Shiny new water effects

begla

Project Founder and Lead Developer
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I've just finished working on a first version of the new water and water effects. And the results look great if you ask me! Need some feedback here and keep an eye out for shaders refusing to compile on your setup.
 

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metouto

Active Member
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Art
There looking good to me also begla ;) ....
















...... but mine are not as dark or as wavy looking as yours :)
 

Cervator

Org Co-Founder & Project Lead
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You might not have the latest changes, Metouto? (Edit: Ah, because it didn't compile, doh!)

Also, as to the actual change - holy crap! :p

Edit: Tried to actually go see how it looks animated in person (we need a new video methinks!) but... develop is broke for me again :D

Jenkins is also reporting a (different) build failure, and notification email failure on top of that, doh. Last one is my fault - comma-separated emails rather than whitespace separated, fixed now.

Error I get from develop is: java.lang.RuntimeException: Resource not found: org/terasology/data/textures/water_normal.png

Which does indeed not exist - didn't get caught in a commit? Looks like there's a reference to a 2 also :)

Argh, no shiny water for me in person!
 

begla

Project Founder and Lead Developer
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Arrrr... Pushed the missing normal maps. Sorry!
 

Immortius

Lead Software Architect
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GUI


None of the shaders fail to compile though. My card is an AMD HD 5850. Might be time for me to install glIntercept again.

Code:
13/02/2012 6:20:40 PM org.terasology.logic.manager.ShaderManager <init>
INFO: GL_VERSION: 4.2.11399 Compatibility Profile Context
13/02/2012 6:20:40 PM org.terasology.logic.manager.ShaderManager <init>
INFO: SHADING_LANGUAGE VERSION: 4.20
13/02/2012 6:20:40 PM org.terasology.logic.manager.ShaderManager <init>
INFO: EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
 

Immortius

Lead Software Architect
Contributor
Architecture
GUI
Seems to be linked to
Code:
daylightColorValue += calcSpecLight(normal, lightDir, normalize(eyeVec), 64.0, vec3(0.0)) * daylightValue * 0.1;
If I comment out that line it works as previously. Perhap vec3(0.0) for the normalSpecular is not such a good idea?

In an unrelated problem the sky goes blue at midnight.
 

metouto

Active Member
Contributor
Art
Love how you did the new water effects begla :eek: And as Cervator said I did not have lasted update in my other pictures :oops: .




I also got the same thing (I think) that Immortius was talking about .....










but it seem to me to get worse as the sun set and thing got darker and clear when it reappeared ....





 

Cervator

Org Co-Founder & Project Lead
Contributor
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Count me in the same club - beautiful water, when I can find some in my world of darkness :D

No shader warnings, but started out pitch black, sun was a dim sphere first day, fast-forwarded and after a blue midnight I had a nice sunny day with the black artifacts directly related to the sun's position in the sky :)

Here's for hoping it is fixable tho, as it is dang spiffy!
 

metouto

Active Member
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Art
I just have to say again .... that I think that is the best water effect I have seen in the few games I have play that have water begla :D ... you do deserve a big pat on the back for this one ;)
 

begla

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Did my latest commits fix the issues?
 

Cervator

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begla said:
Did my latest commits fix the issues?
I'm pretty sure it got better, but not quite total fix yet. World loaded OK, day and night work although with some spots of blue at night still. Mainly the time of day affects this band of blackness with some assorted black squigglies on certain other blocks :)



Edit: Aw, maybe not changed too much after all. I tried a second round of testing and ended up starting in super-darkness again. Had to go nuts flying up and down, waving my little torch around, and making the sun & moon act like yoyos for a while before I could get any light. Again the sun started out super-dark and slowly got provoked to being more normal bright.

Interesting observation though - the lighting seems to gradually get stronger if you're provoking some sort of light sampling? This might be me making up fancy terms I don't understand, but after a while I found a nice body of water and played with the sun reflecting off it - and at one point i was looking straight down with the sun straight above and noticed a gradual (and substantial) increasing of the light being reflected (as in, light is getting re-sampled stronger?) without me doing anything. When it stopped getting brighter (nearly overly bright) I looked up and world lighting everywhere was at its normal strength (tho still with the black artifacts)

In other news I finally found a nice body of water and it looks even more awesome in person :D
 

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begla

Project Founder and Lead Developer
Contributor
Architecture
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Really weird! :(

Even works on my MacBook Air with some sad Intel onboard graphics chip. :D Running the game with enabled post-processing effects and moving water/grass results in an average 2-3 FPS though (lowest viewing distance). Running the game without post-processing effects but with enabled moving grass and water increases the average FPS to 20-30. Disabling moving grass/water allows the game to run at an average of 50-60 FPS. Damn those sine and cosine calculations in the chunk vertex shader! :twisted:

We need an options menu. Now. :laugh:
 

Cervator

Org Co-Founder & Project Lead
Contributor
Design
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Paging any potential UI developers! Are you out there? :D
 

Cervator

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I'm going to need "return pow(clamp(dot(halfWay, normal)" in the form of classic Batman-style fist-fight comic action bubbles ;)

(Will test when I get home!)
 

begla

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Blueish nights have been fixed! :geek: Added a new "feature" just for you Cerv. Speeding through the days should now be even more fun! :laugh:

https://github.com/MovingBlocks/Terasol ... 32cd1d3c2f

PS If I wasn't so tried, I would have started up Photoshop and created a speech bubble to see this in front of my own eyes. :D
 

Cervator

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Nice! The black artifacts do appear to be completely fixed now, and I don't see any blue at night either. Unfortunately, I don't see anything at night anymore, including any possible easter eggs, as the second the sun sets I'm dipped in pitch and completely unable to see anything, even the moon :D

In case it helps (and I'm unsure what's working as intended and what might be buggy) I now have almost the opposite problem during the day. Before the sun and sky were incredibly bright, and you had to hide in the shadows. Now the days are fairly subdued (I can actually look at the sun and see it as a perfect sphere, no active blur around it) and only if I go under a tree or something likely is the world outside restored to its normal bright nature :geek:

Which then goes away again if I go outside. Spinning the days occasionally results in a bright sunrise (maybe depends on a cloud beind in the way?) but as the sun climbs higher it actually gets a little darker... weird. Then the pitch black again the second the sun sets, lasting exactly till the second the sun comes back up

Water still looks awesome :D

Anybody else able to share what they get? And what video card they have (nvidia here)
 

metouto

Active Member
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Art
Begla my finds are about the same as Cervator's last post and I am using a ATI Radeon 4200 video card ;)
 

Cervator

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Okay, more updates made. Now for some reason rather than go pitch-black the second the sun sets it now takes several more moments of fast-forwarding before the sky goes poof. I get to see the moon for a little bit, which just looks like a small sun (no visible texture), then the whole thing goes poof again :)

Also found what looks like a totally separate bug that can be looked at whenever - looking through two separate bodies of water eliminates the display of the water completely (guessing the transparency somehow cancels out vs. the second layer of water). Put it in https://github.com/MovingBlocks/Terasology/issues/114 for a fix whenever :geek:

Trying to get some more testing done (I need to outright change my video card and see what that does anyway...) but also gotta try to do some actual programming!
 
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