mTop, -gridY * CELL_SIZE - (CELL_SIZE / 2));
return Vector3(gridX * CELL_SIZE + (CELL_SIZE / 2), gridY * CELL_SIZE + (CELL_SIZE / 2), mTop);
}
void Water::preRenderTargetUpdate(const RenderTargetEvent& evt)
@ -216,7 +216,7 @@ void Water::preRenderTargetUpdate(const RenderTargetEvent& evt)
mReflectionRenderActive = true;
Vector3 pos = mCamera->getRealPosition();
pos.y = mTop*2 - pos.y;
pos.z = mTop*2 - pos.z;
mSky->setSkyPosition(pos);
mReflectionCamera->enableReflection(mWaterPlane);
}

@ -264,9 +264,8 @@ namespace MWWorld
Ogre::Vector3 to = ray.getPoint(queryDistance);
btVector3 _from, _to;
// OGRE to MW coordinates
_from = btVector3(from.x, -from.z, from.y);
_to = btVector3(to.x, -to.z, to.y);
_from = btVector3(from.x, from.y, from.z);
_to = btVector3(to.x, to.y, to.z);
std::vector < std::pair <float, std::string> > results;
/* auto */ results = mEngine->rayTest2(_from,_to);
@ -287,7 +286,7 @@ namespace MWWorld
Ray centerRay = mRender.getCamera()->getCameraToViewportRay(
mRender.getViewport()->getWidth()/2,
mRender.getViewport()->getHeight()/2);
btVector3 result(centerRay.getPoint(extent).x,-centerRay.getPoint(extent).z,centerRay.getPoint(extent).y);
btVector3 result(centerRay.getPoint(extent).x,centerRay.getPoint(extent).y,centerRay.getPoint(extent).z);
return result;
}
@ -295,7 +294,7 @@ namespace MWWorld
{
//get a ray pointing to the center of the viewport
Ray centerRay = mRender.getCamera()->getCameraToViewportRay(mouseX, mouseY);
btVector3 result(centerRay.getPoint(extent).x,-centerRay.getPoint(extent).z,centerRay.getPoint(extent).y);
btVector3 result(centerRay.getPoint(extent).x,centerRay.getPoint(extent).y,centerRay.getPoint(extent).z);
return result;
}
@ -335,9 +334,8 @@ namespace MWWorld
Ogre::Vector3 to = ray.getPoint(200); /// \todo make this distance (ray length) configurable
btVector3 _from, _to;
// OGRE to MW coordinates
_from = btVector3(from.x, -from.z, from.y);
_to = btVector3(to.x, -to.z, to.y);
_from = btVector3(from.x, from.y, from.z);
_to = btVector3(to.x, to.y, to.z);
std::pair<std::string, float> result = mEngine->rayTest(_from, _to);

@ -1024,7 +1024,6 @@ namespace MWWorld
// currently its here because we need to access the physics system
float* p = mPlayer->getPlayer().getRefData().getPosition().pos;
Vector3 sun = mRendering->getSkyManager()->getRealSunPos();
sun = Vector3(sun.x, -sun.z, sun.y);
mRendering->getSkyManager()->setGlare(!mPhysics->castRay(Ogre::Vector3(p[0], p[1], p[2]), sun));
}
@ -1122,7 +1121,7 @@ namespace MWWorld
}
else
p = mPhysics->getRayPoint(results.front().first);
Ogre::Vector3 pos(p.x(), p.z(), -p.y());
Ogre::Vector3 pos(p.x(), p.y(), p.z());
Ogre::SceneNode* node = mFaced1.getRefData().getBaseNode();
//std::cout << "Num facing 1 : " << mFaced1Name << std::endl;
@ -1150,7 +1149,7 @@ namespace MWWorld
}
else
p = mPhysics->getRayPoint(results.at (1).first);
Ogre::Vector3 pos(p.x(), p.z(), -p.y());
Ogre::Vector3 pos(p.x(), p.y(), p.z());
Ogre::SceneNode* node1 = mFaced1.getRefData().getBaseNode();
Ogre::SceneNode* node2 = mFaced2.getRefData().getBaseNode();
@ -1228,8 +1227,8 @@ namespace MWWorld
if (!ref)
return Vector2(0, 1);
Ogre::SceneNode* node = ref->mData.getBaseNode();
Vector3 dir = node->_getDerivedOrientation().yAxis();
Vector2 d = Vector2(dir.x, dir.z);
Vector3 dir = node->_getDerivedOrientation() * Ogre::Vector3(0,1,0);
Vector2 d = Vector2(dir.x, dir.y);
return d;
}
@ -1299,7 +1298,7 @@ namespace MWWorld
if (isCellExterior())
{
int cellX, cellY;
positionToIndex(result.second[0], -result.second[2], cellX, cellY);
positionToIndex(result.second[0], result.second[1], cellX, cellY);
cell = mCells.getExterior(cellX, cellY);
}
else
@ -1307,8 +1306,8 @@ namespace MWWorld
ESM::Position pos = getPlayer().getPlayer().getRefData().getPosition();
pos.pos[0] = result.second[0];
pos.pos[1] = -result.second[2];
pos.pos[2] = result.second[1];
pos.pos[1] = result.second[1];
pos.pos[2] = result.second[2];
Ptr dropped = copyObjectToCell(object, *cell, pos);
PCDropped(dropped);

@ -225,9 +225,9 @@
float3 waterEyePos = float3(1,1,1);
// NOTE: this calculation would be wrong for non-uniform scaling
float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0));
waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,1,0), waterLevel);
waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel);
caustics = getCaustics(causticMap, worldPos, waterEyePos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed);
if (worldPos.y >= waterLevel || waterEnabled != 1.f)
if (worldPos.z >= waterLevel || waterEnabled != 1.f)
caustics = float3(1,1,1);
#endif
@ -269,7 +269,7 @@
#if UNDERWATER
// regular fog only if fragment is above water
if (worldPos.y > waterLevel || waterEnabled != 1.f)
if (worldPos.z > waterLevel || waterEnabled != 1.f)
#endif
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, gammaCorrectRead(fogColour), fogValue);
#endif
@ -278,7 +278,7 @@
shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0));
#if UNDERWATER
float fogAmount = (cameraPos.y > waterLevel)
float fogAmount = (cameraPos.z > waterLevel)
? shSaturate(length(waterEyePos-worldPos) / VISIBILITY)
: shSaturate(length(cameraPos.xyz-worldPos)/ VISIBILITY);
@ -292,14 +292,14 @@
waterGradient = clamp((waterGradient*0.5+0.5),0.2,1.0);
float3 watercolour = ( gammaCorrectRead(float3(0.0078, 0.5176, 0.700))+waterSunColour)*waterGradient*2.0;
watercolour = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
watercolour = (cameraPos.y <= waterLevel) ? watercolour : watercolour*0.3;
watercolour = (cameraPos.z <= waterLevel) ? watercolour : watercolour*0.3;
float darkness = VISIBILITY*2.0;
darkness = clamp((waterEyePos.y - waterLevel + darkness)/darkness,0.2,1.0);
darkness = clamp((waterEyePos.z - waterLevel + darkness)/darkness,0.2,1.0);
watercolour *= darkness;
float isUnderwater = (worldPos.y < waterLevel) ? 1.0 : 0.0;
float isUnderwater = (worldPos.z < waterLevel) ? 1.0 : 0.0;
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, watercolour, fogAmount * isUnderwater * waterEnabled);
#endif

@ -88,8 +88,8 @@
float toMorph = -min(0, sign(uv1.y - lodMorph.y));
// morph
// this assumes XZ terrain alignment
worldPos.y += uv1.x * toMorph * lodMorph.x;
// this assumes XY terrain alignment
worldPos.z += uv1.x * toMorph * lodMorph.x;
shOutputPosition = shMatrixMult(viewProjMatrix, worldPos);
@ -233,9 +233,9 @@
float3 waterEyePos = float3(1,1,1);
// NOTE: this calculation would be wrong for non-uniform scaling
float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0));
waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,1,0), waterLevel);
waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel);
caustics = getCaustics(causticMap, worldPos, waterEyePos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed);
if (worldPos.y >= waterLevel)
if (worldPos.z >= waterLevel)
caustics = float3(1,1,1);
@ -341,7 +341,7 @@
#if UNDERWATER
// regular fog only if fragment is above water
if (worldPos.y > waterLevel)
if (worldPos.z > waterLevel)
#endif
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, gammaCorrectRead(fogColour), fogValue);
#endif
@ -350,7 +350,7 @@
shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0));
#if UNDERWATER
float fogAmount = (cameraPos.y > waterLevel)
float fogAmount = (cameraPos.z > waterLevel)
? shSaturate(length(waterEyePos-worldPos) / VISIBILITY)
: shSaturate(length(cameraPos.xyz-worldPos)/ VISIBILITY);
@ -365,14 +365,14 @@
float3 watercolour = (gammaCorrectRead(float3(0.0078, 0.5176, 0.700))+waterSunColour)*waterGradient*2.0;
float3 waterext = gammaCorrectRead(float3(0.6, 0.9, 1.0));//water extinction
watercolour = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
watercolour = (cameraPos.y <= waterLevel) ? watercolour : watercolour*0.3;
watercolour = (cameraPos.z <= waterLevel) ? watercolour : watercolour*0.3;
float darkness = VISIBILITY*2.0;
darkness = clamp((waterEyePos.y - waterLevel + darkness)/darkness,0.2,1.0);
darkness = clamp((waterEyePos.z - waterLevel + darkness)/darkness,0.2,1.0);
watercolour *= darkness;
float isUnderwater = (worldPos.y < waterLevel) ? 1.0 : 0.0;
float isUnderwater = (worldPos.z < waterLevel) ? 1.0 : 0.0;
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, watercolour, fogAmount * isUnderwater);
#endif

@ -79,9 +79,9 @@ float3 perturb(shTexture2D tex, float2 coords, float bend, float2 windDir, float
float3 getCaustics (shTexture2D causticMap, float3 worldPos, float3 waterEyePos, float3 worldNormal, float3 lightDirectionWS0, float waterLevel, float waterTimer, float3 windDir_windSpeed)
{
float waterDepth = shSaturate((waterEyePos.y - worldPos.y) / 50.0);
float waterDepth = shSaturate((waterEyePos.z - worldPos.z) / 50.0);
float3 causticPos = intercept(worldPos.xyz, lightDirectionWS0.xyz, float3(0,1,0), waterLevel);
float3 causticPos = intercept(worldPos.xyz, lightDirectionWS0.xyz, float3(0,0,1), waterLevel);
///\ todo clean this up
float causticdepth = length(causticPos-worldPos.xyz);
@ -91,20 +91,21 @@ float3 getCaustics (shTexture2D causticMap, float3 worldPos, float3 waterEyePos,
// NOTE: the original shader calculated a tangent space basis here,
// but using only the world normal is cheaper and i couldn't see a visual difference
// also, if this effect gets moved to screen-space some day, it's unlikely to have tangent information
float3 causticNorm = worldNormal.xyz * perturb(causticMap, causticPos.xz, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).xzy * 2 - 1;
float3 causticNorm = worldNormal.xyz * perturb(causticMap, causticPos.xy, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).xyz * 2 - 1;
causticNorm = float3(causticNorm.x, causticNorm.y, -causticNorm.z);
//float fresnel = pow(clamp(dot(LV,causticnorm),0.0,1.0),2.0);
float NdotL = max(dot(worldNormal.xyz, lightDirectionWS0.xyz),0.0);
float causticR = 1.0-perturb(causticMap, causticPos.xz, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z;
float causticR = 1.0-perturb(causticMap, causticPos.xy, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z;
/// \todo sunFade
// float3 caustics = clamp(pow(float3(causticR)*5.5,float3(5.5*causticdepth)),0.0,1.0)*NdotL*sunFade*causticdepth;
float3 caustics = clamp(pow(float3(causticR,causticR,causticR)*5.5,float3(5.5*causticdepth,5.5*causticdepth,5.5*causticdepth)),0.0,1.0)*NdotL*causticdepth;
float causticG = 1.0-perturb(causticMap,causticPos.xz+(1.0-causticdepth)*ABBERATION, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z;
float causticB = 1.0-perturb(causticMap,causticPos.xz+(1.0-causticdepth)*ABBERATION*2.0, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z;
float causticG = 1.0-perturb(causticMap,causticPos.xy+(1.0-causticdepth)*ABBERATION, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z;
float causticB = 1.0-perturb(causticMap,causticPos.xy+(1.0-causticdepth)*ABBERATION*2.0, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z;
//caustics = shSaturate(pow(float3(causticR,causticG,causticB)*5.5,float3(5.5*causticdepth)))*NdotL*sunFade*causticdepth;
caustics = shSaturate(pow(float3(causticR,causticG,causticB)*5.5,float3(5.5*causticdepth,5.5*causticdepth,5.5*causticdepth)))*NdotL*causticdepth;

@ -122,7 +122,7 @@
#define REFL_BUMP 0.08 // reflection distortion amount
#define REFR_BUMP 0.06 // refraction distortion amount
#define SCATTER_AMOUNT 3.0 // amount of sunlight scattering
#define SCATTER_AMOUNT 0.3 // amount of sunlight scattering
#define SCATTER_COLOUR gammaCorrectRead(float3(0.0,1.0,0.95)) // colour of sunlight scattering
#define SUN_EXT gammaCorrectRead(float3(0.45, 0.55, 0.68)) //sunlight extinction
@ -219,25 +219,27 @@
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;
normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y).xyz;
normal = normalize(float3(normal.x * BUMP, normal.y, normal.z * BUMP));
normal = normalize(float3(normal.x * BUMP, normal.y * BUMP, normal.z));
normal = float3(normal.x, normal.y, -normal.z);
// normal for sunlight scattering
float3 lNormal = (normal0 * BIG_WAVES_X*0.5 + normal1 * BIG_WAVES_Y*0.5 +
normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 +
normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1).xzy;
lNormal = normalize(float3(lNormal.x * BUMP, lNormal.y, lNormal.z * BUMP));
normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1).xyz;
lNormal = normalize(float3(lNormal.x * BUMP, lNormal.y * BUMP, lNormal.z));
lNormal = float3(lNormal.x, lNormal.y, -lNormal.z);
float3 lVec = normalize(sunPosition.xyz);
float3 vVec = normalize(position.xyz - cameraPos.xyz);
float isUnderwater = (cameraPos.y > 0) ? 0.0 : 1.0;
float isUnderwater = (cameraPos.z > 0) ? 0.0 : 1.0;
// sunlight scattering
float3 pNormal = float3(0,1,0);
float3 pNormal = float3(0,0,1);
float3 lR = reflect(lVec, lNormal);
float3 llR = reflect(lVec, pNormal);
@ -246,13 +248,13 @@
float3 scatterColour = shLerp(float3(SCATTER_COLOUR)*gammaCorrectRead(float3(1.0,0.4,0.0)), SCATTER_COLOUR, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
// fresnel
float ior = (cameraPos.y>0)?(1.333/1.0):(1.0/1.333); //air to water; water to air
float ior = (cameraPos.z>0)?(1.333/1.0):(1.0/1.333); //air to water; water to air
float fresnel = fresnel_dielectric(-vVec, normal, ior);
fresnel = shSaturate(fresnel);
// reflection
float3 reflection = gammaCorrectRead(shSample(reflectionMap, screenCoords+(normal.xz*REFL_BUMP)).rgb);
float3 reflection = gammaCorrectRead(shSample(reflectionMap, screenCoords+(normal.xy*REFL_BUMP)).rgb);
// refraction
float3 R = reflect(vVec, normal);
@ -260,13 +262,13 @@
// check the depth at the refracted coords, and don't do any normal distortion for the refraction if the object to refract
// is actually above the water (objectDepth < waterDepth)
// this solves silhouettes around objects above the water
float refractDepth = shSample(depthMap, screenCoords-(shoreFade * normal.xz*REFR_BUMP)).x * far - depthPassthrough;
float refractDepth = shSample(depthMap, screenCoords-(shoreFade * normal.xy*REFR_BUMP)).x * far - depthPassthrough;
float doRefraction = (refractDepth < 0) ? 0.f : 1.f;
float3 refraction = gammaCorrectRead(shSample(refractionMap, (screenCoords-(shoreFade * normal.xz*REFR_BUMP * doRefraction))*1.0).rgb);
float3 refraction = gammaCorrectRead(shSample(refractionMap, (screenCoords-(shoreFade * normal.xy*REFR_BUMP * doRefraction))*1.0).rgb);
// brighten up the refraction underwater
refraction = (cameraPos.y < 0) ? shSaturate(refraction * 1.5) : refraction;
refraction = (cameraPos.z < 0) ? shSaturate(refraction * 1.5) : refraction;
// specular
float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS);
@ -290,7 +292,7 @@
watercolour = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
float darkness = VISIBILITY*2.0;
darkness = clamp((cameraPos.y+darkness)/darkness,0.2,1.0);
darkness = clamp((cameraPos.z+darkness)/darkness,0.2,1.0);
float fog = shSaturate(length(cameraPos.xyz-position.xyz) / VISIBILITY);

@ -193,7 +193,6 @@ namespace Physic
if(!isDebugCreated)
{
Ogre::SceneNode* node = mSceneMgr->getRootSceneNode()->createChildSceneNode();
node->pitch(Ogre::Degree(-90));
mDebugDrawer = new BtOgre::DebugDrawer(node, dynamicsWorld);
dynamicsWorld->setDebugDrawer(mDebugDrawer);
isDebugCreated = true;

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