From 3ef952172d5a05133d94b9f3e6cf65a636eafa26 Mon Sep 17 00:00:00 2001 From: scrawl Date: Tue, 26 Feb 2013 10:38:48 +0100 Subject: [PATCH] Z-up conversion: water, sky --- apps/openmw/mwrender/renderingmanager.cpp | 7 +++--- apps/openmw/mwrender/sky.cpp | 1 - apps/openmw/mwrender/water.cpp | 14 +++++------ files/materials/objects.shader | 12 ++++----- files/materials/terrain.shader | 16 ++++++------ files/materials/underwater.h | 6 ++--- files/materials/water.shader | 30 ++++++++++++----------- 7 files changed, 43 insertions(+), 43 deletions(-) diff --git a/apps/openmw/mwrender/renderingmanager.cpp b/apps/openmw/mwrender/renderingmanager.cpp index 455e84f5ef..b2d7fbff08 100644 --- a/apps/openmw/mwrender/renderingmanager.cpp +++ b/apps/openmw/mwrender/renderingmanager.cpp @@ -365,7 +365,7 @@ void RenderingManager::update (float duration, bool paused) float *fpos = data.getPosition().pos; // only for LocalMap::updatePlayer() - Ogre::Vector3 pos(fpos[0], -fpos[2], -fpos[1]); + Ogre::Vector3 pos(fpos[0], fpos[1], fpos[2]); Ogre::SceneNode *node = data.getBaseNode(); Ogre::Quaternion orient = @@ -381,7 +381,7 @@ void RenderingManager::update (float duration, bool paused) mWater->updateUnderwater( world->isUnderwater( world->getPlayer().getPlayer().getCell(), - Ogre::Vector3(cam.x, -cam.z, cam.y)) + cam) ); mWater->update(duration); } @@ -613,8 +613,7 @@ void RenderingManager::sunDisable() void RenderingManager::setSunDirection(const Ogre::Vector3& direction) { // direction * -1 (because 'direction' is camera to sun vector and not sun to camera), - // then convert from MW to ogre coordinates (swap y,z and make y negative) - if (mSun) mSun->setDirection(Vector3(-direction.x, -direction.z, direction.y)); + if (mSun) mSun->setDirection(Vector3(-direction.x, -direction.y, -direction.z)); mSkyManager->setSunDirection(direction); } diff --git a/apps/openmw/mwrender/sky.cpp b/apps/openmw/mwrender/sky.cpp index 767f3c4639..b747b0d9a8 100644 --- a/apps/openmw/mwrender/sky.cpp +++ b/apps/openmw/mwrender/sky.cpp @@ -236,7 +236,6 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera) { mSceneMgr = pMwRoot->getCreator(); mRootNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); - mRootNode->pitch(Degree(-90)); // convert MW to ogre coordinates mRootNode->setInheritOrientation(false); } diff --git a/apps/openmw/mwrender/water.cpp b/apps/openmw/mwrender/water.cpp index e8f099640b..e8ccbb2b46 100644 --- a/apps/openmw/mwrender/water.cpp +++ b/apps/openmw/mwrender/water.cpp @@ -42,9 +42,9 @@ Water::Water (Ogre::Camera *camera, RenderingManager* rend, const ESM::Cell* cel mIsUnderwater = false; - mWaterPlane = Plane(Vector3::UNIT_Y, 0); + mWaterPlane = Plane(Vector3::UNIT_Z, 0); - MeshManager::getSingleton().createPlane("water", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, CELL_SIZE*5, CELL_SIZE * 5, 10, 10, true, 1, 3,3, Vector3::UNIT_Z); + MeshManager::getSingleton().createPlane("water", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, CELL_SIZE*5, CELL_SIZE * 5, 10, 10, true, 1, 3,3, Vector3::UNIT_Y); mWater = mSceneManager->createEntity("water"); mWater->setVisibilityFlags(RV_Water); @@ -168,12 +168,12 @@ void Water::setHeight(const float height) { mTop = height; - mWaterPlane = Plane(Vector3::UNIT_Y, height); + mWaterPlane = Plane(Vector3::UNIT_Z, height); // small error due to reflection texture size & reflection distortion - mErrorPlane = Plane(Vector3::UNIT_Y, height - 5); + mErrorPlane = Plane(Vector3::UNIT_Z, height - 5); - mWaterNode->setPosition(0, height, 0); + mWaterNode->setPosition(0, 0, height); sh::Factory::getInstance ().setSharedParameter ("waterLevel", sh::makeProperty(new sh::FloatValue(height))); } @@ -199,7 +199,7 @@ Water::updateUnderwater(bool underwater) Vector3 Water::getSceneNodeCoordinates(int gridX, int gridY) { - return Vector3(gridX * CELL_SIZE + (CELL_SIZE / 2), mTop, -gridY * CELL_SIZE - (CELL_SIZE / 2)); + return Vector3(gridX * CELL_SIZE + (CELL_SIZE / 2), gridY * CELL_SIZE + (CELL_SIZE / 2), mTop); } void Water::preRenderTargetUpdate(const RenderTargetEvent& evt) @@ -216,7 +216,7 @@ void Water::preRenderTargetUpdate(const RenderTargetEvent& evt) mReflectionRenderActive = true; Vector3 pos = mCamera->getRealPosition(); - pos.y = mTop*2 - pos.y; + pos.z = mTop*2 - pos.z; mSky->setSkyPosition(pos); mReflectionCamera->enableReflection(mWaterPlane); } diff --git a/files/materials/objects.shader b/files/materials/objects.shader index 25624351c8..6adf7e3fa0 100644 --- a/files/materials/objects.shader +++ b/files/materials/objects.shader @@ -225,9 +225,9 @@ float3 waterEyePos = float3(1,1,1); // NOTE: this calculation would be wrong for non-uniform scaling float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0)); - waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,1,0), waterLevel); + waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel); caustics = getCaustics(causticMap, worldPos, waterEyePos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed); - if (worldPos.y >= waterLevel || waterEnabled != 1.f) + if (worldPos.z >= waterLevel || waterEnabled != 1.f) caustics = float3(1,1,1); #endif @@ -269,7 +269,7 @@ #if UNDERWATER // regular fog only if fragment is above water - if (worldPos.y > waterLevel || waterEnabled != 1.f) + if (worldPos.z > waterLevel || waterEnabled != 1.f) #endif shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, gammaCorrectRead(fogColour), fogValue); #endif @@ -278,7 +278,7 @@ shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0)); #if UNDERWATER - float fogAmount = (cameraPos.y > waterLevel) + float fogAmount = (cameraPos.z > waterLevel) ? shSaturate(length(waterEyePos-worldPos) / VISIBILITY) : shSaturate(length(cameraPos.xyz-worldPos)/ VISIBILITY); @@ -292,14 +292,14 @@ waterGradient = clamp((waterGradient*0.5+0.5),0.2,1.0); float3 watercolour = ( gammaCorrectRead(float3(0.0078, 0.5176, 0.700))+waterSunColour)*waterGradient*2.0; watercolour = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT))); - watercolour = (cameraPos.y <= waterLevel) ? watercolour : watercolour*0.3; + watercolour = (cameraPos.z <= waterLevel) ? watercolour : watercolour*0.3; float darkness = VISIBILITY*2.0; darkness = clamp((waterEyePos.y - waterLevel + darkness)/darkness,0.2,1.0); watercolour *= darkness; - float isUnderwater = (worldPos.y < waterLevel) ? 1.0 : 0.0; + float isUnderwater = (worldPos.z < waterLevel) ? 1.0 : 0.0; shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, watercolour, fogAmount * isUnderwater * waterEnabled); #endif diff --git a/files/materials/terrain.shader b/files/materials/terrain.shader index dee7332630..e4f1cf091a 100644 --- a/files/materials/terrain.shader +++ b/files/materials/terrain.shader @@ -88,8 +88,8 @@ float toMorph = -min(0, sign(uv1.y - lodMorph.y)); // morph - // this assumes XZ terrain alignment - worldPos.y += uv1.x * toMorph * lodMorph.x; + // this assumes XY terrain alignment + worldPos.z += uv1.x * toMorph * lodMorph.x; shOutputPosition = shMatrixMult(viewProjMatrix, worldPos); @@ -233,9 +233,9 @@ float3 waterEyePos = float3(1,1,1); // NOTE: this calculation would be wrong for non-uniform scaling float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0)); - waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,1,0), waterLevel); + waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel); caustics = getCaustics(causticMap, worldPos, waterEyePos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed); - if (worldPos.y >= waterLevel) + if (worldPos.z >= waterLevel) caustics = float3(1,1,1); @@ -341,7 +341,7 @@ #if UNDERWATER // regular fog only if fragment is above water - if (worldPos.y > waterLevel) + if (worldPos.z > waterLevel) #endif shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, gammaCorrectRead(fogColour), fogValue); #endif @@ -350,7 +350,7 @@ shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0)); #if UNDERWATER - float fogAmount = (cameraPos.y > waterLevel) + float fogAmount = (cameraPos.z > waterLevel) ? shSaturate(length(waterEyePos-worldPos) / VISIBILITY) : shSaturate(length(cameraPos.xyz-worldPos)/ VISIBILITY); @@ -365,14 +365,14 @@ float3 watercolour = (gammaCorrectRead(float3(0.0078, 0.5176, 0.700))+waterSunColour)*waterGradient*2.0; float3 waterext = gammaCorrectRead(float3(0.6, 0.9, 1.0));//water extinction watercolour = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT))); - watercolour = (cameraPos.y <= waterLevel) ? watercolour : watercolour*0.3; + watercolour = (cameraPos.z <= waterLevel) ? watercolour : watercolour*0.3; float darkness = VISIBILITY*2.0; darkness = clamp((waterEyePos.y - waterLevel + darkness)/darkness,0.2,1.0); watercolour *= darkness; - float isUnderwater = (worldPos.y < waterLevel) ? 1.0 : 0.0; + float isUnderwater = (worldPos.z < waterLevel) ? 1.0 : 0.0; shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, watercolour, fogAmount * isUnderwater); #endif diff --git a/files/materials/underwater.h b/files/materials/underwater.h index 18052a98da..3b25404086 100644 --- a/files/materials/underwater.h +++ b/files/materials/underwater.h @@ -79,9 +79,9 @@ float3 perturb(shTexture2D tex, float2 coords, float bend, float2 windDir, float float3 getCaustics (shTexture2D causticMap, float3 worldPos, float3 waterEyePos, float3 worldNormal, float3 lightDirectionWS0, float waterLevel, float waterTimer, float3 windDir_windSpeed) { - float waterDepth = shSaturate((waterEyePos.y - worldPos.y) / 50.0); + float waterDepth = shSaturate((waterEyePos.y - worldPos.z) / 50.0); - float3 causticPos = intercept(worldPos.xyz, lightDirectionWS0.xyz, float3(0,1,0), waterLevel); + float3 causticPos = intercept(worldPos.xyz, lightDirectionWS0.xyz, float3(0,0,1), waterLevel); ///\ todo clean this up float causticdepth = length(causticPos-worldPos.xyz); @@ -91,7 +91,7 @@ float3 getCaustics (shTexture2D causticMap, float3 worldPos, float3 waterEyePos, // NOTE: the original shader calculated a tangent space basis here, // but using only the world normal is cheaper and i couldn't see a visual difference // also, if this effect gets moved to screen-space some day, it's unlikely to have tangent information - float3 causticNorm = worldNormal.xyz * perturb(causticMap, causticPos.xz, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).xzy * 2 - 1; + float3 causticNorm = worldNormal.xyz * perturb(causticMap, causticPos.xz, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).xyz * 2 - 1; //float fresnel = pow(clamp(dot(LV,causticnorm),0.0,1.0),2.0); diff --git a/files/materials/water.shader b/files/materials/water.shader index 6bd277eab6..b7fb60b6b7 100644 --- a/files/materials/water.shader +++ b/files/materials/water.shader @@ -122,7 +122,7 @@ #define REFL_BUMP 0.08 // reflection distortion amount #define REFR_BUMP 0.06 // refraction distortion amount - #define SCATTER_AMOUNT 3.0 // amount of sunlight scattering + #define SCATTER_AMOUNT 1.0 // amount of sunlight scattering #define SCATTER_COLOUR gammaCorrectRead(float3(0.0,1.0,0.95)) // colour of sunlight scattering #define SUN_EXT gammaCorrectRead(float3(0.45, 0.55, 0.68)) //sunlight extinction @@ -219,25 +219,27 @@ float3 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).xzy; + normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y).xyz; - normal = normalize(float3(normal.x * BUMP, normal.y, normal.z * BUMP)); + normal = normalize(float3(normal.x * BUMP, normal.y * BUMP, normal.z)); + normal = float3(normal.x, normal.y, -normal.z); // normal for sunlight scattering float3 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).xzy; - lNormal = normalize(float3(lNormal.x * BUMP, lNormal.y, lNormal.z * BUMP)); - + normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1).xyz; + lNormal = normalize(float3(lNormal.x * BUMP, lNormal.y * BUMP, lNormal.z)); + lNormal = float3(lNormal.x, lNormal.y, -lNormal.z); + float3 lVec = normalize(sunPosition.xyz); float3 vVec = normalize(position.xyz - cameraPos.xyz); - float isUnderwater = (cameraPos.y > 0) ? 0.0 : 1.0; + float isUnderwater = (cameraPos.z > 0) ? 0.0 : 1.0; // sunlight scattering - float3 pNormal = float3(0,1,0); + float3 pNormal = float3(0,0,1); float3 lR = reflect(lVec, lNormal); float3 llR = reflect(lVec, pNormal); @@ -246,13 +248,13 @@ float3 scatterColour = shLerp(float3(SCATTER_COLOUR)*gammaCorrectRead(float3(1.0,0.4,0.0)), SCATTER_COLOUR, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT))); // fresnel - float ior = (cameraPos.y>0)?(1.333/1.0):(1.0/1.333); //air to water; water to air + float ior = (cameraPos.z>0)?(1.333/1.0):(1.0/1.333); //air to water; water to air float fresnel = fresnel_dielectric(-vVec, normal, ior); fresnel = shSaturate(fresnel); // reflection - float3 reflection = gammaCorrectRead(shSample(reflectionMap, screenCoords+(normal.xz*REFL_BUMP)).rgb); + float3 reflection = gammaCorrectRead(shSample(reflectionMap, screenCoords+(normal.xy*REFL_BUMP)).rgb); // refraction float3 R = reflect(vVec, normal); @@ -260,13 +262,13 @@ // check the depth at the refracted coords, and don't do any normal distortion for the refraction if the object to refract // is actually above the water (objectDepth < waterDepth) // this solves silhouettes around objects above the water - float refractDepth = shSample(depthMap, screenCoords-(shoreFade * normal.xz*REFR_BUMP)).x * far - depthPassthrough; + float refractDepth = shSample(depthMap, screenCoords-(shoreFade * normal.xy*REFR_BUMP)).x * far - depthPassthrough; float doRefraction = (refractDepth < 0) ? 0.f : 1.f; - float3 refraction = gammaCorrectRead(shSample(refractionMap, (screenCoords-(shoreFade * normal.xz*REFR_BUMP * doRefraction))*1.0).rgb); + float3 refraction = gammaCorrectRead(shSample(refractionMap, (screenCoords-(shoreFade * normal.xy*REFR_BUMP * doRefraction))*1.0).rgb); // brighten up the refraction underwater - refraction = (cameraPos.y < 0) ? shSaturate(refraction * 1.5) : refraction; + refraction = (cameraPos.z < 0) ? shSaturate(refraction * 1.5) : refraction; // specular float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS); @@ -290,7 +292,7 @@ watercolour = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT))); float darkness = VISIBILITY*2.0; - darkness = clamp((cameraPos.y+darkness)/darkness,0.2,1.0); + darkness = clamp((cameraPos.z+darkness)/darkness,0.2,1.0); float fog = shSaturate(length(cameraPos.xyz-position.xyz) / VISIBILITY);