OgreWater

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
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lingfors
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Re: OgreWater

Post by lingfors »

Hmm... Looking closer, I think I was mistaken... The getPosition/getOrientation methods are used in the init function, but in the update function (which you should call every frame), I actually use getDerivedPosition/getDerivedOrientation...

I guess that's what happens when you don't look at your own code for a couple of months. >.<
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alberts
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Re: OgreWater

Post by alberts »

Thanks again Lingfors. I can confirm that the problem has to do with the camera being attached to a node. The bad news are that the methods "getDerivedPosition/getDerivedOrientation" do not always seems to work properly (see this thread and this thread). I have to dig into this... :?
nickG
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Re: OgreWater

Post by nickG »

Do you can fix underwater shader?(make occlusion-sky and etc)

I can't fix,because not know shader lang-s
paroj
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Re: OgreWater

Post by paroj »

updated the code to Ogre 13 and enabled D3D11 support, so stuff can be inspected with renderdoc:
https://github.com/OGRECave/ogrewater

tritonas00
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Re: OgreWater

Post by tritonas00 »

paroj wrote: Fri Jan 20, 2023 1:04 am

updated the code to Ogre 13 and enabled D3D11 support, so stuff can be inspected with renderdoc:
https://github.com/OGRECave/ogrewater

You might be interested on this also: https://www.dropbox.com/s/zkb5z02gtcl7g ... 202023.mp4

viewtopic.php?p=554043#p554043

I'm going to expose UI settings for the fragment shader with imgui, into RoR. Refraction/Reflection levels, color, speed, scale etc...

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Nauk
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Re: OgreWater

Post by Nauk »

paroj wrote: Fri Jan 20, 2023 1:04 am

updated the code to Ogre 13 and enabled D3D11 support, so stuff can be inspected with renderdoc:
https://github.com/OGRECave/ogrewater

Great!

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lingfors
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Re: OgreWater

Post by lingfors »

paroj wrote: Fri Jan 20, 2023 1:04 am

updated the code to Ogre 13 and enabled D3D11 support, so stuff can be inspected with renderdoc:
https://github.com/OGRECave/ogrewater

😬

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blitzcoder
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Re: OgreWater

Post by blitzcoder »

Just tried this with Ogre 1.7.4 and before the commits to the later version 1.1x

There is no refraction, just reflection and no errors in the logs except the ones that are usually generated by the Samples below:

Code: Select all

Parsing script RTShaderSystem.material
Compiler error: unknown error in RTShaderSystem.material(xx): token "rtshader_system" is not recognized

Image

Resources.cfg

Code: Select all

# Resources required by the sample browser and most samples.
[Essential]
Zip=D:/dev/sdk/ogre/Samples/Media/packs/SdkTrays.zip
FileSystem=D:/dev/sdk/ogre/Samples/Media/thumbnails

# Common sample resources needed by many of the samples.
# Rarely used resources should be separately loaded by the
# samples which require them.
[Popular]
FileSystem=D:/dev/sdk/ogre/Samples/Media/fonts
FileSystem=D:/dev/sdk/ogre/Samples/Media/materials/programs
FileSystem=D:/dev/sdk/ogre/Samples/Media/materials/scripts
FileSystem=D:/dev/sdk/ogre/Samples/Media/materials/textures
FileSystem=D:/dev/sdk/ogre/Samples/Media/materials/textures/nvidia
FileSystem=D:/dev/sdk/ogre/Samples/Media/models
FileSystem=D:/dev/sdk/ogre/Samples/Media/particle
FileSystem=D:/dev/sdk/ogre/Samples/Media/DeferredShadingMedia
FileSystem=D:/dev/sdk/ogre/Samples/Media/PCZAppMedia
FileSystem=D:/dev/sdk/ogre/Samples/Media/RTShaderLib
FileSystem=D:/dev/sdk/ogre/Samples/Media/RTShaderLib/materials
Zip=D:/dev/sdk/ogre/Samples/Media/packs/cubemap.zip
Zip=D:/dev/sdk/ogre/Samples/Media/packs/cubemapsJS.zip
Zip=D:/dev/sdk/ogre/Samples/Media/packs/dragon.zip
Zip=D:/dev/sdk/ogre/Samples/Media/packs/fresneldemo.zip
Zip=D:/dev/sdk/ogre/Samples/Media/packs/ogretestmap.zip
Zip=D:/dev/sdk/ogre/Samples/Media/packs/ogredance.zip
Zip=D:/dev/sdk/ogre/Samples/Media/packs/Sinbad.zip
Zip=D:/dev/sdk/ogre/Samples/Media/packs/skybox.zip

[General]
FileSystem=D:/dev/sdk/ogre/Samples/Media
FileSystem=Resources/Compositors
FileSystem=Resources/Materials
FileSystem=Resources/Particles
FileSystem=Resources/Programs
FileSystem=Resources/Shaders
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sercero
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Re: OgreWater

Post by sercero »

I don't think that the RTShaderSystem was as developed in OGRE 1.7 as it is in OGRE 1.13 or 1.14 since @paroj has done a lot of work there since OGRE 1.9.

In fact I wonder if the RTShaderSystem was even present in OGRE 1.7...

If you want to use OgreWater with OGRE 1.7, it seems that you will have to use regular shaders.

Are you using this repo?
https://github.com/OGRECave/ogrewater

Perhaps the original lingfor's repo is not using the RTShaderSystem and is compatible with OGRE 1.7.

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blitzcoder
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Re: OgreWater

Post by blitzcoder »

Thanks sercero. I think it was and even way more earlier, since there's the Compositor and other effects that uses it and the OgreBite menu for that thumbnail effect.

Are you using this repo?
https://github.com/OGRECave/ogrewater

Yes, but with the commit going back before paroj's 1.1x update.

It seemed this project started with 1.7 and with this info:

I wouldn't post it here if it was just a compilation of other people's work. So to answer your question, yes, I've written all the water code. The terrain is the standard Ogre 1.7 terrain.

viewtopic.php?p=418903#p418903

Perhaps the original lingfor's repo is not using the RTShaderSystem and is compatible with OGRE 1.7.

it looks like it since it's not requiring it or not crashing.

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