Water: clipping plane offset

openmw-37
scrawl 9 years ago
parent 700a0099c3
commit 37c9c12962

@ -142,8 +142,6 @@ class ClipCullNode : public osg::Group
osg::Polytope::PlaneList origPlaneList = cv->getProjectionCullingStack().back().getFrustum().getPlaneList(); osg::Polytope::PlaneList origPlaneList = cv->getProjectionCullingStack().back().getFrustum().getPlaneList();
// TODO: offset plane towards the viewer to fix bleeding at the water shore
osg::Plane plane = *mCullPlane; osg::Plane plane = *mCullPlane;
plane.transform(*cv->getCurrentRenderStage()->getInitialViewMatrix()); plane.transform(*cv->getCurrentRenderStage()->getInitialViewMatrix());
@ -175,18 +173,21 @@ class ClipCullNode : public osg::Group
{ {
osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv); osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
osg::Vec3d eyePoint = cv->getEyePoint(); osg::Vec3d eyePoint = cv->getEyePoint();
osg::RefMatrix* modelViewMatrix = new osg::RefMatrix(*cv->getModelViewMatrix());
// flip the below graph if the eye point is above the plane // flip the below graph if the eye point is above the plane
if (mCullPlane->intersect(osg::BoundingSphere(osg::Vec3d(0,0,eyePoint.z()), 0)) > 0) if (mCullPlane->intersect(osg::BoundingSphere(osg::Vec3d(0,0,eyePoint.z()), 0)) > 0)
{ {
osg::RefMatrix* modelViewMatrix = new osg::RefMatrix(*cv->getModelViewMatrix());
modelViewMatrix->preMultScale(osg::Vec3(1,1,-1)); modelViewMatrix->preMultScale(osg::Vec3(1,1,-1));
cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF);
traverse(node, nv);
cv->popModelViewMatrix();
} }
else // move the plane back along its normal a little bit to prevent bleeding at the water shore
traverse(node, nv); const float clipFudge = 5;
modelViewMatrix->preMultTranslate(mCullPlane->getNormal() * (-clipFudge));
cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF);
traverse(node, nv);
cv->popModelViewMatrix();
} }
private: private:

@ -21,8 +21,8 @@ const float WAVE_CHOPPYNESS = 0.05; // wave choppyness
const float WAVE_SCALE = 75.0; // overall wave scale const float WAVE_SCALE = 75.0; // overall wave scale
const float BUMP = 0.5; // overall water surface bumpiness const float BUMP = 0.5; // overall water surface bumpiness
const float REFL_BUMP = 0.15; // reflection distortion amount const float REFL_BUMP = 0.10; // reflection distortion amount
const float REFR_BUMP = 0.06; // refraction distortion amount const float REFR_BUMP = 0.07; // refraction distortion amount
const float SCATTER_AMOUNT = 0.3; // amount of sunlight scattering const float SCATTER_AMOUNT = 0.3; // amount of sunlight scattering
const vec3 SCATTER_COLOUR = vec3(0.0,1.0,0.95); // colour of sunlight scattering const vec3 SCATTER_COLOUR = vec3(0.0,1.0,0.95); // colour of sunlight scattering

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