Water...
This commit is contained in:
23
water/water.compositor
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23
water/water.compositor
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compositor Fresnel
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{
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technique
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{
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texture reflection 512 512 PF_BYTE_RGB
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texture refraction 512 512 PF_BYTE_RGB
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target reflection
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{
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visibility_mask 0x00F // SURFACE objects
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input previous
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}
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target refraction
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{
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visibility_mask 0x0F0 // SUBMERGED objects
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input previous
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}
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target_output
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{
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input previous
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}
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}
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}
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122
water/water.cpp
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122
water/water.cpp
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#include <Ogre.h>
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#include <OgreMeshLodGenerator.h>
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#include <OgreCompositorManager.h>
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#include <OgreMaterialManager.h>
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#include "water.h"
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static const uint32_t SUBMERGED_MASK = 0x0F0;
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static const uint32_t SURFACE_MASK = 0x00F;
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static const uint32_t WATER_MASK = 0xF00;
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Water::Water()
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: FrameListener()
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, mWaterNode(nullptr)
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, mScnMgr(nullptr)
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, mCameraNode(nullptr)
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, mWaterPlane(Ogre::Vector3::UNIT_Y, 0)
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{
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}
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Water::~Water()
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{
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if (mWaterNode)
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mScnMgr->destroySceneNode(mWaterNode);
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}
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void Water::createWater(Ogre::Camera *camera)
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{
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int i;
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float w = 400;
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mCamera = camera;
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mScnMgr = camera->getSceneManager();
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mCameraNode = camera->getParentSceneNode();
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Ogre::Viewport *viewport = camera->getViewport();
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mCameraPosition = mCameraNode->getPosition();
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auto compositor = Ogre::CompositorManager::getSingleton().addCompositor(
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viewport, "Fresnel");
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Ogre::CompositorManager::getSingleton().setCompositorEnabled(
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viewport, "Fresnel", true);
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// toggle reflection in camera
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compositor->getRenderTarget("reflection")->addListener(this);
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Ogre::MeshPtr water_plane =
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Ogre::MeshManager::getSingleton().createPlane(
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"water",
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Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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mWaterPlane, w, w, 100, 100, true, 1, 100, 100,
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Ogre::Vector3::UNIT_Z);
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if (!Ogre::MeshLodGenerator::getSingletonPtr())
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new Ogre::MeshLodGenerator();
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Ogre::LodConfig lod_config(water_plane);
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lod_config.createGeneratedLodLevel(w, 0.5f);
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lod_config.createGeneratedLodLevel(w * 2.0, 0.25f);
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Ogre::MeshLodGenerator::getSingleton().generateLodLevels(lod_config);
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Ogre::Vector3 positions[] = { { 0, 0, -1 }, { 0, 0, 1 }, { -1, 0, 0 },
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{ 1, 0, 0 }, { -1, 0, -1 }, { -1, 0, 1 },
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{ 1, 0, -1 }, { 1, 0, 1 } };
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mWaterNode = mScnMgr->getRootSceneNode()->createChildSceneNode("Water");
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Ogre::Entity *water = mScnMgr->createEntity("WaterR", "water");
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water->setVisibilityFlags(WATER_MASK);
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auto mat = Ogre::MaterialManager::getSingleton().getByName("Water");
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mat->getTechnique(0)
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->getPass(0)
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->getTextureUnitState(0)
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->setProjectiveTexturing(true, mCamera);
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water->setMaterial(mat);
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Ogre::SceneNode *node0 = mWaterNode->createChildSceneNode("WaterR");
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node0->attachObject(water);
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for (i = 0; i < (int)sizeof(positions) / (int)sizeof(positions[0]);
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i++) {
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Ogre::Entity *water_lod1 = mScnMgr->createEntity(
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"Water" + Ogre::StringConverter::toString(i), "water");
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water_lod1->setMaterialName("Water");
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Ogre::SceneNode *node_w = mWaterNode->createChildSceneNode(
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"Water" + Ogre::StringConverter::toString(i),
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positions[i] * w, Ogre::Quaternion::IDENTITY);
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node_w->attachObject(water_lod1);
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water_lod1->setVisibilityFlags(WATER_MASK);
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}
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}
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void Water::updateWater(float delta)
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{
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if (mCameraPosition.squaredDistance(mCameraNode->getPosition()) >
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100.0f) {
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mCameraPosition = mCameraNode->getPosition();
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Ogre::Vector3 waterPosition = mCameraPosition;
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waterPosition.y = 0;
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mWaterNode->setPosition(waterPosition);
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}
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}
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bool Water::frameEnded(const Ogre::FrameEvent &evt)
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{
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updateWater(evt.timeSinceLastFrame);
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return true;
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}
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bool Water::frameRenderingQueued(const Ogre::FrameEvent &evt)
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{
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return FrameListener::frameRenderingQueued(evt);
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}
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void Water::preRenderTargetUpdate(const Ogre::RenderTargetEvent &evt)
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{
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mCamera->enableReflection(mWaterPlane);
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}
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void Water::postRenderTargetUpdate(const Ogre::RenderTargetEvent &evt)
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{
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mCamera->disableReflection();
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}
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void Water::add_submerged_entity(Ogre::Entity *ent)
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{
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ent->setVisibilityFlags(SUBMERGED_MASK);
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}
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void Water::add_surface_entity(Ogre::Entity *ent)
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{
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ent->setVisibilityFlags(SURFACE_MASK);
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}
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103
water/water.frag
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103
water/water.frag
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@@ -0,0 +1,103 @@
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/*********************************************************************NVMH3****
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Copyright NVIDIA Corporation 2003
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TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
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*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
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OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY
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AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS
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BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES
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WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS,
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BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS)
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ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS
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BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
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Comments:
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Simple ocean shader with animated bump map and geometric waves
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Based partly on "Effective Water Simulation From Physical Models", GPU Gems
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11 Aug 05: converted from HLSL to GLSL by Jeff Doyle (nfz) to work in Ogre
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15 Jun 25: converted to OgreUnifiedShader.h by Sergey Lapin
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******************************************************************************/
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OGRE_NATIVE_GLSL_VERSION_DIRECTIVE
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#include <OgreUnifiedShader.h>
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SAMPLER2D(noiseMap, 0);
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SAMPLER2D(reflectMap, 1);
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SAMPLER2D(refractMap, 2);
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OGRE_UNIFORMS(
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uniform vec4 ambient;
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uniform vec4 diffuse;
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uniform highp float time;
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uniform vec4 deepColor;
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uniform vec4 shallowColor;
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uniform vec4 reflectionColor;
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uniform float reflectionAmount;
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uniform float reflectionBlur;
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uniform float waterAmount;
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uniform vec4 tintColour;
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uniform float noiseScale;
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uniform float fresnelScale;
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uniform float fresnelPower;
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uniform float fresnelBias;
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uniform float hdrMultiplier;
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)
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MAIN_PARAMETERS
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IN(mat3 rotMatrix, 17) // first row of the 3x3 transform from tangent to cube space
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IN(vec2 bumpCoord0, 18)
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IN(vec2 bumpCoord1, 19)
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IN(vec2 bumpCoord2, 20)
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IN(vec3 eyeVector, 21)
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IN(vec3 noiseCoord, 22)
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IN(highp vec4 projectionCoord, 23)
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IN(vec3 eyeDir, 24)
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IN(vec3 oNormal, 25)
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MAIN_DECLARATION
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{
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// vec4 t0 = texture2D(NormalMap, bumpCoord0) * 2.0 - 1.0;
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// vec4 t1 = texture2D(NormalMap, bumpCoord1) * 2.0 - 1.0;
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// vec4 t2 = texture2D(NormalMap, bumpCoord2) * 2.0 - 1.0;
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vec4 t0 = normalize(vec4(0.1, 1, 0, 1));
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vec4 t1 = normalize(vec4(0, 1, 0.1, 1));
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vec4 t2 = normalize(vec4(-0.1, 1, 0.1, 1));
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// Do the tex projection manually so we can distort _after_
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vec2 final = projectionCoord.xy / projectionCoord.w;
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// Noise
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vec3 noiseNormal = (texture2D(noiseMap, (noiseCoord.xy / 5.0)).rgb - 0.5).rbg * noiseScale;
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final += noiseNormal.xz;
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// final.x = clamp(1.0 + final.x - floor(1.0 + final.x), 0.0, 1.0);
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// float m = 0.2;
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// final.y = final.y * (1.0 - m) + m * 0.5;
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// final.y = clamp(1.0 + final.y - floor(1.0 + final.y), 0.0, 1.0);
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vec3 N = t0.xyz + t1.xyz + t2.xyz;
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N = normalize(rotMatrix * N);
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vec3 E = normalize(eyeVector);
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vec3 R = reflect(E, N);
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R.z = -R.z;
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// vec4 reflection = vec4(0.4, 0.4, 0.8, 1.0);
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// vec4 reflection = textureCube(EnvironmentMap, R, reflectionBlur);
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// Reflection / refraction
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vec4 reflectionColour = texture2D(reflectMap, final);
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vec4 refractionColour = texture2D(refractMap, final) + tintColour;
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reflectionColour.rgb *= (reflectionColour.r + reflectionColour.g + reflectionColour.b) * hdrMultiplier;
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float facing = 1.0 - dot(-E, N);
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// float fresnel = clamp(fresnelBias + pow(facing, fresnelPower), 0.0, 1.0);
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float fresnel = clamp(fresnelBias + fresnelScale * pow(1.0 + dot(eyeDir, oNormal), fresnelPower), 0.0, 1.0);
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vec4 waterColor = mix(shallowColor, deepColor, facing) * waterAmount;
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vec4 reflection = mix(waterColor, reflectionColour, fresnel) * reflectionAmount;
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// reflection = mix(waterColor, reflection * reflectionColor, fresnel) * reflectionAmount;
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// gl_FragColor = mix(waterColor, reflectionColour, reflectionAmount);
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vec4 r = mix(refractionColour, reflectionColour, fresnel) * reflectionAmount;
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gl_FragColor = waterColor + r;
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//gl_FragColor = waterColor + mix(refractionColour, reflection, fresnel);
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//gl_FragColor = refractionColour;
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//gl_FragColor = reflectionColour;
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//gl_FragColor = ambient * diffuse;
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}
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25
water/water.h
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25
water/water.h
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#ifndef MAT_WATER_H
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#define MAT_WATER_H
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#include <Ogre.h>
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class App;
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class Water : public Ogre::FrameListener, Ogre::RenderTargetListener {
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Ogre::SceneManager *mScnMgr;
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Ogre::SceneNode *mWaterNode, *mCameraNode;
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Ogre::Vector3 mCameraPosition;
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Ogre::Camera *mCamera;
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Ogre::Plane mWaterPlane;
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public:
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Water();
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virtual ~Water();
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void createWater(Ogre::Camera *camera);
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void updateWater(float delta);
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bool frameEnded(const Ogre::FrameEvent &evt) override;
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bool frameRenderingQueued(const Ogre::FrameEvent &evt) override;
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void preRenderTargetUpdate(const Ogre::RenderTargetEvent &evt) override;
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void
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postRenderTargetUpdate(const Ogre::RenderTargetEvent &evt) override;
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void add_submerged_entity(Ogre::Entity *ent);
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void add_surface_entity(Ogre::Entity *ent);
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};
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#endif
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81
water/water.material
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81
water/water.material
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/*
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//----------------------------
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// Distortion effects
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//----------------------------
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vertex_program Examples/FresnelRefractReflectVP glsl glsles glslang hlsl
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{
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source Example_FresnelVp.glsl
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}
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fragment_program Examples/FresnelRefractReflectFP glsl glsles glslang hlsl
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{
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source Example_FresnelFp.glsl
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default_params
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{
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// assign samplers as required by GLSL
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param_named noiseMap int 0
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param_named reflectMap int 1
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param_named refractMap int 2
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}
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}
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*/
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material Water
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{
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technique
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{
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pass
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{
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ambient 1.0 1.0 1.0 1.0
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diffuse 0.0 0.2 0.5 1.0
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/*
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vertex_program_ref Examples/FresnelRefractReflectVP
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{
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param_named_auto worldViewProjMatrix worldviewproj_matrix
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param_named_auto textureProjMatrix texture_worldviewproj_matrix 0
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param_named_auto eyePosition camera_position_object_space
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param_named_auto timeVal time 0.05
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param_named scroll float 1
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param_named scale float 1
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param_named noise float 1
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// scroll and noisePos will need updating per frame
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}
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fragment_program_ref Examples/FresnelRefractReflectFP
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{
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param_named fresnelBias float -0.1
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param_named fresnelScale float 1.8
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param_named fresnelPower float 8
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param_named tintColour float4 0 0.05 0.05 1
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param_named noiseScale float 0.05
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}
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*/
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vertex_program_ref water_vp
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{
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}
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fragment_program_ref water_fp
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{
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}
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// Noise
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texture_unit
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{
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// Perlin noise volume
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texture waves2.png
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// min / mag filtering, no mip
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filtering linear linear none
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}
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// Reflection
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texture_unit
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{
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content_type compositor Fresnel reflection
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tex_address_mode mirror
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}
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// Refraction
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texture_unit
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{
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content_type compositor Fresnel refraction
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tex_address_mode mirror
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}
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}
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}
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}
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53
water/water.program
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53
water/water.program
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@@ -0,0 +1,53 @@
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fragment_program water_fp glsl glsles glslang hlsl
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{
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source water.frag
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default_params
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{
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param_named_auto ambient surface_ambient_colour
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param_named_auto diffuse surface_diffuse_colour
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param_named_auto time time
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// param_named NormalMap int 0
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// param_named EnvironmentMap int 1
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param_named deepColor float4 0 0.2 0.5 1.0
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param_named shallowColor float4 0 0.8 1 1.0
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param_named reflectionColor float4 0.95 1 1 1.0
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param_named reflectionAmount float 0.5
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param_named reflectionBlur float 0.0
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param_named waterAmount float 0.5
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// param_named fresnelPower float 5.0
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// param_named fresnelPower float 8.0
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param_named fresnelPower float 2.0
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// param_named fresnelBias float 0.328
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param_named fresnelBias float 0.328
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||||
// param_named fresnelScale float 1.8
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||||
// param_named fresnelScale float 1.8
|
||||
param_named fresnelScale float 1.0
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||||
param_named hdrMultiplier float 0.471
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||||
param_named tintColour float4 0 0.05 0.05 1
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param_named noiseScale float 0.03
|
||||
param_named noiseMap int 0
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||||
param_named reflectMap int 1
|
||||
param_named refractMap int 2
|
||||
}
|
||||
}
|
||||
|
||||
vertex_program water_vp glsl glsles glslang hlsl
|
||||
{
|
||||
source water.vert
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||||
default_params
|
||||
{
|
||||
param_named_auto worldViewProj worldviewproj_matrix
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||||
param_named_auto textureProjMatrix texture_worldviewproj_matrix 0
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||||
param_named_auto eyePosition camera_position_object_space
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||||
param_named BumpScale float 0.2
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||||
param_named textureScale float2 25 26
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||||
param_named bumpSpeed float2 0.015 0.005
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||||
param_named_auto time time_0_x 100.0
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param_named waveFreq float 0.028
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||||
param_named waveAmp float 1.0
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param_named scroll float 1
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param_named scale float 1
|
||||
param_named noise float 1
|
||||
}
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||||
}
|
||||
|
||||
108
water/water.vert
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108
water/water.vert
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@@ -0,0 +1,108 @@
|
||||
/*********************************************************************NVMH3****
|
||||
Copyright NVIDIA Corporation 2003
|
||||
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
|
||||
*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY
|
||||
AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS
|
||||
BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES
|
||||
WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS,
|
||||
BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS)
|
||||
ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS
|
||||
BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
|
||||
Comments:
|
||||
Simple ocean shader with animated bump map and geometric waves
|
||||
Based partly on "Effective Water Simulation From Physical Models", GPU Gems
|
||||
|
||||
11 Aug 05: converted from HLSL to GLSL by Jeff Doyle (nfz) to work in Ogre
|
||||
15 Jun 25: modified to work with OgreUnifiedShader.h
|
||||
|
||||
******************************************************************************/
|
||||
OGRE_NATIVE_GLSL_VERSION_DIRECTIVE
|
||||
#include <OgreUnifiedShader.h>
|
||||
#line 3
|
||||
|
||||
OGRE_UNIFORMS(
|
||||
uniform vec3 eyePosition;
|
||||
uniform float BumpScale;
|
||||
uniform vec2 textureScale;
|
||||
uniform vec2 bumpSpeed;
|
||||
uniform highp float time;
|
||||
uniform float waveFreq;
|
||||
uniform float waveAmp;
|
||||
uniform mat4 worldViewProj;
|
||||
uniform mat4 textureProjMatrix;
|
||||
uniform mat3 normalMatrix;
|
||||
uniform float scale; // the amount to scale the noise texture by
|
||||
uniform float scroll; // the amount by which to scroll the noise
|
||||
uniform float noise; // the noise perturb as a factor of the time
|
||||
)
|
||||
// wave functions
|
||||
struct Wave {
|
||||
float freq; // 2*PI / wavelength
|
||||
float amp; // amplitude
|
||||
float phase; // speed * 2*PI / wavelength
|
||||
vec2 dir;
|
||||
};
|
||||
|
||||
MAIN_PARAMETERS
|
||||
IN(vec4 vertex, POSITION)
|
||||
IN(vec3 normal, NORMAL)
|
||||
// IN(vec3 tangent, TANGENT)
|
||||
IN(vec3 uv0, TEXCOORD0)
|
||||
OUT(mat3 rotMatrix, 17)
|
||||
OUT(vec2 bumpCoord0, 18)
|
||||
OUT(vec2 bumpCoord1, 19)
|
||||
OUT(vec2 bumpCoord2, 20)
|
||||
OUT(vec3 eyeVector, 21)
|
||||
OUT(vec3 noiseCoord, 22)
|
||||
OUT(highp vec4 projectionCoord, 23)
|
||||
OUT(vec3 eyeDir, 24)
|
||||
OUT(vec3 oNormal, 25)
|
||||
MAIN_DECLARATION
|
||||
{
|
||||
#define NWAVES 4
|
||||
Wave wave[NWAVES];
|
||||
wave[0] = Wave( waveFreq, waveAmp, 0.5, vec2(-1.0, 0.0) );
|
||||
wave[1] = Wave( 3.0 * waveFreq, 0.33 * waveAmp, 1.7, vec2(-0.7, 0.7) );
|
||||
wave[2] = Wave( 7.5 * waveFreq, 0.15 * waveAmp, 2.9, vec2(-0.2, 0.2) );
|
||||
wave[3] = Wave( 11.5 * waveFreq, 0.075 * waveAmp, 5.9, vec2(-0.2, 0.3) );
|
||||
vec4 P = worldViewProj * vertex;
|
||||
vec4 R = vertex;
|
||||
// sum waves
|
||||
float ddx = 0.0, ddy = 0.0;
|
||||
float deriv;
|
||||
float angle;
|
||||
projectionCoord = mul(textureProjMatrix, vertex);
|
||||
|
||||
// Noise map coords
|
||||
noiseCoord.xy = (uv0.xy + (time * scroll)) * scale;
|
||||
noiseCoord.z = noise * time;
|
||||
// wave synthesis using two sine waves at different frequencies and phase shift
|
||||
for(int i = 0; i<NWAVES; ++i)
|
||||
{
|
||||
angle = dot(wave[i].dir, P.xz) * wave[i].freq + time * wave[i].phase;
|
||||
P.y += wave[i].amp * sin( angle );
|
||||
// calculate derivate of wave function
|
||||
deriv = wave[i].freq * wave[i].amp * cos(angle);
|
||||
ddx -= deriv * wave[i].dir.x;
|
||||
ddy -= deriv * wave[i].dir.y;
|
||||
}
|
||||
R.y = P.y;
|
||||
// compute the 3x3 transform from tangent space to object space
|
||||
// compute tangent basis
|
||||
vec3 T = normalize(vec3(1.0, ddy, 0.0)) * BumpScale;
|
||||
vec3 B = normalize(vec3(0.0, ddx, 1.0)) * BumpScale;
|
||||
vec3 N = normalize(vec3(ddx, 1.0, ddy));
|
||||
rotMatrix = mat3(T, B, N);
|
||||
gl_Position = P;
|
||||
// calculate texture coordinates for normal map lookup
|
||||
bumpCoord0.xy = uv0.xy * textureScale + time * bumpSpeed;
|
||||
bumpCoord1.xy = uv0.xy * textureScale * 2.0 + time * bumpSpeed * 4.0;
|
||||
bumpCoord2.xy = uv0.xy * textureScale * 4.0 + time * bumpSpeed * 8.0;
|
||||
|
||||
eyeVector = R.xyz - eyePosition; // eye position in vertex space
|
||||
eyeDir = normalize(R.xyz - eyePosition);
|
||||
oNormal = normal;
|
||||
}
|
||||
BIN
water/waves2.png
Normal file
BIN
water/waves2.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 167 KiB |
Reference in New Issue
Block a user