forked from Mirrorlandia_minetest/minetest
Sky: support GLES2
IrrLicht built-in shader is broken, have to write my own
This commit is contained in:
parent
be59668f47
commit
cdcf7dca7c
6
client/shaders/stars_shader/opengl_fragment.glsl
Normal file
6
client/shaders/stars_shader/opengl_fragment.glsl
Normal file
@ -0,0 +1,6 @@
|
||||
uniform vec4 starColor;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_FragColor = starColor;
|
||||
}
|
4
client/shaders/stars_shader/opengl_vertex.glsl
Normal file
4
client/shaders/stars_shader/opengl_vertex.glsl
Normal file
@ -0,0 +1,4 @@
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = mWorldViewProj * inVertexPosition;
|
||||
}
|
@ -424,6 +424,7 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
|
||||
CachedVertexShaderSetting<float> m_animation_timer_vertex;
|
||||
CachedPixelShaderSetting<float> m_animation_timer_pixel;
|
||||
CachedPixelShaderSetting<float, 3> m_day_light;
|
||||
CachedPixelShaderSetting<float, 4> m_star_color;
|
||||
CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
|
||||
CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
|
||||
CachedPixelShaderSetting<float, 3> m_minimap_yaw;
|
||||
@ -456,6 +457,7 @@ public:
|
||||
m_animation_timer_vertex("animationTimer"),
|
||||
m_animation_timer_pixel("animationTimer"),
|
||||
m_day_light("dayLight"),
|
||||
m_star_color("starColor"),
|
||||
m_eye_position_pixel("eyePosition"),
|
||||
m_eye_position_vertex("eyePosition"),
|
||||
m_minimap_yaw("yawVec"),
|
||||
@ -507,6 +509,10 @@ public:
|
||||
sunlight.b };
|
||||
m_day_light.set(dnc, services);
|
||||
|
||||
video::SColorf star_color = m_sky->getCurrentStarColor();
|
||||
float clr[4] = {star_color.r, star_color.g, star_color.b, star_color.a};
|
||||
m_star_color.set(clr, services);
|
||||
|
||||
u32 animation_timer = porting::getTimeMs() % 1000000;
|
||||
float animation_timer_f = (float)animation_timer / 100000.f;
|
||||
m_animation_timer_vertex.set(&animation_timer_f, services);
|
||||
@ -1363,7 +1369,7 @@ bool Game::createClient(const GameStartData &start_data)
|
||||
|
||||
/* Skybox
|
||||
*/
|
||||
sky = new Sky(-1, texture_src);
|
||||
sky = new Sky(-1, texture_src, shader_src);
|
||||
scsf->setSky(sky);
|
||||
skybox = NULL; // This is used/set later on in the main run loop
|
||||
|
||||
|
@ -51,7 +51,7 @@ static video::SMaterial baseMaterial() {
|
||||
return mat;
|
||||
};
|
||||
|
||||
Sky::Sky(s32 id, ITextureSource *tsrc) :
|
||||
Sky::Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc) :
|
||||
scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
|
||||
RenderingEngine::get_scene_manager(), id)
|
||||
{
|
||||
@ -59,10 +59,12 @@ Sky::Sky(s32 id, ITextureSource *tsrc) :
|
||||
m_box.MaxEdge.set(0, 0, 0);
|
||||
m_box.MinEdge.set(0, 0, 0);
|
||||
|
||||
m_enable_shaders = g_settings->getBool("enable_shaders");
|
||||
|
||||
// Create materials
|
||||
|
||||
m_materials[0] = baseMaterial();
|
||||
m_materials[0].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
||||
m_materials[0].MaterialType = ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA, 0)).material;
|
||||
m_materials[0].Lighting = true;
|
||||
m_materials[0].ColorMaterial = video::ECM_NONE;
|
||||
|
||||
@ -694,12 +696,11 @@ void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
|
||||
|
||||
float tod = wicked_time_of_day < 0.5f ? wicked_time_of_day : (1.0f - wicked_time_of_day);
|
||||
float starbrightness = (0.25f - fabsf(tod)) * 20.0f;
|
||||
int alpha = clamp<int>(starbrightness * m_star_params.starcolor.getAlpha(), 0, 255);
|
||||
if (!alpha) // Stars are only drawn when not fully transparent
|
||||
m_star_color = m_star_params.starcolor;
|
||||
m_star_color.a = clamp(starbrightness * m_star_color.a, 0.0f, 1.0f);
|
||||
if (m_star_color.a <= 0.0f) // Stars are only drawn when not fully transparent
|
||||
return;
|
||||
|
||||
m_materials[0].DiffuseColor = video::SColor(alpha, 0, 0, 0);
|
||||
m_materials[0].EmissiveColor = m_star_params.starcolor;
|
||||
m_materials[0].DiffuseColor = m_materials[0].EmissiveColor = m_star_color.toSColor();
|
||||
auto sky_rotation = core::matrix4().setRotationAxisRadians(2.0f * M_PI * (wicked_time_of_day - 0.25f), v3f(0.0f, 0.0f, 1.0f));
|
||||
auto world_matrix = driver->getTransform(video::ETS_WORLD);
|
||||
driver->setTransform(video::ETS_WORLD, world_matrix * sky_rotation);
|
||||
|
@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "camera.h"
|
||||
#include "irrlichttypes_extrabloated.h"
|
||||
#include "irr_ptr.h"
|
||||
#include "shader.h"
|
||||
#include "skyparams.h"
|
||||
|
||||
#pragma once
|
||||
@ -35,7 +36,7 @@ class Sky : public scene::ISceneNode
|
||||
{
|
||||
public:
|
||||
//! constructor
|
||||
Sky(s32 id, ITextureSource *tsrc);
|
||||
Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc);
|
||||
|
||||
virtual void OnRegisterSceneNode();
|
||||
|
||||
@ -102,6 +103,8 @@ public:
|
||||
void clearSkyboxTextures() { m_sky_params.textures.clear(); }
|
||||
void addTextureToSkybox(std::string texture, int material_id,
|
||||
ITextureSource *tsrc);
|
||||
const video::SColorf &getCurrentStarColor() const { return m_star_color; }
|
||||
|
||||
private:
|
||||
aabb3f m_box;
|
||||
video::SMaterial m_materials[SKY_MATERIAL_COUNT];
|
||||
@ -155,6 +158,7 @@ private:
|
||||
bool m_clouds_enabled = true; // Initialised to true, reset only by set_sky API
|
||||
bool m_directional_colored_fog;
|
||||
bool m_in_clouds = true; // Prevent duplicating bools to remember old values
|
||||
bool m_enable_shaders = false;
|
||||
|
||||
video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
@ -181,6 +185,7 @@ private:
|
||||
|
||||
u64 m_seed = 0;
|
||||
irr_ptr<scene::SMeshBuffer> m_stars;
|
||||
video::SColorf m_star_color;
|
||||
|
||||
video::ITexture *m_sun_texture;
|
||||
video::ITexture *m_moon_texture;
|
||||
@ -188,7 +193,6 @@ private:
|
||||
video::ITexture *m_moon_tonemap;
|
||||
|
||||
void updateStars();
|
||||
void updateStarsColor(video::SColor color);
|
||||
|
||||
void draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
|
||||
const video::SColor &suncolor2, float wicked_time_of_day);
|
||||
|
Loading…
Reference in New Issue
Block a user