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better underwater
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ec3fe1ef00
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@ -69,7 +69,8 @@ Water::Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell) :
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mReflectionTarget = rtt;
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}
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mWater->setMaterial(createMaterial());
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createMaterial();
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mWater->setMaterial(mMaterial);
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}
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void Water::setActive(bool active)
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@ -120,6 +121,15 @@ void Water::checkUnderwater(float y)
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try {
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CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
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} catch(...) {}
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// tell the shader we are not underwater
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Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0);
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if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("isUnderwater", false))
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pass->getFragmentProgramParameters()->setNamedConstant("isUnderwater", Real(0));
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if (mReflectionTarget)
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mReflectionTarget->setActive(mActive);
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mIsUnderwater = false;
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}
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@ -128,6 +138,15 @@ void Water::checkUnderwater(float y)
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try {
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CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", true);
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} catch(...) {}
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// tell the shader we are underwater
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Ogre::Pass* pass = mMaterial->getTechnique(0)->getPass(0);
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if (pass->hasFragmentProgram() && pass->getFragmentProgramParameters()->_findNamedConstantDefinition("isUnderwater", false))
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pass->getFragmentProgramParameters()->setNamedConstant("isUnderwater", Real(1));
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if (mReflectionTarget)
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mReflectionTarget->setActive(false);
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mIsUnderwater = true;
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}
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}
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@ -146,10 +165,15 @@ void Water::preRenderTargetUpdate(const RenderTargetEvent& evt)
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if (evt.source == mReflectionTarget)
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{
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mWater->setVisible(false);
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// Some messy code to get the skybox to show up at all
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// The problem here is that it gets clipped by the water plane
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// Therefore scale it up a bit
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Vector3 pos = mCamera->getRealPosition();
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pos.y = mTop*2 - pos.y;
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mSky->setSkyPosition(pos);
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mSky->scaleSky(mCamera->getFarClipDistance() / 1000.f);
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mCamera->enableCustomNearClipPlane(Plane(Vector3::UNIT_Y, mTop));
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mCamera->enableReflection(Plane(Vector3::UNIT_Y, mTop));
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}
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@ -170,9 +194,9 @@ void Water::postRenderTargetUpdate(const RenderTargetEvent& evt)
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}
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}
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Ogre::MaterialPtr Water::createMaterial()
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void Water::createMaterial()
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{
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MaterialPtr mat = MaterialManager::getSingleton().getByName("Water");
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mMaterial = MaterialManager::getSingleton().getByName("Water");
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// these have to be set in code
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std::string textureNames[32];
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@ -180,28 +204,26 @@ Ogre::MaterialPtr Water::createMaterial()
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{
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textureNames[i] = "textures\\water\\water" + StringConverter::toString(i, 2, '0') + ".dds";
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}
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mat->getTechnique(1)->getPass(0)->getTextureUnitState(0)->setAnimatedTextureName(textureNames, 32, 2);
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mMaterial->getTechnique(1)->getPass(0)->getTextureUnitState(0)->setAnimatedTextureName(textureNames, 32, 2);
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// use technique without shaders if reflection is disabled
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if (mReflectionTarget == 0)
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mat->removeTechnique(0);
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mMaterial->removeTechnique(0);
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if (Settings::Manager::getBool("shader", "Water"))
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{
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CompositorInstance* compositor = CompositorManager::getSingleton().getCompositorChain(mViewport)->getCompositor("gbuffer");
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TexturePtr colorTexture = compositor->getTextureInstance("mrt_output", 0);
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TextureUnitState* tus = mat->getTechnique(0)->getPass(0)->getTextureUnitState("refractionMap");
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TextureUnitState* tus = mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState("refractionMap");
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if (tus != 0)
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tus->setTexture(colorTexture);
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TexturePtr depthTexture = compositor->getTextureInstance("mrt_output", 1);
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tus = mat->getTechnique(0)->getPass(0)->getTextureUnitState("depthMap");
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tus = mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState("depthMap");
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if (tus != 0)
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tus->setTexture(depthTexture);
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}
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return mat;
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}
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void Water::setViewportBackground(const ColourValue& bg)
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@ -34,7 +34,8 @@ namespace MWRender {
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SkyManager* mSky;
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Ogre::MaterialPtr createMaterial();
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void createMaterial();
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Ogre::MaterialPtr mMaterial;
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Ogre::RenderTarget* mReflectionTarget;
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@ -48,6 +48,7 @@ void main_fp
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, uniform float far
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, uniform float4 fogParams
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, uniform float4 fogColour
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, uniform float isUnderwater
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)
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{
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@ -91,6 +92,7 @@ void main_fp
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float specular = pow(max(dot(normal.xyz, halfVector.xyz), 0), 64);
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float opacity = depth1 * saturate(reflectionFactor + specular);
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opacity *= (1-isUnderwater);
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reflection.xyz += lightSpecularColour0.xyz * specular;
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@ -43,6 +43,8 @@ material Water
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{
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pass
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{
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cull_hardware none
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vertex_program_ref Water_VP
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{
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param_named_auto camPosObjSpace camera_position_object_space
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@ -56,6 +58,7 @@ material Water
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param_named_auto far far_clip_distance
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param_named_auto lightPosObjSpace0 light_position_object_space 0
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param_named_auto lightSpecularColour0 light_specular_colour 0
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param_named isUnderwater float 0
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}
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texture_unit reflectionMap
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@ -85,6 +88,7 @@ material Water
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scheme Map
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pass
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{
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cull_hardware none
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scene_blend alpha_blend
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depth_write off
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diffuse 0 0 0 1
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