Merge remote branch 'scrawl/water'

actorid
Marc Zinnschlag 13 years ago
commit eec135c040

@ -200,6 +200,7 @@ if(APPLE)
"Plugin_ParticleFX")
endif(APPLE)
add_subdirectory( files/)
add_subdirectory( files/mygui )
# Specify build paths

@ -15,7 +15,7 @@ source_group(game FILES ${GAME} ${GAME_HEADER})
add_openmw_dir (mwrender
renderingmanager debugging sky player animation npcanimation creatureanimation actors objects
renderinginterface localmap
renderinginterface localmap water
)
add_openmw_dir (mwinput

@ -315,7 +315,11 @@ void OMW::Engine::go()
// This has to be added BEFORE MyGUI is initialized, as it needs
// to find core.xml here.
//addResourcesDirectory(mResDir);
addResourcesDirectory(mResDir / "mygui");
addResourcesDirectory(mResDir / "water");
// Create the window
mOgre->createWindow("OpenMW");

@ -53,6 +53,10 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
//mSkyManager = 0;
mSkyManager = new SkyManager(mMwRoot, mRendering.getCamera(), &environment);
mWater = 0;
mPlayer = new MWRender::Player (mRendering.getCamera(), playerNode);
mSun = 0;
@ -88,11 +92,26 @@ OEngine::Render::Fader* RenderingManager::getFader()
return mRendering.getFader();
}
void RenderingManager::removeCell (MWWorld::Ptr::CellStore *store){
void RenderingManager::removeCell (MWWorld::Ptr::CellStore *store)
{
mObjects.removeCell(store);
mActors.removeCell(store);
}
void RenderingManager::removeWater ()
{
if(mWater){
delete mWater;
mWater = 0;
}
}
void RenderingManager::toggleWater()
{
if (mWater)
mWater->toggle();
}
void RenderingManager::cellAdded (MWWorld::Ptr::CellStore *store)
{
mObjects.buildStaticGeometry (*store);
@ -142,6 +161,27 @@ void RenderingManager::update (float duration){
mRendering.update(duration);
mLocalMap->updatePlayer( mRendering.getCamera()->getRealPosition(), mRendering.getCamera()->getRealDirection() );
checkUnderwater();
}
void RenderingManager::waterAdded (MWWorld::Ptr::CellStore *store){
if(store->cell->data.flags & store->cell->HasWater){
if(mWater == 0)
mWater = new MWRender::Water(mRendering.getCamera(), store->cell);
else
mWater->changeCell(store->cell);
//else
}
else
removeWater();
}
void RenderingManager::setWaterHeight(const float height)
{
if (mWater)
mWater->setHeight(height);
}
void RenderingManager::skyEnable ()
@ -286,6 +326,11 @@ void RenderingManager::toggleLight()
setAmbientMode();
}
void RenderingManager::checkUnderwater(){
if(mWater){
mWater->checkUnderwater( mRendering.getCamera()->getRealPosition().y );
}
}
void RenderingManager::playAnimationGroup (const MWWorld::Ptr& ptr, const std::string& groupName,
int mode, int number)

@ -24,6 +24,7 @@
#include "objects.hpp"
#include "actors.hpp"
#include "player.hpp"
#include "water.hpp"
#include "localmap.hpp"
namespace Ogre
@ -59,6 +60,8 @@ class RenderingManager: private RenderingInterface {
RenderingManager(OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir, OEngine::Physic::PhysicEngine* engine, MWWorld::Environment& environment);
virtual ~RenderingManager();
virtual MWRender::Player& getPlayer(); /// \todo move this to private again as soon as
/// MWWorld::Player has been rewritten to not need access
/// to internal details of the rendering system anymore
@ -75,7 +78,10 @@ class RenderingManager: private RenderingInterface {
/// \todo this function should be removed later. Instead the rendering subsystems should track
/// when rebatching is needed and update automatically at the end of each frame.
void cellAdded (MWWorld::Ptr::CellStore *store);
void waterAdded(MWWorld::Ptr::CellStore *store);
void removeWater();
void preCellChange (MWWorld::Ptr::CellStore* store);
///< this event is fired immediately before changing cell
@ -86,6 +92,10 @@ class RenderingManager: private RenderingInterface {
void scaleObject (const MWWorld::Ptr& ptr, const Ogre::Vector3& scale);
void rotateObject (const MWWorld::Ptr& ptr, const::Ogre::Quaternion& orientation);
void checkUnderwater();
void setWaterHeight(const float height);
void toggleWater();
/// \param store Cell the object was in previously (\a ptr has already been updated to the new cell).
void moveObjectToCell (const MWWorld::Ptr& ptr, const Ogre::Vector3& position, MWWorld::Ptr::CellStore *store);
@ -133,7 +143,9 @@ class RenderingManager: private RenderingInterface {
void setAmbientMode();
SkyManager* mSkyManager;
MWRender::Water *mWater;
OEngine::Render::OgreRenderer &mRendering;
MWRender::Objects mObjects;

@ -0,0 +1,95 @@
#include "water.hpp"
namespace MWRender
{
Water::Water (Ogre::Camera *camera, const ESM::Cell* cell) :
mCamera (camera), mViewport (camera->getViewport()), mSceneManager (camera->getSceneManager()),
mIsUnderwater(false)
{
try
{
Ogre::CompositorManager::getSingleton().addCompositor(mViewport, "Water", -1);
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
} catch(...) {}
mTop = cell->water;
mIsUnderwater = false;
mWaterPlane = Ogre::Plane(Ogre::Vector3::UNIT_Y, 0);
Ogre::MeshManager::getSingleton().createPlane("water", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, CELL_SIZE*5, CELL_SIZE * 5, 10, 10, true, 1, 3,5, Ogre::Vector3::UNIT_Z);
mWater = mSceneManager->createEntity("water");
mWater->setMaterialName("Examples/Water0");
mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode();
mWaterNode->setPosition(0, mTop, 0);
if(!(cell->data.flags & cell->Interior))
{
mWaterNode->setPosition(getSceneNodeCoordinates(cell->data.gridX, cell->data.gridY));
}
mWaterNode->attachObject(mWater);
}
Water::~Water()
{
Ogre::MeshManager::getSingleton().remove("water");
mWaterNode->detachObject(mWater);
mSceneManager->destroyEntity(mWater);
mSceneManager->destroySceneNode(mWaterNode);
Ogre::CompositorManager::getSingleton().removeCompositorChain(mViewport);
}
void Water::changeCell(const ESM::Cell* cell)
{
mTop = cell->water;
if(!(cell->data.flags & cell->Interior))
mWaterNode->setPosition(getSceneNodeCoordinates(cell->data.gridX, cell->data.gridY));
else
setHeight(mTop);
}
void Water::setHeight(const float height)
{
mTop = height;
mWaterNode->setPosition(0, height, 0);
}
void Water::toggle()
{
mWater->setVisible(!mWater->getVisible());
}
void Water::checkUnderwater(float y)
{
if ((mIsUnderwater && y > mTop) || !mWater->isVisible())
{
try {
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
} catch(...) {}
mIsUnderwater = false;
}
if (!mIsUnderwater && y < mTop && mWater->isVisible())
{
try {
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", true);
} catch(...) {}
mIsUnderwater = true;
}
}
Ogre::Vector3 Water::getSceneNodeCoordinates(int gridX, int gridY)
{
return Ogre::Vector3(gridX * CELL_SIZE + (CELL_SIZE / 2), mTop, -gridY * CELL_SIZE - (CELL_SIZE / 2));
}
} // namespace

@ -0,0 +1,40 @@
#ifndef GAME_MWRENDER_WATER_H
#define GAME_MWRENDER_WATER_H
#include <Ogre.h>
#include <components/esm/loadcell.hpp>
namespace MWRender {
/// Water rendering
class Water : Ogre::RenderTargetListener, Ogre::Camera::Listener
{
static const int CELL_SIZE = 8192;
Ogre::Camera *mCamera;
Ogre::SceneManager *mSceneManager;
Ogre::Viewport *mViewport;
Ogre::Plane mWaterPlane;
Ogre::SceneNode *mWaterNode;
Ogre::Entity *mWater;
bool mIsUnderwater;
int mTop;
Ogre::Vector3 getSceneNodeCoordinates(int gridX, int gridY);
public:
Water (Ogre::Camera *camera, const ESM::Cell* cell);
~Water();
void toggle();
void checkUnderwater(float y);
void changeCell(const ESM::Cell* cell);
void setHeight(const float height);
};
}
#endif

@ -133,11 +133,70 @@ namespace MWScript
}
};
class OpGetWaterLevel : public Interpreter::Opcode0
{
public:
virtual void execute (Interpreter::Runtime& runtime)
{
InterpreterContext& context
= static_cast<InterpreterContext&> (runtime.getContext());
const ESM::Cell *cell = context.getWorld().getPlayer().getPlayer().getCell()->cell;
runtime.push (cell->water);
}
};
class OpSetWaterLevel : public Interpreter::Opcode0
{
public:
virtual void execute (Interpreter::Runtime& runtime)
{
InterpreterContext& context
= static_cast<InterpreterContext&> (runtime.getContext());
Interpreter::Type_Float level = runtime[0].mFloat;
MWWorld::Ptr::CellStore *cell = context.getWorld().getPlayer().getPlayer().getCell();
if (!(cell->cell->data.flags & ESM::Cell::Interior))
throw std::runtime_error("Can't set water level in exterior cell");
cell->mWaterLevel = level;
context.getEnvironment().mWorld->setWaterHeight(cell->mWaterLevel);
}
};
class OpModWaterLevel : public Interpreter::Opcode0
{
public:
virtual void execute (Interpreter::Runtime& runtime)
{
InterpreterContext& context
= static_cast<InterpreterContext&> (runtime.getContext());
Interpreter::Type_Float level = runtime[0].mFloat;
MWWorld::Ptr::CellStore *cell = context.getWorld().getPlayer().getPlayer().getCell();
if (!(cell->cell->data.flags & ESM::Cell::Interior))
throw std::runtime_error("Can't set water level in exterior cell");
cell->mWaterLevel +=level;
context.getEnvironment().mWorld->setWaterHeight(cell->mWaterLevel);
}
};
const int opcodeCellChanged = 0x2000000;
const int opcodeCOC = 0x2000026;
const int opcodeCOE = 0x200008e;
const int opcodeGetInterior = 0x2000131;
const int opcodeGetPCCell = 0x2000136;
const int opcodeGetWaterLevel = 0x2000141;
const int opcodeSetWaterLevel = 0x2000142;
const int opcodeModWaterLevel = 0x2000143;
void registerExtensions (Compiler::Extensions& extensions)
{
@ -146,8 +205,11 @@ namespace MWScript
extensions.registerInstruction ("centeroncell", "S", opcodeCOC);
extensions.registerInstruction ("coe", "ll", opcodeCOE);
extensions.registerInstruction ("centeronexterior", "ll", opcodeCOE);
extensions.registerInstruction ("setwaterlevel", "f", opcodeSetWaterLevel);
extensions.registerInstruction ("modwaterlevel", "f", opcodeModWaterLevel);
extensions.registerFunction ("getinterior", 'l', "", opcodeGetInterior);
extensions.registerFunction ("getpccell", 'l', "c", opcodeGetPCCell);
extensions.registerFunction ("getwaterlevel", 'f', "", opcodeGetWaterLevel);
}
void installOpcodes (Interpreter::Interpreter& interpreter)
@ -157,6 +219,9 @@ namespace MWScript
interpreter.installSegment5 (opcodeCOE, new OpCOE);
interpreter.installSegment5 (opcodeGetInterior, new OpGetInterior);
interpreter.installSegment5 (opcodeGetPCCell, new OpGetPCCell);
interpreter.installSegment5 (opcodeGetWaterLevel, new OpGetWaterLevel);
interpreter.installSegment5 (opcodeSetWaterLevel, new OpSetWaterLevel);
interpreter.installSegment5 (opcodeModWaterLevel, new OpModWaterLevel);
}
}
}

@ -123,4 +123,8 @@ op 0x200013d: FadeOut
op 0x200013e: FadeTo
op 0x200013f: GetCurrentWeather
op 0x2000140: ChangeWeather
opcodes 0x2000141-0x3ffffff unused
op 0x2000141: GetWaterLevel
op 0x2000142: SetWaterLevel
op 0x2000143: ModWaterLevel
op 0x2000144: ToggleWater, twa
opcodes 0x2000145-0x3ffffff unused

@ -175,6 +175,19 @@ namespace MWScript
}
};
class OpToggleWater : public Interpreter::Opcode0
{
public:
virtual void execute (Interpreter::Runtime& runtime)
{
InterpreterContext& context =
static_cast<InterpreterContext&> (runtime.getContext());
context.getWorld().toggleWater();
}
};
const int opcodeXBox = 0x200000c;
const int opcodeOnActivate = 0x200000d;
const int opcodeActivate = 0x2000075;
@ -187,6 +200,7 @@ namespace MWScript
const int opcodeFadeIn = 0x200013c;
const int opcodeFadeOut = 0x200013d;
const int opcodeFadeTo = 0x200013e;
const int opcodeToggleWater = 0x2000144;
void registerExtensions (Compiler::Extensions& extensions)
{
@ -204,6 +218,8 @@ namespace MWScript
extensions.registerInstruction ("fadein", "f", opcodeFadeIn);
extensions.registerInstruction ("fadeout", "f", opcodeFadeOut);
extensions.registerInstruction ("fadeto", "ff", opcodeFadeTo);
extensions.registerInstruction ("togglewater", "", opcodeToggleWater);
extensions.registerInstruction ("twa", "", opcodeToggleWater);
}
void installOpcodes (Interpreter::Interpreter& interpreter)
@ -220,6 +236,7 @@ namespace MWScript
interpreter.installSegment5 (opcodeFadeIn, new OpFadeIn);
interpreter.installSegment5 (opcodeFadeOut, new OpFadeOut);
interpreter.installSegment5 (opcodeFadeTo, new OpFadeTo);
interpreter.installSegment5 (opcodeToggleWater, new OpToggleWater);
}
}
}

@ -54,9 +54,11 @@ void insertCellRefList(MWRender::RenderingManager& rendering, MWWorld::Environme
namespace MWWorld
{
void Scene::update (float duration){
mRendering.update (duration);
}
void Scene::unloadCell (CellStoreCollection::iterator iter)
{
std::cout << "Unloading cell\n";
@ -79,6 +81,7 @@ namespace MWWorld
mPhysics->removeObject (node->getName());
}
}
mRendering.removeCell(*iter);
//mPhysics->removeObject("Unnamed_43");
@ -87,6 +90,7 @@ namespace MWWorld
mEnvironment.mSoundManager->stopSound (*iter);
mActiveCells.erase(*iter);
}
@ -101,7 +105,7 @@ namespace MWWorld
mActiveCells.insert(cell);
if(result.second){
insertCell(*cell, mEnvironment);
mRendering.cellAdded (cell);
mRendering.cellAdded(cell);
mRendering.configureAmbient(*cell);
mRendering.requestMap(cell);
mRendering.configureAmbient(*cell);
@ -192,6 +196,7 @@ namespace MWWorld
mCurrentCell = *iter;
// adjust player
playerCellChange (mWorld->getExterior(X, Y), position, adjustPlayerPos);
@ -199,6 +204,7 @@ namespace MWWorld
mWorld->adjustSky();
mCellChanged = true;
mRendering.waterAdded(mCurrentCell);
}
//We need the ogre renderer and a scene node.
@ -238,6 +244,7 @@ namespace MWWorld
Ptr::CellStore *cell = mWorld->getInterior(cellName);
loadCell (cell);
// adjust player
mCurrentCell = cell;
@ -250,6 +257,8 @@ namespace MWWorld
mWorld->adjustSky();
mCellChanged = true;
mRendering.waterAdded(cell);
}
void Scene::changeToExteriorCell (const ESM::Position& position)

@ -531,9 +531,10 @@ namespace MWWorld
ptr.getRefData().getPosition().pos[0] = x;
ptr.getRefData().getPosition().pos[1] = y;
ptr.getRefData().getPosition().pos[2] = z;
if (ptr==mPlayer->getPlayer())
{
//std::cout << "X:" << ptr.getRefData().getPosition().pos[0] << " Z: " << ptr.getRefData().getPosition().pos[1] << "\n";
Ptr::CellStore *currentCell = mWorldScene->getCurrentCell();
if (currentCell)
{
@ -754,4 +755,15 @@ namespace MWWorld
{
return mRendering->getFader();
}
void World::setWaterHeight(const float height)
{
mRendering->setWaterHeight(height);
}
void World::toggleWater()
{
mRendering->toggleWater();
}
}

@ -112,6 +112,9 @@ namespace MWWorld
Ptr::CellStore *getExterior (int x, int y);
Ptr::CellStore *getInterior (const std::string& name);
void setWaterHeight(const float height);
void toggleWater();
void adjustSky();

@ -22,8 +22,7 @@ void Cell::load(ESMReader &esm)
{
// Interior cells
if (esm.isNextSub("INTV") || esm.isNextSub("WHGT"))
esm.getHT(water);
esm.getHNT(water, "WHGT", 4);
// Quasi-exterior cells have a region (which determines the
// weather), pure interior cells have ambient lighting

@ -114,7 +114,7 @@ struct Cell
ESM_Context context; // File position
DATAstruct data;
AMBIstruct ambi;
int water; // Water level
float water; // Water level
int mapColor;
void load(ESMReader &esm);

@ -95,12 +95,17 @@ namespace ESMS
State_Unloaded, State_Preloaded, State_Loaded
};
CellStore (const ESM::Cell *cell_) : cell (cell_), mState (State_Unloaded) {}
CellStore (const ESM::Cell *cell_) : cell (cell_), mState (State_Unloaded)
{
mWaterLevel = cell->water;
}
const ESM::Cell *cell;
State mState;
std::vector<std::string> mIds;
float mWaterLevel;
// Lists for each individual object type
CellRefList<Activator, D> activators;
CellRefList<Potion, D> potions;

@ -0,0 +1,13 @@
project(resources)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/caustic_0.png "${OpenMW_BINARY_DIR}/resources/water/caustic_0.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Example_Fresnel.cg "${OpenMW_BINARY_DIR}/resources/water/Example_Fresnel.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Example_FresnelPS.asm "${OpenMW_BINARY_DIR}/resources/water/Example_FresnelPS.asm" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/GlassFP.cg "${OpenMW_BINARY_DIR}/resources/water/GlassFP.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/GlassVP.cg "${OpenMW_BINARY_DIR}/resources/water/GlassVP.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/perlinvolume.dds "${OpenMW_BINARY_DIR}/resources/water/perlinvolume.dds" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Water02.jpg "${OpenMW_BINARY_DIR}/resources/water/Water02.jpg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.compositor "${OpenMW_BINARY_DIR}/resources/water/water.compositor" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/waves2.dds "${OpenMW_BINARY_DIR}/resources/water/waves2.dds" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Examples-Water.material "${OpenMW_BINARY_DIR}/resources/water/Examples-Water.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/WaterNormal1.tga "${OpenMW_BINARY_DIR}/resources/water/WaterNormal1.tga" COPYONLY)

@ -0,0 +1,116 @@
// Vertex program for fresnel reflections / refractions
void main_vp(
float4 pos : POSITION,
float4 normal : NORMAL,
float2 tex : TEXCOORD0,
out float4 oPos : POSITION,
out float3 noiseCoord : TEXCOORD0,
out float4 projectionCoord : TEXCOORD1,
out float3 oEyeDir : TEXCOORD2,
out float3 oNormal : TEXCOORD3,
uniform float4x4 worldViewProjMatrix,
uniform float3 eyePosition, // object space
uniform float timeVal,
uniform float scale, // the amount to scale the noise texture by
uniform float scroll, // the amount by which to scroll the noise
uniform float noise // the noise perturb as a factor of the time
)
{
oPos = mul(worldViewProjMatrix, pos);
// Projective texture coordinates, adjust for mapping
float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
0,-0.5, 0, 0.5,
0, 0, 0.5, 0.5,
0, 0, 0, 1);
projectionCoord = mul(scalemat, oPos);
// Noise map coords
noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
noiseCoord.z = noise * timeVal;
oEyeDir = normalize(pos.xyz - eyePosition);
oNormal = normal.rgb;
}
// Fragment program for distorting a texture using a 3D noise texture
void main_fp(
float3 noiseCoord : TEXCOORD0,
float4 projectionCoord : TEXCOORD1,
float3 eyeDir : TEXCOORD2,
float3 normal : TEXCOORD3,
out float4 col : COLOR,
uniform float4 tintColour,
uniform float noiseScale,
uniform float fresnelBias,
uniform float fresnelScale,
uniform float fresnelPower,
uniform sampler2D waterTex : register(s0),
uniform sampler2D noiseMap : register(s1),
uniform sampler2D reflectMap : register(s2),
uniform sampler2D refractMap : register(s3)
)
{
// Do the tex projection manually so we can distort _after_
float2 final = projectionCoord.xy / projectionCoord.w;
// Noise
float3 noiseNormal = (tex2D(noiseMap, (noiseCoord.xy / 5)).rgb - 0.5).rbg * noiseScale;
final += noiseNormal.xz;
// Fresnel
//normal = normalize(normal + noiseNormal.xz);
float fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
// Reflection / refraction
float4 reflectionColour = tex2D(reflectMap, final);
float4 refractionColour = tex2D(refractMap, final) + tintColour;
// Final colour
col = lerp(refractionColour, reflectionColour, fresnel) * tex2D(waterTex, noiseNormal) / 3 ;
}
// Old version to match ATI PS 1.3 implementation
void main_vp_old(
float4 pos : POSITION,
float4 normal : NORMAL,
float2 tex : TEXCOORD0,
out float4 oPos : POSITION,
out float fresnel : COLOR,
out float3 noiseCoord : TEXCOORD0,
out float4 projectionCoord : TEXCOORD1,
uniform float4x4 worldViewProjMatrix,
uniform float3 eyePosition, // object space
uniform float fresnelBias,
uniform float fresnelScale,
uniform float fresnelPower,
uniform float timeVal,
uniform float scale, // the amount to scale the noise texture by
uniform float scroll, // the amount by which to scroll the noise
uniform float noise // the noise perturb as a factor of the time
)
{
oPos = mul(worldViewProjMatrix, pos);
// Projective texture coordinates, adjust for mapping
float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
0,-0.5, 0, 0.5,
0, 0, 0.5, 0.5,
0, 0, 0, 1);
projectionCoord = mul(scalemat, oPos);
// Noise map coords
noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
noiseCoord.z = noise * timeVal;
// calc fresnel factor (reflection coefficient)
float3 eyeDir = normalize(pos.xyz - eyePosition);
fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
}

@ -0,0 +1,72 @@
ps.1.4
// conversion from Cg generated ARB_fragment_program to ps.1.4 by NFZ
// command line args: -profile arbfp1 -entry main_fp
// program main_fp
// c0 : distortionRange
// c1 : tintColour
// testure 0 : noiseMap
// texture 1 : reflectMap
// texture 2 : refractMap
// v0.x : fresnel
// t0.xyz : noiseCoord
// t1.xyw : projectionCoord
def c2, 2, 1, 0, 0
// Cg: distort.x = tex3D(noiseMap, noiseCoord).x;
// arbfp1: TEX R0.x, fragment.texcoord[0], texture[0], 3D;
// sample noise map using noiseCoord in TEX unit 0
texld r0, t0.xyz
// get projected texture coordinates from TEX coord 1
// will be used in phase 2
texcrd r1.xy, t1_dw.xyw
mov r1.z, c2.y
// Cg: distort.y = tex3D(noiseMap, noiseCoord + yoffset).x;
// arbfp1: ADD R1.xyz, fragment.texcoord[0], c1;
// arbfp1: TEX R1.x, R1, texture[0], 3D;
// arbfp1: MOV R0.y, R1.x;
// Cg: distort = (distort * 2 - 1) * distortionRange;
// arbfp1: MAD R0.xy, R0, c0.x, -c0.y;
// arbfp1: MUL R0.xy, R0, u0.x;
// (distort * 2 - 1) same as 2*(distort -.5) so use _bx2
// Cg: final = projectionCoord.xy / projectionCoord.w;
// Cg: final += distort;
// arbfp1: RCP R0.w, fragment.texcoord[1].w;
// arbfp1: MAD R0.xy, fragment.texcoord[1], R0.w, R0;
// final = (distort * projectionCoord.w) + projectionCoord.xy
// for ps.1.4 have to re-arrange things a bit to perturb projected texture coordinates
mad r0.xyz, r0_bx2, c0.x, r1
phase
// do dependant texture reads
// Cg: reflectionColour = tex2D(reflectMap, final);
// arbfp1: TEX R0, R0, texture[1], 2D;
// sampe reflectMap using dependant read : texunit 1
texld r1, r0.xyz
// Cg: refractionColour = tex2D(refractMap, final) + tintColour;
// arbfp1: TEX R1, R0, texture[2], 2D;
// sample refractMap : texunit 2
texld r2, r0.xyz
// adding tintColour that is in global c1
// arbfp1: ADD R1, R1, u1;
add r2, r2, c1
// Cg: col = lerp(refractionColour, reflectionColour, fresnel);
// arbfp1: ADD R0, R0, -R1;
// arbfp1: MAD result.color, fragment.color.primary.x, R0, R1;
lrp r0, v0.x, r1, r2

@ -0,0 +1,149 @@
vertex_program Water/GlassVP cg
{
source GlassVP.cg
entry_point glass_vp
profiles vs_1_1 arbvp1
default_params
{
param_named_auto worldViewProj worldviewproj_matrix
}
}
fragment_program Water/GlassFP cg
{
source GlassFP.cg
entry_point main_ps
profiles ps_2_0 arbfp1
}
material Water/Compositor
{
technique
{
pass
{
depth_check off
vertex_program_ref Water/GlassVP
{
param_named_auto timeVal time 0.25
param_named scale float 0.1
}
fragment_program_ref Water/GlassFP
{
param_named tintColour float4 0 0.35 0.35 1
}
texture_unit RT
{
tex_coord_set 0
tex_address_mode clamp
filtering linear linear linear
}
texture_unit
{
texture WaterNormal1.tga 2d
tex_coord_set 1
//tex_address_mode clamp
filtering linear linear linear
}
texture_unit
{
texture caustic_0.png 2d
tex_coord_set 2
//tex_address_mode clamp
filtering linear linear linear
}
}
}
}
vertex_program Water/RefractReflectVP cg
{
source Example_Fresnel.cg
entry_point main_vp
profiles vs_1_1 arbvp1
}
vertex_program Water/RefractReflectVPold cg
{
source Example_Fresnel.cg
entry_point main_vp_old
profiles vs_1_1 arbvp1
}
fragment_program Water/RefractReflectFP cg
{
source Example_Fresnel.cg
entry_point main_fp
// sorry, ps_1_1 and fp20 can't do this
profiles ps_2_0 arbfp1
}
fragment_program Water/RefractReflectPS asm
{
source Example_FresnelPS.asm
// sorry, only for ps_1_4 :)
syntax ps_1_4
}
material Examples/Water0
{
technique
{
pass
{
//
depth_write off
vertex_program_ref Water/RefractReflectVP
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto eyePosition camera_position_object_space
param_named_auto timeVal time 0.15
param_named scroll float 1
param_named scale float 1
param_named noise float 1
// scroll and noisePos will need updating per frame
}
fragment_program_ref Water/RefractReflectFP
{
param_named fresnelBias float -0.1
param_named fresnelScale float 0.8
param_named fresnelPower float 20
param_named tintColour float4 1 1 1 1
param_named noiseScale float 0.05
}
// Water
scene_blend alpha_blend
texture_unit
{
// Water texture
texture Water02.jpg
// min / mag filtering, no mip
filtering linear linear none
alpha_op_ex source1 src_manual src_current 0.9
}
// Noise
texture_unit
{
alpha_op_ex source1 src_manual src_current 0.9
// Perlin noise volume
texture waves2.dds
// min / mag filtering, no mip
filtering linear linear none
}
}
}
}

@ -0,0 +1,15 @@
sampler RT : register(s0);
sampler NormalMap : register(s1);
sampler CausticMap : register(s2);
float4 main_ps(float2 iTexCoord : TEXCOORD0,
float3 noiseCoord : TEXCOORD1,
uniform float4 tintColour) : COLOR
{
float4 normal = tex2D(NormalMap, noiseCoord);
return tex2D(RT, iTexCoord + normal.xy * 0.05) +
(tex2D(CausticMap, noiseCoord) / 5) +
tintColour ;
}

@ -0,0 +1,24 @@
void glass_vp
(
in float4 inPos : POSITION,
out float4 pos : POSITION,
out float2 uv0 : TEXCOORD0,
out float4 noiseCoord : TEXCOORD1,
uniform float4x4 worldViewProj,
uniform float timeVal,
uniform float scale
)
{
// Use standardise transform, so work accord with render system specific (RS depth, requires texture flipping, etc)
pos = mul(worldViewProj, inPos);
// The input positions adjusted by texel offsets, so clean up inaccuracies
inPos.xy = sign(inPos.xy);
// Convert to image-space
uv0 = (float2(inPos.x, -inPos.y) + 1.0f) * 0.5f;
noiseCoord = (pos + timeVal) * scale;
}

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compositor Water
{
technique
{
texture rt0 target_width target_height PF_R8G8B8
target rt0 { input previous }
target_output
{
// Start with clear output
input none
pass render_quad
{
material Water/Compositor
input 0 rt0
}
}
}
}

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