forked from mirror/openmw-tes3mp
sky
This commit is contained in:
parent
b2313be6d7
commit
ad7383be43
13 changed files with 145 additions and 280 deletions
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@ -63,6 +63,16 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
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platform->setCacheFolder ("./");
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mFactory = new sh::Factory(platform);
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sh::Language lang;
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std::string l = Settings::Manager::getString("shader mode", "General");
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if (l == "glsl")
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lang = sh::Language_GLSL;
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else if (l == "hlsl")
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lang = sh::Language_HLSL;
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else
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lang = sh::Language_CG;
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mFactory->setCurrentLanguage (lang);
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//The fog type must be set before any terrain objects are created as if the
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//fog type is set to FOG_NONE then the initially created terrain won't have any fog
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configureFog(1, ColourValue(1,1,1));
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@ -91,16 +91,16 @@ void Shadows::recreate()
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// Populate from split point 1, not 0, since split 0 isn't useful (usually 0)
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const PSSMShadowCameraSetup::SplitPointList& splitPointList = getPSSMSetup()->getSplitPoints();
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sh::Vector4* splitPoints = new sh::Vector4(splitPointList[1], splitPointList[2], splitPointList[3], 1.0);
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sh::Vector3* splitPoints = new sh::Vector3(splitPointList[1], splitPointList[2], splitPointList[3]);
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sh::Factory::getInstance ().setSharedParameter ("pssmSplitPoints", sh::makeProperty<sh::Vector4>(splitPoints));
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sh::Factory::getInstance ().setSharedParameter ("pssmSplitPoints", sh::makeProperty<sh::Vector3>(splitPoints));
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shadowCameraSetup = ShadowCameraSetupPtr(mPSSMSetup);
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}
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else
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{
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LiSPSMShadowCameraSetup* lispsmSetup = new LiSPSMShadowCameraSetup();
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lispsmSetup->setOptimalAdjustFactor(2);
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lispsmSetup->setOptimalAdjustFactor(64);
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//lispsmSetup->setCameraLightDirectionThreshold(Degree(0));
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//lispsmSetup->setUseAggressiveFocusRegion(false);
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shadowCameraSetup = ShadowCameraSetupPtr(lispsmSetup);
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@ -131,7 +131,7 @@ void Shadows::recreate()
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Overlay* overlay;
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// destroy if already exists
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if (overlay = mgr.getByName("DebugOverlay"))
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if ((overlay = mgr.getByName("DebugOverlay")))
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mgr.destroy(overlay);
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overlay = mgr.create("DebugOverlay");
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@ -155,10 +155,10 @@ void Shadows::recreate()
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// destroy container if exists
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try
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{
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if (debugPanel =
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if ((debugPanel =
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static_cast<OverlayContainer*>(
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mgr.getOverlayElement("Ogre/DebugTexPanel" + StringConverter::toString(i)
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)))
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))))
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mgr.destroyOverlayElement(debugPanel);
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}
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catch (Ogre::Exception&) {}
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@ -178,7 +178,7 @@ void Shadows::recreate()
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OverlayManager& mgr = OverlayManager::getSingleton();
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Overlay* overlay;
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if (overlay = mgr.getByName("DebugOverlay"))
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if ((overlay = mgr.getByName("DebugOverlay")))
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mgr.destroy(overlay);
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}
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}
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@ -15,6 +15,8 @@
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#include <OgreOverlayManager.h>
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#include <OgreOverlayContainer.h>
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#include <boost/lexical_cast.hpp>
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#include <components/nifogre/ogre_nif_loader.hpp>
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#include "../mwbase/environment.hpp"
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@ -50,7 +52,7 @@ void BillboardObject::setSize(const float size)
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void BillboardObject::setVisibility(const float visibility)
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{
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mMaterial->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, visibility);
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//mMaterial->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, visibility);
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}
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void BillboardObject::setPosition(const Vector3& pPosition)
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@ -76,7 +78,7 @@ void BillboardObject::setVisibilityFlags(int flags)
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void BillboardObject::setColour(const ColourValue& pColour)
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{
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mMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(pColour);
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//mMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(pColour);
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}
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void BillboardObject::setRenderQueue(unsigned int id)
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@ -112,6 +114,12 @@ void BillboardObject::init(const String& textureName,
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mBBSet->createBillboard(0,0,0);
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mBBSet->setCastShadows(false);
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sh::MaterialInstance* m = sh::Factory::getInstance().createMaterialInstance ("BillboardMaterial"+StringConverter::toString(bodyCount), "openmw_sun");
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m->setProperty("texture", sh::makeProperty<sh::StringValue>(new sh::StringValue(textureName)));
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mBBSet->setMaterialName("BillboardMaterial"+StringConverter::toString(bodyCount));
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/*
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mMaterial = MaterialManager::getSingleton().create("BillboardMaterial"+StringConverter::toString(bodyCount), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME);
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mMaterial->removeAllTechniques();
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Pass* p = mMaterial->createTechnique()->createPass();
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@ -123,7 +131,6 @@ void BillboardObject::init(const String& textureName,
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p->setAmbient(0.0,0.0,0.0);
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p->setPolygonModeOverrideable(false);
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p->createTextureUnitState(textureName);
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mBBSet->setMaterialName("BillboardMaterial"+StringConverter::toString(bodyCount));
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HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
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HighLevelGpuProgramPtr vshader;
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@ -183,7 +190,7 @@ void BillboardObject::init(const String& textureName,
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fshader->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR);
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fshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
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mMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName());
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*/
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bodyCount++;
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}
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@ -194,6 +201,8 @@ Moon::Moon( const String& textureName,
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{
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init(textureName, initialSize, position, rootNode);
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/*
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HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
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HighLevelGpuProgramPtr vshader;
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if (mgr.resourceExists("Moon_VP"))
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@ -261,6 +270,8 @@ Moon::Moon( const String& textureName,
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fshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
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mMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName());
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*/
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setVisibility(1.0);
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mPhase = Moon::Phase_Full;
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@ -273,7 +284,7 @@ void Moon::setType(const Moon::Type& type)
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void Moon::setSkyColour(const Ogre::ColourValue& colour)
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{
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mMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("skyColour", colour);
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//mMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("skyColour", colour);
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}
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void Moon::setPhase(const Moon::Phase& phase)
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@ -295,7 +306,7 @@ void Moon::setPhase(const Moon::Phase& phase)
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textureName += ".dds";
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mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(textureName);
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//mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(textureName);
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mPhase = phase;
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}
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@ -387,8 +398,6 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera)
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, mSceneMgr(NULL)
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, mAtmosphereDay(NULL)
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, mAtmosphereNight(NULL)
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, mCloudMaterial()
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, mAtmosphereMaterial()
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, mCloudFragmentShader()
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, mClouds()
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, mNextClouds()
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@ -406,6 +415,7 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera)
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, mMasserEnabled(true)
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, mSecundaEnabled(true)
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, mCreated(false)
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, mCloudAnimationTimer(0.f)
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{
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mSceneMgr = pMwRoot->getCreator();
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mRootNode = mCamera->getParentSceneNode()->createChildSceneNode();
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@ -415,7 +425,19 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera)
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void SkyManager::create()
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{
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/// \todo preload all the textures and meshes that are used for sky rendering
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sh::Factory::getInstance().setSharedParameter ("cloudBlendFactor",
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sh::makeProperty<sh::FloatValue>(new sh::FloatValue(0)));
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sh::Factory::getInstance().setSharedParameter ("cloudOpacity",
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sh::makeProperty<sh::FloatValue>(new sh::FloatValue(1)));
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sh::Factory::getInstance().setSharedParameter ("cloudColour",
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sh::makeProperty<sh::Vector3>(new sh::Vector3(1,1,1)));
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sh::Factory::getInstance().setSharedParameter ("cloudAnimationTimer",
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sh::makeProperty<sh::FloatValue>(new sh::FloatValue(0)));
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sh::Factory::getInstance().setSharedParameter ("nightFade",
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sh::makeProperty<sh::FloatValue>(new sh::FloatValue(0)));
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sh::Factory::getInstance().setTextureAlias ("cloud_texture_1", "");
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sh::Factory::getInstance().setTextureAlias ("cloud_texture_2", "");
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// Create overlay used for thunderstorm
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MaterialPtr material = MaterialManager::getSingleton().create( "ThunderMaterial", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );
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@ -449,9 +471,6 @@ void SkyManager::create()
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mSunGlare->setRenderQueue(RQG_SkiesLate);
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mSunGlare->setVisibilityFlags(RV_Glare);
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HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
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// Stars
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MeshPtr mesh = NifOgre::NIFLoader::load("meshes\\sky_night_01.nif");
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Entity* night1_ent = mSceneMgr->createEntity("meshes\\sky_night_01.nif");
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@ -462,76 +481,18 @@ void SkyManager::create()
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mAtmosphereNight = mRootNode->createChildSceneNode();
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mAtmosphereNight->attachObject(night1_ent);
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// Stars vertex shader
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HighLevelGpuProgramPtr stars_vp = mgr.createProgram("Stars_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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"cg", GPT_VERTEX_PROGRAM);
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stars_vp->setParameter("profiles", "vs_2_x arbvp1");
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stars_vp->setParameter("entry_point", "main_vp");
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StringUtil::StrStreamType outStream4;
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outStream4 <<
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"void main_vp( \n"
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" float4 position : POSITION, \n"
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" in float2 uv : TEXCOORD0, \n"
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" out float2 oUV : TEXCOORD0, \n"
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" out float oFade : TEXCOORD1, \n"
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" out float4 oPosition : POSITION, \n"
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" uniform float4x4 worldViewProj \n"
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") \n"
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"{ \n"
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" oUV = uv; \n"
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" oFade = (position.z > 50) ? 1.f : 0.f; \n"
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" oPosition = mul( worldViewProj, position ); \n"
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"}";
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stars_vp->setSource(outStream4.str());
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stars_vp->load();
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stars_vp->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
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// Stars fragment shader
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HighLevelGpuProgramPtr stars_fp = mgr.createProgram("Stars_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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"cg", GPT_FRAGMENT_PROGRAM);
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stars_fp->setParameter("profiles", "ps_2_x arbfp1");
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stars_fp->setParameter("entry_point", "main_fp");
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StringUtil::StrStreamType outStream5;
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outStream5 <<
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"void main_fp( \n"
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" in float2 uv : TEXCOORD0, \n"
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" out float4 oColor : COLOR, \n";
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if (RenderingManager::useMRT()) outStream5 <<
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" out float4 oColor1 : COLOR1, \n";
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outStream5 <<
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" in float fade : TEXCOORD1, \n"
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" uniform sampler2D texture : TEXUNIT0, \n"
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" uniform float opacity, \n"
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" uniform float4 diffuse, \n"
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" uniform float4 emissive \n"
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") \n"
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"{ \n"
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" oColor = tex2D(texture, uv) * float4(emissive.xyz, 1) * float4(1,1,1,fade*diffuse.a); \n";
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if (RenderingManager::useMRT()) outStream5 <<
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" oColor1 = float4(1, 0, 0, 1); \n";
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outStream5 <<
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"}";
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stars_fp->setSource(outStream5.str());
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stars_fp->load();
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stars_fp->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
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stars_fp->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR);
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/*
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for (unsigned int i=0; i<night1_ent->getNumSubEntities(); ++i)
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{
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MaterialPtr mp = night1_ent->getSubEntity(i)->getMaterial();
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mp->getTechnique(0)->getPass(0)->setSelfIllumination(1.0, 1.0, 1.0);
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mp->getTechnique(0)->getPass(0)->setAmbient(0.0, 0.0, 0.0);
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mp->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, 1.0);
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mp->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
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mp->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
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mp->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
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mp->getTechnique(0)->getPass(0)->setVertexProgram(stars_vp->getName());
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mp->getTechnique(0)->getPass(0)->setFragmentProgram(stars_fp->getName());
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mp->getTechnique(0)->getPass(0)->setPolygonModeOverrideable(false);
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mStarsMaterials[i] = mp;
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std::string matName = "openmw_stars_" + boost::lexical_cast<std::string>(i);
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sh::MaterialInstance* m = sh::Factory::getInstance ().createMaterialInstance (matName, "openmw_stars");
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std::string textureName = sh::retrieveValue<sh::StringValue>(
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sh::Factory::getInstance().getMaterialInstance(night1_ent->getSubEntity (i)->getMaterialName ())->getProperty("diffuseMap"), NULL).get();
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m->setProperty ("texture", sh::makeProperty<sh::StringValue>(new sh::StringValue(textureName)));
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night1_ent->getSubEntity(i)->setMaterialName (matName);
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}
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*/
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// Atmosphere (day)
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mesh = NifOgre::NIFLoader::load("meshes\\sky_atmosphere.nif");
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@ -545,11 +506,6 @@ void SkyManager::create()
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mAtmosphereDay = mRootNode->createChildSceneNode();
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mAtmosphereDay->attachObject(atmosphere_ent);
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atmosphere_ent->getSubEntity (0)->setMaterialName ("openmw_atmosphere");
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//mAtmosphereMaterial = atmosphere_ent->getSubEntity(0)->getMaterial();
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//mAtmosphereMaterial->getTechnique(0)->getPass(0)->setPolygonModeOverrideable(false);
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// Atmosphere shader
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// mAtmosphereMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName());
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atmosphere_ent->getSubEntity (0)->setMaterialName("openmw_atmosphere");
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// Clouds
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NifOgre::NIFLoader::load("meshes\\sky_clouds_01.nif");
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@ -558,89 +514,11 @@ void SkyManager::create()
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clouds_ent->setRenderQueueGroup(RQG_SkiesEarly+5);
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SceneNode* clouds_node = mRootNode->createChildSceneNode();
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clouds_node->attachObject(clouds_ent);
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//mCloudMaterial = clouds_ent->getSubEntity(0)->getMaterial();
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clouds_ent->getSubEntity(0)->setMaterialName ("openmw_clouds");
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//mCloudMaterial->getTechnique(0)->getPass(0)->setPolygonModeOverrideable(false);
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clouds_ent->setCastShadows(false);
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// Clouds vertex shader
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HighLevelGpuProgramPtr vshader2 = mgr.createProgram("Clouds_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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"cg", GPT_VERTEX_PROGRAM);
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vshader2->setParameter("profiles", "vs_2_x arbvp1");
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vshader2->setParameter("entry_point", "main_vp");
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StringUtil::StrStreamType outStream3;
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outStream3 <<
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"void main_vp( \n"
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" float4 position : POSITION, \n"
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" in float4 color : COLOR, \n"
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" out float4 oColor : TEXCOORD1, \n"
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" in float2 uv : TEXCOORD0, \n"
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" out float2 oUV : TEXCOORD0, \n"
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" out float4 oPosition : POSITION, \n"
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" uniform float4x4 worldViewProj \n"
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") \n"
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"{ \n"
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" oUV = uv; \n"
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" oColor = color; \n"
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" oPosition = mul( worldViewProj, position ); \n"
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"}";
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vshader2->setSource(outStream3.str());
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vshader2->load();
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vshader2->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
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//mCloudMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader2->getName());
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// Clouds fragment shader
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mCloudFragmentShader = mgr.createProgram("Clouds_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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"cg", GPT_FRAGMENT_PROGRAM);
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mCloudFragmentShader->setParameter("profiles", "ps_2_x arbfp1");
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mCloudFragmentShader->setParameter("entry_point", "main_fp");
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StringUtil::StrStreamType outStream2;
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outStream2 <<
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"void main_fp( \n"
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" in float2 uv : TEXCOORD0, \n"
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" in float4 color : TEXCOORD1, \n"
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" out float4 oColor : COLOR, \n";
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if (RenderingManager::useMRT()) outStream2 <<
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" out float4 oColor1 : COLOR1, \n";
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outStream2 <<
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" uniform sampler2D texture : TEXUNIT0, \n"
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" uniform sampler2D secondTexture : TEXUNIT1, \n"
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" uniform float transitionFactor, \n"
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" uniform float time, \n"
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" uniform float speed, \n"
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" uniform float opacity, \n"
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" uniform float4 emissive \n"
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") \n"
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"{ \n"
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" uv += float2(0,1) * time * speed * 0.003; \n" // Scroll in y direction
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" float4 tex = lerp(tex2D(texture, uv), tex2D(secondTexture, uv), transitionFactor); \n"
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" oColor = color * float4(emissive.xyz,1) * tex * float4(1,1,1,opacity); \n";
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if (RenderingManager::useMRT()) outStream2 <<
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" oColor1 = float4(1, 0, 0, 1); \n";
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outStream2 <<
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"}";
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mCloudFragmentShader->setSource(outStream2.str());
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mCloudFragmentShader->load();
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mCloudFragmentShader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
|
||||
//mCloudMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(mCloudFragmentShader->getName());
|
||||
setCloudsOpacity(0.75);
|
||||
|
||||
ModVertexAlpha(clouds_ent, 1);
|
||||
|
||||
// I'm not sure if the materials are being used by any other objects
|
||||
// Make a unique "modifiable" copy of the materials to be sure
|
||||
//mCloudMaterial = mCloudMaterial->clone("Clouds");
|
||||
//clouds_ent->getSubEntity(0)->setMaterial(mCloudMaterial);
|
||||
/*
|
||||
mCloudMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(1.0, 1.0, 1.0);
|
||||
mCloudMaterial->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -669,7 +547,10 @@ void SkyManager::update(float duration)
|
|||
if (!mEnabled) return;
|
||||
|
||||
// UV Scroll the clouds
|
||||
//mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstantFromTime("time", MWBase::Environment::get().getWorld()->getTimeScaleFactor()/30.f);
|
||||
mCloudAnimationTimer += duration * mCloudSpeed * (MWBase::Environment::get().getWorld()->getTimeScaleFactor()/30.f);
|
||||
sh::Factory::getInstance().setSharedParameter ("cloudAnimationTimer",
|
||||
sh::makeProperty<sh::FloatValue>(new sh::FloatValue(mCloudAnimationTimer)));
|
||||
|
||||
|
||||
/// \todo improve this
|
||||
mMasser->setPhase( static_cast<Moon::Phase>( (int) ((mDay % 32)/4.f)) );
|
||||
|
@ -678,15 +559,15 @@ void SkyManager::update(float duration)
|
|||
|
||||
if (mSunEnabled)
|
||||
{
|
||||
// take 1/5 sec for fading the glare effect from invisible to full
|
||||
// take 1/10 sec for fading the glare effect from invisible to full
|
||||
if (mGlareFade > mGlare)
|
||||
{
|
||||
mGlareFade -= duration*5;
|
||||
mGlareFade -= duration*10;
|
||||
if (mGlareFade < mGlare) mGlareFade = mGlare;
|
||||
}
|
||||
else if (mGlareFade < mGlare)
|
||||
{
|
||||
mGlareFade += duration*5;
|
||||
mGlareFade += duration*10;
|
||||
if (mGlareFade > mGlare) mGlareFade = mGlare;
|
||||
}
|
||||
|
||||
|
@ -733,39 +614,34 @@ void SkyManager::setMoonColour (bool red)
|
|||
: 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));
|
||||
}
|
||||
|
||||
void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
|
||||
{
|
||||
if (!mCreated) return;
|
||||
|
||||
/*
|
||||
if (mClouds != weather.mCloudTexture)
|
||||
{
|
||||
mCloudMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName("textures\\"+weather.mCloudTexture);
|
||||
sh::Factory::getInstance().setTextureAlias ("cloud_texture_1", "textures\\"+weather.mCloudTexture);
|
||||
mClouds = weather.mCloudTexture;
|
||||
}
|
||||
|
||||
if (mNextClouds != weather.mNextCloudTexture)
|
||||
{
|
||||
mCloudMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName("textures\\"+weather.mNextCloudTexture);
|
||||
sh::Factory::getInstance().setTextureAlias ("cloud_texture_2", "textures\\"+weather.mNextCloudTexture);
|
||||
mNextClouds = weather.mNextCloudTexture;
|
||||
}
|
||||
|
||||
if (mCloudBlendFactor != weather.mCloudBlendFactor)
|
||||
{
|
||||
mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("transitionFactor", Real(weather.mCloudBlendFactor));
|
||||
mCloudBlendFactor = weather.mCloudBlendFactor;
|
||||
sh::Factory::getInstance().setSharedParameter ("cloudBlendFactor",
|
||||
sh::makeProperty<sh::FloatValue>(new sh::FloatValue(weather.mCloudBlendFactor)));
|
||||
}
|
||||
|
||||
if (mCloudOpacity != weather.mCloudOpacity)
|
||||
{
|
||||
mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("opacity", Real(weather.mCloudOpacity));
|
||||
mCloudOpacity = weather.mCloudOpacity;
|
||||
sh::Factory::getInstance().setSharedParameter ("cloudOpacity",
|
||||
sh::makeProperty<sh::FloatValue>(new sh::FloatValue(weather.mCloudOpacity)));
|
||||
}
|
||||
|
||||
if (mCloudColour != weather.mSunColor)
|
||||
|
@ -774,23 +650,21 @@ void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
|
|||
weather.mSunColor.g*0.7 + weather.mAmbientColor.g*0.7,
|
||||
weather.mSunColor.b*0.7 + weather.mAmbientColor.b*0.7);
|
||||
|
||||
mCloudMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(clr);
|
||||
sh::Factory::getInstance().setSharedParameter ("cloudColour",
|
||||
sh::makeProperty<sh::Vector3>(new sh::Vector3(clr.r, clr.g, clr.b)));
|
||||
|
||||
mCloudColour = weather.mSunColor;
|
||||
}
|
||||
*/
|
||||
|
||||
if (mSkyColour != weather.mSkyColor)
|
||||
{
|
||||
mSkyColour = weather.mSkyColor;
|
||||
sh::Factory::getInstance().setSharedParameter ("atmosphereColour", sh::makeProperty<sh::Vector4>(new sh::Vector4(
|
||||
weather.mSkyColor.r, weather.mSkyColor.g, weather.mSkyColor.b, 1.0)));
|
||||
}
|
||||
/*
|
||||
if (mCloudSpeed != weather.mCloudSpeed)
|
||||
{
|
||||
mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("speed", Real(weather.mCloudSpeed));
|
||||
mCloudSpeed = weather.mCloudSpeed;
|
||||
weather.mSkyColor.r, weather.mSkyColor.g, weather.mSkyColor.b, weather.mSkyColor.a)));
|
||||
}
|
||||
|
||||
mCloudSpeed = weather.mCloudSpeed;
|
||||
|
||||
if (weather.mNight && mStarsOpacity != weather.mNightFade)
|
||||
{
|
||||
if (weather.mNightFade == 0)
|
||||
|
@ -798,12 +672,14 @@ void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
|
|||
else
|
||||
{
|
||||
mAtmosphereNight->setVisible(true);
|
||||
for (int i=0; i<7; ++i)
|
||||
mStarsMaterials[i]->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, weather.mNightFade);
|
||||
|
||||
sh::Factory::getInstance().setSharedParameter ("nightFade",
|
||||
sh::makeProperty<sh::FloatValue>(new sh::FloatValue(weather.mNightFade)));
|
||||
|
||||
mStarsOpacity = weather.mNightFade;
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
float strength;
|
||||
float timeofday_angle = std::abs(mSunGlare->getPosition().z/mSunGlare->getPosition().length());
|
||||
|
|
|
@ -139,9 +139,6 @@ namespace MWRender
|
|||
void setMoonColour (bool red);
|
||||
///< change Secunda colour to red
|
||||
|
||||
void setCloudsOpacity(float opacity);
|
||||
///< change opacity of the clouds
|
||||
|
||||
void setWeather(const MWWorld::WeatherResult& weather);
|
||||
|
||||
Ogre::SceneNode* getSunNode();
|
||||
|
@ -182,6 +179,8 @@ namespace MWRender
|
|||
int mDay;
|
||||
int mMonth;
|
||||
|
||||
float mCloudAnimationTimer;
|
||||
|
||||
BillboardObject* mSun;
|
||||
BillboardObject* mSunGlare;
|
||||
Moon* mMasser;
|
||||
|
@ -194,11 +193,6 @@ namespace MWRender
|
|||
Ogre::SceneNode* mAtmosphereDay;
|
||||
Ogre::SceneNode* mAtmosphereNight;
|
||||
|
||||
Ogre::MaterialPtr mCloudMaterial;
|
||||
Ogre::MaterialPtr mAtmosphereMaterial;
|
||||
|
||||
Ogre::MaterialPtr mStarsMaterials[7];
|
||||
|
||||
Ogre::HighLevelGpuProgramPtr mCloudFragmentShader;
|
||||
|
||||
// remember some settings so we don't have to apply them again if they didnt change
|
||||
|
|
2
extern/shiny
vendored
2
extern/shiny
vendored
|
@ -1 +1 @@
|
|||
Subproject commit 34e952bf3d5e09adfd3e5c0f6462d612e193e447
|
||||
Subproject commit 7485a15c26f129084a1c264fa1a98dc2de86f298
|
|
@ -1,11 +1,11 @@
|
|||
#include "core.h"
|
||||
|
||||
#define MRT @shPropertyBool(mrt_output)
|
||||
#define MRT @shGlobalSettingBool(mrt_output)
|
||||
|
||||
#ifdef SH_VERTEX_SHADER
|
||||
|
||||
SH_BEGIN_PROGRAM
|
||||
shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
|
||||
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
|
||||
|
||||
shColourInput(float4)
|
||||
shOutput(float4, colourPassthrough)
|
||||
|
@ -23,7 +23,7 @@
|
|||
#if MRT
|
||||
shDeclareMrtOutput(1)
|
||||
#endif
|
||||
shUniform(float4 atmosphereColour) @shSharedParameter(atmosphereColour)
|
||||
shUniform(float4, atmosphereColour) @shSharedParameter(atmosphereColour)
|
||||
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
|
|
|
@ -1,11 +1,11 @@
|
|||
#include "core.h"
|
||||
|
||||
#define MRT @shPropertyBool(mrt_output)
|
||||
#define MRT @shGlobalSettingBool(mrt_output)
|
||||
|
||||
#ifdef SH_VERTEX_SHADER
|
||||
|
||||
SH_BEGIN_PROGRAM
|
||||
shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
|
||||
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
|
||||
shInput(float2, uv0)
|
||||
shOutput(float2, UV)
|
||||
shColourInput(float4)
|
||||
|
@ -13,7 +13,7 @@
|
|||
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
|
||||
colourPassthrough = colour;
|
||||
shOutputPosition = shMatrixMult(wvp, shInputPosition);
|
||||
UV = uv0;
|
||||
}
|
||||
|
@ -21,17 +21,28 @@
|
|||
#else
|
||||
|
||||
SH_BEGIN_PROGRAM
|
||||
shSampler2D(diffuseMap)
|
||||
shInput(float2, UV)
|
||||
shInput(float4, colourPassthrough)
|
||||
#if MRT
|
||||
shDeclareMrtOutput(1)
|
||||
#endif
|
||||
shUniform(float4 materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
|
||||
shUniform(float4 materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
|
||||
|
||||
|
||||
shSampler2D(diffuseMap1)
|
||||
shSampler2D(diffuseMap2)
|
||||
|
||||
shUniform(float, cloudBlendFactor) @shSharedParameter(cloudBlendFactor)
|
||||
shUniform(float, cloudAnimationTimer) @shSharedParameter(cloudAnimationTimer)
|
||||
shUniform(float, cloudOpacity) @shSharedParameter(cloudOpacity)
|
||||
shUniform(float3, cloudColour) @shSharedParameter(cloudColour)
|
||||
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
shOutputColour(0) = float4(1,1,1,materialDiffuse.a) * float4(materialEmissive.xyz, 1) * shSample(diffuseMap, UV);
|
||||
// Scroll in y direction
|
||||
float2 scrolledUV = UV + float2(0,1) * cloudAnimationTimer * 0.003;
|
||||
|
||||
float4 albedo = shSample(diffuseMap1, scrolledUV) * (1-cloudBlendFactor) + shSample(diffuseMap2, scrolledUV) * cloudBlendFactor;
|
||||
|
||||
shOutputColour(0) = colourPassthrough * float4(cloudColour, 1) * albedo * float4(1,1,1, cloudOpacity);
|
||||
|
||||
#if MRT
|
||||
shOutputColour(1) = float4(1,1,1,1);
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
|
||||
#define shMatrixMult(m, v) mul(m, v)
|
||||
|
||||
#define shUniform(s) , uniform s
|
||||
#define shUniform(type, name) , uniform type name
|
||||
|
||||
#define shInput(type, name) , in type name : TEXCOORD@shCounter(1)
|
||||
#define shOutput(type, name) , out type name : TEXCOORD@shCounter(2)
|
||||
|
@ -59,13 +59,13 @@
|
|||
#define float4 vec4
|
||||
#define int2 ivec2
|
||||
#define int3 ivec3
|
||||
#define int4 ivec4
|
||||
#define int4 ivec4/
|
||||
#define shTexture2D sampler2D
|
||||
#define shSample(tex, coord) texture(tex, coord)
|
||||
#define shLerp(a, b, t) mix(a, b, t)
|
||||
#define shSaturate(a) clamp(a, 0.0, 1.0)
|
||||
|
||||
#define shUniform(s) uniform s;
|
||||
#define shUniform(type, name) uniform type name;
|
||||
|
||||
#define shSampler2D(name) uniform sampler2D name; @shUseSampler(name)
|
||||
|
||||
|
|
|
@ -21,7 +21,7 @@
|
|||
// ------------------------------------- VERTEX ---------------------------------------
|
||||
|
||||
SH_BEGIN_PROGRAM
|
||||
shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
|
||||
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
|
||||
shInput(float2, uv0)
|
||||
shOutput(float2, UV)
|
||||
shNormalInput(float4)
|
||||
|
@ -41,16 +41,16 @@
|
|||
|
||||
#if SHADOWS
|
||||
shOutput(float4, lightSpacePos0)
|
||||
shUniform(float4x4 texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
|
||||
shUniform(float4x4 worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
|
||||
shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
|
||||
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
|
||||
#endif
|
||||
|
||||
#if SHADOWS_PSSM
|
||||
@shForeach(3)
|
||||
shOutput(float4, lightSpacePos@shIterator)
|
||||
shUniform(float4x4 texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
|
||||
shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
|
||||
@shEndForeach
|
||||
shUniform(float4x4 worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
|
||||
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
|
||||
#endif
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
|
@ -99,27 +99,27 @@
|
|||
#endif
|
||||
|
||||
#if MRT
|
||||
shUniform(float far) @shAutoConstant(far, far_clip_distance)
|
||||
shUniform(float, far) @shAutoConstant(far, far_clip_distance)
|
||||
#endif
|
||||
|
||||
#if LIGHTING
|
||||
shInput(float3, normalPassthrough)
|
||||
shInput(float3, objSpacePositionPassthrough)
|
||||
shUniform(float4 lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
|
||||
//shUniform(float passIteration) @shAutoConstant(passIteration, pass_iteration_number)
|
||||
shUniform(float4 materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
|
||||
shUniform(float4 materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
|
||||
shUniform(float4 materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
|
||||
shUniform(float4, lightAmbient) @shAutoConstant(lightAmbient, ambient_light_colour)
|
||||
//shUniform(float, passIteration) @shAutoConstant(passIteration, pass_iteration_number)
|
||||
shUniform(float4, materialAmbient) @shAutoConstant(materialAmbient, surface_ambient_colour)
|
||||
shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
|
||||
shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
|
||||
@shForeach(8)
|
||||
shUniform(float4 lightPosObjSpace@shIterator) @shAutoConstant(lightPosObjSpace@shIterator, light_position_object_space, @shIterator)
|
||||
shUniform(float4 lightAttenuation@shIterator) @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
|
||||
shUniform(float4 lightDiffuse@shIterator) @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
|
||||
shUniform(float4, lightPosObjSpace@shIterator) @shAutoConstant(lightPosObjSpace@shIterator, light_position_object_space, @shIterator)
|
||||
shUniform(float4, lightAttenuation@shIterator) @shAutoConstant(lightAttenuation@shIterator, light_attenuation, @shIterator)
|
||||
shUniform(float4, lightDiffuse@shIterator) @shAutoConstant(lightDiffuse@shIterator, light_diffuse_colour, @shIterator)
|
||||
@shEndForeach
|
||||
#endif
|
||||
|
||||
#if FOG
|
||||
shUniform(float3 fogColor) @shAutoConstant(fogColor, fog_colour)
|
||||
shUniform(float4 fogParams) @shAutoConstant(fogParams, fog_params)
|
||||
shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour)
|
||||
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
|
||||
#endif
|
||||
|
||||
#ifdef HAS_VERTEXCOLOR
|
||||
|
@ -129,19 +129,19 @@
|
|||
#if SHADOWS
|
||||
shInput(float4, lightSpacePos0)
|
||||
shSampler2D(shadowMap0)
|
||||
shUniform(float2 invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
|
||||
shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
|
||||
#endif
|
||||
#if SHADOWS_PSSM
|
||||
@shForeach(3)
|
||||
shInput(float4, lightSpacePos@shIterator)
|
||||
shSampler2D(shadowMap@shIterator)
|
||||
shUniform(float2 invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
|
||||
shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
|
||||
@shEndForeach
|
||||
shUniform(float4 pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
|
||||
shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
|
||||
#endif
|
||||
|
||||
#if SHADOWS || SHADOWS_PSSM
|
||||
shUniform(float4 shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
|
||||
shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
|
||||
#endif
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
shInput(float2, uv0)
|
||||
shOutput(float2, UV)
|
||||
#endif
|
||||
shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
|
||||
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
|
||||
shOutput(float2, depth)
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
|
|
|
@ -1,6 +1,4 @@
|
|||
|
||||
|
||||
|
||||
float depthShadowPCF (shTexture2D shadowMap, float4 shadowMapPos, float2 offset)
|
||||
{
|
||||
shadowMapPos /= shadowMapPos.w;
|
||||
|
@ -31,7 +29,7 @@ float pssmDepthShadow (
|
|||
shTexture2D shadowMap2,
|
||||
|
||||
float depth,
|
||||
float4 pssmSplitPoints)
|
||||
float3 pssmSplitPoints)
|
||||
|
||||
{
|
||||
float shadow;
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
material openmw_moon
|
||||
{
|
||||
allow_fixed_function false
|
||||
mrt_output true
|
||||
pass
|
||||
{
|
||||
vertex_program moon_vertex
|
||||
|
@ -9,11 +8,6 @@ material openmw_moon
|
|||
|
||||
polygon_mode_overrideable off
|
||||
|
||||
shader_properties
|
||||
{
|
||||
mrt_output $mrt_output
|
||||
}
|
||||
|
||||
texture_unit diffuseMap
|
||||
{
|
||||
texture $diffuseMap
|
||||
|
@ -25,7 +19,6 @@ material openmw_moon
|
|||
material openmw_clouds
|
||||
{
|
||||
allow_fixed_function false
|
||||
mrt_output true
|
||||
pass
|
||||
{
|
||||
vertex_program clouds_vertex
|
||||
|
@ -36,11 +29,6 @@ material openmw_clouds
|
|||
scene_blend alpha_blend
|
||||
depth_write off
|
||||
|
||||
shader_properties
|
||||
{
|
||||
mrt_output $mrt_output
|
||||
}
|
||||
|
||||
// second diffuse map is used for weather transitions
|
||||
texture_unit diffuseMap1
|
||||
{
|
||||
|
@ -58,7 +46,6 @@ material openmw_clouds
|
|||
material openmw_atmosphere
|
||||
{
|
||||
allow_fixed_function false
|
||||
mrt_output true
|
||||
pass
|
||||
{
|
||||
vertex_program atmosphere_vertex
|
||||
|
@ -68,33 +55,26 @@ material openmw_atmosphere
|
|||
|
||||
scene_blend alpha_blend
|
||||
depth_write off
|
||||
|
||||
shader_properties
|
||||
{
|
||||
mrt_output $mrt_output
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
material openmw_stars
|
||||
{
|
||||
allow_fixed_function false
|
||||
mrt_output true
|
||||
pass
|
||||
{
|
||||
vertex_program stars_vertex
|
||||
fragment_program stars_fragment
|
||||
|
||||
polygon_mode_overrideable off
|
||||
|
||||
shader_properties
|
||||
{
|
||||
mrt_output $mrt_output
|
||||
}
|
||||
|
||||
depth_check off
|
||||
depth_write off
|
||||
scene_blend alpha_blend
|
||||
|
||||
texture_unit diffuseMap
|
||||
{
|
||||
diffuseMap $diffuseMap
|
||||
direct_texture $texture
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -103,7 +83,6 @@ material openmw_stars
|
|||
material openmw_sun
|
||||
{
|
||||
allow_fixed_function false
|
||||
mrt_output true
|
||||
pass
|
||||
{
|
||||
vertex_program sun_vertex
|
||||
|
@ -111,14 +90,9 @@ material openmw_sun
|
|||
|
||||
polygon_mode_overrideable off
|
||||
|
||||
shader_properties
|
||||
texture_unit diffuseMap
|
||||
{
|
||||
mrt_output $mrt_output
|
||||
}
|
||||
|
||||
texture unit diffuseMap
|
||||
{
|
||||
diffuseMap $diffuseMap
|
||||
direct_texture $texture
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,12 +1,12 @@
|
|||
#include "core.h"
|
||||
|
||||
#define MRT @shPropertyBool(mrt_output)
|
||||
#define MRT @shGlobalSettingBool(mrt_output)
|
||||
|
||||
|
||||
#ifdef SH_VERTEX_SHADER
|
||||
|
||||
SH_BEGIN_PROGRAM
|
||||
shUniform(float4x4 wvp) @shAutoConstant(wvp, worldviewproj_matrix)
|
||||
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
|
||||
shInput(float2, uv0)
|
||||
shOutput(float2, UV)
|
||||
|
||||
|
@ -24,12 +24,14 @@
|
|||
#if MRT
|
||||
shDeclareMrtOutput(1)
|
||||
#endif
|
||||
shUniform(float4 materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
|
||||
shUniform(float4 materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
|
||||
shUniform(float4, materialDiffuse) @shAutoConstant(materialDiffuse, surface_diffuse_colour)
|
||||
shUniform(float4, materialEmissive) @shAutoConstant(materialEmissive, surface_emissive_colour)
|
||||
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
shOutputColour(0) = float4(1,1,1,materialDiffuse.a) * float4(materialEmissive.xyz, 1) * shSample(diffuseMap, UV);
|
||||
|
||||
shOutputColour(0) = shSample(diffuseMap, UV);
|
||||
|
||||
#if MRT
|
||||
shOutputColour(1) = float4(1,1,1,1);
|
||||
|
|
Loading…
Reference in a new issue