mirror of
https://github.com/OpenMW/openmw.git
synced 2025-01-29 17:45:34 +00:00
refactor and fix wobbly shores
This commit is contained in:
parent
cad0b151cb
commit
09e03fde2e
45 changed files with 256 additions and 239 deletions
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@ -40,6 +40,7 @@
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Feature #6017: Separate persistent and temporary cell references when saving
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Feature #6032: Reverse-z depth buffer
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Feature #6162: Refactor GUI to use shaders and to be GLES and GL3+ friendly
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Feature #6199: Support FBO Rendering
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0.47.0
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------
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@ -84,6 +84,7 @@ CSMWorld::Data::Data (ToUTF8::FromType encoding, bool fsStrict, const Files::Pat
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defines["preLightEnv"] = "0"; // Apply environment maps after lighting like Morrowind
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defines["radialFog"] = "0";
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defines["lightingModel"] = "0";
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defines["reverseZ"] = "0";
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for (const auto& define : shadowDefines)
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defines[define.first] = define.second;
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mResourceSystem->getSceneManager()->getShaderManager().setGlobalDefines(defines);
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@ -161,7 +161,7 @@ namespace CSVRender
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}
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mWaterGeometry = SceneUtil::createWaterGeometry(size, segments, textureRepeats);
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mWaterGeometry->setStateSet(SceneUtil::createSimpleWaterStateSet(Alpha, RenderBin, false));
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mWaterGeometry->setStateSet(SceneUtil::createSimpleWaterStateSet(Alpha, RenderBin));
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// Add water texture
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std::string textureName = Fallback::Map::getString("Water_SurfaceTexture");
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@ -8,12 +8,11 @@
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#include "MyGUI_FactoryManager.h"
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#include <components/misc/utf8stream.hpp>
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#include <components/sceneutil/util.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwrender/util.hpp"
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namespace MWGui
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{
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struct TypesetBookImpl;
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@ -1219,7 +1218,7 @@ public:
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RenderXform renderXform (mCroppedParent, textFormat.mRenderItem->getRenderTarget()->getInfo());
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float z = MWRender::getReverseZ() ? 1.f : -1.f;
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float z = SceneUtil::getReverseZ() ? 1.f : -1.f;
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GlyphStream glyphStream(textFormat.mFont, static_cast<float>(mCoord.left), static_cast<float>(mCoord.top - mViewTop),
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z /*mNode->getNodeDepth()*/, vertices, renderXform);
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@ -450,7 +450,7 @@ namespace MWGui
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osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
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texture->setImage(result.getImage());
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texture->setInternalFormat(GL_RGBA);
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texture->setInternalFormat(GL_RGB);
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texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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@ -35,6 +35,7 @@
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/imagemanager.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/workqueue.hpp>
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@ -4,13 +4,13 @@
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#include <osg/Geometry>
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#include <osg/Group>
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#include <osg/Material>
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#include <components/debug/debuglog.hpp>
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#include <components/misc/convert.hpp>
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#include <osg/PolygonMode>
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#include <osg/ShapeDrawable>
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#include <osg/StateSet>
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#include <osg/Fog>
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#include "bulletdebugdraw.hpp"
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#include "vismask.hpp"
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@ -18,8 +18,6 @@
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/util.hpp>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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@ -39,6 +37,7 @@ void DebugDrawer::createGeometry()
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{
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mGeometry = new osg::Geometry;
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mGeometry->setNodeMask(Mask_Debug);
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mVertices = new osg::Vec3Array;
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mColors = new osg::Vec4Array;
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@ -50,8 +49,10 @@ void DebugDrawer::createGeometry()
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mGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
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mGeometry->setDataVariance(osg::Object::DYNAMIC);
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mGeometry->addPrimitiveSet(mDrawArrays);
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// make this friendly to recreateShaders()
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mGeometry->setStateSet(new osg::StateSet);
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osg::ref_ptr<osg::Material> material = new osg::Material;
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material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
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mGeometry->getOrCreateStateSet()->setAttribute(material);
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mParentNode->addChild(mGeometry);
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@ -325,7 +325,7 @@ namespace MWRender
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if (texture)
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{
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osg::ref_ptr<osg::Geometry> geom = createTexturedQuad(srcLeft, srcTop, srcRight, srcBottom);
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auto depth = SceneUtil::createDepth(getReverseZ());
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auto depth = SceneUtil::createDepth();
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depth->setWriteMask(0);
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osg::StateSet* stateset = geom->getOrCreateStateSet();
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stateset->setAttribute(depth);
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@ -178,7 +178,7 @@ osg::ref_ptr<osg::Camera> LocalMap::createOrthographicCamera(float x, float y, f
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{
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osg::ref_ptr<osg::Camera> camera (new osg::Camera);
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if (getReverseZ())
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if (SceneUtil::getReverseZ())
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camera->setProjectionMatrix(SceneUtil::getReversedZProjectionMatrixAsOrtho(-width/2, width/2, -height/2, height/2, 5, (zmax-zmin) + 10));
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else
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camera->setProjectionMatrixAsOrtho(-width/2, width/2, -height/2, height/2, 5, (zmax-zmin) + 10);
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@ -201,12 +201,10 @@ osg::ref_ptr<osg::Camera> LocalMap::createOrthographicCamera(float x, float y, f
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osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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stateset->setAttribute(new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::FILL), osg::StateAttribute::OVERRIDE);
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if (getReverseZ())
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{
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camera->setClearDepth(0.0);
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auto depth = SceneUtil::createDepth(true);
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stateset->setAttributeAndModes(depth, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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}
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if (SceneUtil::getReverseZ())
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stateset->setAttributeAndModes(SceneUtil::createDepth(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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SceneUtil::setCameraClearDepth(camera);
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stateset->addUniform(new osg::Uniform("projectionMatrix", static_cast<osg::Matrixf>(camera->getProjectionMatrix())), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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@ -373,7 +373,7 @@ class DepthClearCallback : public osgUtil::RenderBin::DrawCallback
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public:
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DepthClearCallback()
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{
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mDepth = SceneUtil::createDepth(getReverseZ());
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mDepth = SceneUtil::createDepth();
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mDepth->setWriteMask(true);
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}
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@ -661,7 +661,6 @@ namespace MWRender
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if (mergeGroup->getNumChildren())
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{
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SceneUtil::Optimizer optimizer;
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optimizer.setReverseZ(mSceneManager->getReverseZ());
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if (size > 1/8.f)
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{
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optimizer.setViewPoint(relativeViewPoint);
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@ -36,10 +36,10 @@ namespace
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class CullCallback : public osg::NodeCallback
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{
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public:
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CullCallback(MWRender::PostProcessor* postProcessor)
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: mPostProcessor(postProcessor)
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, mLastFrameNumber(0)
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{}
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CullCallback()
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: mLastFrameNumber(0)
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{
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}
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void operator()(osg::Node* node, osg::NodeVisitor* nv) override
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{
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@ -49,14 +49,24 @@ namespace
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if (frame != mLastFrameNumber)
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{
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mLastFrameNumber = frame;
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if (!mPostProcessor->getMsaaFbo())
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MWRender::PostProcessor* postProcessor = dynamic_cast<MWRender::PostProcessor*>(nv->asCullVisitor()->getCurrentCamera()->getUserData());
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if (!postProcessor)
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{
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renderStage->setFrameBufferObject(mPostProcessor->getFbo());
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Log(Debug::Error) << "Failed retrieving user data for master camera: FBO setup failed";
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traverse(node, nv);
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return;
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}
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if (!postProcessor->getMsaaFbo())
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{
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renderStage->setFrameBufferObject(postProcessor->getFbo());
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}
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else
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{
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renderStage->setMultisampleResolveFramebufferObject(mPostProcessor->getFbo());
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renderStage->setFrameBufferObject(mPostProcessor->getMsaaFbo());
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renderStage->setMultisampleResolveFramebufferObject(postProcessor->getFbo());
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renderStage->setFrameBufferObject(postProcessor->getMsaaFbo());
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}
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}
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}
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private:
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MWRender::PostProcessor* mPostProcessor;
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unsigned int mLastFrameNumber;
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};
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@ -117,7 +126,7 @@ namespace MWRender
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else
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{
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// TODO: Once we have post-processing implemented we want to skip this return and continue with setup.
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// Rendering to a FBO to fullscreen geometry has overhead (especially when MSAA is enabled) and there are no
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// Rendering to a FBO to fullscreen geometry has overhead (especially when MSAA is enabled) and there are no
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// benefits if no floating point depth formats are supported.
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mDepthFormat = GL_DEPTH_COMPONENT24;
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Log(Debug::Warning) << errPreamble << "'GL_ARB_depth_buffer_float' and 'GL_NV_depth_buffer_float' unsupported.";
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// We need to manually set the FBO and resolve FBO during the cull callback. If we were using a separate
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// RTT camera this would not be needed.
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mViewer->getCamera()->addCullCallback(new CullCallback(this));
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mViewer->getCamera()->addCullCallback(new CullCallback);
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mViewer->getCamera()->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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mViewer->getCamera()->attach(osg::Camera::COLOR_BUFFER0, mSceneTex);
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mViewer->getCamera()->attach(osg::Camera::DEPTH_BUFFER, mDepthTex);
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mViewer->getCamera()->getGraphicsContext()->setResizedCallback(new ResizedCallback(this));
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mViewer->getCamera()->setUserData(this);
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}
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void PostProcessor::resize(int width, int height, bool init)
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mFbo->setAttachment(osg::Camera::COLOR_BUFFER0, osg::FrameBufferAttachment(mSceneTex));
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mFbo->setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment(mDepthTex));
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mViewer->getCamera()->setUserData(mFbo);
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// When MSAA is enabled we must first render to a render buffer, then
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// blit the result to the FBO which is either passed to the main frame
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// buffer for display or used as the entry point for a post process chain.
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@ -1,16 +1,12 @@
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#ifndef OPENMW_MWRENDER_POSTPROCESSOR_H
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#define OPENMW_MWRENDER_POSTPROCESSOR_H
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#include <osg/Texture2D>
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#include <osg/Group>
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#include <osg/FrameBufferObject>
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#include <osg/Camera>
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#include <osg/ref_ptr>
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namespace osg
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{
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class Texture2D;
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class Group;
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class FrameBufferObject;
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class Camera;
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}
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namespace osgViewer
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{
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class Viewer;
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{
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class RenderingManager;
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class PostProcessor
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class PostProcessor : public osg::Referenced
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{
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public:
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PostProcessor(RenderingManager& rendering, osgViewer::Viewer* viewer, osg::Group* rootNode);
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@ -33,6 +29,8 @@ namespace MWRender
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void resize(int width, int height, bool init=false);
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private:
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void createTexturesAndCamera(int width, int height);
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osgViewer::Viewer* mViewer;
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osg::ref_ptr<osg::Group> mRootNode;
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osg::ref_ptr<osg::Camera> mHUDCamera;
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int mDepthFormat;
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void createTexturesAndCamera(int width, int height);
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RenderingManager& mRendering;
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};
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}
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@ -79,6 +79,8 @@ namespace MWRender
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public:
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SharedUniformStateUpdater()
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: mLinearFac(0.f)
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, mNear(0.f)
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, mFar(0.f)
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{
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}
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{
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stateset->addUniform(new osg::Uniform("projectionMatrix", osg::Matrixf{}));
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stateset->addUniform(new osg::Uniform("linearFac", 0.f));
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stateset->addUniform(new osg::Uniform("near", 0.f));
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stateset->addUniform(new osg::Uniform("far", 0.f));
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}
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void apply(osg::StateSet* stateset, osg::NodeVisitor* nv) override
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auto* uLinearFac = stateset->getUniform("linearFac");
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if (uLinearFac)
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uLinearFac->set(mLinearFac);
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auto* uNear = stateset->getUniform("near");
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if (uNear)
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uNear->set(mNear);
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auto* uFar = stateset->getUniform("far");
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if (uFar)
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uFar->set(mFar);
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}
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void setProjectionMatrix(const osg::Matrixf& projectionMatrix)
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@ -109,9 +122,21 @@ namespace MWRender
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mLinearFac = linearFac;
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}
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void setNear(float near)
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{
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mNear = near;
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}
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void setFar(float far)
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{
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mFar = far;
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}
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private:
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osg::Matrixf mProjectionMatrix;
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float mLinearFac;
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float mNear;
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float mFar;
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};
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class StateUpdater : public SceneUtil::StateSetUpdater
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@ -240,8 +265,7 @@ namespace MWRender
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, mFieldOfViewOverridden(false)
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, mFieldOfViewOverride(0.f)
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{
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auto ext = osg::GLExtensions::Get(0, false);
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bool reverseZ = Settings::Manager::getBool("reverse z", "Camera") && ext && ext->isClipControlSupported;
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bool reverseZ = SceneUtil::getReverseZ();
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if (reverseZ)
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Log(Debug::Info) << "Using reverse-z depth buffer";
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@ -267,7 +291,6 @@ namespace MWRender
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resourceSystem->getSceneManager()->setSpecularMapPattern(Settings::Manager::getString("specular map pattern", "Shaders"));
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resourceSystem->getSceneManager()->setApplyLightingToEnvMaps(Settings::Manager::getBool("apply lighting to environment maps", "Shaders"));
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resourceSystem->getSceneManager()->setConvertAlphaTestToAlphaToCoverage(Settings::Manager::getBool("antialias alpha test", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1);
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resourceSystem->getSceneManager()->setReverseZ(reverseZ);
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// Let LightManager choose which backend to use based on our hint. For methods besides legacy lighting, this depends on support for various OpenGL extensions.
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osg::ref_ptr<SceneUtil::LightManager> sceneRoot = new SceneUtil::LightManager(lightingMethod == SceneUtil::LightingMethod::FFP);
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@ -294,7 +317,7 @@ namespace MWRender
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if (Settings::Manager::getBool("object shadows", "Shadows"))
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shadowCastingTraversalMask |= (Mask_Object|Mask_Static);
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mShadowManager.reset(new SceneUtil::ShadowManager(sceneRoot, mRootNode, shadowCastingTraversalMask, indoorShadowCastingTraversalMask, mResourceSystem->getSceneManager()->getShaderManager(), reverseZ));
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mShadowManager.reset(new SceneUtil::ShadowManager(sceneRoot, mRootNode, shadowCastingTraversalMask, indoorShadowCastingTraversalMask, mResourceSystem->getSceneManager()->getShaderManager()));
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Shader::ShaderManager::DefineMap shadowDefines = mShadowManager->getShadowDefines();
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Shader::ShaderManager::DefineMap lightDefines = sceneRoot->getLightDefines();
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@ -408,9 +431,12 @@ namespace MWRender
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mGroundcoverWorld->setActiveGrid(osg::Vec4i(0, 0, 0, 0));
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}
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mPostProcessor.reset(new PostProcessor(*this, viewer, mRootNode));
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mPostProcessor = new PostProcessor(*this, viewer, mRootNode);
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resourceSystem->getSceneManager()->setDepthFormat(mPostProcessor->getDepthFormat());
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if (reverseZ && !SceneUtil::isFloatingPointDepthFormat(mPostProcessor->getDepthFormat()))
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Log(Debug::Warning) << "Floating point depth format not in use but reverse-z buffer is enabled, consider disabling it.";
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// water goes after terrain for correct waterculling order
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mWater.reset(new Water(sceneRoot->getParent(0), sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), resourcePath));
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@ -474,7 +500,6 @@ namespace MWRender
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mViewer->getCamera()->setCullMask(~(Mask_UpdateVisitor|Mask_SimpleWater));
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NifOsg::Loader::setHiddenNodeMask(Mask_UpdateVisitor);
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NifOsg::Loader::setIntersectionDisabledNodeMask(Mask_Effect);
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NifOsg::Loader::setReverseZ(reverseZ);
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Nif::NIFFile::setLoadUnsupportedFiles(Settings::Manager::getBool("load unsupported nif files", "Models"));
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// TODO: Near clip should not need to be bounded like this, but too small values break OSG shadow calculations CPU-side.
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@ -487,8 +512,6 @@ namespace MWRender
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mFirstPersonFieldOfView = std::min(std::max(1.f, firstPersonFov), 179.f);
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mStateUpdater->setFogEnd(mViewDistance);
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("near", mNearClip));
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("far", mViewDistance));
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("simpleWater", false));
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// Hopefully, anything genuinely requiring the default alpha func of GL_ALWAYS explicitly sets it
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|
@ -496,18 +519,15 @@ namespace MWRender
|
|||
// The transparent renderbin sets alpha testing on because that was faster on old GPUs. It's now slower and breaks things.
|
||||
mRootNode->getOrCreateStateSet()->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
|
||||
|
||||
mUniformNear = mRootNode->getOrCreateStateSet()->getUniform("near");
|
||||
mUniformFar = mRootNode->getOrCreateStateSet()->getUniform("far");
|
||||
|
||||
if (reverseZ)
|
||||
{
|
||||
auto depth = SceneUtil::createDepth(reverseZ);
|
||||
osg::ref_ptr<osg::ClipControl> clipcontrol = new osg::ClipControl(osg::ClipControl::LOWER_LEFT, osg::ClipControl::ZERO_TO_ONE);
|
||||
mViewer->getCamera()->setClearDepth(0.0);
|
||||
mRootNode->getOrCreateStateSet()->setAttributeAndModes(depth, osg::StateAttribute::ON);
|
||||
mRootNode->getOrCreateStateSet()->setAttributeAndModes(SceneUtil::createDepth(), osg::StateAttribute::ON);
|
||||
mRootNode->getOrCreateStateSet()->setAttributeAndModes(clipcontrol, osg::StateAttribute::ON);
|
||||
}
|
||||
|
||||
SceneUtil::setCameraClearDepth(mViewer->getCamera());
|
||||
|
||||
updateProjectionMatrix();
|
||||
}
|
||||
|
||||
|
@ -1143,7 +1163,7 @@ namespace MWRender
|
|||
|
||||
mViewer->getCamera()->setProjectionMatrixAsPerspective(fov, aspect, mNearClip, mViewDistance);
|
||||
|
||||
if (mResourceSystem->getSceneManager()->getReverseZ())
|
||||
if (SceneUtil::getReverseZ())
|
||||
{
|
||||
mSharedUniformStateUpdater->setLinearFac(-mNearClip / (mViewDistance - mNearClip) - 1.f);
|
||||
mSharedUniformStateUpdater->setProjectionMatrix(SceneUtil::getReversedZProjectionMatrixAsPerspective(fov, aspect, mNearClip, mViewDistance));
|
||||
|
@ -1151,8 +1171,8 @@ namespace MWRender
|
|||
else
|
||||
mSharedUniformStateUpdater->setProjectionMatrix(mViewer->getCamera()->getProjectionMatrix());
|
||||
|
||||
mUniformNear->set(mNearClip);
|
||||
mUniformFar->set(mViewDistance);
|
||||
mSharedUniformStateUpdater->setNear(mNearClip);
|
||||
mSharedUniformStateUpdater->setFar(mViewDistance);
|
||||
|
||||
// Since our fog is not radial yet, we should take FOV in account, otherwise terrain near viewing distance may disappear.
|
||||
// Limit FOV here just for sure, otherwise viewing distance can be too high.
|
||||
|
|
|
@ -110,9 +110,6 @@ namespace MWRender
|
|||
SceneUtil::UnrefQueue* getUnrefQueue();
|
||||
Terrain::World* getTerrain();
|
||||
|
||||
osg::Uniform* mUniformNear;
|
||||
osg::Uniform* mUniformFar;
|
||||
|
||||
void preloadCommonAssets();
|
||||
|
||||
double getReferenceTime() const;
|
||||
|
@ -241,8 +238,9 @@ namespace MWRender
|
|||
void pagingBlacklistObject(int type, const MWWorld::ConstPtr &ptr);
|
||||
bool pagingUnlockCache();
|
||||
void getPagedRefnums(const osg::Vec4i &activeGrid, std::set<ESM::RefNum> &out);
|
||||
|
||||
|
||||
void updateProjectionMatrix();
|
||||
|
||||
private:
|
||||
void updateTextureFiltering();
|
||||
void updateAmbient();
|
||||
|
@ -289,7 +287,7 @@ namespace MWRender
|
|||
std::unique_ptr<ScreenshotManager> mScreenshotManager;
|
||||
std::unique_ptr<EffectManager> mEffectManager;
|
||||
std::unique_ptr<SceneUtil::ShadowManager> mShadowManager;
|
||||
std::unique_ptr<PostProcessor> mPostProcessor;
|
||||
osg::ref_ptr<PostProcessor> mPostProcessor;
|
||||
osg::ref_ptr<NpcAnimation> mPlayerAnimation;
|
||||
osg::ref_ptr<SceneUtil::PositionAttitudeTransform> mPlayerNode;
|
||||
std::unique_ptr<Camera> mCamera;
|
||||
|
|
|
@ -56,13 +56,13 @@ namespace
|
|||
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
|
||||
stateset->setTextureAttributeAndModes(0, textures[0], osg::StateAttribute::ON);
|
||||
|
||||
auto depth = SceneUtil::createDepth(resourceSystem->getSceneManager()->getReverseZ());
|
||||
auto depth = SceneUtil::createDepth();
|
||||
depth->setWriteMask(false);
|
||||
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
|
||||
|
||||
osg::ref_ptr<osg::PolygonOffset> polygonOffset (new osg::PolygonOffset);
|
||||
polygonOffset->setUnits(-1);
|
||||
polygonOffset->setFactor(-1);
|
||||
polygonOffset->setUnits(SceneUtil::getReverseZ() ? 1 : -1);
|
||||
polygonOffset->setFactor(SceneUtil::getReverseZ() ? 1 : -1);
|
||||
stateset->setAttributeAndModes(polygonOffset, osg::StateAttribute::ON);
|
||||
|
||||
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
|
||||
|
|
|
@ -23,6 +23,7 @@
|
|||
#include "util.hpp"
|
||||
#include "vismask.hpp"
|
||||
#include "water.hpp"
|
||||
#include "postprocessor.hpp"
|
||||
|
||||
namespace MWRender
|
||||
{
|
||||
|
@ -92,14 +93,13 @@ namespace MWRender
|
|||
|
||||
// Ensure we are reading from the resolved framebuffer and not the multisampled render buffer when in use.
|
||||
// glReadPixel() cannot read from multisampled targets.
|
||||
PostProcessor* postProcessor = dynamic_cast<PostProcessor*>(renderInfo.getCurrentCamera()->getUserData());
|
||||
|
||||
osg::FrameBufferObject* fbo = dynamic_cast<osg::FrameBufferObject*>(renderInfo.getCurrentCamera()->getUserData());
|
||||
|
||||
if (fbo)
|
||||
if (postProcessor && postProcessor->getFbo() && postProcessor->getMsaaFbo())
|
||||
{
|
||||
osg::GLExtensions* ext = osg::GLExtensions::Get(renderInfo.getContextID(), false);
|
||||
if (ext)
|
||||
ext->glBindFramebuffer(GL_FRAMEBUFFER_EXT, fbo->getHandle(renderInfo.getContextID()));
|
||||
ext->glBindFramebuffer(GL_FRAMEBUFFER_EXT, postProcessor->getFbo()->getHandle(renderInfo.getContextID()));
|
||||
}
|
||||
|
||||
mImage->readPixels(leftPadding, topPadding, width, height, GL_RGB, GL_UNSIGNED_BYTE);
|
||||
|
@ -297,12 +297,10 @@ namespace MWRender
|
|||
camera->setRenderOrder(osg::Camera::PRE_RENDER);
|
||||
camera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
|
||||
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT,osg::Camera::PIXEL_BUFFER_RTT);
|
||||
|
||||
if (getReverseZ())
|
||||
camera->setClearDepth(0.0);
|
||||
|
||||
camera->setViewport(0, 0, w, h);
|
||||
|
||||
SceneUtil::setCameraClearDepth(camera);
|
||||
|
||||
osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
|
||||
texture->setInternalFormat(GL_RGB);
|
||||
texture->setTextureSize(w,h);
|
||||
|
@ -336,7 +334,7 @@ namespace MWRender
|
|||
float nearClip = Settings::Manager::getFloat("near clip", "Camera");
|
||||
float viewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
|
||||
// each cubemap side sees 90 degrees
|
||||
if (getReverseZ())
|
||||
if (SceneUtil::getReverseZ())
|
||||
rttCamera->setProjectionMatrix(SceneUtil::getReversedZProjectionMatrixAsPerspectiveInf(90.0, w/float(h), nearClip));
|
||||
else
|
||||
rttCamera->setProjectionMatrixAsPerspective(90.0, w/float(h), nearClip, viewDistance);
|
||||
|
|
|
@ -595,11 +595,11 @@ private:
|
|||
osg::StateSet* queryStateSet = new osg::StateSet;
|
||||
if (queryVisible)
|
||||
{
|
||||
auto depth = SceneUtil::createDepth(getReverseZ());
|
||||
auto depth = SceneUtil::createDepth();
|
||||
// This is a trick to make fragments written by the query always use the maximum depth value,
|
||||
// without having to retrieve the current far clipping distance.
|
||||
// We want the sun glare to be "infinitely" far away.
|
||||
double far = getReverseZ() ? 0.0 : 1.0;
|
||||
double far = SceneUtil::getReverseZ() ? 0.0 : 1.0;
|
||||
depth->setZNear(far);
|
||||
depth->setZFar(far);
|
||||
depth->setWriteMask(false);
|
||||
|
@ -1210,7 +1210,7 @@ void SkyManager::create()
|
|||
mCloudMesh2->addUpdateCallback(mCloudUpdater2);
|
||||
mCloudMesh2->setNodeMask(0);
|
||||
|
||||
auto depth = SceneUtil::createDepth(mSceneManager->getReverseZ());
|
||||
auto depth = SceneUtil::createDepth();
|
||||
depth->setWriteMask(false);
|
||||
mEarlyRenderBinRoot->getOrCreateStateSet()->setAttributeAndModes(depth, osg::StateAttribute::ON);
|
||||
mEarlyRenderBinRoot->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
|
||||
|
|
|
@ -4,13 +4,10 @@
|
|||
#include <osg/ValueObject>
|
||||
|
||||
#include <components/resource/resourcesystem.hpp>
|
||||
#include <components/resource/scenemanager.hpp>
|
||||
#include <components/resource/imagemanager.hpp>
|
||||
#include <components/misc/resourcehelpers.hpp>
|
||||
#include <components/sceneutil/visitor.hpp>
|
||||
|
||||
#include "../mwbase/environment.hpp"
|
||||
|
||||
namespace MWRender
|
||||
{
|
||||
|
||||
|
@ -67,9 +64,4 @@ void overrideTexture(const std::string &texture, Resource::ResourceSystem *resou
|
|||
node->setStateSet(stateset);
|
||||
}
|
||||
|
||||
bool getReverseZ()
|
||||
{
|
||||
return MWBase::Environment::get().getResourceSystem()->getSceneManager()->getReverseZ();
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -32,8 +32,6 @@ namespace MWRender
|
|||
// no traverse()
|
||||
}
|
||||
};
|
||||
|
||||
bool getReverseZ();
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -273,7 +273,7 @@ public:
|
|||
|
||||
void setDefaults(osg::Camera* camera) override
|
||||
{
|
||||
camera->setClearDepth(1.0);
|
||||
SceneUtil::setCameraClearDepth(camera);
|
||||
camera->setReferenceFrame(osg::Camera::RELATIVE_RF);
|
||||
camera->setSmallFeatureCullingPixelSize(Settings::Manager::getInt("small feature culling pixel size", "Water"));
|
||||
camera->setName("RefractionCamera");
|
||||
|
@ -339,7 +339,7 @@ public:
|
|||
|
||||
void setDefaults(osg::Camera* camera) override
|
||||
{
|
||||
camera->setClearDepth(1.0);
|
||||
SceneUtil::setCameraClearDepth(camera);
|
||||
camera->setReferenceFrame(osg::Camera::RELATIVE_RF);
|
||||
camera->setSmallFeatureCullingPixelSize(Settings::Manager::getInt("small feature culling pixel size", "Water"));
|
||||
camera->setName("ReflectionCamera");
|
||||
|
@ -546,7 +546,7 @@ osg::Node* Water::getRefractionNode()
|
|||
|
||||
void Water::createSimpleWaterStateSet(osg::Node* node, float alpha)
|
||||
{
|
||||
osg::ref_ptr<osg::StateSet> stateset = SceneUtil::createSimpleWaterStateSet(alpha, MWRender::RenderBin_Water, mResourceSystem->getSceneManager()->getReverseZ());
|
||||
osg::ref_ptr<osg::StateSet> stateset = SceneUtil::createSimpleWaterStateSet(alpha, MWRender::RenderBin_Water);
|
||||
|
||||
node->setStateSet(stateset);
|
||||
node->setUpdateCallback(nullptr);
|
||||
|
@ -616,7 +616,7 @@ public:
|
|||
{
|
||||
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
|
||||
stateset->setRenderBinDetails(MWRender::RenderBin_Water, "RenderBin");
|
||||
osg::ref_ptr<osg::Depth> depth(new osg::Depth);
|
||||
osg::ref_ptr<osg::Depth> depth = SceneUtil::createDepth();
|
||||
depth->setWriteMask(false);
|
||||
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
|
||||
}
|
||||
|
|
|
@ -226,18 +226,6 @@ namespace NifOsg
|
|||
return sIntersectionDisabledNodeMask;
|
||||
}
|
||||
|
||||
bool Loader::sReverseZ = false;
|
||||
|
||||
void Loader::setReverseZ(bool reverseZ)
|
||||
{
|
||||
sReverseZ = reverseZ;
|
||||
}
|
||||
|
||||
bool Loader::getReverseZ()
|
||||
{
|
||||
return sReverseZ;
|
||||
}
|
||||
|
||||
class LoaderImpl
|
||||
{
|
||||
public:
|
||||
|
@ -1835,7 +1823,7 @@ namespace NifOsg
|
|||
// Depth test flag
|
||||
stateset->setMode(GL_DEPTH_TEST, zprop->flags&1 ? osg::StateAttribute::ON
|
||||
: osg::StateAttribute::OFF);
|
||||
auto depth = SceneUtil::createDepth(Loader::getReverseZ());
|
||||
auto depth = SceneUtil::createDepth();
|
||||
// Depth write flag
|
||||
depth->setWriteMask((zprop->flags>>1)&1);
|
||||
// Morrowind ignores depth test function
|
||||
|
|
|
@ -51,14 +51,10 @@ namespace NifOsg
|
|||
static void setIntersectionDisabledNodeMask(unsigned int mask);
|
||||
static unsigned int getIntersectionDisabledNodeMask();
|
||||
|
||||
static void setReverseZ(bool reverseZ);
|
||||
static bool getReverseZ();
|
||||
|
||||
private:
|
||||
static unsigned int sHiddenNodeMask;
|
||||
static unsigned int sIntersectionDisabledNodeMask;
|
||||
static bool sShowMarkers;
|
||||
static bool sReverseZ;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -275,16 +275,6 @@ namespace Resource
|
|||
return mClampLighting;
|
||||
}
|
||||
|
||||
void SceneManager::setReverseZ(bool reverseZ)
|
||||
{
|
||||
mReverseZ = reverseZ;
|
||||
}
|
||||
|
||||
bool SceneManager::getReverseZ() const
|
||||
{
|
||||
return mReverseZ;
|
||||
}
|
||||
|
||||
void SceneManager::setDepthFormat(GLenum format)
|
||||
{
|
||||
mDepthFormat = format;
|
||||
|
|
|
@ -92,9 +92,6 @@ namespace Resource
|
|||
void setClampLighting(bool clamp);
|
||||
bool getClampLighting() const;
|
||||
|
||||
void setReverseZ(bool reverseZ);
|
||||
bool getReverseZ() const;
|
||||
|
||||
void setDepthFormat(GLenum format);
|
||||
GLenum getDepthFormat() const;
|
||||
|
||||
|
@ -208,7 +205,6 @@ namespace Resource
|
|||
SceneUtil::LightingMethod mLightingMethod;
|
||||
SceneUtil::LightManager::SupportedMethods mSupportedLightingMethods;
|
||||
bool mConvertAlphaTestToAlphaToCoverage;
|
||||
bool mReverseZ;
|
||||
GLenum mDepthFormat;
|
||||
|
||||
osg::ref_ptr<MultiObjectCache> mInstanceCache;
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
#include "agentpath.hpp"
|
||||
#include "detourdebugdraw.hpp"
|
||||
|
||||
#include <osg/Material>
|
||||
|
||||
#include <components/detournavigator/settings.hpp>
|
||||
|
||||
#include <algorithm>
|
||||
|
@ -65,6 +67,10 @@ namespace SceneUtil
|
|||
|
||||
debugDraw.depthMask(true);
|
||||
|
||||
osg::ref_ptr<osg::Material> material = new osg::Material;
|
||||
material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
|
||||
group->getOrCreateStateSet()->setAttribute(material);
|
||||
|
||||
return group;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -26,6 +26,9 @@
|
|||
#include <osg/ClipControl>
|
||||
|
||||
#include <sstream>
|
||||
|
||||
#include <components/sceneutil/util.hpp>
|
||||
|
||||
#include "shadowsbin.hpp"
|
||||
|
||||
namespace {
|
||||
|
@ -891,16 +894,6 @@ void SceneUtil::MWShadowTechnique::disableFrontFaceCulling()
|
|||
}
|
||||
}
|
||||
|
||||
void SceneUtil::MWShadowTechnique::enableReverseZ()
|
||||
{
|
||||
_reverseZ = true;
|
||||
}
|
||||
|
||||
void SceneUtil::MWShadowTechnique::disableReverseZ()
|
||||
{
|
||||
_reverseZ = false;
|
||||
}
|
||||
|
||||
void SceneUtil::MWShadowTechnique::setupCastingShader(Shader::ShaderManager & shaderManager)
|
||||
{
|
||||
// This can't be part of the constructor as OSG mandates that there be a trivial constructor available
|
||||
|
@ -1647,7 +1640,7 @@ void MWShadowTechnique::createShaders()
|
|||
_shadowCastingStateSet->addUniform(new osg::Uniform("alphaTestShadows", false));
|
||||
osg::ref_ptr<osg::Depth> depth = new osg::Depth;
|
||||
depth->setWriteMask(true);
|
||||
if (_reverseZ)
|
||||
if (SceneUtil::getReverseZ())
|
||||
{
|
||||
osg::ref_ptr<osg::ClipControl> clipcontrol = new osg::ClipControl(osg::ClipControl::LOWER_LEFT, osg::ClipControl::NEGATIVE_ONE_TO_ONE);
|
||||
_shadowCastingStateSet->setAttribute(clipcontrol, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
|
||||
|
|
|
@ -85,10 +85,6 @@ namespace SceneUtil {
|
|||
|
||||
virtual void disableFrontFaceCulling();
|
||||
|
||||
virtual void enableReverseZ();
|
||||
|
||||
virtual void disableReverseZ();
|
||||
|
||||
virtual void setupCastingShader(Shader::ShaderManager &shaderManager);
|
||||
|
||||
class ComputeLightSpaceBounds : public osg::NodeVisitor, public osg::CullStack
|
||||
|
@ -270,8 +266,6 @@ namespace SceneUtil {
|
|||
|
||||
float _shadowFadeStart = 0.0;
|
||||
|
||||
bool _reverseZ = false;
|
||||
|
||||
class DebugHUD final : public osg::Referenced
|
||||
{
|
||||
public:
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
#include <DetourDebugDraw.h>
|
||||
|
||||
#include <osg/Group>
|
||||
#include <osg/Material>
|
||||
|
||||
namespace SceneUtil
|
||||
{
|
||||
|
@ -17,6 +18,11 @@ namespace SceneUtil
|
|||
navMeshQuery.init(&navMesh, settings.mMaxNavMeshQueryNodes);
|
||||
duDebugDrawNavMeshWithClosedList(&debugDraw, navMesh, navMeshQuery,
|
||||
DU_DRAWNAVMESH_OFFMESHCONS | DU_DRAWNAVMESH_CLOSEDLIST);
|
||||
|
||||
osg::ref_ptr<osg::Material> material = new osg::Material;
|
||||
material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
|
||||
group->getOrCreateStateSet()->setAttribute(material);
|
||||
|
||||
return group;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -109,7 +109,6 @@ void Optimizer::optimize(osg::Node* node, unsigned int options)
|
|||
MergeGeometryVisitor mgv(this);
|
||||
mgv.setTargetMaximumNumberOfVertices(1000000);
|
||||
mgv.setMergeAlphaBlending(_mergeAlphaBlending);
|
||||
mgv.setReverseZ(_reverseZ);
|
||||
mgv.setViewPoint(_viewPoint);
|
||||
node->accept(mgv);
|
||||
|
||||
|
@ -1563,7 +1562,7 @@ bool Optimizer::MergeGeometryVisitor::mergeGroup(osg::Group& group)
|
|||
}
|
||||
if (_alphaBlendingActive && _mergeAlphaBlending && !geom->getStateSet())
|
||||
{
|
||||
auto d = createDepth(_reverseZ);
|
||||
auto d = createDepth();
|
||||
d->setWriteMask(0);
|
||||
geom->getOrCreateStateSet()->setAttribute(d);
|
||||
}
|
||||
|
|
|
@ -65,7 +65,7 @@ class Optimizer
|
|||
|
||||
public:
|
||||
|
||||
Optimizer() : _mergeAlphaBlending(false), _reverseZ(false) {}
|
||||
Optimizer() : _mergeAlphaBlending(false) {}
|
||||
virtual ~Optimizer() {}
|
||||
|
||||
enum OptimizationOptions
|
||||
|
@ -119,7 +119,6 @@ class Optimizer
|
|||
};
|
||||
|
||||
void setMergeAlphaBlending(bool merge) { _mergeAlphaBlending = merge; }
|
||||
void setReverseZ(bool reverseZ) { _reverseZ = reverseZ; }
|
||||
void setViewPoint(const osg::Vec3f& viewPoint) { _viewPoint = viewPoint; }
|
||||
|
||||
/** Reset internal data to initial state - the getPermissibleOptionsMap is cleared.*/
|
||||
|
@ -258,7 +257,6 @@ class Optimizer
|
|||
|
||||
osg::Vec3f _viewPoint;
|
||||
bool _mergeAlphaBlending;
|
||||
bool _reverseZ;
|
||||
|
||||
public:
|
||||
|
||||
|
@ -379,18 +377,12 @@ class Optimizer
|
|||
/// default to traversing all children.
|
||||
MergeGeometryVisitor(Optimizer* optimizer=0) :
|
||||
BaseOptimizerVisitor(optimizer, MERGE_GEOMETRY),
|
||||
_targetMaximumNumberOfVertices(10000), _alphaBlendingActive(false), _mergeAlphaBlending(false), _reverseZ(false) {}
|
||||
_targetMaximumNumberOfVertices(10000), _alphaBlendingActive(false), _mergeAlphaBlending(false) {}
|
||||
|
||||
void setMergeAlphaBlending(bool merge)
|
||||
{
|
||||
_mergeAlphaBlending = merge;
|
||||
}
|
||||
|
||||
void setReverseZ(bool reverseZ)
|
||||
{
|
||||
_reverseZ = reverseZ;
|
||||
}
|
||||
|
||||
void setViewPoint(const osg::Vec3f& viewPoint)
|
||||
{
|
||||
_viewPoint = viewPoint;
|
||||
|
@ -429,7 +421,6 @@ class Optimizer
|
|||
std::vector<osg::StateSet*> _stateSetStack;
|
||||
bool _alphaBlendingActive;
|
||||
bool _mergeAlphaBlending;
|
||||
bool _reverseZ;
|
||||
osg::Vec3f _viewPoint;
|
||||
};
|
||||
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include "pathgridutil.hpp"
|
||||
|
||||
#include <osg/Geometry>
|
||||
#include <osg/Material>
|
||||
|
||||
#include <components/esm/loadpgrd.hpp>
|
||||
|
||||
|
@ -174,6 +175,11 @@ namespace SceneUtil
|
|||
gridGeometry->addPrimitiveSet(lineIndices);
|
||||
gridGeometry->getOrCreateStateSet()->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
|
||||
}
|
||||
|
||||
osg::ref_ptr<osg::Material> material = new osg::Material;
|
||||
material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
|
||||
gridGeometry->getOrCreateStateSet()->setAttribute(material);
|
||||
|
||||
return gridGeometry;
|
||||
}
|
||||
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
#include <RecastDebugDraw.h>
|
||||
|
||||
#include <osg/Group>
|
||||
#include <osg/Material>
|
||||
|
||||
#include <algorithm>
|
||||
#include <vector>
|
||||
|
@ -65,6 +66,11 @@ namespace SceneUtil
|
|||
const auto texScale = 1.0f / (settings.mCellSize * 10.0f);
|
||||
duDebugDrawTriMesh(&debugDraw, vertices.data(), static_cast<int>(vertices.size() / 3),
|
||||
indices.data(), normals.data(), static_cast<int>(indices.size() / 3), nullptr, texScale);
|
||||
|
||||
osg::ref_ptr<osg::Material> material = new osg::Material;
|
||||
material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
|
||||
group->getOrCreateStateSet()->setAttribute(material);
|
||||
|
||||
return group;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -94,12 +94,10 @@ namespace SceneUtil
|
|||
}
|
||||
}
|
||||
|
||||
ShadowManager::ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode, unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, Shader::ShaderManager &shaderManager, bool reverseZ)
|
||||
: mReverseZ(reverseZ)
|
||||
, mShadowedScene(new osgShadow::ShadowedScene)
|
||||
, mShadowTechnique(new MWShadowTechnique)
|
||||
, mOutdoorShadowCastingMask(outdoorShadowCastingMask)
|
||||
, mIndoorShadowCastingMask(indoorShadowCastingMask)
|
||||
ShadowManager::ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode, unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, Shader::ShaderManager &shaderManager) : mShadowedScene(new osgShadow::ShadowedScene),
|
||||
mShadowTechnique(new MWShadowTechnique),
|
||||
mOutdoorShadowCastingMask(outdoorShadowCastingMask),
|
||||
mIndoorShadowCastingMask(indoorShadowCastingMask)
|
||||
{
|
||||
mShadowedScene->setShadowTechnique(mShadowTechnique);
|
||||
|
||||
|
@ -110,9 +108,6 @@ namespace SceneUtil
|
|||
mShadowSettings = mShadowedScene->getShadowSettings();
|
||||
setupShadowSettings();
|
||||
|
||||
if (mReverseZ)
|
||||
mShadowTechnique->enableReverseZ();
|
||||
|
||||
mShadowTechnique->setupCastingShader(shaderManager);
|
||||
|
||||
enableOutdoorMode();
|
||||
|
@ -185,9 +180,4 @@ namespace SceneUtil
|
|||
mShadowTechnique->enableShadows();
|
||||
mShadowSettings->setCastsShadowTraversalMask(mOutdoorShadowCastingMask);
|
||||
}
|
||||
|
||||
bool ShadowManager::getReverseZ() const
|
||||
{
|
||||
return mReverseZ;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -17,7 +17,7 @@ namespace SceneUtil
|
|||
|
||||
static Shader::ShaderManager::DefineMap getShadowsDisabledDefines();
|
||||
|
||||
ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode, unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, Shader::ShaderManager &shaderManager, bool reverseZ);
|
||||
ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode, unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, Shader::ShaderManager &shaderManager);
|
||||
|
||||
void setupShadowSettings();
|
||||
|
||||
|
@ -26,11 +26,8 @@ namespace SceneUtil
|
|||
void enableIndoorMode();
|
||||
|
||||
void enableOutdoorMode();
|
||||
|
||||
bool getReverseZ() const;
|
||||
protected:
|
||||
bool mEnableShadows;
|
||||
bool mReverseZ;
|
||||
|
||||
osg::ref_ptr<osgShadow::ShadowedScene> mShadowedScene;
|
||||
osg::ref_ptr<osgShadow::ShadowSettings> mShadowSettings;
|
||||
|
|
|
@ -4,16 +4,31 @@
|
|||
#include <sstream>
|
||||
#include <iomanip>
|
||||
|
||||
#include <SDL_opengl_glext.h>
|
||||
|
||||
#include <osg/Node>
|
||||
#include <osg/NodeVisitor>
|
||||
#include <osg/TexGen>
|
||||
#include <osg/TexEnvCombine>
|
||||
#include <osg/Version>
|
||||
#include <osg/Fog>
|
||||
|
||||
#include <components/resource/imagemanager.hpp>
|
||||
#include <components/resource/scenemanager.hpp>
|
||||
#include <components/settings/settings.hpp>
|
||||
#include <components/debug/debuglog.hpp>
|
||||
|
||||
namespace
|
||||
{
|
||||
|
||||
bool isReverseZSupported()
|
||||
{
|
||||
if (!Settings::Manager::mDefaultSettings.count({"Camera", "reverse z"}))
|
||||
return false;
|
||||
auto ext = osg::GLExtensions::Get(0, false);
|
||||
return Settings::Manager::getBool("reverse z", "Camera") && ext && ext->isClipControlSupported;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
namespace SceneUtil
|
||||
{
|
||||
|
@ -151,32 +166,42 @@ void GlowUpdater::setDuration(float duration)
|
|||
mDuration = duration;
|
||||
}
|
||||
|
||||
AttachMultisampledDepthColorCallback::AttachMultisampledDepthColorCallback(const osg::ref_ptr<osg::Texture2D>& colorTex, const osg::ref_ptr<osg::Texture2D>& depthTex, int samples, int colorSamples)
|
||||
// Allows camera to render to a color and floating point depth texture with a multisampled framebuffer.
|
||||
// Must be set on a camera's cull callback.
|
||||
class AttachMultisampledDepthColorCallback : public osg::NodeCallback
|
||||
{
|
||||
int width = colorTex->getTextureWidth();
|
||||
int height = colorTex->getTextureHeight();
|
||||
public:
|
||||
AttachMultisampledDepthColorCallback(osg::Texture2D* colorTex, osg::Texture2D* depthTex, int samples, int colorSamples)
|
||||
{
|
||||
int width = colorTex->getTextureWidth();
|
||||
int height = colorTex->getTextureHeight();
|
||||
|
||||
osg::ref_ptr<osg::RenderBuffer> rbColor = new osg::RenderBuffer(width, height, colorTex->getInternalFormat(), samples, colorSamples);
|
||||
osg::ref_ptr<osg::RenderBuffer> rbDepth = new osg::RenderBuffer(width, height, depthTex->getInternalFormat(), samples, colorSamples);
|
||||
osg::ref_ptr<osg::RenderBuffer> rbColor = new osg::RenderBuffer(width, height, colorTex->getInternalFormat(), samples, colorSamples);
|
||||
osg::ref_ptr<osg::RenderBuffer> rbDepth = new osg::RenderBuffer(width, height, depthTex->getInternalFormat(), samples, colorSamples);
|
||||
|
||||
mMsaaFbo = new osg::FrameBufferObject;
|
||||
mMsaaFbo->setAttachment(osg::Camera::COLOR_BUFFER0, osg::FrameBufferAttachment(rbColor));
|
||||
mMsaaFbo->setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment(rbDepth));
|
||||
mMsaaFbo = new osg::FrameBufferObject;
|
||||
mMsaaFbo->setAttachment(osg::Camera::COLOR_BUFFER0, osg::FrameBufferAttachment(rbColor));
|
||||
mMsaaFbo->setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment(rbDepth));
|
||||
|
||||
mFbo = new osg::FrameBufferObject;
|
||||
mFbo->setAttachment(osg::Camera::COLOR_BUFFER0, osg::FrameBufferAttachment(colorTex));
|
||||
mFbo->setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment(depthTex));
|
||||
}
|
||||
mFbo = new osg::FrameBufferObject;
|
||||
mFbo->setAttachment(osg::Camera::COLOR_BUFFER0, osg::FrameBufferAttachment(colorTex));
|
||||
mFbo->setAttachment(osg::Camera::DEPTH_BUFFER, osg::FrameBufferAttachment(depthTex));
|
||||
}
|
||||
|
||||
void AttachMultisampledDepthColorCallback::operator()(osg::Node* node, osg::NodeVisitor* nv)
|
||||
{
|
||||
osgUtil::RenderStage* renderStage = nv->asCullVisitor()->getCurrentRenderStage();
|
||||
void operator()(osg::Node* node, osg::NodeVisitor* nv) override
|
||||
{
|
||||
osgUtil::RenderStage* renderStage = nv->asCullVisitor()->getCurrentRenderStage();
|
||||
|
||||
renderStage->setMultisampleResolveFramebufferObject(mFbo);
|
||||
renderStage->setFrameBufferObject(mMsaaFbo);
|
||||
renderStage->setMultisampleResolveFramebufferObject(mFbo);
|
||||
renderStage->setFrameBufferObject(mMsaaFbo);
|
||||
|
||||
traverse(node, nv);
|
||||
}
|
||||
traverse(node, nv);
|
||||
}
|
||||
|
||||
private:
|
||||
osg::ref_ptr<osg::FrameBufferObject> mFbo;
|
||||
osg::ref_ptr<osg::FrameBufferObject> mMsaaFbo;
|
||||
};
|
||||
|
||||
void transformBoundingSphere (const osg::Matrixf& matrix, osg::BoundingSphere& bsphere)
|
||||
{
|
||||
|
@ -313,9 +338,37 @@ bool attachAlphaToCoverageFriendlyFramebufferToCamera(osg::Camera* camera, osg::
|
|||
return addMSAAIntermediateTarget;
|
||||
}
|
||||
|
||||
osg::ref_ptr<osg::Depth> createDepth(bool reverseZ)
|
||||
void attachAlphaToCoverageFriendlyDepthColor(osg::Camera* camera, osg::Texture2D* colorTex, osg::Texture2D* depthTex, GLenum depthFormat)
|
||||
{
|
||||
return new osg::Depth(reverseZ ? osg::Depth::GEQUAL : osg::Depth::LEQUAL);
|
||||
bool addMSAAIntermediateTarget = Settings::Manager::getBool("antialias alpha test", "Shaders") && Settings::Manager::getInt("antialiasing", "Video") > 1;
|
||||
|
||||
if (isFloatingPointDepthFormat(depthFormat) && addMSAAIntermediateTarget)
|
||||
{
|
||||
camera->attach(osg::Camera::COLOR_BUFFER0, colorTex);
|
||||
camera->attach(osg::Camera::DEPTH_BUFFER, depthTex);
|
||||
camera->addCullCallback(new AttachMultisampledDepthColorCallback(colorTex, depthTex, 2, 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
attachAlphaToCoverageFriendlyFramebufferToCamera(camera, osg::Camera::COLOR_BUFFER, colorTex);
|
||||
camera->attach(osg::Camera::DEPTH_BUFFER, depthTex);
|
||||
}
|
||||
}
|
||||
|
||||
bool getReverseZ()
|
||||
{
|
||||
static bool reverseZ = isReverseZSupported();
|
||||
return reverseZ;
|
||||
}
|
||||
|
||||
void setCameraClearDepth(osg::Camera* camera)
|
||||
{
|
||||
camera->setClearDepth(getReverseZ() ? 0.0 : 1.0);
|
||||
}
|
||||
|
||||
osg::ref_ptr<osg::Depth> createDepth()
|
||||
{
|
||||
return new osg::Depth(getReverseZ() ? osg::Depth::GEQUAL : osg::Depth::LEQUAL);
|
||||
}
|
||||
|
||||
osg::Matrix getReversedZProjectionMatrixAsPerspectiveInf(double fov, double aspect, double near)
|
||||
|
@ -352,7 +405,14 @@ osg::Matrix getReversedZProjectionMatrixAsOrtho(double left, double right, doubl
|
|||
|
||||
bool isFloatingPointDepthFormat(GLenum format)
|
||||
{
|
||||
return format == GL_DEPTH_COMPONENT32F || format == GL_DEPTH_COMPONENT32F_NV;
|
||||
constexpr std::array<GLenum, 4> formats = {
|
||||
GL_DEPTH_COMPONENT32F,
|
||||
GL_DEPTH_COMPONENT32F_NV,
|
||||
GL_DEPTH32F_STENCIL8,
|
||||
GL_DEPTH32F_STENCIL8_NV,
|
||||
};
|
||||
|
||||
return std::find(formats.cbegin(), formats.cend(), format) != formats.cend();
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -8,7 +8,6 @@
|
|||
#include <osg/Texture2D>
|
||||
#include <osg/Vec4f>
|
||||
#include <osg/Depth>
|
||||
#include <osg/FrameBufferObject>
|
||||
|
||||
#include <components/resource/resourcesystem.hpp>
|
||||
|
||||
|
@ -49,22 +48,6 @@ namespace SceneUtil
|
|||
bool mDone;
|
||||
};
|
||||
|
||||
// Allows camera to render to a color and floating point depth texture with a multisampled framebuffer.
|
||||
// Must be set on a camera's cull callback.
|
||||
// When the depth texture isn't needed as a sampler, use osg::Camera::attach(osg::Camera::DEPTH_COMPONENT, GL_DEPTH_COMPONENT32F) instead.
|
||||
// If multisampling is not being used on the color buffer attachment, use the osg::Camera::attach() method.
|
||||
class AttachMultisampledDepthColorCallback : public osg::NodeCallback
|
||||
{
|
||||
public:
|
||||
AttachMultisampledDepthColorCallback(const osg::ref_ptr<osg::Texture2D>& colorTex, const osg::ref_ptr<osg::Texture2D>& depthTex, int samples, int colorSamples);
|
||||
|
||||
void operator()(osg::Node* node, osg::NodeVisitor* nv) override;
|
||||
|
||||
private:
|
||||
osg::ref_ptr<osg::FrameBufferObject> mFbo;
|
||||
osg::ref_ptr<osg::FrameBufferObject> mMsaaFbo;
|
||||
};
|
||||
|
||||
// Transform a bounding sphere by a matrix
|
||||
// based off private code in osg::Transform
|
||||
// TODO: patch osg to make public
|
||||
|
@ -83,9 +66,15 @@ namespace SceneUtil
|
|||
// Alpha-to-coverage requires a multisampled framebuffer, so we need to set that up for RTTs
|
||||
bool attachAlphaToCoverageFriendlyFramebufferToCamera(osg::Camera* camera, osg::Camera::BufferComponent buffer, osg::Texture* texture, unsigned int level = 0, unsigned int face = 0, bool mipMapGeneration = false);
|
||||
|
||||
void attachAlphaToCoverageFriendlyDepthColor(osg::Camera* camera, osg::Texture2D* colorTex, osg::Texture2D* depthTex, GLenum depthFormat);
|
||||
|
||||
bool getReverseZ();
|
||||
|
||||
void setCameraClearDepth(osg::Camera* camera);
|
||||
|
||||
// Returns a suitable depth state attribute dependent on whether a reverse-z
|
||||
// depth buffer is in use.
|
||||
osg::ref_ptr<osg::Depth> createDepth(bool reverseZ);
|
||||
osg::ref_ptr<osg::Depth> createDepth();
|
||||
|
||||
// Returns a perspective projection matrix for use with a reversed z-buffer
|
||||
// and an infinite far plane. This is derived by mapping the default z-range
|
||||
|
@ -100,7 +89,7 @@ namespace SceneUtil
|
|||
osg::Matrix getReversedZProjectionMatrixAsOrtho(double left, double right, double bottom, double top, double near, double far);
|
||||
|
||||
// Returns true if the GL format is a floating point depth format
|
||||
bool isFloatingPointDepthFormat(GLenum format);
|
||||
bool isFloatingPointDepthFormat(GLenum format);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -64,7 +64,7 @@ namespace SceneUtil
|
|||
return waterGeom;
|
||||
}
|
||||
|
||||
osg::ref_ptr<osg::StateSet> createSimpleWaterStateSet(float alpha, int renderBin, bool reverseZ)
|
||||
osg::ref_ptr<osg::StateSet> createSimpleWaterStateSet(float alpha, int renderBin)
|
||||
{
|
||||
osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
|
||||
|
||||
|
@ -78,7 +78,7 @@ namespace SceneUtil
|
|||
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
|
||||
stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
|
||||
|
||||
auto depth = createDepth(reverseZ);
|
||||
auto depth = createDepth();
|
||||
depth->setWriteMask(false);
|
||||
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
|
||||
|
||||
|
|
|
@ -13,7 +13,7 @@ namespace SceneUtil
|
|||
{
|
||||
osg::ref_ptr<osg::Geometry> createWaterGeometry(float size, int segments, float textureRepeats);
|
||||
|
||||
osg::ref_ptr<osg::StateSet> createSimpleWaterStateSet(float alpha, int renderBin, bool reverseZ);
|
||||
osg::ref_ptr<osg::StateSet> createSimpleWaterStateSet(float alpha, int renderBin);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -163,7 +163,7 @@ std::vector<osg::ref_ptr<osg::StateSet> > ChunkManager::createPasses(float chunk
|
|||
|
||||
float blendmapScale = mStorage->getBlendmapScale(chunkSize);
|
||||
|
||||
return ::Terrain::createPasses(useShaders, mSceneManager, layers, blendmapTextures, blendmapScale, blendmapScale);
|
||||
return ::Terrain::createPasses(useShaders, &mSceneManager->getShaderManager(), layers, blendmapTextures, blendmapScale, blendmapScale);
|
||||
}
|
||||
|
||||
osg::ref_ptr<osg::Node> ChunkManager::createChunk(float chunkSize, const osg::Vec2f &chunkCenter, unsigned char lod, unsigned int lodFlags, bool compile)
|
||||
|
@ -219,7 +219,7 @@ osg::ref_ptr<osg::Node> ChunkManager::createChunk(float chunkSize, const osg::Ve
|
|||
layer.mDiffuseMap = compositeMap->mTexture;
|
||||
layer.mParallax = false;
|
||||
layer.mSpecular = false;
|
||||
geometry->setPasses(::Terrain::createPasses(mSceneManager->getForceShaders() || !mSceneManager->getClampLighting(), mSceneManager, std::vector<TextureLayer>(1, layer), std::vector<osg::ref_ptr<osg::Texture2D> >(), 1.f, 1.f));
|
||||
geometry->setPasses(::Terrain::createPasses(mSceneManager->getForceShaders() || !mSceneManager->getClampLighting(), &mSceneManager->getShaderManager(), std::vector<TextureLayer>(1, layer), std::vector<osg::ref_ptr<osg::Texture2D> >(), 1.f, 1.f));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -7,7 +7,6 @@
|
|||
#include <osg/TexMat>
|
||||
#include <osg/BlendFunc>
|
||||
|
||||
#include <components/resource/scenemanager.hpp>
|
||||
#include <components/shader/shadermanager.hpp>
|
||||
#include <components/sceneutil/util.hpp>
|
||||
|
||||
|
@ -97,17 +96,17 @@ namespace
|
|||
class LequalDepth
|
||||
{
|
||||
public:
|
||||
static const osg::ref_ptr<osg::Depth>& value(bool reverseZ)
|
||||
static const osg::ref_ptr<osg::Depth>& value()
|
||||
{
|
||||
static LequalDepth instance(reverseZ);
|
||||
static LequalDepth instance;
|
||||
return instance.mValue;
|
||||
}
|
||||
|
||||
private:
|
||||
osg::ref_ptr<osg::Depth> mValue;
|
||||
|
||||
LequalDepth(bool reverseZ)
|
||||
: mValue(SceneUtil::createDepth(reverseZ))
|
||||
LequalDepth()
|
||||
: mValue(SceneUtil::createDepth())
|
||||
{
|
||||
}
|
||||
};
|
||||
|
@ -171,10 +170,9 @@ namespace
|
|||
|
||||
namespace Terrain
|
||||
{
|
||||
std::vector<osg::ref_ptr<osg::StateSet> > createPasses(bool useShaders, Resource::SceneManager* sceneManager, const std::vector<TextureLayer> &layers,
|
||||
std::vector<osg::ref_ptr<osg::StateSet> > createPasses(bool useShaders, Shader::ShaderManager* shaderManager, const std::vector<TextureLayer> &layers,
|
||||
const std::vector<osg::ref_ptr<osg::Texture2D> > &blendmaps, int blendmapScale, float layerTileSize)
|
||||
{
|
||||
Shader::ShaderManager* shaderManager = &sceneManager->getShaderManager();
|
||||
std::vector<osg::ref_ptr<osg::StateSet> > passes;
|
||||
|
||||
unsigned int blendmapIndex = 0;
|
||||
|
@ -197,7 +195,7 @@ namespace Terrain
|
|||
else
|
||||
{
|
||||
stateset->setAttributeAndModes(BlendFuncFirst::value(), osg::StateAttribute::ON);
|
||||
stateset->setAttributeAndModes(LequalDepth::value(sceneManager->getReverseZ()), osg::StateAttribute::ON);
|
||||
stateset->setAttributeAndModes(LequalDepth::value(), osg::StateAttribute::ON);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -240,7 +238,7 @@ namespace Terrain
|
|||
if (!vertexShader || !fragmentShader)
|
||||
{
|
||||
// Try again without shader. Error already logged by above
|
||||
return createPasses(false, sceneManager, layers, blendmaps, blendmapScale, layerTileSize);
|
||||
return createPasses(false, shaderManager, layers, blendmaps, blendmapScale, layerTileSize);
|
||||
}
|
||||
|
||||
stateset->setAttributeAndModes(shaderManager->getProgram(vertexShader, fragmentShader));
|
||||
|
|
|
@ -10,9 +10,9 @@ namespace osg
|
|||
class Texture2D;
|
||||
}
|
||||
|
||||
namespace Resource
|
||||
namespace Shader
|
||||
{
|
||||
class SceneManager;
|
||||
class ShaderManager;
|
||||
}
|
||||
|
||||
namespace Terrain
|
||||
|
@ -26,7 +26,7 @@ namespace Terrain
|
|||
bool mSpecular;
|
||||
};
|
||||
|
||||
std::vector<osg::ref_ptr<osg::StateSet> > createPasses(bool useShaders, Resource::SceneManager* sceneManager,
|
||||
std::vector<osg::ref_ptr<osg::StateSet> > createPasses(bool useShaders, Shader::ShaderManager* shaderManager,
|
||||
const std::vector<TextureLayer>& layers,
|
||||
const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize);
|
||||
|
||||
|
|
|
@ -67,7 +67,7 @@ head bobbing height = 3.0
|
|||
# Maximum camera roll angle (degrees)
|
||||
head bobbing roll = 0.2
|
||||
|
||||
# Reverse the depth range from [0,1] to [1,0].
|
||||
# Reverse the depth range, reduces z-fighting of distant objects and terrain
|
||||
reverse z = true
|
||||
|
||||
[Cells]
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
#version 120
|
||||
|
||||
varying vec4 passColor;
|
||||
#include "vertexcolors.glsl"
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragData[0] = passColor;
|
||||
gl_FragData[0] = getDiffuseColor();
|
||||
}
|
||||
|
|
|
@ -51,6 +51,8 @@ const float WIND_SPEED = 0.2f;
|
|||
|
||||
const vec3 WATER_COLOR = vec3(0.090195, 0.115685, 0.12745);
|
||||
|
||||
const float WOBBLY_SHORE_FADE_DISTANCE = 6200.0; // fade out wobbly shores to mask precision errors, the effect is almost impossible to see at a distance
|
||||
|
||||
// ---------------- rain ripples related stuff ---------------------
|
||||
|
||||
const float RAIN_RIPPLE_GAPS = 5.0;
|
||||
|
@ -270,10 +272,10 @@ void main(void)
|
|||
vec3 normalShoreRippleRain = texture2D(normalMap,normalCoords(UV, 2.0, 2.7, -1.0*waterTimer, 0.05, 0.1, normal3)).rgb - 0.5
|
||||
+ texture2D(normalMap,normalCoords(UV, 2.0, 2.7, waterTimer, 0.04, -0.13, normal4)).rgb - 0.5;
|
||||
float verticalWaterDepth = realWaterDepth * mix(abs(vVec.z), 1.0, 0.2); // an estimate
|
||||
float shoreOffset = verticalWaterDepth - (normal2.r + mix(0, normalShoreRippleRain.r, rainIntensity) + 0.15)*8;
|
||||
float fuzzFactor = min(1.0, 1000.0/surfaceDepth) * mix(abs(vVec.z), 1, 0.2);
|
||||
float shoreOffset = verticalWaterDepth - (normal2.r + mix(0.0, normalShoreRippleRain.r, rainIntensity) + 0.15)*8.0;
|
||||
float fuzzFactor = min(1.0, 1000.0/surfaceDepth) * mix(abs(vVec.z), 1.0, 0.2);
|
||||
shoreOffset *= fuzzFactor;
|
||||
shoreOffset = clamp(shoreOffset, 0, 1);
|
||||
shoreOffset = clamp(mix(shoreOffset, 1.0, clamp(linearDepth / WOBBLY_SHORE_FADE_DISTANCE, 0.0, 1.0)), 0.0, 1.0);
|
||||
gl_FragData[0].xyz = mix(rawRefraction, gl_FragData[0].xyz, shoreOffset);
|
||||
#else
|
||||
gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * sunSpec.xyz + vec3(rainRipple.w) * 0.7;
|
||||
|
|
Loading…
Reference in a new issue