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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
rem..om 13 years ago
parent
commit
68892dfee3

+ 19 - 1
engine/src/core-effects/Common/MatDefs/Water/Water.frag

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

+ 6 - 1
engine/src/core-effects/Common/MatDefs/Water/Water.j3md

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

+ 19 - 2
engine/src/core-effects/Common/MatDefs/Water/Water15.frag

@@ -41,6 +41,11 @@ uniform float m_WaveScale;
 uniform float m_UnderWaterFogDistance;
 uniform float m_CausticsIntensity;
 
+#ifdef ENABLE_AREA
+uniform vec3 m_Center;
+uniform float m_Radius;
+#endif
+
 
 vec2 scale = vec2(m_WaveScale, m_WaveScale);
 float refractionScale = m_WaveScale;
@@ -122,7 +127,7 @@ vec4 underWater(int sampleNum){
     float sceneDepth = fetchTextureSample(m_DepthTexture, texCoord, sampleNum).r;
     vec3 color2 = fetchTextureSample(m_Texture, texCoord, sampleNum).rgb;
     
-    vec3 position = getPosition(sceneDepth, texCoord);
+    vec3 position = getPosition(sceneDepth, texCoord);  
     float level = m_WaterHeight;
 
     vec3 eyeVec = position - m_CameraPosition;    
@@ -228,7 +233,12 @@ vec4 underWater(int sampleNum){
 vec4 main_multiSample(int sampleNum){
     // If we are underwater let's call the underwater function
     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);
     }
 
@@ -238,6 +248,13 @@ vec4 main_multiSample(int sampleNum){
     vec3 color = color2;
     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 isAtFarPlane = step(0.99998, sceneDepth);

+ 43 - 1
engine/src/core-effects/com/jme3/water/WaterFilter.java

@@ -115,6 +115,9 @@ public class WaterFilter extends Filter {
     private float underWaterFogDistance = 120;
     private boolean useCaustics = true;
     private float causticsIntensity = 0.5f;
+    //positional attributes
+    private Vector3f center;
+    private float radius;
 
     /**
      * Create a Water Filter
@@ -207,7 +210,7 @@ public class WaterFilter extends Filter {
     }
 
     private DirectionalLight findLight(Node node) {
-        for (Light light : node.getWorldLightList()) {    
+        for (Light light : node.getWorldLightList()) {
             if (light instanceof DirectionalLight) {
                 return (DirectionalLight) light;
             }
@@ -294,6 +297,10 @@ public class WaterFilter extends Filter {
         material.setFloat("FoamIntensity", foamIntensity);
         material.setFloat("UnderWaterFogDistance", underWaterFogDistance);
         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);
         }
     }
+
+    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);
+        }
+    }
 }

+ 197 - 0
engine/src/test/jme3test/water/TestMultiPostWater.java

@@ -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) {
+      
+    }
+}