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https://gitlab.com/OpenMW/openmw.git
synced 2025-02-24 00:39:49 +00:00
Improve performance, add simpler ripples, add a setting, fix nighttime brightness
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parent
1848f7f915
commit
226d3eac0d
@ -232,6 +232,7 @@ namespace MWGui
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getWidget(mControllerSwitch, "ControllerButton");
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getWidget(mWaterTextureSize, "WaterTextureSize");
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getWidget(mWaterReflectionDetail, "WaterReflectionDetail");
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getWidget(mWaterRainRippleDetail, "WaterRainRippleDetail");
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getWidget(mLightingMethodButton, "LightingMethodButton");
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getWidget(mLightsResetButton, "LightsResetButton");
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getWidget(mMaxLights, "MaxLights");
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@ -259,6 +260,7 @@ namespace MWGui
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mWaterTextureSize->eventComboChangePosition += MyGUI::newDelegate(this, &SettingsWindow::onWaterTextureSizeChanged);
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mWaterReflectionDetail->eventComboChangePosition += MyGUI::newDelegate(this, &SettingsWindow::onWaterReflectionDetailChanged);
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mWaterRainRippleDetail->eventComboChangePosition += MyGUI::newDelegate(this, &SettingsWindow::onWaterRainRippleDetailChanged);
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mLightingMethodButton->eventComboChangePosition += MyGUI::newDelegate(this, &SettingsWindow::onLightingMethodButtonChanged);
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mLightsResetButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onLightsResetButtonClicked);
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@ -309,6 +311,10 @@ namespace MWGui
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waterReflectionDetail = std::min(5, std::max(0, waterReflectionDetail));
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mWaterReflectionDetail->setIndexSelected(waterReflectionDetail);
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int waterRainRippleDetail = Settings::Manager::getInt("rain ripple density", "Water");
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waterRainRippleDetail = std::min(2, std::max(0, waterRainRippleDetail));
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mWaterRainRippleDetail->setIndexSelected(waterRainRippleDetail);
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updateMaxLightsComboBox(mMaxLights);
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mWindowBorderButton->setEnabled(!Settings::Manager::getBool("fullscreen", "Video"));
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@ -397,6 +403,13 @@ namespace MWGui
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apply();
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}
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void SettingsWindow::onWaterRainRippleDetailChanged(MyGUI::ComboBox* _sender, size_t pos)
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{
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unsigned int level = std::min((unsigned int)2, (unsigned int)(pos));
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Settings::Manager::setInt("rain ripple density", "Water", level);
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apply();
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}
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void SettingsWindow::onLightingMethodButtonChanged(MyGUI::ComboBox* _sender, size_t pos)
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{
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if (pos == MyGUI::ITEM_NONE)
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@ -31,6 +31,7 @@ namespace MWGui
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MyGUI::ComboBox* mWaterTextureSize;
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MyGUI::ComboBox* mWaterReflectionDetail;
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MyGUI::ComboBox* mWaterRainRippleDetail;
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MyGUI::ComboBox* mMaxLights;
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MyGUI::ComboBox* mLightingMethodButton;
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@ -55,6 +56,7 @@ namespace MWGui
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void onWaterTextureSizeChanged(MyGUI::ComboBox* _sender, size_t pos);
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void onWaterReflectionDetailChanged(MyGUI::ComboBox* _sender, size_t pos);
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void onWaterRainRippleDetailChanged(MyGUI::ComboBox* _sender, size_t pos);
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void onLightingMethodButtonChanged(MyGUI::ComboBox* _sender, size_t pos);
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void onLightsResetButtonClicked(MyGUI::Widget* _sender);
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@ -619,6 +619,8 @@ public:
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stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
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}
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stateset->addUniform(new osg::Uniform("nodePosition", osg::Vec3f(mWater->getPosition())));
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stateset->addUniform(new osg::Uniform("rainRippleDensity", Settings::Manager::getInt("rain ripple density", "Water")));
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}
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void apply(osg::StateSet* stateset, osg::NodeVisitor* nv) override
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@ -454,6 +454,16 @@
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<Property key="Caption" value="Reflection shader detail"/>
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</Widget>
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</Widget>
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<Widget type="HBox" skin="" position="4 84 350 24">
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<Widget type="ComboBox" skin="MW_ComboBox" position="0 0 115 24" align="Left Top" name="WaterRainRippleDetail">
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<Property key="AddItem" value="Simple"/>
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<Property key="AddItem" value="Sparse"/>
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<Property key="AddItem" value="Dense"/>
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</Widget>
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<Widget type="AutoSizedTextBox" skin="SandText" position="64 4 90 16" align="Left Top">
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<Property key="Caption" value="Rain ripple detail/density"/>
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</Widget>
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</Widget>
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</Widget>
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</Widget>
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@ -649,6 +649,10 @@ refraction = false
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# Draw objects on water reflections.
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reflection detail = 2
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# Whether to use fully detailed raindrop ripples.
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# 2 means more, 1 means less, 0 means less with simpler ring-only ripples (no normal mapping).
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rain ripple density = 2
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# Overrides the value in '[Camera] small feature culling pixel size' specifically for water reflection/refraction textures.
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small feature culling pixel size = 20.0
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@ -55,14 +55,22 @@ const float WOBBLY_SHORE_FADE_DISTANCE = 6200.0; // fade out wobbly shores to
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// ---------------- rain ripples related stuff ---------------------
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const float RAIN_RIPPLE_GAPS = 5.0;
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const float RAIN_RIPPLE_RADIUS = 0.1;
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uniform int rainRippleDensity;
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vec2 randOffset(vec2 c)
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const float RAIN_RIPPLE_GAPS = 10.0;
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const float RAIN_RIPPLE_RADIUS = 0.2;
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float scramble(float x, float z)
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{
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return fract(vec2(
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c.x * c.y / 8.0 + c.y * 0.3 + c.x * 0.2,
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c.x * c.y / 14.0 + c.y * 0.5 + c.x * 0.7));
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return fract(pow(x*3.0+1.0, z));
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}
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vec2 randOffset(vec2 c, float time)
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{
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time = fract(time/1000.0);
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c.x *= scramble(scramble(time + c.x/1000.0, 4.0), 3.0) + 1.0;
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c.y *= scramble(scramble(time + c.y/1000.0, 3.5), 3.0) + 1.0;
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return fract(c);
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}
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float randPhase(vec2 c)
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@ -83,51 +91,97 @@ float blipDerivative(float x)
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return -6.0*x*n*n;
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}
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vec2 randomize_center(vec2 i_part, float time)
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const float RAIN_RING_TIME_OFFSET = 1.0/6.0;
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vec4 circle(vec2 coords, vec2 corner, float adjusted_time)
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{
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time = 1.0 + mod(time, 10000.0); // so things don't get out of hand after long runtimes
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vec2 center = vec2(0.5,0.5) + (0.5 - RAIN_RIPPLE_RADIUS) * (2.0 * randOffset(i_part*time) - 1.0);
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return center;
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}
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vec4 circle(vec2 coords, vec2 uv, float adjusted_time)
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{
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vec2 center = randomize_center(floor(uv * RAIN_RIPPLE_GAPS), floor(adjusted_time));
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vec2 center = vec2(0.5,0.5) + (0.5 - RAIN_RIPPLE_RADIUS) * (2.0 * randOffset(corner, floor(adjusted_time)) - 1.0);
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float phase = fract(adjusted_time);
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vec2 toCenter = coords - center;
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float r = RAIN_RIPPLE_RADIUS;
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float d = length(toCenter);
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float ringfollower = (phase-d/r)*6.0-1.0;
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float energy = 1.0-phase;
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energy = energy*energy;
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float ringfollower = (phase-d/r)/RAIN_RING_TIME_OFFSET-1.0; // -1.0 ~ +1.0 cover the breadth of the ripple's ring
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if(ringfollower < -1.0 || ringfollower > 1.0)
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return vec4(0.0);
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vec2 normal = -toCenter*blipDerivative(ringfollower)*5.0;
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float height = blip(ringfollower);
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vec4 ret = vec4(normal.x, normal.y, height, height);
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ret.xyw *= energy;
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ret.xyz = normalize(ret.xyz);
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if(d > 1.0) // normalize center direction vector, but not for near-center ripples
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toCenter /= d;
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float height = blip(ringfollower*2.0+0.5); // brighten up outer edge of ring; for fake specularity
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float range_limit = blip(min(0.0, ringfollower));
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float energy = 1.0-phase;
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vec2 normal2d = -toCenter*blipDerivative(ringfollower)*5.0;
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vec3 normal = vec3(normal2d, 0.5);
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vec4 ret = vec4(normal, height);
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ret.xyw *= energy*energy;
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// do energy adjustment here rather than later, so that we can use the w component for fake specularity
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ret.xyz = normalize(ret.xyz) * energy*range_limit;
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ret.z *= range_limit;
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return ret;
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}
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const float RAIN_RING_TIME_OFFSET = 1/6.0;
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vec4 rain(vec2 uv, float time)
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{
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vec2 i_part = floor(uv * RAIN_RIPPLE_GAPS);
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float time_prog = time * 1.2 + randPhase(i_part);
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vec2 f_part = fract(uv * RAIN_RIPPLE_GAPS);
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return circle(f_part, uv, time_prog)
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- circle(f_part, uv, time_prog - RAIN_RING_TIME_OFFSET) / 4.0
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+ circle(f_part, uv, time_prog - RAIN_RING_TIME_OFFSET*2.0) / 8.0
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- circle(f_part, uv, time_prog - RAIN_RING_TIME_OFFSET*3.0) / 16.0;
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uv *= RAIN_RIPPLE_GAPS;
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vec2 f_part = fract(uv);
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vec2 i_part = floor(uv);
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float adjusted_time = time * 1.2 + randPhase(i_part);
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vec4 a = circle(f_part, i_part, adjusted_time);
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vec4 b = circle(f_part, i_part, adjusted_time - RAIN_RING_TIME_OFFSET);
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vec4 c = circle(f_part, i_part, adjusted_time - RAIN_RING_TIME_OFFSET*2.0);
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vec4 d = circle(f_part, i_part, adjusted_time - RAIN_RING_TIME_OFFSET*3.0);
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vec4 ret;
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ret.xy = a.xy - b.xy/2.0 + c.xy/4.0 - d.xy/8.0;
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// z should always point up
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ret.z = a.z + b.z /2.0 + c.z /4.0 + d.z /8.0;
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//ret.xyz *= 1.5;
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// fake specularity looks weird if we use every single ring, also if the inner rings are too bright
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ret.w = (a.w + c.w /8.0)*1.5;
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return ret;
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}
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vec4 rainCombined(vec2 uv, float time) // returns ripple normal in xyz and ripple height in w
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vec4 circleSimple(vec2 coords, vec2 corner, float adjusted_time) // only returns fake specularity
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{
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return
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rain(uv,time) +
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rain(uv + vec2(10.5,5.7),time) +
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rain(uv * 0.75 + vec2(3.7,18.9),time) +
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rain(uv * 0.9 + vec2(5.7,30.1),time) +
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rain(uv * 0.8 + vec2(1.2,3.0),time);
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vec2 center = vec2(0.5,0.5) + (0.5 - RAIN_RIPPLE_RADIUS) * (2.0 * randOffset(corner, floor(adjusted_time)) - 1.0);
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float phase = fract(adjusted_time);
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vec2 toCenter = coords - center;
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float r = RAIN_RIPPLE_RADIUS;
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float d = length(toCenter);
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float ringfollower = (phase-d/r)/RAIN_RING_TIME_OFFSET-1.0; // -1.0 ~ +1.0 cover the breadth of the ripple's ring
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if(ringfollower < -1.0 || ringfollower > 0.5)
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return vec4(0.0);
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float energy = 1.0-phase;
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float height = blip(ringfollower*2.0+0.5)*energy*energy; // fake specularity
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return vec4(0.0, 0.0, 0.0, height);
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}
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vec4 rainSimple(vec2 uv, float time)
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{
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uv *= RAIN_RIPPLE_GAPS;
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vec2 f_part = fract(uv);
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vec2 i_part = floor(uv);
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float adjusted_time = time * 1.2 + randPhase(i_part);
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return circleSimple(f_part, i_part, adjusted_time) * 1.5;
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}
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vec2 complex_mult(vec2 a, vec2 b)
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{
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return vec2(a.x*b.x - a.y*b.y, a.x*b.y + a.y*b.x);
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}
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vec4 rainCombined(vec2 uv, float time) // returns ripple normal in xyz and fake specularity in w
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{
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if(rainRippleDensity == 0)
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return rainSimple(uv, time) + rainSimple(complex_mult(uv, vec2(0.4, 0.7)) + vec2( 1.2, 3.0), time);
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vec4 ret =
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rain(uv, time)
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+ rain(complex_mult(uv, vec2(0.4, 0.7)) + vec2(1.2, 3.0),time);
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if(rainRippleDensity == 2)
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ret +=
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rain(uv * 0.75 + vec2( 3.7,18.9),time)
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+ rain(uv * 0.9 + vec2( 5.7,30.1),time)
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+ rain(uv * 1.0 + vec2(10.5 ,5.7),time);
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return ret;
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}
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@ -221,7 +275,7 @@ void main(void)
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else
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rainRipple = vec4(0.0);
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vec3 rippleAdd = rainRipple.xyz * abs(rainRipple.w) * 10.0;
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vec3 rippleAdd = rainRipple.xyz * 10.0;
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vec2 bigWaves = vec2(BIG_WAVES_X,BIG_WAVES_Y);
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vec2 midWaves = mix(vec2(MID_WAVES_X,MID_WAVES_Y),vec2(MID_WAVES_RAIN_X,MID_WAVES_RAIN_Y),rainIntensity);
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@ -269,7 +323,14 @@ void main(void)
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vec4 sunSpec = lcalcSpecular(0);
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// artificial specularity to make rain ripples more noticeable
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vec3 skyColorEstimate = vec3(max(0.0, mix(-0.3, 1.0, sunFade)));
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vec3 rainSpecular = abs(rainRipple.w)*mix(skyColorEstimate, vec3(1.0), 0.05)*0.5;
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#if REFRACTION
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// no alpha here, so make sure raindrop ripple specularity gets properly subdued
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rainSpecular *= clamp(fresnel*6.0 + specular * sunSpec.w, 0.0, 1.0);
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// refraction
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vec3 refraction = texture2D(refractionMap, screenCoords - screenCoordsOffset).rgb;
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vec3 rawRefraction = refraction;
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@ -289,7 +350,7 @@ void main(void)
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vec3 scatterColour = mix(SCATTER_COLOUR*vec3(1.0,0.4,0.0), SCATTER_COLOUR, clamp(1.0-exp(-sunHeight*SUN_EXT), 0.0, 1.0));
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vec3 lR = reflect(lVec, lNormal);
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float lightScatter = clamp(dot(lVec,lNormal)*0.7+0.3, 0.0, 1.0) * clamp(dot(lR, vVec)*2.0-1.2, 0.0, 1.0) * SCATTER_AMOUNT * sunFade * clamp(1.0-exp(-sunHeight), 0.0, 1.0);
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gl_FragData[0].xyz = mix( mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpec.xyz + vec3(abs(rainRipple.w)) * 0.2;
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gl_FragData[0].xyz = mix( mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpec.xyz + rainSpecular;
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gl_FragData[0].w = 1.0;
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// wobbly water: hard-fade into refraction texture at extremely low depth, with a wobble based on normal mapping
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@ -302,7 +363,7 @@ void main(void)
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shoreOffset = clamp(mix(shoreOffset, 1.0, clamp(linearDepth / WOBBLY_SHORE_FADE_DISTANCE, 0.0, 1.0)), 0.0, 1.0);
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gl_FragData[0].xyz = mix(rawRefraction, gl_FragData[0].xyz, shoreOffset);
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#else
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gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * sunSpec.xyz + vec3(abs(rainRipple.w)) * 0.7;
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gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * sunSpec.xyz + rainSpecular;
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gl_FragData[0].w = clamp(fresnel*6.0 + specular * sunSpec.w, 0.0, 1.0); //clamp(fresnel*2.0 + specular * gl_LightSource[0].specular.w, 0.0, 1.0);
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#endif
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