Remove use of engine sent texture tiling flags - theyre no longer needed

This commit is contained in:
RealBadAngel 2015-08-18 23:59:44 +02:00 committed by est31
parent 5009d31a33
commit 8b8d17b22b
6 changed files with 13 additions and 84 deletions

@ -16,9 +16,6 @@ varying vec3 lightVec;
varying vec3 tsLightVec;
bool normalTexturePresent = false;
bool texTileableHorizontal = false;
bool texTileableVertical = false;
bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
@ -29,45 +26,6 @@ void get_texture_flags()
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;
}
}
vec2 validate_displacement(vec2 uv, vec2 ds, float dist)
{
if (texSeamless) {
uv += dist * ds;
} else if (texTileableVertical == false) {
vec2 uv2 = uv + dist * ds;
// limit vertical texure displacement
if ((uv.y + uv2.y) < 0.0) {
uv.y = 0.0;
} else if ((uv.y + uv2.y) > 1.999) {
uv.y = 0.999;
} else {
uv.y = uv2.y;
}
uv.x = uv2.x;
} else {
vec2 uv2 = uv + dist * ds;
// limit horizontal texure displacement
if ((uv.x + uv2.x) < 0.0) {
uv.x = 0.0;
} else if ((uv.x + uv2.x) > 1.999) {
uv.x = 0.999;
} else {
uv.x = uv2.x;
}
uv.y = uv2.y;
}
return uv;
}
float intensity(vec3 color)
@ -77,11 +35,7 @@ float intensity(vec3 color)
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);
}
return intensity(texture2D(baseTexture, uv).rgb);
}
vec4 get_normal_map(vec2 uv)
@ -144,18 +98,13 @@ void main(void)
// Relief mapping
if (normalTexturePresent && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
// offset the texture by maximum possible displacement,
// this will help align seamless and non seamless textures
uv -= ds;
float dist = find_intersection(uv, ds);
uv = validate_displacement(uv, ds, dist);
uv += dist * ds;
#endif
} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
uv -= ds;
float dist = find_intersectionRGB(uv, ds);
uv = validate_displacement(uv, ds, dist);
uv += dist * ds;
}
#endif

@ -94,7 +94,7 @@ void main(void)
// Don't generate heightmaps when too far from the eye
float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
if (dist > 300.0) {
if (dist > 150.0) {
area_enable_parallax = 0.0;
}

@ -385,8 +385,7 @@ public:
video::ITexture* getNormalTexture(const std::string &name);
video::SColor getTextureAverageColor(const std::string &name);
video::ITexture *getShaderFlagsTexture(
bool normamap_present, bool tileable_vertical, bool tileable_horizontal);
video::ITexture *getShaderFlagsTexture(bool normamap_present);
private:
@ -2054,13 +2053,10 @@ video::SColor TextureSource::getTextureAverageColor(const std::string &name)
}
video::ITexture *TextureSource::getShaderFlagsTexture(
bool normalmap_present, bool tileable_vertical, bool tileable_horizontal)
video::ITexture *TextureSource::getShaderFlagsTexture(bool normalmap_present)
{
std::string tname = "__shaderFlagsTexture";
tname += normalmap_present ? "1" : "0";
tname += tileable_horizontal ? "1" : "0";
tname += tileable_vertical ? "1" : "0";
if (isKnownSourceImage(tname)) {
return getTexture(tname);
@ -2069,11 +2065,7 @@ video::ITexture *TextureSource::getShaderFlagsTexture(
video::IImage *flags_image = driver->createImage(
video::ECF_A8R8G8B8, core::dimension2d<u32>(1, 1));
sanity_check(flags_image != NULL);
video::SColor c(
255,
normalmap_present ? 255 : 0,
tileable_horizontal ? 255 : 0,
tileable_vertical ? 255 : 0);
video::SColor c(255, normalmap_present ? 255 : 0, 0, 0);
flags_image->setPixel(0, 0, c);
insertSourceImage(tname, flags_image);
flags_image->drop();

@ -113,8 +113,7 @@ 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(bool normamap_present,
bool tileable_vertical, bool tileable_horizontal)=0;
virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
};
class IWritableTextureSource : public ITextureSource
@ -137,8 +136,7 @@ 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(bool normamap_present,
bool tileable_vertical, bool tileable_horizontal)=0;
virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
};
IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
@ -218,9 +216,7 @@ struct TileSpec
alpha == other.alpha &&
material_type == other.material_type &&
material_flags == other.material_flags &&
rotation == other.rotation &&
(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL) &&
(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)
rotation == other.rotation
);
}
@ -254,12 +250,6 @@ struct TileSpec
}
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
? true : false;
if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
}
if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
}
}
void applyMaterialOptionsWithShaders(video::SMaterial &material) const

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

@ -302,7 +302,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
material.setFlag(video::EMF_USE_MIP_MAPS, false);
#endif
if (m_enable_shaders) {
material.setTexture(2, tsrc->getShaderFlagsTexture(false, true, true));
material.setTexture(2, tsrc->getShaderFlagsTexture(false));
}
}