WaterFilter can now be constrained to an area in the scene based on a center and a radius. This allows to have several water areas in the same scene with different sets of parameters

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9551 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 13 years ago
parent 9469d08dcb
commit 68892dfee3
  1. 20
      engine/src/core-effects/Common/MatDefs/Water/Water.frag
  2. 7
      engine/src/core-effects/Common/MatDefs/Water/Water.j3md
  3. 19
      engine/src/core-effects/Common/MatDefs/Water/Water15.frag
  4. 42
      engine/src/core-effects/com/jme3/water/WaterFilter.java
  5. 197
      engine/src/test/jme3test/water/TestMultiPostWater.java

@ -36,6 +36,10 @@ uniform float m_SunScale;
uniform float m_WaveScale; uniform float m_WaveScale;
uniform float m_UnderWaterFogDistance; uniform float m_UnderWaterFogDistance;
uniform float m_CausticsIntensity; uniform float m_CausticsIntensity;
#ifdef ENABLE_AREA
uniform vec3 m_Center;
uniform float m_Radius;
#endif
vec2 scale = vec2(m_WaveScale, m_WaveScale); vec2 scale = vec2(m_WaveScale, m_WaveScale);
float refractionScale = m_WaveScale; float refractionScale = m_WaveScale;
@ -231,15 +235,29 @@ void main(){
vec3 color = color2; vec3 color = color2;
vec3 position = getPosition(sceneDepth,texCoord); vec3 position = getPosition(sceneDepth,texCoord);
float level = m_WaterHeight; float level = m_WaterHeight;
// If we are underwater let's go to under water function // If we are underwater let's go to under water function
if(level >= m_CameraPosition.y){ if(level >= m_CameraPosition.y){
#ifdef ENABLE_AREA
vec3 dist = m_CameraPosition-m_Center;
if(dot(dist,dist) >m_Radius){
gl_FragColor = vec4(color2, 1.0);
return;
}
#endif
gl_FragColor = underWater(); gl_FragColor = underWater();
return ; return ;
} }
#ifdef ENABLE_AREA
vec3 dist = position-m_Center;
if(dot(dist,dist) >m_Radius){
gl_FragColor = vec4(color2, 1.0);
return;
}
#endif
//#ifndef ENABLE_RIPPLES //#ifndef ENABLE_RIPPLES
// This optimization won't work on NVIDIA cards if ripples are enabled // This optimization won't work on NVIDIA cards if ripples are enabled
if(position.y > level + m_MaxAmplitude + isAtFarPlane * 100.0){ if(position.y > level + m_MaxAmplitude + isAtFarPlane * 100.0){

@ -45,6 +45,9 @@ MaterialDef Advanced Water {
Boolean UseCaustics Boolean UseCaustics
Boolean UseRefraction Boolean UseRefraction
Float Radius
Vector3 Center
} }
Technique { Technique {
@ -64,6 +67,8 @@ MaterialDef Advanced Water {
ENABLE_FOAM : UseFoam ENABLE_FOAM : UseFoam
ENABLE_CAUSTICS : UseCaustics ENABLE_CAUSTICS : UseCaustics
ENABLE_REFRACTION : UseRefraction ENABLE_REFRACTION : UseRefraction
ENABLE_AREA : Center
} }
} }
@ -81,7 +86,7 @@ MaterialDef Advanced Water {
ENABLE_FOAM : UseFoam ENABLE_FOAM : UseFoam
ENABLE_CAUSTICS : UseCaustics ENABLE_CAUSTICS : UseCaustics
ENABLE_REFRACTION : UseRefraction ENABLE_REFRACTION : UseRefraction
ENABLE_AREA : Center
} }
} }
} }

@ -41,6 +41,11 @@ uniform float m_WaveScale;
uniform float m_UnderWaterFogDistance; uniform float m_UnderWaterFogDistance;
uniform float m_CausticsIntensity; uniform float m_CausticsIntensity;
#ifdef ENABLE_AREA
uniform vec3 m_Center;
uniform float m_Radius;
#endif
vec2 scale = vec2(m_WaveScale, m_WaveScale); vec2 scale = vec2(m_WaveScale, m_WaveScale);
float refractionScale = m_WaveScale; float refractionScale = m_WaveScale;
@ -228,7 +233,12 @@ vec4 underWater(int sampleNum){
vec4 main_multiSample(int sampleNum){ vec4 main_multiSample(int sampleNum){
// If we are underwater let's call the underwater function // If we are underwater let's call the underwater function
if(m_WaterHeight >= m_CameraPosition.y){ if(m_WaterHeight >= m_CameraPosition.y){
#ifdef ENABLE_AREA
vec2 dist = m_CameraPosition.xz-m_Center.xz;
if(dot(dist,dist) >m_Radius){
return fetchTextureSample(m_Texture, texCoord, sampleNum);
}
#endif
return underWater(sampleNum); return underWater(sampleNum);
} }
@ -238,6 +248,13 @@ vec4 main_multiSample(int sampleNum){
vec3 color = color2; vec3 color = color2;
vec3 position = getPosition(sceneDepth, texCoord); vec3 position = getPosition(sceneDepth, texCoord);
#ifdef ENABLE_AREA
vec2 dist = position.xz-m_Center.xz;
if(dot(dist,dist) >m_Radius){
return vec4(color2, 1.0);
}
#endif
float level = m_WaterHeight; float level = m_WaterHeight;
float isAtFarPlane = step(0.99998, sceneDepth); float isAtFarPlane = step(0.99998, sceneDepth);

@ -115,6 +115,9 @@ public class WaterFilter extends Filter {
private float underWaterFogDistance = 120; private float underWaterFogDistance = 120;
private boolean useCaustics = true; private boolean useCaustics = true;
private float causticsIntensity = 0.5f; private float causticsIntensity = 0.5f;
//positional attributes
private Vector3f center;
private float radius;
/** /**
* Create a Water Filter * Create a Water Filter
@ -294,6 +297,10 @@ public class WaterFilter extends Filter {
material.setFloat("FoamIntensity", foamIntensity); material.setFloat("FoamIntensity", foamIntensity);
material.setFloat("UnderWaterFogDistance", underWaterFogDistance); material.setFloat("UnderWaterFogDistance", underWaterFogDistance);
material.setFloat("CausticsIntensity", causticsIntensity); material.setFloat("CausticsIntensity", causticsIntensity);
if (center != null) {
material.setVector3("Center", center);
material.setFloat("Radius", radius * radius);
}
} }
@ -1047,4 +1054,39 @@ public class WaterFilter extends Filter {
material.setFloat("CausticsIntensity", causticsIntensity); material.setFloat("CausticsIntensity", causticsIntensity);
} }
} }
public Vector3f getCenter() {
return center;
}
/**
* Set the center of the effect.
* By default the water will extent to the entire scene.
* By setting a center and a radius you can restrain it to a portion of the scene.
* @param center the center of the effect
*/
public void setCenter(Vector3f center) {
this.center = center;
if (material != null) {
material.setVector3("Center", center);
}
}
public float getRadius() {
return radius;
}
/**
* Set the radius of the effect.
* By default the water will extent to the entire scene.
* By setting a center and a radius you can restrain it to a portion of the scene.
* @param radius the radius of the effect
*/
public void setRadius(float radius) {
this.radius = radius;
if (material != null) {
material.setFloat("Radius", radius * radius);
}
}
} }

@ -0,0 +1,197 @@
package jme3test.water;
import com.jme3.app.SimpleApplication;
import com.jme3.audio.AudioNode;
import com.jme3.audio.LowPassFilter;
import com.jme3.effect.ParticleEmitter;
import com.jme3.effect.ParticleMesh;
import com.jme3.input.controls.ActionListener;
import com.jme3.input.controls.KeyTrigger;
import com.jme3.light.DirectionalLight;
import com.jme3.material.Material;
import com.jme3.material.RenderState.BlendMode;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Quaternion;
import com.jme3.math.Vector3f;
import com.jme3.post.FilterPostProcessor;
import com.jme3.post.filters.BloomFilter;
import com.jme3.post.filters.DepthOfFieldFilter;
import com.jme3.post.filters.LightScatteringFilter;
import com.jme3.renderer.Camera;
import com.jme3.renderer.queue.RenderQueue.Bucket;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;
import com.jme3.scene.shape.Box;
import com.jme3.system.AppSettings;
import com.jme3.terrain.geomipmap.TerrainQuad;
import com.jme3.terrain.heightmap.AbstractHeightMap;
import com.jme3.terrain.heightmap.ImageBasedHeightMap;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;
import com.jme3.texture.Texture2D;
import com.jme3.util.SkyFactory;
import com.jme3.water.WaterFilter;
import java.util.ArrayList;
import java.util.List;
/**
* test
* @author normenhansen
*/
public class TestMultiPostWater extends SimpleApplication {
private Vector3f lightDir = new Vector3f(-4.9236743f, -1.27054665f, 5.896916f);
private WaterFilter water;
TerrainQuad terrain;
Material matRock;
AudioNode waves;
LowPassFilter underWaterAudioFilter = new LowPassFilter(0.5f, 0.1f);
LowPassFilter underWaterReverbFilter = new LowPassFilter(0.5f, 0.1f);
LowPassFilter aboveWaterAudioFilter = new LowPassFilter(1, 1);
public static void main(String[] args) {
TestMultiPostWater app = new TestMultiPostWater();
app.setSettings(new AppSettings(true));
app.start();
}
@Override
public void simpleInitApp() {
// setDisplayFps(false);
// setDisplayStatView(false);
Node mainScene = new Node("Main Scene");
rootNode.attachChild(mainScene);
createTerrain(mainScene);
DirectionalLight sun = new DirectionalLight();
sun.setDirection(lightDir);
sun.setColor(ColorRGBA.White.clone().multLocal(1.7f));
mainScene.addLight(sun);
flyCam.setMoveSpeed(100);
//cam.setLocation(new Vector3f(-700, 100, 300));
//cam.setRotation(new Quaternion().fromAngleAxis(0.5f, Vector3f.UNIT_Z));
cam.setLocation(new Vector3f(-327.21957f, 61.6459f, 126.884346f));
cam.setRotation(new Quaternion().fromAngles(new float[]{FastMath.PI * 0.06f, FastMath.PI * 0.65f, 0}));
Spatial sky = SkyFactory.createSky(assetManager, "Scenes/Beach/FullskiesSunset0068.dds", false);
sky.setLocalScale(350);
mainScene.attachChild(sky);
cam.setFrustumFar(4000);
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
water = new WaterFilter(rootNode, lightDir);
water.setCenter(new Vector3f(9.628218f, -15.830074f, 199.23595f));
water.setRadius(260);
water.setWaveScale(0.003f);
water.setMaxAmplitude(2f);
water.setFoamExistence(new Vector3f(1f, 4, 0.5f));
water.setFoamTexture((Texture2D) assetManager.loadTexture("Common/MatDefs/Water/Textures/foam2.jpg"));
water.setRefractionStrength(0.2f);
water.setWaterHeight(0.8f);
fpp.addFilter(water);
WaterFilter water2 = new WaterFilter(rootNode, lightDir);
water2.setCenter(new Vector3f(-280.46027f, -24.971727f, -271.71976f));
water2.setRadius(260);
water2.setWaterHeight(0.8f);
water2.setUseFoam(false);
water2.setUseRipples(false);
water2.setDeepWaterColor(ColorRGBA.Brown);
water2.setWaterColor(ColorRGBA.Brown.mult(2.0f));
water2.setWaterTransparency(0.2f);
water2.setMaxAmplitude(0.3f);
water2.setWaveScale(0.008f);
water2.setSpeed(0.7f);
water2.setShoreHardness(1.0f);
water2.setRefractionConstant(0.2f);
water2.setShininess(0.3f);
water2.setSunScale(1.0f);
water2.setColorExtinction(new Vector3f(10.0f, 20.0f, 30.0f));
fpp.addFilter(water2);
WaterFilter water3 = new WaterFilter(rootNode, lightDir);
water3.setCenter(new Vector3f(319.6663f, -18.367947f, -236.67674f));
water3.setRadius(260);
water3.setWaterHeight(0.8f);
water3.setWaveScale(0.003f);
water3.setMaxAmplitude(2f);
water3.setFoamExistence(new Vector3f(1f, 4, 0.5f));
water3.setFoamTexture((Texture2D) assetManager.loadTexture("Common/MatDefs/Water/Textures/foam2.jpg"));
water3.setRefractionStrength(0.2f);
water3.setWaterHeight(0.8f);
water3.setDeepWaterColor(ColorRGBA.Red);
water3.setWaterColor(ColorRGBA.Red.mult(2.0f));
water3.setLightColor(ColorRGBA.Red);
fpp.addFilter(water3);
viewPort.addProcessor(fpp);
}
private void createTerrain(Node rootNode) {
matRock = new Material(assetManager, "Common/MatDefs/Terrain/TerrainLighting.j3md");
matRock.setBoolean("useTriPlanarMapping", false);
matRock.setBoolean("WardIso", true);
matRock.setTexture("AlphaMap", assetManager.loadTexture("Textures/Terrain/splat/alphamap.png"));
Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/test.png");
Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
grass.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap", grass);
matRock.setFloat("DiffuseMap_0_scale", 64);
Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
dirt.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap_1", dirt);
matRock.setFloat("DiffuseMap_1_scale", 16);
Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
rock.setWrap(WrapMode.Repeat);
matRock.setTexture("DiffuseMap_2", rock);
matRock.setFloat("DiffuseMap_2_scale", 128);
Texture normalMap0 = assetManager.loadTexture("Textures/Terrain/splat/grass_normal.jpg");
normalMap0.setWrap(WrapMode.Repeat);
Texture normalMap1 = assetManager.loadTexture("Textures/Terrain/splat/dirt_normal.png");
normalMap1.setWrap(WrapMode.Repeat);
Texture normalMap2 = assetManager.loadTexture("Textures/Terrain/splat/road_normal.png");
normalMap2.setWrap(WrapMode.Repeat);
matRock.setTexture("NormalMap", normalMap0);
matRock.setTexture("NormalMap_1", normalMap2);
matRock.setTexture("NormalMap_2", normalMap2);
AbstractHeightMap heightmap = null;
try {
heightmap = new ImageBasedHeightMap(heightMapImage.getImage(), 0.25f);
heightmap.load();
} catch (Exception e) {
e.printStackTrace();
}
terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
List<Camera> cameras = new ArrayList<Camera>();
cameras.add(getCamera());
terrain.setMaterial(matRock);
terrain.setLocalScale(new Vector3f(5, 5, 5));
terrain.setLocalTranslation(new Vector3f(0, -30, 0));
terrain.setLocked(false); // unlock it so we can edit the height
terrain.setShadowMode(ShadowMode.Receive);
rootNode.attachChild(terrain);
}
@Override
public void simpleUpdate(float tpf) {
}
}
Loading…
Cancel
Save