Refraction fog based on water depth (feature 5926)

pull/3234/head
Andrei Kortunov 3 months ago
parent 66b2d428c8
commit 525dee00f1

@ -187,6 +187,7 @@ Programmers
pkubik
PLkolek
PlutonicOverkill
Qlonever
Radu-Marius Popovici (rpopovici)
Rafael Moura (dhustkoder)
Randy Davin (Kindi)

@ -143,6 +143,7 @@
Feature #3537: Shader-based water ripples
Feature #5173: Support for NiFogProperty
Feature #5492: Let rain and snow collide with statics
Feature #5926: Refraction based on water depth
Feature #6149: Dehardcode Lua API_REVISION
Feature #6152: Playing music via lua scripts
Feature #6188: Specular lighting from point light sources

@ -114,7 +114,10 @@ namespace MWRender
}
// move the plane back along its normal a little bit to prevent bleeding at the water shore
const float clipFudge = -5;
float fov = Settings::camera().mFieldOfView;
const float clipFudgeMin = 2.5; // minimum offset of clip plane
const float clipFudgeScale = -15000.0;
float clipFudge = abs(abs((*mCullPlane)[3]) - eyePoint.z()) * fov / clipFudgeScale - clipFudgeMin;
modelViewMatrix->preMultTranslate(mCullPlane->getNormal() * clipFudge);
cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF);

@ -17,6 +17,8 @@
// tweakables -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
const float VISIBILITY = 2500.0;
const float VISIBILITY_DEPTH = VISIBILITY * 1.5;
const float DEPTH_FADE = 0.15;
const float BIG_WAVES_X = 0.1; // strength of big waves
const float BIG_WAVES_Y = 0.1;
@ -48,6 +50,7 @@ const float SUN_SPEC_FADING_THRESHOLD = 0.15; // visibility at which sun s
const float SPEC_HARDNESS = 256.0; // specular highlights hardness
const float BUMP_SUPPRESS_DEPTH = 300.0; // at what water depth bumpmap will be suppressed for reflections and refractions (prevents artifacts at shores)
const float REFR_FOG_DISTORT_DISTANCE = 3000.0; // at what distance refraction fog will be calculated using real water depth instead of distorted depth (prevents splotchy shores)
const vec2 WIND_DIR = vec2(0.5f, -0.8f);
const float WIND_SPEED = 0.2f;
@ -160,9 +163,10 @@ void main(void)
vec2 screenCoordsOffset = normal.xy * REFL_BUMP;
#if REFRACTION
float depthSample = linearizeDepth(sampleRefractionDepthMap(screenCoords), near, far) * radialise;
float depthSampleDistorted = linearizeDepth(sampleRefractionDepthMap(screenCoords-screenCoordsOffset), near, far) * radialise;
float surfaceDepth = linearizeDepth(gl_FragCoord.z, near, far) * radialise;
float realWaterDepth = depthSample - surfaceDepth; // undistorted water depth in view direction, independent of frustum
float depthSampleDistorted = linearizeDepth(sampleRefractionDepthMap(screenCoords - screenCoordsOffset), near, far) * radialise;
float waterDepthDistorted = max(depthSampleDistorted - surfaceDepth, 0.0);
screenCoordsOffset *= clamp(realWaterDepth / BUMP_SUPPRESS_DEPTH,0,1);
#endif
// reflection
@ -185,6 +189,16 @@ void main(void)
// no alpha here, so make sure raindrop ripple specularity gets properly subdued
rainSpecular *= clamp(fresnel*6.0 + specular * sunSpec.a, 0.0, 1.0);
// selectively nullify screenCoordsOffset to eliminate remaining shore artifacts, not needed for reflection
if (cameraPos.z > 0.0 && realWaterDepth <= VISIBILITY_DEPTH && waterDepthDistorted > VISIBILITY_DEPTH)
screenCoordsOffset = vec2(0.0);
depthSampleDistorted = linearizeDepth(sampleRefractionDepthMap(screenCoords - screenCoordsOffset), near, far) * radialise;
waterDepthDistorted = max(depthSampleDistorted - surfaceDepth, 0.0);
// fade to realWaterDepth at a distance to compensate for physically inaccurate depth calculation
waterDepthDistorted = mix(waterDepthDistorted, realWaterDepth, min(surfaceDepth / REFR_FOG_DISTORT_DISTANCE, 1.0));
// refraction
vec3 refraction = sampleRefractionMap(screenCoords - screenCoordsOffset).rgb;
vec3 rawRefraction = refraction;
@ -193,7 +207,11 @@ void main(void)
if (cameraPos.z < 0.0)
refraction = clamp(refraction * 1.5, 0.0, 1.0);
else
refraction = mix(refraction, waterColor, clamp(depthSampleDistorted/VISIBILITY, 0.0, 1.0));
{
float depthCorrection = sqrt(1.0 + 4.0 * DEPTH_FADE * DEPTH_FADE);
float factor = DEPTH_FADE * DEPTH_FADE / (-0.5 * depthCorrection + 0.5 - waterDepthDistorted / VISIBILITY) + 0.5 * depthCorrection + 0.5;
refraction = mix(refraction, waterColor, clamp(factor, 0.0, 1.0));
}
// sunlight scattering
// normal for sunlight scattering

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