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