forked from mirror/openmw-tes3mp
New water WIP
Changes compared to old (Ogre) water: - Uses depth-texture readback to handle the underwater fog in the water shader, instead of handling it in the object shader - Different clipping mechanism (glClipPlane instead of a skewed viewing frustum) - Fixed bug where the reflection camera would look strange when the viewer was very close to the water surface - Toned down light scattering, made the waterColor a bit darker at night - Fixed flipped water normals and strange resulting logic in the shader Still to do: see comments...
This commit is contained in:
parent
843225996c
commit
e13eb625d3
15 changed files with 642 additions and 19 deletions
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@ -513,7 +513,7 @@ void OMW::Engine::prepareEngine (Settings::Manager & settings)
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// Create the world
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mEnvironment.setWorld( new MWWorld::World (mViewer, rootNode, mResourceSystem.get(),
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mFileCollections, mContentFiles, mEncoder, mFallbackMap,
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mActivationDistanceOverride, mCellName, mStartupScript));
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mActivationDistanceOverride, mCellName, mStartupScript, mResDir.string()));
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mEnvironment.getWorld()->setupPlayer();
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input->setPlayer(&mEnvironment.getWorld()->getPlayer());
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@ -32,6 +32,7 @@
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#include "camera.hpp"
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#include "rotatecontroller.hpp"
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#include "renderbin.hpp"
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#include "vismask.hpp"
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namespace
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{
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@ -323,9 +324,9 @@ public:
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virtual void drawImplementation(osgUtil::RenderBin* bin, osg::RenderInfo& renderInfo, osgUtil::RenderLeaf*& previous)
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{
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renderInfo.getState()->applyAttribute(mDepth);
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//renderInfo.getState()->applyAttribute(mDepth);
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glClear(GL_DEPTH_BUFFER_BIT);
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//glClear(GL_DEPTH_BUFFER_BIT);
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bin->drawImplementation(renderInfo, previous);
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}
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@ -441,6 +442,7 @@ void NpcAnimation::updateNpcBase()
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}
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else
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{
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mObjectRoot->setNodeMask(Mask_FirstPerson);
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if(isWerewolf)
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addAnimSource(smodel);
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else
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@ -122,7 +122,8 @@ namespace MWRender
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bool mWireframe;
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};
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RenderingManager::RenderingManager(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode, Resource::ResourceSystem* resourceSystem, const MWWorld::Fallback* fallback)
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RenderingManager::RenderingManager(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode, Resource::ResourceSystem* resourceSystem,
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const MWWorld::Fallback* fallback, const std::string& resourcePath)
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: mViewer(viewer)
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, mRootNode(rootNode)
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, mResourceSystem(resourceSystem)
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@ -145,7 +146,7 @@ namespace MWRender
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mEffectManager.reset(new EffectManager(lightRoot, mResourceSystem));
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mWater.reset(new Water(lightRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), fallback));
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mWater.reset(new Water(mRootNode, lightRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), fallback, resourcePath));
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mTerrain.reset(new Terrain::TerrainGrid(lightRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(),
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new TerrainStorage(mResourceSystem->getVFS(), false), Mask_Terrain));
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@ -197,6 +198,39 @@ namespace MWRender
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mFieldOfView = Settings::Manager::getFloat("field of view", "General");
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updateProjectionMatrix();
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mStateUpdater->setFogEnd(mViewDistance);
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/*
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setSourceFormat(GL_DEPTH_COMPONENT);
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texture->setInternalFormat(GL_DEPTH_COMPONENT24_ARB);
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texture->setSourceType(GL_UNSIGNED_INT);
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mViewer->getCamera()->attach(osg::Camera::DEPTH_BUFFER, texture);
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osg::ref_ptr<osg::Camera> camera (new osg::Camera);
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camera->setProjectionMatrix(osg::Matrix::identity());
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camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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camera->setViewMatrix(osg::Matrix::identity());
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camera->setClearMask(0);
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camera->setRenderOrder(osg::Camera::NESTED_RENDER);
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camera->setAllowEventFocus(false);
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osg::ref_ptr<osg::Geode> geode (new osg::Geode);
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osg::ref_ptr<osg::Geometry> geom = osg::createTexturedQuadGeometry(osg::Vec3f(-1,-1,0), osg::Vec3f(0.5,0,0), osg::Vec3f(0,0.5,0));
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geode->addDrawable(geom);
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camera->addChild(geode);
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osg::StateSet* stateset = geom->getOrCreateStateSet();
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stateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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stateset->setRenderBinDetails(20, "RenderBin");
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stateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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mLightRoot->addChild(camera);
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*/
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}
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RenderingManager::~RenderingManager()
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@ -260,6 +294,7 @@ namespace MWRender
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{
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// need to wrap this in a StateUpdater?
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mSunLight->setDiffuse(colour);
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mSunLight->setSpecular(colour);
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}
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void RenderingManager::setSunDirection(const osg::Vec3f &direction)
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@ -57,7 +57,8 @@ namespace MWRender
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class RenderingManager : public MWRender::RenderingInterface
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{
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public:
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RenderingManager(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode, Resource::ResourceSystem* resourceSystem, const MWWorld::Fallback* fallback);
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RenderingManager(osgViewer::Viewer* viewer, osg::ref_ptr<osg::Group> rootNode, Resource::ResourceSystem* resourceSystem,
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const MWWorld::Fallback* fallback, const std::string& resourcePath);
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~RenderingManager();
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MWRender::Objects& getObjects();
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@ -1,6 +1,9 @@
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#include "sky.hpp"
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#include <cmath>
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#include <iostream>
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#include <osg/io_utils>
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#include <osg/Transform>
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#include <osg/Geode>
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@ -250,6 +253,8 @@ public:
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// That's not a problem though, children of this node can be culled just fine
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// Just make sure you do not place a CameraRelativeTransform deep in the scene graph
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setCullingActive(false);
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addCullCallback(new CullCallback);
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}
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CameraRelativeTransform(const CameraRelativeTransform& copy, const osg::CopyOp& copyop)
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@ -259,7 +264,7 @@ public:
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META_Node(MWRender, CameraRelativeTransform)
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virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix, osg::NodeVisitor*) const
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virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix, osg::NodeVisitor* nv) const
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{
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if (_referenceFrame==RELATIVE_RF)
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{
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@ -277,6 +282,48 @@ public:
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{
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return osg::BoundingSphere(osg::Vec3f(0,0,0), 0);
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}
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class CullCallback : public osg::NodeCallback
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{
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public:
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virtual void operator() (osg::Node* node, osg::NodeVisitor* nv)
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{
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osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
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// XXX have to remove unwanted culling plane of the water reflection camera
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// Remove all planes that aren't from the standard frustum
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unsigned int numPlanes = 4;
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if (cv->getCullingMode() & osg::CullSettings::NEAR_PLANE_CULLING)
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++numPlanes;
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if (cv->getCullingMode() & osg::CullSettings::FAR_PLANE_CULLING)
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++numPlanes;
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int mask = 0x1;
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int resultMask = cv->getProjectionCullingStack().back().getFrustum().getResultMask();
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for (unsigned int i=0; i<cv->getProjectionCullingStack().back().getFrustum().getPlaneList().size(); ++i)
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{
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if (i >= numPlanes)
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{
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// turn off this culling plane
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resultMask &= (~mask);
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}
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mask <<= 1;
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}
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cv->getProjectionCullingStack().back().getFrustum().setResultMask(resultMask);
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cv->getCurrentCullingSet().getFrustum().setResultMask(resultMask);
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cv->getProjectionCullingStack().back().pushCurrentMask();
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cv->getCurrentCullingSet().pushCurrentMask();
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traverse(node, nv);
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cv->getProjectionCullingStack().back().popCurrentMask();
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cv->getCurrentCullingSet().popCurrentMask();
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}
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};
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};
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class ModVertexAlphaVisitor : public osg::NodeVisitor
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@ -1014,6 +1061,7 @@ SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneMana
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, mSunEnabled(true)
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{
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osg::ref_ptr<CameraRelativeTransform> skyroot (new CameraRelativeTransform);
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skyroot->setNodeMask(Mask_Sky);
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parentNode->addChild(skyroot);
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@ -1021,6 +1069,9 @@ SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneMana
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// By default render before the world is rendered
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mRootNode->getOrCreateStateSet()->setRenderBinDetails(RenderBin_Sky, "RenderBin");
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// Prevent unwanted clipping by water reflection camera's clipping plane
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mRootNode->getOrCreateStateSet()->setMode(GL_CLIP_PLANE0, osg::StateAttribute::OFF);
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}
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void SkyManager::create()
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@ -17,16 +17,17 @@ namespace MWRender
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Mask_Sky = (1<<5),
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Mask_Water = (1<<6),
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Mask_Terrain = (1<<7),
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Mask_FirstPerson = (1<<8),
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// top level masks
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Mask_Scene = (1<<8),
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Mask_GUI = (1<<9),
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Mask_Scene = (1<<9),
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Mask_GUI = (1<<10),
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// Set on a Geode
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Mask_ParticleSystem = (1<<10),
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Mask_ParticleSystem = (1<<11),
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// Set on cameras within the main scene graph
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Mask_RenderToTexture = (1<<11)
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Mask_RenderToTexture = (1<<12)
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// reserved: (1<<16) for SceneUtil::Mask_Lit
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};
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@ -2,14 +2,24 @@
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#include <iomanip>
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#include <osg/io_utils>
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#include <osg/Depth>
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#include <osg/Group>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/PositionAttitudeTransform>
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#include <osg/Depth>
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#include <osg/ClipNode>
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#include <osg/MatrixTransform>
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#include <osg/FrontFace>
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#include <osg/Shader>
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#include <osgDB/ReadFile> // XXX remove
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#include <osgUtil/IncrementalCompileOperation>
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#include <osgUtil/CullVisitor>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/texturemanager.hpp>
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#include <components/nifosg/controller.hpp>
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#include <components/sceneutil/controller.hpp>
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#include <components/settings/settings.hpp>
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#include <components/esm/loadcell.hpp>
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#include "vismask.hpp"
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@ -69,7 +81,7 @@ namespace
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return waterGeom;
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}
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void createWaterStateSet(Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Node> node)
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void createSimpleWaterStateSet(Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Node> node)
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{
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osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);
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@ -111,8 +123,152 @@ namespace MWRender
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// --------------------------------------------------------------------------------------------------------------------------------
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Water::Water(osg::Group *parent, Resource::ResourceSystem *resourceSystem, osgUtil::IncrementalCompileOperation *ico, const MWWorld::Fallback* fallback)
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/// @brief Allows to cull and clip meshes that are below a plane. Useful for reflection & refraction camera effects.
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/// Also handles flipping of the plane when the eye point goes below it.
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/// To use, simply create the scene as subgraph of this node, then do setPlane(const osg::Plane& plane);
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class ClipCullNode : public osg::Group
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{
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class PlaneCullCallback : public osg::NodeCallback
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{
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public:
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/// @param cullPlane The culling plane (in world space).
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PlaneCullCallback(const osg::Plane* cullPlane)
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: osg::NodeCallback()
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, mCullPlane(cullPlane)
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{
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
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osg::Polytope::PlaneList origPlaneList = cv->getProjectionCullingStack().back().getFrustum().getPlaneList();
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// TODO: offset plane towards the viewer to fix bleeding at the water shore
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osg::Plane plane = *mCullPlane;
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plane.transform(*cv->getCurrentRenderStage()->getInitialViewMatrix());
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osg::Vec3d eyePoint = cv->getEyePoint();
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if (mCullPlane->intersect(osg::BoundingSphere(osg::Vec3d(0,0,eyePoint.z()), 0)) > 0)
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plane.flip();
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cv->getProjectionCullingStack().back().getFrustum().add(plane);
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traverse(node, nv);
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// undo
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cv->getProjectionCullingStack().back().getFrustum().set(origPlaneList);
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}
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private:
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const osg::Plane* mCullPlane;
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};
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class FlipCallback : public osg::NodeCallback
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{
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public:
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FlipCallback(const osg::Plane* cullPlane)
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: mCullPlane(cullPlane)
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{
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(nv);
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osg::Vec3d eyePoint = cv->getEyePoint();
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// flip the below graph if the eye point is above the plane
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if (mCullPlane->intersect(osg::BoundingSphere(osg::Vec3d(0,0,eyePoint.z()), 0)) > 0)
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{
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osg::RefMatrix* modelViewMatrix = new osg::RefMatrix(*cv->getModelViewMatrix());
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modelViewMatrix->preMultScale(osg::Vec3(1,1,-1));
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cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF);
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traverse(node, nv);
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cv->popModelViewMatrix();
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}
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else
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traverse(node, nv);
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}
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private:
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const osg::Plane* mCullPlane;
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};
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public:
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ClipCullNode()
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{
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addCullCallback (new PlaneCullCallback(&mPlane));
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mClipNodeTransform = new osg::PositionAttitudeTransform;
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mClipNodeTransform->addCullCallback(new FlipCallback(&mPlane));
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addChild(mClipNodeTransform);
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mClipNode = new osg::ClipNode;
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mClipNodeTransform->addChild(mClipNode);
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}
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void setPlane (const osg::Plane& plane)
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{
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if (plane == mPlane)
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return;
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mPlane = plane;
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mClipNode->getClipPlaneList().clear();
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mClipNode->addClipPlane(new osg::ClipPlane(0, mPlane));
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mClipNode->setStateSetModes(*getOrCreateStateSet(), osg::StateAttribute::ON);
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}
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private:
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osg::ref_ptr<osg::PositionAttitudeTransform> mClipNodeTransform;
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osg::ref_ptr<osg::ClipNode> mClipNode;
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osg::Plane mPlane;
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};
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// Node callback to entirely skip the traversal.
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class NoTraverseCallback : public osg::NodeCallback
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{
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public:
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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// no traverse()
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}
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};
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void addDebugOverlay(osg::Texture2D* texture, int pos, osg::Group* parent)
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{
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osg::ref_ptr<osg::Camera> debugCamera (new osg::Camera);
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debugCamera->setProjectionMatrix(osg::Matrix::identity());
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debugCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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debugCamera->setViewMatrix(osg::Matrix::identity());
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debugCamera->setClearMask(0);
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debugCamera->setRenderOrder(osg::Camera::NESTED_RENDER);
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debugCamera->setAllowEventFocus(false);
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const float size = 0.5;
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osg::ref_ptr<osg::Geode> debugGeode (new osg::Geode);
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osg::ref_ptr<osg::Geometry> geom = osg::createTexturedQuadGeometry(osg::Vec3f(-1 + size*pos, -1, 0), osg::Vec3f(size,0,0), osg::Vec3f(0,size,0));
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debugGeode->addDrawable(geom);
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debugCamera->addChild(debugGeode);
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osg::StateSet* debugStateset = geom->getOrCreateStateSet();
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debugStateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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debugStateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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debugStateset->setRenderBinDetails(20, "RenderBin");
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debugStateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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parent->addChild(debugCamera);
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}
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Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem *resourceSystem, osgUtil::IncrementalCompileOperation *ico,
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const MWWorld::Fallback* fallback, const std::string& resourcePath)
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: mParent(parent)
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, mSceneRoot(sceneRoot)
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, mResourceSystem(resourceSystem)
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, mEnabled(true)
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, mToggled(true)
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@ -126,17 +282,164 @@ Water::Water(osg::Group *parent, Resource::ResourceSystem *resourceSystem, osgUt
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geode->addDrawable(waterGeom);
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geode->setNodeMask(Mask_Water);
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||||
// TODO: node mask to use simple water for local map
|
||||
|
||||
if (ico)
|
||||
ico->add(geode);
|
||||
|
||||
createWaterStateSet(mResourceSystem, geode);
|
||||
//createSimpleWaterStateSet(mResourceSystem, geode);
|
||||
|
||||
mWaterNode = new osg::PositionAttitudeTransform;
|
||||
mWaterNode->addChild(geode);
|
||||
|
||||
mParent->addChild(mWaterNode);
|
||||
mSceneRoot->addChild(mWaterNode);
|
||||
|
||||
setHeight(mTop);
|
||||
|
||||
const float waterLevel = -1;
|
||||
|
||||
// refraction
|
||||
unsigned int rttSize = Settings::Manager::getInt("rtt size", "Water");
|
||||
osg::ref_ptr<osg::Camera> refractionCamera (new osg::Camera);
|
||||
refractionCamera->setRenderOrder(osg::Camera::PRE_RENDER);
|
||||
refractionCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
refractionCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
|
||||
refractionCamera->setReferenceFrame(osg::Camera::RELATIVE_RF);
|
||||
|
||||
refractionCamera->setCullMask(Mask_Effect|Mask_Scene|Mask_Terrain|Mask_Actor|Mask_ParticleSystem|Mask_Sky|Mask_Player|(1<<16));
|
||||
refractionCamera->setNodeMask(Mask_RenderToTexture);
|
||||
refractionCamera->setViewport(0, 0, rttSize, rttSize);
|
||||
|
||||
// No need for Update traversal since the mSceneRoot is already updated as part of the main scene graph
|
||||
// A double update would mess with the light collection (in addition to being plain redundant)
|
||||
refractionCamera->setUpdateCallback(new NoTraverseCallback);
|
||||
|
||||
// No need for fog here, we are already applying fog on the water surface itself as well as underwater fog
|
||||
refractionCamera->getOrCreateStateSet()->setMode(GL_FOG, osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
|
||||
|
||||
osg::ref_ptr<ClipCullNode> clipNode (new ClipCullNode);
|
||||
clipNode->setPlane(osg::Plane(osg::Vec3d(0,0,-1), osg::Vec3d(0,0, waterLevel)));
|
||||
|
||||
refractionCamera->addChild(clipNode);
|
||||
clipNode->addChild(mSceneRoot);
|
||||
|
||||
// TODO: add ingame setting for texture quality
|
||||
|
||||
osg::ref_ptr<osg::Texture2D> refractionTexture = new osg::Texture2D;
|
||||
refractionTexture->setTextureSize(rttSize, rttSize);
|
||||
refractionTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
||||
refractionTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
|
||||
refractionTexture->setInternalFormat(GL_RGB);
|
||||
refractionTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
|
||||
refractionTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
|
||||
|
||||
refractionCamera->attach(osg::Camera::COLOR_BUFFER, refractionTexture);
|
||||
|
||||
osg::ref_ptr<osg::Texture2D> refractionDepthTexture = new osg::Texture2D;
|
||||
refractionDepthTexture->setSourceFormat(GL_DEPTH_COMPONENT);
|
||||
refractionDepthTexture->setInternalFormat(GL_DEPTH_COMPONENT24_ARB);
|
||||
refractionDepthTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
||||
refractionDepthTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
|
||||
refractionDepthTexture->setSourceType(GL_UNSIGNED_INT);
|
||||
refractionDepthTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
|
||||
refractionDepthTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
|
||||
|
||||
refractionCamera->attach(osg::Camera::DEPTH_BUFFER, refractionDepthTexture);
|
||||
|
||||
mParent->addChild(refractionCamera);
|
||||
|
||||
// reflection
|
||||
osg::ref_ptr<osg::Camera> reflectionCamera (new osg::Camera);
|
||||
reflectionCamera->setRenderOrder(osg::Camera::PRE_RENDER);
|
||||
reflectionCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
reflectionCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
|
||||
reflectionCamera->setReferenceFrame(osg::Camera::RELATIVE_RF);
|
||||
|
||||
reflectionCamera->setCullMask(Mask_Effect|Mask_Scene|Mask_Terrain|Mask_Actor|Mask_ParticleSystem|Mask_Sky|Mask_Player|(1<<16));
|
||||
reflectionCamera->setNodeMask(Mask_RenderToTexture);
|
||||
|
||||
reflectionCamera->setViewport(0, 0, rttSize, rttSize);
|
||||
|
||||
// No need for Update traversal since the mSceneRoot is already updated as part of the main scene graph
|
||||
// A double update would mess with the light collection (in addition to being plain redundant)
|
||||
reflectionCamera->setUpdateCallback(new NoTraverseCallback);
|
||||
|
||||
osg::ref_ptr<osg::Texture2D> reflectionTexture = new osg::Texture2D;
|
||||
reflectionTexture->setInternalFormat(GL_RGB);
|
||||
reflectionTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
|
||||
reflectionTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
|
||||
reflectionTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
|
||||
reflectionTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
|
||||
|
||||
reflectionCamera->attach(osg::Camera::COLOR_BUFFER, reflectionTexture);
|
||||
|
||||
reflectionCamera->setViewMatrix(osg::Matrix::translate(0,0,-waterLevel) * osg::Matrix::scale(1,1,-1) * osg::Matrix::translate(0,0,waterLevel));
|
||||
|
||||
osg::ref_ptr<osg::MatrixTransform> reflectNode (new osg::MatrixTransform);
|
||||
|
||||
// XXX: should really flip the FrontFace on each renderable instead of forcing clockwise.
|
||||
osg::ref_ptr<osg::FrontFace> frontFace (new osg::FrontFace);
|
||||
frontFace->setMode(osg::FrontFace::CLOCKWISE);
|
||||
reflectNode->getOrCreateStateSet()->setAttributeAndModes(frontFace, osg::StateAttribute::ON);
|
||||
|
||||
osg::ref_ptr<ClipCullNode> clipNode2 (new ClipCullNode);
|
||||
clipNode2->setPlane(osg::Plane(osg::Vec3d(0,0,1), osg::Vec3d(0,0,waterLevel)));
|
||||
|
||||
reflectNode->addChild(clipNode2);
|
||||
clipNode2->addChild(mSceneRoot);
|
||||
|
||||
reflectionCamera->addChild(reflectNode);
|
||||
|
||||
// TODO: add to waterNode so cameras don't get updated when water is hidden?
|
||||
|
||||
mParent->addChild(reflectionCamera);
|
||||
|
||||
// debug overlay
|
||||
addDebugOverlay(refractionTexture, 0, mParent);
|
||||
addDebugOverlay(refractionDepthTexture, 1, mParent);
|
||||
addDebugOverlay(reflectionTexture, 2, mParent);
|
||||
|
||||
// shader
|
||||
// FIXME: windows utf8 path handling?
|
||||
|
||||
osg::ref_ptr<osg::Shader> vertexShader (osg::Shader::readShaderFile(osg::Shader::VERTEX, resourcePath + "/shaders/water_vertex.glsl"));
|
||||
|
||||
osg::ref_ptr<osg::Shader> fragmentShader (osg::Shader::readShaderFile(osg::Shader::FRAGMENT, resourcePath + "/shaders/water_fragment.glsl"));
|
||||
|
||||
osg::ref_ptr<osg::Program> program (new osg::Program);
|
||||
program->addShader(vertexShader);
|
||||
program->addShader(fragmentShader);
|
||||
|
||||
osg::ref_ptr<osg::Texture2D> normalMap (new osg::Texture2D(osgDB::readImageFile(resourcePath + "/shaders/water_nm.png")));
|
||||
normalMap->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
|
||||
normalMap->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
|
||||
normalMap->setMaxAnisotropy(16);
|
||||
normalMap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR);
|
||||
normalMap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
|
||||
normalMap->getImage()->flipVertical();
|
||||
|
||||
osg::ref_ptr<osg::StateSet> shaderStateset = new osg::StateSet;
|
||||
shaderStateset->setAttributeAndModes(program, osg::StateAttribute::ON);
|
||||
shaderStateset->addUniform(new osg::Uniform("reflectionMap", 0));
|
||||
shaderStateset->addUniform(new osg::Uniform("refractionMap", 1));
|
||||
shaderStateset->addUniform(new osg::Uniform("refractionDepthMap", 2));
|
||||
shaderStateset->addUniform(new osg::Uniform("normalMap", 3));
|
||||
|
||||
shaderStateset->setTextureAttributeAndModes(0, reflectionTexture, osg::StateAttribute::ON);
|
||||
shaderStateset->setTextureAttributeAndModes(1, refractionTexture, osg::StateAttribute::ON);
|
||||
shaderStateset->setTextureAttributeAndModes(2, refractionDepthTexture, osg::StateAttribute::ON);
|
||||
shaderStateset->setTextureAttributeAndModes(3, normalMap, osg::StateAttribute::ON);
|
||||
shaderStateset->setMode(GL_BLEND, osg::StateAttribute::ON); // TODO: set Off when refraction is on
|
||||
shaderStateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
|
||||
|
||||
osg::ref_ptr<osg::Depth> depth (new osg::Depth);
|
||||
depth->setWriteMask(false);
|
||||
shaderStateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
|
||||
|
||||
// TODO: render after transparent bin when refraction is on
|
||||
shaderStateset->setRenderBinDetails(MWRender::RenderBin_Water, "RenderBin");
|
||||
|
||||
geode->setStateSet(shaderStateset);
|
||||
}
|
||||
|
||||
Water::~Water()
|
||||
|
|
|
@ -9,6 +9,9 @@ namespace osg
|
|||
{
|
||||
class Group;
|
||||
class PositionAttitudeTransform;
|
||||
class Texture2D;
|
||||
class Image;
|
||||
class Camera;
|
||||
}
|
||||
|
||||
namespace osgUtil
|
||||
|
@ -37,6 +40,7 @@ namespace MWRender
|
|||
static const int CELL_SIZE = 8192;
|
||||
|
||||
osg::ref_ptr<osg::Group> mParent;
|
||||
osg::ref_ptr<osg::Group> mSceneRoot;
|
||||
osg::ref_ptr<osg::PositionAttitudeTransform> mWaterNode;
|
||||
Resource::ResourceSystem* mResourceSystem;
|
||||
osg::ref_ptr<osgUtil::IncrementalCompileOperation> mIncrementalCompileOperation;
|
||||
|
@ -51,7 +55,9 @@ namespace MWRender
|
|||
void updateVisible();
|
||||
|
||||
public:
|
||||
Water(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico, const MWWorld::Fallback* fallback);
|
||||
Water(osg::Group* parent, osg::Group* sceneRoot,
|
||||
Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico, const MWWorld::Fallback* fallback,
|
||||
const std::string& resourcePath);
|
||||
~Water();
|
||||
|
||||
void setEnabled(bool enabled);
|
||||
|
|
|
@ -153,7 +153,8 @@ namespace MWWorld
|
|||
const Files::Collections& fileCollections,
|
||||
const std::vector<std::string>& contentFiles,
|
||||
ToUTF8::Utf8Encoder* encoder, const std::map<std::string,std::string>& fallbackMap,
|
||||
int activationDistanceOverride, const std::string& startCell, const std::string& startupScript)
|
||||
int activationDistanceOverride, const std::string& startCell, const std::string& startupScript,
|
||||
const std::string& resourcePath)
|
||||
: mResourceSystem(resourceSystem), mFallback(fallbackMap), mPlayer (0), mLocalScripts (mStore),
|
||||
mSky (true), mCells (mStore, mEsm),
|
||||
mGodMode(false), mScriptsEnabled(true), mContentFiles (contentFiles),
|
||||
|
@ -163,7 +164,7 @@ namespace MWWorld
|
|||
{
|
||||
mPhysics = new MWPhysics::PhysicsSystem(resourceSystem, rootNode);
|
||||
mProjectileManager.reset(new ProjectileManager(rootNode, resourceSystem, mPhysics));
|
||||
mRendering = new MWRender::RenderingManager(viewer, rootNode, resourceSystem, &mFallback);
|
||||
mRendering = new MWRender::RenderingManager(viewer, rootNode, resourceSystem, &mFallback, resourcePath);
|
||||
|
||||
mEsm.resize(contentFiles.size());
|
||||
Loading::Listener* listener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
|
||||
|
|
|
@ -167,7 +167,7 @@ namespace MWWorld
|
|||
const Files::Collections& fileCollections,
|
||||
const std::vector<std::string>& contentFiles,
|
||||
ToUTF8::Utf8Encoder* encoder, const std::map<std::string,std::string>& fallbackMap,
|
||||
int activationDistanceOverride, const std::string& startCell, const std::string& startupScript);
|
||||
int activationDistanceOverride, const std::string& startCell, const std::string& startupScript, const std::string& resourcePath);
|
||||
|
||||
virtual ~World();
|
||||
|
||||
|
|
|
@ -1 +1,2 @@
|
|||
add_subdirectory(mygui)
|
||||
add_subdirectory(shaders)
|
||||
|
|
11
files/shaders/CMakeLists.txt
Normal file
11
files/shaders/CMakeLists.txt
Normal file
|
@ -0,0 +1,11 @@
|
|||
# Copy resource files into the build directory
|
||||
set(SDIR ${CMAKE_CURRENT_SOURCE_DIR})
|
||||
set(DDIR ${OpenMW_BINARY_DIR}/resources/shaders)
|
||||
|
||||
set(SHADER_FILES
|
||||
water_vertex.glsl
|
||||
water_fragment.glsl
|
||||
water_nm.png
|
||||
)
|
||||
|
||||
copy_all_files(${CMAKE_CURRENT_SOURCE_DIR} ${DDIR} "${SHADER_FILES}")
|
189
files/shaders/water_fragment.glsl
Normal file
189
files/shaders/water_fragment.glsl
Normal file
|
@ -0,0 +1,189 @@
|
|||
#version 120
|
||||
|
||||
// Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
|
||||
|
||||
#define REFRACTION 1
|
||||
|
||||
// tweakables -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
|
||||
|
||||
const float VISIBILITY = 1200.0; // how far you can look through water
|
||||
|
||||
const float BIG_WAVES_X = 0.1; // strength of big waves
|
||||
const float BIG_WAVES_Y = 0.1;
|
||||
|
||||
const float MID_WAVES_X = 0.1; // strength of middle sized waves
|
||||
const float MID_WAVES_Y = 0.1;
|
||||
|
||||
const float SMALL_WAVES_X = 0.1; // strength of small waves
|
||||
const float SMALL_WAVES_Y = 0.1;
|
||||
|
||||
const float WAVE_CHOPPYNESS = 0.05; // wave choppyness
|
||||
const float WAVE_SCALE = 75.0; // overall wave scale
|
||||
|
||||
const float BUMP = 0.5; // overall water surface bumpiness
|
||||
const float REFL_BUMP = 0.15; // reflection distortion amount
|
||||
const float REFR_BUMP = 0.06; // refraction distortion amount
|
||||
|
||||
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 SUN_EXT = vec3(0.45, 0.55, 0.68); //sunlight extinction
|
||||
|
||||
const float SPEC_HARDNESS = 256.0; // specular highlights hardness
|
||||
|
||||
const vec2 WIND_DIR = vec2(0.5f, -0.8f);
|
||||
const float WIND_SPEED = 0.2f;
|
||||
|
||||
// -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -
|
||||
|
||||
float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
|
||||
{
|
||||
float c = abs(dot(Incoming, Normal));
|
||||
float g = eta * eta - 1.0 + c * c;
|
||||
float result;
|
||||
|
||||
if(g > 0.0) {
|
||||
g = sqrt(g);
|
||||
float A =(g - c)/(g + c);
|
||||
float B =(c *(g + c)- 1.0)/(c *(g - c)+ 1.0);
|
||||
result = 0.5 * A * A *(1.0 + B * B);
|
||||
}
|
||||
else
|
||||
result = 1.0; /* TIR (no refracted component) */
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
varying vec3 screenCoordsPassthrough;
|
||||
varying vec4 position;
|
||||
varying float depthPassthrough;
|
||||
|
||||
uniform sampler2D reflectionMap;
|
||||
#if REFRACTION
|
||||
uniform sampler2D refractionMap;
|
||||
uniform sampler2D refractionDepthMap;
|
||||
#endif
|
||||
|
||||
uniform sampler2D normalMap;
|
||||
|
||||
uniform float osg_SimulationTime;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// FIXME
|
||||
vec3 worldPos = position.xyz; // ((wMat) * ( position)).xyz;
|
||||
vec2 UV = worldPos.xy / (8192.0*5.0) * 3.0;
|
||||
UV.y *= -1.0;
|
||||
|
||||
float shadow = 1.0;
|
||||
|
||||
vec2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
|
||||
screenCoords.y = (1.0-screenCoords.y);
|
||||
|
||||
vec2 nCoord = vec2(0.0,0.0);
|
||||
|
||||
#define waterTimer osg_SimulationTime
|
||||
|
||||
nCoord = UV * (WAVE_SCALE * 0.05) + WIND_DIR * waterTimer * (WIND_SPEED*0.04);
|
||||
vec3 normal0 = 2.0 * texture2D(normalMap, nCoord + vec2(-waterTimer*0.015,-waterTimer*0.005)).rgb - 1.0;
|
||||
nCoord = UV * (WAVE_SCALE * 0.1) + WIND_DIR * waterTimer * (WIND_SPEED*0.08)-(normal0.xy/normal0.zz)*WAVE_CHOPPYNESS;
|
||||
vec3 normal1 = 2.0 * texture2D(normalMap, nCoord + vec2(+waterTimer*0.020,+waterTimer*0.015)).rgb - 1.0;
|
||||
|
||||
nCoord = UV * (WAVE_SCALE * 0.25) + WIND_DIR * waterTimer * (WIND_SPEED*0.07)-(normal1.xy/normal1.zz)*WAVE_CHOPPYNESS;
|
||||
vec3 normal2 = 2.0 * texture2D(normalMap, nCoord + vec2(-waterTimer*0.04,-waterTimer*0.03)).rgb - 1.0;
|
||||
nCoord = UV * (WAVE_SCALE * 0.5) + WIND_DIR * waterTimer * (WIND_SPEED*0.09)-(normal2.xy/normal2.z)*WAVE_CHOPPYNESS;
|
||||
vec3 normal3 = 2.0 * texture2D(normalMap, nCoord + vec2(+waterTimer*0.03,+waterTimer*0.04)).rgb - 1.0;
|
||||
|
||||
nCoord = UV * (WAVE_SCALE* 1.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.4)-(normal3.xy/normal3.zz)*WAVE_CHOPPYNESS;
|
||||
vec3 normal4 = 2.0 * texture2D(normalMap, nCoord + vec2(-waterTimer*0.02,+waterTimer*0.1)).rgb - 1.0;
|
||||
nCoord = UV * (WAVE_SCALE * 2.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.7)-(normal4.xy/normal4.zz)*WAVE_CHOPPYNESS;
|
||||
vec3 normal5 = 2.0 * texture2D(normalMap, nCoord + vec2(+waterTimer*0.1,-waterTimer*0.06)).rgb - 1.0;
|
||||
|
||||
|
||||
|
||||
vec3 normal = (normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y +
|
||||
normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y +
|
||||
normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y);
|
||||
|
||||
normal = normalize(vec3(normal.x * BUMP, normal.y * BUMP, normal.z));
|
||||
|
||||
normal = vec3(-normal.x, -normal.y, normal.z);
|
||||
|
||||
// normal for sunlight scattering
|
||||
vec3 lNormal = (normal0 * BIG_WAVES_X*0.5 + normal1 * BIG_WAVES_Y*0.5 +
|
||||
normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 +
|
||||
normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1).xyz;
|
||||
lNormal = normalize(vec3(lNormal.x * BUMP, lNormal.y * BUMP, lNormal.z));
|
||||
lNormal = vec3(-lNormal.x, -lNormal.y, lNormal.z);
|
||||
|
||||
|
||||
vec3 lVec = normalize((gl_ModelViewMatrixInverse * vec4(gl_LightSource[0].position.xyz, 0.0)).xyz);
|
||||
|
||||
vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
|
||||
vec3 vVec = normalize(position.xyz - cameraPos.xyz);
|
||||
|
||||
float isUnderwater = (cameraPos.z > 0.0) ? 0.0 : 1.0;
|
||||
|
||||
// sunlight scattering
|
||||
vec3 pNormal = vec3(0,0,1);
|
||||
vec3 lR = reflect(lVec, lNormal);
|
||||
vec3 llR = reflect(lVec, pNormal);
|
||||
|
||||
float sunHeight = lVec.z;
|
||||
float sunFade = length(gl_LightModel.ambient.xyz);
|
||||
|
||||
float s = clamp(dot(lR, vVec)*2.0-1.2, 0.0, 1.0);
|
||||
float lightScatter = shadow * clamp(dot(lVec,lNormal)*0.7+0.3, 0.0, 1.0) * s * SCATTER_AMOUNT * sunFade * clamp(1.0-exp(-sunHeight), 0.0, 1.0);
|
||||
vec3 scatterColour = mix(vec3(SCATTER_COLOUR)*vec3(1.0,0.4,0.0), SCATTER_COLOUR, clamp(1.0-exp(-sunHeight*SUN_EXT), 0.0, 1.0));
|
||||
|
||||
// fresnel
|
||||
float ior = (cameraPos.z>0.0)?(1.333/1.0):(1.0/1.333); //air to water; water to air
|
||||
float fresnel = fresnel_dielectric(vVec, normal, ior);
|
||||
|
||||
fresnel = clamp(fresnel, 0.0, 1.0);
|
||||
|
||||
// reflection
|
||||
vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP)).rgb;
|
||||
|
||||
// refraction
|
||||
#if REFRACTION
|
||||
vec3 refraction = texture2D(refractionMap, screenCoords-(normal.xy*REFR_BUMP)).rgb;
|
||||
|
||||
// brighten up the refraction underwater
|
||||
refraction = (cameraPos.z < 0.0) ? clamp(refraction * 1.5, 0.0, 1.0) : refraction;
|
||||
#endif
|
||||
|
||||
// specular
|
||||
vec3 R = reflect(vVec, normal);
|
||||
float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS) * shadow;
|
||||
|
||||
#if REFRACTION
|
||||
float refractionDepth = texture2D(refractionDepthMap, screenCoords-(normal.xy*REFR_BUMP)).x;
|
||||
// make linear
|
||||
float zNear = 5; // FIXME
|
||||
float zFar = 6666; // FIXME
|
||||
float z_n = 2.0 * refractionDepth - 1.0;
|
||||
refractionDepth = 2.0 * zNear * zFar / (zFar + zNear - z_n * (zFar - zNear));
|
||||
|
||||
float waterDepth = refractionDepth - depthPassthrough;
|
||||
|
||||
vec3 waterColor = vec3(0.090195, 0.115685, 0.12745);
|
||||
waterColor = waterColor * length(gl_LightModel.ambient.xyz);
|
||||
if (cameraPos.z > 0.0)
|
||||
refraction = mix(refraction, waterColor, clamp(waterDepth/VISIBILITY, 0.0, 1.0));
|
||||
|
||||
gl_FragData[0].xyz = mix( mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * gl_LightSource[0].specular.xyz;
|
||||
#else
|
||||
gl_FragData[0].xyz = mix(reflection, vec3(0.090195, 0.115685, 0.12745), (1.0-fresnel)*0.5) + specular * gl_LightSource[0].specular.xyz;
|
||||
#endif
|
||||
|
||||
// fog
|
||||
float fogValue = clamp((depthPassthrough - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
|
||||
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
|
||||
|
||||
#if REFRACTION
|
||||
gl_FragData[0].w = 1.0;
|
||||
#else
|
||||
gl_FragData[0].w = clamp(fresnel*2.0 + specular, 0.0, 1.0);
|
||||
#endif
|
||||
}
|
BIN
files/shaders/water_nm.png
Normal file
BIN
files/shaders/water_nm.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 24 KiB |
22
files/shaders/water_vertex.glsl
Normal file
22
files/shaders/water_vertex.glsl
Normal file
|
@ -0,0 +1,22 @@
|
|||
#version 120
|
||||
|
||||
varying vec3 screenCoordsPassthrough;
|
||||
varying vec4 position;
|
||||
varying float depthPassthrough;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
|
||||
mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
|
||||
0.0, -0.5, 0.0, 0.0,
|
||||
0.0, 0.0, 0.5, 0.0,
|
||||
0.5, 0.5, 0.5, 1.0);
|
||||
|
||||
vec4 texcoordProj = ((scalemat) * ( gl_Position));
|
||||
screenCoordsPassthrough = vec3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
|
||||
|
||||
position = gl_Vertex;
|
||||
|
||||
depthPassthrough = gl_Position.z;
|
||||
}
|
Loading…
Reference in a new issue