Compare commits

..

1 Commits

Author SHA1 Message Date
d42cf2854a Watergit push! 2025-09-07 21:15:00 +03:00
11 changed files with 388 additions and 44 deletions

View File

@@ -242,6 +242,8 @@ set(WATER_SRC
water.program
water.frag
water.vert
depth.frag
depth.vert
water.compositor
waves2.png
)

View File

@@ -41,11 +41,8 @@ struct GUIListener : public Ogre::RenderTargetListener {
// ECS::get().get<App>().app->setWindowGrab(true);
if (ImGui::Button("Shitty Quit button"))
Ogre::Root::getSingleton().queueEndRendering();
if (ImGui::Button("Chick-chick")) {
ECS::get().get_mut<GUI>().enabled = false;
ECS::get().modified<GUI>();
// ECS::get().get<App>().app->setWindowGrab(true);
}
if (ImGui::Button("Chick-chick"))
ECS::get().get<GUI>().finish();
ImGui::Text("We do stoopid...");
ImGui::End();
}
@@ -74,7 +71,7 @@ struct GUIListener : public Ogre::RenderTargetListener {
Ogre::Quaternion nq(yaw, Ogre::Vector3(0, 1, 0));
pnode->setOrientation(nq);
// ECS::get().get<App>().app->setWindowGrab(true);
ECS::get().get<GUI>().finish();
}
void buildings_editor()
{

View File

@@ -21,6 +21,13 @@ struct GUI {
ECS::get().modified<ECS::GUI>();
}
}
static void finish()
{
ECS::GUI &gui = ECS::get().get_mut<ECS::GUI>();
gui.enabled = false;
ECS::get().modified<ECS::GUI>();
setWindowGrab(true);
}
};
struct GUIModule {
flecs::entity ui_wait;

View File

@@ -35,7 +35,7 @@ void setup(Ogre::SceneManager *scnMgr, Ogre::Bullet::DynamicsWorld *world,
ecs.set<Camera>({ cameraNode, camera, false });
ecs.add<GameData>();
ecs.add<Input>();
ecs.set<WaterSurface>({ nullptr, nullptr, nullptr });
ecs.set<WaterSurface>({ nullptr, nullptr, nullptr, nullptr, nullptr });
ecs.set<WaterBody>({ nullptr });
ecs.set<Terrain>({ nullptr,
nullptr,

View File

@@ -22,6 +22,16 @@ WaterModule::WaterModule(flecs::world &ecs)
float delta = eng.delta;
if (!water.mWaterEnt || !water.mWaterNode) {
std::cout << "Water setup\n";
water.mDepthMaterial =
Ogre::MaterialManager::getSingleton()
.getByName("Water/Depth");
OgreAssert(water.mDepthMaterial,
"Water Depth material not found.");
water.mDepthMaterial->load();
water.mDepthTech =
water.mDepthMaterial->getBestTechnique();
OgreAssert(water.mDepthTech,
"Bad material technique");
water.mAbove = false;
water.mInRefTexUpdate = false;
water.mRenderTargetListener.mSurface = &water;
@@ -31,19 +41,16 @@ WaterModule::WaterModule(flecs::world &ecs)
Ogre::Plane(Ogre::Vector3::UNIT_Y, 0);
water.mReflectionPlane = Ogre::Plane(
Ogre::Vector3(0.0, 1.0, 0.0),
0.0f /* water height */);
0.5f /* water height */);
float h = 0.0f;
water.mReflectionClipPlaneAbove = Ogre::Plane(
Ogre::Vector3(0.0, 1.0, 0.0),
0.0f /* water height */ - 2.0f);
Ogre::Vector3(0.0, 1.0, 0.0), -h);
water.mReflectionClipPlaneBelow = Ogre::Plane(
Ogre::Vector3(0.0, -1.0, 0.0),
-(0.0f /* water height */ + 2.0));
Ogre::Vector3(0.0, -1.0, 0.0), h);
water.mRefractionClipPlaneAbove = Ogre::Plane(
Ogre::Vector3(0.0, -1.0, 0.0),
-(0.0f /* water height */ + 2.0));
Ogre::Vector3(0.0, -1.0, 0.0), h);
water.mRefractionClipPlaneBelow = Ogre::Plane(
Ogre::Vector3(0.0, 1.0, 0.0),
0.0f /* water height */ - 2.0);
Ogre::Vector3(0.0, 1.0, 0.0), -h);
#if 0
if (Ogre::TextureManager::getSingleton()
.resourceExists(renderTargetName))
@@ -58,6 +65,58 @@ WaterModule::WaterModule(flecs::world &ecs)
Ogre::TEX_TYPE_2D, 512, 512, 0,
Ogre::PF_R8G8B8A8,
Ogre::TU_RENDERTARGET);
Ogre::MaterialPtr debug_mat =
Ogre::MaterialManager::getSingleton()
.getByName("Water/Debug",
"Water");
if (!debug_mat) {
debug_mat =
Ogre::MaterialManager::getSingleton()
.create("Water/Debug",
"Water");
Ogre::Technique *tech =
debug_mat->getTechnique(0);
Ogre::Pass *pass = tech->getPass(0);
pass->setLightingEnabled(false);
pass->setAmbient(
Ogre::ColourValue(1, 1, 1, 1));
pass->setDiffuse(Ogre::ColourValue(
0.0f, 0.2f, 0.5f, 1.0f));
pass->setDepthCheckEnabled(false);
pass->setDepthWriteEnabled(false);
pass->setAlphaRejectFunction(
Ogre::CMPF_ALWAYS_PASS);
pass->setCullingMode(Ogre::CULL_NONE);
pass->setManualCullingMode(
Ogre::MANUAL_CULL_NONE);
Ogre::TextureUnitState *texture_unit =
pass->createTextureUnitState();
texture_unit->setTextureName(
"ReflectionRefractionTexture");
Ogre::Sampler::UVWAddressingMode uvw;
uvw.u = Ogre::TextureUnitState::TAM_MIRROR;
uvw.v = Ogre::TextureUnitState::TAM_MIRROR;
uvw.w = Ogre::TextureUnitState::TAM_MIRROR;
texture_unit->setTextureAddressingMode(
uvw);
texture_unit->setTextureFiltering(
Ogre::FT_MIN, Ogre::FO_LINEAR);
texture_unit->setTextureFiltering(
Ogre::FT_MAG, Ogre::FO_LINEAR);
texture_unit->setTextureFiltering(
Ogre::FT_MIP, Ogre::FO_LINEAR);
}
// create a frosted screen in front of the camera, using our dynamic texture to "thaw" certain areas
Ogre::Entity *ent = eng.mScnMgr->createEntity(
"WaterDebugPlane",
Ogre::SceneManager::PT_PLANE);
ent->setMaterialName("Water/Debug", "Water");
ent->setVisibilityFlags(WATER_MASK);
Ogre::SceneNode *node =
camera.mCameraNode
->createChildSceneNode();
node->setPosition(-150, 60, -400);
node->attachObject(ent);
water.mReflectionTexture =
reflectionTexture->getBuffer()
@@ -163,6 +222,18 @@ WaterModule::WaterModule(flecs::world &ecs)
Ogre::FT_MAG, Ogre::FO_LINEAR);
texture_unit->setTextureFiltering(
Ogre::FT_MIP, Ogre::FO_LINEAR);
Ogre::TextureUnitState *texture_unit2 =
pass->createTextureUnitState();
texture_unit2->setTextureName(
"waves2.png");
texture_unit2->setTextureAddressingMode(
uvw);
texture_unit2->setTextureFiltering(
Ogre::FT_MIN, Ogre::FO_LINEAR);
texture_unit2->setTextureFiltering(
Ogre::FT_MAG, Ogre::FO_LINEAR);
texture_unit2->setTextureFiltering(
Ogre::FT_MIP, Ogre::FO_NONE);
#if 0
bool success =
Ogre::RTShader::ShaderGenerator::getSingletonPtr()
@@ -220,8 +291,19 @@ WaterModule::WaterModule(flecs::world &ecs)
water.mReflectionCamera =
eng.mScnMgr->createCamera(
"ReflectionCamera");
camera.mCamera->getParentSceneNode()
->attachObject(water.mReflectionCamera);
water.mReflectionDepthCamera =
eng.mScnMgr->createCamera(
"ReflectionDepthCamera");
water.mReflectionCameraNode =
camera.mCamera->getParentSceneNode()
->createChildSceneNode(
"ReflectionCameraNode");
water.mReflectionCameraNode->setPosition(
Ogre::Vector3(0, 1.0f, 0));
water.mReflectionCameraNode->attachObject(
water.mReflectionCamera);
water.mReflectionCameraNode->attachObject(
water.mReflectionDepthCamera);
water.mReflectionCamera->setAspectRatio(
camera.mCamera->getAspectRatio());
water.mReflectionCamera->setNearClipDistance(
@@ -234,23 +316,62 @@ WaterModule::WaterModule(flecs::world &ecs)
water.mReflectionCamera->enableReflection(
water.mReflectionPlane);
water.mReflectionDepthCamera->setAspectRatio(
camera.mCamera->getAspectRatio());
water.mReflectionDepthCamera->setNearClipDistance(
camera.mCamera->getNearClipDistance());
water.mReflectionDepthCamera->setFarClipDistance(
camera.mCamera->getFarClipDistance());
water.mReflectionDepthCamera
->enableCustomNearClipPlane(
water.mReflectionClipPlaneAbove);
water.mReflectionDepthCamera->enableReflection(
water.mReflectionPlane);
Ogre::Viewport *reflectionViewport =
water.mReflectionTexture->addViewport(
water.mReflectionCamera, 0, 0,
0, 0.5f, 1.0f);
0, 0.5f, 0.5f);
reflectionViewport->setClearEveryFrame(true);
reflectionViewport->setBackgroundColour(
Ogre::ColourValue(0.0, 0.0, 1.0, 1.0));
reflectionViewport->setOverlaysEnabled(false);
reflectionViewport->setSkiesEnabled(true);
reflectionViewport->setAutoUpdated(false);
reflectionViewport->setVisibilityMask(
~WATER_MASK);
water.mViewports[0] = reflectionViewport;
Ogre::Viewport *reflectionDepthViewport =
water.mReflectionTexture->addViewport(
water.mReflectionDepthCamera, 2,
0, 0.5f, 0.5f, 0.5f);
reflectionDepthViewport->setClearEveryFrame(
true);
reflectionDepthViewport->setBackgroundColour(
Ogre::ColourValue(0.0, 0.0, 0.0, 0.0));
reflectionDepthViewport->setOverlaysEnabled(
false);
reflectionDepthViewport->setSkiesEnabled(true);
reflectionDepthViewport->setAutoUpdated(false);
reflectionDepthViewport->setVisibilityMask(
~WATER_MASK);
water.mViewports[2] = reflectionDepthViewport;
water.mRefractionCamera =
eng.mScnMgr->createCamera(
"RefractionCamera");
camera.mCamera->getParentSceneNode()
->attachObject(water.mRefractionCamera);
water.mRefractionDepthCamera =
eng.mScnMgr->createCamera(
"RefractionDepthCamera");
water.mRefractionCameraNode =
camera.mCamera->getParentSceneNode()
->createChildSceneNode(
"RefractionCameraNode");
water.mRefractionCameraNode->attachObject(
water.mRefractionCamera);
water.mRefractionCameraNode->attachObject(
water.mRefractionDepthCamera);
water.mRefractionCamera->setAspectRatio(
camera.mCamera->getAspectRatio());
water.mRefractionCamera->setNearClipDistance(
@@ -261,17 +382,50 @@ WaterModule::WaterModule(flecs::world &ecs)
->enableCustomNearClipPlane(
water.mRefractionClipPlaneAbove);
water.mRefractionDepthCamera->setAspectRatio(
camera.mCamera->getAspectRatio());
water.mRefractionDepthCamera->setNearClipDistance(
camera.mCamera->getNearClipDistance());
water.mRefractionDepthCamera->setFarClipDistance(
camera.mCamera->getFarClipDistance());
water.mRefractionDepthCamera
->enableCustomNearClipPlane(
water.mRefractionClipPlaneAbove);
Ogre::Viewport *refractionViewport =
water.mReflectionTexture->addViewport(
water.mRefractionCamera, 1, 0.5,
0, 0.5f, 1.0f);
0, 0.5f, 0.5f);
refractionViewport->setClearEveryFrame(true);
refractionViewport->setBackgroundColour(
Ogre::ColourValue(0.0, 0.5, 1.0, 1.0));
refractionViewport->setOverlaysEnabled(false);
refractionViewport->setSkiesEnabled(false);
refractionViewport->setAutoUpdated(false);
refractionViewport->setVisibilityMask(
~WATER_MASK);
water.mViewports[1] = refractionViewport;
Ogre::Viewport *refractionDepthViewport =
water.mReflectionTexture->addViewport(
water.mRefractionDepthCamera, 3,
0.5, 0.5, 0.5f, 0.5f);
refractionDepthViewport->setClearEveryFrame(
true);
refractionDepthViewport->setBackgroundColour(
Ogre::ColourValue(0.0, 0.0, 0.0, 0.0));
refractionDepthViewport->setOverlaysEnabled(
false);
refractionDepthViewport->setSkiesEnabled(false);
refractionDepthViewport->setAutoUpdated(false);
refractionDepthViewport->setVisibilityMask(
~WATER_MASK);
water.mViewports[3] = refractionDepthViewport;
water.mRenderTargetListener.mInDepth = false;
eng.mScnMgr->getRenderQueue()
->setRenderableListener(
&water.mRenderTargetListener);
std::cout << "Water setup done\n";
}
Ogre::Vector3 mCameraPos =
@@ -290,6 +444,10 @@ WaterModule::WaterModule(flecs::world &ecs)
water.mWaterEnt->setVisible(false);
water.mViewports[0]->update();
water.mViewports[1]->update();
water.mRenderTargetListener.mInDepth = true;
water.mViewports[2]->update();
water.mViewports[3]->update();
water.mRenderTargetListener.mInDepth = false;
water.mWaterEnt->setVisible(true);
});
ecs.system<const EngineData, const WaterSurface, WaterBody>(
@@ -465,4 +623,12 @@ void WaterSurface::RenderTextureListener::postRenderTargetUpdate(
mSurface->mWaterEnt->setVisible(true);
mSurface->mInRefTexUpdate = false;
}
bool WaterSurface::RenderTextureListener::renderableQueued(
Ogre::Renderable *rend, Ogre::uint8 groupID, ushort priority,
Ogre::Technique **ppTech, Ogre::RenderQueue *pQueue)
{
if (mInDepth)
*ppTech = mSurface->mDepthTech;
return true;
}
}

View File

@@ -9,20 +9,33 @@ struct WaterSurface {
Ogre::Entity *mWaterEnt;
Ogre::RenderTexture *mReflectionTexture;
Ogre::Camera *mReflectionCamera, *mRefractionCamera;
Ogre::SceneNode *mReflectionCameraNode, *mRefractionCameraNode;
Ogre::Camera *mReflectionDepthCamera;
Ogre::Camera *mRefractionDepthCamera;
Ogre::RenderTargetListener *mTargetListener;
Ogre::MaterialPtr mDepthMaterial;
Ogre::Technique *mDepthTech;
bool mInRefTexUpdate;
bool mAbove;
struct RenderTextureListener : public Ogre::RenderTargetListener {
struct RenderTextureListener
: public Ogre::RenderTargetListener,
public Ogre::RenderQueue::RenderableListener {
WaterSurface *mSurface;
bool mInDepth;
void preRenderTargetUpdate(
const Ogre::RenderTargetEvent &evt) override;
void postRenderTargetUpdate(
const Ogre::RenderTargetEvent &evt) override;
bool renderableQueued(Ogre::Renderable *rend,
Ogre::uint8 groupID, ushort priority,
Ogre::Technique **ppTech,
Ogre::RenderQueue *pQueue);
};
RenderTextureListener mRenderTargetListener;
Ogre::Plane mWaterPlane, mReflectionPlane, mReflectionClipPlaneAbove,
mReflectionClipPlaneBelow, mRefractionClipPlaneAbove,
mRefractionClipPlaneBelow;
Ogre::Viewport *mViewports[2];
Ogre::Viewport *mViewports[4];
};
struct WaterBody {
btPairCachingGhostObject *mWaterBody;

View File

@@ -9,6 +9,7 @@ IN(vec4 position, POSITION)
IN(vec3 positionWS, TEXCOORD0)
MAIN_DECLARATION
{
vec4 depth = vec4(length(positionWS - cameraPosition), 0.0, 0.0, 1.0);
gl_FragColor = depth;
highp float depth = length(positionWS - cameraPosition);
vec4 depthv = vec4(depth / 256.0, depth / 500.0, depth / 1000.0, 1.0);
gl_FragColor = depthv;
}

View File

@@ -1,12 +1,29 @@
OGRE_NATIVE_GLSL_VERSION_DIRECTIVE
#include <OgreUnifiedShader.h>
// SAMPLER2D(noiseMap, 0);
SAMPLER2D(reflectMap, 0);
SAMPLER2D(noiseMap, 1);
// SAMPLER2D(refractMap, 1);
#if NEW_WATER_SHADER
MAIN_PARAMETERS
IN(vec4 clipSpace, TEXCOORD0)
MAIN_DECLARATION
{
// vec2 ndc = gl_FragCoord.xy / viewportSize.xy;
vec2 ndc = clipSpace.xy / clipSpace.w / 2.0 + vec2(0.5, 0.5);
vec2 reflectionUV = vec2(ndc.x, 1.0 - ndc.y) * 0.5;
vec2 refractionUV = vec2(ndc.x, 1.0 - ndc.y) * 0.5 + vec2(0.5, 0.0);
vec4 reflectionColour = texture2D(reflectMap, reflectionUV);
vec4 refractionColour = texture2D(reflectMap, refractionUV);
gl_FragColor = mix(reflectionColour, refractionColour, 0.5);
}
#else
OGRE_UNIFORMS(
uniform float renderTargetFlipping;
uniform vec4 viewportSize;
uniform f32vec4 cameraPosition;
uniform mat4 viewProj2;
uniform float time2;
uniform vec4 materialVariables;
)
float rand(float n){return fract(sin(n) * 43758.5453123);}
float rand2(vec2 n) {
@@ -26,6 +43,11 @@ float noise(vec2 n) {
MAIN_PARAMETERS
IN(f32vec3 positionWS, TEXCOORD0)
IN(f32vec3 vnormal, TEXCOORD1)
IN(f32vec3 viewDirection, TEXCOORD2)
IN(f32vec3 viewDirectionTS, TEXCOORD3)
IN(f32vec3 olightDirection, TEXCOORD4)
IN(f32vec3 lightDirectionTS, TEXCOORD5)
IN(vec2 bumpCoord0, TEXCOORD6)
MAIN_DECLARATION
{
float flip = -renderTargetFlipping;
@@ -37,14 +59,68 @@ MAIN_DECLARATION
screenUV.y = screenUV.y * 0.6 + 0.2;
#endif
vec2 texCoord = 0.001 * positionWS.xz;
vec3 normal = vec3_splat(0.0);
float time = time2 * 0.01;
f32vec2 muv = screenUV * 1.1 + vec2(-0.1, -0.1);
normal += normalize(2.0 * texture2D(noiseMap, vec2(texCoord.x, texCoord.y - 5.0 * time)).rgb - 1.0);
normal += normalize(2.0 * texture2D(noiseMap, vec2(texCoord.y, 1.0 - texCoord.x - 5.0 * time)).rgb - 1.0);
normal += normalize(2.0 * texture2D(noiseMap, vec2(1.0 - texCoord.x, 1.0 - texCoord.y - 5.0 * time)).rgb - 1.0);
normal += normalize(2.0 * texture2D(noiseMap, vec2(1.0 - texCoord.y, texCoord.x - 5.0 * time)).rgb - 1.0);
normal = normalize(normal);
float reflectionDepth = 0.08;
float refractionDepth = 1.05;
vec2 reflectionTexCoord = screenUV + (normal.xy * reflectionDepth) / length(positionWS - cameraPosition.xyz);
vec2 refractionTexCoord = screenUV + normal.xy * refractionDepth;
float depth = saturate(length(positionWS - cameraPosition.xyz) * 0.01);
float nx = sin(noise(vec2(1300.0 + screenUV.x * 48.11, 1100.0 + screenUV.y)));
float ny = sin(noise(vec2(100.0 + screenUV.y * 72.2, 1500.0 + screenUV.x)));
vec4 reflectionColour = texture2D(reflectMap, vec2(nx, ny) + screenUV * vec2(0.5, 1.0));
vec4 refractionColour = texture2D(reflectMap, vec2(nx, ny) + screenUV * vec2(0.5, 1.0) + vec2(0.5, 0.0));
vec4 t0 = texture2D(noiseMap, bumpCoord0) * 2.0 - 1.0;
vec4 t1 = texture2D(noiseMap, bumpCoord0 + vec2(0.75, 0.02)) * 2.0 - 1.0;
vec4 t2 = texture2D(noiseMap, bumpCoord0 + vec2(0.33, 0.11)) * 2.0 - 1.0;
vec4 N = vec4(t0.xyz + t1.xyz + t2.xyz, 1);
N = normalize(viewProj2 * N) * 0.1;
vec4 mrow = vec4(screenUV.x, 0, screenUV.y, 1);
vec4 mrowt = mul(viewProj2, mrow);
f32vec2 e = vec2(0, 0);
float min_speed = 16.0;
float max_ax = 0.01;
float max_ay = 0.005;
float px = noise(vec2(screenUV.x * 13123.0, screenUV.y * 1121.0));
float py = noise(vec2(screenUV.y * 15123.0, screenUV.x * 1421.0));
float offsetx = 0.0;
float offsety = 0.0;
float l = length(positionWS - cameraPosition.xyz);
for (int i = 0; i < 4; i++) {
e.x += sin(mrow.z * min_speed + offsetx + time2 * 0.01) * max_ax * (1.0 + 1.0 / (1.0 + l * 30.0));
e.y += cos(mrow.x * min_speed + offsety + time2 * 0.01) * max_ay;
offsetx += 113.0;
offsety += 78.0;
min_speed *= 2.45;
max_ax *= 0.9;
max_ay *= 0.9;
}
f32vec2 reflectUV = /* screenUV + e */ reflectionTexCoord;
f32vec2 refractUV = /* screenUV + e */ refractionTexCoord;
reflectUV.x = (reflectUV.x < 0.05 ) ? 0.05 : reflectUV.x;
reflectUV.x = (reflectUV.x > 0.95 ) ? 0.95 : reflectUV.x;
f32vec2 uv_mul = vec2(0.5, 1.0);
f32vec2 uv_offset = vec2(0.5, 0.0);
vec4 reflectionColour = texture2D(reflectMap, reflectUV * uv_mul);
vec4 refractionColour = texture2D(reflectMap, refractUV * uv_mul + uv_offset);
if (reflectionColour.a == 0.0) {
reflectionColour = texture2D(reflectMap, screenUV * uv_mul);
}
if (refractionColour.a == 0.0) {
refractionColour = texture2D(reflectMap, screenUV * uv_mul + uv_offset);
}
vec4 result = mix(mix(reflectionColour, refractionColour, 0.5), vec4(0.0, 1.0, 1.0, 1.0), depth);
float mul = dot(vec3(0.0, 1.0, 0.0), vnormal);
result = result * mul;
result.a = 1.0;
gl_FragColor = result;
}
#endif

View File

@@ -58,10 +58,29 @@ material Water/Below
}
}
rtshader_system
{
{
// Override lighting stage with per pixel lighting.
lighting_stage per_pixel
}
}
}
*/
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
}
}
}
}

View File

@@ -17,6 +17,7 @@ fragment_program Water/depth_fp glsl glsles glslang hlsl
}
}
/*
fragment_program Water/water_fp glsl glsles glslang hlsl
{
source water.frag
@@ -24,10 +25,12 @@ fragment_program Water/water_fp glsl glsles glslang hlsl
{
param_named_auto renderTargetFlipping render_target_flipping
param_named_auto cameraPosition camera_position
param_named_auto viewProj2 viewproj_matrix
// 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_auto time2 time
param_named_auto time2 time_0_x 100.0
//// param_named NormalMap int 0
//// param_named EnvironmentMap int 1
// param_named deepColor float4 0 0.2 0.5 1.0
@@ -47,9 +50,11 @@ fragment_program Water/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 0
param_named noiseMap int 1
//// param_named refractMap int 1
param_named_auto materialVariables custom 1
preprocessor_defines NEW_WATER_SHADER
}
}
@@ -68,12 +73,36 @@ vertex_program Water/water_vp glsl glsles glslang hlsl
param_named BumpScale float 0.2
param_named textureScale float2 25 26
param_named bumpSpeed float2 0.015 0.005
param_named_auto time time_0_x 100.0
param_named_auto time time_0_x 100.0
param_named waveFreq float 0.5
param_named waveAmp float 1.0
param_named_auto cameraPositionOS camera_position_object_space
param_named_auto lightDirection light_direction_object_space 0
param_named scroll float 1
param_named scale float 1
param_named noise float 1
preprocessor_defines NEW_WATER_SHADER
}
}
*/
fragment_program Water/water_fp glsl glsles glslang hlsl
{
source water.frag
default_params
{
}
preprocessor_defines NEW_WATER_SHADER
}
vertex_program Water/water_vp glsl glsles glslang hlsl
{
source water.vert
default_params
{
param_named_auto projectionMatrix projection_matrix
param_named_auto viewMatrix view_matrix
param_named_auto modelMatrix world_matrix
}
preprocessor_defines NEW_WATER_SHADER
}

View File

@@ -22,6 +22,22 @@ Comments:
OGRE_NATIVE_GLSL_VERSION_DIRECTIVE
#include <OgreUnifiedShader.h>
#if NEW_WATER_SHADER
OGRE_UNIFORMS(
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
)
MAIN_PARAMETERS
IN(vec4 position, POSITION)
OUT(vec4 clipSpace, TEXCOORD0)
MAIN_DECLARATION
{
clipSpace = projectionMatrix * viewMatrix * modelMatrix * vec4(position.xyz, 1.0);
gl_Position = clipSpace;
}
#else
OGRE_UNIFORMS(
uniform vec3 eyePosition;
uniform float BumpScale;
@@ -30,12 +46,14 @@ uniform vec2 bumpSpeed;
uniform highp float time;
uniform float waveFreq;
uniform float waveAmp;
uniform vec4 cameraPositionOS;
uniform mat4 world;
uniform mat4 viewProj;
uniform mat4 worldView;
uniform mat4 worldViewProj;
uniform mat4 textureProjMatrix;
uniform mat3 normalMatrix;
uniform vec3 lightDirection;
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
@@ -89,30 +107,46 @@ vec4 wave2(vec4 parameter, vec2 position, float t, inout vec3 tangent, inout vec
MAIN_PARAMETERS
IN(vec4 vertex, POSITION)
IN(vec3 normal, NORMAL)
IN(vec3 tangent, TANGENT)
IN(vec4 uv0, TEXCOORD0)
OUT(f32vec3 positionWS, TEXCOORD0)
OUT(f32vec3 vnormal, TEXCOORD1)
OUT(f32vec3 vbinormal, TEXCOORD2)
OUT(f32vec3 vtangent, TEXCOORD3)
OUT(float vertex_height, TEXCOORD4)
OUT(f32vec3 viewDirection, TEXCOORD2)
OUT(f32vec3 viewDirectionTS, TEXCOORD3)
OUT(f32vec3 olightDirection, TEXCOORD4)
// OUT(f32vec3 vbinormal, TEXCOORD2)
// OUT(f32vec3 vtangent, TEXCOORD3)
// OUT(float vertex_height, TEXCOORD4)
OUT(f32vec3 lightDirectionTS, TEXCOORD5)
OUT(f32vec2 bumpCoord0, TEXCOORD6)
MAIN_DECLARATION
{
float textureScale = 0.6;
float bumpSpeed = 0.8;
f32vec4 position = vec4(mul(world, vertex).xyz, 1.0);
f32vec3 vertex_position = position.xyz;
f32vec3 tang = vec3(0.0, 0.0, 0.0);
f32vec3 bin = vec3(0.0, 0.0, 0.0);
f32vec3 tang = tangent;
f32vec3 bin = cross(tangent, normal);
position += wave(wave_a, vertex_position.xz, time, tang, bin);
position += wave(wave_b, vertex_position.xz, time, tang, bin);
position += wave(wave_c, vertex_position.xz, time, tang, bin);
position += wave(wave_d, vertex_position.xz, time, tang, bin);
vtangent = tang;
vbinormal = bin;
vertex_position = position.xyz;
// vtangent = tang;
// vbinormal = bin;
// vertex_position = position.xyz;
// vnormal = normalize(mul(mat3(world), cross(vbinormal, vtangent)));
vnormal = normalize(cross(vbinormal, vtangent));
vnormal = normalize(cross(bin, tang));
mat3 TBN = mtxFromRows(tang, bin, vnormal);
// vnormal = normalize(vec3(0.0, 1.0, 0.0));
// gl_Position = mul(worldViewProj, vertex);
viewDirection = vertex.xyz - cameraPositionOS.xyz;
viewDirectionTS = mul(TBN, viewDirection);
olightDirection = lightDirection;
lightDirectionTS = mul(TBN, lightDirection);
gl_Position = mul(viewProj, position);
positionWS = mul(world, vertex).xyz;
bumpCoord0.xy = uv0.xy * textureScale + time * bumpSpeed;
}
#endif