basic shadows

actorid
scrawl 12 years ago
parent 62908c9ef5
commit 2a4fcf42a3

@ -15,7 +15,7 @@ source_group(game FILES ${GAME} ${GAME_HEADER})
add_openmw_dir (mwrender
renderingmanager debugging sky player animation npcanimation creatureanimation actors objects
renderinginterface localmap occlusionquery terrain terrainmaterial water
renderinginterface localmap occlusionquery terrain terrainmaterial water shadows shaderhelper
)
add_openmw_dir (mwinput

@ -362,6 +362,7 @@ void OMW::Engine::go()
addResourcesDirectory(mResDir / "mygui");
addResourcesDirectory(mResDir / "water");
addResourcesDirectory(mResDir / "gbuffer");
addResourcesDirectory(mResDir / "shadows");
// Create the window
mOgre->createWindow("OpenMW");

@ -225,7 +225,9 @@ void LocalMap::render(const float x, const float y,
vp->setShadowsEnabled(false);
vp->setBackgroundColour(ColourValue(0, 0, 0));
vp->setVisibilityMask(RV_Map);
vp->setMaterialScheme("Map");
// use fallback techniques without shadows and without mrt
vp->setMaterialScheme("Fallback");
rtt->update();

@ -193,6 +193,8 @@ void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh)
sg->setVisibilityFlags(small ? RV_StaticsSmall : RV_Statics);
sg->setCastShadows(true);
sg->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
mRenderer.getScene()->destroyEntity(ent);

@ -60,6 +60,7 @@ OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNod
mBBNodeReal = mRendering->getScene()->getRootSceneNode()->createChildSceneNode();
mBBQueryTotal = mRendering->getScene()->createBillboardSet(1);
mBBQueryTotal->setCastShadows(false);
mBBQueryTotal->setDefaultDimensions(150, 150);
mBBQueryTotal->createBillboard(Vector3::ZERO);
mBBQueryTotal->setMaterialName("QueryTotalPixels");
@ -67,6 +68,7 @@ OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNod
mBBNodeReal->attachObject(mBBQueryTotal);
mBBQueryVisible = mRendering->getScene()->createBillboardSet(1);
mBBQueryVisible->setCastShadows(false);
mBBQueryVisible->setDefaultDimensions(150, 150);
mBBQueryVisible->createBillboard(Vector3::ZERO);
mBBQueryVisible->setMaterialName("QueryVisiblePixels");
@ -75,6 +77,7 @@ OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNod
mBBQuerySingleObject = mRendering->getScene()->createBillboardSet(1);
/// \todo ideally this should occupy exactly 1 pixel on the screen
mBBQuerySingleObject->setCastShadows(false);
mBBQuerySingleObject->setDefaultDimensions(0.003, 0.003);
mBBQuerySingleObject->createBillboard(Vector3::ZERO);
mBBQuerySingleObject->setMaterialName("QueryVisiblePixels");

@ -14,6 +14,10 @@
#include <components/esm/loadstat.hpp>
#include <components/settings/settings.hpp>
#include "shadows.hpp"
#include "shaderhelper.hpp"
#include "localmap.hpp"
#include "water.hpp"
using namespace MWRender;
using namespace Ogre;
@ -21,11 +25,9 @@ using namespace Ogre;
namespace MWRender {
RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const boost::filesystem::path& resDir, OEngine::Physic::PhysicEngine* engine, MWWorld::Environment& environment)
:mRendering(_rend), mObjects(mRendering), mActors(mRendering, environment), mAmbientMode(0)
:mRendering(_rend), mObjects(mRendering), mActors(mRendering, environment), mAmbientMode(0), mSunEnabled(0)
{
mRendering.createScene("PlayerCam", Settings::Manager::getFloat("field of view", "General"), 5);
mTerrainManager = new TerrainManager(mRendering.getScene(),
environment);
mWater = 0;
@ -86,6 +88,12 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
Ogre::SceneNode *cameraPitchNode = cameraYawNode->createChildSceneNode();
cameraPitchNode->attachObject(mRendering.getCamera());
mShadows = new Shadows(&mRendering);
mShaderHelper = new ShaderHelper(this);
mTerrainManager = new TerrainManager(mRendering.getScene(), this,
environment);
//mSkyManager = 0;
mSkyManager = new SkyManager(mMwRoot, mRendering.getCamera(), &environment);
@ -412,6 +420,7 @@ void RenderingManager::skipAnimation (const MWWorld::Ptr& ptr)
void RenderingManager::setSunColour(const Ogre::ColourValue& colour)
{
if (!mSunEnabled) return;
mSun->setDiffuseColour(colour);
mSun->setSpecularColour(colour);
mTerrainManager->setDiffuse(colour);
@ -425,12 +434,21 @@ void RenderingManager::setAmbientColour(const Ogre::ColourValue& colour)
void RenderingManager::sunEnable()
{
if (mSun) mSun->setVisible(true);
// Don't disable the light, as the shaders assume the first light to be directional.
//if (mSun) mSun->setVisible(true);
mSunEnabled = true;
}
void RenderingManager::sunDisable()
{
if (mSun) mSun->setVisible(false);
// Don't disable the light, as the shaders assume the first light to be directional.
//if (mSun) mSun->setVisible(false);
mSunEnabled = false;
if (mSun)
{
mSun->setDiffuseColour(ColourValue(0,0,0));
mSun->setSpecularColour(ColourValue(0,0,0));
}
}
void RenderingManager::setSunDirection(const Ogre::Vector3& direction)
@ -475,4 +493,9 @@ const bool RenderingManager::useMRT()
return Settings::Manager::getBool("shader", "Water");
}
Shadows* RenderingManager::getShadows()
{
return mShadows;
}
} // namespace

@ -25,8 +25,6 @@
#include "objects.hpp"
#include "actors.hpp"
#include "player.hpp"
#include "water.hpp"
#include "localmap.hpp"
#include "occlusionquery.hpp"
namespace Ogre
@ -45,7 +43,10 @@ namespace MWWorld
namespace MWRender
{
class Shadows;
class ShaderHelper;
class LocalMap;
class Water;
class RenderingManager: private RenderingInterface {
@ -114,6 +115,8 @@ class RenderingManager: private RenderingInterface {
bool occlusionQuerySupported() { return mOcclusionQuery->supported(); };
OcclusionQuery* getOcclusionQuery() { return mOcclusionQuery; };
Shadows* getShadows();
void setGlare(bool glare);
void skyEnable ();
void skyDisable ();
@ -149,6 +152,8 @@ class RenderingManager: private RenderingInterface {
void setAmbientMode();
bool mSunEnabled;
SkyManager* mSkyManager;
OcclusionQuery* mOcclusionQuery;
@ -180,6 +185,10 @@ class RenderingManager: private RenderingInterface {
MWRender::Debugging *mDebugging;
MWRender::LocalMap* mLocalMap;
MWRender::Shadows* mShadows;
MWRender::ShaderHelper* mShaderHelper;
};
}

@ -0,0 +1,308 @@
#include "shaderhelper.hpp"
#include "renderingmanager.hpp"
#include "shadows.hpp"
#include <OgreHighLevelGpuProgramManager.h>
#include <OgreHighLevelGpuProgram.h>
#include <OgreGpuProgramParams.h>
#include <components/settings/settings.hpp>
using namespace Ogre;
using namespace MWRender;
ShaderHelper::ShaderHelper(RenderingManager* rend)
{
mRendering = rend;
applyShaders();
}
void ShaderHelper::applyShaders()
{
if (!Settings::Manager::getBool("shaders", "Objects")) return;
bool mrt = RenderingManager::useMRT();
bool shadows = Settings::Manager::getBool("enabled", "Shadows");
bool split = Settings::Manager::getBool("split", "Shadows");
// shader for normal rendering
createShader(mrt, shadows, split, "main");
// fallback shader without mrt and without shadows
// (useful for reflection and for minimap)
createShader(false, false, false, "main_fallback");
}
void ShaderHelper::createShader(const bool mrt, const bool shadows, const bool split, const std::string& name)
{
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
const int numsplits = 3;
// the number of lights to support.
// when rendering an object, OGRE automatically picks the lights that are
// closest to the object being rendered. unfortunately this mechanism does
// not work perfectly for objects batched together (they will all use the same
// lights). to work around this, we are simply pushing the maximum number
// of lights here in order to minimize disappearing lights.
int num_lights = Settings::Manager::getInt("num lights", "Objects");
{
// vertex
HighLevelGpuProgramPtr vertex;
if (!mgr.getByName(name+"_vp").isNull())
mgr.remove(name+"_vp");
vertex = mgr.createProgram(name+"_vp", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_VERTEX_PROGRAM);
vertex->setParameter("profiles", "vs_4_0 vs_2_x vp40 arbvp1");
vertex->setParameter("entry_point", "main_vp");
StringUtil::StrStreamType outStream;
outStream <<
"void main_vp( \n"
" float4 position : POSITION, \n"
" float4 normal : NORMAL, \n"
" float4 colour : COLOR, \n"
" in float2 uv : TEXCOORD0, \n"
" out float2 oUV : TEXCOORD0, \n"
" out float4 oPosition : POSITION, \n"
" out float4 oPositionObjSpace : TEXCOORD1, \n"
" out float4 oNormal : TEXCOORD2, \n"
" out float oDepth : TEXCOORD3, \n"
" out float4 oVertexColour : TEXCOORD4, \n";
if (shadows && !split) outStream <<
" out float4 oLightSpacePos0 : TEXCOORD5, \n"
" uniform float4x4 worldMatrix, \n"
" uniform float4x4 texViewProjMatrix0, \n";
else
{
for (int i=0; i<numsplits; ++i)
{
outStream <<
" out float4 oLightSpacePos"<<i<<" : TEXCOORD"<<i+5<<", \n"
" uniform float4x4 texViewProjMatrix"<<i<<", \n";
}
outStream <<
" uniform float4x4 worldMatrix, \n";
}
outStream <<
" uniform float4x4 worldViewProj \n"
") \n"
"{ \n"
" oVertexColour = colour; \n"
" oUV = uv; \n"
" oNormal = normal; \n"
" oPosition = mul( worldViewProj, position ); \n"
" oDepth = oPosition.z; \n"
" oPositionObjSpace = position; \n";
if (shadows && !split) outStream <<
" oLightSpacePos0 = mul(texViewProjMatrix0, mul(worldMatrix, position)); \n";
else
{
outStream <<
" float4 wPos = mul(worldMatrix, position); \n";
for (int i=0; i<numsplits; ++i)
{
outStream <<
" oLightSpacePos"<<i<<" = mul(texViewProjMatrix"<<i<<", wPos); \n";
}
}
outStream <<
"}";
vertex->setSource(outStream.str());
vertex->load();
vertex->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
if (shadows)
{
vertex->getDefaultParameters()->setNamedAutoConstant("worldMatrix", GpuProgramParameters::ACT_WORLD_MATRIX);
if (!split)
vertex->getDefaultParameters()->setNamedAutoConstant("texViewProjMatrix0", GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, 0);
else
{
for (int i=0; i<numsplits; ++i)
{
vertex->getDefaultParameters()->setNamedAutoConstant("texViewProjMatrix"+StringConverter::toString(i), GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, i);
}
}
}
}
{
// fragment
HighLevelGpuProgramPtr fragment;
if (!mgr.getByName(name+"_fp").isNull())
mgr.remove(name+"_fp");
fragment = mgr.createProgram(name+"_fp", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_FRAGMENT_PROGRAM);
fragment->setParameter("profiles", "ps_4_0 ps_2_x fp40 arbfp1");
fragment->setParameter("entry_point", "main_fp");
StringUtil::StrStreamType outStream;
if (shadows) outStream <<
"float depthShadow(sampler2D shadowMap, float4 shadowMapPos, float2 offset) \n"
"{ \n"
" shadowMapPos /= shadowMapPos.w; \n"
" float3 o = float3(offset.xy, -offset.x) * 0.3f; \n"
" float c = (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy - o.xy).r) ? 1 : 0; // top left \n"
" c += (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy + o.xy).r) ? 1 : 0; // bottom right \n"
" c += (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy + o.zy).r) ? 1 : 0; // bottom left \n"
" c += (shadowMapPos.z <= tex2D(shadowMap, shadowMapPos.xy - o.zy).r) ? 1 : 0; // top right \n"
" return c / 4; \n"
"} \n";
outStream <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n"
" uniform sampler2D texture : register(s0), \n"
" float4 positionObjSpace : TEXCOORD1, \n"
" float4 normal : TEXCOORD2, \n"
" float iDepth : TEXCOORD3, \n"
" float4 vertexColour : TEXCOORD4, \n"
" uniform float4 fogColour, \n"
" uniform float4 fogParams, \n";
if (shadows) outStream <<
" uniform float4 shadowFar_fadeStart, \n";
if (shadows && !split) outStream <<
" uniform sampler2D shadowMap : register(s1), \n"
" float4 lightSpacePos0 : TEXCOORD5, \n"
" uniform float4 invShadowmapSize0, \n";
else
{
outStream <<
" uniform float4 pssmSplitPoints, \n";
for (int i=0; i<numsplits; ++i)
{
outStream <<
" uniform sampler2D shadowMap"<<i<<" : register(s"<<i+1<<"), \n"
" float4 lightSpacePos"<<i<<" : TEXCOORD"<<i+5<<", \n"
" uniform float4 invShadowmapSize"<<i<<", \n";
}
}
if (mrt) outStream <<
" out float4 oColor1 : COLOR1, \n"
" uniform float far, \n";
for (int i=0; i<num_lights; ++i)
{
outStream <<
" uniform float4 lightDiffuse"<<i<<", \n"
" uniform float4 lightPositionObjSpace"<<i<<", \n"
" uniform float4 lightAttenuation"<<i<<", \n";
}
outStream <<
" uniform float4 lightAmbient, \n"
" uniform float4 ambient, \n"
" uniform float4 diffuse, \n"
" uniform float4 emissive \n"
") \n"
"{ \n"
" float4 tex = tex2D(texture, uv); \n"
" float d; \n"
" float attn; \n"
" float3 lightDir; \n"
" float3 lightColour = float3(0, 0, 0); \n";
for (int i=0; i<num_lights; ++i)
{
outStream <<
" lightDir = lightPositionObjSpace"<<i<<".xyz - (positionObjSpace.xyz * lightPositionObjSpace"<<i<<".w); \n"
// pre-multiply light color with attenuation factor
" d = length( lightDir ); \n"
" attn = ( 1.0 / (( lightAttenuation"<<i<<".y ) + ( lightAttenuation"<<i<<".z * d ) + ( lightAttenuation"<<i<<".w * d * d ))); \n"
" lightDiffuse"<<i<<" *= attn; \n";
if (i == 0 && shadows)
{
outStream <<
" float shadow; \n";
if (!split) outStream <<
" shadow = depthShadow(shadowMap, lightSpacePos0, invShadowmapSize0.xy); \n";
else
{
for (int j=0; j<numsplits; ++j)
{
std::string channel;
if (j==0) channel = "x";
else if (j==1) channel = "y";
else if (j==2) channel = "z";
if (j==0)
outStream << " if (iDepth <= pssmSplitPoints." << channel << ") \n";
else if (j < numsplits - 1)
outStream << " else if (iDepth <= pssmSplitPoints." << channel << ") \n";
else
outStream << " else \n";
outStream <<
" { \n"
" shadow = depthShadow(shadowMap" << j << ", lightSpacePos" << j << ", invShadowmapSize" << j << ".xy); \n"
" } \n";
}
}
outStream <<
" float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y; \n"
" float fade = 1-((iDepth - shadowFar_fadeStart.y) / fadeRange); \n"
" shadow = (iDepth > shadowFar_fadeStart.x) ? 1 : ((iDepth > shadowFar_fadeStart.y) ? 1-((1-shadow)*fade) : shadow); \n"
" lightColour.xyz += shadow * lit(dot(normalize(lightDir), normalize(normal)), 0, 0).y * lightDiffuse"<<i<<".xyz;\n";
}
else outStream <<
" lightColour.xyz += lit(dot(normalize(lightDir), normalize(normal)), 0, 0).y * lightDiffuse"<<i<<".xyz;\n";
}
outStream <<
" float3 lightingFinal = lightColour.xyz * diffuse.xyz * vertexColour.xyz + ambient.xyz * lightAmbient.xyz + emissive.xyz; \n"
" float fogValue = saturate((iDepth - fogParams.y) * fogParams.w); \n"
" oColor.xyz = lerp(lightingFinal * tex.xyz, fogColour, fogValue); \n"
" oColor.a = tex.a * diffuse.a * vertexColour.a; \n";
if (mrt) outStream <<
" oColor1 = float4(iDepth / far, 0, 0, (oColor.a == 1)); \n"; // only write to MRT if alpha is 1
outStream <<
"}";
fragment->setSource(outStream.str());
fragment->load();
for (int i=0; i<num_lights; ++i)
{
fragment->getDefaultParameters()->setNamedAutoConstant("lightPositionObjSpace"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE, i);
fragment->getDefaultParameters()->setNamedAutoConstant("lightDiffuse"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_DIFFUSE_COLOUR, i);
fragment->getDefaultParameters()->setNamedAutoConstant("lightAttenuation"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_ATTENUATION, i);
}
fragment->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("ambient", GpuProgramParameters::ACT_SURFACE_AMBIENT_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("lightAmbient", GpuProgramParameters::ACT_AMBIENT_LIGHT_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("fogColour", GpuProgramParameters::ACT_FOG_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("fogParams", GpuProgramParameters::ACT_FOG_PARAMS);
if (shadows)
{
fragment->getDefaultParameters()->setNamedConstant("shadowFar_fadeStart", Vector4(mRendering->getShadows()->getShadowFar(), mRendering->getShadows()->getFadeStart()*mRendering->getShadows()->getShadowFar(), 0, 0));
for (int i=0; i < (split ? numsplits : 1); ++i)
{
fragment->getDefaultParameters()->setNamedAutoConstant("invShadowmapSize" + StringConverter::toString(i), GpuProgramParameters::ACT_INVERSE_TEXTURE_SIZE, i+1);
}
if (split)
{
Vector4 splitPoints;
const PSSMShadowCameraSetup::SplitPointList& splitPointList = mRendering->getShadows()->getPSSMSetup()->getSplitPoints();
// Populate from split point 1, not 0, since split 0 isn't useful (usually 0)
for (int i = 1; i < numsplits; ++i)
{
splitPoints[i-1] = splitPointList[i];
}
fragment->getDefaultParameters()->setNamedConstant("pssmSplitPoints", splitPoints);
}
}
if (mrt)
fragment->getDefaultParameters()->setNamedAutoConstant("far", GpuProgramParameters::ACT_FAR_CLIP_DISTANCE);
}
}

@ -0,0 +1,29 @@
#ifndef GAME_SHADERHELPER_H
#define GAME_SHADERHELPER_H
#include <string>
namespace MWRender
{
class RenderingManager;
///
/// \brief manages the main shader
///
class ShaderHelper
{
public:
ShaderHelper(RenderingManager* rend);
void applyShaders();
///< apply new settings
private:
RenderingManager* mRendering;
void createShader(const bool mrt, const bool shadows, const bool split, const std::string& name);
};
}
#endif

@ -0,0 +1,175 @@
#include "shadows.hpp"
#include <components/settings/settings.hpp>
#include <openengine/ogre/renderer.hpp>
#include <OgreSceneManager.h>
#include <OgreColourValue.h>
#include <OgreShadowCameraSetupLiSPSM.h>
#include <OgreShadowCameraSetupPSSM.h>
#include <OgreHardwarePixelBuffer.h>
#include <OgreOverlayContainer.h>
#include <OgreOverlayManager.h>
#include "renderconst.hpp"
using namespace Ogre;
using namespace MWRender;
Shadows::Shadows(OEngine::Render::OgreRenderer* rend) :
mShadowFar(1000), mFadeStart(0.9)
{
mRendering = rend;
mSceneMgr = mRendering->getScene();
recreate();
}
void Shadows::recreate()
{
bool enabled = Settings::Manager::getBool("enabled", "Shadows");
// Split shadow maps are currently disabled because the terrain cannot cope with them
// (Too many texture units) Solution would be a multi-pass terrain material
bool split = Settings::Manager::getBool("split", "Shadows");
//const bool split = false;
if (!enabled)
{
mSceneMgr->setShadowTechnique(SHADOWTYPE_NONE);
return;
}
int texsize = Settings::Manager::getInt("texture size", "Shadows");
mSceneMgr->setShadowTextureSize(texsize);
mSceneMgr->setShadowTechnique(SHADOWTYPE_TEXTURE_MODULATIVE_INTEGRATED);
// no point light shadows, i'm afraid. might revisit this with Deferred Shading
mSceneMgr->setShadowTextureCountPerLightType(Light::LT_POINT, 0);
mSceneMgr->setShadowTextureCountPerLightType(Light::LT_DIRECTIONAL, split ? 3 : 1);
mSceneMgr->setShadowTextureCount(split ? 3 : 1);
mSceneMgr->setShadowTextureSelfShadow(true);
mSceneMgr->setShadowCasterRenderBackFaces(true);
mSceneMgr->setShadowTextureCasterMaterial("depth_shadow_caster");
mSceneMgr->setShadowTexturePixelFormat(PF_FLOAT32_R);
mSceneMgr->setShadowDirLightTextureOffset(0.9);
mSceneMgr->setShadowDirectionalLightExtrusionDistance(1000000);
mSceneMgr->setShowDebugShadows(true);
mShadowFar = split ? Settings::Manager::getInt("split shadow distance", "Shadows") : Settings::Manager::getInt("shadow distance", "Shadows");
mSceneMgr->setShadowFarDistance(mShadowFar);
mFadeStart = Settings::Manager::getFloat("fade start", "Shadows");
ShadowCameraSetupPtr shadowCameraSetup;
if (split)
{
mPSSMSetup = new PSSMShadowCameraSetup();
mPSSMSetup->setSplitPadding(5);
mPSSMSetup->calculateSplitPoints(3, mRendering->getCamera()->getNearClipDistance(), mShadowFar);
const Real adjustFactors[3] = {64, 64, 64};
for (int i=0; i < 3; ++i)
{
mPSSMSetup->setOptimalAdjustFactor(i, adjustFactors[i]);
/*if (i==0)
mSceneMgr->setShadowTextureConfig(i, texsize, texsize, Ogre::PF_FLOAT32_R);
else if (i ==1)
mSceneMgr->setShadowTextureConfig(i, texsize/2, texsize/2, Ogre::PF_FLOAT32_R);
else if (i ==2)
mSceneMgr->setShadowTextureConfig(i, texsize/4, texsize/4, Ogre::PF_FLOAT32_R);*/
}
shadowCameraSetup = ShadowCameraSetupPtr(mPSSMSetup);
}
else
{
LiSPSMShadowCameraSetup* lispsmSetup = new LiSPSMShadowCameraSetup();
lispsmSetup->setOptimalAdjustFactor(2);
//lispsmSetup->setCameraLightDirectionThreshold(Degree(0));
//lispsmSetup->setUseAggressiveFocusRegion(false);
shadowCameraSetup = ShadowCameraSetupPtr(lispsmSetup);
}
mSceneMgr->setShadowCameraSetup(shadowCameraSetup);
// Set visibility mask for the shadow render textures
int visibilityMask = RV_Actors * Settings::Manager::getBool("actor shadows", "Shadows")
+ (RV_Statics + RV_StaticsSmall) * Settings::Manager::getBool("statics shadows", "Shadows")
+ RV_Misc * Settings::Manager::getBool("misc shadows", "Shadows");
for (int i = 0; i < (split ? 3 : 1); ++i)
{
TexturePtr shadowTexture = mSceneMgr->getShadowTexture(i);
Viewport* vp = shadowTexture->getBuffer()->getRenderTarget()->getViewport(0);
vp->setVisibilityMask(visibilityMask);
}
// --------------------------------------------------------------------------------------------------------------------
// --------------------------- Debug overlays to display the content of shadow maps -----------------------------------
// --------------------------------------------------------------------------------------------------------------------
/*
OverlayManager& mgr = OverlayManager::getSingleton();
Overlay* overlay;
// destroy if already exists
if (overlay = mgr.getByName("DebugOverlay"))
mgr.destroy(overlay);
overlay = mgr.create("DebugOverlay");
for (size_t i = 0; i < (split ? 3 : 1); ++i) {
TexturePtr tex = mRendering->getScene()->getShadowTexture(i);
// Set up a debug panel to display the shadow
if (MaterialManager::getSingleton().resourceExists("Ogre/DebugTexture" + StringConverter::toString(i)))
MaterialManager::getSingleton().remove("Ogre/DebugTexture" + StringConverter::toString(i));
MaterialPtr debugMat = MaterialManager::getSingleton().create(
"Ogre/DebugTexture" + StringConverter::toString(i),
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
debugMat->getTechnique(0)->getPass(0)->setLightingEnabled(false);
TextureUnitState *t = debugMat->getTechnique(0)->getPass(0)->createTextureUnitState(tex->getName());
t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
OverlayContainer* debugPanel;
// destroy container if exists
try
{
if (debugPanel =
static_cast<OverlayContainer*>(
mgr.getOverlayElement("Ogre/DebugTexPanel" + StringConverter::toString(i)
)))
mgr.destroyOverlayElement(debugPanel);
}
catch (Ogre::Exception&) {}
debugPanel = (OverlayContainer*)
(OverlayManager::getSingleton().createOverlayElement("Panel", "Ogre/DebugTexPanel" + StringConverter::toString(i)));
debugPanel->_setPosition(0.8, i*0.25);
debugPanel->_setDimensions(0.2, 0.24);
debugPanel->setMaterialName(debugMat->getName());
debugPanel->show();
overlay->add2D(debugPanel);
overlay->show();
}
*/
}
PSSMShadowCameraSetup* Shadows::getPSSMSetup()
{
return mPSSMSetup;
}
float Shadows::getShadowFar() const
{
return mShadowFar;
}
float Shadows::getFadeStart() const
{
return mFadeStart;
}

@ -0,0 +1,39 @@
#ifndef GAME_SHADOWS_H
#define GAME_SHADOWS_H
// forward declares
namespace Ogre
{
class SceneManager;
class PSSMShadowCameraSetup;
}
namespace OEngine{
namespace Render{
class OgreRenderer;
}
}
namespace MWRender
{
class Shadows
{
public:
Shadows(OEngine::Render::OgreRenderer* rend);
void recreate();
Ogre::PSSMShadowCameraSetup* getPSSMSetup();
float getShadowFar() const;
float getFadeStart() const;
protected:
OEngine::Render::OgreRenderer* mRendering;
Ogre::SceneManager* mSceneMgr;
Ogre::PSSMShadowCameraSetup* mPSSMSetup;
float mShadowFar;
float mFadeStart;
};
}
#endif

@ -102,6 +102,7 @@ void BillboardObject::init(const String& textureName,
mNode->setPosition(finalPosition);
mNode->attachObject(mBBSet);
mBBSet->createBillboard(0,0,0);
mBBSet->setCastShadows(false);
mMaterial = MaterialManager::getSingleton().create("BillboardMaterial"+StringConverter::toString(bodyCount), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
mMaterial->removeAllTechniques();
@ -450,6 +451,7 @@ void SkyManager::create()
Entity* night1_ent = mSceneMgr->createEntity("meshes\\sky_night_01.nif");
night1_ent->setRenderQueueGroup(RQG_SkiesEarly+1);
night1_ent->setVisibilityFlags(RV_Sky);
night1_ent->setCastShadows(false);
mAtmosphereNight = mRootNode->createChildSceneNode();
mAtmosphereNight->attachObject(night1_ent);
@ -525,6 +527,7 @@ void SkyManager::create()
// Atmosphere (day)
mesh = NifOgre::NIFLoader::load("meshes\\sky_atmosphere.nif");
Entity* atmosphere_ent = mSceneMgr->createEntity("meshes\\sky_atmosphere.nif");
atmosphere_ent->setCastShadows(false);
ModVertexAlpha(atmosphere_ent, 0);
@ -596,6 +599,7 @@ void SkyManager::create()
SceneNode* clouds_node = mRootNode->createChildSceneNode();
clouds_node->attachObject(clouds_ent);
mCloudMaterial = clouds_ent->getSubEntity(0)->getMaterial();
clouds_ent->setCastShadows(false);
// Clouds vertex shader
HighLevelGpuProgramPtr vshader2 = mgr.createProgram("Clouds_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
@ -677,6 +681,8 @@ void SkyManager::create()
mAtmosphereMaterial->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
mCloudMaterial->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
mCloudMaterial->getTechnique(0)->getPass(0)->removeAllTextureUnitStates();
mCloudMaterial->getTechnique(0)->getPass(0)->createTextureUnitState("textures\\tx_sky_cloudy.dds");
mCloudMaterial->getTechnique(0)->getPass(0)->createTextureUnitState("");
mCreated = true;
@ -766,12 +772,14 @@ void SkyManager::disable()
void SkyManager::setMoonColour (bool red)
{
if (!mCreated) return;
mSecunda->setColour( red ? ColourValue(1.0, 0.0784, 0.0784)
: ColourValue(1.0, 1.0, 1.0));
}
void SkyManager::setCloudsOpacity(float opacity)
{
if (!mCreated) return;
mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("opacity", Real(opacity));
}
@ -927,11 +935,13 @@ void SkyManager::setThunder(const float factor)
void SkyManager::setMasserFade(const float fade)
{
if (!mCreated) return;
mMasser->setVisibility(fade);
}
void SkyManager::setSecundaFade(const float fade)
{
if (!mCreated) return;
mSecunda->setVisibility(fade);
}

@ -7,7 +7,8 @@
#include "terrainmaterial.hpp"
#include "terrain.hpp"
#include "renderconst.hpp"
#include "shadows.hpp"
#include <components/settings/settings.hpp>
using namespace Ogre;
@ -16,8 +17,8 @@ namespace MWRender
//----------------------------------------------------------------------------------------------
TerrainManager::TerrainManager(Ogre::SceneManager* mgr, const MWWorld::Environment& evn) :
mEnvironment(evn), mTerrainGroup(TerrainGroup(mgr, Terrain::ALIGN_X_Z, mLandSize, mWorldSize))
TerrainManager::TerrainManager(Ogre::SceneManager* mgr, RenderingManager* rend, const MWWorld::Environment& evn) :
mEnvironment(evn), mTerrainGroup(TerrainGroup(mgr, Terrain::ALIGN_X_Z, mLandSize, mWorldSize)), mRendering(rend)
{
TerrainMaterialGeneratorPtr matGen;
@ -48,9 +49,19 @@ namespace MWRender
mActiveProfile->setLayerSpecularMappingEnabled(false);
mActiveProfile->setLayerNormalMappingEnabled(false);
mActiveProfile->setLayerParallaxMappingEnabled(false);
mActiveProfile->setReceiveDynamicShadowsEnabled(false);
//composite maps lead to a drastic reduction in loading time so are
bool shadows = Settings::Manager::getBool("enabled", "Shadows");
mActiveProfile->setReceiveDynamicShadowsEnabled(shadows);
mActiveProfile->setReceiveDynamicShadowsDepth(shadows);
if (Settings::Manager::getBool("split", "Shadows"))
mActiveProfile->setReceiveDynamicShadowsPSSM(mRendering->getShadows()->getPSSMSetup());
else
mActiveProfile->setReceiveDynamicShadowsPSSM(0);
mActiveProfile->setShadowFar(mRendering->getShadows()->getShadowFar());
mActiveProfile->setShadowFadeStart(mRendering->getShadows()->getFadeStart());
//composite maps lead to a drastic increase in loading time so are
//disabled
mActiveProfile->setCompositeMapEnabled(false);

@ -24,7 +24,7 @@ namespace MWRender{
*/
class TerrainManager{
public:
TerrainManager(Ogre::SceneManager* mgr, const MWWorld::Environment& env);
TerrainManager(Ogre::SceneManager* mgr, RenderingManager* rend, const MWWorld::Environment& env);
virtual ~TerrainManager();
void setDiffuse(const Ogre::ColourValue& diffuse);
@ -37,6 +37,7 @@ namespace MWRender{
Ogre::TerrainGroup mTerrainGroup;
const MWWorld::Environment& mEnvironment;
RenderingManager* mRendering;
Ogre::TerrainMaterialGeneratorB::SM2Profile* mActiveProfile;

@ -86,6 +86,7 @@ namespace Ogre
, mPSSM(0)
, mDepthShadows(false)
, mLowLodShadows(false)
, mShadowFar(1300)
{
}
@ -102,6 +103,24 @@ namespace Ogre
terrain->_setLightMapRequired(mLightmapEnabled, true);
terrain->_setCompositeMapRequired(mCompositeMapEnabled);
}
//---------------------------------------------------------------------
void TerrainMaterialGeneratorB::SM2Profile::setShadowFar(float far)
{
if (mShadowFar != far)
{
mShadowFar = far;
mParent->_markChanged();
}
}
//---------------------------------------------------------------------
void TerrainMaterialGeneratorB::SM2Profile::setShadowFadeStart(float fadestart)
{
if (mShadowFadeStart != fadestart)
{
mShadowFadeStart = fadestart;
mParent->_markChanged();
}
}
//---------------------------------------------------------------------
void TerrainMaterialGeneratorB::SM2Profile::setLayerNormalMappingEnabled(bool enabled)
{
@ -462,6 +481,7 @@ namespace Ogre
StringUtil::StrStreamType sourceStr;
generateFragmentProgramSource(prof, terrain, tt, sourceStr);
ret->setSource(sourceStr.str());
ret->load();
defaultFpParams(prof, terrain, tt, ret);
@ -533,8 +553,8 @@ namespace Ogre
GpuProgramParameters::ACT_TEXTURE_VIEWPROJ_MATRIX, i);
if (prof->getReceiveDynamicShadowsDepth())
{
params->setNamedAutoConstant("depthRange" + StringConverter::toString(i),
GpuProgramParameters::ACT_SHADOW_SCENE_DEPTH_RANGE, i);
//params->setNamedAutoConstant("depthRange" + StringConverter::toString(i),
//GpuProgramParameters::ACT_SHADOW_SCENE_DEPTH_RANGE, i);
}
}
}
@ -567,6 +587,7 @@ namespace Ogre
if (prof->isShadowingEnabled(tt, terrain))
{
params->setNamedConstant("shadowFar_fadeStart", Vector4(prof->mShadowFar, prof->mShadowFadeStart * prof->mShadowFar, 0, 0));
uint numTextures = 1;
if (prof->getReceiveDynamicShadowsPSSM())
{
@ -732,7 +753,7 @@ namespace Ogre
ret->unload();
}
ret->setParameter("profiles", "vs_3_0 vs_2_0 arbvp1");
ret->setParameter("profiles", "vs_3_0 vs_2_0 vp40 arbvp1");
ret->setParameter("entry_point", "main_vp");
return ret;
@ -790,9 +811,9 @@ namespace Ogre
outStream <<
"out float4 oPos : POSITION,\n"
"out float4 oPosObj : TEXCOORD0 \n";
"out float4 oPosObj : COLOR \n";
uint texCoordSet = 1;
uint texCoordSet = 0;
outStream <<
", out float4 oUVMisc : TEXCOORD" << texCoordSet++ <<" // xy = uv, z = camDepth\n";
@ -818,8 +839,8 @@ namespace Ogre
if (fog)
{
outStream <<
", uniform float4 fogParams\n"
", out float fogVal : COLOR\n";
", uniform float4 fogParams\n";
//", out float fogVal : COLOR\n";
}
if (prof->isShadowingEnabled(tt, terrain))
@ -831,7 +852,7 @@ namespace Ogre
if (texCoordSet > 8)
{
OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS,
"Requested options require too many texture coordinate sets! Try reducing the number of layers.",
"Requested options require too many texture coordinate sets! Try reducing the number of layers. requested: " + StringConverter::toString(texCoordSet),
__FUNCTION__);
}
@ -917,9 +938,9 @@ namespace Ogre
outStream <<
"void main_fp(\n"
"float4 position : TEXCOORD0,\n";
"float4 position : COLOR,\n";
uint texCoordSet = 1;
uint texCoordSet = 0;
outStream <<
"float4 uvMisc : TEXCOORD" << texCoordSet++ << ",\n";
@ -948,8 +969,8 @@ namespace Ogre
if (fog)
{
outStream <<
"uniform float3 fogColour, \n"
"float fogVal : COLOR,\n";
"uniform float3 fogColour, \n";
//"float fogVal : COLOR,\n";
}
uint currentSamplerIdx = 0;
@ -1046,6 +1067,7 @@ namespace Ogre
" float4 outputCol;\n"
" float shadow = 1.0;\n"
" float2 uv = uvMisc.xy;\n"
" float fogVal = position.w; \n"
// base colour
" outputCol = float4(0,0,0,1);\n";
@ -1257,13 +1279,15 @@ namespace Ogre
if (terrain->getSceneManager()->getFogMode() == FOG_LINEAR)
{
outStream <<
" fogVal = saturate((oPos.z - fogParams.y) * fogParams.w);\n";
" float fogVal = saturate((oPos.z - fogParams.y) * fogParams.w);\n";
}
else
{
outStream <<
" fogVal = saturate(1 / (exp(oPos.z * fogParams.x)));\n";
" float fogVal = saturate(1 / (exp(oPos.z * fogParams.x)));\n";
}
outStream <<
" oPosObj.w = fogVal; \n";
}
if (prof->isShadowingEnabled(tt, terrain))
@ -1364,7 +1388,7 @@ namespace Ogre
outStream <<
"// Simple PCF \n"
"// Number of samples in one dimension (square for total samples) \n"
"#define NUM_SHADOW_SAMPLES_1D 2.0 \n"
"#define NUM_SHADOW_SAMPLES_1D 1.0 \n"
"#define SHADOW_FILTER_SCALE 1 \n"
"#define SHADOW_SAMPLES NUM_SHADOW_SAMPLES_1D*NUM_SHADOW_SAMPLES_1D \n"
@ -1377,28 +1401,18 @@ namespace Ogre
if (prof->getReceiveDynamicShadowsDepth())
{
outStream <<
"float calcDepthShadow(sampler2D shadowMap, float4 uv, float invShadowMapSize) \n"
"{ \n"
" // 4-sample PCF \n"
" float shadow = 0.0; \n"
" float offset = (NUM_SHADOW_SAMPLES_1D/2 - 0.5) * SHADOW_FILTER_SCALE; \n"
" for (float y = -offset; y <= offset; y += SHADOW_FILTER_SCALE) \n"
" for (float x = -offset; x <= offset; x += SHADOW_FILTER_SCALE) \n"
" { \n"
" float4 newUV = offsetSample(uv, float2(x, y), invShadowMapSize);\n"
" // manually project and assign derivatives \n"
" // to avoid gradient issues inside loops \n"
" newUV = newUV / newUV.w; \n"
" float depth = tex2D(shadowMap, newUV.xy, 1, 1).x; \n"
" if (depth >= 1 || depth >= uv.z)\n"
" shadow += 1.0;\n"
" } \n"
" shadow /= SHADOW_SAMPLES; \n"
" return shadow; \n"
"} \n";
"float calcDepthShadow(sampler2D shadowMap, float4 shadowMapPos, float2 offset) \n"
" { \n"
" shadowMapPos = shadowMapPos / shadowMapPos.w; \n"
" float2 uv = shadowMapPos.xy; \n"
" float3 o = float3(offset, -offset.x) * 0.3f; \n"
" // Note: We using 2x2 PCF. Good enough and is alot faster. \n"
" float c = (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.xy).r) ? 1 : 0; // top left \n"
" c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.xy).r) ? 1 : 0; // bottom right \n"
" c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy + o.zy).r) ? 1 : 0; // bottom left \n"
" c += (shadowMapPos.z <= tex2D(shadowMap, uv.xy - o.zy).r) ? 1 : 0; // top right \n"
" return c / 4; \n"
" } \n";
}
else
{
@ -1436,7 +1450,7 @@ namespace Ogre
{
outStream << "\n ";
for (uint i = 0; i < numTextures; ++i)
outStream << "float invShadowmapSize" << i << ", ";
outStream << "float2 invShadowmapSize" << i << ", ";
}
outStream << "\n"
" float4 pssmSplitPoints, float camDepth) \n"
@ -1458,7 +1472,7 @@ namespace Ogre
if (prof->getReceiveDynamicShadowsDepth())
{
outStream <<
" shadow = calcDepthShadow(shadowMap" << i << ", lsPos" << i << ", invShadowmapSize" << i << "); \n";
" shadow = calcDepthShadow(shadowMap" << i << ", lsPos" << i << ", invShadowmapSize" << i << ".xy); \n";
}
else
{
@ -1520,8 +1534,8 @@ namespace Ogre
if (prof->getReceiveDynamicShadowsDepth())
{
// make linear
outStream <<
"oLightSpacePos" << i << ".z = (oLightSpacePos" << i << ".z - depthRange" << i << ".x) * depthRange" << i << ".w;\n";
//outStream <<
// "oLightSpacePos" << i << ".z = (oLightSpacePos" << i << ".z - depthRange" << i << ".x) * depthRange" << i << ".w;\n";
}
}
@ -1538,6 +1552,8 @@ namespace Ogre
// in semantics & params
uint numTextures = 1;
outStream <<
", uniform float4 shadowFar_fadeStart \n";
if (prof->getReceiveDynamicShadowsPSSM())
{
numTextures = prof->getReceiveDynamicShadowsPSSM()->getSplitCount();
@ -1554,7 +1570,7 @@ namespace Ogre
if (prof->getReceiveDynamicShadowsDepth())
{
outStream <<
", uniform float inverseShadowmapSize" << i << " \n";
", uniform float4 inverseShadowmapSize" << i << " \n";
}
}
@ -1589,7 +1605,7 @@ namespace Ogre
{
outStream << "\n ";
for (uint i = 0; i < numTextures; ++i)
outStream << "inverseShadowmapSize" << i << ", ";
outStream << "inverseShadowmapSize" << i << ".xy, ";
}
outStream << "\n" <<
" pssmSplitPoints, camDepth);\n";
@ -1600,7 +1616,7 @@ namespace Ogre
if (prof->getReceiveDynamicShadowsDepth())
{
outStream <<
" float rtshadow = calcDepthShadow(shadowMap0, lightSpacePos0, inverseShadowmapSize0);";
" float rtshadow = calcDepthShadow(shadowMap0, lightSpacePos0, inverseShadowmapSize0.xy);";
}
else
{
@ -1609,7 +1625,11 @@ namespace Ogre
}
}
outStream <<
outStream <<
" float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y; \n"
" float fade = 1-((uvMisc.z - shadowFar_fadeStart.y) / fadeRange); \n"
" rtshadow = (uvMisc.z > shadowFar_fadeStart.x) ? 1 : ((uvMisc.z > shadowFar_fadeStart.y) ? 1-((1-rtshadow)*fade) : rtshadow); \n"
" rtshadow = (1-(1-rtshadow)*0.6); \n" // make the shadow a little less intensive
" shadow = min(shadow, rtshadow);\n";
}

@ -73,6 +73,9 @@ namespace Ogre
void updateParamsForCompositeMap(const MaterialPtr& mat, const Terrain* terrain);
void requestOptions(Terrain* terrain);
void setShadowFar(float far);
void setShadowFadeStart(float fadestart);
/** Whether to support normal mapping per layer in the shader (default true).
*/
bool isLayerNormalMappingEnabled() const { return mLayerNormalMappingEnabled; }
@ -245,6 +248,8 @@ namespace Ogre
bool mDepthShadows;
bool mLowLodShadows;
bool mSM3Available;
float mShadowFar;
float mShadowFadeStart;
bool isShadowingEnabled(TechniqueType tt, const Terrain* terrain) const;

@ -31,6 +31,7 @@ Water::Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell) :
mWater = mSceneManager->createEntity("water");
mWater->setVisibilityFlags(RV_Water);
mWater->setRenderQueueGroup(RQG_Water);
mWater->setCastShadows(false);
mVisibilityFlags = RV_Terrain * Settings::Manager::getBool("reflect terrain", "Water")
+ RV_Statics * Settings::Manager::getBool("reflect statics", "Water")
@ -42,6 +43,8 @@ Water::Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell) :
mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode();
mWaterNode->setPosition(0, mTop, 0);
mReflectionCamera = mSceneManager->createCamera("ReflectionCamera");
if(!(cell->data.flags & cell->Interior))
{
mWaterNode->setPosition(getSceneNodeCoordinates(cell->data.gridX, cell->data.gridY));
@ -51,17 +54,20 @@ Water::Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell) :
// Create rendertarget for reflection
int rttsize = Settings::Manager::getInt("rtt size", "Water");
TexturePtr tex;
if (Settings::Manager::getBool("shader", "Water"))
{
TexturePtr tex = TextureManager::getSingleton().createManual("WaterReflection",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, rttsize, rttsize, 0, PF_R8G8B8, TU_RENDERTARGET);
tex = TextureManager::getSingleton().createManual("WaterReflection",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, rttsize, rttsize, 0, PF_FLOAT16_RGBA, TU_RENDERTARGET);
RenderTarget* rtt = tex->getBuffer()->getRenderTarget();
Viewport* vp = rtt->addViewport(mCamera);
Viewport* vp = rtt->addViewport(mReflectionCamera);
vp->setOverlaysEnabled(false);
vp->setBackgroundColour(ColourValue(0.8f, 0.9f, 1.0f));
vp->setShadowsEnabled(false);
vp->setVisibilityMask( mVisibilityFlags );
// use fallback techniques without shadows and without mrt (currently not implemented for sky and terrain)
//vp->setMaterialScheme("Fallback");
rtt->addListener(this);
rtt->setActive(true);
@ -74,6 +80,55 @@ Water::Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell) :
mWater->setMaterial(mMaterial);
mUnderwaterEffect = Settings::Manager::getBool("underwater effect", "Water");
// ----------------------------------------------------------------------------------------------
// ---------------------------------- reflection debug overlay ----------------------------------
// ----------------------------------------------------------------------------------------------
/*
if (Settings::Manager::getBool("shader", "Water"))
{
OverlayManager& mgr = OverlayManager::getSingleton();
Overlay* overlay;
// destroy if already exists
if (overlay = mgr.getByName("ReflectionDebugOverlay"))
mgr.destroy(overlay);
overlay = mgr.create("ReflectionDebugOverlay");
if (MaterialManager::getSingleton().resourceExists("Ogre/ReflectionDebugTexture"))
MaterialManager::getSingleton().remove("Ogre/ReflectionDebugTexture");
MaterialPtr debugMat = MaterialManager::getSingleton().create(
"Ogre/ReflectionDebugTexture",
ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
debugMat->getTechnique(0)->getPass(0)->setLightingEnabled(false);
TextureUnitState *t = debugMat->getTechnique(0)->getPass(0)->createTextureUnitState(tex->getName());
t->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
OverlayContainer* debugPanel;
// destroy container if exists
try
{
if (debugPanel =
static_cast<OverlayContainer*>(
mgr.getOverlayElement("Ogre/ReflectionDebugTexPanel"
)))
mgr.destroyOverlayElement(debugPanel);
}
catch (Ogre::Exception&) {}
debugPanel = (OverlayContainer*)
(OverlayManager::getSingleton().createOverlayElement("Panel", "Ogre/ReflectionDebugTexPanel"));
debugPanel->_setPosition(0, 0.55);
debugPanel->_setDimensions(0.3, 0.3);
debugPanel->setMaterialName(debugMat->getName());
debugPanel->show();
overlay->add2D(debugPanel);
overlay->show();
}
*/
}
void Water::setActive(bool active)
@ -162,6 +217,12 @@ Vector3 Water::getSceneNodeCoordinates(int gridX, int gridY)
void Water::preRenderTargetUpdate(const RenderTargetEvent& evt)
{
mReflectionCamera->setOrientation(mCamera->getDerivedOrientation());
mReflectionCamera->setPosition(mCamera->getDerivedPosition());
mReflectionCamera->setNearClipDistance(mCamera->getNearClipDistance());
mReflectionCamera->setFarClipDistance(mCamera->getFarClipDistance());
mReflectionCamera->setAspectRatio(mCamera->getAspectRatio());
mReflectionCamera->setFOVy(mCamera->getFOVy());
if (evt.source == mReflectionTarget)
{
mWater->setVisible(false);
@ -174,8 +235,8 @@ void Water::preRenderTargetUpdate(const RenderTargetEvent& evt)
mSky->setSkyPosition(pos);
mSky->scaleSky(mCamera->getFarClipDistance() / 1000.f);
mCamera->enableCustomNearClipPlane(Plane(Vector3::UNIT_Y, mTop));
mCamera->enableReflection(Plane(Vector3::UNIT_Y, mTop));
mReflectionCamera->enableCustomNearClipPlane(Plane(Vector3::UNIT_Y, mTop));
mReflectionCamera->enableReflection(Plane(Vector3::UNIT_Y, mTop));
}
}
@ -187,8 +248,8 @@ void Water::postRenderTargetUpdate(const RenderTargetEvent& evt)
{
mSky->resetSkyPosition();
mSky->scaleSky(1);
mCamera->disableReflection();
mCamera->disableCustomNearClipPlane();
mReflectionCamera->disableCustomNearClipPlane();
mReflectionCamera->disableReflection();
}
}

@ -39,6 +39,8 @@ namespace MWRender {
void createMaterial();
Ogre::MaterialPtr mMaterial;
Ogre::Camera* mReflectionCamera;
Ogre::RenderTarget* mReflectionTarget;
bool mUnderwaterEffect;

@ -291,6 +291,42 @@ void NIFLoader::createMaterial(const String &name,
else
warn("Unhandled alpha setting for texture " + texName);
}
else
{
material->getTechnique(0)->setShadowCasterMaterial("depth_shadow_caster_noalpha");
}
}
if (Settings::Manager::getBool("enabled", "Shadows"))
{
bool split = Settings::Manager::getBool("split", "Shadows");
const int numsplits = 3;
for (int i = 0; i < (split ? numsplits : 1); ++i)
{
TextureUnitState* tu = material->getTechnique(0)->getPass(0)->createTextureUnitState();
tu->setName("shadowMap" + StringConverter::toString(i));
tu->setContentType(TextureUnitState::CONTENT_SHADOW);
tu->setTextureAddressingMode(TextureUnitState::TAM_BORDER);
tu->setTextureBorderColour(ColourValue::White);
}
}
if (Settings::Manager::getBool("shaders", "Objects"))
{
material->getTechnique(0)->getPass(0)->setVertexProgram("main_vp");
material->getTechnique(0)->getPass(0)->setFragmentProgram("main_fp");
}
// Create a fallback technique without shadows and without mrt
Technique* tech2 = material->createTechnique();
tech2->setSchemeName("Fallback");
Pass* pass2 = tech2->createPass();
pass2->createTextureUnitState(texName);
pass2->setVertexColourTracking(TVC_DIFFUSE);
if (Settings::Manager::getBool("shaders", "Objects"))
{
pass2->setVertexProgram("main_fallback_vp");
pass2->setFragmentProgram("main_fallback_fp");
}
// Add material bells and whistles
@ -299,151 +335,6 @@ void NIFLoader::createMaterial(const String &name,
material->setSpecular(specular.array[0], specular.array[1], specular.array[2], alpha);
material->setSelfIllumination(emissive.array[0], emissive.array[1], emissive.array[2]);
material->setShininess(glossiness);
if (Settings::Manager::getBool("shaders", "Objects"))
{
bool mrt = Settings::Manager::getBool("shader", "Water");
// Create shader for the material
// vertex
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
HighLevelGpuProgramPtr vertex;
if (mgr.getByName("main_vp").isNull())
{
vertex = mgr.createProgram("main_vp", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_VERTEX_PROGRAM);
vertex->setParameter("profiles", "vs_4_0 vs_2_x vp40 arbvp1");
vertex->setParameter("entry_point", "main_vp");
StringUtil::StrStreamType outStream;
outStream <<
"void main_vp( \n"
" float4 position : POSITION, \n"
" float4 normal : NORMAL, \n"
" float4 colour : COLOR, \n"
" in float2 uv : TEXCOORD0, \n"
" out float2 oUV : TEXCOORD0, \n"
" out float4 oPosition : POSITION, \n"
" out float4 oPositionObjSpace : TEXCOORD1, \n"
" out float4 oNormal : TEXCOORD2, \n"
" out float oDepth : TEXCOORD3, \n"
" out float4 oVertexColour : TEXCOORD4, \n"
" uniform float4x4 worldViewProj \n"
") \n"
"{ \n"
" oVertexColour = colour; \n"
" oUV = uv; \n"
" oNormal = normal; \n"
" oPosition = mul( worldViewProj, position ); \n"
" oDepth = oPosition.z; \n"
" oPositionObjSpace = position; \n"
"}";
vertex->setSource(outStream.str());
vertex->load();
vertex->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
}
else
vertex = mgr.getByName("main_vp");
material->getTechnique(0)->getPass(0)->setVertexProgram(vertex->getName());
// the number of lights to support.
// when rendering an object, OGRE automatically picks the lights that are
// closest to the object being rendered. unfortunately this mechanism does
// not work perfectly for objects batched together (they will all use the same
// lights). to work around this, we are simply pushing the maximum number
// of lights here in order to minimize disappearing lights.
int num_lights = Settings::Manager::getInt("num lights", "Objects");
// fragment
HighLevelGpuProgramPtr fragment;
if (mgr.getByName("main_fp").isNull())
{
fragment = mgr.createProgram("main_fp", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_FRAGMENT_PROGRAM);
fragment->setParameter("profiles", "ps_4_0 ps_2_x fp40 arbfp1");
fragment->setParameter("entry_point", "main_fp");
StringUtil::StrStreamType outStream;
outStream <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n"
" uniform sampler2D texture : TEXUNIT0, \n"
" float4 positionObjSpace : TEXCOORD1, \n"
" float4 normal : TEXCOORD2, \n"
" float iDepth : TEXCOORD3, \n"
" float4 vertexColour : TEXCOORD4, \n"
" uniform float4 fogColour, \n"
" uniform float4 fogParams, \n";
if (mrt) outStream <<
" out float4 oColor1 : COLOR1, \n"
" uniform float far, \n";
for (int i=0; i<num_lights; ++i)
{
outStream <<
" uniform float4 lightDiffuse"<<i<<", \n"
" uniform float4 lightPositionObjSpace"<<i<<", \n"
" uniform float4 lightAttenuation"<<i<<", \n";
}
outStream <<
" uniform float4 lightAmbient, \n"
" uniform float4 ambient, \n"
" uniform float4 diffuse, \n"
" uniform float4 emissive \n"
") \n"
"{ \n"
" float4 tex = tex2D(texture, uv); \n"
" float d; \n"
" float attn; \n"
" float3 lightColour = float3(0, 0, 0); \n";
for (int i=0; i<num_lights; ++i)
{
outStream <<
" float3 lightDir"<<i<<" = lightPositionObjSpace"<<i<<".xyz - (positionObjSpace.xyz * lightPositionObjSpace"<<i<<".w); \n"
// pre-multiply light color with attenuation factor
" d = length( lightDir"<<i<<" ); \n"
" attn = ( 1.0 / (( lightAttenuation"<<i<<".y ) + ( lightAttenuation"<<i<<".z * d ) + ( lightAttenuation"<<i<<".w * d * d ))); \n"
" lightDiffuse"<<i<<" *= attn; \n"
" lightColour.xyz += lit(dot(normalize(lightDir"<<i<<"), normalize(normal)), 0, 0).y * lightDiffuse"<<i<<".xyz;\n";
}
outStream <<
" float3 lightingFinal = lightColour.xyz * diffuse.xyz * vertexColour.xyz + ambient.xyz * lightAmbient.xyz + emissive.xyz; \n"
" float fogValue = saturate((iDepth - fogParams.y) * fogParams.w); \n"
" oColor.xyz = lerp(lightingFinal * tex.xyz, fogColour, fogValue); \n"
" oColor.a = tex.a * diffuse.a * vertexColour.a; \n";
if (mrt) outStream <<
" oColor1 = float4(iDepth / far, 0, 0, (oColor.a == 1)); \n"; // only write to MRT if alpha is 1
outStream <<
"}";
fragment->setSource(outStream.str());
fragment->load();
for (int i=0; i<num_lights; ++i)
{
fragment->getDefaultParameters()->setNamedAutoConstant("lightPositionObjSpace"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE, i);
fragment->getDefaultParameters()->setNamedAutoConstant("lightDiffuse"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_DIFFUSE_COLOUR, i);
fragment->getDefaultParameters()->setNamedAutoConstant("lightAttenuation"+StringConverter::toString(i), GpuProgramParameters::ACT_LIGHT_ATTENUATION, i);
}
fragment->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("ambient", GpuProgramParameters::ACT_SURFACE_AMBIENT_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("lightAmbient", GpuProgramParameters::ACT_AMBIENT_LIGHT_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("fogColour", GpuProgramParameters::ACT_FOG_COLOUR);
fragment->getDefaultParameters()->setNamedAutoConstant("fogParams", GpuProgramParameters::ACT_FOG_PARAMS);
if (mrt)
fragment->getDefaultParameters()->setNamedAutoConstant("far", GpuProgramParameters::ACT_FAR_CLIP_DISTANCE);
}
else
fragment = mgr.getByName("main_fp");
material->getTechnique(0)->getPass(0)->setFragmentProgram(fragment->getName());
}
}
// Takes a name and adds a unique part to it. This is just used to

@ -11,3 +11,6 @@ configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.cg "${OpenMW_BINARY_DIR}/
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/gbuffer/gbuffer.cg "${OpenMW_BINARY_DIR}/resources/gbuffer/gbuffer.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/gbuffer/gbuffer.material "${OpenMW_BINARY_DIR}/resources/gbuffer/gbuffer.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/gbuffer/gbuffer.compositor "${OpenMW_BINARY_DIR}/resources/gbuffer/gbuffer.compositor" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/shadows/depthshadowcaster.material "${OpenMW_BINARY_DIR}/resources/shadows/depthshadowcaster.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/shadows/depthshadowcaster.cg "${OpenMW_BINARY_DIR}/resources/shadows/depthshadowcaster.cg" COPYONLY)

@ -18,6 +18,32 @@ anisotropy = 4
# Number of texture mipmaps to generate
num mipmaps = 5
[Shadows]
# Shadows are only supported when object shaders are on!
enabled = false
# Split the shadow maps, allows for a larger shadow distance
# Warning: enabling this will cause some terrain textures to disappear due to
# hitting the texture unit limit of the terrain material
split = false
# Increasing shadow distance will lower the shadow quality.
# Uses "shadow distance" or "split shadow distance" depending on "split" setting.
shadow distance = 1300
# This one shouldn't be too low, otherwise you'll see artifacts. Use at least 2x max viewing distance.
split shadow distance = 14000
# Size of the shadow textures, higher means higher quality
texture size = 1024
# Turn on/off various shadow casters
actor shadows = true
misc shadows = true
statics shadows = true
# Fraction of the total shadow distance after which the shadow starts to fade out
fade start = 0.8
[HUD]
# FPS counter
# 0: not visible
@ -64,15 +90,10 @@ num lights = 8
shader = true
rtt size = 512
reflect terrain = true
reflect statics = false
reflect small statics = false
reflect actors = true
reflect misc = false
# Enable underwater effect. It is not resource intensive, so only disable it if you have problems.

@ -0,0 +1,51 @@
void main_vp(
float4 position : POSITION,
float2 uv : TEXCOORD0,
out float4 oPosition : POSITION,
out float2 oDepth : TEXCOORD0,
out float2 oUv : TEXCOORD1,
uniform float4x4 wvpMat)
{
// this is the view space position
oPosition = mul(wvpMat, position);
// depth info for the fragment.
oDepth.x = oPosition.z;
oDepth.y = oPosition.w;
// clamp z to zero. seem to do the trick. :-/
oPosition.z = max(oPosition.z, 0);
oUv = uv;
}
void main_fp(
float2 depth : TEXCOORD0,
float2 uv : TEXCOORD1,
uniform sampler2D texture1 : register(s0),
out float4 oColour : COLOR)
{
float finalDepth = depth.x / depth.y;
// use alpha channel of the first texture
float alpha = tex2D(texture1, uv).a;
// discard if alpha is less than 0.5
clip((alpha >= 0.5) ? 1 : -1);
oColour = float4(finalDepth, finalDepth, finalDepth, 1);
}
void main_fp_noalpha(
float2 depth : TEXCOORD0,
float2 uv : TEXCOORD1,
out float4 oColour : COLOR)
{
float finalDepth = depth.x / depth.y;
oColour = float4(finalDepth, finalDepth, finalDepth, 1);
}

@ -0,0 +1,67 @@
vertex_program depth_shadow_caster_vs cg
{
source depthshadowcaster.cg
profiles vs_1_1 arbvp1
entry_point main_vp
default_params
{
param_named_auto wvpMat worldviewproj_matrix
}
}
fragment_program depth_shadow_caster_ps cg
{
source depthshadowcaster.cg
profiles ps_2_0 arbfp1
entry_point main_fp
default_params
{
}
}
fragment_program depth_shadow_caster_ps_noalpha cg
{
source depthshadowcaster.cg
profiles ps_2_0 arbfp1
entry_point main_fp_noalpha
default_params
{
}
}
material depth_shadow_caster
{
technique
{
pass
{
vertex_program_ref depth_shadow_caster_vs
{
}
fragment_program_ref depth_shadow_caster_ps
{
}
}
}
}
material depth_shadow_caster_noalpha
{
technique
{
pass
{
vertex_program_ref depth_shadow_caster_vs
{
}
fragment_program_ref depth_shadow_caster_ps_noalpha
{
}
}
}
}

@ -92,7 +92,7 @@ material Water
}
technique
{
scheme Map
scheme Fallback
pass
{
cull_hardware none

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