Water
Nebula has been missing something for a very long time. When I started working with Nebula something like 3 years ago, we had simple UV-animated alpha planes which were supposed to look like water. And for the time being, they looked really good.
However, today a simple uv-animated alpha plane won’t quite cut it. Instead, we need something fancier, incorporating refraction, reflection and specular highlighting. I have been doing exactly this for the past day. The result is beautiful and realistic-ish water (let’s face it, water in real life is rather boring). Picture time!
However, I’ve been a bit lazy with the reflections in our implementation. The GPU Gems article from Nvidia shows that we should render the scene from below the water plane in order to get correct reflections. Instead, I simply just cheat and use the already lit and rendered image as a reflection. This makes the reflections completely wrong, but it still looks good…
Sometime in the future, I might write a new frame shader which cheaply renders the objects being reflected without all the fancy stuff like SSS, HBAO and multiple light shading, so as to give decent-looking geometry for reflections. Although, for the time being, this serves nicely. I also have an alternative shader which uses an environment map to render the reflections using a pre-rendered environment map, which may look good when using water in small local areas where real-time reflections are easily overlooked.
The water is fully customizable, with reflection intensity, water color, deep water color and of course reflection map. The reflection map is supposed to be a pre-rendered cube map of the scene, so that reflections can be done without rendering everything twice. One can select whether to cheat, or to use an environment map.
I’ve also written a billboard rendering system, which basically just lets us render textures to billboards which is very useful for the level editor and other such tools. This is a crude representation of how it can look:
With actual icons, we can neatly show billboards instead of geometry to represent such things as spotlights, pointlights, the global light, and any other such entities which can’t, or shouldn’t, be represented with geometry.
Next thing on the list is terrain rendering, so keep tuned!
// Gustav