Add wielded (and CAOs) shader

This commit is contained in:
RealBadAngel 2015-07-21 23:56:41 +02:00
parent 5b0c719171
commit 60350699c7
11 changed files with 224 additions and 40 deletions

@ -0,0 +1,114 @@
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;
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 && 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;
}
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;
if (fogDistance != 0.0) {
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
gl_FragColor = vec4(col.rgb, base.a);
}

@ -0,0 +1,35 @@
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform mat4 mWorld;
uniform float dayNightRatio;
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;
}

@ -92,10 +92,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
// all other 3D scene nodes and before the GUI.
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
m_wieldnode->setItem(ItemStack(), m_gamedef);
m_wieldnode->drop(); // m_wieldmgr grabbed it
m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
@ -451,11 +450,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
// Shine light upon the wield mesh
video::SColor black(255,0,0,0);
m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
m_wieldnode->setColor(player->light_color);
// Render distance feedback loop
updateViewingRange(frametime, busytime);

@ -159,7 +159,6 @@ private:
scene::ISceneManager* m_wieldmgr;
WieldMeshSceneNode* m_wieldnode;
scene::ILightSceneNode* m_wieldlightnode;
// draw control
MapDrawControl& m_draw_control;

@ -385,7 +385,8 @@ public:
video::ITexture* getNormalTexture(const std::string &name);
video::SColor getTextureAverageColor(const std::string &name);
video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile);
video::ITexture *getShaderFlagsTexture(
bool normamap_present, bool tileable_vertical, bool tileable_horizontal);
private:
@ -2050,14 +2051,14 @@ video::SColor TextureSource::getTextureAverageColor(const std::string &name)
return c;
}
video::ITexture *TextureSource::getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)
video::ITexture *TextureSource::getShaderFlagsTexture(
bool normalmap_present, bool tileable_vertical, bool tileable_horizontal)
{
std::string tname = "__shaderFlagsTexture";
bool normalmap_present = tile->normal_texture ? true : false;
tname += normalmap_present ? "1" : "0";
tname += tiledef->tileable_horizontal ? "1" : "0";
tname += tiledef->tileable_vertical ? "1" : "0";
tname += tileable_horizontal ? "1" : "0";
tname += tileable_vertical ? "1" : "0";
if (isKnownSourceImage(tname)) {
return getTexture(tname);
@ -2069,8 +2070,8 @@ video::ITexture *TextureSource::getShaderFlagsTexture(TileDef *tiledef, TileSpec
video::SColor c(
255,
normalmap_present ? 255 : 0,
tiledef->tileable_horizontal ? 255 : 0,
tiledef->tileable_vertical ? 255 : 0);
tileable_horizontal ? 255 : 0,
tileable_vertical ? 255 : 0);
flags_image->setPixel(0, 0, c);
insertSourceImage(tname, flags_image);
flags_image->drop();

@ -113,7 +113,8 @@ public:
const TextureFromMeshParams &params)=0;
virtual video::ITexture* getNormalTexture(const std::string &name)=0;
virtual video::SColor getTextureAverageColor(const std::string &name)=0;
virtual video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)=0;
virtual video::ITexture *getShaderFlagsTexture(bool normamap_present,
bool tileable_vertical, bool tileable_horizontal)=0;
};
class IWritableTextureSource : public ITextureSource
@ -136,7 +137,8 @@ public:
virtual void rebuildImagesAndTextures()=0;
virtual video::ITexture* getNormalTexture(const std::string &name)=0;
virtual video::SColor getTextureAverageColor(const std::string &name)=0;
virtual video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)=0;
virtual video::ITexture *getShaderFlagsTexture(bool normamap_present,
bool tileable_vertical, bool tileable_horizontal)=0;
};
IWritableTextureSource* createTextureSource(IrrlichtDevice *device);

@ -33,6 +33,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
#endif
static void applyFacesShading(video::SColor& color, float factor)
{
color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
color.setBlue(core::clamp(core::round32(color.getBlue()*factor), 0, 255));
}
scene::IAnimatedMesh* createCubeMesh(v3f scale)
{
video::SColor c(255,255,255,255);
@ -165,6 +172,35 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
}
}
void shadeMeshFaces(scene::IMesh *mesh)
{
if (mesh == NULL)
return;
u32 mc = mesh->getMeshBufferCount();
for (u32 j = 0; j < mc; j++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
const u32 stride = getVertexPitchFromType(buf->getVertexType());
u32 vertex_count = buf->getVertexCount();
u8 *vertices = (u8 *)buf->getVertices();
for (u32 i = 0; i < vertex_count; i++) {
video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
video::SColor &vc = vertex->Color;
if (vertex->Normal.Y < -0.5) {
applyFacesShading (vc, 0.447213);
} else if (vertex->Normal.Z > 0.5) {
applyFacesShading (vc, 0.670820);
} else if (vertex->Normal.Z < -0.5) {
applyFacesShading (vc, 0.670820);
} else if (vertex->Normal.X > 0.5) {
applyFacesShading (vc, 0.836660);
} else if (vertex->Normal.X < -0.5) {
applyFacesShading (vc, 0.836660);
}
}
}
}
void setMeshColorByNormalXYZ(scene::IMesh *mesh,
const video::SColor &colorX,
const video::SColor &colorY,

@ -48,6 +48,12 @@ void translateMesh(scene::IMesh *mesh, v3f vec);
*/
void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
/*
Shade mesh faces according to their normals
*/
void shadeMeshFaces(scene::IMesh *mesh);
/*
Set the color of all vertices in the mesh.
For each vertex, determine the largest absolute entry in

@ -1012,7 +1012,9 @@ void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
if (use_normal_texture) {
tile->normal_texture = tsrc->getNormalTexture(tiledef->name);
}
tile->flags_texture = tsrc->getShaderFlagsTexture(tiledef, tile);
tile->flags_texture = tsrc->getShaderFlagsTexture(
tile->normal_texture ? true : false,
tiledef->tileable_horizontal, tiledef->tileable_vertical);
// Material flags
tile->material_flags = 0;

@ -34,7 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define WIELD_SCALE_FACTOR 30.0
#define WIELD_SCALE_FACTOR_EXTRUDED 40.0
#define MIN_EXTRUSION_MESH_RESOLUTION 32 // not 16: causes too many "holes"
#define MIN_EXTRUSION_MESH_RESOLUTION 16
#define MAX_EXTRUSION_MESH_RESOLUTION 512
static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
@ -114,6 +114,7 @@ static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
mesh->addMeshBuffer(buf);
buf->drop();
scaleMesh(mesh, scale); // also recalculates bounding box
mesh = (scene::SMesh *)createForsythOptimizedMesh(mesh);
return mesh;
}
@ -281,7 +282,9 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
// Customize material
video::SMaterial &material = m_meshnode->getMaterial(0);
material.setTexture(0, tsrc->getTextureForMesh(imagename));
material.setTexture(0, tsrc->getTexture(imagename));
material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
material.MaterialType = m_material_type;
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
// Enable bi/trilinear filtering only for high resolution textures
@ -297,31 +300,25 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
material.setFlag(video::EMF_USE_MIP_MAPS, false);
#endif
#if 0
//// TODO(RealBadAngel): Reactivate when shader is added for wield items
if (m_enable_shaders)
material.setTexture(2, tsrc->getTexture("disable_img.png"));
#endif
if (m_enable_shaders) {
material.setTexture(2, tsrc->getShaderFlagsTexture(false, true, true));
}
}
void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
{
ITextureSource *tsrc = gamedef->getTextureSource();
IItemDefManager *idef = gamedef->getItemDefManager();
//IShaderSource *shdrsrc = gamedef->getShaderSource();
IShaderSource *shdrsrc = gamedef->getShaderSource();
INodeDefManager *ndef = gamedef->getNodeDefManager();
const ItemDefinition &def = item.getDefinition(idef);
const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name);
#if 0
//// TODO(RealBadAngel): Reactivate when shader is added for wield items
if (m_enable_shaders) {
u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
m_material_type = shdrsrc->getShaderInfo(shader_id).material;
}
#endif
// If wield_image is defined, it overrides everything else
if (def.wield_image != "") {
@ -345,8 +342,6 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
setCube(f.tiles, def.wield_scale, tsrc);
} else {
//// TODO: Change false in the following constructor args to
//// appropriate value when shader is added for wield items (if applicable)
MeshMakeData mesh_make_data(gamedef, false);
MapNode mesh_make_node(id, 255, 0);
mesh_make_data.fillSingleNode(&mesh_make_node);
@ -376,8 +371,6 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
material.setTexture(0, f.tiles[i].texture);
}
material.MaterialType = m_material_type;
#if 0
//// TODO(RealBadAngel): Reactivate when shader is added for wield items
if (m_enable_shaders) {
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