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Merge remote branch 'scrawl/water'
This commit is contained in:
commit
e17a09e710
6 changed files with 26 additions and 23 deletions
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@ -10,7 +10,7 @@ namespace MWRender
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Water::Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell) :
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mCamera (camera), mViewport (camera->getViewport()), mSceneManager (camera->getSceneManager()),
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mIsUnderwater(false), mReflectDistance(0), mVisibilityFlags(0), mOldCameraFarClip(0),
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mIsUnderwater(false), mVisibilityFlags(0),
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mReflectionTarget(0), mActive(1)
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{
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mSky = sky;
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@ -38,7 +38,6 @@ Water::Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell) :
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+ RV_Actors * Settings::Manager::getBool("reflect actors", "Water")
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+ RV_Misc * Settings::Manager::getBool("reflect misc", "Water")
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+ RV_Sky;
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mReflectDistance = Settings::Manager::getInt("reflect distance", "Water");
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mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode();
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mWaterNode->setPosition(0, mTop, 0);
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@ -73,6 +72,8 @@ Water::Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell) :
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createMaterial();
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mWater->setMaterial(mMaterial);
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mUnderwaterEffect = Settings::Manager::getBool("underwater effect", "Water");
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}
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void Water::setActive(bool active)
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@ -120,9 +121,7 @@ void Water::checkUnderwater(float y)
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if (!mActive) return;
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if ((mIsUnderwater && y > mTop) || !mWater->isVisible() || mCamera->getPolygonMode() != Ogre::PM_SOLID)
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{
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try {
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CompositorManager::getSingleton().setCompositorEnabled(mViewport, mCompositorName, false);
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} catch(...) {}
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CompositorManager::getSingleton().setCompositorEnabled(mViewport, mCompositorName, false);
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// tell the shader we are not underwater
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Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0);
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@ -139,9 +138,8 @@ void Water::checkUnderwater(float y)
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if (!mIsUnderwater && y < mTop && mWater->isVisible() && mCamera->getPolygonMode() == Ogre::PM_SOLID)
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{
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try {
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if (mUnderwaterEffect)
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CompositorManager::getSingleton().setCompositorEnabled(mViewport, mCompositorName, true);
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} catch(...) {}
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// tell the shader we are underwater
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Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0);
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@ -164,10 +162,6 @@ Vector3 Water::getSceneNodeCoordinates(int gridX, int gridY)
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void Water::preRenderTargetUpdate(const RenderTargetEvent& evt)
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{
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//mOldCameraFarClip = mCamera->getFarClipDistance();
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//if (mReflectDistance != 0)
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// mCamera->setFarClipDistance(mReflectDistance);
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if (evt.source == mReflectionTarget)
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{
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mWater->setVisible(false);
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@ -189,8 +183,6 @@ void Water::postRenderTargetUpdate(const RenderTargetEvent& evt)
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{
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mWater->setVisible(true);
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//mCamera->setFarClipDistance(mOldCameraFarClip);
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if (evt.source == mReflectionTarget)
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{
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mSky->resetSkyPosition();
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@ -41,9 +41,8 @@ namespace MWRender {
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Ogre::RenderTarget* mReflectionTarget;
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bool mUnderwaterEffect;
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int mVisibilityFlags;
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int mReflectDistance;
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int mOldCameraFarClip;
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public:
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Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell);
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@ -11,8 +11,11 @@ compositor gbuffer
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input none
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pass clear
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{
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// make sure to set this to the viewport background color from outside
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colour_value 0 0 0 1
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clear
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{
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// make sure to set this to the viewport background color from outside
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colour_value 0 0 0 1
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}
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}
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pass render_scene
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{
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@ -56,8 +59,11 @@ compositor gbufferFinalizer
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shadows off
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pass clear
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{
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buffers colour
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colour_value 0 0 0 0
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clear
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{
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buffers colour
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colour_value 0 0 0 0
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}
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}
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pass render_quad
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{
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@ -75,6 +81,9 @@ compositor gbufferFinalizer
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input none
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pass clear
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{
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clear
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{
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}
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}
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pass render_quad
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{
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@ -71,6 +71,9 @@ reflect actors = true
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reflect misc = false
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# Enable underwater effect. It is not resource intensive, so only disable it if you have problems.
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underwater effect = true
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[Sound]
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# Device name. Blank means default
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device =
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@ -116,6 +116,6 @@ void main_fp
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oColor.xyz = lerp(oColor.xyz, float3(0, 0.65, 0.65), saturate(isUnderwater * (iDepth / 2000.f))); // underwater fog
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// add fog
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float fogValue = saturate((iDepth - fogParams.y) * fogParams.w);
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oColor.xyz = lerp(oColor.xyz, fogColour, fogValue);
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//float fogValue = saturate((iDepth - fogParams.y) * fogParams.w);
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//oColor.xyz = lerp(oColor.xyz, fogColour, fogValue);
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}
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@ -59,8 +59,8 @@ material Water
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fragment_program_ref Water_FP
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{
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param_named_auto time time 0.1
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param_named_auto fogColour fog_colour
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param_named_auto fogParams fog_params
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//param_named_auto fogColour fog_colour
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//param_named_auto fogParams fog_params
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param_named_auto renderTargetFlipping render_target_flipping
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param_named_auto far far_clip_distance
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param_named_auto lightPosObjSpace0 light_position_object_space 0
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