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https://github.com/minetest/minetest.git
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Add wielded (and CAOs) shader
This commit is contained in:
parent
5b0c719171
commit
60350699c7
114
client/shaders/wielded_shader/opengl_fragment.glsl
Normal file
114
client/shaders/wielded_shader/opengl_fragment.glsl
Normal file
@ -0,0 +1,114 @@
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D textureFlags;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying vec3 eyeVec;
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varying vec3 lightVec;
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bool normalTexturePresent = false;
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bool texTileableHorizontal = false;
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bool texTileableVertical = false;
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bool texSeamless = false;
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const float e = 2.718281828459;
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const float BS = 10.0;
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void get_texture_flags()
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{
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vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
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if (flags.r > 0.5) {
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normalTexturePresent = true;
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}
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if (flags.g > 0.5) {
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texTileableHorizontal = true;
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}
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if (flags.b > 0.5) {
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texTileableVertical = true;
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}
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if (texTileableHorizontal && texTileableVertical) {
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texSeamless = true;
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}
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}
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float intensity(vec3 color)
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{
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return (color.r + color.g + color.b) / 3.0;
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}
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float get_rgb_height(vec2 uv)
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{
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if (texSeamless) {
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return intensity(texture2D(baseTexture, uv).rgb);
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} else {
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return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb);
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}
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}
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vec4 get_normal_map(vec2 uv)
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{
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vec4 bump = texture2D(normalTexture, uv).rgba;
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bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
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return bump;
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}
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void main(void)
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{
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vec3 color;
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vec4 bump;
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vec2 uv = gl_TexCoord[0].st;
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bool use_normalmap = false;
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get_texture_flags();
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#if USE_NORMALMAPS == 1
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if (normalTexturePresent) {
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bump = get_normal_map(uv);
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use_normalmap = true;
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}
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#endif
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if (GENERATE_NORMALMAPS == 1 && normalTexturePresent == false) {
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float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
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float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y));
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float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP));
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float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP));
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float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y));
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float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
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float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
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bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
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use_normalmap = true;
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}
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vec4 base = texture2D(baseTexture, uv).rgba;
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap) {
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vec3 L = normalize(lightVec);
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vec3 E = normalize(eyeVec);
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float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0);
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float diffuse = dot(-E,bump.xyz);
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color = (diffuse + 0.1 * specular) * base.rgb;
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} else {
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color = base.rgb;
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}
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#else
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color = base.rgb;
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#endif
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vec4 col = vec4(color.rgb, base.a);
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col *= gl_Color;
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if (fogDistance != 0.0) {
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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gl_FragColor = vec4(col.rgb, base.a);
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}
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35
client/shaders/wielded_shader/opengl_vertex.glsl
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35
client/shaders/wielded_shader/opengl_vertex.glsl
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@ -0,0 +1,35 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform mat4 mWorld;
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uniform float dayNightRatio;
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uniform vec3 eyePosition;
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uniform float animationTimer;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying vec3 eyeVec;
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varying vec3 lightVec;
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varying vec3 tsEyeVec;
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varying vec3 tsLightVec;
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const float e = 2.718281828459;
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const float BS = 10.0;
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = gl_Position.xyz;
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worldPosition = (mWorld * gl_Vertex).xyz;
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vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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lightVec = sunPosition - worldPosition;
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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gl_FrontColor = gl_BackColor = gl_Color;
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}
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@ -92,10 +92,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
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// all other 3D scene nodes and before the GUI.
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m_wieldmgr = smgr->createNewSceneManager();
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m_wieldmgr->addCameraSceneNode();
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m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
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m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
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m_wieldnode->setItem(ItemStack(), m_gamedef);
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m_wieldnode->drop(); // m_wieldmgr grabbed it
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m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
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/* TODO: Add a callback function so these can be updated when a setting
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* changes. At this point in time it doesn't matter (e.g. /set
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@ -451,11 +450,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
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m_wieldnode->setPosition(wield_position);
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m_wieldnode->setRotation(wield_rotation);
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// Shine light upon the wield mesh
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video::SColor black(255,0,0,0);
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m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
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m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
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m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
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m_wieldnode->setColor(player->light_color);
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// Render distance feedback loop
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updateViewingRange(frametime, busytime);
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@ -159,7 +159,6 @@ private:
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scene::ISceneManager* m_wieldmgr;
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WieldMeshSceneNode* m_wieldnode;
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scene::ILightSceneNode* m_wieldlightnode;
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// draw control
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MapDrawControl& m_draw_control;
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@ -385,7 +385,8 @@ public:
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video::ITexture* getNormalTexture(const std::string &name);
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video::SColor getTextureAverageColor(const std::string &name);
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video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile);
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video::ITexture *getShaderFlagsTexture(
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bool normamap_present, bool tileable_vertical, bool tileable_horizontal);
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private:
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@ -2050,14 +2051,14 @@ video::SColor TextureSource::getTextureAverageColor(const std::string &name)
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return c;
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}
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video::ITexture *TextureSource::getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)
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video::ITexture *TextureSource::getShaderFlagsTexture(
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bool normalmap_present, bool tileable_vertical, bool tileable_horizontal)
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{
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std::string tname = "__shaderFlagsTexture";
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bool normalmap_present = tile->normal_texture ? true : false;
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tname += normalmap_present ? "1" : "0";
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tname += tiledef->tileable_horizontal ? "1" : "0";
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tname += tiledef->tileable_vertical ? "1" : "0";
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tname += tileable_horizontal ? "1" : "0";
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tname += tileable_vertical ? "1" : "0";
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if (isKnownSourceImage(tname)) {
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return getTexture(tname);
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@ -2069,8 +2070,8 @@ video::ITexture *TextureSource::getShaderFlagsTexture(TileDef *tiledef, TileSpec
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video::SColor c(
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255,
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normalmap_present ? 255 : 0,
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tiledef->tileable_horizontal ? 255 : 0,
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tiledef->tileable_vertical ? 255 : 0);
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tileable_horizontal ? 255 : 0,
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tileable_vertical ? 255 : 0);
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flags_image->setPixel(0, 0, c);
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insertSourceImage(tname, flags_image);
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flags_image->drop();
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const TextureFromMeshParams ¶ms)=0;
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virtual video::ITexture* getNormalTexture(const std::string &name)=0;
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virtual video::SColor getTextureAverageColor(const std::string &name)=0;
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virtual video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)=0;
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virtual video::ITexture *getShaderFlagsTexture(bool normamap_present,
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bool tileable_vertical, bool tileable_horizontal)=0;
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};
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class IWritableTextureSource : public ITextureSource
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@ -136,7 +137,8 @@ public:
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virtual void rebuildImagesAndTextures()=0;
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virtual video::ITexture* getNormalTexture(const std::string &name)=0;
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virtual video::SColor getTextureAverageColor(const std::string &name)=0;
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virtual video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)=0;
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virtual video::ITexture *getShaderFlagsTexture(bool normamap_present,
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bool tileable_vertical, bool tileable_horizontal)=0;
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};
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IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
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36
src/mesh.cpp
36
src/mesh.cpp
@ -33,6 +33,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
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#endif
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static void applyFacesShading(video::SColor& color, float factor)
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{
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color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
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color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
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color.setBlue(core::clamp(core::round32(color.getBlue()*factor), 0, 255));
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}
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scene::IAnimatedMesh* createCubeMesh(v3f scale)
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{
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video::SColor c(255,255,255,255);
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@ -165,6 +172,35 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
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}
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}
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void shadeMeshFaces(scene::IMesh *mesh)
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{
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if (mesh == NULL)
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return;
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u32 mc = mesh->getMeshBufferCount();
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for (u32 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++) {
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video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
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video::SColor &vc = vertex->Color;
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if (vertex->Normal.Y < -0.5) {
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applyFacesShading (vc, 0.447213);
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} else if (vertex->Normal.Z > 0.5) {
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applyFacesShading (vc, 0.670820);
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} else if (vertex->Normal.Z < -0.5) {
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applyFacesShading (vc, 0.670820);
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} else if (vertex->Normal.X > 0.5) {
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applyFacesShading (vc, 0.836660);
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} else if (vertex->Normal.X < -0.5) {
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applyFacesShading (vc, 0.836660);
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}
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}
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}
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}
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void setMeshColorByNormalXYZ(scene::IMesh *mesh,
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const video::SColor &colorX,
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const video::SColor &colorY,
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@ -48,6 +48,12 @@ void translateMesh(scene::IMesh *mesh, v3f vec);
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*/
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void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
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/*
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Shade mesh faces according to their normals
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*/
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void shadeMeshFaces(scene::IMesh *mesh);
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/*
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Set the color of all vertices in the mesh.
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For each vertex, determine the largest absolute entry in
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@ -1012,7 +1012,9 @@ void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
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if (use_normal_texture) {
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tile->normal_texture = tsrc->getNormalTexture(tiledef->name);
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}
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tile->flags_texture = tsrc->getShaderFlagsTexture(tiledef, tile);
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tile->flags_texture = tsrc->getShaderFlagsTexture(
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tile->normal_texture ? true : false,
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tiledef->tileable_horizontal, tiledef->tileable_vertical);
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// Material flags
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tile->material_flags = 0;
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@ -34,7 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define WIELD_SCALE_FACTOR 30.0
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#define WIELD_SCALE_FACTOR_EXTRUDED 40.0
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#define MIN_EXTRUSION_MESH_RESOLUTION 32 // not 16: causes too many "holes"
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#define MIN_EXTRUSION_MESH_RESOLUTION 16
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#define MAX_EXTRUSION_MESH_RESOLUTION 512
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static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
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@ -114,6 +114,7 @@ static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
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mesh->addMeshBuffer(buf);
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buf->drop();
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scaleMesh(mesh, scale); // also recalculates bounding box
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mesh = (scene::SMesh *)createForsythOptimizedMesh(mesh);
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return mesh;
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}
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@ -281,7 +282,9 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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// Customize material
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video::SMaterial &material = m_meshnode->getMaterial(0);
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material.setTexture(0, tsrc->getTextureForMesh(imagename));
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material.setTexture(0, tsrc->getTexture(imagename));
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material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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material.MaterialType = m_material_type;
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material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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// Enable bi/trilinear filtering only for high resolution textures
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@ -297,31 +300,25 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
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material.setFlag(video::EMF_USE_MIP_MAPS, false);
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#endif
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#if 0
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//// TODO(RealBadAngel): Reactivate when shader is added for wield items
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if (m_enable_shaders)
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material.setTexture(2, tsrc->getTexture("disable_img.png"));
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#endif
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if (m_enable_shaders) {
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material.setTexture(2, tsrc->getShaderFlagsTexture(false, true, true));
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}
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}
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void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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{
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ITextureSource *tsrc = gamedef->getTextureSource();
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IItemDefManager *idef = gamedef->getItemDefManager();
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//IShaderSource *shdrsrc = gamedef->getShaderSource();
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IShaderSource *shdrsrc = gamedef->getShaderSource();
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INodeDefManager *ndef = gamedef->getNodeDefManager();
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const ItemDefinition &def = item.getDefinition(idef);
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const ContentFeatures &f = ndef->get(def.name);
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content_t id = ndef->getId(def.name);
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#if 0
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//// TODO(RealBadAngel): Reactivate when shader is added for wield items
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if (m_enable_shaders) {
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u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
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u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
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m_material_type = shdrsrc->getShaderInfo(shader_id).material;
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}
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#endif
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// If wield_image is defined, it overrides everything else
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if (def.wield_image != "") {
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@ -345,8 +342,6 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
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setCube(f.tiles, def.wield_scale, tsrc);
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} else {
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//// TODO: Change false in the following constructor args to
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//// appropriate value when shader is added for wield items (if applicable)
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MeshMakeData mesh_make_data(gamedef, false);
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MapNode mesh_make_node(id, 255, 0);
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mesh_make_data.fillSingleNode(&mesh_make_node);
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@ -376,8 +371,6 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
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material.setTexture(0, f.tiles[i].texture);
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}
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material.MaterialType = m_material_type;
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#if 0
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//// TODO(RealBadAngel): Reactivate when shader is added for wield items
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if (m_enable_shaders) {
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if (f.tiles[i].normal_texture) {
|
||||
if (animated) {
|
||||
@ -386,12 +379,9 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
|
||||
} else {
|
||||
material.setTexture(1, f.tiles[i].normal_texture);
|
||||
}
|
||||
material.setTexture(2, tsrc->getTexture("enable_img.png"));
|
||||
} else {
|
||||
material.setTexture(2, tsrc->getTexture("disable_img.png"));
|
||||
}
|
||||
material.setTexture(2, f.tiles[i].flags_texture);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
return;
|
||||
}
|
||||
@ -408,6 +398,7 @@ void WieldMeshSceneNode::setColor(video::SColor color)
|
||||
{
|
||||
assert(!m_lighting);
|
||||
setMeshColor(m_meshnode->getMesh(), color);
|
||||
shadeMeshFaces(m_meshnode->getMesh());
|
||||
}
|
||||
|
||||
void WieldMeshSceneNode::render()
|
||||
|
@ -48,6 +48,9 @@ public:
|
||||
// Must only be used if the constructor was called with lighting = false
|
||||
void setColor(video::SColor color);
|
||||
|
||||
scene::IMesh *getMesh()
|
||||
{ return m_meshnode->getMesh(); }
|
||||
|
||||
virtual void render();
|
||||
|
||||
virtual const core::aabbox3d<f32>& getBoundingBox() const
|
||||
|
Loading…
Reference in New Issue
Block a user