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Merge pull request #1469 from drummyfish/master
water shader improvements (partially fixes #3365)
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commit
2d873a13ac
@ -279,11 +279,14 @@ namespace MWRender
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mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
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mFieldOfView = Settings::Manager::getFloat("field of view", "Camera");
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mFirstPersonFieldOfView = Settings::Manager::getFloat("first person field of view", "Camera");
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updateProjectionMatrix();
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mStateUpdater->setFogEnd(mViewDistance);
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("near", mNearClip));
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("far", mViewDistance));
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mUniformNear = mRootNode->getOrCreateStateSet()->getUniform("near");
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mUniformFar = mRootNode->getOrCreateStateSet()->getUniform("far");
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updateProjectionMatrix();
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}
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RenderingManager::~RenderingManager()
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@ -889,6 +892,9 @@ namespace MWRender
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if (mFieldOfViewOverridden)
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fov = mFieldOfViewOverride;
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mViewer->getCamera()->setProjectionMatrixAsPerspective(fov, aspect, mNearClip, mViewDistance);
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mUniformNear->set(mNearClip);
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mUniformFar->set(mViewDistance);
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}
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void RenderingManager::updateTextureFiltering()
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@ -83,6 +83,9 @@ namespace MWRender
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SceneUtil::UnrefQueue* getUnrefQueue();
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Terrain::World* getTerrain();
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osg::Uniform* mUniformNear;
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osg::Uniform* mUniformFar;
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void preloadCommonAssets();
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double getReferenceTime() const;
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@ -336,8 +336,7 @@ public:
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void setWaterLevel(float waterLevel)
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{
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setViewMatrix(osg::Matrix::translate(0,0,-waterLevel) * osg::Matrix::scale(1,1,-1) * osg::Matrix::translate(0,0,waterLevel));
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setViewMatrix(osg::Matrix::scale(1,1,-1) * osg::Matrix::translate(0,0,2 * waterLevel));
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mClipCullNode->setPlane(osg::Plane(osg::Vec3d(0,0,1), osg::Vec3d(0,0,waterLevel)));
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}
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@ -6,7 +6,7 @@
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// tweakables -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
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const float VISIBILITY = 1200.0; // how far you can look through water
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const float VISIBILITY = 2.5;
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const float BIG_WAVES_X = 0.1; // strength of big waves
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const float BIG_WAVES_Y = 0.1;
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@ -31,6 +31,8 @@ const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); //sunlight extinction
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const float SPEC_HARDNESS = 256.0; // specular highlights hardness
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const float BUMP_SUPPRESS_DEPTH = 0.3; // at what water depth bumpmap will be supressed for reflections and refractions (prevents artifacts at shores)
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const vec2 WIND_DIR = vec2(0.5f, -0.8f);
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const float WIND_SPEED = 0.2f;
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@ -56,9 +58,9 @@ float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
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return result;
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}
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varying vec3 screenCoordsPassthrough;
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varying vec4 position;
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varying float depthPassthrough;
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varying vec3 screenCoordsPassthrough;
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varying vec4 position;
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varying float depthPassthrough;
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uniform sampler2D normalMap;
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@ -74,8 +76,18 @@ uniform float near;
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uniform float far;
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uniform vec3 nodePosition;
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float frustumDepth;
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float linearizeDepth(float depth) // takes <0,1> non-linear depth value and returns <0,1> linearized value
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{
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float z_n = 2.0 * depth - 1.0;
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depth = 2.0 * near * far / (far + near - z_n * frustumDepth);
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return depth / frustumDepth;
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}
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void main(void)
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{
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frustumDepth = abs(far - near);
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vec3 worldPos = position.xyz + nodePosition.xyz;
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vec2 UV = worldPos.xy / (8192.0*5.0) * 3.0;
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UV.y *= -1.0;
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@ -147,32 +159,37 @@ void main(void)
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fresnel = clamp(fresnel, 0.0, 1.0);
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#if REFRACTION
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float normalization = frustumDepth / 1000;
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float depthSample = linearizeDepth(texture2D(refractionDepthMap,screenCoords).x) * normalization;
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float depthSampleDistorted = linearizeDepth(texture2D(refractionDepthMap,screenCoords-(normal.xy*REFR_BUMP)).x) * normalization;
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float surfaceDepth = linearizeDepth(gl_FragCoord.z) * normalization;
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float realWaterDepth = depthSample - surfaceDepth; // undistorted water depth in view direction, independent of frustum
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float shore = clamp(realWaterDepth / BUMP_SUPPRESS_DEPTH,0,1);
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#else
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float shore = 1.0;
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#endif
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// reflection
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vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP)).rgb;
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vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP*shore)).rgb;
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// refraction
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#if REFRACTION
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vec3 refraction = texture2D(refractionMap, screenCoords-(normal.xy*REFR_BUMP)).rgb;
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vec3 refraction = texture2D(refractionMap, screenCoords-(normal.xy*REFR_BUMP*shore)).rgb;
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// brighten up the refraction underwater
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refraction = (cameraPos.z < 0.0) ? clamp(refraction * 1.5, 0.0, 1.0) : refraction;
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#endif
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// specular
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vec3 R = reflect(vVec, normal);
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float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS) * shadow;
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vec3 waterColor = WATER_COLOR;
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waterColor = waterColor * length(gl_LightModel.ambient.xyz);
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#if REFRACTION
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float refractionDepth = texture2D(refractionDepthMap, screenCoords-(normal.xy*REFR_BUMP)).x;
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float z_n = 2.0 * refractionDepth - 1.0;
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refractionDepth = 2.0 * near * far / (far + near - z_n * (far - near));
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float waterDepth = refractionDepth - depthPassthrough;
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#if REFRACTION
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if (cameraPos.z > 0.0)
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refraction = mix(refraction, waterColor, clamp(waterDepth/VISIBILITY, 0.0, 1.0));
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refraction = mix(refraction, waterColor, clamp(depthSampleDistorted/VISIBILITY, 0.0, 1.0));
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gl_FragData[0].xyz = mix( mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * gl_LightSource[0].specular.xyz;
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#else
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