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shadows enabled in refraction
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ca3cde20cd
commit
926eb0dcb0
3 changed files with 6 additions and 4 deletions
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@ -305,7 +305,7 @@ namespace MWRender
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mTerrain->setWorkQueue(mWorkQueue.get());
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// water goes after terrain for correct waterculling order
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mWater.reset(new Water(mRootNode, sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), resourcePath));
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mWater.reset(new Water(sceneRoot->getParent(0), sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), resourcePath));
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mCamera.reset(new Camera(mViewer->getCamera()));
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if (Settings::Manager::getBool("view over shoulder", "Camera"))
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@ -235,13 +235,14 @@ public:
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Refraction()
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{
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unsigned int rttSize = Settings::Manager::getInt("rtt size", "Water");
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setRenderOrder(osg::Camera::PRE_RENDER);
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setRenderOrder(osg::Camera::PRE_RENDER, 1);
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setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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setReferenceFrame(osg::Camera::RELATIVE_RF);
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setSmallFeatureCullingPixelSize(Settings::Manager::getInt("small feature culling pixel size", "Water"));
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setName("RefractionCamera");
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setCullCallback(new InheritViewPointCallback);
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setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); // for shadows bugfix
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setCullMask(Mask_Effect|Mask_Scene|Mask_Object|Mask_Static|Mask_Terrain|Mask_Actor|Mask_ParticleSystem|Mask_Sky|Mask_Sun|Mask_Player|Mask_Lighting);
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setNodeMask(Mask_RenderToTexture);
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@ -284,7 +285,8 @@ public:
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attach(osg::Camera::DEPTH_BUFFER, mRefractionDepthTexture);
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SceneUtil::ShadowManager::disableShadowsForStateSet(getOrCreateStateSet());
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if (Settings::Manager::getFloat("refraction scale", "Water") != 1)
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SceneUtil::ShadowManager::disableShadowsForStateSet(getOrCreateStateSet());
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}
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void setScene(osg::Node* scene)
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@ -246,7 +246,7 @@ void main(void)
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float sunHeight = lVec.z;
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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));
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vec3 lR = reflect(lVec, lNormal);
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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);
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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);
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gl_FragData[0].xyz = mix( mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * gl_LightSource[0].specular.xyz + vec3(rainRipple.w) * 0.2;
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gl_FragData[0].w = 1.0;
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#else
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