diff --git a/apps/openmw/mwgui/settingswindow.cpp b/apps/openmw/mwgui/settingswindow.cpp
index 3b4afc852f..00bd064bc7 100644
--- a/apps/openmw/mwgui/settingswindow.cpp
+++ b/apps/openmw/mwgui/settingswindow.cpp
@@ -232,6 +232,7 @@ namespace MWGui
getWidget(mControllerSwitch, "ControllerButton");
getWidget(mWaterTextureSize, "WaterTextureSize");
getWidget(mWaterReflectionDetail, "WaterReflectionDetail");
+ getWidget(mWaterRainRippleDetail, "WaterRainRippleDetail");
getWidget(mLightingMethodButton, "LightingMethodButton");
getWidget(mLightsResetButton, "LightsResetButton");
getWidget(mMaxLights, "MaxLights");
@@ -259,6 +260,7 @@ namespace MWGui
mWaterTextureSize->eventComboChangePosition += MyGUI::newDelegate(this, &SettingsWindow::onWaterTextureSizeChanged);
mWaterReflectionDetail->eventComboChangePosition += MyGUI::newDelegate(this, &SettingsWindow::onWaterReflectionDetailChanged);
+ mWaterRainRippleDetail->eventComboChangePosition += MyGUI::newDelegate(this, &SettingsWindow::onWaterRainRippleDetailChanged);
mLightingMethodButton->eventComboChangePosition += MyGUI::newDelegate(this, &SettingsWindow::onLightingMethodButtonChanged);
mLightsResetButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onLightsResetButtonClicked);
@@ -309,6 +311,10 @@ namespace MWGui
waterReflectionDetail = std::min(5, std::max(0, waterReflectionDetail));
mWaterReflectionDetail->setIndexSelected(waterReflectionDetail);
+ int waterRainRippleDetail = Settings::Manager::getInt("rain ripple density", "Water");
+ waterRainRippleDetail = std::min(2, std::max(0, waterRainRippleDetail));
+ mWaterRainRippleDetail->setIndexSelected(waterRainRippleDetail);
+
updateMaxLightsComboBox(mMaxLights);
mWindowBorderButton->setEnabled(!Settings::Manager::getBool("fullscreen", "Video"));
@@ -397,6 +403,13 @@ namespace MWGui
apply();
}
+ void SettingsWindow::onWaterRainRippleDetailChanged(MyGUI::ComboBox* _sender, size_t pos)
+ {
+ unsigned int level = std::min((unsigned int)2, (unsigned int)(pos));
+ Settings::Manager::setInt("rain ripple density", "Water", level);
+ apply();
+ }
+
void SettingsWindow::onLightingMethodButtonChanged(MyGUI::ComboBox* _sender, size_t pos)
{
if (pos == MyGUI::ITEM_NONE)
diff --git a/apps/openmw/mwgui/settingswindow.hpp b/apps/openmw/mwgui/settingswindow.hpp
index 9c28733f9a..aae14de373 100644
--- a/apps/openmw/mwgui/settingswindow.hpp
+++ b/apps/openmw/mwgui/settingswindow.hpp
@@ -31,6 +31,7 @@ namespace MWGui
MyGUI::ComboBox* mWaterTextureSize;
MyGUI::ComboBox* mWaterReflectionDetail;
+ MyGUI::ComboBox* mWaterRainRippleDetail;
MyGUI::ComboBox* mMaxLights;
MyGUI::ComboBox* mLightingMethodButton;
@@ -55,6 +56,7 @@ namespace MWGui
void onWaterTextureSizeChanged(MyGUI::ComboBox* _sender, size_t pos);
void onWaterReflectionDetailChanged(MyGUI::ComboBox* _sender, size_t pos);
+ void onWaterRainRippleDetailChanged(MyGUI::ComboBox* _sender, size_t pos);
void onLightingMethodButtonChanged(MyGUI::ComboBox* _sender, size_t pos);
void onLightsResetButtonClicked(MyGUI::Widget* _sender);
diff --git a/apps/openmw/mwrender/water.cpp b/apps/openmw/mwrender/water.cpp
index 37368b8e7a..45e0864226 100644
--- a/apps/openmw/mwrender/water.cpp
+++ b/apps/openmw/mwrender/water.cpp
@@ -619,6 +619,8 @@ public:
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
}
stateset->addUniform(new osg::Uniform("nodePosition", osg::Vec3f(mWater->getPosition())));
+
+ stateset->addUniform(new osg::Uniform("rainRippleDensity", Settings::Manager::getInt("rain ripple density", "Water")));
}
void apply(osg::StateSet* stateset, osg::NodeVisitor* nv) override
diff --git a/files/mygui/openmw_settings_window.layout b/files/mygui/openmw_settings_window.layout
index a07d8125d5..8e81764f60 100644
--- a/files/mygui/openmw_settings_window.layout
+++ b/files/mygui/openmw_settings_window.layout
@@ -454,6 +454,16 @@
+
+
+
+
+
+
+
+
+
+
diff --git a/files/settings-default.cfg b/files/settings-default.cfg
index 27a9544ea6..cc8bc6085d 100644
--- a/files/settings-default.cfg
+++ b/files/settings-default.cfg
@@ -649,6 +649,10 @@ refraction = false
# Draw objects on water reflections.
reflection detail = 2
+# Whether to use fully detailed raindrop ripples.
+# 2 means more, 1 means less, 0 means less with simpler ring-only ripples (no normal mapping).
+rain ripple density = 2
+
# Overrides the value in '[Camera] small feature culling pixel size' specifically for water reflection/refraction textures.
small feature culling pixel size = 20.0
diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl
index ac12b355ee..dbb40c8da7 100644
--- a/files/shaders/water_fragment.glsl
+++ b/files/shaders/water_fragment.glsl
@@ -55,14 +55,22 @@ const float WOBBLY_SHORE_FADE_DISTANCE = 6200.0; // fade out wobbly shores to
// ---------------- rain ripples related stuff ---------------------
-const float RAIN_RIPPLE_GAPS = 5.0;
-const float RAIN_RIPPLE_RADIUS = 0.1;
+uniform int rainRippleDensity;
-vec2 randOffset(vec2 c)
+const float RAIN_RIPPLE_GAPS = 10.0;
+const float RAIN_RIPPLE_RADIUS = 0.2;
+
+float scramble(float x, float z)
{
- return fract(vec2(
- c.x * c.y / 8.0 + c.y * 0.3 + c.x * 0.2,
- c.x * c.y / 14.0 + c.y * 0.5 + c.x * 0.7));
+ return fract(pow(x*3.0+1.0, z));
+}
+
+vec2 randOffset(vec2 c, float time)
+{
+ time = fract(time/1000.0);
+ c.x *= scramble(scramble(time + c.x/1000.0, 4.0), 3.0) + 1.0;
+ c.y *= scramble(scramble(time + c.y/1000.0, 3.5), 3.0) + 1.0;
+ return fract(c);
}
float randPhase(vec2 c)
@@ -83,51 +91,97 @@ float blipDerivative(float x)
return -6.0*x*n*n;
}
-vec2 randomize_center(vec2 i_part, float time)
+const float RAIN_RING_TIME_OFFSET = 1.0/6.0;
+vec4 circle(vec2 coords, vec2 corner, float adjusted_time)
{
- time = 1.0 + mod(time, 10000.0); // so things don't get out of hand after long runtimes
- vec2 center = vec2(0.5,0.5) + (0.5 - RAIN_RIPPLE_RADIUS) * (2.0 * randOffset(i_part*time) - 1.0);
- return center;
-}
-
-vec4 circle(vec2 coords, vec2 uv, float adjusted_time)
-{
- vec2 center = randomize_center(floor(uv * RAIN_RIPPLE_GAPS), floor(adjusted_time));
+ vec2 center = vec2(0.5,0.5) + (0.5 - RAIN_RIPPLE_RADIUS) * (2.0 * randOffset(corner, floor(adjusted_time)) - 1.0);
float phase = fract(adjusted_time);
vec2 toCenter = coords - center;
+
float r = RAIN_RIPPLE_RADIUS;
float d = length(toCenter);
- float ringfollower = (phase-d/r)*6.0-1.0;
- float energy = 1.0-phase;
- energy = energy*energy;
+ float ringfollower = (phase-d/r)/RAIN_RING_TIME_OFFSET-1.0; // -1.0 ~ +1.0 cover the breadth of the ripple's ring
+ if(ringfollower < -1.0 || ringfollower > 1.0)
+ return vec4(0.0);
- vec2 normal = -toCenter*blipDerivative(ringfollower)*5.0;
- float height = blip(ringfollower);
- vec4 ret = vec4(normal.x, normal.y, height, height);
- ret.xyw *= energy;
- ret.xyz = normalize(ret.xyz);
+ if(d > 1.0) // normalize center direction vector, but not for near-center ripples
+ toCenter /= d;
+
+ float height = blip(ringfollower*2.0+0.5); // brighten up outer edge of ring; for fake specularity
+ float range_limit = blip(min(0.0, ringfollower));
+ float energy = 1.0-phase;
+
+ vec2 normal2d = -toCenter*blipDerivative(ringfollower)*5.0;
+ vec3 normal = vec3(normal2d, 0.5);
+ vec4 ret = vec4(normal, height);
+ ret.xyw *= energy*energy;
+ // do energy adjustment here rather than later, so that we can use the w component for fake specularity
+ ret.xyz = normalize(ret.xyz) * energy*range_limit;
+ ret.z *= range_limit;
return ret;
}
-
-const float RAIN_RING_TIME_OFFSET = 1/6.0;
vec4 rain(vec2 uv, float time)
{
- vec2 i_part = floor(uv * RAIN_RIPPLE_GAPS);
- float time_prog = time * 1.2 + randPhase(i_part);
- vec2 f_part = fract(uv * RAIN_RIPPLE_GAPS);
- return circle(f_part, uv, time_prog)
- - circle(f_part, uv, time_prog - RAIN_RING_TIME_OFFSET) / 4.0
- + circle(f_part, uv, time_prog - RAIN_RING_TIME_OFFSET*2.0) / 8.0
- - circle(f_part, uv, time_prog - RAIN_RING_TIME_OFFSET*3.0) / 16.0;
+ uv *= RAIN_RIPPLE_GAPS;
+ vec2 f_part = fract(uv);
+ vec2 i_part = floor(uv);
+ float adjusted_time = time * 1.2 + randPhase(i_part);
+ vec4 a = circle(f_part, i_part, adjusted_time);
+ vec4 b = circle(f_part, i_part, adjusted_time - RAIN_RING_TIME_OFFSET);
+ vec4 c = circle(f_part, i_part, adjusted_time - RAIN_RING_TIME_OFFSET*2.0);
+ vec4 d = circle(f_part, i_part, adjusted_time - RAIN_RING_TIME_OFFSET*3.0);
+ vec4 ret;
+ ret.xy = a.xy - b.xy/2.0 + c.xy/4.0 - d.xy/8.0;
+ // z should always point up
+ ret.z = a.z + b.z /2.0 + c.z /4.0 + d.z /8.0;
+ //ret.xyz *= 1.5;
+ // fake specularity looks weird if we use every single ring, also if the inner rings are too bright
+ ret.w = (a.w + c.w /8.0)*1.5;
+ return ret;
}
-vec4 rainCombined(vec2 uv, float time) // returns ripple normal in xyz and ripple height in w
+vec4 circleSimple(vec2 coords, vec2 corner, float adjusted_time) // only returns fake specularity
{
- return
- rain(uv,time) +
- rain(uv + vec2(10.5,5.7),time) +
- rain(uv * 0.75 + vec2(3.7,18.9),time) +
- rain(uv * 0.9 + vec2(5.7,30.1),time) +
- rain(uv * 0.8 + vec2(1.2,3.0),time);
+ vec2 center = vec2(0.5,0.5) + (0.5 - RAIN_RIPPLE_RADIUS) * (2.0 * randOffset(corner, floor(adjusted_time)) - 1.0);
+ float phase = fract(adjusted_time);
+ vec2 toCenter = coords - center;
+
+ float r = RAIN_RIPPLE_RADIUS;
+ float d = length(toCenter);
+ float ringfollower = (phase-d/r)/RAIN_RING_TIME_OFFSET-1.0; // -1.0 ~ +1.0 cover the breadth of the ripple's ring
+
+ if(ringfollower < -1.0 || ringfollower > 0.5)
+ return vec4(0.0);
+
+ float energy = 1.0-phase;
+ float height = blip(ringfollower*2.0+0.5)*energy*energy; // fake specularity
+
+ return vec4(0.0, 0.0, 0.0, height);
+}
+vec4 rainSimple(vec2 uv, float time)
+{
+ uv *= RAIN_RIPPLE_GAPS;
+ vec2 f_part = fract(uv);
+ vec2 i_part = floor(uv);
+ float adjusted_time = time * 1.2 + randPhase(i_part);
+ return circleSimple(f_part, i_part, adjusted_time) * 1.5;
+}
+vec2 complex_mult(vec2 a, vec2 b)
+{
+ return vec2(a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x);
+}
+vec4 rainCombined(vec2 uv, float time) // returns ripple normal in xyz and fake specularity in w
+{
+ if(rainRippleDensity == 0)
+ return rainSimple(uv, time) + rainSimple(complex_mult(uv, vec2(0.4, 0.7)) + vec2( 1.2, 3.0), time);
+ vec4 ret =
+ rain(uv, time)
+ + rain(complex_mult(uv, vec2(0.4, 0.7)) + vec2(1.2, 3.0),time);
+ if(rainRippleDensity == 2)
+ ret +=
+ rain(uv * 0.75 + vec2( 3.7,18.9),time)
+ + rain(uv * 0.9 + vec2( 5.7,30.1),time)
+ + rain(uv * 1.0 + vec2(10.5 ,5.7),time);
+ return ret;
}
@@ -217,11 +271,11 @@ void main(void)
vec4 rainRipple;
if (rainIntensity > 0.01)
- rainRipple = rainCombined(position.xy / 1000.0,waterTimer) * clamp(rainIntensity,0.0,1.0);
+ rainRipple = rainCombined(position.xy/1000.0, waterTimer) * clamp(rainIntensity, 0.0, 1.0);
else
rainRipple = vec4(0.0);
- vec3 rippleAdd = rainRipple.xyz * abs(rainRipple.w) * 10.0;
+ vec3 rippleAdd = rainRipple.xyz * 10.0;
vec2 bigWaves = vec2(BIG_WAVES_X,BIG_WAVES_Y);
vec2 midWaves = mix(vec2(MID_WAVES_X,MID_WAVES_Y),vec2(MID_WAVES_RAIN_X,MID_WAVES_RAIN_Y),rainIntensity);
@@ -269,7 +323,14 @@ void main(void)
vec4 sunSpec = lcalcSpecular(0);
+ // artificial specularity to make rain ripples more noticeable
+ vec3 skyColorEstimate = vec3(max(0.0, mix(-0.3, 1.0, sunFade)));
+ vec3 rainSpecular = abs(rainRipple.w)*mix(skyColorEstimate, vec3(1.0), 0.05)*0.5;
+
#if REFRACTION
+ // no alpha here, so make sure raindrop ripple specularity gets properly subdued
+ rainSpecular *= clamp(fresnel*6.0 + specular * sunSpec.w, 0.0, 1.0);
+
// refraction
vec3 refraction = texture2D(refractionMap, screenCoords - screenCoordsOffset).rgb;
vec3 rawRefraction = refraction;
@@ -289,7 +350,7 @@ void main(void)
vec3 scatterColour = mix(SCATTER_COLOUR*vec3(1.0,0.4,0.0), SCATTER_COLOUR, clamp(1.0-exp(-sunHeight*SUN_EXT), 0.0, 1.0));
vec3 lR = reflect(lVec, lNormal);
float lightScatter = clamp(dot(lVec,lNormal)*0.7+0.3, 0.0, 1.0) * clamp(dot(lR, vVec)*2.0-1.2, 0.0, 1.0) * SCATTER_AMOUNT * sunFade * clamp(1.0-exp(-sunHeight), 0.0, 1.0);
- gl_FragData[0].xyz = mix( mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpec.xyz + vec3(abs(rainRipple.w)) * 0.2;
+ gl_FragData[0].xyz = mix( mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpec.xyz + rainSpecular;
gl_FragData[0].w = 1.0;
// wobbly water: hard-fade into refraction texture at extremely low depth, with a wobble based on normal mapping
@@ -302,7 +363,7 @@ void main(void)
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(abs(rainRipple.w)) * 0.7;
+ gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * sunSpec.xyz + rainSpecular;
gl_FragData[0].w = clamp(fresnel*6.0 + specular * sunSpec.w, 0.0, 1.0); //clamp(fresnel*2.0 + specular * gl_LightSource[0].specular.w, 0.0, 1.0);
#endif
@@ -312,7 +373,7 @@ void main(void)
#else
float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
#endif
- gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
+ gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
applyShadowDebugOverlay();
}