mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-02-02 18:45:32 +00:00
Cleanup
This commit is contained in:
parent
359ae06fcf
commit
f1d35b73b8
9 changed files with 16 additions and 54 deletions
|
@ -117,9 +117,6 @@ namespace MWRender
|
|||
int mCellX, mCellY;
|
||||
Ogre::AxisAlignedBox mBounds;
|
||||
std::string mInteriorName;
|
||||
|
||||
// maps texture name to according camera settings
|
||||
std::map<Ogre::RenderTarget*, Ogre::Vector3> mCameraSettings;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -33,7 +33,7 @@ namespace MWRender
|
|||
vp->setShadowsEnabled(false);
|
||||
vp->setVisibilityMask(RV_Actors + RV_Misc + RV_Statics + RV_StaticsSmall + RV_Terrain + RV_Sky);
|
||||
vp->setMaterialScheme("water_refraction");
|
||||
vp->setBackgroundColour (Ogre::ColourValue(0.180, 0.235, 0.22352));
|
||||
vp->setBackgroundColour (Ogre::ColourValue(0.18039, 0.23137, 0.25490));
|
||||
mRenderTarget->setAutoUpdated(true);
|
||||
mRenderTarget->addListener(this);
|
||||
}
|
||||
|
|
|
@ -121,9 +121,6 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
|
|||
//mRendering.getScene()->setCameraRelativeRendering(true);
|
||||
|
||||
// disable unsupported effects
|
||||
//const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities();
|
||||
if (!waterShaderSupported())
|
||||
Settings::Manager::setBool("shader", "Water", false);
|
||||
if (!Settings::Manager::getBool("shaders", "Objects"))
|
||||
Settings::Manager::setBool("enabled", "Shadows", false);
|
||||
|
||||
|
@ -504,9 +501,6 @@ void RenderingManager::configureFog(MWWorld::Ptr::CellStore &mCell)
|
|||
color.setAsABGR (mCell.mCell->mAmbi.mFog);
|
||||
|
||||
configureFog(mCell.mCell->mAmbi.mFogDensity, color);
|
||||
|
||||
//if (mWater)
|
||||
// mWater->setViewportBackground (Ogre::ColourValue(0.8f, 0.9f, 1.0f));
|
||||
}
|
||||
|
||||
void RenderingManager::configureFog(const float density, const Ogre::ColourValue& colour)
|
||||
|
@ -854,14 +848,6 @@ void RenderingManager::windowClosed(Ogre::RenderWindow* rw)
|
|||
Ogre::Root::getSingleton ().queueEndRendering ();
|
||||
}
|
||||
|
||||
bool RenderingManager::waterShaderSupported()
|
||||
{
|
||||
//const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities();
|
||||
//if (caps->getNumMultiRenderTargets() < 2 || !Settings::Manager::getBool("shaders", "Objects"))
|
||||
//return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void RenderingManager::applyCompositors()
|
||||
{
|
||||
}
|
||||
|
|
|
@ -184,8 +184,6 @@ class RenderingManager: private RenderingInterface, public Ogre::WindowEventList
|
|||
|
||||
Ogre::Viewport* getViewport() { return mRendering.getViewport(); }
|
||||
|
||||
static bool waterShaderSupported();
|
||||
|
||||
void getInteriorMapPosition (Ogre::Vector2 position, float& nX, float& nY, int &x, int& y);
|
||||
///< see MWRender::LocalMap::getInteriorMapPosition
|
||||
|
||||
|
|
|
@ -119,10 +119,6 @@ namespace MWRender
|
|||
shadowTex->setProperty ("content_type", sh::makeProperty<sh::StringValue> (new sh::StringValue("shadow")));
|
||||
}
|
||||
|
||||
// caustics
|
||||
sh::MaterialInstanceTextureUnit* caustics = p->createTextureUnit ("causticMap");
|
||||
caustics->setProperty ("direct_texture", sh::makeProperty<sh::StringValue> (new sh::StringValue("water_nm.png")));
|
||||
|
||||
p->mShaderProperties.setProperty ("shadowtexture_offset", sh::makeProperty<sh::StringValue>(new sh::StringValue(
|
||||
Ogre::StringConverter::toString(numBlendTextures + numLayers + 2))));
|
||||
|
||||
|
@ -156,8 +152,6 @@ namespace MWRender
|
|||
// shadow
|
||||
--freeTextureUnits;
|
||||
|
||||
--freeTextureUnits; // caustics
|
||||
|
||||
// each layer needs 1.25 units (1xdiffusespec, 0.25xblend)
|
||||
return static_cast<Ogre::uint8>(freeTextureUnits / (1.25f));
|
||||
}
|
||||
|
|
|
@ -210,6 +210,7 @@ Water::Water (Ogre::Camera *camera, RenderingManager* rend) :
|
|||
mWater = mSceneMgr->createEntity("water");
|
||||
mWater->setVisibilityFlags(RV_Water);
|
||||
mWater->setCastShadows(false);
|
||||
mWater->setRenderQueueGroup(RQG_Alpha);
|
||||
|
||||
mWaterNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
|
||||
|
||||
|
@ -380,6 +381,8 @@ void Water::applyRTT()
|
|||
{
|
||||
delete mReflection;
|
||||
mReflection = NULL;
|
||||
delete mRefraction;
|
||||
mRefraction = NULL;
|
||||
|
||||
// Create rendertarget for reflection
|
||||
//int rttsize = Settings::Manager::getInt("rtt size", "Water");
|
||||
|
@ -389,16 +392,12 @@ void Water::applyRTT()
|
|||
mReflection = new PlaneReflection(mSceneMgr, mSky);
|
||||
mReflection->setParentCamera (mCamera);
|
||||
mReflection->setHeight(mTop);
|
||||
}
|
||||
mWater->setRenderQueueGroup(RQG_Alpha);
|
||||
|
||||
delete mRefraction;
|
||||
mRefraction = NULL;
|
||||
|
||||
if (Settings::Manager::getBool("refraction", "Water"))
|
||||
{
|
||||
mRefraction = new Refraction(mCamera);
|
||||
mRefraction->setHeight(mTop);
|
||||
if (Settings::Manager::getBool("refraction", "Water"))
|
||||
{
|
||||
mRefraction = new Refraction(mCamera);
|
||||
mRefraction->setHeight(mTop);
|
||||
}
|
||||
}
|
||||
|
||||
updateVisible();
|
||||
|
|
|
@ -260,13 +260,6 @@
|
|||
float3 lightDir;
|
||||
float3 diffuse = float3(0,0,0);
|
||||
float d;
|
||||
|
||||
#if HAS_VERTEXCOLOR
|
||||
// ambient vertex colour tracking, FFP behaviour
|
||||
//float3 ambient = colourPassthrough.xyz * lightAmbient.xyz;
|
||||
#else
|
||||
//float3 ambient = materialAmbient.xyz * lightAmbient.xyz;
|
||||
#endif
|
||||
|
||||
// shadows only for the first (directional) light
|
||||
#if SHADOWS
|
||||
|
@ -288,8 +281,6 @@
|
|||
|
||||
|
||||
|
||||
float3 caustics = float3(1,1,1);
|
||||
|
||||
#if (UNDERWATER) || (FOG)
|
||||
float3 worldPos = shMatrixMult(worldMatrix, float4(objSpacePositionPassthrough,1)).xyz;
|
||||
#endif
|
||||
|
@ -311,10 +302,10 @@
|
|||
#if @shIterator == 0
|
||||
|
||||
#if (SHADOWS || SHADOWS_PSSM)
|
||||
diffuse += materialDiffuse.xyz * lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0) * shadow * caustics;
|
||||
diffuse += materialDiffuse.xyz * lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0) * shadow;
|
||||
|
||||
#else
|
||||
diffuse += materialDiffuse.xyz * lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0) * caustics;
|
||||
diffuse += materialDiffuse.xyz * lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -230,9 +230,6 @@
|
|||
#endif
|
||||
|
||||
|
||||
|
||||
float3 caustics = float3(1,1,1);
|
||||
|
||||
#if UNDERWATER
|
||||
float3 waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel);
|
||||
#endif
|
||||
|
@ -312,10 +309,10 @@
|
|||
#if @shIterator == 0
|
||||
|
||||
#if (SHADOWS || SHADOWS_PSSM)
|
||||
diffuse += lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0) * shadow * caustics;
|
||||
diffuse += lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0) * shadow;
|
||||
|
||||
#else
|
||||
diffuse += lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0) * caustics;
|
||||
diffuse += lightDiffuse@shIterator.xyz * (1.0 / ((lightAttenuation@shIterator.y) + (lightAttenuation@shIterator.z * d) + (lightAttenuation@shIterator.w * d * d))) * max(dot(normal, lightDir), 0);
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -94,7 +94,7 @@ fps = 0
|
|||
crosshair = true
|
||||
|
||||
[Objects]
|
||||
shaders = false
|
||||
shaders = true
|
||||
|
||||
# Max. number of lights that affect objects. Setting to 1 will only reflect sunlight
|
||||
# Note: has no effect when shaders are turned off
|
||||
|
@ -127,9 +127,9 @@ fog end factor = 1.0
|
|||
num lights = 8
|
||||
|
||||
[Water]
|
||||
shader = false
|
||||
shader = true
|
||||
|
||||
refraction = false
|
||||
refraction = true
|
||||
|
||||
rtt size = 512
|
||||
reflect terrain = true
|
||||
|
|
Loading…
Reference in a new issue