Add fog support to water shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11184 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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75
data/shaders/water_fog.frag
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75
data/shaders/water_fog.frag
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// Shader based on work by Fabien Sanglard
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// Released under the terms of CC-BY 3.0
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uniform sampler2D BumpTex1; // Normal map 1
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uniform sampler2D BumpTex2; // Normal map 2
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uniform sampler2D DecalTex; //The texture
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uniform vec2 delta1;
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uniform vec2 delta2;
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varying vec3 lightVec;
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varying vec3 halfVec;
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varying vec3 eyeVec;
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varying vec4 coord;
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uniform vec4 fogColor;
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uniform float fogFrom;
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uniform float fogTo;
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void main()
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{
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// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
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vec3 normal = 2.0 * texture2D (BumpTex1, gl_TexCoord[0].st + delta1).rgb - 1.0;
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vec3 normal2 = 2.0 * texture2D (BumpTex2, gl_TexCoord[0].st + delta2).rgb - 1.0;
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// scale normals
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normal.y = 4.0*normal.y;
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normal2.y = 4.0*normal2.y;
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normal = (normalize(normal) + normalize(normal2))/2.0;
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// compute diffuse lighting
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float lamberFactor = max (dot (lightVec, normal), 0.0);
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vec4 diffuseMaterial;
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vec4 diffuseLight;
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diffuseMaterial = texture2D (DecalTex, gl_TexCoord[0].st + vec2(delta1.x, 0.0));
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diffuseLight = vec4(1.0, 1.0, 1.0, 1.0);
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//if (lamberFactor < 0.7)
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//{
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// lamberFactor = 0.0;
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//}
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gl_FragColor = diffuseMaterial * (0.3 + lamberFactor*0.7);
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// specular (phong)
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vec3 R = normalize(reflect(lightVec, normal));
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float specular = max(dot(R,eyeVec),0.0);
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if (specular > 0.0)
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{
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// weak specular
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specular = specular*specular;
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specular = specular*specular;
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float specular_weak = specular*0.05;
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gl_FragColor += vec4(specular_weak, specular_weak, specular_weak, 0.0);
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// strong specular
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specular = specular*specular;
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float specular_strong = specular*0.3;
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gl_FragColor += vec4(specular_strong, specular_strong, specular_strong, 0.0);
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}
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if (coord.z > fogTo)
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{
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gl_FragColor = fogColor;
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}
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else if (coord.z > fogFrom)
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{
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float fogIntensity = (coord.z - fogFrom) / (fogTo - fogFrom);
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gl_FragColor = fogIntensity*fogColor + (1.0 - fogIntensity)*gl_FragColor;
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}
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}
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49
data/shaders/water_fog.vert
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49
data/shaders/water_fog.vert
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// Shader based on work by Fabien Sanglard
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// Released under the terms of CC-BY 3.0
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varying vec3 lightVec;
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varying vec3 halfVec;
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varying vec3 eyeVec;
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varying vec4 coord;
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uniform vec3 lightdir;
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void main()
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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// Building the matrix Eye Space -> Tangent Space
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vec3 n = normalize (gl_NormalMatrix * gl_Normal);
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// gl_MultiTexCoord1.xyz
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vec3 t = normalize (gl_NormalMatrix * vec3(1.0, 0.0, 0.0)); // tangent
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vec3 b = cross (n, t);
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vec3 vertexPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
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// transform light and half angle vectors by tangent basis
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vec3 v;
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v.x = dot (lightdir, t);
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v.y = dot (lightdir, b);
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v.z = dot (lightdir, n);
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lightVec = normalize (v);
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vertexPosition = normalize(vertexPosition);
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eyeVec = normalize(-vertexPosition); // we are in Eye Coordinates, so EyePos is (0,0,0)
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// Normalize the halfVector to pass it to the fragment shader
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// No need to divide by two, the result is normalized anyway.
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// vec3 halfVector = normalize((vertexPosition + lightDir) / 2.0);
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vec3 halfVector = normalize(vertexPosition + lightdir);
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v.x = dot (halfVector, t);
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v.y = dot (halfVector, b);
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v.z = dot (halfVector, n);
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// No need to normalize, t,b,n and halfVector are normal vectors.
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//normalize (v);
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halfVec = v ;
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gl_Position = ftransform();
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coord = gl_Position;
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}
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@@ -80,10 +80,16 @@ class WaterShaderProvider : public video::IShaderConstantSetCallBack
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float m_dx_1, m_dy_1, m_dx_2, m_dy_2;
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float m_water_shader_speed_1;
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float m_water_shader_speed_2;
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bool m_fog;
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public:
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LEAK_CHECK()
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void enableFog(bool enable)
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{
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m_fog = enable;
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}
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WaterShaderProvider(float water_shader_speed_1,
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float water_shader_speed_2)
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@@ -95,6 +101,8 @@ public:
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m_water_shader_speed_1 = water_shader_speed_1/100.0f;
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m_water_shader_speed_2 = water_shader_speed_2/100.0f;
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m_fog = false;
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}
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virtual void OnSetConstants(
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@@ -132,6 +140,23 @@ public:
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services->setVertexShaderConstant("delta1", &m_dx_1, 2);
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services->setVertexShaderConstant("delta2", &m_dx_2, 2);
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if (m_fog)
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{
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Track* t = World::getWorld()->getTrack();
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float fogStart = t->getFogStart();
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services->setPixelShaderConstant("fogFrom", (float*)&fogStart, 1);
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float fogEnd = t->getFogEnd();
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services->setPixelShaderConstant("fogTo", (float*)&fogEnd, 1);
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video::SColor fogColor = t->getFogColor();
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float fogColorVec[] = {fogColor.getRed()/255.0f,
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fogColor.getGreen()/255.0f,
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fogColor.getBlue()/255.0f, 1.0f};
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services->setVertexShaderConstant("fogColor", fogColorVec, 4);
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}
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}
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};
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@@ -1090,8 +1115,11 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
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m->setTexture(1, irr_driver->getTexture(file_manager->getTextureFile("waternormals.jpg")));
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m->setTexture(2, irr_driver->getTexture(file_manager->getTextureFile("waternormals2.jpg")));
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const char* vertex_shader = "shaders/water.vert";
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const char* pixel_shader = "shaders/water.frag";
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bool fog = World::getWorld()->getTrack()->isFogEnabled();
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const char* vertex_shader = (fog ? "shaders/water_fog.vert" : "shaders/water.vert");
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const char* pixel_shader = (fog ? "shaders/water_fog.frag" : "shaders/water.frag");
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((WaterShaderProvider*)m_shaders[WATER_SHADER])->enableFog(fog);
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// Material and shaders
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IGPUProgrammingServices* gpu =
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@@ -457,7 +457,10 @@ public:
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// ------------------------------------------------------------------------
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ParticleKind* getSkyParticles () { return m_sky_particles; }
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// ------------------------------------------------------------------------
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bool isFogEnabled() const { return m_use_fog; }
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bool isFogEnabled() const { return m_use_fog; }
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float getFogStart() const { return m_fog_start; }
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float getFogEnd() const { return m_fog_end; }
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video::SColor getFogColor() const { return m_fog_color; }
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// ------------------------------------------------------------------------
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/** Whether this is an "internal" track. If so it won't be offered
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* in the track seelction screen. */
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