Bringing in some of Azathoth's work

actorid
Jason Hooks 13 years ago
parent 7385948056
commit 8798f7dd40

@ -202,6 +202,7 @@ link_directories(${Boost_LIBRARY_DIRS} ${OGRE_LIB_DIR})
add_subdirectory( extern/caelum )
add_subdirectory( extern/mygui_3.0.1 )
add_subdirectory( files/)
# Make sure that certain libraries are used as static libraries
# This is in effect turns off __declspec (dllexport) for windows

@ -16,7 +16,7 @@ set(GAME_HEADER
source_group(game FILES ${GAME} ${GAME_HEADER})
add_openmw_dir (mwrender
renderingmanager debugging sky player npcs creatures objects renderinginterface
renderingmanager debugging sky player npcs creatures objects renderinginterface water
)
add_openmw_dir (mwinput

@ -0,0 +1,104 @@
#include "water.hpp"
namespace MWRender {
Water::Water (Ogre::Camera *camera) : mCamera (camera), mViewport (camera->getViewport()), mSceneManager (camera->getSceneManager()) {
try {
Ogre::CompositorManager::getSingleton().addCompositor(mViewport, "Water", -1);
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
} catch(...) {
}
mIsUnderwater = false;
mCamera->addListener(this);
for (unsigned int i = 0; i < 2; i++) {
Ogre::TexturePtr tex = Ogre::TextureManager::getSingleton().createManual(i == 0 ? "refraction" : "reflection", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D, 512, 512, 0, Ogre::PF_R8G8B8, Ogre::TU_RENDERTARGET);
Ogre::RenderTarget* rtt = tex->getBuffer()->getRenderTarget();
rtt->addViewport(mCamera)->setOverlaysEnabled(false);
rtt->addListener(this);
if (i == 0) mRefractionTarget = rtt;
else mReflectionTarget = rtt;
}
mWaterPlane = Ogre::Plane(Ogre::Vector3::UNIT_Y, 0);
Ogre::MeshManager::getSingleton().createPlane("water", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, 7000, 7000, 10, 10, true, 1, 3, 5, Ogre::Vector3::UNIT_Z);
mWater = mSceneManager->createEntity("Water", "water");
mWater->setMaterialName("Water/ReflectionRefraction");
mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode();
mWaterNode->attachObject(mWater);
}
Water::~Water() {
Ogre::MeshManager::getSingleton().remove("water");
Ogre::TextureManager::getSingleton().remove("refraction");
Ogre::TextureManager::getSingleton().remove("reflection");
Ogre::CompositorManager::getSingleton().removeCompositorChain(mViewport);
}
void Water::preRenderTargetUpdate(const Ogre::RenderTargetEvent& evt) {
mWater->setVisible(false);
if (evt.source == mReflectionTarget) {
mCamera->enableReflection(mWaterPlane);
} else {
}
}
void Water::postRenderTargetUpdate(const Ogre::RenderTargetEvent& evt) {
mWater->setVisible(true);
if (evt.source == mReflectionTarget) {
mCamera->disableReflection();
} else {
}
}
void Water::checkUnderwater() {
Ogre::Vector3 pos = mCamera->getPosition();
if (mIsUnderwater && pos.y > 0) {
try {
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
} catch(...) {
}
std::cout << "Removing water compositor" << "\n";
mIsUnderwater = false;
}
if (!mIsUnderwater && pos.y < 0) {
try {
Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", true);
} catch(...) {
}
mIsUnderwater = true;
std::cout << "Adding water compositor" << "\n";
}
}
void Water::cameraPreRenderScene(Ogre::Camera *cam) {
Ogre::Vector3 pos = cam->getPosition();
if (pos != mOldCameraPos) {
mWaterNode->setPosition(pos.x, 0, pos.z);
mOldCameraPos = pos;
}
}
void Water::cameraPostRenderScene(Ogre::Camera *cam) {
}
void Water::cameraDestroyed(Ogre::Camera *cam) {
}
}

@ -0,0 +1,45 @@
#ifndef GAME_MWRENDER_WATER_H
#define GAME_MWRENDER_WATER_H
#include <Ogre.h>
namespace MWRender {
/// Water rendering
class Water : Ogre::RenderTargetListener, Ogre::Camera::Listener {
Ogre::Camera *mCamera;
Ogre::SceneManager *mSceneManager;
Ogre::Viewport *mViewport;
Ogre::RenderTarget *mRefractionTarget;
Ogre::RenderTarget *mReflectionTarget;
Ogre::Plane mWaterPlane;
Ogre::SceneNode *mWaterNode;
Ogre::Entity *mWater;
Ogre::Vector3 mOldCameraPos;
bool mIsUnderwater;
void preRenderTargetUpdate(const Ogre::RenderTargetEvent&);
void postRenderTargetUpdate(const Ogre::RenderTargetEvent&);
void cameraPreRenderScene(Ogre::Camera *cam);
void cameraPostRenderScene(Ogre::Camera *cam);
void cameraDestroyed(Ogre::Camera *cam);
public:
Water (Ogre::Camera *camera);
~Water();
void checkUnderwater();
};
}
#endif

@ -15,30 +15,6 @@
namespace {
template<typename T>
void insertCellRefList (T& cellRefList, ESMS::CellStore<MWWorld::RefData> &cell)
{
if (!cellRefList.list.empty())
{
//const MWWorld::Class& class_ = MWWorld::Class::get (MWWorld::Ptr (&*cellRefList.list.begin(), &cell));
for (typename T::List::iterator it = cellRefList.list.begin();
it != cellRefList.list.end(); it++)
{
if (it->mData.getCount() || it->mData.isEnabled())
{
MWWorld::Ptr ptr (&*it, &cell);
/* TODO: call
* RenderingManager.insertObject
* class_.insertObjectPhysic
* class_.insertObjectMechanics
*/
}
}
}
}
template<typename T>
void insertCellRefList(MWRender::RenderingManager& rendering, MWWorld::Environment& environment,
T& cellRefList, ESMS::CellStore<MWWorld::RefData> &cell, MWWorld::PhysicsSystem& physics)
@ -76,20 +52,22 @@ void insertCellRefList(MWRender::RenderingManager& rendering, MWWorld::Environme
namespace MWWorld
{
void Scene::unloadCell (CellStoreCollection::iterator iter)
{
std::cout << "Unloading cell\n";
ListHandles functor;
MWWorld::Ptr::CellStore* active = *iter;
mRendering.removeCell(active);
active->forEach<ListHandles>(functor);
{
{
// silence annoying g++ warning
for (std::vector<Ogre::SceneNode*>::const_iterator iter (functor.mHandles.begin());
iter!=functor.mHandles.end(); ++iter){
@ -97,10 +75,13 @@ namespace MWWorld
mPhysics->removeObject (node->getName());
}
}
mRendering.removeCell(active);
//mPhysics->removeObject("Unnamed_43");
mWorld->getLocalScripts().clearCell (active);
mEnvironment.mMechanicsManager->dropActors (active);
mEnvironment.mSoundManager->stopSound (active);
mActiveCells.erase (iter);
mActiveCells.erase(active);
}
void Scene::loadCell (Ptr::CellStore *cell)
@ -108,18 +89,18 @@ namespace MWWorld
// register local scripts
mWorld->getLocalScripts().addCell (cell);
std::pair<CellStoreCollection::iterator, bool> result =
mActiveCells.insert(cell);
if(result.second){
insertCell(*cell, mEnvironment);
mRendering.getObjects().buildStaticGeometry(*cell);
//mRendering.cellAdded (cell);
mRendering.configureAmbient(*cell);
}
}
void Scene::playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
@ -140,15 +121,13 @@ namespace MWWorld
mEnvironment.mMechanicsManager->removeActor (mWorld->getPlayer().getPlayer());
CellStoreCollection::iterator active = mActiveCells.begin();
Ptr::CellStore* cellstore = *active;
while (active!=mActiveCells.end())
{
cellstore = *active;
if (!(cellstore->cell->data.flags & ESM::Cell::Interior))
if (!((*active)->cell->data.flags & ESM::Cell::Interior))
{
if (std::abs (X-cellstore->cell->data.gridX)<=1 &&
std::abs (Y-cellstore->cell->data.gridY)<=1)
if (std::abs (X-(*active)->cell->data.gridX)<=1 &&
std::abs (Y-(*active)->cell->data.gridY)<=1)
{
// keep cells within the new 3x3 grid
++active;
@ -164,15 +143,13 @@ namespace MWWorld
for (int y=Y-1; y<=Y+1; ++y)
{
CellStoreCollection::iterator iter = mActiveCells.begin();
while (iter!=mActiveCells.end())
{
cellstore = *iter;
assert (!(cellstore->cell->data.flags & ESM::Cell::Interior));
assert (!((*iter)->cell->data.flags & ESM::Cell::Interior));
if (x==cellstore->cell->data.gridX &&
y==cellstore->cell->data.gridY)
if (x==(*iter)->cell->data.gridX &&
y==(*iter)->cell->data.gridY)
break;
++iter;
@ -188,15 +165,13 @@ namespace MWWorld
// find current cell
CellStoreCollection::iterator iter = mActiveCells.begin();
while (iter!=mActiveCells.end())
{
cellstore = *iter;
assert (!(iter->first->cell->data.flags & ESM::Cell::Interior));
assert (!((*iter)->cell->data.flags & ESM::Cell::Interior));
if (X==cellstore->cell->data.gridX &&
Y==cellstore->cell->data.gridY)
if (X==(*iter)->cell->data.gridX &&
Y==(*iter)->cell->data.gridY)
break;
++iter;
@ -204,7 +179,7 @@ namespace MWWorld
assert (iter!=mActiveCells.end());
mCurrentCell = cellstore;
mCurrentCell = *iter;
// adjust player
playerCellChange (mWorld->getExterior(X, Y), position, adjustPlayerPos);
@ -215,10 +190,10 @@ namespace MWWorld
mCellChanged = true;
}
//We need the ogre renderer and a scene node.
//We need the ogre renderer and a scene node.
Scene::Scene (Environment& environment, World *world, MWRender::RenderingManager& rendering, PhysicsSystem *physics)
: mRendering(rendering), mCurrentCell (0),
mCellChanged (false), mEnvironment (environment), mWorld(world), mPhysics(physics)
: mCurrentCell (0), mCellChanged (false), mEnvironment (environment), mWorld(world),
mPhysics(physics), mRendering(rendering)
{
}
@ -241,7 +216,7 @@ namespace MWWorld
std::cout << "Changing to interior\n";
// remove active
CellStoreCollection::iterator active = mActiveCells.begin();
std::cout << "Size: " << mActiveCells.size() << "\n";
while (active!=mActiveCells.end())
{
unloadCell (active++);
@ -261,7 +236,6 @@ namespace MWWorld
mWorld->adjustSky();
mCellChanged = true;
//currentRegion->name = "";
}
void Scene::changeToExteriorCell (const ESM::Position& position)
@ -284,38 +258,6 @@ namespace MWWorld
mCellChanged = false;
}
/*#include <cassert>
#include <iostream>
#include <exception>
#include "../mwworld/class.hpp"
#include "../mwworld/ptr.hpp"*/
void Scene::insertCell(ESMS::CellStore<MWWorld::RefData> &cell)
{
// Loop through all references in the cell
insertCellRefList (cell.activators, cell);
insertCellRefList (cell.potions, cell);
insertCellRefList (cell.appas, cell);
insertCellRefList (cell.armors, cell);
insertCellRefList (cell.books, cell);
insertCellRefList (cell.clothes, cell);
insertCellRefList (cell.containers, cell);
insertCellRefList (cell.creatures, cell);
insertCellRefList (cell.doors, cell);
insertCellRefList (cell.ingreds, cell);
insertCellRefList (cell.creatureLists, cell);
insertCellRefList (cell.itemLists, cell);
insertCellRefList (cell.lights, cell);
insertCellRefList (cell.lockpicks, cell);
insertCellRefList (cell.miscItems, cell);
insertCellRefList (cell.npcs, cell);
insertCellRefList (cell.probes, cell);
insertCellRefList (cell.repairs, cell);
insertCellRefList (cell.statics, cell);
insertCellRefList(cell.weapons, cell);
}
void Scene::insertCell(ESMS::CellStore<MWWorld::RefData> &cell,
MWWorld::Environment& environment)
{

@ -0,0 +1,12 @@
project(resources)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/caustic_0.png "${OpenMW_BINARY_DIR}/resources/water/caustic_0.png" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Example_Fresnel.cg "${OpenMW_BINARY_DIR}/resources/water/Example_Fresnel.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Example_FresnelPS.asm "${OpenMW_BINARY_DIR}/resources/water/Example_FresnelPS.asm" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/GlassFP.cg "${OpenMW_BINARY_DIR}/resources/water/GlassFP.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/GlassVP.cg "${OpenMW_BINARY_DIR}/resources/water/GlassVP.cg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/perlinvolume.dds "${OpenMW_BINARY_DIR}/resources/water/perlinvolume.dds" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Water02.jpg "${OpenMW_BINARY_DIR}/resources/water/Water02.jpg" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.compositor "${OpenMW_BINARY_DIR}/resources/water/water.compositor" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.material "${OpenMW_BINARY_DIR}/resources/water/water.material" COPYONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/waves2.dds "${OpenMW_BINARY_DIR}/resources/water/waves2.dds" COPYONLY)

@ -7,6 +7,6 @@ PluginFolder=${OGRE_PLUGIN_DIR}
Plugin=RenderSystem_GL
Plugin=Plugin_ParticleFX
Plugin=Plugin_OctreeSceneManager
# Plugin=Plugin_CgProgramManager
Plugin=Plugin_CgProgramManager

@ -0,0 +1,116 @@
// Vertex program for fresnel reflections / refractions
void main_vp(
float4 pos : POSITION,
float4 normal : NORMAL,
float2 tex : TEXCOORD0,
out float4 oPos : POSITION,
out float3 noiseCoord : TEXCOORD0,
out float4 projectionCoord : TEXCOORD1,
out float3 oEyeDir : TEXCOORD2,
out float3 oNormal : TEXCOORD3,
uniform float4x4 worldViewProjMatrix,
uniform float3 eyePosition, // object space
uniform float timeVal,
uniform float scale, // the amount to scale the noise texture by
uniform float scroll, // the amount by which to scroll the noise
uniform float noise // the noise perturb as a factor of the time
)
{
oPos = mul(worldViewProjMatrix, pos);
// Projective texture coordinates, adjust for mapping
float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
0,-0.5, 0, 0.5,
0, 0, 0.5, 0.5,
0, 0, 0, 1);
projectionCoord = mul(scalemat, oPos);
// Noise map coords
noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
noiseCoord.z = noise * timeVal;
oEyeDir = normalize(pos.xyz - eyePosition);
oNormal = normal.rgb;
}
// Fragment program for distorting a texture using a 3D noise texture
void main_fp(
float3 noiseCoord : TEXCOORD0,
float4 projectionCoord : TEXCOORD1,
float3 eyeDir : TEXCOORD2,
float3 normal : TEXCOORD3,
out float4 col : COLOR,
uniform float4 tintColour,
uniform float noiseScale,
uniform float fresnelBias,
uniform float fresnelScale,
uniform float fresnelPower,
uniform sampler2D waterTex : register(s0),
uniform sampler2D noiseMap : register(s1),
uniform sampler2D reflectMap : register(s2),
uniform sampler2D refractMap : register(s3)
)
{
// Do the tex projection manually so we can distort _after_
float2 final = projectionCoord.xy / projectionCoord.w;
// Noise
float3 noiseNormal = (tex2D(noiseMap, (noiseCoord.xy / 5)).rgb - 0.5).rbg * noiseScale;
final += noiseNormal.xz;
// Fresnel
//normal = normalize(normal + noiseNormal.xz);
float fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
// Reflection / refraction
float4 reflectionColour = tex2D(reflectMap, final);
float4 refractionColour = tex2D(refractMap, final) + tintColour;
// Final colour
col = lerp(refractionColour, reflectionColour, fresnel) * tex2D(waterTex, noiseNormal) / 3 ;
}
// Old version to match ATI PS 1.3 implementation
void main_vp_old(
float4 pos : POSITION,
float4 normal : NORMAL,
float2 tex : TEXCOORD0,
out float4 oPos : POSITION,
out float fresnel : COLOR,
out float3 noiseCoord : TEXCOORD0,
out float4 projectionCoord : TEXCOORD1,
uniform float4x4 worldViewProjMatrix,
uniform float3 eyePosition, // object space
uniform float fresnelBias,
uniform float fresnelScale,
uniform float fresnelPower,
uniform float timeVal,
uniform float scale, // the amount to scale the noise texture by
uniform float scroll, // the amount by which to scroll the noise
uniform float noise // the noise perturb as a factor of the time
)
{
oPos = mul(worldViewProjMatrix, pos);
// Projective texture coordinates, adjust for mapping
float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
0,-0.5, 0, 0.5,
0, 0, 0.5, 0.5,
0, 0, 0, 1);
projectionCoord = mul(scalemat, oPos);
// Noise map coords
noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
noiseCoord.z = noise * timeVal;
// calc fresnel factor (reflection coefficient)
float3 eyeDir = normalize(pos.xyz - eyePosition);
fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
}

@ -0,0 +1,72 @@
ps.1.4
// conversion from Cg generated ARB_fragment_program to ps.1.4 by NFZ
// command line args: -profile arbfp1 -entry main_fp
// program main_fp
// c0 : distortionRange
// c1 : tintColour
// testure 0 : noiseMap
// texture 1 : reflectMap
// texture 2 : refractMap
// v0.x : fresnel
// t0.xyz : noiseCoord
// t1.xyw : projectionCoord
def c2, 2, 1, 0, 0
// Cg: distort.x = tex3D(noiseMap, noiseCoord).x;
// arbfp1: TEX R0.x, fragment.texcoord[0], texture[0], 3D;
// sample noise map using noiseCoord in TEX unit 0
texld r0, t0.xyz
// get projected texture coordinates from TEX coord 1
// will be used in phase 2
texcrd r1.xy, t1_dw.xyw
mov r1.z, c2.y
// Cg: distort.y = tex3D(noiseMap, noiseCoord + yoffset).x;
// arbfp1: ADD R1.xyz, fragment.texcoord[0], c1;
// arbfp1: TEX R1.x, R1, texture[0], 3D;
// arbfp1: MOV R0.y, R1.x;
// Cg: distort = (distort * 2 - 1) * distortionRange;
// arbfp1: MAD R0.xy, R0, c0.x, -c0.y;
// arbfp1: MUL R0.xy, R0, u0.x;
// (distort * 2 - 1) same as 2*(distort -.5) so use _bx2
// Cg: final = projectionCoord.xy / projectionCoord.w;
// Cg: final += distort;
// arbfp1: RCP R0.w, fragment.texcoord[1].w;
// arbfp1: MAD R0.xy, fragment.texcoord[1], R0.w, R0;
// final = (distort * projectionCoord.w) + projectionCoord.xy
// for ps.1.4 have to re-arrange things a bit to perturb projected texture coordinates
mad r0.xyz, r0_bx2, c0.x, r1
phase
// do dependant texture reads
// Cg: reflectionColour = tex2D(reflectMap, final);
// arbfp1: TEX R0, R0, texture[1], 2D;
// sampe reflectMap using dependant read : texunit 1
texld r1, r0.xyz
// Cg: refractionColour = tex2D(refractMap, final) + tintColour;
// arbfp1: TEX R1, R0, texture[2], 2D;
// sample refractMap : texunit 2
texld r2, r0.xyz
// adding tintColour that is in global c1
// arbfp1: ADD R1, R1, u1;
add r2, r2, c1
// Cg: col = lerp(refractionColour, reflectionColour, fresnel);
// arbfp1: ADD R0, R0, -R1;
// arbfp1: MAD result.color, fragment.color.primary.x, R0, R1;
lrp r0, v0.x, r1, r2

@ -0,0 +1,15 @@
sampler RT : register(s0);
sampler NormalMap : register(s1);
sampler CausticMap : register(s2);
float4 main_ps(float2 iTexCoord : TEXCOORD0,
float3 noiseCoord : TEXCOORD1,
uniform float4 tintColour) : COLOR
{
float4 normal = tex2D(NormalMap, noiseCoord);
return tex2D(RT, iTexCoord + normal.xy * 0.05) +
(tex2D(CausticMap, noiseCoord) / 5) +
tintColour ;
}

@ -0,0 +1,24 @@
void glass_vp
(
in float4 inPos : POSITION,
out float4 pos : POSITION,
out float2 uv0 : TEXCOORD0,
out float4 noiseCoord : TEXCOORD1,
uniform float4x4 worldViewProj,
uniform float timeVal,
uniform float scale
)
{
// Use standardise transform, so work accord with render system specific (RS depth, requires texture flipping, etc)
pos = mul(worldViewProj, inPos);
// The input positions adjusted by texel offsets, so clean up inaccuracies
inPos.xy = sign(inPos.xy);
// Convert to image-space
uv0 = (float2(inPos.x, -inPos.y) + 1.0f) * 0.5f;
noiseCoord = (pos + timeVal) * scale;
}

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@ -0,0 +1,21 @@
compositor Water
{
technique
{
texture rt0 target_width target_height PF_R8G8B8
target rt0 { input previous }
target_output
{
// Start with clear output
input none
pass render_quad
{
material Water/Compositor
input 0 rt0
}
}
}
}

@ -0,0 +1,217 @@
// Derived from ogre samples
vertex_program Water/GlassVP cg
{
source GlassVP.cg
entry_point glass_vp
profiles vs_1_1 arbvp1
default_params
{
param_named_auto worldViewProj worldviewproj_matrix
}
}
fragment_program Water/GlassFP cg
{
source GlassFP.cg
entry_point main_ps
profiles ps_2_0 arbfp1
}
material Water/Compositor
{
technique
{
pass
{
depth_check off
vertex_program_ref Water/GlassVP
{
param_named_auto timeVal time 0.25
param_named scale float 0.1
}
fragment_program_ref Water/GlassFP
{
param_named tintColour float4 0 0.35 0.35 1
}
texture_unit RT
{
tex_coord_set 0
tex_address_mode clamp
filtering linear linear linear
}
texture_unit
{
texture WaterNormal1.tga 2d
tex_coord_set 1
//tex_address_mode clamp
filtering linear linear linear
}
texture_unit
{
texture caustic_0.png 2d
tex_coord_set 2
//tex_address_mode clamp
filtering linear linear linear
}
}
}
}
vertex_program Water/RefractReflectVP cg
{
source Example_Fresnel.cg
entry_point main_vp
profiles vs_1_1 arbvp1
}
vertex_program Water/RefractReflectVPold cg
{
source Example_Fresnel.cg
entry_point main_vp_old
profiles vs_1_1 arbvp1
}
fragment_program Water/RefractReflectFP cg
{
source Example_Fresnel.cg
entry_point main_fp
// sorry, ps_1_1 and fp20 can't do this
profiles ps_2_0 arbfp1
}
fragment_program Water/RefractReflectPS asm
{
source Example_FresnelPS.asm
// sorry, only for ps_1_4 :)
syntax ps_1_4
}
material Water/ReflectionRefraction
{
// ps_2_0 / arbfp1
technique
{
pass
{
vertex_program_ref Water/RefractReflectVP
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto eyePosition camera_position_object_space
param_named_auto timeVal time 0.15
param_named scroll float 1
param_named scale float 1
param_named noise float 1
// scroll and noisePos will need updating per frame
}
fragment_program_ref Water/RefractReflectFP
{
param_named fresnelBias float -0.1
param_named fresnelScale float 0.8
param_named fresnelPower float 20
param_named tintColour float4 0 0.15 0.15 1
param_named noiseScale float 0.05
}
// Water
texture_unit
{
// Water texture
texture Water02.jpg
// min / mag filtering, no mip
filtering linear linear none
}
// Noise
texture_unit
{
// Perlin noise volume
texture waves2.dds
// min / mag filtering, no mip
filtering linear linear none
}
// Reflection
texture_unit
{
// Will be filled in at runtime
texture reflection
tex_address_mode clamp
}
// Refraction
texture_unit
{
// Will be filled in at runtime
texture refraction
tex_address_mode clamp
}
}
}
// ATI 8500 +
technique
{
pass
{
vertex_program_ref Water/RefractReflectVPold
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto eyePosition camera_position_object_space
param_named fresnelBias float -0.3
param_named fresnelScale float 1.4
param_named fresnelPower float 8
param_named_auto timeVal time_0_1 20
param_named scroll float 1
param_named scale float 4
param_named noise float 1
// scroll and noisePos will need updating per frame
}
// for ATI RADEON 8500 - 9200
fragment_program_ref Water/RefractReflectPS
{
// distortionRange
param_indexed 0 float 0.025
// tintColour
param_indexed 1 float4 0.05 0.12 0.15 1
}
// Noise
texture_unit
{
// Perlin noise volume
texture perlinvolume.dds 3d
// min / mag filtering, no mip
filtering linear linear none
}
// Reflection
texture_unit
{
// Will be filled in at runtime
texture Reflection
tex_address_mode clamp
}
// Refraction
texture_unit
{
// Will be filled in at runtime
texture Refraction
tex_address_mode clamp
}
}
}
}

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