Merge branch 'master' into physicsaedra2

Conflicts:
	apps/openmw/mwworld/player.cpp
actorid
scrawl 13 years ago
commit f2fae770d4

@ -97,6 +97,7 @@ set(OENGINE_OGRE
${LIBDIR}/openengine/ogre/renderer.cpp
${LIBDIR}/openengine/ogre/mouselook.cpp
${LIBDIR}/openengine/ogre/fader.cpp
${LIBDIR}/openengine/ogre/imagerotate.cpp
)
set(OENGINE_GUI
${LIBDIR}/openengine/gui/events.cpp
@ -231,6 +232,9 @@ endif (APPLE)
configure_file(${OpenMW_SOURCE_DIR}/files/settings-default.cfg
"${OpenMW_BINARY_DIR}/settings-default.cfg")
configure_file(${OpenMW_SOURCE_DIR}/files/transparency-overrides.cfg
"${OpenMW_BINARY_DIR}/transparency-overrides.cfg")
configure_file(${OpenMW_SOURCE_DIR}/files/openmw.cfg.local
"${OpenMW_BINARY_DIR}/openmw.cfg")
configure_file(${OpenMW_SOURCE_DIR}/files/openmw.cfg
@ -312,6 +316,7 @@ if(DPKG_PROGRAM)
#Install global configuration files
INSTALL(FILES "${OpenMW_BINARY_DIR}/settings-default.cfg" DESTINATION "../etc/openmw/" PERMISSIONS OWNER_READ OWNER_WRITE GROUP_READ WORLD_READ COMPONENT "openmw")
INSTALL(FILES "${OpenMW_BINARY_DIR}/transparency-overrides.cfg" DESTINATION "../etc/openmw/" PERMISSIONS OWNER_READ OWNER_WRITE GROUP_READ WORLD_READ COMPONENT "openmw")
INSTALL(FILES "${OpenMW_BINARY_DIR}/openmw.cfg.install" DESTINATION "../etc/openmw/" RENAME "openmw.cfg" PERMISSIONS OWNER_READ OWNER_WRITE GROUP_READ WORLD_READ COMPONENT "openmw")
INSTALL(FILES "${OpenMW_BINARY_DIR}/plugins.cfg" DESTINATION "../etc/openmw/" PERMISSIONS OWNER_READ OWNER_WRITE GROUP_READ WORLD_READ COMPONENT "openmw")

@ -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 occlusionquery terrain terrainmaterial water
renderinginterface localmap occlusionquery terrain terrainmaterial water shadows shaderhelper
)
add_openmw_dir (mwinput
@ -25,7 +25,7 @@ add_openmw_dir (mwinput
add_openmw_dir (mwgui
layouts text_input widgets race class birth review window_manager console dialogue
dialogue_history window_base stats_window messagebox journalwindow charactercreation
map_window window_pinnable_base
map_window window_pinnable_base cursorreplace
)
add_openmw_dir (mwdialogue
@ -55,7 +55,7 @@ add_openmw_dir (mwclass
)
add_openmw_dir (mwmechanics
mechanicsmanager stat creaturestats magiceffects movement actors
mechanicsmanager stat creaturestats magiceffects movement actors drawstate spells
)
# Main executable

@ -21,6 +21,7 @@
#include <components/files/fixedpath.hpp>
#include <components/files/configurationmanager.hpp>
#include <components/settings/settings.hpp>
#include <components/nifoverrides/nifoverrides.hpp>
#include <components/nifbullet/bullet_nif_loader.hpp>
#include <components/nifogre/ogre_nif_loader.hpp>
@ -28,6 +29,7 @@
#include "mwinput/inputmanager.hpp"
#include "mwgui/window_manager.hpp"
#include "mwgui/cursorreplace.hpp"
#include "mwscript/scriptmanager.hpp"
#include "mwscript/compilercontext.hpp"
@ -349,6 +351,13 @@ void OMW::Engine::go()
mFpsLevel = settings.getInt("fps", "HUD");
// load nif overrides
NifOverrides::Overrides nifOverrides;
if (boost::filesystem::exists(mCfgMgr.getLocalPath().string() + "/transparency-overrides.cfg"))
nifOverrides.loadTransparencyOverrides(mCfgMgr.getLocalPath().string() + "/transparency-overrides.cfg");
else if (boost::filesystem::exists(mCfgMgr.getGlobalPath().string() + "/transparency-overrides.cfg"))
nifOverrides.loadTransparencyOverrides(mCfgMgr.getGlobalPath().string() + "/transparency-overrides.cfg");
mOgre->configure(!boost::filesystem::is_regular_file(mCfgMgr.getOgreConfigPath()),
mCfgMgr.getOgreConfigPath().string(),
mCfgMgr.getLogPath().string(),
@ -361,12 +370,17 @@ void OMW::Engine::go()
addResourcesDirectory(mResDir / "mygui");
addResourcesDirectory(mResDir / "water");
addResourcesDirectory(mResDir / "gbuffer");
addResourcesDirectory(mResDir / "shadows");
// Create the window
mOgre->createWindow("OpenMW");
loadBSA();
// cursor replacer (converts the cursor from the bsa so they can be used by mygui)
MWGui::CursorReplace replacer;
// Create the world
mEnvironment.mWorld = new MWWorld::World (*mOgre, mFileCollections, mMaster,
mResDir, mNewGame, mEnvironment, mEncoding, mFallbackMap);

@ -61,6 +61,10 @@ namespace MWClass
for (int i=0; i<27; ++i)
data->mNpcStats.mSkill[i].setBase (ref->base->npdt52.skills[i]);
for (std::vector<std::string>::const_iterator iter (ref->base->spells.list.begin());
iter!=ref->base->spells.list.end(); ++iter)
data->mCreatureStats.mSpells.add (*iter);
// creature stats
data->mCreatureStats.mAttributes[0].set (ref->base->npdt52.strength);
data->mCreatureStats.mAttributes[1].set (ref->base->npdt52.intelligence);

@ -0,0 +1,16 @@
#include "cursorreplace.hpp"
#include <boost/filesystem.hpp>
#include <openengine/ogre/imagerotate.hpp>
#include <OgreResourceGroupManager.h>
#include <OgreRoot.h>
using namespace MWGui;
CursorReplace::CursorReplace()
{
OEngine::Render::ImageRotate::rotate("textures\\tx_cursormove.dds", "mwpointer_vresize.png", 90);
OEngine::Render::ImageRotate::rotate("textures\\tx_cursormove.dds", "mwpointer_dresize1.png", -45);
OEngine::Render::ImageRotate::rotate("textures\\tx_cursormove.dds", "mwpointer_dresize2.png", 45);
}

@ -0,0 +1,16 @@
#ifndef GAME_CURSORREPLACE_H
#define GAME_CURSORREPLACE_H
#include <string>
namespace MWGui
{
/// \brief MyGUI does not support rotating cursors, so we have to do it manually
class CursorReplace
{
public:
CursorReplace();
};
}
#endif

@ -66,6 +66,8 @@ namespace MWInput
A_QuickLoad,
A_QuickMenu,
A_GameMenu,
A_ToggleWeapon,
A_ToggleSpell,
A_LAST // Marker for the last item
};
@ -87,6 +89,38 @@ namespace MWInput
/* InputImpl Methods */
void toggleSpell()
{
DrawState state = player.getDrawState();
if(state == DrawState_Weapon || state == DrawState_Nothing)
{
player.setDrawState(DrawState_Spell);
std::cout << "Player has now readied his hands for spellcasting!\n";
}
else
{
player.setDrawState(DrawState_Nothing);
std::cout << "Player does not have any kind of attack ready now.\n";
}
}
void toggleWeapon()
{
DrawState state = player.getDrawState();
if(state == DrawState_Spell || state == DrawState_Nothing)
{
player.setDrawState(DrawState_Weapon);
std::cout << "Player is now drawing his weapon.\n";
}
else
{
player.setDrawState(DrawState_Nothing);
std::cout << "Player does not have any kind of attack ready now.\n";
}
}
void screenshot()
{
mEngine.screenshot();
@ -198,7 +232,10 @@ namespace MWInput
"Auto Move");
disp->funcs.bind(A_ToggleWalk, boost::bind(&InputImpl::toggleWalking, this),
"Toggle Walk/Run");
disp->funcs.bind(A_ToggleWeapon,boost::bind(&InputImpl::toggleWeapon,this),
"Draw Weapon");
disp->funcs.bind(A_ToggleSpell,boost::bind(&InputImpl::toggleSpell,this),
"Ready hands");
// Add the exit listener
ogre.getRoot()->addFrameListener(&exit);
@ -243,6 +280,8 @@ namespace MWInput
disp->bind(A_AutoMove, KC_Z);
disp->bind(A_ToggleSneak, KC_X);
disp->bind(A_ToggleWalk, KC_C);
disp->bind(A_ToggleWeapon,KC_F);
disp->bind(A_ToggleSpell,KC_R);
// Key bindings for polled keys
// NOTE: These keys are constantly being polled. Only add keys that must be checked each frame.

@ -6,6 +6,7 @@
#include "stat.hpp"
#include "magiceffects.hpp"
#include "spells.hpp"
namespace MWMechanics
{
@ -14,7 +15,7 @@ namespace MWMechanics
Stat<int> mAttributes[8];
DynamicStat<int> mDynamic[3]; // health, magicka, fatigue
int mLevel;
std::set<std::string> mAbilities;
Spells mSpells;
MagicEffects mMagicEffects;
};
}

@ -0,0 +1,11 @@
#ifndef GAME_MWMECHANICS_DRAWSTATE_H
#define GAME_MWMECHANICS_DRAWSTATE_H
enum DrawState
{
DrawState_Weapon = 0,
DrawState_Spell = 1,
DrawState_Nothing = 2,
};
#endif

@ -23,7 +23,7 @@ namespace MWMechanics
// reset
creatureStats.mLevel = player->npdt52.level;
creatureStats.mAbilities.clear();
creatureStats.mSpells.clear();
creatureStats.mMagicEffects = MagicEffects();
for (int i=0; i<27; ++i)
@ -71,7 +71,7 @@ namespace MWMechanics
for (std::vector<std::string>::const_iterator iter (race->powers.list.begin());
iter!=race->powers.list.end(); ++iter)
{
insertSpell (*iter, ptr);
creatureStats.mSpells.add (*iter);
}
}
@ -85,7 +85,7 @@ namespace MWMechanics
for (std::vector<std::string>::const_iterator iter (sign->powers.list.begin());
iter!=sign->powers.list.end(); ++iter)
{
insertSpell (*iter, ptr);
creatureStats.mSpells.add (*iter);
}
}
@ -159,59 +159,14 @@ namespace MWMechanics
creatureStats.mDynamic[i].setCurrent (creatureStats.mDynamic[i].getModified());
}
void MechanicsManager::insertSpell (const std::string& id, MWWorld::Ptr& creature)
{
MWMechanics::CreatureStats& creatureStats =
MWWorld::Class::get (creature).getCreatureStats (creature);
const ESM::Spell *spell = mEnvironment.mWorld->getStore().spells.find (id);
switch (spell->data.type)
{
case ESM::Spell::ST_Ability:
if (creatureStats.mAbilities.find (id)==creatureStats.mAbilities.end())
{
creatureStats.mAbilities.insert (id);
}
break;
// TODO ST_SPELL, ST_Blight, ST_Disease, ST_Curse, ST_Power
default:
std::cout
<< "adding unsupported spell type (" << spell->data.type
<< ") to creature: " << id << std::endl;
}
}
void MechanicsManager::adjustMagicEffects (MWWorld::Ptr& creature)
{
MWMechanics::CreatureStats& creatureStats =
MWWorld::Class::get (creature).getCreatureStats (creature);
MagicEffects now;
for (std::set<std::string>::const_iterator iter (creatureStats.mAbilities.begin());
iter!=creatureStats.mAbilities.end(); ++iter)
{
const ESM::Spell *spell = mEnvironment.mWorld->getStore().spells.find (*iter);
for (std::vector<ESM::ENAMstruct>::const_iterator iter = spell->effects.list.begin();
iter!=spell->effects.list.end(); ++iter)
{
if (iter->range==0) // self
{
EffectParam param;
param.mMagnitude = iter->magnMax; // TODO calculate magnitude
now.add (EffectKey (*iter), param);
}
}
}
MagicEffects now = creatureStats.mSpells.getMagicEffects (mEnvironment);
// TODO add effects from other spell types, active spells and equipment
/// \todo add effects from active spells and equipment
MagicEffects diff = MagicEffects::diff (creatureStats.mMagicEffects, now);

@ -37,8 +37,6 @@ namespace MWMechanics
///< build player according to stored class/race/birthsign information. Will
/// default to the values of the ESM::NPC object, if no explicit information is given.
void insertSpell (const std::string& id, MWWorld::Ptr& creature);
void adjustMagicEffects (MWWorld::Ptr& creature);
public:

@ -2,14 +2,19 @@
#define GAME_MWMECHANICS_NPCSTATS_H
#include <map>
#include <set>
#include "stat.hpp"
#include "drawstate.hpp"
namespace MWMechanics
{
/// \brief Additional stats for NPCs
///
/// For non-NPC-specific stats, see the CreatureStats struct.
///
/// \note For technical reasons the spell list and the currently selected spell is also handled by
/// CreatureStats, even though they are actually NPC stats.
struct NpcStats
{
@ -24,9 +29,10 @@ namespace MWMechanics
bool mRun;
bool mSneak;
bool mCombat;
DrawState mDrawState;
NpcStats() : mForceRun (false), mForceSneak (false), mRun (false), mSneak (false),
mCombat (false) {}
mCombat (false) , mDrawState(DrawState_Nothing) {}
};
}

@ -0,0 +1,81 @@
#include "spells.hpp"
#include <components/esm/loadspel.hpp>
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"
#include "magiceffects.hpp"
namespace MWMechanics
{
void Spells::addSpell (const ESM::Spell *spell, MagicEffects& effects) const
{
for (std::vector<ESM::ENAMstruct>::const_iterator iter = spell->effects.list.begin();
iter!=spell->effects.list.end(); ++iter)
{
EffectParam param;
param.mMagnitude = iter->magnMax; /// \todo calculate magnitude
effects.add (EffectKey (*iter), param);
}
}
Spells::TIterator Spells::begin() const
{
return mSpells.begin();
}
Spells::TIterator Spells::end() const
{
return mSpells.end();
}
void Spells::add (const std::string& spellId)
{
if (std::find (mSpells.begin(), mSpells.end(), spellId)!=mSpells.end())
mSpells.push_back (spellId);
}
void Spells::remove (const std::string& spellId)
{
TContainer::iterator iter = std::find (mSpells.begin(), mSpells.end(), spellId);
if (iter!=mSpells.end())
mSpells.erase (iter);
if (spellId==mSelectedSpell)
mSelectedSpell.clear();
}
MagicEffects Spells::getMagicEffects (const MWWorld::Environment& environment) const
{
MagicEffects effects;
for (TIterator iter = mSpells.begin(); iter!=mSpells.end(); ++iter)
{
const ESM::Spell *spell = environment.mWorld->getStore().spells.find (*iter);
if (spell->data.type==ESM::Spell::ST_Ability || spell->data.type==ESM::Spell::ST_Blight ||
spell->data.type==ESM::Spell::ST_Disease || spell->data.type==ESM::Spell::ST_Curse)
addSpell (spell, effects);
}
return effects;
}
void Spells::clear()
{
mSpells.clear();
}
void Spells::setSelectedSpell (const std::string& spellId)
{
mSelectedSpell = spellId;
}
const std::string Spells::getSelectedSpell() const
{
return mSelectedSpell;
}
}

@ -0,0 +1,66 @@
#ifndef GAME_MWMECHANICS_SPELLS_H
#define GAME_MWMECHANICS_SPELLS_H
#include <vector>
#include <string>
namespace ESM
{
struct Spell;
}
namespace MWWorld
{
struct Environment;
}
namespace MWMechanics
{
class MagicEffects;
/// \brief Spell list
///
/// This class manages known spells as well as abilities, powers and permanent negative effects like
/// diseaes.
class Spells
{
public:
typedef std::vector<std::string> TContainer;
typedef TContainer::const_iterator TIterator;
private:
std::vector<std::string> mSpells;
std::string mSelectedSpell;
void addSpell (const ESM::Spell *, MagicEffects& effects) const;
public:
TIterator begin() const;
TIterator end() const;
void add (const std::string& spell);
///< Adding a spell that is already listed in *this is a no-op.
void remove (const std::string& spell);
///< If the spell to be removed is the selected spell, the selected spell will be changed to
/// no spell (empty string).
MagicEffects getMagicEffects (const MWWorld::Environment& environment) const;
///< Return sum of magic effects resulting from abilities, blights, deseases and curses.
void clear();
///< Remove all spells of al types.
void setSelectedSpell (const std::string& spellId);
///< This function does not verify, if the spell is available.
const std::string getSelectedSpell() const;
///< May return an empty string.
};
}
#endif

@ -1,4 +1,5 @@
#include "creatureanimation.hpp"
#include "renderconst.hpp"
#include "../mwworld/world.hpp"
@ -20,6 +21,28 @@ CreatureAnimation::CreatureAnimation(const MWWorld::Ptr& ptr, MWWorld::Environme
std::string meshNumbered = mesh + getUniqueID(mesh) + ">|";
NifOgre::NIFLoader::load(meshNumbered);
base = mRend.getScene()->createEntity(meshNumbered);
base->setVisibilityFlags(RV_Actors);
bool transparent = false;
for (unsigned int i=0; i<base->getNumSubEntities(); ++i)
{
Ogre::MaterialPtr mat = base->getSubEntity(i)->getMaterial();
Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
while (techIt.hasMoreElements())
{
Ogre::Technique* tech = techIt.getNext();
Ogre::Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements())
{
Ogre::Pass* pass = passIt.getNext();
if (pass->getDepthWriteEnabled() == false)
transparent = true;
}
}
}
base->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
std::string meshZero = mesh + "0000>|";
if((transformations = (NIFLoader::getSingletonPtr())->getAnim(meshZero))){

@ -4,6 +4,7 @@
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"
#include "../mwgui/window_manager.hpp"
#include "renderconst.hpp"
#include <OgreOverlayManager.h>
#include <OgreMaterialManager.h>
@ -223,7 +224,10 @@ void LocalMap::render(const float x, const float y,
vp->setOverlaysEnabled(false);
vp->setShadowsEnabled(false);
vp->setBackgroundColour(ColourValue(0, 0, 0));
//vp->setVisibilityMask( ... );
vp->setVisibilityMask(RV_Map);
// use fallback techniques without shadows and without mrt
vp->setMaterialScheme("Fallback");
rtt->update();

@ -1,5 +1,6 @@
#include "npcanimation.hpp"
#include "../mwworld/world.hpp"
#include "renderconst.hpp"
using namespace Ogre;
@ -65,6 +66,27 @@ NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, MWWorld::Environment& _env,O
NifOgre::NIFLoader::load(smodel);
base = mRend.getScene()->createEntity(smodel);
base->setVisibilityFlags(RV_Actors);
bool transparent = false;
for (unsigned int i=0; i<base->getNumSubEntities(); ++i)
{
Ogre::MaterialPtr mat = base->getSubEntity(i)->getMaterial();
Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
while (techIt.hasMoreElements())
{
Ogre::Technique* tech = techIt.getNext();
Ogre::Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements())
{
Ogre::Pass* pass = passIt.getNext();
if (pass->getDepthWriteEnabled() == false)
transparent = true;
}
}
}
base->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
base->setSkipAnimationStateUpdate(true); //Magical line of code, this makes the bones
//stay in the same place when we skipanim, or open a gui window

@ -4,6 +4,7 @@
#include <components/nifogre/ogre_nif_loader.hpp>
#include <components/settings/settings.hpp>
#include "renderconst.hpp"
using namespace MWRender;
@ -114,17 +115,49 @@ void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh)
bounds.scale(insert->getScale());
mBounds[ptr.getCell()].merge(bounds);
bool transparent = false;
for (unsigned int i=0; i<ent->getNumSubEntities(); ++i)
{
Ogre::MaterialPtr mat = ent->getSubEntity(i)->getMaterial();
Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
while (techIt.hasMoreElements())
{
Ogre::Technique* tech = techIt.getNext();
Ogre::Technique::PassIterator passIt = tech->getPassIterator();
while (passIt.hasMoreElements())
{
Ogre::Pass* pass = passIt.getNext();
if (pass->getDepthWriteEnabled() == false)
transparent = true;
}
}
}
if(!mIsStatic || !Settings::Manager::getBool("use static geometry", "Objects"))
{
insert->attachObject(ent);
ent->setRenderingDistance(small ? Settings::Manager::getInt("small object distance", "Viewing distance") : 0); /// \todo config value
ent->setRenderingDistance(small ? Settings::Manager::getInt("small object distance", "Viewing distance") : 0);
ent->setVisibilityFlags(mIsStatic ? (small ? RV_StaticsSmall : RV_Statics) : RV_Misc);
ent->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
}
else
{
Ogre::StaticGeometry* sg = 0;
if (small)
/* if (transparent)
{
if( mStaticGeometryAlpha.find(ptr.getCell()) == mStaticGeometryAlpha.end())
{
uniqueID = uniqueID +1;
sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
mStaticGeometryAlpha[ptr.getCell()] = sg;
}
else
sg = mStaticGeometryAlpha[ptr.getCell()];
}
else*/ if (small)
{
if( mStaticGeometrySmall.find(ptr.getCell()) == mStaticGeometrySmall.end())
{
@ -132,7 +165,7 @@ void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh)
sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
mStaticGeometrySmall[ptr.getCell()] = sg;
sg->setRenderingDistance(Settings::Manager::getInt("small object distance", "Viewing distance")); /// \todo config value
sg->setRenderingDistance(Settings::Manager::getInt("small object distance", "Viewing distance"));
}
else
sg = mStaticGeometrySmall[ptr.getCell()];
@ -160,6 +193,12 @@ void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh)
sg->addEntity(ent,insert->_getDerivedPosition(),insert->_getDerivedOrientation(),insert->_getDerivedScale());
sg->setVisibilityFlags(small ? RV_StaticsSmall : RV_Statics);
sg->setCastShadows(true);
sg->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
mRenderer.getScene()->destroyEntity(ent);
}
}
@ -253,6 +292,13 @@ void Objects::removeCell(MWWorld::Ptr::CellStore* store)
mRenderer.getScene()->destroyStaticGeometry (sg);
sg = 0;
}
/*if(mStaticGeometryAlpha.find(store) != mStaticGeometryAlpha.end())
{
Ogre::StaticGeometry* sg = mStaticGeometryAlpha[store];
mStaticGeometryAlpha.erase(store);
mRenderer.getScene()->destroyStaticGeometry (sg);
sg = 0;
}*/
if(mBounds.find(store) != mBounds.end())
mBounds.erase(store);
@ -270,6 +316,11 @@ void Objects::buildStaticGeometry(ESMS::CellStore<MWWorld::RefData>& cell)
Ogre::StaticGeometry* sg = mStaticGeometrySmall[&cell];
sg->build();
}
/*if(mStaticGeometryAlpha.find(&cell) != mStaticGeometryAlpha.end())
{
Ogre::StaticGeometry* sg = mStaticGeometryAlpha[&cell];
sg->build();
}*/
}
Ogre::AxisAlignedBox Objects::getDimensions(MWWorld::Ptr::CellStore* cell)

@ -15,6 +15,7 @@ class Objects{
std::map<MWWorld::Ptr::CellStore *, Ogre::SceneNode *> mCellSceneNodes;
std::map<MWWorld::Ptr::CellStore *, Ogre::StaticGeometry*> mStaticGeometry;
std::map<MWWorld::Ptr::CellStore *, Ogre::StaticGeometry*> mStaticGeometrySmall;
//std::map<MWWorld::Ptr::CellStore *, Ogre::StaticGeometry*> mStaticGeometryAlpha;
std::map<MWWorld::Ptr::CellStore *, Ogre::AxisAlignedBox> mBounds;
std::vector<std::string> mLights;
Ogre::SceneNode* mMwRoot;

@ -1,4 +1,5 @@
#include "occlusionquery.hpp"
#include "renderconst.hpp"
#include <OgreRenderSystem.h>
#include <OgreRoot.h>
@ -40,9 +41,6 @@ OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNod
return;
}
// This means that everything up to RENDER_QUEUE_MAIN can occlude the objects that are tested
const int queue = RENDER_QUEUE_MAIN+1;
MaterialPtr matBase = MaterialManager::getSingleton().getByName("BaseWhiteNoLighting");
MaterialPtr matQueryArea = matBase->clone("QueryTotalPixels");
matQueryArea->setDepthWriteEnabled(false);
@ -62,25 +60,28 @@ OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNod
mBBNodeReal = mRendering->getScene()->getRootSceneNode()->createChildSceneNode();
mBBQueryTotal = mRendering->getScene()->createBillboardSet(1);
mBBQueryTotal->setCastShadows(false);
mBBQueryTotal->setDefaultDimensions(150, 150);
mBBQueryTotal->createBillboard(Vector3::ZERO);
mBBQueryTotal->setMaterialName("QueryTotalPixels");
mBBQueryTotal->setRenderQueueGroup(queue+1);
mBBQueryTotal->setRenderQueueGroup(RQG_OcclusionQuery+1);
mBBNodeReal->attachObject(mBBQueryTotal);
mBBQueryVisible = mRendering->getScene()->createBillboardSet(1);
mBBQueryVisible->setCastShadows(false);
mBBQueryVisible->setDefaultDimensions(150, 150);
mBBQueryVisible->createBillboard(Vector3::ZERO);
mBBQueryVisible->setMaterialName("QueryVisiblePixels");
mBBQueryVisible->setRenderQueueGroup(queue+1);
mBBQueryVisible->setRenderQueueGroup(RQG_OcclusionQuery+1);
mBBNodeReal->attachObject(mBBQueryVisible);
mBBQuerySingleObject = mRendering->getScene()->createBillboardSet(1);
/// \todo ideally this should occupy exactly 1 pixel on the screen
mBBQuerySingleObject->setCastShadows(false);
mBBQuerySingleObject->setDefaultDimensions(0.003, 0.003);
mBBQuerySingleObject->createBillboard(Vector3::ZERO);
mBBQuerySingleObject->setMaterialName("QueryVisiblePixels");
mBBQuerySingleObject->setRenderQueueGroup(queue);
mBBQuerySingleObject->setRenderQueueGroup(RQG_OcclusionQuery);
mObjectNode->attachObject(mBBQuerySingleObject);
mRendering->getScene()->addRenderObjectListener(this);
@ -153,7 +154,7 @@ void OcclusionQuery::renderQueueEnded(uint8 queueGroupId, const String& invocati
* this can happen for example if the object that is tested is outside of the view frustum
* to prevent this, check if the queries have been performed after everything has been rendered and if not, start them manually
*/
if (queueGroupId == RENDER_QUEUE_SKIES_LATE)
if (queueGroupId == RQG_SkiesLate)
{
if (mWasVisible == false && mDoQuery)
{

@ -0,0 +1,62 @@
#ifndef GAME_RENDER_CONST_H
#define GAME_RENDER_CONST_H
#include <OgreRenderQueue.h>
namespace MWRender
{
// Render queue groups
enum RenderQueueGroups
{
// Sky early (atmosphere, clouds, moons)
RQG_SkiesEarly = Ogre::RENDER_QUEUE_SKIES_EARLY,
RQG_Main = Ogre::RENDER_QUEUE_MAIN,
RQG_Water = Ogre::RENDER_QUEUE_7+1,
RQG_Alpha = Ogre::RENDER_QUEUE_MAIN,
RQG_UnderWater = Ogre::RENDER_QUEUE_7+1,
RQG_OcclusionQuery = Ogre::RENDER_QUEUE_8,
// Sky late (sun & sun flare)
RQG_SkiesLate = Ogre::RENDER_QUEUE_SKIES_LATE
};
// Visibility flags
enum VisibilityFlags
{
// Terrain
RV_Terrain = 1,
// Statics (e.g. trees, houses)
RV_Statics = 2,
// Small statics
RV_StaticsSmall = 4,
// Water
RV_Water = 8,
// Actors (player, npcs, creatures)
RV_Actors = 16,
// Misc objects (containers, dynamic objects)
RV_Misc = 32,
RV_Sky = 64,
// Sun glare (not visible in reflection)
RV_Glare = 128,
RV_Map = RV_Terrain + RV_Statics + RV_StaticsSmall + RV_Misc + RV_Water,
/// \todo markers (normally hidden)
};
}
#endif

@ -14,6 +14,10 @@
#include <components/esm/loadstat.hpp>
#include <components/settings/settings.hpp>
#include "shadows.hpp"
#include "shaderhelper.hpp"
#include "localmap.hpp"
#include "water.hpp"
using namespace MWRender;
using namespace Ogre;
@ -21,11 +25,11 @@ using namespace Ogre;
namespace MWRender {
RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir, OEngine::Physic::PhysicEngine* engine, MWWorld::Environment& environment)
:mRendering(_rend), mObjects(mRendering), mActors(mRendering, environment), mAmbientMode(0)
:mRendering(_rend), mObjects(mRendering), mActors(mRendering, environment), mAmbientMode(0), mSunEnabled(0)
{
mRendering.createScene("PlayerCam", Settings::Manager::getFloat("field of view", "General"), 5);
mTerrainManager = new TerrainManager(mRendering.getScene(),
environment);
mWater = 0;
//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
@ -39,14 +43,34 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
std::string filter = Settings::Manager::getString("texture filtering", "General");
if (filter == "anisotropic") tfo = TFO_ANISOTROPIC;
else if (filter == "trilinear") tfo = TFO_TRILINEAR;
else /* if (filter == "bilinear") */ tfo = TFO_BILINEAR;
else if (filter == "bilinear") tfo = TFO_BILINEAR;
else if (filter == "none") tfo = TFO_NONE;
MaterialManager::getSingleton().setDefaultTextureFiltering(tfo);
MaterialManager::getSingleton().setDefaultAnisotropy(Settings::Manager::getInt("anisotropy", "General"));
MaterialManager::getSingleton().setDefaultAnisotropy( (filter == "anisotropic") ? Settings::Manager::getInt("anisotropy", "General") : 1 );
// Load resources
ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
// disable unsupported effects
const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities();
if (caps->getNumMultiRenderTargets() < 2)
Settings::Manager::setBool("shader", "Water", false);
// note that the order is important here
if (useMRT())
{
CompositorManager::getSingleton().addCompositor(mRendering.getViewport(), "gbuffer");
CompositorManager::getSingleton().setCompositorEnabled(mRendering.getViewport(), "gbuffer", true);
CompositorManager::getSingleton().addCompositor(mRendering.getViewport(), "Underwater");
CompositorManager::getSingleton().addCompositor(mRendering.getViewport(), "gbufferFinalizer");
CompositorManager::getSingleton().setCompositorEnabled(mRendering.getViewport(), "gbufferFinalizer", true);
}
else
{
CompositorManager::getSingleton().addCompositor(mRendering.getViewport(), "UnderwaterNoMRT");
}
// 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
@ -64,13 +88,17 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
Ogre::SceneNode *cameraPitchNode = cameraYawNode->createChildSceneNode();
cameraPitchNode->attachObject(mRendering.getCamera());
mShadows = new Shadows(&mRendering);
mShaderHelper = new ShaderHelper(this);
mTerrainManager = new TerrainManager(mRendering.getScene(), this,
environment);
//mSkyManager = 0;
mSkyManager = new SkyManager(mMwRoot, mRendering.getCamera(), &environment);
mOcclusionQuery = new OcclusionQuery(&mRendering, mSkyManager->getSunNode());
mWater = 0;
mPlayer = new MWRender::Player (mRendering.getCamera(), playerNode);
mSun = 0;
@ -122,8 +150,7 @@ void RenderingManager::removeCell (MWWorld::Ptr::CellStore *store)
void RenderingManager::removeWater ()
{
if(mWater){
delete mWater;
mWater = 0;
mWater->setActive(false);
}
}
@ -139,6 +166,7 @@ void RenderingManager::cellAdded (MWWorld::Ptr::CellStore *store)
mDebugging->cellAdded(store);
if (store->cell->isExterior())
mTerrainManager->cellAdded(store);
waterAdded(store);
}
void RenderingManager::addObject (const MWWorld::Ptr& ptr){
@ -195,11 +223,10 @@ void RenderingManager::update (float duration){
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);
mWater = new MWRender::Water(mRendering.getCamera(), mSkyManager, store->cell);
else
mWater->changeCell(store->cell);
//else
mWater->setActive(true);
}
else
removeWater();
@ -263,11 +290,25 @@ bool RenderingManager::toggleRenderMode(int mode)
{
if (mRendering.getCamera()->getPolygonMode() == PM_SOLID)
{
// disable compositors
if (useMRT())
{
CompositorManager::getSingleton().setCompositorEnabled(mRendering.getViewport(), "gbuffer", false);
CompositorManager::getSingleton().setCompositorEnabled(mRendering.getViewport(), "gbufferFinalizer", false);
}
mRendering.getCamera()->setPolygonMode(PM_WIREFRAME);
return true;
}
else
{
// re-enable compositors
if (useMRT())
{
CompositorManager::getSingleton().setCompositorEnabled(mRendering.getViewport(), "gbuffer", true);
CompositorManager::getSingleton().setCompositorEnabled(mRendering.getViewport(), "gbufferFinalizer", true);
}
mRendering.getCamera()->setPolygonMode(PM_SOLID);
return false;
}
@ -276,23 +317,29 @@ bool RenderingManager::toggleRenderMode(int mode)
void RenderingManager::configureFog(ESMS::CellStore<MWWorld::RefData> &mCell)
{
Ogre::ColourValue color;
color.setAsABGR (mCell.cell->ambi.fog);
Ogre::ColourValue color;
color.setAsABGR (mCell.cell->ambi.fog);
configureFog(mCell.cell->ambi.fogDensity, color);
configureFog(mCell.cell->ambi.fogDensity, color);
}
void RenderingManager::configureFog(const float density, const Ogre::ColourValue& colour)
{
float max = Settings::Manager::getFloat("max viewing distance", "Viewing distance");
float max = Settings::Manager::getFloat("max viewing distance", "Viewing distance");
float low = max / (density) * Settings::Manager::getFloat("fog start factor", "Viewing distance");
float high = max / (density) * Settings::Manager::getFloat("fog end factor", "Viewing distance");
float low = max / (density) * Settings::Manager::getFloat("fog start factor", "Viewing distance");
float high = max / (density) * Settings::Manager::getFloat("fog end factor", "Viewing distance");
mRendering.getScene()->setFog (FOG_LINEAR, colour, 0, low, high);
mRendering.getScene()->setFog (FOG_LINEAR, colour, 0, low, high);
mRendering.getCamera()->setFarClipDistance ( max / density );
mRendering.getViewport()->setBackgroundColour (colour);
mRendering.getCamera()->setFarClipDistance ( max / density );
mRendering.getViewport()->setBackgroundColour (colour);
CompositorInstance* inst = CompositorManager::getSingleton().getCompositorChain(mRendering.getViewport())->getCompositor("gbuffer");
if (inst != 0)
inst->getCompositor()->getTechnique(0)->getTargetPass(0)->getPass(0)->setClearColour(colour);
if (mWater)
mWater->setViewportBackground(colour);
}
@ -319,41 +366,43 @@ void RenderingManager::setAmbientMode()
void RenderingManager::configureAmbient(ESMS::CellStore<MWWorld::RefData> &mCell)
{
mAmbientColor.setAsABGR (mCell.cell->ambi.ambient);
setAmbientMode();
mAmbientColor.setAsABGR (mCell.cell->ambi.ambient);
setAmbientMode();
// Create a "sun" that shines light downwards. It doesn't look
// completely right, but leave it for now.
if(!mSun)
{
mSun = mRendering.getScene()->createLight();
}
Ogre::ColourValue colour;
colour.setAsABGR (mCell.cell->ambi.sunlight);
mSun->setDiffuseColour (colour);
mSun->setType(Ogre::Light::LT_DIRECTIONAL);
mSun->setDirection(0,-1,0);
// Create a "sun" that shines light downwards. It doesn't look
// completely right, but leave it for now.
if(!mSun)
{
mSun = mRendering.getScene()->createLight();
}
Ogre::ColourValue colour;
colour.setAsABGR (mCell.cell->ambi.sunlight);
mSun->setDiffuseColour (colour);
mSun->setType(Ogre::Light::LT_DIRECTIONAL);
mSun->setDirection(0,-1,0);
}
// Switch through lighting modes.
void RenderingManager::toggleLight()
{
if (mAmbientMode==2)
mAmbientMode = 0;
else
++mAmbientMode;
if (mAmbientMode==2)
mAmbientMode = 0;
else
++mAmbientMode;
switch (mAmbientMode)
{
case 0: std::cout << "Setting lights to normal\n"; break;
case 1: std::cout << "Turning the lights up\n"; break;
case 2: std::cout << "Turning the lights to full\n"; break;
}
switch (mAmbientMode)
{
case 0: std::cout << "Setting lights to normal\n"; break;
case 1: std::cout << "Turning the lights up\n"; break;
case 2: std::cout << "Turning the lights to full\n"; break;
}
setAmbientMode();
setAmbientMode();
}
void RenderingManager::checkUnderwater(){
if(mWater){
void RenderingManager::checkUnderwater()
{
if(mWater)
{
mWater->checkUnderwater( mRendering.getCamera()->getRealPosition().y );
}
}
@ -371,7 +420,9 @@ void RenderingManager::skipAnimation (const MWWorld::Ptr& ptr)
void RenderingManager::setSunColour(const Ogre::ColourValue& colour)
{
if (!mSunEnabled) return;
mSun->setDiffuseColour(colour);
mSun->setSpecularColour(colour);
mTerrainManager->setDiffuse(colour);
}
@ -383,12 +434,21 @@ void RenderingManager::setAmbientColour(const Ogre::ColourValue& colour)
void RenderingManager::sunEnable()
{
if (mSun) mSun->setVisible(true);
// Don't disable the light, as the shaders assume the first light to be directional.
//if (mSun) mSun->setVisible(true);
mSunEnabled = true;
}
void RenderingManager::sunDisable()
{
if (mSun) mSun->setVisible(false);
// Don't disable the light, as the shaders assume the first light to be directional.
//if (mSun) mSun->setVisible(false);
mSunEnabled = false;
if (mSun)
{
mSun->setDiffuseColour(ColourValue(0,0,0));
mSun->setSpecularColour(ColourValue(0,0,0));
}
}
void RenderingManager::setSunDirection(const Ogre::Vector3& direction)
@ -428,4 +488,14 @@ void RenderingManager::enableLights()
mObjects.enableLights();
}
const bool RenderingManager::useMRT()
{
return Settings::Manager::getBool("shader", "Water");
}
Shadows* RenderingManager::getShadows()
{
return mShadows;
}
} // namespace

@ -25,17 +25,12 @@
#include "objects.hpp"
#include "actors.hpp"
#include "player.hpp"
#include "water.hpp"
#include "localmap.hpp"
#include "occlusionquery.hpp"
namespace Ogre
{
class Camera;
class Viewport;
class SceneManager;
class SceneNode;
class RaySceneQuery;
class Quaternion;
class Vector3;
}
@ -48,7 +43,10 @@ namespace MWWorld
namespace MWRender
{
class Shadows;
class ShaderHelper;
class LocalMap;
class Water;
class RenderingManager: private RenderingInterface {
@ -84,6 +82,8 @@ class RenderingManager: private RenderingInterface {
void removeWater();
static const bool useMRT();
void preCellChange (MWWorld::Ptr::CellStore* store);
///< this event is fired immediately before changing cell
@ -115,6 +115,8 @@ class RenderingManager: private RenderingInterface {
bool occlusionQuerySupported() { return mOcclusionQuery->supported(); };
OcclusionQuery* getOcclusionQuery() { return mOcclusionQuery; };
Shadows* getShadows();
void setGlare(bool glare);
void skyEnable ();
void skyDisable ();
@ -150,6 +152,8 @@ class RenderingManager: private RenderingInterface {
void setAmbientMode();
bool mSunEnabled;
SkyManager* mSkyManager;
OcclusionQuery* mOcclusionQuery;
@ -181,6 +185,10 @@ class RenderingManager: private RenderingInterface {
MWRender::Debugging *mDebugging;
MWRender::LocalMap* mLocalMap;
MWRender::Shadows* mShadows;
MWRender::ShaderHelper* mShaderHelper;
};
}

@ -0,0 +1,308 @@
#include "shaderhelper.hpp"
#include "renderingmanager.hpp"
#include "shadows.hpp"
#include <OgreHighLevelGpuProgramManager.h>
#include <OgreHighLevelGpuProgram.h>
#include <OgreGpuProgramParams.h>
#include <components/settings/settings.hpp>
using namespace Ogre;
using namespace MWRender;
ShaderHelper::ShaderHelper(RenderingManager* rend)
{
mRendering = rend;
applyShaders();
}
void ShaderHelper::applyShaders()
{
if (!Settings::Manager::getBool("shaders", "Objects")) return;
bool mrt = RenderingManager::useMRT();
bool shadows = Settings::Manager::getBool("enabled", "Shadows");
bool split = Settings::Manager::getBool("split", "Shadows");
// shader for normal rendering
createShader(mrt, shadows, split, "main");
// fallback shader without mrt and without shadows
// (useful for reflection and for minimap)
createShader(false, false, false, "main_fallback");
}
void ShaderHelper::createShader(const bool mrt, const bool shadows, const bool split, const std::string& name)
{
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
const int numsplits = 3;
// the number of lights to support.
// when rendering an object, OGRE automatically picks the lights that are
// closest to the object being rendered. unfortunately this mechanism does
// not work perfectly for objects batched together (they will all use the same
// lights). to work around this, we are simply pushing the maximum number
// of lights here in order to minimize disappearing lights.
int num_lights = Settings::Manager::getInt("num lights", "Objects");
{
// vertex
HighLevelGpuProgramPtr vertex;
if (!mgr.getByName(name+"_vp").isNull())
mgr.remove(name+"_vp");
vertex = mgr.createProgram(name+"_vp", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_VERTEX_PROGRAM);
vertex->setParameter("profiles", "vs_4_0 vs_2_x vp40 arbvp1");
vertex->setParameter("entry_point", "main_vp");
StringUtil::StrStreamType outStream;
outStream <<
"void main_vp( \n"
" float4 position : POSITION, \n"
" float4 normal : NORMAL, \n"
" float4 colour : COLOR, \n"
" in float2 uv : TEXCOORD0, \n"
" out float2 oUV : TEXCOORD0, \n"
" out float4 oPosition : POSITION, \n"
" out float4 oPositionObjSpace : TEXCOORD1, \n"
" out float4 oNormal : TEXCOORD2, \n"
" out float oDepth : TEXCOORD3, \n"
" out float4 oVertexColour : TEXCOORD4, \n";
if (shadows && !split) outStream <<
" out float4 oLightSpacePos0 : TEXCOORD5, \n"
" uniform float4x4 worldMatrix, \n"
" uniform float4x4 texViewProjMatrix0, \n";
else
{
for (int i=0; i<numsplits; ++i)
{
outStream <<
" out float4 oLightSpacePos"<<i<<" : TEXCOORD"<<i+5<<", \n"
" uniform float4x4 texViewProjMatrix"<<i<<", \n";
}
outStream <<
" uniform float4x4 worldMatrix, \n";
}
outStream <<
" uniform float4x4 worldViewProj \n"
") \n"
"{ \n"
" oVertexColour = colour; \n"
" oUV = uv; \n"
" oNormal = normal; \n"
" oPosition = mul( worldViewProj, position ); \n"
" oDepth = oPosition.z; \n"
" oPositionObjSpace = position; \n";
if (shadows && !split) outStream <<
" oLightSpacePos0 = mul(texViewProjMatrix0, mul(worldMatrix, position)); \n";
else
{
outStream <<
" float4 wPos = mul(worldMatrix, position); \n";
for (int i=0; i<numsplits; ++i)
{
outStream <<
" oLightSpacePos"<<i<<" = mul(texViewProjMatrix"<<i<<", wPos); \n";
}
}
outStream <<
"}";
vertex->setSource(outStream.str());
vertex->load();
vertex->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
if (shadows)
{
vertex->getDefaultParameters()->setNamedAutoConstant("worldMatrix", GpuProgramParameters::ACT_WORLD_MATRIX);
if (!split)
vertex->getDefaultParameters()->setNamedAutoConstant("texViewProjMatrix0", GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, 0);
else
{
for (int i=0; i<numsplits; ++i)
{
vertex->getDefaultParameters()->setNamedAutoConstant("texViewProjMatrix"+StringConverter::toString(i), GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, i);
}
}
}
}
{
// fragment
HighLevelGpuProgramPtr fragment;
if (!mgr.getByName(name+"_fp").isNull())
mgr.remove(name+"_fp");
fragment = mgr.createProgram(name+"_fp", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_FRAGMENT_PROGRAM);
fragment->setParameter("profiles", "ps_4_0 ps_2_x fp40 arbfp1");
fragment->setParameter("entry_point", "main_fp");
StringUtil::StrStreamType outStream;
if (shadows) outStream <<
"float depthShadow(sampler2D shadowMap, float4 shadowMapPos, float2 offset) \n"
"{ \n"
" shadowMapPos /= shadowMapPos.w; \n"
" float3 o = float3(offset.xy, -offset.x) * 0.3f; \n"
" float c = (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy - o.xy).r) ? 1 : 0; // top left \n"
" c += (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy + o.xy).r) ? 1 : 0; // bottom right \n"
" c += (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy + o.zy).r) ? 1 : 0; // bottom left \n"
" c += (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy - o.zy).r) ? 1 : 0; // top right \n"
" return c / 4; \n"
"} \n";
outStream <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n"
" uniform sampler2D texture : register(s0), \n"
" float4 positionObjSpace : TEXCOORD1, \n"
" float4 normal : TEXCOORD2, \n"
" float iDepth : TEXCOORD3, \n"
" float4 vertexColour : TEXCOORD4, \n"
" uniform float4 fogColour, \n"
" uniform float4 fogParams, \n";
if (shadows) outStream <<
" uniform float4 shadowFar_fadeStart, \n";
if (shadows && !split) outStream <<
" uniform sampler2D shadowMap : register(s1), \n"
" float4 lightSpacePos0 : TEXCOORD5, \n"
" uniform float4 invShadowmapSize0, \n";
else
{
outStream <<
" uniform float4 pssmSplitPoints, \n";
for (int i=0; i<numsplits; ++i)
{
outStream <<
" uniform sampler2D shadowMap"<<i<<" : register(s"<<i+1<<"), \n"
" float4 lightSpacePos"<<i<<" : TEXCOORD"<<i+5<<", \n"
" uniform float4 invShadowmapSize"<<i<<", \n";
}
}
if (mrt) outStream <<
" out float4 oColor1 : COLOR1, \n"
" uniform float far, \n";
for (int i=0; i<num_lights; ++i)
{
outStream <<
" uniform float4 lightDiffuse"<<i<<", \n"
" uniform float4 lightPositionObjSpace"<<i<<", \n"
" uniform float4 lightAttenuation"<<i<<", \n";
}
outStream <<
" uniform float4 lightAmbient, \n"
" uniform float4 ambient, \n"
" uniform float4 diffuse, \n"
" uniform float4 emissive \n"
") \n"
"{ \n"
" float4 tex = tex2D(texture, uv); \n"
" float d; \n"
" float attn; \n"
" float3 lightDir; \n"
" float3 lightColour = float3(0, 0, 0); \n";
for (int i=0; i<num_lights; ++i)
{
outStream <<
" lightDir = lightPositionObjSpace"<<i<<".xyz - (positionObjSpace.xyz * lightPositionObjSpace"<<i<<".w); \n"
// pre-multiply light color with attenuation factor
" d = length( lightDir ); \n"
" attn = ( 1.0 / (( lightAttenuation"<<i<<".y ) + ( lightAttenuation"<<i<<".z * d ) + ( lightAttenuation"<<i<<".w * d * d ))); \n"
" lightDiffuse"<<i<<" *= attn; \n";
if (i == 0 && shadows)
{
outStream <<
" float shadow; \n";
if (!split) outStream <<
" shadow = depthShadow(shadowMap, lightSpacePos0, invShadowmapSize0.xy); \n";
else
{
for (int j=0; j<numsplits; ++j)
{
std::string channel;
if (j==0) channel = "x";
else if (j==1) channel = "y";
else if (j==2) channel = "z";
if (j==0)
outStream << " if (iDepth <= pssmSplitPoints." << channel << ") \n";
else if (j < numsplits - 1)
outStream << " else if (iDepth <= pssmSplitPoints." << channel << ") \n";
else
outStream << " else \n";
outStream <<
" { \n"
" shadow = depthShadow(shadowMap" << j << ", lightSpacePos" << j << ", invShadowmapSize" << j << ".xy); \n"
" } \n";
}
}
outStream <<
" float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y; \n"
" float fade = 1-((iDepth - shadowFar_fadeStart.y) / fadeRange); \n"
" shadow = (iDepth > shadowFar_fadeStart.x) ? 1 : ((iDepth > shadowFar_fadeStart.y) ? 1-((1-shadow)*fade) : shadow); \n"
" lightColour.xyz += shadow * lit(dot(normalize(lightDir), normalize(normal)), 0, 0).y * lightDiffuse"<<i<<".xyz;\n";
}
else outStream <<
" lightColour.xyz += lit(dot(normalize(lightDir), normalize(normal)), 0, 0).y * lightDiffuse"<<i<<".xyz;\n";
}
outStream <<
" float3 lightingFinal = lightColour.xyz * diffuse.xyz * vertexColour.xyz + ambient.xyz * lightAmbient.xyz + emissive.xyz; \n"
" float fogValue = saturate((iDepth - fogParams.y) * fogParams.w); \n"
" oColor.xyz = lerp(lightingFinal * tex.xyz, fogColour.xyz, fogValue); \n"
" oColor.a = tex.a * diffuse.a * vertexColour.a; \n";
if (mrt) outStream <<
" oColor1 = float4(iDepth / far, 0, 0, (oColor.a == 1)); \n"; // only write to MRT if alpha is 1
outStream <<
"}";
fragment->setSource(outStream.str());
fragment->load();
for (int i=0; i<num_lights; ++i)
{
fragment->getDefaultParameters()->setNamedAutoConstant("lightPositionObjSpace"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE, i);
fragment->getDefaultParameters()->setNamedAutoConstant("lightDiffuse"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_DIFFUSE_COLOUR, i);
fragment->getDefaultParameters()->setNamedAutoConstant("lightAttenuation"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_ATTENUATION, i);
}
fragment->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("ambient", GpuProgramParameters::ACT_SURFACE_AMBIENT_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("lightAmbient", GpuProgramParameters::ACT_AMBIENT_LIGHT_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("fogColour", GpuProgramParameters::ACT_FOG_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("fogParams", GpuProgramParameters::ACT_FOG_PARAMS);
if (shadows)
{
fragment->getDefaultParameters()->setNamedConstant("shadowFar_fadeStart", Vector4(mRendering->getShadows()->getShadowFar(), mRendering->getShadows()->getFadeStart()*mRendering->getShadows()->getShadowFar(), 0, 0));
for (int i=0; i < (split ? numsplits : 1); ++i)
{
fragment->getDefaultParameters()->setNamedAutoConstant("invShadowmapSize" + StringConverter::toString(i), GpuProgramParameters::ACT_INVERSE_TEXTURE_SIZE, i+1);
}
if (split)
{
Vector4 splitPoints;
const PSSMShadowCameraSetup::SplitPointList& splitPointList = mRendering->getShadows()->getPSSMSetup()->getSplitPoints();
// Populate from split point 1, not 0, since split 0 isn't useful (usually 0)
for (int i = 1; i < numsplits; ++i)
{
splitPoints[i-1] = splitPointList[i];
}
fragment->getDefaultParameters()->setNamedConstant("pssmSplitPoints", splitPoints);
}
}
if (mrt)
fragment->getDefaultParameters()->setNamedAutoConstant("far", GpuProgramParameters::ACT_FAR_CLIP_DISTANCE);
}
}

@ -0,0 +1,29 @@
#ifndef GAME_SHADERHELPER_H
#define GAME_SHADERHELPER_H
#include <string>
namespace MWRender
{
class RenderingManager;
///
/// \brief manages the main shader
///
class ShaderHelper
{
public:
ShaderHelper(RenderingManager* rend);
void applyShaders();
///< apply new settings
private:
RenderingManager* mRendering;
void createShader(const bool mrt, const bool shadows, const bool split, const std::string& name);
};
}
#endif

@ -0,0 +1,173 @@
#include "shadows.hpp"
#include <components/settings/settings.hpp>
#include <openengine/ogre/renderer.hpp>
#include <OgreSceneManager.h>
#include <OgreColourValue.h>
#include <OgreShadowCameraSetupLiSPSM.h>
#include <OgreShadowCameraSetupPSSM.h>
#include <OgreHardwarePixelBuffer.h>
#include <OgreOverlayContainer.h>
#include <OgreOverlayManager.h>
#include "renderconst.hpp"
using namespace Ogre;
using namespace MWRender;
Shadows::Shadows(OEngine::Render::OgreRenderer* rend) :
mShadowFar(1000), mFadeStart(0.9)
{
mRendering = rend;
mSceneMgr = mRendering->getScene();
recreate();
}
void Shadows::recreate()
{
bool enabled = Settings::Manager::getBool("enabled", "Shadows");
// Split shadow maps are currently disabled because the terrain cannot cope with them
// (Too many texture units) Solution would be a multi-pass terrain material
bool split = Settings::Manager::getBool("split", "Shadows");
//const bool split = false;
if (!enabled)
{
mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE);
return;
}
int texsize = Settings::Manager::getInt("texture size", "Shadows");
mSceneMgr->setShadowTextureSize(texsize);
mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_MODULATIVE_INTEGRATED);
// no point light shadows, i'm afraid. might revisit this with Deferred Shading
mSceneMgr->setShadowTextureCountPerLightType(Light::LT_POINT, 0);
mSceneMgr->setShadowTextureCountPerLightType(Light::LT_DIRECTIONAL, split ? 3 : 1);
mSceneMgr->setShadowTextureCount(split ? 3 : 1);
mSceneMgr->setShadowTextureSelfShadow(true);
mSceneMgr->setShadowCasterRenderBackFaces(true);
mSceneMgr->setShadowTextureCasterMaterial("depth_shadow_caster");
mSceneMgr->setShadowTexturePixelFormat(PF_FLOAT32_R);
mSceneMgr->setShadowDirectionalLightExtrusionDistance(1000000);
mShadowFar = split ? Settings::Manager::getInt("split shadow distance", "Shadows") : Settings::Manager::getInt("shadow distance", "Shadows");
mSceneMgr->setShadowFarDistance(mShadowFar);
mFadeStart = Settings::Manager::getFloat("fade start", "Shadows");
ShadowCameraSetupPtr shadowCameraSetup;
if (split)
{
mPSSMSetup = new PSSMShadowCameraSetup();
mPSSMSetup->setSplitPadding(5);
mPSSMSetup->calculateSplitPoints(3, mRendering->getCamera()->getNearClipDistance(), mShadowFar);
const Real adjustFactors[3] = {64, 64, 64};
for (int i=0; i < 3; ++i)
{
mPSSMSetup->setOptimalAdjustFactor(i, adjustFactors[i]);
/*if (i==0)
mSceneMgr->setShadowTextureConfig(i, texsize, texsize, Ogre::PF_FLOAT32_R);
else if (i ==1)
mSceneMgr->setShadowTextureConfig(i, texsize/2, texsize/2, Ogre::PF_FLOAT32_R);
else if (i ==2)
mSceneMgr->setShadowTextureConfig(i, texsize/4, texsize/4, Ogre::PF_FLOAT32_R);*/
}
shadowCameraSetup = ShadowCameraSetupPtr(mPSSMSetup);
}
else
{
LiSPSMShadowCameraSetup* lispsmSetup = new LiSPSMShadowCameraSetup();
lispsmSetup->setOptimalAdjustFactor(2);
//lispsmSetup->setCameraLightDirectionThreshold(Degree(0));
//lispsmSetup->setUseAggressiveFocusRegion(false);
shadowCameraSetup = ShadowCameraSetupPtr(lispsmSetup);
}
mSceneMgr->setShadowCameraSetup(shadowCameraSetup);
// Set visibility mask for the shadow render textures
int visibilityMask = RV_Actors * Settings::Manager::getBool("actor shadows", "Shadows")
+ (RV_Statics + RV_StaticsSmall) * Settings::Manager::getBool("statics shadows", "Shadows")
+ RV_Misc * Settings::Manager::getBool("misc shadows", "Shadows");
for (int i = 0; i < (split ? 3 : 1); ++i)
{
TexturePtr shadowTexture = mSceneMgr->getShadowTexture(i);
Viewport* vp = shadowTexture->getBuffer()->getRenderTarget()->getViewport(0);
vp->setVisibilityMask(visibilityMask);
}
// --------------------------------------------------------------------------------------------------------------------
// --------------------------- Debug overlays to display the content of shadow maps -----------------------------------
// --------------------------------------------------------------------------------------------------------------------
/*
OverlayManager& mgr = OverlayManager::getSingleton();
Overlay* overlay;
// destroy if already exists
if (overlay = mgr.getByName("DebugOverlay"))
mgr.destroy(overlay);
overlay = mgr.create("DebugOverlay");
for (size_t i = 0; i < (split ? 3 : 1); ++i) {
TexturePtr tex = mRendering->getScene()->getShadowTexture(i);
// Set up a debug panel to display the shadow
if (MaterialManager::getSingleton().resourceExists("Ogre/DebugTexture" + StringConverter::toString(i)))
MaterialManager::getSingleton().remove("Ogre/DebugTexture" + StringConverter::toString(i));
MaterialPtr debugMat = MaterialManager::getSingleton().create(
"Ogre/DebugTexture" + StringConverter::toString(i),
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
debugMat->getTechnique(0)->getPass(0)->setLightingEnabled(false);
TextureUnitState *t = debugMat->getTechnique(0)->getPass(0)->createTextureUnitState(tex->getName());
t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
OverlayContainer* debugPanel;
// destroy container if exists
try
{
if (debugPanel =
static_cast<OverlayContainer*>(
mgr.getOverlayElement("Ogre/DebugTexPanel" + StringConverter::toString(i)
)))
mgr.destroyOverlayElement(debugPanel);
}
catch (Ogre::Exception&) {}
debugPanel = (OverlayContainer*)
(OverlayManager::getSingleton().createOverlayElement("Panel", "Ogre/DebugTexPanel" + StringConverter::toString(i)));
debugPanel->_setPosition(0.8, i*0.25);
debugPanel->_setDimensions(0.2, 0.24);
debugPanel->setMaterialName(debugMat->getName());
debugPanel->show();
overlay->add2D(debugPanel);
overlay->show();
}
*/
}
PSSMShadowCameraSetup* Shadows::getPSSMSetup()
{
return mPSSMSetup;
}
float Shadows::getShadowFar() const
{
return mShadowFar;
}
float Shadows::getFadeStart() const
{
return mFadeStart;
}

@ -0,0 +1,39 @@
#ifndef GAME_SHADOWS_H
#define GAME_SHADOWS_H
// forward declares
namespace Ogre
{
class SceneManager;
class PSSMShadowCameraSetup;
}
namespace OEngine{
namespace Render{
class OgreRenderer;
}
}
namespace MWRender
{
class Shadows
{
public:
Shadows(OEngine::Render::OgreRenderer* rend);
void recreate();
Ogre::PSSMShadowCameraSetup* getPSSMSetup();
float getShadowFar() const;
float getFadeStart() const;
protected:
OEngine::Render::OgreRenderer* mRendering;
Ogre::SceneManager* mSceneMgr;
Ogre::PSSMShadowCameraSetup* mPSSMSetup;
float mShadowFar;
float mFadeStart;
};
}
#endif

@ -12,7 +12,8 @@
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"
#include "occlusionquery.hpp"
#include "renderconst.hpp"
#include "renderingmanager.hpp"
using namespace MWRender;
using namespace Ogre;
@ -60,6 +61,11 @@ Vector3 BillboardObject::getPosition() const
return Vector3(p.x, -p.z, p.y);
}
void BillboardObject::setVisibilityFlags(int flags)
{
mBBSet->setVisibilityFlags(flags);
}
void BillboardObject::setColour(const ColourValue& pColour)
{
mMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(pColour);
@ -89,13 +95,14 @@ void BillboardObject::init(const String& textureName,
/// \todo These billboards are not 100% correct, might want to revisit them later
mBBSet = sceneMgr->createBillboardSet("SkyBillboardSet"+StringConverter::toString(bodyCount), 1);
mBBSet->setDefaultDimensions(550.f*initialSize, 550.f*initialSize);
mBBSet->setRenderQueueGroup(RENDER_QUEUE_MAIN+2);
mBBSet->setBillboardType(BBT_PERPENDICULAR_COMMON);
mBBSet->setCommonDirection( -position.normalisedCopy() );
mBBSet->setVisibilityFlags(RV_Sky);
mNode = rootNode->createChildSceneNode();
mNode->setPosition(finalPosition);
mNode->attachObject(mBBSet);
mBBSet->createBillboard(0,0,0);
mBBSet->setCastShadows(false);
mMaterial = MaterialManager::getSingleton().create("BillboardMaterial"+StringConverter::toString(bodyCount), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
mMaterial->removeAllTechniques();
@ -109,6 +116,65 @@ void BillboardObject::init(const String& textureName,
p->createTextureUnitState(textureName);
mBBSet->setMaterialName("BillboardMaterial"+StringConverter::toString(bodyCount));
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
HighLevelGpuProgramPtr vshader;
if (mgr.resourceExists("BBO_VP"))
vshader = mgr.getByName("BBO_VP");
else
vshader = mgr.createProgram("BBO_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_VERTEX_PROGRAM);
vshader->setParameter("profiles", "vs_2_x arbvp1");
vshader->setParameter("entry_point", "main_vp");
StringUtil::StrStreamType outStream;
outStream <<
"void main_vp( \n"
" float4 position : POSITION, \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"
" oPosition = mul( worldViewProj, position ); \n"
"}";
vshader->setSource(outStream.str());
vshader->load();
vshader->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
mMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader->getName());
HighLevelGpuProgramPtr fshader;
if (mgr.resourceExists("BBO_FP"))
fshader = mgr.getByName("BBO_FP");
else
fshader = mgr.createProgram("BBO_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_FRAGMENT_PROGRAM);
fshader->setParameter("profiles", "ps_2_x arbfp1");
fshader->setParameter("entry_point", "main_fp");
StringUtil::StrStreamType outStream2;
outStream2 <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n";
if (RenderingManager::useMRT()) outStream2 <<
" out float4 oColor1 : COLOR1, \n";
outStream2 <<
" uniform sampler2D texture : TEXUNIT0, \n"
" uniform float4 diffuse, \n"
" uniform float4 emissive \n"
") \n"
"{ \n"
" float4 tex = tex2D(texture, uv); \n"
" oColor = float4(emissive.xyz,1) * tex * float4(1,1,1,diffuse.a); \n";
if (RenderingManager::useMRT()) outStream2 <<
" oColor1 = float4(1, 0, 0, 1); \n";
outStream2 <<
"}";
fshader->setSource(outStream2.str());
fshader->load();
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++;
}
@ -157,7 +223,10 @@ Moon::Moon( const String& textureName,
outStream2 <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n"
" out float4 oColor : COLOR, \n";
if (RenderingManager::useMRT()) outStream2 <<
" out float4 oColor1 : COLOR1, \n";
outStream2 <<
" uniform sampler2D texture : TEXUNIT0, \n"
" uniform float4 skyColour, \n"
" uniform float4 diffuse, \n"
@ -165,7 +234,10 @@ Moon::Moon( const String& textureName,
") \n"
"{ \n"
" float4 tex = tex2D(texture, uv); \n"
" oColor = float4(emissive.xyz,1) * tex; \n"
" oColor = float4(emissive.xyz,1) * tex; \n";
if (RenderingManager::useMRT()) outStream2 <<
" oColor1 = float4(1, 0, 0, 1); \n";
outStream2 <<
// use a circle for the alpha (compute UV distance to center)
// looks a bit bad because its not filtered on the edges,
// but it's cheaper than a seperate alpha texture.
@ -358,15 +430,17 @@ void SkyManager::create()
mSecunda = new Moon("textures\\tx_secunda_full.dds", 0.5, Vector3(-0.4, 0.4, 0.5), mRootNode);
mSecunda->setType(Moon::Type_Secunda);
mSecunda->setRenderQueue(RENDER_QUEUE_SKIES_EARLY+4);
mSecunda->setRenderQueue(RQG_SkiesEarly+4);
mMasser = new Moon("textures\\tx_masser_full.dds", 0.75, Vector3(-0.4, 0.4, 0.5), mRootNode);
mMasser->setRenderQueue(RENDER_QUEUE_SKIES_EARLY+3);
mMasser->setRenderQueue(RQG_SkiesEarly+3);
mMasser->setType(Moon::Type_Masser);
mSun = new BillboardObject("textures\\tx_sun_05.dds", 1, Vector3(0.4, 0.4, 0.4), mRootNode);
mSun->setRenderQueue(RQG_SkiesEarly+4);
mSunGlare = new BillboardObject("textures\\tx_sun_flash_grey_05.dds", 3, Vector3(0.4, 0.4, 0.4), mRootNode);
mSunGlare->setRenderQueue(RENDER_QUEUE_SKIES_LATE);
mSunGlare->setRenderQueue(RQG_SkiesLate);
mSunGlare->setVisibilityFlags(RV_Glare);
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
@ -375,7 +449,9 @@ void SkyManager::create()
/// \todo sky_night_02.nif (available in Bloodmoon)
MeshPtr mesh = NifOgre::NIFLoader::load("meshes\\sky_night_01.nif");
Entity* night1_ent = mSceneMgr->createEntity("meshes\\sky_night_01.nif");
night1_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+1);
night1_ent->setRenderQueueGroup(RQG_SkiesEarly+1);
night1_ent->setVisibilityFlags(RV_Sky);
night1_ent->setCastShadows(false);
mAtmosphereNight = mRootNode->createChildSceneNode();
mAtmosphereNight->attachObject(night1_ent);
@ -413,7 +489,10 @@ void SkyManager::create()
outStream5 <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \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"
@ -421,7 +500,10 @@ void SkyManager::create()
" uniform float4 emissive \n"
") \n"
"{ \n"
" oColor = tex2D(texture, uv) * float4(emissive.xyz, 1) * float4(1,1,1,fade*diffuse.a); \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();
@ -445,10 +527,12 @@ void SkyManager::create()
// Atmosphere (day)
mesh = NifOgre::NIFLoader::load("meshes\\sky_atmosphere.nif");
Entity* atmosphere_ent = mSceneMgr->createEntity("meshes\\sky_atmosphere.nif");
atmosphere_ent->setCastShadows(false);
ModVertexAlpha(atmosphere_ent, 0);
atmosphere_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY);
atmosphere_ent->setRenderQueueGroup(RQG_SkiesEarly);
atmosphere_ent->setVisibilityFlags(RV_Sky);
mAtmosphereDay = mRootNode->createChildSceneNode();
mAtmosphereDay->attachObject(atmosphere_ent);
mAtmosphereMaterial = atmosphere_ent->getSubEntity(0)->getMaterial();
@ -466,29 +550,56 @@ void SkyManager::create()
" float4 position : POSITION, \n"
" in float4 color : COLOR, \n"
" out float4 oPosition : POSITION, \n"
" out float4 oColor : COLOR, \n"
" uniform float4 emissive, \n"
" out float4 oVertexColor : TEXCOORD0, \n"
" uniform float4x4 worldViewProj \n"
") \n"
"{ \n"
" oPosition = mul( worldViewProj, position ); \n"
" oColor = color * emissive; \n"
" oVertexColor = color; \n"
"}";
vshader->setSource(outStream.str());
vshader->load();
vshader->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
vshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader->getName());
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setFragmentProgram("");
HighLevelGpuProgramPtr fshader = mgr.createProgram("Atmosphere_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_FRAGMENT_PROGRAM);
fshader->setParameter("profiles", "ps_2_x arbfp1");
fshader->setParameter("entry_point", "main_fp");
StringUtil::StrStreamType _outStream;
_outStream <<
"void main_fp( \n"
" in float4 iVertexColor : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n";
if (RenderingManager::useMRT()) _outStream <<
" out float4 oColor1 : COLOR1, \n";
_outStream <<
" uniform float4 emissive \n"
") \n"
"{ \n"
" oColor = iVertexColor * emissive; \n";
if (RenderingManager::useMRT()) _outStream <<
" oColor1 = float4(1, 0, 0, 1); \n";
_outStream <<
"}";
fshader->setSource(_outStream.str());
fshader->load();
fshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName());
// Clouds
NifOgre::NIFLoader::load("meshes\\sky_clouds_01.nif");
Entity* clouds_ent = mSceneMgr->createEntity("meshes\\sky_clouds_01.nif");
clouds_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+5);
clouds_ent->setVisibilityFlags(RV_Sky);
clouds_ent->setRenderQueueGroup(RQG_SkiesEarly+5);
SceneNode* clouds_node = mRootNode->createChildSceneNode();
clouds_node->attachObject(clouds_ent);
mCloudMaterial = clouds_ent->getSubEntity(0)->getMaterial();
clouds_ent->setCastShadows(false);
// Clouds vertex shader
HighLevelGpuProgramPtr vshader2 = mgr.createProgram("Clouds_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
@ -525,8 +636,11 @@ void SkyManager::create()
outStream2 <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \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"
@ -538,7 +652,10 @@ void SkyManager::create()
"{ \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"
" 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();
@ -564,6 +681,8 @@ void SkyManager::create()
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
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;
@ -653,12 +772,14 @@ void SkyManager::disable()
void SkyManager::setMoonColour (bool red)
{
if (!mCreated) return;
mSecunda->setColour( red ? ColourValue(1.0, 0.0784, 0.0784)
: 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));
}
@ -734,7 +855,8 @@ void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
strength = 1.f;
mSunGlare->setVisibility(weather.mGlareView * mGlareFade * strength);
mSun->setVisibility(mGlareFade >= 0.5 ? weather.mGlareView * mGlareFade * strength : 0);
mSun->setVisibility(weather.mGlareView * strength);
mAtmosphereNight->setVisible(weather.mNight && mEnabled);
}
@ -813,11 +935,13 @@ void SkyManager::setThunder(const float factor)
void SkyManager::setMasserFade(const float fade)
{
if (!mCreated) return;
mMasser->setVisibility(fade);
}
void SkyManager::setSecundaFade(const float fade)
{
if (!mCreated) return;
mSecunda->setVisibility(fade);
}
@ -837,3 +961,18 @@ Ogre::SceneNode* SkyManager::getSunNode()
if (!mCreated) return 0;
return mSun->getNode();
}
void SkyManager::setSkyPosition(const Ogre::Vector3& position)
{
mRootNode->_setDerivedPosition(position);
}
void SkyManager::resetSkyPosition()
{
mRootNode->setPosition(0,0,0);
}
void SkyManager::scaleSky(float scale)
{
mRootNode->setScale(scale, scale, scale);
}

@ -36,24 +36,25 @@ namespace MWRender
BillboardObject();
virtual ~BillboardObject() {}
void setColour(const Ogre::ColourValue& pColour);
void setPosition(const Ogre::Vector3& pPosition);
void setVisible(const bool visible);
void setRenderQueue(unsigned int id);
void setVisibilityFlags(int flags);
void setSize(const float size);
Ogre::Vector3 getPosition() const;
void setVisibility(const float visibility);
Ogre::SceneNode* getNode();
protected:
virtual void init(const Ogre::String& textureName,
const float size,
const Ogre::Vector3& position,
Ogre::SceneNode* rootNode);
Ogre::SceneNode* mNode;
Ogre::MaterialPtr mMaterial;
Ogre::BillboardSet* mBBSet;
@ -71,9 +72,9 @@ namespace MWRender
const Ogre::Vector3& position,
Ogre::SceneNode* rootNode
);
virtual ~Moon() {}
enum Phase
{
Phase_New = 0,
@ -85,20 +86,20 @@ namespace MWRender
Phase_WaningHalf,
Phase_WaningCrescent
};
enum Type
{
Type_Masser = 0,
Type_Secunda
};
void setPhase(const Phase& phase);
void setType(const Type& type);
void setSkyColour(const Ogre::ColourValue& colour);
Phase getPhase() const;
unsigned int getPhaseInt() const;
private:
Type mType;
Phase mPhase;
@ -168,6 +169,10 @@ namespace MWRender
void setGlare(const float glare);
Ogre::Vector3 getRealSunPos();
void setSkyPosition(const Ogre::Vector3& position);
void resetSkyPosition();
void scaleSky(float scale);
private:
bool mCreated;
@ -180,21 +185,21 @@ namespace MWRender
BillboardObject* mSunGlare;
Moon* mMasser;
Moon* mSecunda;
Ogre::Viewport* mViewport;
Ogre::SceneNode* mRootNode;
Ogre::SceneManager* mSceneMgr;
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
Ogre::String mClouds;
Ogre::String mNextClouds;
@ -204,17 +209,17 @@ namespace MWRender
float mStarsOpacity;
Ogre::ColourValue mCloudColour;
Ogre::ColourValue mSkyColour;
Ogre::Overlay* mThunderOverlay;
Ogre::TextureUnitState* mThunderTextureUnit;
float mRemainingTransitionTime;
float mGlare; // target
float mGlareFade; // actual
void ModVertexAlpha(Ogre::Entity* ent, unsigned int meshType);
bool mEnabled;
bool mSunEnabled;
bool mMasserEnabled;

@ -6,7 +6,9 @@
#include "terrainmaterial.hpp"
#include "terrain.hpp"
#include "renderconst.hpp"
#include "shadows.hpp"
#include <components/settings/settings.hpp>
using namespace Ogre;
@ -15,8 +17,8 @@ namespace MWRender
//----------------------------------------------------------------------------------------------
TerrainManager::TerrainManager(Ogre::SceneManager* mgr, const MWWorld::Environment& evn) :
mEnvironment(evn), mTerrainGroup(TerrainGroup(mgr, Terrain::ALIGN_X_Z, mLandSize, mWorldSize))
TerrainManager::TerrainManager(Ogre::SceneManager* mgr, RenderingManager* rend, const MWWorld::Environment& evn) :
mEnvironment(evn), mTerrainGroup(TerrainGroup(mgr, Terrain::ALIGN_X_Z, mLandSize, mWorldSize)), mRendering(rend)
{
TerrainMaterialGeneratorPtr matGen;
@ -47,9 +49,19 @@ namespace MWRender
mActiveProfile->setLayerSpecularMappingEnabled(false);
mActiveProfile->setLayerNormalMappingEnabled(false);
mActiveProfile->setLayerParallaxMappingEnabled(false);
mActiveProfile->setReceiveDynamicShadowsEnabled(false);
//composite maps lead to a drastic reduction in loading time so are
bool shadows = Settings::Manager::getBool("enabled", "Shadows");
mActiveProfile->setReceiveDynamicShadowsEnabled(shadows);
mActiveProfile->setReceiveDynamicShadowsDepth(shadows);
if (Settings::Manager::getBool("split", "Shadows"))
mActiveProfile->setReceiveDynamicShadowsPSSM(mRendering->getShadows()->getPSSMSetup());
else
mActiveProfile->setReceiveDynamicShadowsPSSM(0);
mActiveProfile->setShadowFar(mRendering->getShadows()->getShadowFar());
mActiveProfile->setShadowFadeStart(mRendering->getShadows()->getFadeStart());
//composite maps lead to a drastic increase in loading time so are
//disabled
mActiveProfile->setCompositeMapEnabled(false);
@ -162,6 +174,8 @@ namespace MWRender
x * numTextures, y * numTextures,
numTextures,
indexes);
terrain->setVisibilityFlags(RV_Terrain);
terrain->setRenderQueueGroup(RQG_Main);
if ( land && land->landData->usingColours )
{

@ -24,7 +24,7 @@ namespace MWRender{
*/
class TerrainManager{
public:
TerrainManager(Ogre::SceneManager* mgr, const MWWorld::Environment& env);
TerrainManager(Ogre::SceneManager* mgr, RenderingManager* rend, const MWWorld::Environment& env);
virtual ~TerrainManager();
void setDiffuse(const Ogre::ColourValue& diffuse);
@ -37,6 +37,7 @@ namespace MWRender{
Ogre::TerrainGroup mTerrainGroup;
const MWWorld::Environment& mEnvironment;
RenderingManager* mRendering;
Ogre::TerrainMaterialGeneratorB::SM2Profile* mActiveProfile;

@ -37,6 +37,7 @@ THE SOFTWARE.
#include "OgreShadowCameraSetupPSSM.h"
#include <components/settings/settings.hpp>
#include "renderingmanager.hpp"
namespace Ogre
{
@ -85,6 +86,7 @@ namespace Ogre
, mPSSM(0)
, mDepthShadows(false)
, mLowLodShadows(false)
, mShadowFar(1300)
{
}
@ -101,6 +103,24 @@ namespace Ogre
terrain->_setLightMapRequired(mLightmapEnabled, true);
terrain->_setCompositeMapRequired(mCompositeMapEnabled);
}
//---------------------------------------------------------------------
void TerrainMaterialGeneratorB::SM2Profile::setShadowFar(float far)
{
if (mShadowFar != far)
{
mShadowFar = far;
mParent->_markChanged();
}
}
//---------------------------------------------------------------------
void TerrainMaterialGeneratorB::SM2Profile::setShadowFadeStart(float fadestart)
{
if (mShadowFadeStart != fadestart)
{
mShadowFadeStart = fadestart;
mParent->_markChanged();
}
}
//---------------------------------------------------------------------
void TerrainMaterialGeneratorB::SM2Profile::setLayerNormalMappingEnabled(bool enabled)
{
@ -461,6 +481,7 @@ namespace Ogre
StringUtil::StrStreamType sourceStr;
generateFragmentProgramSource(prof, terrain, tt, sourceStr);
ret->setSource(sourceStr.str());
ret->load();
defaultFpParams(prof, terrain, tt, ret);
@ -532,8 +553,8 @@ namespace Ogre
GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, i);
if (prof->getReceiveDynamicShadowsDepth())
{
params->setNamedAutoConstant("depthRange" + StringConverter::toString(i),
GpuProgramParameters::ACT_SHADOW_SCENE_DEPTH_RANGE, i);
//params->setNamedAutoConstant("depthRange" + StringConverter::toString(i),
//GpuProgramParameters::ACT_SHADOW_SCENE_DEPTH_RANGE, i);
}
}
}
@ -557,12 +578,16 @@ namespace Ogre
params->setNamedAutoConstant("lightAttenuation"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_ATTENUATION, i);
//params->setNamedAutoConstant("lightSpecularColour"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_SPECULAR_COLOUR, i);
}
if (MWRender::RenderingManager::useMRT())
params->setNamedAutoConstant("far", GpuProgramParameters::ACT_FAR_CLIP_DISTANCE);
params->setNamedAutoConstant("eyePosObjSpace", GpuProgramParameters::ACT_CAMERA_POSITION_OBJECT_SPACE);
params->setNamedAutoConstant("fogColour", GpuProgramParameters::ACT_FOG_COLOUR);
if (prof->isShadowingEnabled(tt, terrain))
{
params->setNamedConstant("shadowFar_fadeStart", Vector4(prof->mShadowFar, prof->mShadowFadeStart * prof->mShadowFar, 0, 0));
uint numTextures = 1;
if (prof->getReceiveDynamicShadowsPSSM())
{
@ -728,7 +753,7 @@ namespace Ogre
ret->unload();
}
ret->setParameter("profiles", "vs_3_0 vs_2_0 arbvp1");
ret->setParameter("profiles", "vs_3_0 vs_2_0 vp40 arbvp1");
ret->setParameter("entry_point", "main_vp");
return ret;
@ -753,12 +778,7 @@ namespace Ogre
ret->unload();
}
if(prof->isLayerNormalMappingEnabled() || prof->isLayerParallaxMappingEnabled())
ret->setParameter("profiles", "ps_3_0 ps_2_x fp40 arbfp1");
//else
//ret->setParameter("profiles", "ps_3_0 ps_2_0 fp30 arbfp1");
else // fp30 doesn't work (black terrain)
ret->setParameter("profiles", "ps_3_0 ps_2_x fp40 arbfp1");
ret->setParameter("profiles", "ps_3_0 ps_2_x fp40 arbfp1");
ret->setParameter("entry_point", "main_fp");
return ret;
@ -791,9 +811,9 @@ namespace Ogre
outStream <<
"out float4 oPos : POSITION,\n"
"out float4 oPosObj : TEXCOORD0 \n";
"out float4 oPosObj : COLOR \n";
uint texCoordSet = 1;
uint texCoordSet = 0;
outStream <<
", out float4 oUVMisc : TEXCOORD" << texCoordSet++ <<" // xy = uv, z = camDepth\n";
@ -819,8 +839,8 @@ namespace Ogre
if (fog)
{
outStream <<
", uniform float4 fogParams\n"
", out float fogVal : COLOR\n";
", uniform float4 fogParams\n";
//", out float fogVal : COLOR\n";
}
if (prof->isShadowingEnabled(tt, terrain))
@ -832,7 +852,7 @@ namespace Ogre
if (texCoordSet > 8)
{
OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
"Requested options require too many texture coordinate sets! Try reducing the number of layers.",
"Requested options require too many texture coordinate sets! Try reducing the number of layers. requested: " + StringConverter::toString(texCoordSet),
__FUNCTION__);
}
@ -917,10 +937,10 @@ namespace Ogre
outStream <<
"float4 main_fp(\n"
"float4 position : TEXCOORD0,\n";
"void main_fp(\n"
"float4 position : COLOR,\n";
uint texCoordSet = 1;
uint texCoordSet = 0;
outStream <<
"float4 uvMisc : TEXCOORD" << texCoordSet++ << ",\n";
@ -949,8 +969,8 @@ namespace Ogre
if (fog)
{
outStream <<
"uniform float3 fogColour, \n"
"float fogVal : COLOR,\n";
"uniform float3 fogColour, \n";
//"float fogVal : COLOR,\n";
}
uint currentSamplerIdx = 0;
@ -1034,12 +1054,20 @@ namespace Ogre
__FUNCTION__);
}
if (MWRender::RenderingManager::useMRT()) outStream <<
" , out float4 oColor : COLOR \n"
" , out float4 oColor1 : COLOR1 \n"
" , uniform float far \n";
else outStream <<
" , out float4 oColor : COLOR \n";
outStream <<
") : COLOR\n"
")\n"
"{\n"
" float4 outputCol;\n"
" float shadow = 1.0;\n"
" float2 uv = uvMisc.xy;\n"
" float fogVal = position.w; \n"
// base colour
" outputCol = float4(0,0,0,1);\n";
@ -1241,19 +1269,25 @@ namespace Ogre
" oPos = mul(viewProjMatrix, worldPos);\n"
" oUVMisc.xy = uv.xy;\n";
outStream <<
" // pass cam depth\n"
" oUVMisc.z = oPos.z;\n";
bool fog = terrain->getSceneManager()->getFogMode() != FOG_NONE && tt != RENDER_COMPOSITE_MAP;
if (fog)
{
if (terrain->getSceneManager()->getFogMode() == FOG_LINEAR)
{
outStream <<
" fogVal = saturate((oPos.z - fogParams.y) * fogParams.w);\n";
" float fogVal = saturate((oPos.z - fogParams.y) * fogParams.w);\n";
}
else
{
outStream <<
" fogVal = saturate(1 / (exp(oPos.z * fogParams.x)));\n";
" float fogVal = saturate(1 / (exp(oPos.z * fogParams.x)));\n";
}
outStream <<
" oPosObj.w = fogVal; \n";
}
if (prof->isShadowingEnabled(tt, terrain))
@ -1337,7 +1371,12 @@ namespace Ogre
}
// Final return
outStream << " return outputCol;\n"
outStream << " oColor = outputCol;\n";
if (MWRender::RenderingManager::useMRT()) outStream <<
" oColor1 = float4(uvMisc.z / far, 0, 0, 1); \n";
outStream
<< "}\n";
}
@ -1349,7 +1388,7 @@ namespace Ogre
outStream <<
"// Simple PCF \n"
"// Number of samples in one dimension (square for total samples) \n"
"#define NUM_SHADOW_SAMPLES_1D 2.0 \n"
"#define NUM_SHADOW_SAMPLES_1D 1.0 \n"
"#define SHADOW_FILTER_SCALE 1 \n"
"#define SHADOW_SAMPLES NUM_SHADOW_SAMPLES_1D*NUM_SHADOW_SAMPLES_1D \n"
@ -1362,28 +1401,18 @@ namespace Ogre
if (prof->getReceiveDynamicShadowsDepth())
{
outStream <<
"float calcDepthShadow(sampler2D shadowMap, float4 uv, float invShadowMapSize) \n"
"{ \n"
" // 4-sample PCF \n"
" float shadow = 0.0; \n"
" float offset = (NUM_SHADOW_SAMPLES_1D/2 - 0.5) * SHADOW_FILTER_SCALE; \n"
" for (float y = -offset; y <= offset; y += SHADOW_FILTER_SCALE) \n"
" for (float x = -offset; x <= offset; x += SHADOW_FILTER_SCALE) \n"
" { \n"
" float4 newUV = offsetSample(uv, float2(x, y), invShadowMapSize);\n"
" // manually project and assign derivatives \n"
" // to avoid gradient issues inside loops \n"
" newUV = newUV / newUV.w; \n"
" float depth = tex2D(shadowMap, newUV.xy, 1, 1).x; \n"
" if (depth >= 1 || depth >= uv.z)\n"
" shadow += 1.0;\n"
" } \n"
" shadow /= SHADOW_SAMPLES; \n"
" return shadow; \n"
"} \n";
"float calcDepthShadow(sampler2D shadowMap, float4 shadowMapPos, float2 offset) \n"
" { \n"
" shadowMapPos = shadowMapPos / shadowMapPos.w; \n"
" float2 uv = shadowMapPos.xy; \n"
" float3 o = float3(offset, -offset.x) * 0.3f; \n"
" // Note: We using 2x2 PCF. Good enough and is alot faster. \n"
" float c = (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.xy).r) ? 1 : 0; // top left \n"
" c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.xy).r) ? 1 : 0; // bottom right \n"
" c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.zy).r) ? 1 : 0; // bottom left \n"
" c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.zy).r) ? 1 : 0; // top right \n"
" return c / 4; \n"
" } \n";
}
else
{
@ -1421,7 +1450,7 @@ namespace Ogre
{
outStream << "\n ";
for (uint i = 0; i < numTextures; ++i)
outStream << "float invShadowmapSize" << i << ", ";
outStream << "float2 invShadowmapSize" << i << ", ";
}
outStream << "\n"
" float4 pssmSplitPoints, float camDepth) \n"
@ -1443,7 +1472,7 @@ namespace Ogre
if (prof->getReceiveDynamicShadowsDepth())
{
outStream <<
" shadow = calcDepthShadow(shadowMap" << i << ", lsPos" << i << ", invShadowmapSize" << i << "); \n";
" shadow = calcDepthShadow(shadowMap" << i << ", lsPos" << i << ", invShadowmapSize" << i << ".xy); \n";
}
else
{
@ -1505,20 +1534,12 @@ namespace Ogre
if (prof->getReceiveDynamicShadowsDepth())
{
// make linear
outStream <<
"oLightSpacePos" << i << ".z = (oLightSpacePos" << i << ".z - depthRange" << i << ".x) * depthRange" << i << ".w;\n";
//outStream <<
// "oLightSpacePos" << i << ".z = (oLightSpacePos" << i << ".z - depthRange" << i << ".x) * depthRange" << i << ".w;\n";
}
}
if (prof->getReceiveDynamicShadowsPSSM())
{
outStream <<
" // pass cam depth\n"
" oUVMisc.z = oPos.z;\n";
}
}
//---------------------------------------------------------------------
void TerrainMaterialGeneratorB::SM2Profile::ShaderHelperCg::generateFpDynamicShadowsParams(
@ -1531,6 +1552,8 @@ namespace Ogre
// in semantics & params
uint numTextures = 1;
outStream <<
", uniform float4 shadowFar_fadeStart \n";
if (prof->getReceiveDynamicShadowsPSSM())
{
numTextures = prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
@ -1547,7 +1570,7 @@ namespace Ogre
if (prof->getReceiveDynamicShadowsDepth())
{
outStream <<
", uniform float inverseShadowmapSize" << i << " \n";
", uniform float4 inverseShadowmapSize" << i << " \n";
}
}
@ -1582,7 +1605,7 @@ namespace Ogre
{
outStream << "\n ";
for (uint i = 0; i < numTextures; ++i)
outStream << "inverseShadowmapSize" << i << ", ";
outStream << "inverseShadowmapSize" << i << ".xy, ";
}
outStream << "\n" <<
" pssmSplitPoints, camDepth);\n";
@ -1593,7 +1616,7 @@ namespace Ogre
if (prof->getReceiveDynamicShadowsDepth())
{
outStream <<
" float rtshadow = calcDepthShadow(shadowMap0, lightSpacePos0, inverseShadowmapSize0);";
" float rtshadow = calcDepthShadow(shadowMap0, lightSpacePos0, inverseShadowmapSize0.xy);";
}
else
{
@ -1602,7 +1625,11 @@ namespace Ogre
}
}
outStream <<
outStream <<
" float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y; \n"
" float fade = 1-((uvMisc.z - shadowFar_fadeStart.y) / fadeRange); \n"
" rtshadow = (uvMisc.z > shadowFar_fadeStart.x) ? 1 : ((uvMisc.z > shadowFar_fadeStart.y) ? 1-((1-rtshadow)*fade) : rtshadow); \n"
" rtshadow = (1-(1-rtshadow)*0.6); \n" // make the shadow a little less intensive
" shadow = min(shadow, rtshadow);\n";
}

@ -73,6 +73,9 @@ namespace Ogre
void updateParamsForCompositeMap(const MaterialPtr& mat, const Terrain* terrain);
void requestOptions(Terrain* terrain);
void setShadowFar(float far);
void setShadowFadeStart(float fadestart);
/** Whether to support normal mapping per layer in the shader (default true).
*/
bool isLayerNormalMappingEnabled() const { return mLayerNormalMappingEnabled; }
@ -245,6 +248,8 @@ namespace Ogre
bool mDepthShadows;
bool mLowLodShadows;
bool mSM3Available;
float mShadowFar;
float mShadowFadeStart;
bool isShadowingEnabled(TechniqueType tt, const Terrain* terrain) const;

@ -1,50 +1,151 @@
#include "water.hpp"
#include <components/settings/settings.hpp>
#include "sky.hpp"
#include "renderingmanager.hpp"
using namespace Ogre;
namespace MWRender
{
Water::Water (Ogre::Camera *camera, const ESM::Cell* cell) :
Water::Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell) :
mCamera (camera), mViewport (camera->getViewport()), mSceneManager (camera->getSceneManager()),
mIsUnderwater(false)
mIsUnderwater(false), mVisibilityFlags(0),
mReflectionTarget(0), mActive(1), mToggled(1)
{
mSky = sky;
try
{
Ogre::CompositorManager::getSingleton().addCompositor(mViewport, "Water", -1);
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
} catch(...) {}
mTop = cell->water;
mIsUnderwater = false;
mWaterPlane = Ogre::Plane(Ogre::Vector3::UNIT_Y, 0);
mWaterPlane = Plane(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);
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);
mWater = mSceneManager->createEntity("water");
mWater->setVisibilityFlags(RV_Water);
mWater->setRenderQueueGroup(RQG_Water);
mWater->setCastShadows(false);
mWater->setMaterialName("Examples/Water0");
mVisibilityFlags = RV_Terrain * Settings::Manager::getBool("reflect terrain", "Water")
+ RV_Statics * Settings::Manager::getBool("reflect statics", "Water")
+ RV_StaticsSmall * Settings::Manager::getBool("reflect small statics", "Water")
+ RV_Actors * Settings::Manager::getBool("reflect actors", "Water")
+ RV_Misc * Settings::Manager::getBool("reflect misc", "Water")
+ RV_Sky;
mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode();
mWaterNode->setPosition(0, mTop, 0);
mReflectionCamera = mSceneManager->createCamera("ReflectionCamera");
if(!(cell->data.flags & cell->Interior))
{
mWaterNode->setPosition(getSceneNodeCoordinates(cell->data.gridX, cell->data.gridY));
}
mWaterNode->attachObject(mWater);
// Create rendertarget for reflection
int rttsize = Settings::Manager::getInt("rtt size", "Water");
TexturePtr tex;
if (Settings::Manager::getBool("shader", "Water"))
{
tex = TextureManager::getSingleton().createManual("WaterReflection",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, rttsize, rttsize, 0, PF_FLOAT16_RGBA, TU_RENDERTARGET);
RenderTarget* rtt = tex->getBuffer()->getRenderTarget();
Viewport* vp = rtt->addViewport(mReflectionCamera);
vp->setOverlaysEnabled(false);
vp->setBackgroundColour(ColourValue(0.8f, 0.9f, 1.0f));
vp->setShadowsEnabled(false);
vp->setVisibilityMask( mVisibilityFlags );
// use fallback techniques without shadows and without mrt (currently not implemented for sky and terrain)
//vp->setMaterialScheme("Fallback");
rtt->addListener(this);
rtt->setActive(true);
mReflectionTarget = rtt;
}
mCompositorName = RenderingManager::useMRT() ? "Underwater" : "UnderwaterNoMRT";
createMaterial();
mWater->setMaterial(mMaterial);
mUnderwaterEffect = Settings::Manager::getBool("underwater effect", "Water");
// ----------------------------------------------------------------------------------------------
// ---------------------------------- reflection debug overlay ----------------------------------
// ----------------------------------------------------------------------------------------------
/*
if (Settings::Manager::getBool("shader", "Water"))
{
OverlayManager& mgr = OverlayManager::getSingleton();
Overlay* overlay;
// destroy if already exists
if (overlay = mgr.getByName("ReflectionDebugOverlay"))
mgr.destroy(overlay);
overlay = mgr.create("ReflectionDebugOverlay");
if (MaterialManager::getSingleton().resourceExists("Ogre/ReflectionDebugTexture"))
MaterialManager::getSingleton().remove("Ogre/ReflectionDebugTexture");
MaterialPtr debugMat = MaterialManager::getSingleton().create(
"Ogre/ReflectionDebugTexture",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
debugMat->getTechnique(0)->getPass(0)->setLightingEnabled(false);
TextureUnitState *t = debugMat->getTechnique(0)->getPass(0)->createTextureUnitState(tex->getName());
t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
OverlayContainer* debugPanel;
// destroy container if exists
try
{
if (debugPanel =
static_cast<OverlayContainer*>(
mgr.getOverlayElement("Ogre/ReflectionDebugTexPanel"
)))
mgr.destroyOverlayElement(debugPanel);
}
catch (Ogre::Exception&) {}
debugPanel = (OverlayContainer*)
(OverlayManager::getSingleton().createOverlayElement("Panel", "Ogre/ReflectionDebugTexPanel"));
debugPanel->_setPosition(0, 0.55);
debugPanel->_setDimensions(0.3, 0.3);
debugPanel->setMaterialName(debugMat->getName());
debugPanel->show();
overlay->add2D(debugPanel);
overlay->show();
}
*/
}
void Water::setActive(bool active)
{
mActive = active;
updateVisible();
}
Water::~Water()
{
Ogre::MeshManager::getSingleton().remove("water");
MeshManager::getSingleton().remove("water");
mWaterNode->detachObject(mWater);
mSceneManager->destroyEntity(mWater);
mSceneManager->destroySceneNode(mWaterNode);
Ogre::CompositorManager::getSingleton().removeCompositorChain(mViewport);
CompositorManager::getSingleton().removeCompositorChain(mViewport);
}
void Water::changeCell(const ESM::Cell* cell)
@ -65,31 +166,128 @@ void Water::setHeight(const float height)
void Water::toggle()
{
mWater->setVisible(!mWater->getVisible());
mToggled = !mToggled;
updateVisible();
}
void Water::checkUnderwater(float y)
{
if ((mIsUnderwater && y > mTop) || !mWater->isVisible())
if (!mActive) return;
if ((mIsUnderwater && y > mTop) || !mWater->isVisible() || mCamera->getPolygonMode() != Ogre::PM_SOLID)
{
try {
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
} catch(...) {}
CompositorManager::getSingleton().setCompositorEnabled(mViewport, mCompositorName, false);
// tell the shader we are not underwater
Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0);
if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("isUnderwater", false))
pass->getFragmentProgramParameters()->setNamedConstant("isUnderwater", Real(0));
mWater->setRenderQueueGroup(RQG_Water);
mIsUnderwater = false;
}
}
if (!mIsUnderwater && y < mTop && mWater->isVisible())
if (!mIsUnderwater && y < mTop && mWater->isVisible() && mCamera->getPolygonMode() == Ogre::PM_SOLID)
{
try {
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", true);
} catch(...) {}
if (mUnderwaterEffect)
CompositorManager::getSingleton().setCompositorEnabled(mViewport, mCompositorName, true);
// tell the shader we are underwater
Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0);
if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("isUnderwater", false))
pass->getFragmentProgramParameters()->setNamedConstant("isUnderwater", Real(1));
mWater->setRenderQueueGroup(RQG_UnderWater);
mIsUnderwater = true;
}
updateVisible();
}
Vector3 Water::getSceneNodeCoordinates(int gridX, int gridY)
{
return Vector3(gridX * CELL_SIZE + (CELL_SIZE / 2), mTop, -gridY * CELL_SIZE - (CELL_SIZE / 2));
}
void Water::preRenderTargetUpdate(const RenderTargetEvent& evt)
{
if (evt.source == mReflectionTarget)
{
mReflectionCamera->setOrientation(mCamera->getDerivedOrientation());
mReflectionCamera->setPosition(mCamera->getDerivedPosition());
mReflectionCamera->setNearClipDistance(mCamera->getNearClipDistance());
mReflectionCamera->setFarClipDistance(mCamera->getFarClipDistance());
mReflectionCamera->setAspectRatio(mCamera->getAspectRatio());
mReflectionCamera->setFOVy(mCamera->getFOVy());
// Some messy code to get the skybox to show up at all
// The problem here is that it gets clipped by the water plane
// Therefore scale it up a bit
Vector3 pos = mCamera->getRealPosition();
pos.y = mTop*2 - pos.y;
mSky->setSkyPosition(pos);
mSky->scaleSky(mCamera->getFarClipDistance() / 1000.f);
mReflectionCamera->enableCustomNearClipPlane(Plane(Vector3::UNIT_Y, mTop));
mReflectionCamera->enableReflection(Plane(Vector3::UNIT_Y, mTop));
}
}
void Water::postRenderTargetUpdate(const RenderTargetEvent& evt)
{
if (evt.source == mReflectionTarget)
{
mSky->resetSkyPosition();
mSky->scaleSky(1);
mReflectionCamera->disableCustomNearClipPlane();
mReflectionCamera->disableReflection();
}
}
void Water::createMaterial()
{
mMaterial = MaterialManager::getSingleton().getByName("Water");
// these have to be set in code
std::string textureNames[32];
for (int i=0; i<32; ++i)
{
textureNames[i] = "textures\\water\\water" + StringConverter::toString(i, 2, '0') + ".dds";
}
mMaterial->getTechnique(1)->getPass(0)->getTextureUnitState(0)->setAnimatedTextureName(textureNames, 32, 2);
// use technique without shaders if reflection is disabled
if (mReflectionTarget == 0)
mMaterial->removeTechnique(0);
if (Settings::Manager::getBool("shader", "Water"))
{
CompositorInstance* compositor = CompositorManager::getSingleton().getCompositorChain(mViewport)->getCompositor("gbuffer");
TexturePtr colorTexture = compositor->getTextureInstance("mrt_output", 0);
TextureUnitState* tus = mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState("refractionMap");
if (tus != 0)
tus->setTexture(colorTexture);
TexturePtr depthTexture = compositor->getTextureInstance("mrt_output", 1);
tus = mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState("depthMap");
if (tus != 0)
tus->setTexture(depthTexture);
}
}
void Water::setViewportBackground(const ColourValue& bg)
{
if (mReflectionTarget)
mReflectionTarget->getViewport(0)->setBackgroundColour(bg);
}
Ogre::Vector3 Water::getSceneNodeCoordinates(int gridX, int gridY)
void Water::updateVisible()
{
return Ogre::Vector3(gridX * CELL_SIZE + (CELL_SIZE / 2), mTop, -gridY * CELL_SIZE - (CELL_SIZE / 2));
mWater->setVisible(mToggled && mActive);
if (mReflectionTarget)
mReflectionTarget->setActive(mToggled && mActive && !mIsUnderwater);
}
} // namespace

@ -4,10 +4,14 @@
#include <Ogre.h>
#include <components/esm/loadcell.hpp>
#include "renderconst.hpp"
namespace MWRender {
class SkyManager;
/// Water rendering
class Water : Ogre::RenderTargetListener, Ogre::Camera::Listener
class Water : public Ogre::RenderTargetListener
{
static const int CELL_SIZE = 8192;
Ogre::Camera *mCamera;
@ -19,16 +23,41 @@ namespace MWRender {
Ogre::Entity *mWater;
bool mIsUnderwater;
bool mActive;
bool mToggled;
int mTop;
Ogre::Vector3 getSceneNodeCoordinates(int gridX, int gridY);
protected:
void preRenderTargetUpdate(const Ogre::RenderTargetEvent& evt);
void postRenderTargetUpdate(const Ogre::RenderTargetEvent& evt);
void updateVisible();
SkyManager* mSky;
std::string mCompositorName;
void createMaterial();
Ogre::MaterialPtr mMaterial;
Ogre::Camera* mReflectionCamera;
Ogre::RenderTarget* mReflectionTarget;
bool mUnderwaterEffect;
int mVisibilityFlags;
public:
Water (Ogre::Camera *camera, const ESM::Cell* cell);
Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell);
~Water();
void setActive(bool active);
void toggle();
void setViewportBackground(const Ogre::ColourValue& bg);
void checkUnderwater(float y);
void changeCell(const ESM::Cell* cell);
void setHeight(const float height);

@ -129,4 +129,10 @@ op 0x2000143: ModWaterLevel
op 0x2000144: ToggleWater, twa
op 0x2000145: ToggleFogOfWar (tfow)
op 0x2000146: TogglePathgrid
opcodes 0x2000147-0x3ffffff unused
op 0x2000147: AddSpell
op 0x2000148: AddSpell, explicit reference
op 0x2000149: RemoveSpell
op 0x200014a: RemoveSpell, explicit reference
op 0x200014b: GetSpell
op 0x200014c: GetSpell, explicit reference
opcodes 0x200014d-0x3ffffff unused

@ -280,6 +280,65 @@ namespace MWScript
}
};
template<class R>
class OpAddSpell : public Interpreter::Opcode0
{
public:
virtual void execute (Interpreter::Runtime& runtime)
{
MWWorld::Ptr ptr = R()(runtime);
std::string id = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
MWWorld::Class::get (ptr).getCreatureStats (ptr).mSpells.add (id);
}
};
template<class R>
class OpRemoveSpell : public Interpreter::Opcode0
{
public:
virtual void execute (Interpreter::Runtime& runtime)
{
MWWorld::Ptr ptr = R()(runtime);
std::string id = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
MWWorld::Class::get (ptr).getCreatureStats (ptr).mSpells.remove (id);
}
};
template<class R>
class OpGetSpell : public Interpreter::Opcode0
{
public:
virtual void execute (Interpreter::Runtime& runtime)
{
MWWorld::Ptr ptr = R()(runtime);
std::string id = runtime.getStringLiteral (runtime[0].mInteger);
runtime.pop();
Interpreter::Type_Integer value = 0;
for (MWMechanics::Spells::TIterator iter (
MWWorld::Class::get (ptr).getCreatureStats (ptr).mSpells.begin());
iter!=MWWorld::Class::get (ptr).getCreatureStats (ptr).mSpells.end(); ++iter)
if (*iter==id)
{
value = 1;
break;
}
runtime.push (value);
}
};
const int numberOfAttributes = 8;
const int opcodeGetAttribute = 0x2000027;
@ -311,6 +370,13 @@ namespace MWScript
const int opcodeModSkill = 0x20000fa;
const int opcodeModSkillExplicit = 0x2000115;
const int opcodeAddSpell = 0x2000147;
const int opcodeAddSpellExplicit = 0x2000148;
const int opcodeRemoveSpell = 0x2000149;
const int opcodeRemoveSpellExplicit = 0x200014a;
const int opcodeGetSpell = 0x200014b;
const int opcodeGetSpellExplicit = 0x200014c;
void registerExtensions (Compiler::Extensions& extensions)
{
static const char *attributes[numberOfAttributes] =
@ -381,6 +447,11 @@ namespace MWScript
extensions.registerInstruction (mod + skills[i], "l",
opcodeModSkill+i, opcodeModSkillExplicit+i);
}
extensions.registerInstruction ("addspell", "c", opcodeAddSpell, opcodeAddSpellExplicit);
extensions.registerInstruction ("removespell", "c", opcodeRemoveSpell,
opcodeRemoveSpellExplicit);
extensions.registerFunction ("getspell", 'l', "c", opcodeGetSpell, opcodeGetSpellExplicit);
}
void installOpcodes (Interpreter::Interpreter& interpreter)
@ -436,6 +507,14 @@ namespace MWScript
interpreter.installSegment5 (opcodeModSkill+i, new OpModSkill<ImplicitRef> (i));
interpreter.installSegment5 (opcodeModSkillExplicit+i, new OpModSkill<ExplicitRef> (i));
}
interpreter.installSegment5 (opcodeAddSpell, new OpAddSpell<ImplicitRef>);
interpreter.installSegment5 (opcodeAddSpellExplicit, new OpAddSpell<ExplicitRef>);
interpreter.installSegment5 (opcodeRemoveSpell, new OpRemoveSpell<ImplicitRef>);
interpreter.installSegment5 (opcodeRemoveSpellExplicit,
new OpRemoveSpell<ExplicitRef>);
interpreter.installSegment5 (opcodeGetSpell, new OpGetSpell<ImplicitRef>);
interpreter.installSegment5 (opcodeGetSpellExplicit, new OpGetSpell<ExplicitRef>);
}
}
}

@ -26,7 +26,9 @@ namespace MWWorld
{
}
void Class::insertObject(const Ptr& ptr, MWWorld::PhysicsSystem& physics, MWWorld::Environment& environment) const{
void Class::insertObject(const Ptr& ptr, MWWorld::PhysicsSystem& physics, MWWorld::Environment& environment) const
{
}

@ -10,7 +10,7 @@ namespace MWMechanics
namespace MWWorld
{
struct Environment;
class Environment;
///< \brief Variant of the ContainerStore for NPCs
class InventoryStore : public ContainerStore

@ -4,6 +4,7 @@
#include "../mwrender/player.hpp"
#include "../mwmechanics/movement.hpp"
#include "../mwmechanics/npcstats.hpp"
#include "world.hpp"
#include "class.hpp"
@ -48,6 +49,12 @@ namespace MWWorld
mClass = new_class;
}
void Player::setDrawState(const DrawState& value)
{
MWWorld::Ptr ptr = getPlayer();
MWWorld::Class::get(ptr).getNpcStats(ptr).mDrawState = value;
}
void Player::setAutoMove (bool enable)
{
MWWorld::Ptr ptr = getPlayer();
@ -97,5 +104,10 @@ namespace MWWorld
MWWorld::Class::get (ptr).setStance (ptr, MWWorld::Class::Run, !running);
}
DrawState Player::getDrawState()
{
MWWorld::Ptr ptr = getPlayer();
return MWWorld::Class::get(ptr).getNpcStats(ptr).mDrawState;
}
}

@ -8,6 +8,8 @@
#include "../mwworld/refdata.hpp"
#include "../mwworld/ptr.hpp"
#include "../mwmechanics/drawstate.hpp"
namespace MWRender
{
class Player;
@ -18,7 +20,7 @@ namespace MWWorld
class World;
/// \brief NPC object representing the player and additional player data
class Player
class Player
{
ESMS::LiveCellRef<ESM::NPC, MWWorld::RefData> mPlayer;
MWWorld::Ptr::CellStore *mCellStore;
@ -31,7 +33,6 @@ namespace MWWorld
ESM::Class *mClass;
bool mAutoMove;
int mForwardBackward;
public:
Player(MWRender::Player *renderer, const ESM::NPC *player, MWWorld::World& world);
@ -76,6 +77,8 @@ namespace MWWorld
void setClass (const ESM::Class& class_);
void setDrawState(const DrawState& state);
std::string getName() const
{
return mName;
@ -106,6 +109,8 @@ namespace MWWorld
return mAutoMove;
}
DrawState getDrawState();
void setAutoMove (bool enable);
void setLeftRight (int value);

@ -221,7 +221,6 @@ namespace MWWorld
mWorld->adjustSky();
mCellChanged = true;
mRendering.waterAdded(mCurrentCell);
}
//We need the ogre renderer and a scene node.
@ -274,8 +273,6 @@ namespace MWWorld
mWorld->adjustSky();
mCellChanged = true;
mRendering.waterAdded(cell);
}
void Scene::changeToExteriorCell (const ESM::Position& position)

@ -331,14 +331,16 @@ WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, MWWorld::E
void WeatherManager::setWeather(const String& weather, bool instant)
{
if (weather == mCurrentWeather && mNextWeather == "")
if (weather == mCurrentWeather && mNextWeather == "")
{
mFirstUpdate = false;
return;
}
if (instant || mFirstUpdate)
{
mNextWeather = "";
mCurrentWeather = weather;
mFirstUpdate = false;
}
else
{
@ -352,6 +354,7 @@ void WeatherManager::setWeather(const String& weather, bool instant)
mNextWeather = weather;
mRemainingTransitionTime = mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*3600;
}
mFirstUpdate = false;
}
WeatherResult WeatherManager::getResult(const String& weather)
@ -469,6 +472,7 @@ WeatherResult WeatherManager::transition(float factor)
result.mCloudSpeed = current.mCloudSpeed;
result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity);
result.mGlareView = lerp(current.mGlareView, other.mGlareView);
result.mNightFade = lerp(current.mNightFade, other.mNightFade);
result.mNight = current.mNight;
@ -517,23 +521,23 @@ void WeatherManager::update(float duration)
srand(time(NULL));
float random = ((rand()%100)/100.f) * total;
//if (random > snow+blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
//if (random >= snow+blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
// weather = "blizzard";
//else if (random > blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
//else if (random >= blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
// weather = "snow";
/*else*/ if (random > ash+thunder+rain+overcast+foggy+cloudy+clear)
/*else*/ if (random >= ash+thunder+rain+overcast+foggy+cloudy+clear)
weather = "blight";
else if (random > thunder+rain+overcast+foggy+cloudy+clear)
else if (random >= thunder+rain+overcast+foggy+cloudy+clear)
weather = "ashstorm";
else if (random > rain+overcast+foggy+cloudy+clear)
else if (random >= rain+overcast+foggy+cloudy+clear)
weather = "thunderstorm";
else if (random > overcast+foggy+cloudy+clear)
else if (random >= overcast+foggy+cloudy+clear)
weather = "rain";
else if (random > foggy+cloudy+clear)
else if (random >= foggy+cloudy+clear)
weather = "overcast";
else if (random > cloudy+clear)
else if (random >= cloudy+clear)
weather = "foggy";
else if (random > clear)
else if (random >= clear)
weather = "cloudy";
else
weather = "clear";
@ -581,8 +585,8 @@ void WeatherManager::update(float duration)
int facing = (mHour > 13.f) ? 1 : -1;
Vector3 final(
(1-height)*facing,
(1-height)*facing,
-(1-height)*facing,
-(1-height)*facing,
height);
mRendering->setSunDirection(final);

@ -6,6 +6,10 @@ add_component_dir (settings
settings
)
add_component_dir (nifoverrides
nifoverrides
)
add_component_dir (bsa
bsa_archive bsa_file
)

@ -26,6 +26,7 @@
#include "ogre_nif_loader.hpp"
#include <components/settings/settings.hpp>
#include <components/nifoverrides/nifoverrides.hpp>
typedef unsigned char ubyte;
@ -282,15 +283,61 @@ void NIFLoader::createMaterial(const String &name,
// other values. 237 basically means normal transparencly.
if (alphaFlags == 237)
{
// Enable transparency
pass->setSceneBlending(SBT_TRANSPARENT_ALPHA);
NifOverrides::TransparencyResult result = NifOverrides::Overrides::getTransparencyOverride(texName);
if (result.first)
{
pass->setAlphaRejectFunction(CMPF_GREATER_EQUAL);
pass->setAlphaRejectValue(result.second);
}
else
{
// Enable transparency
pass->setSceneBlending(SBT_TRANSPARENT_ALPHA);
//pass->setDepthCheckEnabled(false);
pass->setDepthWriteEnabled(false);
//pass->setDepthCheckEnabled(false);
pass->setDepthWriteEnabled(false);
//std::cout << "alpha 237; material: " << name << " texName: " << texName << std::endl;
}
}
else
warn("Unhandled alpha setting for texture " + texName);
}
else
{
material->getTechnique(0)->setShadowCasterMaterial("depth_shadow_caster_noalpha");
}
}
if (Settings::Manager::getBool("enabled", "Shadows"))
{
bool split = Settings::Manager::getBool("split", "Shadows");
const int numsplits = 3;
for (int i = 0; i < (split ? numsplits : 1); ++i)
{
TextureUnitState* tu = material->getTechnique(0)->getPass(0)->createTextureUnitState();
tu->setName("shadowMap" + StringConverter::toString(i));
tu->setContentType(TextureUnitState::CONTENT_SHADOW);
tu->setTextureAddressingMode(TextureUnitState::TAM_BORDER);
tu->setTextureBorderColour(ColourValue::White);
}
}
if (Settings::Manager::getBool("shaders", "Objects"))
{
material->getTechnique(0)->getPass(0)->setVertexProgram("main_vp");
material->getTechnique(0)->getPass(0)->setFragmentProgram("main_fp");
}
// Create a fallback technique without shadows and without mrt
Technique* tech2 = material->createTechnique();
tech2->setSchemeName("Fallback");
Pass* pass2 = tech2->createPass();
pass2->createTextureUnitState(texName);
pass2->setVertexColourTracking(TVC_DIFFUSE);
if (Settings::Manager::getBool("shaders", "Objects"))
{
pass2->setVertexProgram("main_fallback_vp");
pass2->setFragmentProgram("main_fallback_fp");
}
// Add material bells and whistles
@ -299,137 +346,6 @@ void NIFLoader::createMaterial(const String &name,
material->setSpecular(specular.array[0], specular.array[1], specular.array[2], alpha);
material->setSelfIllumination(emissive.array[0], emissive.array[1], emissive.array[2]);
material->setShininess(glossiness);
if (Settings::Manager::getBool("shaders", "Objects"))
{
// Create shader for the material
// vertex
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
HighLevelGpuProgramPtr vertex;
if (mgr.getByName("main_vp").isNull())
{
vertex = mgr.createProgram("main_vp", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_VERTEX_PROGRAM);
vertex->setParameter("profiles", "vs_4_0 vs_2_x vp40 arbvp1");
vertex->setParameter("entry_point", "main_vp");
StringUtil::StrStreamType outStream;
outStream <<
"void main_vp( \n"
" float4 position : POSITION, \n"
" float4 normal : NORMAL, \n"
" float4 colour : COLOR, \n"
" in float2 uv : TEXCOORD0, \n"
" out float2 oUV : TEXCOORD0, \n"
" out float4 oPosition : POSITION, \n"
" out float4 oPositionObjSpace : TEXCOORD1, \n"
" out float4 oNormal : TEXCOORD2, \n"
" out float oFogValue : TEXCOORD3, \n"
" out float4 oVertexColour : TEXCOORD4, \n"
" uniform float4 fogParams, \n"
" uniform float4x4 worldViewProj \n"
") \n"
"{ \n"
" oVertexColour = colour; \n"
" oUV = uv; \n"
" oNormal = normal; \n"
" oPosition = mul( worldViewProj, position ); \n"
" oFogValue = saturate((oPosition.z - fogParams.y) * fogParams.w); \n"
" oPositionObjSpace = position; \n"
"}";
vertex->setSource(outStream.str());
vertex->load();
vertex->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
vertex->getDefaultParameters()->setNamedAutoConstant("fogParams", GpuProgramParameters::ACT_FOG_PARAMS);
}
else
vertex = mgr.getByName("main_vp");
material->getTechnique(0)->getPass(0)->setVertexProgram(vertex->getName());
// the number of lights to support.
// when rendering an object, OGRE automatically picks the lights that are
// closest to the object being rendered. unfortunately this mechanism does
// not work perfectly for objects batched together (they will all use the same
// lights). to work around this, we are simply pushing the maximum number
// of lights here in order to minimize disappearing lights.
int num_lights = Settings::Manager::getInt("num lights", "Objects");
// fragment
HighLevelGpuProgramPtr fragment;
if (mgr.getByName("main_fp").isNull())
{
fragment = mgr.createProgram("main_fp", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_FRAGMENT_PROGRAM);
fragment->setParameter("profiles", "ps_4_0 ps_2_x fp40 arbfp1");
fragment->setParameter("entry_point", "main_fp");
StringUtil::StrStreamType outStream;
outStream <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n"
" uniform sampler2D texture : TEXUNIT0, \n"
" float4 positionObjSpace : TEXCOORD1, \n"
" float4 normal : TEXCOORD2, \n"
" float fogValue : TEXCOORD3, \n"
" float4 vertexColour : TEXCOORD4, \n"
" uniform float4 fogColour, \n";
for (int i=0; i<num_lights; ++i)
{
outStream <<
" uniform float4 lightDiffuse"<<i<<", \n"
" uniform float4 lightPositionObjSpace"<<i<<", \n"
" uniform float4 lightAttenuation"<<i<<", \n";
}
outStream <<
" uniform float4 lightAmbient, \n"
" uniform float4 ambient, \n"
" uniform float4 diffuse, \n"
" uniform float4 emissive \n"
") \n"
"{ \n"
" float4 tex = tex2D(texture, uv); \n"
" float d; \n"
" float attn; \n"
" float3 lightColour = float3(0, 0, 0); \n";
for (int i=0; i<num_lights; ++i)
{
outStream <<
" float3 lightDir"<<i<<" = lightPositionObjSpace"<<i<<".xyz - (positionObjSpace.xyz * lightPositionObjSpace"<<i<<".w); \n"
// pre-multiply light color with attenuation factor
" d = length( lightDir"<<i<<" ); \n"
" attn = ( 1.0 / (( lightAttenuation"<<i<<".y ) + ( lightAttenuation"<<i<<".z * d ) + ( lightAttenuation"<<i<<".w * d * d ))); \n"
" lightDiffuse"<<i<<" *= attn; \n"
" lightColour.xyz += lit(dot(normalize(lightDir"<<i<<"), normalize(normal)), 0, 0).y * lightDiffuse"<<i<<".xyz;\n";
}
outStream <<
" float3 lightingFinal = lightColour.xyz * diffuse.xyz * vertexColour.xyz + ambient.xyz * lightAmbient.xyz + emissive.xyz; \n"
" oColor.xyz = lerp(lightingFinal * tex.xyz, fogColour, fogValue); \n"
" oColor.a = tex.a * diffuse.a * vertexColour.a; \n"
"}";
fragment->setSource(outStream.str());
fragment->load();
for (int i=0; i<num_lights; ++i)
{
fragment->getDefaultParameters()->setNamedAutoConstant("lightPositionObjSpace"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE, i);
fragment->getDefaultParameters()->setNamedAutoConstant("lightDiffuse"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_DIFFUSE_COLOUR, i);
fragment->getDefaultParameters()->setNamedAutoConstant("lightAttenuation"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_ATTENUATION, i);
}
fragment->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("ambient", GpuProgramParameters::ACT_SURFACE_AMBIENT_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("lightAmbient", GpuProgramParameters::ACT_AMBIENT_LIGHT_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("fogColour", GpuProgramParameters::ACT_FOG_COLOUR);
}
else
fragment = mgr.getByName("main_fp");
material->getTechnique(0)->getPass(0)->setFragmentProgram(fragment->getName());
}
}
// Takes a name and adds a unique part to it. This is just used to

@ -0,0 +1,37 @@
#include "nifoverrides.hpp"
#include <OgreStringConverter.h>
#include <boost/algorithm/string.hpp>
using namespace NifOverrides;
Ogre::ConfigFile Overrides::mTransparencyOverrides = Ogre::ConfigFile();
void Overrides::loadTransparencyOverrides (const std::string& file)
{
mTransparencyOverrides.load(file);
}
TransparencyResult Overrides::getTransparencyOverride(const std::string& texture)
{
TransparencyResult result;
result.first = false;
std::string tex = texture;
boost::to_lower(tex);
Ogre::ConfigFile::SectionIterator seci = mTransparencyOverrides.getSectionIterator();
while (seci.hasMoreElements())
{
Ogre::String sectionName = seci.peekNextKey();
if (sectionName == tex)
{
result.first = true;
result.second = Ogre::StringConverter::parseInt(mTransparencyOverrides.getSetting("alphaRejectValue", sectionName));
break;
}
seci.getNext();
}
return result;
}

@ -0,0 +1,23 @@
#ifndef COMPONENTS_NIFOVERRIDES_H
#define COMPONENTS_NIFOVERRIDES_H
#include <OgreConfigFile.h>
namespace NifOverrides
{
typedef std::pair<bool, int> TransparencyResult;
/// \brief provide overrides for some model / texture properties that bethesda has chosen poorly
class Overrides
{
public:
static Ogre::ConfigFile mTransparencyOverrides;
void loadTransparencyOverrides (const std::string& file);
static TransparencyResult getTransparencyOverride(const std::string& texture);
};
}
#endif

@ -1,13 +1,16 @@
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(${CMAKE_CURRENT_SOURCE_DIR}/water/underwater.cg "${OpenMW_BINARY_DIR}/resources/water/underwater.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)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.material "${OpenMW_BINARY_DIR}/resources/water/water.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/WaterNormal2.tga "${OpenMW_BINARY_DIR}/resources/water/WaterNormal2.tga" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.cg "${OpenMW_BINARY_DIR}/resources/water/water.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/gbuffer/gbuffer.cg "${OpenMW_BINARY_DIR}/resources/gbuffer/gbuffer.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/gbuffer/gbuffer.material "${OpenMW_BINARY_DIR}/resources/gbuffer/gbuffer.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/gbuffer/gbuffer.compositor "${OpenMW_BINARY_DIR}/resources/gbuffer/gbuffer.compositor" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/shadows/depthshadowcaster.material "${OpenMW_BINARY_DIR}/resources/shadows/depthshadowcaster.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/shadows/depthshadowcaster.cg "${OpenMW_BINARY_DIR}/resources/shadows/depthshadowcaster.cg" COPYONLY)

@ -0,0 +1,18 @@
void RenderScene_vs(in float4 position : POSITION
,in float2 uv :TEXCOORD0
,uniform float4x4 wvp
,out float4 oPosition : POSITION
,out float2 oUV :TEXCOORD0)
{
oPosition = mul(wvp, position);
oUV = uv;
}
void RenderScene_ps(in float4 position : POSITION
,in float2 uv :TEXCOORD0
,uniform sampler2D tex1 : TEXUNIT0
,out float4 oColor : COLOR)
{
float4 scene =tex2D(tex1, uv);
oColor= scene;
}

@ -0,0 +1,95 @@
// Compositor that just controls output to the MRT textures
compositor gbuffer
{
technique
{
// MRT output. Currently this is a color texture plus a depth texture
texture mrt_output target_width target_height PF_FLOAT16_RGBA PF_FLOAT16_RGBA chain_scope depth_pool 2
target mrt_output
{
input none
pass clear
{
clear
{
// make sure to set this to the viewport background color from outside
colour_value 0 0 0 1
}
}
pass render_scene
{
// Renders everything except water
first_render_queue 0
last_render_queue 70
}
}
target_output
{
input none
pass render_quad
{
material RenderScene
input 0 mrt_output 0
}
}
}
}
// Finalizer compositor to render objects that we don't want in the MRT textures (ex. water)
// NB the water has to be rendered in a seperate compositor anyway, because it
// accesses the MRT textures which can't be done while they are still being rendered to.
compositor gbufferFinalizer
{
technique
{
texture no_mrt_output target_width target_height PF_R8G8B8A8 depth_pool 2 no_fsaa
texture previousscene target_width target_height PF_R8G8B8A8
target previousscene
{
input previous
}
target no_mrt_output
{
input none
shadows off
pass clear
{
clear
{
buffers colour
colour_value 0 0 0 0
}
}
pass render_quad
{
material RenderSceneNoDepth
input 0 previousscene
}
pass render_scene
{
first_render_queue 71
last_render_queue 100
}
}
target_output
{
input none
pass clear
{
clear
{
}
}
pass render_quad
{
material RenderSceneNoDepth
input 0 no_mrt_output
}
}
}
}

@ -0,0 +1,63 @@
vertex_program RenderGBuffer_vs cg
{
source gbuffer.cg
profiles vs_4_0 vs_1_1 arbvp1
entry_point RenderScene_vs
default_params
{
param_named_auto wvp worldviewproj_matrix
}
}
fragment_program RenderGBuffer_ps cg
{
source gbuffer.cg
entry_point RenderScene_ps
profiles ps_4_0 ps_2_x arbfp1
default_params
{
}
}
material RenderScene
{
technique
{
pass
{
vertex_program_ref RenderGBuffer_vs
{
}
fragment_program_ref RenderGBuffer_ps
{
}
texture_unit tex1
{
//scenebuffer
}
}
}
}
material RenderSceneNoDepth
{
technique
{
pass
{
depth_write off
vertex_program_ref RenderGBuffer_vs
{
}
fragment_program_ref RenderGBuffer_ps
{
}
texture_unit tex1
{
//scenebuffer
}
}
}
}

@ -8,7 +8,6 @@ configure_file("${SDIR}/bigbars.png" "${DDIR}/bigbars.png" COPYONLY)
configure_file("${SDIR}/black.png" "${DDIR}/black.png" COPYONLY)
configure_file("${SDIR}/core.skin" "${DDIR}/core.skin" COPYONLY)
configure_file("${SDIR}/core.xml" "${DDIR}/core.xml" COPYONLY)
configure_file("${SDIR}/mwpointer.png" "${DDIR}/mwpointer.png" COPYONLY)
configure_file("${SDIR}/mwgui.png" "${DDIR}/mwgui.png" COPYONLY)
configure_file("${SDIR}/openmw_images.xml" "${DDIR}/openmw_images.xml" COPYONLY)
configure_file("${SDIR}/openmw_settings.xml" "${DDIR}/openmw_settings.xml" COPYONLY)

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4.7 KiB

@ -2,37 +2,37 @@
<MyGUI type="Resource">
<Resource type="ResourceImageSet" name="ArrowPointerImage">
<Group name="Pointer" texture="mwpointer.png" size="32 32">
<Group name="Pointer" texture="textures\tx_cursor.dds" size="32 32">
<Index name="Pointer" >
<Frame point="0 0"/>
</Index>
</Group>
</Resource>
<Resource type="ResourceImageSet" name="HResizePointerImage">
<Group name="Pointer" texture="mwpointer.png" size="32 32">
<Group name="Pointer" texture="textures\tx_cursormove.dds" size="32 32">
<Index name="Pointer" >
<Frame point="32 0"/>
<Frame point="0 0"/>
</Index>
</Group>
</Resource>
<Resource type="ResourceImageSet" name="VResizePointerImage">
<Group name="Pointer" texture="mwpointer.png" size="32 32">
<Group name="Pointer" texture="mwpointer_vresize.png" size="32 32">
<Index name="Pointer" >
<Frame point="0 32"/>
<Frame point="0 0"/>
</Index>
</Group>
</Resource>
<Resource type="ResourceImageSet" name="DResizePointerImage">
<Group name="Pointer" texture="mwpointer.png" size="32 32">
<Group name="Pointer" texture="mwpointer_dresize1.png" size="32 32">
<Index name="Pointer" >
<Frame point="32 32"/>
<Frame point="o o"/>
</Index>
</Group>
</Resource>
<Resource type="ResourceImageSet" name="DResize2PointerImage">
<Group name="Pointer" texture="mwpointer.png" size="32 32">
<Group name="Pointer" texture="mwpointer_dresize2.png" size="32 32">
<Index name="Pointer" >
<Frame point="64 32"/>
<Frame point="0 0"/>
</Index>
</Group>
</Resource>

@ -1,8 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<MyGUI type="Resource" version="1.1">
<Resource type="ResourceSkin" name="Skin name 0" size="32 32" texture="">
<BasisSkin type="SubSkin" offset="0 0 32 32" align="Stretch">
<State name="normal" offset="0 0 32 32"/>
</BasisSkin>
</Resource>
</MyGUI>

@ -1,8 +1,12 @@
# WARNING: Editing this file might have no effect, as these
# settings are overwritten by your user settings file.
[General]
# Camera field of view
field of view = 55
# Texture filtering mode. valid values:
# none
# anisotropic
# bilinear
# trilinear
@ -14,6 +18,32 @@ anisotropy = 4
# Number of texture mipmaps to generate
num mipmaps = 5
[Shadows]
# Shadows are only supported when object shaders are on!
enabled = false
# Split the shadow maps, allows for a larger shadow distance
# Warning: enabling this will cause some terrain textures to disappear due to
# hitting the texture unit limit of the terrain material
split = false
# Increasing shadow distance will lower the shadow quality.
# Uses "shadow distance" or "split shadow distance" depending on "split" setting.
shadow distance = 1300
# This one shouldn't be too low, otherwise you'll see artifacts. Use at least 2x max viewing distance.
split shadow distance = 14000
# Size of the shadow textures, higher means higher quality
texture size = 1024
# Turn on/off various shadow casters
actor shadows = true
misc shadows = true
statics shadows = true
# Fraction of the total shadow distance after which the shadow starts to fade out
fade start = 0.8
[HUD]
# FPS counter
# 0: not visible
@ -54,6 +84,21 @@ fog end factor = 1.0
# Max. number of lights that affect the terrain. Setting to 1 will only reflect sunlight
num lights = 8
[Water]
# Enable this to get fancy-looking water with reflections and refractions
# All the settings below have no effect if this is false
shader = true
rtt size = 512
reflect terrain = true
reflect statics = false
reflect small statics = false
reflect actors = true
reflect misc = false
# Enable underwater effect. It is not resource intensive, so only disable it if you have problems.
underwater effect = true
[Sound]
# Device name. Blank means default
device =

@ -0,0 +1,51 @@
void main_vp(
float4 position : POSITION,
float2 uv : TEXCOORD0,
out float4 oPosition : POSITION,
out float2 oDepth : TEXCOORD0,
out float2 oUv : TEXCOORD1,
uniform float4x4 wvpMat)
{
// this is the view space position
oPosition = mul(wvpMat, position);
// depth info for the fragment.
oDepth.x = oPosition.z;
oDepth.y = oPosition.w;
// clamp z to zero. seem to do the trick. :-/
oPosition.z = max(oPosition.z, 0);
oUv = uv;
}
void main_fp(
float2 depth : TEXCOORD0,
float2 uv : TEXCOORD1,
uniform sampler2D texture1 : register(s0),
out float4 oColour : COLOR)
{
float finalDepth = depth.x / depth.y;
// use alpha channel of the first texture
float alpha = tex2D(texture1, uv).a;
// discard if alpha is less than 0.5
clip((alpha >= 0.5) ? 1 : -1);
oColour = float4(finalDepth, finalDepth, finalDepth, 1);
}
void main_fp_noalpha(
float2 depth : TEXCOORD0,
float2 uv : TEXCOORD1,
out float4 oColour : COLOR)
{
float finalDepth = depth.x / depth.y;
oColour = float4(finalDepth, finalDepth, finalDepth, 1);
}

@ -0,0 +1,67 @@
vertex_program depth_shadow_caster_vs cg
{
source depthshadowcaster.cg
profiles vs_1_1 arbvp1
entry_point main_vp
default_params
{
param_named_auto wvpMat worldviewproj_matrix
}
}
fragment_program depth_shadow_caster_ps cg
{
source depthshadowcaster.cg
profiles ps_2_0 arbfp1
entry_point main_fp
default_params
{
}
}
fragment_program depth_shadow_caster_ps_noalpha cg
{
source depthshadowcaster.cg
profiles ps_2_0 arbfp1
entry_point main_fp_noalpha
default_params
{
}
}
material depth_shadow_caster
{
technique
{
pass
{
vertex_program_ref depth_shadow_caster_vs
{
}
fragment_program_ref depth_shadow_caster_ps
{
}
}
}
}
material depth_shadow_caster_noalpha
{
technique
{
pass
{
vertex_program_ref depth_shadow_caster_vs
{
}
fragment_program_ref depth_shadow_caster_ps_noalpha
{
}
}
}
}

@ -0,0 +1,574 @@
# Bethesda has used wrong transparency settings for many textures
# (who would have guessed)
# This is very unfortunate because objects with real transparency:
# - cannot cast shadows
# - cannot receive advanced framebuffer effects like depth of field or ambient occlusion
# - cannot cover lens flare effects (the lens flare will just shine through)
# This file lists textures that should be using alpha rejection instead of transparency
# basically these are textures that are not translucent (i.e. at one spot on the texture, either transparent or opaque)
# Note: all the texture names here have to be lowercase
# fauna
[textures\tx_wickwheat_01.dds]
alphaRejectValue = 128
[textures\tx_wickwheat_03.dds]
alphaRejectValue = 128
[textures\tx_red_lichen_01.dds]
alphaRejectValue = 128
[textures\tx_stone_flower_01.dds]
alphaRejectValue = 128
[textures\tx_ivy_02.dds]
alphaRejectValue = 128
[textures\tx_ivy_01.dds]
alphaRejectValue = 128
[textures\tx_saltrice_04.dds]
alphaRejectValue = 128
[textures\tx_black_lichen_01.dds]
alphaRejectValue = 128
[textures\tx_leaves_01.dds]
alphaRejectValue = 128
[textures\tx_leaves_02.dds]
alphaRejectValue = 128
[textures\tx_leaves_03.dds]
alphaRejectValue = 128
[textures\tx_leaves_04.dds]
alphaRejectValue = 128
[textures\tx_leaves_06.dds]
alphaRejectValue = 128
[textures\tx_leaves_07.dds]
alphaRejectValue = 128
[textures\tx_ai_heather_01.dds]
alphaRejectValue = 96
[textures\tx_goldkanet_01.dds]
alphaRejectValue = 128
[textures\tx_goldkanet_02.dds]
alphaRejectValue = 128
[textures\tx_plant_tails00.dds]
alphaRejectValue = 128
[textures\tx_vine_01.dds]
alphaRejectValue = 128
[textures\tx_comberry_01.dds]
alphaRejectValue = 128
[textures\tx_willow_flower_02.dds]
alphaRejectValue = 128
[textures\tx_cork_bulb_02.dds]
alphaRejectValue = 128
[textures\tx_green_lichen_01.dds]
alphaRejectValue = 128
[textures\tx_roobrush_01.dds]
alphaRejectValue = 128
[textures\tx_bittergreen_02.dds]
alphaRejectValue = 128
[textures\tx_chokeweed_01.dds]
alphaRejectValue = 128
[textures\tx_branches_01.dds]
alphaRejectValue = 128
[textures\tx_branches_02.dds]
alphaRejectValue = 128
[textures\tx_guarskin_hut_03.dds]
alphaRejectValue = 128
[textures\tx_hackle-lo_02.dds]
alphaRejectValue = 128
[textures\tx_bc_fern_01.dds]
alphaRejectValue = 128
[textures\tx_bc_fern_02.dds]
alphaRejectValue = 128
[textures\tx_bc_leaves_02.dds]
alphaRejectValue = 128
[textures\tx_marshmerrow_03.dds]
alphaRejectValue = 128
[textures\tx_bc_moss_01.dds]
alphaRejectValue = 128
[textures\tx_bc_moss_02.dds]
alphaRejectValue = 128
[textures\tx_bc_lilypad_01.dds]
alphaRejectValue = 128
[textures\tx_bc_lilypad_02.dds]
alphaRejectValue = 128
[textures\tx_bc_lilypad_03.dds]
alphaRejectValue = 128
[textures\tx_fire_fern_01.dds]
alphaRejectValue = 128
# banners and flags
[textures\tx_flag_imp_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_arena_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_comfort_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_child_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_count_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_faith_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_walk_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_imp_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_redoran_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_avs_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_serving_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_speak_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_stdeyln_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_stolms_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_thin_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_vivec_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_vivec_02.dds]
alphaRejectValue = 128
[textures\tx_ashl_banner_01.dds]
alphaRejectValue = 128
[textures\tx_ashl_banner_02.dds]
alphaRejectValue = 128
[textures\tx_ashl_banner_04.dds]
alphaRejectValue = 128
[textures\tx_ashl_banner_05.dds]
alphaRejectValue = 128
[textures\tx_ashl_banner_06.dds]
alphaRejectValue = 128
[textures\tx_ashl_banner_07.dds]
alphaRejectValue = 128
[textures\tx_ashl_a_banner.dds]
alphaRejectValue = 128
[textures\tx_ashl_e_banner.dds]
alphaRejectValue = 128
[textures\tx_ashl_u_banner.dds]
alphaRejectValue = 128
[textures\tx_ashl_z_banner.dds]
alphaRejectValue = 128
[textures\tx_banner_6th.dds]
alphaRejectValue = 128
[textures\tx_banner_6th_tall.dds]
alphaRejectValue = 128
[textures\tx_banner_gnisis_01.dds]
alphaRejectValue = 128
[textures\tx_banner_gnisis_02.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_bhm_01.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_02.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_03.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_04.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_05.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_06.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_07.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_08.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_08.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_09.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_10.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_11.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_12.dds]
alphaRejectValue = 128
[textures\tx_de_tapestry_13.dds]
alphaRejectValue = 128
[textures\tx_de_lutestrings_01.dds]
alphaRejectValue = 128
[textures\tx_fabric_imp_altar_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_akatosh_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_apprentice_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_arkay_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_dibella_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_golem_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_julianos_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_kynareth_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_lady_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_lord_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_lover_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_mara_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_ritual_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_shadow_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_steed_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_stendarr_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_thief_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_tower_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_warrior_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_wizard_01.dds]
alphaRejectValue = 128
[textures\tx_c_t_zenithar_01.dds]
alphaRejectValue = 128
[textures\tx_banner_dagoth_01.dds]
alphaRejectValue = 128
[textures\tx_bannerd_tavern_01.dds]
alphaRejectValue = 128
[textures\tx_bannerd_goods_01.dds]
alphaRejectValue = 128
[textures\tx_bannerd_danger_01.dds]
alphaRejectValue = 128
[textures\tx_bannerd_welcome_01.dds]
alphaRejectValue = 128
[textures\tx_bannerd_clothing_01.dds]
alphaRejectValue = 128
[textures\tx_bannerd_alchemy_01.dds]
alphaRejectValue = 128
[textures\tx_banner_hlaalu_01.dds]
alphaRejectValue = 128
[textures\tx_banner_redoran_01.dds]
alphaRejectValue = 128
[textures\tx_banner_temple_01.dds]
alphaRejectValue = 128
[textures\tx_banner_temple_03.dds]
alphaRejectValue = 128
[textures\tx_de_banner_book_01.dds]
alphaRejectValue = 128
[textures\tx_de_banner_ald_velothi.dds]
alphaRejectValue = 128
[textures\tx_de_banner_gnaar_mok.dds]
alphaRejectValue = 128
[textures\tx_de_banner_hla_oad.dds]
alphaRejectValue = 128
[textures\tx_de_banner_khull.dds]
alphaRejectValue = 128
[textures\tx_de_banner_pawn_01.dds]
alphaRejectValue = 128
[textures\tx_de_banner_sadrith_mora.dds]
alphaRejectValue = 128
[textures\tx_de_banner_tel_aruhn.dds]
alphaRejectValue = 128
[textures\tx_de_banner_tel_branora.dds]
alphaRejectValue = 128
[textures\tx_de_banner_tel_fyr.dds]
alphaRejectValue = 128
[textures\tx_de_banner_tel_mora.dds]
alphaRejectValue = 128
[textures\tx_de_banner_telvani_01.dds]
alphaRejectValue = 128
[textures\tx_de_banner_tel_vos.dds]
alphaRejectValue = 128
[textures\tx_de_banner_vos.dds]
alphaRejectValue = 128
[textures\tx_bannerd_w_a_shop_01.dds]
alphaRejectValue = 128
[textures\tx_banner_temple_02.dds]
alphaRejectValue = 128
[textures\tx_mural1_00.dds]
alphaRejectValue = 128
[textures\tx_mural1_01.dds]
alphaRejectValue = 128
[textures\tx_mural4_00.dds]
alphaRejectValue = 128
[textures\tx_mural4_01.dds]
alphaRejectValue = 128
[textures\tx_mural5_00.dds]
alphaRejectValue = 128
[textures\tx_v_b_telvanni_01.dds]
alphaRejectValue = 128
[textures\tx_v_b_hlaalu_01.dds]
alphaRejectValue = 128
[textures\tx_fabric_tapestry.dds]
alphaRejectValue = 128
[textures\tx_fabric_tapestry_01.dds]
alphaRejectValue = 128
[textures\tx_fabric_tapestry_02.dds]
alphaRejectValue = 128
[textures\tx_fabric_tapestry_03.dds]
alphaRejectValue = 128
[textures\tx_fabric_tapestry_04.dds]
alphaRejectValue = 128
# characters
[textures\tx_netchgod00.dds]
alphaRejectValue = 128
[textures\tx_b_n_argonian_f_hair02.dds]
alphaRejectValue = 128
[textures\tx_b_n_argonian_f_hair03.dds]
alphaRejectValue = 128
[textures\tx_b_n_argonian_m_hair01.dds]
alphaRejectValue = 128
[textures\tx_b_n_argonian_m_hair04.dds]
alphaRejectValue = 128
[textures\tx_b_n_argonian_m_hair05.dds]
alphaRejectValue = 128
[textures\tx_b_n_khajiit_f_hair01.dds]
alphaRejectValue = 128
[textures\tx_b_n_khajiit_f_hair02.dds]
alphaRejectValue = 128
[textures\tx_b_n_khajiit_m_hair01.dds]
alphaRejectValue = 128
[textures\tx_corprus_stalker12.dds]
alphaRejectValue = 128
[textures\tx_a_clavicus02.dds]
alphaRejectValue = 128
[textures\tx_b_n_dark elf_m_hair11.dds]
alphaRejectValue = 128
[textures\tx_b_n_dark elf_f_hair10.dds]
alphaRejectValue = 128
# misc items
[textures\tx_sail.dds]
alphaRejectValue = 128
[textures\tx_longboatsail01.dds]
alphaRejectValue = 128
[textures\tx_longboatsail01a.dds]
alphaRejectValue = 128
[textures\tx_longboatsail01b.dds]
alphaRejectValue = 128
[textures\tx_longboatsail02.dds]
alphaRejectValue = 128
[textures\tx_quill.dds]
alphaRejectValue = 128
[textures\tx_note_01.dds]
alphaRejectValue = 128
[textures\tx_note_02.dds]
alphaRejectValue = 128
[textures\tx_parchment_02.dds]
alphaRejectValue = 128
[textures\tx_parchment_03.dds]
alphaRejectValue = 128
[textures\tx_scroll_01.dds]
alphaRejectValue = 128
[textures\tx_scroll_02.dds]
alphaRejectValue = 128
[textures\tx_scroll_03.dds]
alphaRejectValue = 128
[textures\tx_alpha_small_edge.dds]
alphaRejectValue = 128
[textures\tx_alpha_shadow_circular.dds]
alphaRejectValue = 128
# building materials
[textures\tx_shack_thatch_strip.dds]
alphaRejectValue = 128
[textures\tx_rug00.dds]
alphaRejectValue = 128
[textures\tx_rug_02.dds]
alphaRejectValue = 128
[textures\tx_rug_edge_01.dds]
alphaRejectValue = 128
[textures\tx_awning_thatch_02.dds]
alphaRejectValue = 128
[textures\tx_awning_woven_01.dds]
alphaRejectValue = 128
[textures\tx_bridgeropes.dds]
alphaRejectValue = 128
[textures\tx_rope_woven_01.dds]
alphaRejectValue = 128
[textures\tx_rope_woven_02.dds]
alphaRejectValue = 128
[textures\tx_ashl_tent_06.dds]
alphaRejectValue = 128
[textures\tx_guar_tarp.dds]
alphaRejectValue = 128
[textures\tx_velothi_glyph00.dds]
alphaRejectValue = 128

@ -1,116 +0,0 @@
// 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);
}

@ -1,72 +0,0 @@
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

@ -1,149 +0,0 @@
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
}
}
}
}

@ -1,15 +0,0 @@
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 ;
}

@ -1,24 +0,0 @@
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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@ -0,0 +1,61 @@
void main_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;
}
float4 main_fp_nomrt (float2 iTexCoord : TEXCOORD0,
float3 noiseCoord : TEXCOORD1,
uniform sampler2D RT : register(s0),
uniform sampler2D NormalMap : register(s1),
uniform sampler2D CausticMap : register(s2),
uniform float4 tintColour) : COLOR
{
float4 normal = tex2D(NormalMap, noiseCoord) * 2 - 1;
return tex2D(RT, iTexCoord + normal.xy * 0.015) +
(tex2D(CausticMap, noiseCoord) / 5) +
tintColour ;
}
float4 main_fp (float2 iTexCoord : TEXCOORD0,
float3 noiseCoord : TEXCOORD1,
uniform float far,
uniform sampler2D RT : register(s0),
uniform sampler2D NormalMap : register(s1),
uniform sampler2D CausticMap : register(s2),
uniform sampler2D DepthMap : register(s3),
uniform float4 tintColour) : COLOR
{
float4 normal = tex2D(NormalMap, noiseCoord) * 2 - 1;
float depth = tex2D(DepthMap, iTexCoord + normal.xy * 0.015).r * far;
depth = saturate(depth / 2000.f);
float4 color = tex2D(RT, iTexCoord + normal.xy * 0.015) +
(tex2D(CausticMap, noiseCoord) / 5) +
tintColour;
return lerp(color, float4(0, 0.65, 0.65, 1), depth);
}

@ -0,0 +1,121 @@
void main_vp
(
in float4 iPos : POSITION
, in float2 iUv : TEXCOORD0
, out float4 oPos : POSITION
, out float3 oScreenCoords : TEXCOORD0
, out float2 oUv : TEXCOORD1
, out float oDepth : TEXCOORD2
, out float4 oEyeVector : TEXCOORD3
, uniform float4x4 wvpMat
, uniform float4 camPosObjSpace
)
{
oPos = mul(wvpMat, iPos);
oUv = iUv * 10; // uv scale
oDepth = oPos.z;
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 );
float4 texcoordProj = mul(scalemat, oPos);
oScreenCoords = float3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
oEyeVector = camPosObjSpace - iPos;
}
void main_fp
(
out float4 oColor : COLOR
, in float3 iScreenCoords : TEXCOORD0
, in float2 iUv : TEXCOORD1
, in float iDepth : TEXCOORD2
, in float4 iEyeVector : TEXCOORD3
, uniform float renderTargetFlipping
, uniform float4 lightPosObjSpace0
, uniform float4 lightSpecularColour0
, uniform sampler2D reflectionMap : register(s0)
, uniform sampler2D refractionMap : register(s1)
, uniform sampler2D depthMap : register(s2)
, uniform sampler2D normalMap : register(s3)
, uniform float time
, uniform float far
, uniform float4 fogParams
, uniform float4 fogColour
, uniform float isUnderwater
)
{
float2 screenCoords = iScreenCoords.xy / iScreenCoords.z;
screenCoords.y = (1-saturate(renderTargetFlipping))+renderTargetFlipping*screenCoords.y;
// No need for transparency since we are using a refraction map
oColor.a = 1;
// Sample screen-space depth map and subtract pixel depth to get the real water depth
float depthTex = tex2D(depthMap, screenCoords).r;
float depth1 = depthTex * far - iDepth;
depth1 = saturate(depth1 / 500.f);
// Simple wave effect. to be replaced by something better
float2 uv1 = iUv + time * float2(0.5, 0);
float2 uv2 = iUv + time * float2(0, 0.5);
float2 uv3 = iUv + time * float2(-0.5, 0);
float2 uv4 = iUv + time * float2(0, -0.5);
float4 normal = tex2D(normalMap, uv1) + tex2D(normalMap, uv2) + tex2D(normalMap, uv3) + tex2D(normalMap, uv4);
normal = normal / 4.f;
normal = 2*normal - 1;
float2 screenCoords_reflect = screenCoords + normal.yx * 0.05;
float2 screenCoords_refract = screenCoords + normal.yx * 0.05 * depth1;
// Sample depth again with the refracted coordinates
depthTex = tex2D(depthMap, screenCoords_refract).r;
float depth2 = (depthTex * far - iDepth) / 500.f;
depth2 = (depthTex == 0 ? 1 : depth2);
// if depth2 is less than 0, this means we would refract something which is above water,
// which we don't want to - so in that case, don't refract
if (depth2 < 0.25) // delta due to inaccuracies
{
screenCoords_refract = screenCoords;
depth2 = depth1;
}
depth2 = saturate(depth2);
float4 reflection = tex2D(reflectionMap, screenCoords_reflect);
float4 refraction = tex2D(refractionMap, screenCoords_refract);
// tangent to object space
normal.xyz = normal.xzy;
iEyeVector.xyz = normalize(iEyeVector.xyz);
// fresnel
float facing = 1.0 - max(abs(dot(iEyeVector.xyz, normal.xyz)), 0);
float reflectionFactor = saturate(0.35 + 0.65 * pow(facing, 2));
// specular
float3 lightDir = normalize(lightPosObjSpace0.xyz); // assumes that light 0 is a directional light
float3 halfVector = normalize(iEyeVector + lightDir);
float specular = pow(max(dot(normal.xyz, halfVector.xyz), 0), 64);
float opacity = depth2 * saturate(reflectionFactor + specular);
opacity *= (1-isUnderwater);
reflection.xyz += lightSpecularColour0.xyz * specular;
oColor.xyz = lerp(refraction.xyz, reflection.xyz, opacity);
oColor.xyz += isUnderwater * float3(0, 0.35, 0.35); // underwater tint color
oColor.xyz = lerp(oColor.xyz, float3(0, 0.65, 0.65), saturate(isUnderwater * (iDepth / 2000.f))); // underwater fog
// add fog
//float fogValue = saturate((iDepth - fogParams.y) * fogParams.w);
//oColor.xyz = lerp(oColor.xyz, fogColour, fogValue);
}

@ -1,4 +1,4 @@
compositor Water
compositor UnderwaterNoMRT
{
technique
{
@ -6,6 +6,30 @@ compositor Water
target rt0 { input previous }
target_output
{
// Start with clear output
input none
pass render_quad
{
material Water/CompositorNoMRT
input 0 rt0
}
}
}
}
compositor Underwater
{
technique
{
texture_ref scene gbuffer mrt_output
texture rt0 target_width target_height PF_R8G8B8
target rt0 { input previous }
target_output
{
// Start with clear output
@ -15,7 +39,8 @@ compositor Water
{
material Water/Compositor
input 0 rt0
input 3 scene 1
}
}
}
}
}

@ -0,0 +1,198 @@
vertex_program UnderwaterEffectVP cg
{
source underwater.cg
entry_point main_vp
profiles vs_1_1 arbvp1
default_params
{
param_named_auto worldViewProj worldviewproj_matrix
}
}
fragment_program UnderwaterEffectFP_NoMRT cg
{
source underwater.cg
entry_point main_fp_nomrt
profiles ps_2_0 arbfp1
}
fragment_program UnderwaterEffectFP cg
{
source underwater.cg
entry_point main_fp
profiles ps_2_0 arbfp1
}
vertex_program Water_VP cg
{
source water.cg
entry_point main_vp
profiles vs_2_x arbvp1
default_params
{
param_named_auto wvpMat worldviewproj_matrix
}
}
fragment_program Water_FP cg
{
source water.cg
entry_point main_fp
profiles ps_2_x arbfp1
}
material Water
{
technique
{
pass
{
cull_hardware none
vertex_program_ref Water_VP
{
param_named_auto camPosObjSpace camera_position_object_space
}
fragment_program_ref Water_FP
{
param_named_auto time time 0.1
//param_named_auto fogColour fog_colour
//param_named_auto fogParams fog_params
param_named_auto renderTargetFlipping render_target_flipping
param_named_auto far far_clip_distance
param_named_auto lightPosObjSpace0 light_position_object_space 0
param_named_auto lightSpecularColour0 light_specular_colour 0
param_named isUnderwater float 0
}
texture_unit reflectionMap
{
texture WaterReflection
tex_address_mode clamp
}
texture_unit refractionMap
{
tex_address_mode clamp
}
texture_unit depthMap
{
tex_address_mode clamp
}
texture_unit normalMap
{
texture WaterNormal2.tga
}
}
}
technique
{
scheme Fallback
pass
{
cull_hardware none
scene_blend alpha_blend
depth_write off
diffuse 0 0 0 1
emissive 0.6 0.7 1.0
ambient 0 0 0
texture_unit
{
// texture names set via code
scale 0.1 0.1
alpha_op_ex source1 src_manual src_current 0.7
}
}
}
}
material Water/CompositorNoMRT
{
technique
{
pass
{
depth_check off
vertex_program_ref UnderwaterEffectVP
{
param_named_auto timeVal time 0.25
param_named scale float 0.1
}
fragment_program_ref UnderwaterEffectFP_NoMRT
{
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 WaterNormal2.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
}
}
}
}
material Water/Compositor
{
technique
{
pass
{
depth_check off
vertex_program_ref UnderwaterEffectVP
{
param_named_auto timeVal time 0.25
param_named scale float 0.1
}
fragment_program_ref UnderwaterEffectFP
{
param_named tintColour float4 0 0.35 0.35 1
param_named_auto far far_clip_distance
}
texture_unit RT
{
tex_coord_set 0
tex_address_mode clamp
}
texture_unit
{
texture WaterNormal2.tga 2d
tex_coord_set 2
}
texture_unit
{
texture caustic_0.png 2d
tex_coord_set 3
}
texture_unit DepthMap
{
}
}
}
}

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@ -0,0 +1,74 @@
#include "imagerotate.hpp"
#include <OgreRoot.h>
#include <OgreSceneManager.h>
#include <OgreImage.h>
#include <OgreTexture.h>
#include <OgreRenderTarget.h>
#include <OgreCamera.h>
#include <OgreTextureUnitState.h>
#include <OgreHardwarePixelBuffer.h>
using namespace Ogre;
using namespace OEngine::Render;
void ImageRotate::rotate(const std::string& sourceImage, const std::string& destImage, const float angle)
{
Root* root = Ogre::Root::getSingletonPtr();
SceneManager* sceneMgr = root->createSceneManager(ST_GENERIC);
Camera* camera = sceneMgr->createCamera("ImageRotateCamera");
MaterialPtr material = MaterialManager::getSingleton().create("ImageRotateMaterial", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
material->getTechnique(0)->getPass(0)->setLightingEnabled(false);
material->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
TextureUnitState* tus = material->getTechnique(0)->getPass(0)->createTextureUnitState(sourceImage);
Degree deg(angle);
tus->setTextureRotate(Radian(deg.valueRadians()));
tus->setTextureAddressingMode(TextureUnitState::TAM_BORDER);
tus->setTextureBorderColour(ColourValue(0, 0, 0, 0));
Rectangle2D* rect = new Rectangle2D(true);
rect->setCorners(-1.0, 1.0, 1.0, -1.0);
rect->setMaterial("ImageRotateMaterial");
// Render the background before everything else
rect->setRenderQueueGroup(RENDER_QUEUE_BACKGROUND);
// Use infinite AAB to always stay visible
AxisAlignedBox aabInf;
aabInf.setInfinite();
rect->setBoundingBox(aabInf);
// Attach background to the scene
SceneNode* node = sceneMgr->getRootSceneNode()->createChildSceneNode();
node->attachObject(rect);
// retrieve image width and height
TexturePtr sourceTexture = TextureManager::getSingleton().getByName(sourceImage);
unsigned int width = sourceTexture->getWidth();
unsigned int height = sourceTexture->getHeight();
TexturePtr destTexture = TextureManager::getSingleton().createManual(
destImage,
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
TEX_TYPE_2D,
width, height,
0,
PF_A8R8G8B8,
TU_RENDERTARGET);
RenderTarget* rtt = destTexture->getBuffer()->getRenderTarget();
rtt->setAutoUpdated(false);
Viewport* vp = rtt->addViewport(camera);
vp->setOverlaysEnabled(false);
vp->setShadowsEnabled(false);
vp->setBackgroundColour(ColourValue(0,0,0,0));
vp->setClearEveryFrame(true, FBT_DEPTH);
rtt->update();
// remove all the junk we've created
MaterialManager::getSingleton().remove("ImageRotateMaterial");
root->destroySceneManager(sceneMgr);
delete rect;
}

@ -0,0 +1,27 @@
#ifndef OENGINE_OGRE_IMAGEROTATE_HPP
#define OENGINE_OGRE_IMAGEROTATE_HPP
#include <string>
namespace OEngine
{
namespace Render
{
/// Rotate an image by certain degrees and save as file, uses the GPU
/// Make sure Ogre Root is initialised before calling
class ImageRotate
{
public:
/**
* @param source image (file name - has to exist in an resource group)
* @param name of the destination texture to save to (in memory)
* @param angle in degrees to turn
*/
static void rotate(const std::string& sourceImage, const std::string& destImage, const float angle);
};
}
}
#endif

@ -95,6 +95,7 @@ Allowed options:
CREDITS
Current Developers:
Aleksandar Jovanov
Alexander “Ace” Olofsson
athile
BrotherBrick

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