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https://github.com/minetest/minetest.git
synced 2024-11-27 01:53:45 +01:00
Remove use of engine sent texture tiling flags - theyre no longer needed
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5009d31a33
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@ -16,9 +16,6 @@ varying vec3 lightVec;
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varying vec3 tsLightVec;
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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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@ -29,45 +26,6 @@ void get_texture_flags()
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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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vec2 validate_displacement(vec2 uv, vec2 ds, float dist)
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{
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if (texSeamless) {
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uv += dist * ds;
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} else if (texTileableVertical == false) {
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vec2 uv2 = uv + dist * ds;
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// limit vertical texure displacement
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if ((uv.y + uv2.y) < 0.0) {
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uv.y = 0.0;
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} else if ((uv.y + uv2.y) > 1.999) {
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uv.y = 0.999;
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} else {
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uv.y = uv2.y;
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}
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uv.x = uv2.x;
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} else {
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vec2 uv2 = uv + dist * ds;
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// limit horizontal texure displacement
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if ((uv.x + uv2.x) < 0.0) {
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uv.x = 0.0;
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} else if ((uv.x + uv2.x) > 1.999) {
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uv.x = 0.999;
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} else {
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uv.x = uv2.x;
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}
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uv.y = uv2.y;
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}
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return uv;
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}
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float intensity(vec3 color)
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@ -77,11 +35,7 @@ float intensity(vec3 color)
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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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return intensity(texture2D(baseTexture, uv).rgb);
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}
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vec4 get_normal_map(vec2 uv)
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@ -144,18 +98,13 @@ void main(void)
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// Relief mapping
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if (normalTexturePresent && area_enable_parallax > 0.0) {
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vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
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// offset the texture by maximum possible displacement,
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// this will help align seamless and non seamless textures
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uv -= ds;
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float dist = find_intersection(uv, ds);
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uv = validate_displacement(uv, ds, dist);
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uv += dist * ds;
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#endif
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} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
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vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
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uv -= ds;
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float dist = find_intersectionRGB(uv, ds);
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uv = validate_displacement(uv, ds, dist);
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uv += dist * ds;
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}
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#endif
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@ -94,7 +94,7 @@ void main(void)
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// Don't generate heightmaps when too far from the eye
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float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
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if (dist > 300.0) {
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if (dist > 150.0) {
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area_enable_parallax = 0.0;
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}
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@ -385,8 +385,7 @@ 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(
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bool normamap_present, bool tileable_vertical, bool tileable_horizontal);
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video::ITexture *getShaderFlagsTexture(bool normamap_present);
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private:
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@ -2054,14 +2053,11 @@ video::SColor TextureSource::getTextureAverageColor(const std::string &name)
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}
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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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video::ITexture *TextureSource::getShaderFlagsTexture(bool normalmap_present)
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{
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std::string tname = "__shaderFlagsTexture";
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tname += normalmap_present ? "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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} else {
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@ -2069,11 +2065,7 @@ video::ITexture *TextureSource::getShaderFlagsTexture(
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video::IImage *flags_image = driver->createImage(
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video::ECF_A8R8G8B8, core::dimension2d<u32>(1, 1));
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sanity_check(flags_image != NULL);
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video::SColor c(
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255,
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normalmap_present ? 255 : 0,
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tileable_horizontal ? 255 : 0,
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tileable_vertical ? 255 : 0);
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video::SColor c(255, normalmap_present ? 255 : 0, 0, 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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@ -113,8 +113,7 @@ public:
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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(bool normamap_present,
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bool tileable_vertical, bool tileable_horizontal)=0;
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virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
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};
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class IWritableTextureSource : public ITextureSource
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@ -137,8 +136,7 @@ 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(bool normamap_present,
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bool tileable_vertical, bool tileable_horizontal)=0;
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virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
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};
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IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
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@ -218,9 +216,7 @@ struct TileSpec
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alpha == other.alpha &&
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material_type == other.material_type &&
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material_flags == other.material_flags &&
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rotation == other.rotation &&
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(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL) &&
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(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)
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rotation == other.rotation
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);
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}
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@ -254,12 +250,6 @@ struct TileSpec
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}
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
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? true : false;
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
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material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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}
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
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material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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}
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}
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void applyMaterialOptionsWithShaders(video::SMaterial &material) const
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@ -1012,9 +1012,7 @@ 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(
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tile->normal_texture ? true : false,
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tiledef->tileable_vertical, tiledef->tileable_horizontal);
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tile->flags_texture = tsrc->getShaderFlagsTexture(tile->normal_texture ? true : false);
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// Material flags
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tile->material_flags = 0;
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@ -302,7 +302,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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material.setFlag(video::EMF_USE_MIP_MAPS, false);
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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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material.setTexture(2, tsrc->getShaderFlagsTexture(false));
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}
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}
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