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shadows enabled in refraction

This commit is contained in:
bzzt 2019-02-20 13:37:00 +00:00 committed by Bret Curtis
parent ca3cde20cd
commit 926eb0dcb0
3 changed files with 6 additions and 4 deletions

View file

@ -305,7 +305,7 @@ namespace MWRender
mTerrain->setWorkQueue(mWorkQueue.get());
// water goes after terrain for correct waterculling order
mWater.reset(new Water(mRootNode, sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), resourcePath));
mWater.reset(new Water(sceneRoot->getParent(0), sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), resourcePath));
mCamera.reset(new Camera(mViewer->getCamera()));
if (Settings::Manager::getBool("view over shoulder", "Camera"))

View file

@ -235,13 +235,14 @@ public:
Refraction()
{
unsigned int rttSize = Settings::Manager::getInt("rtt size", "Water");
setRenderOrder(osg::Camera::PRE_RENDER);
setRenderOrder(osg::Camera::PRE_RENDER, 1);
setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
setReferenceFrame(osg::Camera::RELATIVE_RF);
setSmallFeatureCullingPixelSize(Settings::Manager::getInt("small feature culling pixel size", "Water"));
setName("RefractionCamera");
setCullCallback(new InheritViewPointCallback);
setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); // for shadows bugfix
setCullMask(Mask_Effect|Mask_Scene|Mask_Object|Mask_Static|Mask_Terrain|Mask_Actor|Mask_ParticleSystem|Mask_Sky|Mask_Sun|Mask_Player|Mask_Lighting);
setNodeMask(Mask_RenderToTexture);
@ -284,7 +285,8 @@ public:
attach(osg::Camera::DEPTH_BUFFER, mRefractionDepthTexture);
SceneUtil::ShadowManager::disableShadowsForStateSet(getOrCreateStateSet());
if (Settings::Manager::getFloat("refraction scale", "Water") != 1)
SceneUtil::ShadowManager::disableShadowsForStateSet(getOrCreateStateSet());
}
void setScene(osg::Node* scene)

View file

@ -246,7 +246,7 @@ void main(void)
float sunHeight = lVec.z;
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 = shadow * 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);
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 * gl_LightSource[0].specular.xyz + vec3(rainRipple.w) * 0.2;
gl_FragData[0].w = 1.0;
#else