Water Filter :

- fix for glsl 1.0 shader
- better caustics color management
- added a couple of paramters to tweak, underWaterFogDistance, causticsIntensity

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7608 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 14 years ago
parent 520453c2b9
commit 602a5099f3
  1. 10
      engine/src/core-data/Common/MatDefs/Water/Water.frag
  2. 2
      engine/src/core-data/Common/MatDefs/Water/Water.j3md
  3. 8
      engine/src/core-data/Common/MatDefs/Water/Water15.frag
  4. 50
      engine/src/desktop-fx/com/jme3/water/WaterFilter.java

@ -34,6 +34,8 @@ uniform vec4 m_DeepWaterColor;
uniform vec2 m_WindDirection;
uniform float m_SunScale;
uniform float m_WaveScale;
uniform float m_UnderWaterFogDistance;
uniform float m_CausticsIntensity;
vec2 scale = vec2(m_WaveScale, m_WaveScale);
float refractionScale = m_WaveScale;
@ -115,7 +117,7 @@ float fresnelTerm(in vec3 normal,in vec3 eyeVec){
return saturate(fresnel * (1.0 - saturate(m_R0)) + m_R0 - m_RefractionStrength);
}
vec2 m_FrustumNearFar=vec2(1.0,50);
vec2 m_FrustumNearFar=vec2(1.0,m_UnderWaterFogDistance);
const float LOG2 = 1.442695;
vec4 underWater(){
@ -138,7 +140,7 @@ vec4 underWater(){
float cameraDepth = length(m_CameraPosition - surfacePoint);
texC = (surfacePoint.xz + eyeVecNorm.xz) * scale + m_Time * 0.03 * m_WindDirection;
float bias = texture(m_HeightMap, texC).r;
float bias = texture2D(m_HeightMap, texC).r;
level += bias * m_MaxAmplitude;
t = (level - m_CameraPosition.y) / eyeVecNorm.y;
surfacePoint = m_CameraPosition + eyeVecNorm * t;
@ -205,8 +207,8 @@ vec4 underWater(){
texC = (position.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * windDirection + sin(m_Time + position.x) * 0.01;
vec2 texCoord2 = (position.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * windDirection + sin(m_Time + position.z) * 0.01;
caustics += (texture2D(m_CausticsMap, texC)+ texture2D(m_CausticsMap, texCoord2)).rgb;
caustics *= m_WaterColor.rgb;
color=mix(color2, caustics,0.6);
caustics=saturate(mix(m_WaterColor.rgb,caustics,m_CausticsIntensity));
color=mix(color2,caustics,m_CausticsIntensity);
#else
color=color2;
#endif

@ -35,6 +35,8 @@ MaterialDef Advanced Water {
Vector2 WindDirection
Float ReflectionDisplace
Float FoamIntensity
Float CausticsIntensity
Float UnderWaterFogDistance
Boolean UseRipples
Boolean UseHQShoreline

@ -38,6 +38,8 @@ uniform vec4 m_DeepWaterColor;
uniform vec2 m_WindDirection;
uniform float m_SunScale;
uniform float m_WaveScale;
uniform float m_UnderWaterFogDistance;
uniform float m_CausticsIntensity;
vec2 scale = vec2(m_WaveScale, m_WaveScale);
@ -111,7 +113,7 @@ float fresnelTerm(in vec3 normal,in vec3 eyeVec){
return saturate(fresnel * (1.0 - saturate(m_R0)) + m_R0 - m_RefractionStrength);
}
vec2 m_FrustumNearFar=vec2(1.0,50);
vec2 m_FrustumNearFar=vec2(1.0,m_UnderWaterFogDistance);
const float LOG2 = 1.442695;
vec4 underWater(int sampleNum){
@ -207,8 +209,8 @@ vec4 underWater(int sampleNum){
texC = (position.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * windDirection + sin(m_Time + position.x) * 0.01;
vec2 texCoord2 = (position.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * windDirection + sin(m_Time + position.z) * 0.01;
caustics += (texture2D(m_CausticsMap, texC)+ texture2D(m_CausticsMap, texCoord2)).rgb;
caustics *= m_WaterColor.rgb;
color=mix(color2, caustics,0.6);
caustics=saturate(mix(m_WaterColor.rgb,caustics,m_CausticsIntensity));
color=mix(color2,caustics,m_CausticsIntensity);
#else
color=color2;
#endif

@ -95,7 +95,7 @@ public class WaterFilter extends Filter {
private Vector3f colorExtinction = new Vector3f(5.0f, 20.0f, 30.0f);
private float sunScale = 3.0f;
private float shininess = 0.7f;
private ColorRGBA waterColor = new ColorRGBA(0.0078f, 0.5176f, 0.5f, 1.0f);
private ColorRGBA waterColor = new ColorRGBA(0.0078f, 0.3176f, 0.5f, 1.0f);
private ColorRGBA deepWaterColor = new ColorRGBA(0.0039f, 0.00196f, 0.145f, 1.0f);
private Vector2f windDirection = new Vector2f(0.0f, -1.0f);
private int reflectionMapSize = 512;
@ -110,6 +110,8 @@ public class WaterFilter extends Filter {
private float reflectionDisplace = 30;
private float foamIntensity = 0.5f;
private boolean underWater;
private float underWaterFogDistance = 120;
private float causticsIntensity = 0.5f;
/**
* Create a Water Filter
@ -192,9 +194,9 @@ public class WaterFilter extends Filter {
}
renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer());
renderManager.setCamera(sceneCam, false);
underWater=false;
}else{
underWater=true;
underWater = false;
} else {
underWater = true;
}
}
@ -263,6 +265,9 @@ public class WaterFilter extends Filter {
material.setBoolean("UseRefraction", useRefraction);
material.setFloat("ReflectionDisplace", reflectionDisplace);
material.setFloat("FoamIntensity", foamIntensity);
material.setFloat("UnderWaterFogDistance", underWaterFogDistance);
material.setFloat("m_CausticsIntensity", causticsIntensity);
}
@ -872,5 +877,42 @@ public class WaterFilter extends Filter {
return underWater;
}
/**
* returns the distance of the fog when under water
* @return
*/
public float getUnderWaterFogDistance() {
return underWaterFogDistance;
}
/**
* sets the distance of the fog when under water.
* default is 120 (120 world units) use a high value to raise the view range under water
* @param underWaterFogDistance
*/
public void setUnderWaterFogDistance(float underWaterFogDistance) {
this.underWaterFogDistance = underWaterFogDistance;
if (material != null) {
material.setFloat("m_UnderWaterFogDistance", underWaterFogDistance);
}
}
/**
* get the intensity of caustics under water
* @return
*/
public float getCausticsIntensity() {
return causticsIntensity;
}
/**
* sets the intensity of caustics under water. goes from 0 to 1, default is 0.5f
* @param causticsIntensity
*/
public void setCausticsIntensity(float causticsIntensity) {
this.causticsIntensity = causticsIntensity;
if (material != null) {
material.setFloat("m_CausticsIntensity", causticsIntensity);
}
}
}

Loading…
Cancel
Save