Faces shading fixes

This commit is contained in:
RealBadAngel 2014-07-07 16:17:51 +02:00
parent a2e1b0fc7f
commit c9ba92c4ad
3 changed files with 27 additions and 99 deletions

@ -63,35 +63,28 @@ void main(void)
vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
float tileContrast = 1.0;
if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
tileContrast = 0.8;
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.x < -0.5) {
// -1.0, 0.0, 0.0
tileContrast = 0.8;
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.y > 0.5) {
// 0.0, 1.0, 0.0
tileContrast = 1.2;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.y < -0.5) {
// 0.0, -1.0, 0.0
tileContrast = 0.3;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.z > 0.5) {
// 0.0, 0.0, 1.0
tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.z < -0.5) {
// 0.0, 0.0, -1.0
tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
@ -129,13 +122,6 @@ void main(void)
color.g = rg;
color.b = b;
#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
// Make sides and bottom darker than the top
color = color * color; // SRGB -> Linear
color *= tileContrast;
color = sqrt(color); // Linear -> SRGB
#endif
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
}

@ -63,35 +63,28 @@ void main(void)
vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
float tileContrast = 1.0;
if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
tileContrast = 0.8;
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.x < -0.5) {
// -1.0, 0.0, 0.0
tileContrast = 0.8;
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.y > 0.5) {
// 0.0, 1.0, 0.0
tileContrast = 1.2;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.y < -0.5) {
// 0.0, -1.0, 0.0
tileContrast = 0.3;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.z > 0.5) {
// 0.0, 0.0, 1.0
tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.z < -0.5) {
// 0.0, 0.0, -1.0
tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
@ -129,13 +122,6 @@ void main(void)
color.g = rg;
color.b = b;
#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
// Make sides and bottom darker than the top
color = color * color; // SRGB -> Linear
color *= tileContrast;
color = sqrt(color); // Linear -> SRGB
#endif
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
}

@ -32,14 +32,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "settings.h"
#include "util/directiontables.h"
float srgb_linear_multiply(float f, float m, float max)
void applyContrast(video::SColor& color, float Factor)
{
f = f * f; // SRGB -> Linear
f *= m;
f = sqrt(f); // Linear -> SRGB
if(f > max)
f = max;
return f;
float r = color.getRed();
float g = color.getGreen();
float b = color.getBlue();
color.setRed(irr::core::clamp((int)sqrt(r * r * Factor), 0, 255));
color.setGreen(irr::core::clamp((int)sqrt(g * g * Factor), 0, 255));
color.setBlue(irr::core::clamp((int)sqrt(b * b * Factor), 0, 255));
}
/*
@ -203,20 +203,6 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
//return decode_light(light_source);
light = light_source;
// Make some nice difference to different sides
// This makes light come from a corner
/*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
light = diminish_light(diminish_light(light));
else if(face_dir.X == -1 || face_dir.Z == -1)
light = diminish_light(light);*/
// All neighboring faces have different shade (like in minecraft)
if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
light = diminish_light(diminish_light(light));
else if(face_dir.Z == 1 || face_dir.Z == -1)
light = diminish_light(light);
return decode_light(light);
}
@ -352,21 +338,15 @@ static void finalColorBlend(video::SColor& result,
1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
if(b < 0)
b = 0;
if(b > 255)
b = 255;
b += emphase_blue_when_dark[b / 8];
b = irr::core::clamp (b, 0, 255);
// Artificial light is yellow-ish
static u8 emphase_yellow_when_artificial[16] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
};
rg += emphase_yellow_when_artificial[night/16];
if(rg < 0)
rg = 0;
if(rg > 255)
rg = 255;
rg = irr::core::clamp (rg, 0, 255);
result.setRed(rg);
result.setGreen(rg);
@ -1168,25 +1148,32 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
os.str(),
&p.tile.texture_id);
}
// - Classic lighting (shaders handle this by themselves)
if(!enable_shaders)
for(u32 j = 0; j < p.vertices.size(); j++)
{
for(u32 j = 0; j < p.vertices.size(); j++)
video::SColor &vc = p.vertices[j].Color;
if(p.vertices[j].Normal.Y > 0.5) {
applyContrast (vc, 1.2);
} else if (p.vertices[j].Normal.Y < -0.5) {
applyContrast (vc, 0.3);
} else if (p.vertices[j].Normal.X > 0.5) {
applyContrast (vc, 0.5);
} else if (p.vertices[j].Normal.X < -0.5) {
applyContrast (vc, 0.5);
} else if (p.vertices[j].Normal.Z > 0.5) {
applyContrast (vc, 0.8);
} else if (p.vertices[j].Normal.Z < -0.5) {
applyContrast (vc, 0.8);
}
if(!enable_shaders)
{
video::SColor &vc = p.vertices[j].Color;
// - Classic lighting (shaders handle this by themselves)
// Set initial real color and store for later updates
u8 day = vc.getRed();
u8 night = vc.getGreen();
finalColorBlend(vc, day, night, 1000);
if(day != night)
m_daynight_diffs[i][j] = std::make_pair(day, night);
// Brighten topside (no shaders)
if(p.vertices[j].Normal.Y > 0.5)
{
vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
}
}
}
@ -1293,7 +1280,6 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
bool smooth_lighting = g_settings->getBool("smooth_lighting");
if(!m_has_animation)
{
@ -1407,36 +1393,6 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
u8 night = j->second.second;
finalColorBlend(vertices[vertexIndex].Color,
day, night, daynight_ratio);
// If no smooth lighting, shading is already correct
if(!smooth_lighting)
continue;
// Make sides and bottom darker than the top
video::SColor &vc = vertices[vertexIndex].Color;
if(vertices[vertexIndex].Normal.Y > 0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 1.2, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.2, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.2, 255.0));
} else if (vertices[vertexIndex].Normal.Y < -0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.3, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.3, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.3, 255.0));
} else if (vertices[vertexIndex].Normal.X > 0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
} else if (vertices[vertexIndex].Normal.X < -0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
} else if (vertices[vertexIndex].Normal.Z > 0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
} else if (vertices[vertexIndex].Normal.Z < -0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
}
}
}
m_last_daynight_ratio = daynight_ratio;