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Convert water/ripple defines to camelCase
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612177be09
commit
f2e0129436
@ -161,7 +161,7 @@ CSMWorld::Data::Data(ToUTF8::FromType encoding, const Files::PathContainer& data
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defines["radialFog"] = "0";
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defines["lightingModel"] = "0";
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defines["reverseZ"] = "0";
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defines["refraction_enabled"] = "0";
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defines["waterRefraction"] = "0";
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for (const auto& define : shadowDefines)
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defines[define.first] = define.second;
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mResourceSystem->getSceneManager()->getShaderManager().setGlobalDefines(defines);
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@ -441,7 +441,7 @@ namespace MWRender
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globalDefines["radialFog"] = (exponentialFog || Settings::fog().mRadialFog) ? "1" : "0";
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globalDefines["exponentialFog"] = exponentialFog ? "1" : "0";
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globalDefines["skyBlending"] = mSkyBlending ? "1" : "0";
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globalDefines["refraction_enabled"] = "0";
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globalDefines["waterRefraction"] = "0";
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globalDefines["useGPUShader4"] = "0";
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globalDefines["useOVR_multiview"] = "0";
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globalDefines["numViews"] = "1";
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@ -100,7 +100,7 @@ namespace MWRender
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{
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auto& shaderManager = mResourceSystem->getSceneManager()->getShaderManager();
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Shader::ShaderManager::DefineMap defineMap = { { "ripple_map_size", std::to_string(sRTTSize) + ".0" } };
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Shader::ShaderManager::DefineMap defineMap = { { "rippleMapSize", std::to_string(sRTTSize) + ".0" } };
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osg::ref_ptr<osg::Shader> vertex = shaderManager.getShader("fullscreen_tri.vert", {}, osg::Shader::VERTEX);
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@ -700,11 +700,11 @@ namespace MWRender
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{
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// use a define map to conditionally compile the shader
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std::map<std::string, std::string> defineMap;
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defineMap["refraction_enabled"] = std::string(mRefraction ? "1" : "0");
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defineMap["waterRefraction"] = std::string(mRefraction ? "1" : "0");
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const int rippleDetail = Settings::water().mRainRippleDetail;
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defineMap["rain_ripple_detail"] = std::to_string(rippleDetail);
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defineMap["ripple_map_world_scale"] = std::to_string(RipplesSurface::sWorldScaleFactor);
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defineMap["ripple_map_size"] = std::to_string(RipplesSurface::sRTTSize) + ".0";
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defineMap["rainRippleDetail"] = std::to_string(rippleDetail);
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defineMap["rippleMapWorldScale"] = std::to_string(RipplesSurface::sWorldScaleFactor);
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defineMap["rippleMapSize"] = std::to_string(RipplesSurface::sRTTSize) + ".0";
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defineMap["sunlightScattering"] = Settings::water().mSunlightScattering ? "1" : "0";
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defineMap["wobblyShores"] = Settings::water().mWobblyShores ? "1" : "0";
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@ -13,7 +13,7 @@ uniform vec2 offset;
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void main()
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{
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vec2 uv = (gl_FragCoord.xy + offset) / @ripple_map_size;
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vec2 uv = (gl_FragCoord.xy + offset) / @rippleMapSize;
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vec4 color = texture2D(imageIn, uv);
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float wavesizeMultiplier = getTemporalWaveSizeMultiplier(osg_SimulationTime);
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@ -6,9 +6,9 @@ uniform sampler2D imageIn;
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void main()
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{
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vec2 uv = gl_FragCoord.xy / @ripple_map_size;
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vec2 uv = gl_FragCoord.xy / @rippleMapSize;
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float pixelSize = 1.0 / @ripple_map_size;
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float pixelSize = 1.0 / @rippleMapSize;
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float oneOffset = pixelSize;
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float oneAndHalfOffset = 1.5 * pixelSize;
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@ -144,7 +144,7 @@ void main(void)
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float fresnel = clamp(fresnel_dielectric(viewDir, normal, ior), 0.0, 1.0);
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vec2 screenCoordsOffset = normal.xy * REFL_BUMP;
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#if @refraction_enabled
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#if @waterRefraction
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float depthSample = linearizeDepth(sampleRefractionDepthMap(screenCoords), near, far);
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float surfaceDepth = linearizeDepth(gl_FragCoord.z, near, far);
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float realWaterDepth = depthSample - surfaceDepth; // undistorted water depth in view direction, independent of frustum
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@ -169,7 +169,7 @@ void main(void)
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vec3 rainSpecular = abs(rainRipple.w)*mix(skyColorEstimate, vec3(1.0), 0.05)*0.5;
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float waterTransparency = clamp(fresnel * 6.0 + specular, 0.0, 1.0);
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#if @refraction_enabled
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#if @waterRefraction
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// selectively nullify screenCoordsOffset to eliminate remaining shore artifacts, not needed for reflection
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if (cameraPos.z > 0.0 && realWaterDepth <= VISIBILITY_DEPTH && waterDepthDistorted > VISIBILITY_DEPTH)
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screenCoordsOffset = vec2(0.0);
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@ -217,7 +217,7 @@ void main(void)
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gl_FragData[0].rgb += specular * sunSpec.rgb + rainSpecular;
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#if @refraction_enabled && @wobblyShores
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#if @waterRefraction && @wobblyShores
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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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vec3 normalShoreRippleRain = texture2D(normalMap,normalCoords(UV, 2.0, 2.7, -1.0*waterTimer, 0.05, 0.1, normal3)).rgb - 0.5
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+ texture2D(normalMap,normalCoords(UV, 2.0, 2.7, waterTimer, 0.04, -0.13, normal4)).rgb - 0.5;
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@ -21,7 +21,7 @@ void main(void)
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position = gl_Vertex;
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worldPos = position.xyz + nodePosition.xyz;
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rippleMapUV = (worldPos.xy - playerPos.xy + (@ripple_map_size * @ripple_map_world_scale / 2.0)) / @ripple_map_size / @ripple_map_world_scale;
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rippleMapUV = (worldPos.xy - playerPos.xy + (@rippleMapSize * @rippleMapWorldScale / 2.0)) / @rippleMapSize / @rippleMapWorldScale;
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vec4 viewPos = modelToView(gl_Vertex);
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linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
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@ -9,7 +9,7 @@ vec4 sampleReflectionMap(vec2 uv)
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return texture2D(reflectionMap, uv);
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}
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#if @refraction_enabled
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#if @waterRefraction
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uniform sampler2D refractionMap;
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uniform sampler2D refractionDepthMap;
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@ -6,7 +6,7 @@
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vec4 sampleReflectionMap(vec2 uv);
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#if @refraction_enabled
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#if @waterRefraction
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vec4 sampleRefractionMap(vec2 uv);
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float sampleRefractionDepthMap(vec2 uv);
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#endif
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@ -12,7 +12,7 @@ vec4 sampleReflectionMap(vec2 uv)
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return texture(reflectionMap, vec3((uv), gl_ViewID_OVR));
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}
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#if @refraction_enabled
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#if @waterRefraction
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uniform sampler2DArray refractionMap;
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uniform sampler2DArray refractionDepthMap;
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@ -1,8 +1,6 @@
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#ifndef LIB_WATER_RIPPLES
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#define LIB_WATER_RIPPLES
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#define RAIN_RIPPLE_DETAIL @rain_ripple_detail
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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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@ -51,7 +49,7 @@ vec4 circle(vec2 coords, vec2 corner, float adjusted_time)
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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 RAIN_RIPPLE_DETAIL > 0
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#if @rainRippleDetail > 0
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// normal mapped ripples
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if(ringfollower < -1.0 || ringfollower > 1.0)
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return vec4(0.0);
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@ -88,7 +86,7 @@ vec4 rain(vec2 uv, float time)
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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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#if RAIN_RIPPLE_DETAIL > 0
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#if @rainRippleDetail > 0
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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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@ -115,11 +113,11 @@ vec4 rainCombined(vec2 uv, float time) // returns ripple normal in xyz and fake
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return
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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 RAIN_RIPPLE_DETAIL == 2
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#if @rainRippleDetail == 2
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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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#endif
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#endif
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;
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}
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