Reuse object_shader for "wielditem" and "item" entity drawtypes (#9537)

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Danila Shutov 2020-04-19 19:47:13 +03:00 committed by GitHub
parent c87d52a5fa
commit cdbe3c5e57
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6 changed files with 24 additions and 165 deletions

@ -1,127 +0,0 @@
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D textureFlags;
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 worldPosition;
varying vec3 eyeVec;
varying vec3 lightVec;
bool normalTexturePresent = false;
bool texTileableHorizontal = false;
bool texTileableVertical = false;
bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
void get_texture_flags()
{
vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
if (flags.r > 0.5) {
normalTexturePresent = true;
}
if (flags.g > 0.5) {
texTileableHorizontal = true;
}
if (flags.b > 0.5) {
texTileableVertical = true;
}
if (texTileableHorizontal && texTileableVertical) {
texSeamless = true;
}
}
float intensity(vec3 color)
{
return (color.r + color.g + color.b) / 3.0;
}
float get_rgb_height(vec2 uv)
{
if (texSeamless) {
return intensity(texture2D(baseTexture, uv).rgb);
} else {
return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb);
}
}
vec4 get_normal_map(vec2 uv)
{
vec4 bump = texture2D(normalTexture, uv).rgba;
bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
return bump;
}
void main(void)
{
vec3 color;
vec4 bump;
vec2 uv = gl_TexCoord[0].st;
bool use_normalmap = false;
get_texture_flags();
#if USE_NORMALMAPS == 1
if (normalTexturePresent) {
bump = get_normal_map(uv);
use_normalmap = true;
}
#endif
#if GENERATE_NORMALMAPS == 1
if (normalTexturePresent == false) {
float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y));
float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP));
float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP));
float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP));
float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y));
float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
use_normalmap = true;
}
#endif
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap) {
vec3 L = normalize(lightVec);
vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0);
float diffuse = dot(-E,bump.xyz);
color = (diffuse + 0.1 * specular) * base.rgb;
} else {
color = base.rgb;
}
#else
color = base.rgb;
#endif
vec4 col = vec4(color.rgb, base.a);
col *= gl_Color;
// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
// the fog will only be rendered correctly if the last operation before the
// clamp() is an addition. Else, the clamp() seems to be ignored.
// E.g. the following won't work:
// float clarity = clamp(fogShadingParameter
// * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
// As additions usually come for free following a multiplication, the new formula
// should be more efficient as well.
// Note: clarity = (1 - fogginess)
float clarity = clamp(fogShadingParameter
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
col = mix(skyBgColor, col, clarity);
gl_FragColor = vec4(col.rgb, base.a);
}

@ -1,32 +0,0 @@
uniform mat4 mWorldViewProj;
uniform mat4 mWorld;
uniform vec3 eyePosition;
uniform float animationTimer;
varying vec3 vPosition;
varying vec3 worldPosition;
varying vec3 eyeVec;
varying vec3 lightVec;
varying vec3 tsEyeVec;
varying vec3 tsLightVec;
const float e = 2.718281828459;
const float BS = 10.0;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = gl_Position.xyz;
worldPosition = (mWorld * gl_Vertex).xyz;
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
lightVec = sunPosition - worldPosition;
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
gl_FrontColor = gl_BackColor = gl_Color;
}

@ -542,7 +542,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
m_wieldnode->setPosition(wield_position); m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation); m_wieldnode->setRotation(wield_rotation);
m_wieldnode->setColor(player->light_color); m_wieldnode->setNodeLightColor(player->light_color);
// Set render distance // Set render distance
updateViewingRange(); updateViewingRange();

@ -826,11 +826,12 @@ void GenericCAO::setNodeLight(u8 light)
video::SColor color(255, light, light, light); video::SColor color(255, light, light, light);
if (m_prop.visual == "wielditem" || m_prop.visual == "item") { if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
// Since these types of visuals are using their own shader
// they should be handled separately
if (m_wield_meshnode) if (m_wield_meshnode)
m_wield_meshnode->setColor(color); m_wield_meshnode->setNodeLightColor(color);
} else if (m_enable_shaders) { return;
}
if (m_enable_shaders) {
scene::ISceneNode *node = getSceneNode(); scene::ISceneNode *node = getSceneNode();
if (node == nullptr) if (node == nullptr)

@ -347,7 +347,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
scene::SMesh *mesh = nullptr; scene::SMesh *mesh = nullptr;
if (m_enable_shaders) { if (m_enable_shaders) {
u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL); u32 shader_id = shdrsrc->getShader("object_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
m_material_type = shdrsrc->getShaderInfo(shader_id).material; m_material_type = shdrsrc->getShaderInfo(shader_id).material;
} }
@ -471,6 +471,21 @@ void WieldMeshSceneNode::setColor(video::SColor c)
} }
} }
void WieldMeshSceneNode::setNodeLightColor(video::SColor color)
{
if (!m_meshnode)
return;
if (m_enable_shaders) {
for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
video::SMaterial &material = m_meshnode->getMaterial(i);
material.EmissiveColor = color;
}
} else {
setColor(color);
}
}
void WieldMeshSceneNode::render() void WieldMeshSceneNode::render()
{ {
// note: if this method is changed to actually do something, // note: if this method is changed to actually do something,

@ -87,6 +87,8 @@ public:
// Must only be used if the constructor was called with lighting = false // Must only be used if the constructor was called with lighting = false
void setColor(video::SColor color); void setColor(video::SColor color);
void setNodeLightColor(video::SColor color);
scene::IMesh *getMesh() { return m_meshnode->getMesh(); } scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
virtual void render(); virtual void render();