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Remove "generate normal maps" feature (#10313)
Erase all traces of normal "generation" from fragment shaders Remove the "feature" from the engine and default config Remove any leftover documentation of it
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3fb1f45301
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@ -191,15 +191,13 @@ local function formspec(tabview, name, tabdata)
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.. dump(core.settings:get_bool("enable_bumpmapping")) .. "]" ..
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"checkbox[8.25,1;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";"
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.. dump(core.settings:get_bool("tone_mapping")) .. "]" ..
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"checkbox[8.25,1.5;cb_generate_normalmaps;" .. fgettext("Generate Normal Maps") .. ";"
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.. dump(core.settings:get_bool("generate_normalmaps")) .. "]" ..
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"checkbox[8.25,2;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";"
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"checkbox[8.25,1.5;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";"
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.. dump(core.settings:get_bool("enable_parallax_occlusion")) .. "]" ..
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"checkbox[8.25,2.5;cb_waving_water;" .. fgettext("Waving Liquids") .. ";"
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"checkbox[8.25,2;cb_waving_water;" .. fgettext("Waving Liquids") .. ";"
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.. dump(core.settings:get_bool("enable_waving_water")) .. "]" ..
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"checkbox[8.25,3;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
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"checkbox[8.25,2.5;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
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.. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
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"checkbox[8.25,3.5;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
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"checkbox[8.25,3;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
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.. dump(core.settings:get_bool("enable_waving_plants")) .. "]"
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else
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tab_string = tab_string ..
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@ -208,14 +206,12 @@ local function formspec(tabview, name, tabdata)
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"label[8.38,1.2;" .. core.colorize("#888888",
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fgettext("Tone Mapping")) .. "]" ..
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"label[8.38,1.7;" .. core.colorize("#888888",
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fgettext("Generate Normal Maps")) .. "]" ..
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"label[8.38,2.2;" .. core.colorize("#888888",
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fgettext("Parallax Occlusion")) .. "]" ..
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"label[8.38,2.7;" .. core.colorize("#888888",
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"label[8.38,2.2;" .. core.colorize("#888888",
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fgettext("Waving Liquids")) .. "]" ..
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"label[8.38,3.2;" .. core.colorize("#888888",
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"label[8.38,2.7;" .. core.colorize("#888888",
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fgettext("Waving Leaves")) .. "]" ..
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"label[8.38,3.7;" .. core.colorize("#888888",
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"label[8.38,3.2;" .. core.colorize("#888888",
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fgettext("Waving Plants")) .. "]"
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end
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@ -275,10 +271,6 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
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core.settings:set("tone_mapping", fields["cb_tonemapping"])
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return true
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end
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if fields["cb_generate_normalmaps"] then
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core.settings:set("generate_normalmaps", fields["cb_generate_normalmaps"])
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return true
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end
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if fields["cb_parallax"] then
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core.settings:set("enable_parallax_occlusion", fields["cb_parallax"])
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return true
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@ -543,22 +543,10 @@ tone_mapping (Filmic tone mapping) bool false
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[***Bumpmapping]
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# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
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# or need to be auto-generated.
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# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack.
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# Requires shaders to be enabled.
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enable_bumpmapping (Bumpmapping) bool false
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# Enables on the fly normalmap generation (Emboss effect).
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# Requires bumpmapping to be enabled.
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generate_normalmaps (Generate normalmaps) bool false
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# Strength of generated normalmaps.
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normalmaps_strength (Normalmaps strength) float 0.6
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# Defines sampling step of texture.
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# A higher value results in smoother normal maps.
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normalmaps_smooth (Normalmaps sampling) int 0 0 2
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[***Parallax Occlusion]
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# Enables parallax occlusion mapping.
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@ -71,16 +71,6 @@ void get_texture_flags()
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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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return intensity(texture2D(baseTexture, uv).rgb);
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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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@ -115,19 +105,6 @@ float find_intersection(vec2 dp, vec2 ds)
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return best_depth;
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}
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float find_intersectionRGB(vec2 dp, vec2 ds)
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{
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const float depth_step = 1.0 / 24.0;
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float depth = 1.0;
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for (int i = 0 ; i < 24 ; i++) {
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float h = get_rgb_height(dp + ds * depth);
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if (h >= depth)
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break;
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depth -= depth_step;
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}
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return depth;
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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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@ -149,21 +126,17 @@ void main(void)
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float h = normal.a * scale - bias;
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uv += h * normal.z * eyeRay;
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}
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}
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#endif
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#if PARALLAX_OCCLUSION_MODE == 1
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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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float dist = find_intersection(uv, ds);
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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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float dist = find_intersectionRGB(uv, ds);
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uv += dist * ds;
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}
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#endif
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#endif
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#if USE_NORMALMAPS == 1
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if (normalTexturePresent) {
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@ -172,22 +145,6 @@ void main(void)
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}
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#endif
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#if GENERATE_NORMALMAPS == 1
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if (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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#endif
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vec4 base = texture2D(baseTexture, uv).rgba;
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#ifdef USE_DISCARD
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@ -74,20 +74,6 @@ void get_texture_flags()
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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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@ -110,23 +96,6 @@ void main(void)
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}
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#endif
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#if GENERATE_NORMALMAPS == 1
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if (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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#endif
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vec4 base = texture2D(baseTexture, uv).rgba;
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#ifdef USE_DISCARD
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@ -604,26 +604,11 @@
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#### Bumpmapping
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# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
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# or need to be auto-generated.
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# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack.
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# Requires shaders to be enabled.
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# type: bool
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# enable_bumpmapping = false
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# Enables on the fly normalmap generation (Emboss effect).
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# Requires bumpmapping to be enabled.
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# type: bool
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# generate_normalmaps = false
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# Strength of generated normalmaps.
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# type: float
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# normalmaps_strength = 0.6
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# Defines sampling step of texture.
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# A higher value results in smoother normal maps.
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# type: int min: 0 max: 2
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# normalmaps_smooth = 0
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#### Parallax Occlusion
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# Enables parallax occlusion mapping.
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@ -688,34 +688,6 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
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shaders_header += itos(drawtype);
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shaders_header += "\n";
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if (g_settings->getBool("generate_normalmaps")) {
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shaders_header += "#define GENERATE_NORMALMAPS 1\n";
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} else {
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shaders_header += "#define GENERATE_NORMALMAPS 0\n";
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}
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shaders_header += "#define NORMALMAPS_STRENGTH ";
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shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
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shaders_header += "\n";
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float sample_step;
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int smooth = (int)g_settings->getFloat("normalmaps_smooth");
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switch (smooth){
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case 0:
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sample_step = 0.0078125; // 1.0 / 128.0
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break;
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case 1:
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sample_step = 0.00390625; // 1.0 / 256.0
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break;
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case 2:
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sample_step = 0.001953125; // 1.0 / 512.0
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break;
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default:
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sample_step = 0.0078125;
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break;
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}
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shaders_header += "#define SAMPLE_STEP ";
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shaders_header += ftos(sample_step);
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shaders_header += "\n";
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if (g_settings->getBool("enable_bumpmapping"))
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shaders_header += "#define ENABLE_BUMPMAPPING\n";
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@ -253,9 +253,6 @@ void set_default_settings(Settings *settings)
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settings->setDefault("tone_mapping", "false");
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settings->setDefault("enable_bumpmapping", "false");
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settings->setDefault("enable_parallax_occlusion", "false");
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settings->setDefault("generate_normalmaps", "false");
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settings->setDefault("normalmaps_strength", "0.6");
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settings->setDefault("normalmaps_smooth", "1");
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settings->setDefault("parallax_occlusion_mode", "1");
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settings->setDefault("parallax_occlusion_iterations", "4");
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settings->setDefault("parallax_occlusion_scale", "0.08");
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@ -242,13 +242,7 @@ fake_function() {
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gettext("Enables Hable's 'Uncharted 2' filmic tone mapping.\nSimulates the tone curve of photographic film and how this approximates the\nappearance of high dynamic range images. Mid-range contrast is slightly\nenhanced, highlights and shadows are gradually compressed.");
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gettext("Bumpmapping");
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gettext("Bumpmapping");
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gettext("Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack\nor need to be auto-generated.\nRequires shaders to be enabled.");
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gettext("Generate normalmaps");
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gettext("Enables on the fly normalmap generation (Emboss effect).\nRequires bumpmapping to be enabled.");
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gettext("Normalmaps strength");
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gettext("Strength of generated normalmaps.");
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gettext("Normalmaps sampling");
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gettext("Defines sampling step of texture.\nA higher value results in smoother normal maps.");
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gettext("Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack.\nRequires shaders to be enabled.");
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gettext("Parallax Occlusion");
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gettext("Parallax occlusion");
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gettext("Enables parallax occlusion mapping.\nRequires shaders to be enabled.");
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