Render target water
This commit is contained in:
@@ -15,24 +15,34 @@ set(CREATE_SCENES
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${CMAKE_SOURCE_DIR}/characters/male/vroid-normal-male.scene
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)
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option(OGRE_DYNAMIC "Build against dynamic ogre" ON)
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# workaround horribly broken assimp cmake, fixed with assimp 5.1
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add_library(fix::assimp INTERFACE IMPORTED)
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set_target_properties(fix::assimp PROPERTIES
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INTERFACE_LINK_LIBRARIES "${ASSIMP_LIBRARIES};pugixml"
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INTERFACE_LINK_DIRECTORIES "${ASSIMP_LIBRARY_DIRS}"
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)
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#add_library(assimp INTERFACE IMPORTED)
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#set_target_properties(assimp PROPERTIES
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# INTERFACE_LINK_LIBRARIES "assimp;pugixml"
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# # INTERFACE_LINK_DIRECTORIES "${ASSIMP_LIBRARY_DIRS}"
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# INTERFACE_LINK_DIRECTORIES "${CMAKE_PREFIX_PATH}/lib"
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#)
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file(GLOB TERRAIN_SRC ${CMAKE_SOURCE_DIR}/src/terrain/*.cpp)
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file(GLOB WATER_SRC ${CMAKE_SOURCE_DIR}/water/*.cpp)
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# The COMPONENTS part checks that OGRE was built the way we need it
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# The CONFIG flag makes sure we get OGRE instead of OGRE-next
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find_package(OGRE REQUIRED COMPONENTS Bites Bullet Paging CONFIG)
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find_package(OGRE REQUIRED COMPONENTS Bites Bullet Paging Terrain CONFIG)
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find_package(ZLIB)
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find_package(SDL2)
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find_package(assimp)
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find_package(assimp REQUIRED CONFIG)
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find_package(Bullet)
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find_package(OgreProcedural REQUIRED CONFIG)
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find_package(pugixml REQUIRED CONFIG)
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add_library(fix::assimp INTERFACE IMPORTED)
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set_target_properties(fix::assimp PROPERTIES
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INTERFACE_LINK_LIBRARIES "${ASSIMP_LIBRARIES};pugixml"
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INTERFACE_LINK_DIRECTORIES "${ASSIMP_LIBRARY_DIRS}"
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# INTERFACE_LINK_DIRECTORIES "${CMAKE_PREFIX_PATH}/lib"
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)
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add_library(fix::OgreProcedural INTERFACE IMPORTED)
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set_target_properties(fix::OgreProcedural PROPERTIES
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@@ -40,6 +50,21 @@ set_target_properties(fix::OgreProcedural PROPERTIES
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INTERFACE_LINK_DIRECTORIES "${CMAKE_PREFIX_PATH}/lib"
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)
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if(NOT OGRE_DYNAMIC)
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add_library(OgreGLSupportStatic INTERFACE IMPORTED)
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set_target_properties(OgreGLSupportStatic PROPERTIES
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INTERFACE_LINK_LIBRARIES "OgreGLSupportStatic"
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INTERFACE_LINK_DIRECTORIES "${CMAKE_PREFIX_PATH}/lib"
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)
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endif()
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add_library(fix::pugixml INTERFACE IMPORTED)
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set_target_properties(fix::pugixml PROPERTIES
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INTERFACE_LINK_LIBRARIES "pugixml"
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INTERFACE_LINK_DIRECTORIES "${CMAKE_PREFIX_PATH}/lib"
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)
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add_subdirectory(src/lua)
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@@ -47,7 +72,7 @@ add_subdirectory(src/lua)
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add_executable(0_Bootstrap Bootstrap.cpp)
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# this also sets the includes and pulls third party dependencies
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target_link_libraries(0_Bootstrap OgreBites OgreBullet OgrePaging ${BULLET_DYNAMICS_LIBRARY} ${BULLET_COLLISION_LIBRARY} ${BULLET_MATH_LIBRARY})
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target_link_libraries(0_Bootstrap OgreBites OgreBullet OgrePaging ${BULLET_DYNAMICS_LIBRARY} ${BULLET_COLLISION_LIBRARY} ${BULLET_MATH_LIBRARY} ${ASSIMP_LIBRARIES})
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target_include_directories(0_Bootstrap PUBLIC OgreBites OgrePaging OgreBullet)
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add_dependencies(0_Bootstrap stage_files)
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@@ -60,7 +85,6 @@ add_executable(Procedural Procedural.cpp ${TERRAIN_SRC})
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target_link_libraries(Procedural OgreBites OgreBullet OgrePaging OgreTerrain OgreProcedural::OgreProcedural ${BULLET_DYNAMICS_LIBRARY} ${BULLET_COLLISION_LIBRARY} ${BULLET_MATH_LIBRARY})
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target_include_directories(Procedural PUBLIC OgreBites OgrePaging OgreBullet OgreTerrain OgreProcedural::OgreProcedural ${CMAKE_PREFIX_PATH}/include/OgreProcedural)
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add_dependencies(Procedural stage_files import_buildings)
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file(GLOB BUILDINGS_SRC ${CMAKE_SOURCE_DIR}/assets/blender/buildings/*.blend)
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set(BUILDING_OUTPUT_FILES)
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foreach(BUILDING_FILE ${BUILDINGS_SRC})
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@@ -83,6 +107,13 @@ add_custom_target(import_buildings ALL DEPENDS ${BUILDING_OUTPUT_FILES})
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add_executable(TerrainTest terrain.cpp ${TERRAIN_SRC})
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target_link_libraries(TerrainTest OgreBites OgreBullet OgrePaging OgreTerrain lua ${BULLET_DYNAMICS_LIBRARY} ${BULLET_COLLISION_LIBRARY} ${BULLET_MATH_LIBRARY})
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target_include_directories(TerrainTest PUBLIC OgreBites OgrePaging OgreTerrain OgreBullet PRIVATE . src/terrain src/lua src/lua/lua-5.4.8/src)
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if(NOT OGRE_DYNAMIC)
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target_link_libraries(TerrainTest fix::assimp pugixml)
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target_link_libraries(Procedural fix::assimp pugixml)
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target_link_libraries(0_Bootstrap fix::assimp pugixml)
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target_link_libraries(GuiTest fix::assimp pugixml)
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endif()
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file(GLOB LUA_SCRIPTS_SRC ${CMAKE_SOURCE_DIR}/lua-scripts/*.lua)
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set(LUA_SCRIPTS_OUTPUT)
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@@ -150,6 +181,8 @@ set(WATER_SRC
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water.program
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water.frag
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water.vert
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depth.frag
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depth.vert
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water.compositor
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waves2.png
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)
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@@ -201,3 +234,5 @@ add_custom_target(remove_scenes COMMAND rm -f ${CREATE_SCENES})
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add_custom_target(import_vrm DEPENDS ${CREATE_SCENES})
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install(TARGETS GuiTest DESTINATION bin)
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53
GuiTest.cpp
53
GuiTest.cpp
@@ -395,10 +395,13 @@ public:
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mDbgDraw.reset(new Ogre::Bullet::DebugDrawer(
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mScnMgr->getRootSceneNode(), mDynWorld->getBtWorld()));
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}
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void locateResources()
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void locateResources() override
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{
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OgreBites::ApplicationContext::locateResources();
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}
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void loadResources() override
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{
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}
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void initCamera()
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{
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@@ -429,8 +432,38 @@ public:
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// our model is quite small, so reduce the clipping planes
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mCamera->setNearClipDistance(0.1f);
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mCamera->setFarClipDistance(800);
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mPivotPitch = 0;
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}
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void configure()
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{
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std::cout << "Startup" << "\n";
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initApp();
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std::cout << "Set up RTSS" << "\n";
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Ogre::Root *root = getRoot();
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Ogre::SceneManager *scnMgr = getSceneManager();
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// register our scene with the RTSS
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Ogre::RTShader::ShaderGenerator *shadergen =
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Ogre::RTShader::ShaderGenerator::getSingletonPtr();
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shadergen->addSceneManager(scnMgr);
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setWindowGrab(true);
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std::cout << "Init camera" << "\n";
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initCamera();
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std::cout << "Set up water" << "\n";
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m_water.createWater(getRenderWindow(), mCamera);
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std::cout << "Set up cursor" << "\n";
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Ogre::ResourceGroupManager::getSingleton().initialiseAllResourceGroups();
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// OgreBites::ApplicationContext::loadResources();
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setupCursor();
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std::cout << "Create content" << "\n";
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createContent();
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std::cout << "Setup terrain" << "\n";
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setupTerrain();
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m_water.init();
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}
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void setupCursor()
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{
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// mKeyDirection = Ogre::Vector3::ZERO;
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// mVerticalVelocity = 0;
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Ogre::ManualObject *mobj =
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@@ -600,7 +633,7 @@ public:
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Ogre::Timer mTerrainUpd;
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void updateTerrain(float delta)
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{
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mDbgDraw->update();
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// mDbgDraw->update();
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#if 0
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if (mTerrainUpd.getMilliseconds() > 1000) {
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m_terrain.create_colliders();
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@@ -641,7 +674,6 @@ public:
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"Skybox/Dynamic", "General");
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OgreAssert(m, "Sky box material not found.");
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m->load();
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m_water.createWater(mCamera);
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getRoot()->addFrameListener(&m_water);
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#endif
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}
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@@ -845,20 +877,9 @@ void EditUI::initGui()
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int main()
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{
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App ctx;
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ctx.initApp();
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ctx.configure();
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// ctx.runRenderingSettingsDialog();
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// get a pointer to the already created root
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Ogre::Root *root = ctx.getRoot();
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Ogre::SceneManager *scnMgr = ctx.getSceneManager();
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// register our scene with the RTSS
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Ogre::RTShader::ShaderGenerator *shadergen =
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Ogre::RTShader::ShaderGenerator::getSingletonPtr();
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shadergen->addSceneManager(scnMgr);
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ctx.setWindowGrab(true);
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ctx.initCamera();
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ctx.createContent();
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ctx.setupTerrain();
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// register for input events
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// KeyHandler keyHandler;
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// ctx.addInputListener(&keyHandler);
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@@ -19,9 +19,9 @@ FileSystem=resources/terrain
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# samples which require them.
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[General]
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FileSystem=skybox
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FileSystem=water
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FileSystem=resources/buildings
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FileSystem=resources/debug
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FileSystem=water
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# PBR media must come before the scripts that reference it
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#FileSystem=./Media/PBR
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#FileSystem=./Media/PBR/filament
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@@ -73,4 +73,3 @@ FileSystem=lua-scripts
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[Characters]
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FileSystem=./characters/male
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FileSystem=./characters/female
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@@ -21,7 +21,7 @@
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#define ENDLESS_TERRAIN_FILE_PREFIX Ogre::String("EndlessWorldTerrain")
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#define ENDLESS_TERRAIN_FILE_SUFFIX Ogre::String("dat")
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#define TERRAIN_WORLD_SIZE 4000.0f
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#define TERRAIN_SIZE 129
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#define TERRAIN_SIZE 513
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// #define HOLD_LOD_DISTANCE 3000.0
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#define USE_PERLIN_DEFINER 0
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template <typename T> T CLAMP(T value, T low, T high)
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@@ -258,7 +258,8 @@ public:
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if (!created || true) {
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btRigidBody *body =
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mWorld->addTerrainRigidBody(
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group, x, y);
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group, x, y, 2,
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0x7ffffffd);
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Ogre::LogManager::getSingleton().logError(
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"created rigid body " +
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Ogre::StringConverter::toString(
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@@ -1,9 +1,11 @@
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/*
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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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@@ -20,4 +22,5 @@ compositor Fresnel
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}
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}
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}
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*/
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169
water/water.cpp
169
water/water.cpp
@@ -1,3 +1,4 @@
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#include <iostream>
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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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@@ -9,10 +10,18 @@ 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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, RenderTargetListener()
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, mWaterNode(nullptr)
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, mScnMgr(nullptr)
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, mWindow(nullptr)
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, mCameraNode(nullptr)
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, mWaterPlane(Ogre::Vector3::UNIT_Y, 0)
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, mReflectionPlane(Ogre::Vector3(0.0, 1.0, 0.0), 0.0f /* water height */)
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, mReflectionClipPlaneAbove(Ogre::Vector3(0.0, 1.0, 0.0), 0.0f /* water height */ - 2.0f)
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, mReflectionClipPlaneBelow(Ogre::Vector3(0.0, -1.0, 0.0), -(0.0f /* water height */ + 2.0))
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, mRefractionClipPlaneAbove(Ogre::Vector3(0.0, -1.0, 0.0), -(0.0f /* water height */ + 2.0))
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, mRefractionClipPlaneBelow(Ogre::Vector3(0.0, 1.0, 0.0), 0.0f /* water height */ - 2.0)
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, mAbove(true)
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{
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}
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@@ -20,30 +29,75 @@ Water::~Water()
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{
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if (mWaterNode)
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mScnMgr->destroySceneNode(mWaterNode);
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if(mReflectionTexture)
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mReflectionTexture->removeAllListeners();
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}
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void Water::createWater(Ogre::Camera *camera)
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void Water::create_cameras()
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{
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mReflectionTexture->addListener(this);
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mReflectionCamera = mScnMgr->createCamera("ReflectionCamera");
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mCamera->getParentSceneNode()->attachObject(mReflectionCamera);
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mReflectionCamera->setAspectRatio(mCamera->getAspectRatio());
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mReflectionCamera->setNearClipDistance(mCamera->getNearClipDistance());
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mReflectionCamera->setFarClipDistance(mCamera->getFarClipDistance());
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mReflectionCamera->enableCustomNearClipPlane(mReflectionClipPlaneAbove);
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mReflectionCamera->enableReflection(mReflectionPlane);
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Ogre::Viewport * reflectionViewport = mReflectionTexture->addViewport(mReflectionCamera);
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reflectionViewport->setClearEveryFrame(true);
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reflectionViewport->setBackgroundColour(Ogre::ColourValue(0.0, 0.0, 0.0, 0.0));
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reflectionViewport->setOverlaysEnabled(false);
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// reflectionViewport->setVisibilityMask(0xFFF);
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mRefractionTexture->addListener(this);
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mRefractionCamera = mScnMgr->createCamera("RefractionCamera");
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mCamera->getParentSceneNode()->attachObject(mRefractionCamera);
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mRefractionCamera->setAspectRatio(mCamera->getAspectRatio());
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mRefractionCamera->setNearClipDistance(mCamera->getNearClipDistance());
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mRefractionCamera->setFarClipDistance(mCamera->getFarClipDistance());
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mRefractionCamera->enableCustomNearClipPlane(mRefractionClipPlaneAbove);
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Ogre::Viewport * refractionViewport = mRefractionTexture->addViewport(mRefractionCamera);
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refractionViewport->setClearEveryFrame(true);
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refractionViewport->setBackgroundColour(Ogre::ColourValue(0.0, 0.0, 0.0, 0.0));
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refractionViewport->setOverlaysEnabled(false);
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refractionViewport->setSkiesEnabled(false);
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}
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void Water::create_textures()
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{
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Ogre::TexturePtr reflectionTexture = Ogre::TextureManager::getSingleton().createManual(
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"ReflectionTexture",
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Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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Ogre::TEX_TYPE_2D, 256, 256,
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0,
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Ogre::PF_R8G8B8A8,
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Ogre::TU_RENDERTARGET);
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mReflectionTexture = reflectionTexture->getBuffer()->getRenderTarget();
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Ogre::TexturePtr refractionTexture = Ogre::TextureManager::getSingleton().createManual(
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"RefractionTexture",
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Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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Ogre::TEX_TYPE_2D, 512, 512,
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0,
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Ogre::PF_R8G8B8A8,
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Ogre::TU_RENDERTARGET);
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mRefractionTexture = refractionTexture->getBuffer()->getRenderTarget();
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}
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void Water::init()
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{
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int i;
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float w = 1000;
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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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float w = 600.0f;
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// mWindow->addListener(this);
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create_cameras();
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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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mWaterPlane, w, w, 10, 10, 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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@@ -53,45 +107,82 @@ void Water::createWater(Ogre::Camera *camera)
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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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Ogre::Vector3 positions[] = { { 0, 0, 0 }, { 0, 0, -1 }, { 0, 0, 1 },
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{ -1, 0, 0 }, { 1, 0, 0 }, { -1, 0, -1 },
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{ -1, 0, 1 }, { 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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water->setCastShadows(true);
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auto mat = Ogre::MaterialManager::getSingleton().getByName("Water");
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auto mat = Ogre::MaterialManager::getSingleton().getByName("Water/Above");
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mat->load();
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mat->setReceiveShadows(false);
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#if 0
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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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#endif
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auto mat2 = Ogre::MaterialManager::getSingleton().getByName("Water/Below");
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mat2->load();
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mat2->setReceiveShadows(false);
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#if 0
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mat2->getTechnique(0)
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||||
->getPass(0)
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->getTextureUnitState(0)
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->setProjectiveTexturing(true, mCamera);
|
||||
#endif
|
||||
|
||||
for (i = 0; i < (int)sizeof(positions) / (int)sizeof(positions[0]);
|
||||
i++) {
|
||||
Ogre::Entity *water_lod1 = mScnMgr->createEntity(
|
||||
"Water" + Ogre::StringConverter::toString(i), "water");
|
||||
water_lod1->setMaterialName("Water");
|
||||
water_lod1->setVisibilityFlags(WATER_MASK);
|
||||
water_lod1->setCastShadows(true);
|
||||
water_lod1->setMaterialName("Water/Above");
|
||||
water_lod1->setMaterial(mat);
|
||||
Ogre::SceneNode *node_w = mWaterNode->createChildSceneNode(
|
||||
"Water" + Ogre::StringConverter::toString(i),
|
||||
positions[i] * w, Ogre::Quaternion::IDENTITY);
|
||||
node_w->attachObject(water_lod1);
|
||||
water_lod1->setVisibilityFlags(WATER_MASK);
|
||||
mWaterMeshes.push_back(water_lod1);
|
||||
}
|
||||
}
|
||||
|
||||
void Water::createWater(Ogre::RenderWindow * window, Ogre::Camera *camera)
|
||||
{
|
||||
int i;
|
||||
mCamera = camera;
|
||||
mScnMgr = camera->getSceneManager();
|
||||
mCameraNode = camera->getParentSceneNode();
|
||||
Ogre::Viewport *viewport = camera->getViewport();
|
||||
mWindow = window;
|
||||
mCameraPosition = mCameraNode->getPosition();
|
||||
create_textures();
|
||||
}
|
||||
|
||||
void Water::updateWater(float delta)
|
||||
{
|
||||
int i;
|
||||
if (mCameraPosition.squaredDistance(mCameraNode->getPosition()) >
|
||||
100.0f) {
|
||||
200.0f * 200.0f) {
|
||||
mCameraPosition = mCameraNode->getPosition();
|
||||
Ogre::Vector3 waterPosition = mCameraPosition;
|
||||
waterPosition.y = 0;
|
||||
mWaterNode->setPosition(waterPosition);
|
||||
}
|
||||
if (mAbove) {
|
||||
if (mCameraNode->getPosition().y < 0) {
|
||||
mAbove = false;
|
||||
for (i = 0; i < mWaterMeshes.size(); i++)
|
||||
mWaterMeshes[i]->setMaterialName("Water/Below");
|
||||
}
|
||||
} else {
|
||||
if (mCameraNode->getPosition().y > 0) {
|
||||
mAbove = true;
|
||||
for (i = 0; i < mWaterMeshes.size(); i++)
|
||||
mWaterMeshes[i]->setMaterialName("Water/Above");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool Water::frameEnded(const Ogre::FrameEvent &evt)
|
||||
@@ -106,12 +197,25 @@ bool Water::frameRenderingQueued(const Ogre::FrameEvent &evt)
|
||||
|
||||
void Water::preRenderTargetUpdate(const Ogre::RenderTargetEvent &evt)
|
||||
{
|
||||
mCamera->enableReflection(mWaterPlane);
|
||||
int i;
|
||||
if (evt.source == mReflectionTexture || evt.source == mRefractionTexture) {
|
||||
for (i = 0; i < mWaterMeshes.size(); i++)
|
||||
mWaterMeshes[i]->setVisible(false);
|
||||
if (evt.source == mReflectionTexture)
|
||||
mInRefTexUpdate = true;
|
||||
} else {
|
||||
for (i = 0; i < mWaterMeshes.size(); i++)
|
||||
mWaterMeshes[i]->setVisible(true);
|
||||
mInRefTexUpdate = false;
|
||||
}
|
||||
}
|
||||
|
||||
void Water::postRenderTargetUpdate(const Ogre::RenderTargetEvent &evt)
|
||||
{
|
||||
mCamera->disableReflection();
|
||||
int i;
|
||||
for (i = 0; i < mWaterMeshes.size(); i++)
|
||||
mWaterMeshes[i]->setVisible(true);
|
||||
mInRefTexUpdate = false;
|
||||
}
|
||||
|
||||
void Water::add_submerged_entity(Ogre::Entity *ent)
|
||||
@@ -123,3 +227,8 @@ void Water::add_surface_entity(Ogre::Entity *ent)
|
||||
{
|
||||
ent->setVisibilityFlags(SURFACE_MASK);
|
||||
}
|
||||
void Water::dump_textures()
|
||||
{
|
||||
mReflectionTexture->writeContentsToFile("Reflection.png");
|
||||
mRefractionTexture->writeContentsToFile("Refraction.png");
|
||||
}
|
||||
|
||||
111
water/water.frag
111
water/water.frag
@@ -1,103 +1,24 @@
|
||||
/*********************************************************************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: converted to OgreUnifiedShader.h by Sergey Lapin
|
||||
|
||||
******************************************************************************/
|
||||
|
||||
OGRE_NATIVE_GLSL_VERSION_DIRECTIVE
|
||||
#include <OgreUnifiedShader.h>
|
||||
|
||||
SAMPLER2D(noiseMap, 0);
|
||||
SAMPLER2D(reflectMap, 1);
|
||||
SAMPLER2D(refractMap, 2);
|
||||
|
||||
// SAMPLER2D(noiseMap, 0);
|
||||
SAMPLER2D(reflectMap, 0);
|
||||
SAMPLER2D(refractMap, 1);
|
||||
OGRE_UNIFORMS(
|
||||
uniform vec4 ambient;
|
||||
uniform vec4 diffuse;
|
||||
uniform highp float time;
|
||||
uniform vec4 deepColor;
|
||||
uniform vec4 shallowColor;
|
||||
uniform vec4 reflectionColor;
|
||||
uniform float reflectionAmount;
|
||||
uniform float reflectionBlur;
|
||||
uniform float waterAmount;
|
||||
uniform vec4 tintColour;
|
||||
uniform float noiseScale;
|
||||
uniform float fresnelScale;
|
||||
uniform float fresnelPower;
|
||||
uniform float fresnelBias;
|
||||
uniform float hdrMultiplier;
|
||||
uniform vec4 viewportSize;
|
||||
uniform f32vec4 cameraPosition;
|
||||
)
|
||||
MAIN_PARAMETERS
|
||||
IN(mat3 rotMatrix, 17) // first row of the 3x3 transform from tangent to cube space
|
||||
IN(vec2 bumpCoord0, 18)
|
||||
IN(vec2 bumpCoord1, 19)
|
||||
IN(vec2 bumpCoord2, 20)
|
||||
IN(vec3 eyeVector, 21)
|
||||
IN(vec3 noiseCoord, 22)
|
||||
IN(highp vec4 projectionCoord, 23)
|
||||
IN(vec3 eyeDir, 24)
|
||||
IN(vec3 oNormal, 25)
|
||||
IN(highp vec4 projectionCoord, TEXCOORD4)
|
||||
IN(f32vec3 positionWS, TEXCOORD7)
|
||||
MAIN_DECLARATION
|
||||
{
|
||||
// vec4 t0 = texture2D(NormalMap, bumpCoord0) * 2.0 - 1.0;
|
||||
// vec4 t1 = texture2D(NormalMap, bumpCoord1) * 2.0 - 1.0;
|
||||
// vec4 t2 = texture2D(NormalMap, bumpCoord2) * 2.0 - 1.0;
|
||||
vec4 t0 = normalize(vec4(0.1, 1, 0, 1));
|
||||
vec4 t1 = normalize(vec4(0, 1, 0.1, 1));
|
||||
vec4 t2 = normalize(vec4(-0.1, 1, 0.1, 1));
|
||||
// Do the tex projection manually so we can distort _after_
|
||||
vec2 final = projectionCoord.xy / projectionCoord.w;
|
||||
|
||||
// Noise
|
||||
vec3 noiseNormal = (texture2D(noiseMap, (noiseCoord.xy / 5.0)).rgb - 0.5).rbg * noiseScale;
|
||||
final += noiseNormal.xz;
|
||||
|
||||
// final.x = clamp(1.0 + final.x - floor(1.0 + final.x), 0.0, 1.0);
|
||||
// float m = 0.2;
|
||||
// final.y = final.y * (1.0 - m) + m * 0.5;
|
||||
// final.y = clamp(1.0 + final.y - floor(1.0 + final.y), 0.0, 1.0);
|
||||
|
||||
vec3 N = t0.xyz + t1.xyz + t2.xyz;
|
||||
N = normalize(rotMatrix * N);
|
||||
vec3 E = normalize(eyeVector);
|
||||
vec3 R = reflect(E, N);
|
||||
R.z = -R.z;
|
||||
// vec4 reflection = vec4(0.4, 0.4, 0.8, 1.0);
|
||||
// vec4 reflection = textureCube(EnvironmentMap, R, reflectionBlur);
|
||||
// Reflection / refraction
|
||||
|
||||
vec4 reflectionColour = texture2D(reflectMap, final);
|
||||
vec4 refractionColour = texture2D(refractMap, final) + tintColour;
|
||||
reflectionColour.rgb *= (reflectionColour.r + reflectionColour.g + reflectionColour.b) * hdrMultiplier;
|
||||
float facing = 1.0 - dot(-E, N);
|
||||
|
||||
// float fresnel = clamp(fresnelBias + pow(facing, fresnelPower), 0.0, 1.0);
|
||||
float fresnel = clamp(fresnelBias + fresnelScale * pow(1.0 + dot(eyeDir, oNormal), fresnelPower), 0.0, 1.0);
|
||||
vec4 waterColor = mix(shallowColor, deepColor, facing) * waterAmount;
|
||||
vec4 reflection = mix(waterColor, reflectionColour, fresnel) * reflectionAmount;
|
||||
// reflection = mix(waterColor, reflection * reflectionColor, fresnel) * reflectionAmount;
|
||||
// gl_FragColor = mix(waterColor, reflectionColour, reflectionAmount);
|
||||
vec4 r = mix(refractionColour, reflectionColour, fresnel) * reflectionAmount;
|
||||
gl_FragColor = waterColor + r;
|
||||
//gl_FragColor = waterColor + mix(refractionColour, reflection, fresnel);
|
||||
//gl_FragColor = refractionColour;
|
||||
//gl_FragColor = reflectionColour;
|
||||
//gl_FragColor = ambient * diffuse;
|
||||
vec2 screenUV = gl_FragCoord.xy / viewportSize.xy;
|
||||
screenUV.y = 1.0 - screenUV.y * 0.6 - 0.2;
|
||||
// vec2 final = projectionCoord.xy / projectionCoord.w;
|
||||
float depth = saturate(length(positionWS - cameraPosition.xyz) * 0.01);
|
||||
vec4 reflectionColour = texture2D(reflectMap, screenUV);
|
||||
vec4 refractionColour = texture2D(refractMap, screenUV);
|
||||
vec4 result = mix(mix(reflectionColour, refractionColour, 0.5), vec4(0.0, 1.0, 1.0, 1.0), depth);
|
||||
result.a = 1.0;
|
||||
gl_FragColor = result;
|
||||
}
|
||||
|
||||
@@ -4,15 +4,35 @@
|
||||
class App;
|
||||
class Water : public Ogre::FrameListener, Ogre::RenderTargetListener {
|
||||
Ogre::SceneManager *mScnMgr;
|
||||
Ogre::RenderWindow * mWindow;
|
||||
Ogre::SceneNode *mWaterNode, *mCameraNode;
|
||||
Ogre::Vector3 mCameraPosition;
|
||||
Ogre::Camera *mCamera;
|
||||
Ogre::Plane mWaterPlane;
|
||||
Ogre::Plane mWaterPlane,
|
||||
mReflectionPlane,
|
||||
mReflectionClipPlaneAbove,
|
||||
mReflectionClipPlaneBelow,
|
||||
mRefractionClipPlaneAbove,
|
||||
mRefractionClipPlaneBelow;
|
||||
bool mAbove;
|
||||
std::vector<Ogre::Entity *> mWaterMeshes;
|
||||
// Reflection
|
||||
Ogre::RenderTexture * mReflectionTexture;
|
||||
Ogre::Camera * mReflectionCamera;
|
||||
// Refraction
|
||||
Ogre::RenderTexture * mRefractionTexture;
|
||||
Ogre::Camera * mRefractionCamera;
|
||||
bool mInRefTexUpdate;
|
||||
Ogre::Timer mtexture_dump;
|
||||
void create_cameras();
|
||||
|
||||
public:
|
||||
Water();
|
||||
virtual ~Water();
|
||||
void createWater(Ogre::Camera *camera);
|
||||
void create_textures();
|
||||
void dump_textures();
|
||||
void createWater(Ogre::RenderWindow * window, Ogre::Camera *camera);
|
||||
void init();
|
||||
void updateWater(float delta);
|
||||
bool frameEnded(const Ogre::FrameEvent &evt) override;
|
||||
bool frameRenderingQueued(const Ogre::FrameEvent &evt) override;
|
||||
@@ -22,4 +42,4 @@ public:
|
||||
void add_submerged_entity(Ogre::Entity *ent);
|
||||
void add_surface_entity(Ogre::Entity *ent);
|
||||
};
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -20,7 +20,7 @@ fragment_program Examples/FresnelRefractReflectFP glsl glsles glslang hlsl
|
||||
|
||||
*/
|
||||
|
||||
material Water
|
||||
material Water/Above
|
||||
{
|
||||
technique
|
||||
{
|
||||
@@ -51,12 +51,13 @@ material Water
|
||||
param_named noiseScale float 0.05
|
||||
}
|
||||
*/
|
||||
vertex_program_ref water_vp
|
||||
vertex_program_ref Water/water_vp
|
||||
{
|
||||
}
|
||||
fragment_program_ref water_fp
|
||||
fragment_program_ref Water/water_fp
|
||||
{
|
||||
}
|
||||
/*
|
||||
// Noise
|
||||
texture_unit
|
||||
{
|
||||
@@ -90,8 +91,96 @@ material Water
|
||||
}
|
||||
tex_address_mode mirror
|
||||
}
|
||||
*/
|
||||
texture_unit
|
||||
{
|
||||
texture ReflectionTexture
|
||||
tex_address_mode mirror
|
||||
}
|
||||
texture_unit
|
||||
{
|
||||
texture RefractionTexture
|
||||
tex_address_mode mirror
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
material Water/Below
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
ambient 1.0 1.0 1.0 1.0
|
||||
diffuse 0.0 0.2 0.5 1.0
|
||||
cull_hardware none
|
||||
cull_software none
|
||||
vertex_program_ref Water/water_vp
|
||||
{
|
||||
}
|
||||
fragment_program_ref Water/water_fp
|
||||
{
|
||||
}
|
||||
/*
|
||||
// Noise
|
||||
texture_unit
|
||||
{
|
||||
// Perlin noise volume
|
||||
texture waves2.png
|
||||
// min / mag filtering, no mip
|
||||
filtering linear linear none
|
||||
tex_address_mode mirror
|
||||
}
|
||||
// Reflection
|
||||
texture_unit
|
||||
{
|
||||
content_type compositor Fresnel reflection
|
||||
tex_address_mode mirror
|
||||
}
|
||||
// Refraction
|
||||
texture_unit
|
||||
{
|
||||
content_type compositor Fresnel refraction
|
||||
tex_address_mode mirror
|
||||
}
|
||||
*/
|
||||
texture_unit
|
||||
{
|
||||
texture ReflectionTexture
|
||||
tex_address_mode mirror
|
||||
}
|
||||
texture_unit
|
||||
{
|
||||
texture RefractionTexture
|
||||
tex_address_mode mirror
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
material Water/Depth
|
||||
{
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
cull_hardware none
|
||||
alpha_rejection greater_equal 0.5
|
||||
vertex_program_ref Water/depth_vp
|
||||
{
|
||||
param_named_auto world world_matrix
|
||||
param_named_auto worldViewProj worldviewproj_matrix
|
||||
}
|
||||
fragment_program_ref Water/depth_fp
|
||||
{
|
||||
param_named_auto cameraPosition camera_position
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
@@ -1,10 +1,31 @@
|
||||
fragment_program water_fp glsl glsles glslang hlsl
|
||||
vertex_program Water/depth_vp glsl glsles glslang hlsl
|
||||
{
|
||||
source depth.vert
|
||||
default_params
|
||||
{
|
||||
param_named_auto world world_matrix
|
||||
param_named_auto worldViewProj worldviewproj_matrix
|
||||
}
|
||||
}
|
||||
|
||||
fragment_program Water/depth_fp glsl glsles glslang hlsl
|
||||
{
|
||||
source depth.frag
|
||||
default_params
|
||||
{
|
||||
param_named_auto cameraPosition camera_position
|
||||
}
|
||||
}
|
||||
|
||||
fragment_program Water/water_fp glsl glsles glslang hlsl
|
||||
{
|
||||
source water.frag
|
||||
default_params
|
||||
{
|
||||
param_named_auto cameraPosition camera_position
|
||||
param_named_auto ambient surface_ambient_colour
|
||||
param_named_auto diffuse surface_diffuse_colour
|
||||
param_named_auto viewportSize viewport_size
|
||||
param_named_auto time time
|
||||
// param_named NormalMap int 0
|
||||
// param_named EnvironmentMap int 1
|
||||
@@ -25,17 +46,18 @@ fragment_program water_fp glsl glsles glslang hlsl
|
||||
param_named hdrMultiplier float 0.471
|
||||
param_named tintColour float4 0 0.05 0.05 1
|
||||
param_named noiseScale float 0.03
|
||||
param_named noiseMap int 0
|
||||
param_named reflectMap int 1
|
||||
param_named refractMap int 2
|
||||
// param_named noiseMap int 0
|
||||
param_named reflectMap int 0
|
||||
param_named refractMap int 1
|
||||
}
|
||||
}
|
||||
|
||||
vertex_program water_vp glsl glsles glslang hlsl
|
||||
vertex_program Water/water_vp glsl glsles glslang hlsl
|
||||
{
|
||||
source water.vert
|
||||
default_params
|
||||
{
|
||||
param_named_auto world world_matrix
|
||||
param_named_auto worldViewProj worldviewproj_matrix
|
||||
param_named_auto textureProjMatrix texture_worldviewproj_matrix 0
|
||||
param_named_auto eyePosition camera_position_object_space
|
||||
|
||||
@@ -31,6 +31,7 @@ uniform vec2 bumpSpeed;
|
||||
uniform highp float time;
|
||||
uniform float waveFreq;
|
||||
uniform float waveAmp;
|
||||
uniform mat4 world;
|
||||
uniform mat4 worldViewProj;
|
||||
uniform mat4 textureProjMatrix;
|
||||
uniform mat3 normalMatrix;
|
||||
@@ -51,17 +52,17 @@ 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)
|
||||
OUT(mat3 rotMatrix, TEXCOORD0)
|
||||
OUT(vec4 bumpCoordA, TEXCOORD1)
|
||||
OUT(vec4 bumpCoordB, TEXCOORD2)
|
||||
OUT(vec3 noiseCoord, TEXCOORD3)
|
||||
OUT(highp vec4 projectionCoord, TEXCOORD4)
|
||||
OUT(vec3 eyeDir, TEXCOORD5)
|
||||
OUT(vec3 oNormal, TEXCOORD6)
|
||||
OUT(f32vec3 positionWS, TEXCOORD7)
|
||||
MAIN_DECLARATION
|
||||
{
|
||||
#if 1
|
||||
#define NWAVES 4
|
||||
Wave wave[NWAVES];
|
||||
wave[0] = Wave( waveFreq, waveAmp, 0.5, vec2(-1.0, 0.0) );
|
||||
@@ -98,11 +99,16 @@ MAIN_DECLARATION
|
||||
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;
|
||||
bumpCoordA.xy = uv0.xy * textureScale + time * bumpSpeed;
|
||||
bumpCoordA.zw = uv0.xy * textureScale * 2.0 + time * bumpSpeed * 4.0;
|
||||
bumpCoordB.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;
|
||||
oNormal = normalize(normal + N);
|
||||
positionWS = mul(world, vertex).xyz;
|
||||
#else
|
||||
gl_Position = worldViewProj * vertex;
|
||||
projectionCoord = mul(textureProjMatrix, vertex);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user