Improved parallax mapping. Generate heightmaps on the fly.

master
RealBadAngel 2015-06-14 21:13:36 +02:00
parent d105bf27dd
commit 43fcfbfe05
11 changed files with 310 additions and 241 deletions

View File

@ -8,6 +8,7 @@ uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 worldPosition;
varying float generate_heightmaps;
varying vec3 eyeVec;
varying vec3 tsEyeVec;
@ -19,80 +20,135 @@ bool normalTexturePresent = false;
const float e = 2.718281828459;
const float BS = 10.0;
float intensity (vec3 color){
float intensity (vec3 color)
{
return (color.r + color.g + color.b) / 3.0;
}
float get_rgb_height (vec2 uv){
float get_rgb_height (vec2 uv)
{
return intensity(texture2D(baseTexture,uv).rgb);
}
vec4 get_normal_map(vec2 uv){
vec4 get_normal_map(vec2 uv)
{
vec4 bump = texture2D(normalTexture, uv).rgba;
bump.xyz = normalize(bump.xyz * 2.0 -1.0);
bump.y = -bump.y;
bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
return bump;
}
float find_intersection(vec2 dp, vec2 ds)
{
const int linear_steps = 10;
const int binary_steps = 5;
const float depth_step = 1.0 / linear_steps;
float size = depth_step;
float depth = 1.0;
float best_depth = 1.0;
for (int i = 0 ; i < linear_steps - 1 ; ++i) {
vec4 t = texture2D(normalTexture, dp + ds * depth);
if (best_depth > 0.05)
if (depth >= t.a)
best_depth = depth;
depth -= size;
}
depth = best_depth - size;
for (int i = 0 ; i < binary_steps ; ++i) {
size *= 0.5;
vec4 t = texture2D(normalTexture, dp + ds * depth);
if (depth >= t.a) {
best_depth = depth;
depth -= 2 * size;
}
depth += size;
}
return best_depth;
}
float find_intersectionRGB(vec2 dp, vec2 ds) {
const float iterations = 24;
const float depth_step = 1.0 / iterations;
float depth = 1.0;
for (int i = 0 ; i < iterations ; i++) {
float h = get_rgb_height(dp + ds * depth);
if (h >= depth)
break;
depth -= depth_step;
}
return depth;
}
void main (void)
{
vec3 color;
vec4 bump;
vec2 uv = gl_TexCoord[0].st;
bool use_normalmap = false;
#ifdef USE_NORMALMAPS
if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
if (texture2D(useNormalmap,vec2(1.0, 1.0)).r > 0.0) {
normalTexturePresent = true;
}
#endif
#ifdef ENABLE_PARALLAX_OCCLUSION
if (normalTexturePresent){
vec3 tsEye = normalize(tsEyeVec);
float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
vec3 eyeRay = normalize(tsEyeVec);
#if PARALLAX_OCCLUSION_MODE == 0
// Parallax occlusion with slope information
if (normalTexturePresent) {
const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
for(int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
vec4 normal = texture2D(normalTexture, uv.xy);
float h = normal.a * scale - bias;
uv += h * normal.z * eyeRay.xy;
}
#endif
#if PARALLAX_OCCLUSION_MODE == 1
// Relief mapping
if (normalTexturePresent) {
vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
float dist = find_intersection(uv, ds);
uv += dist * ds;
#endif
} else if (generate_heightmaps > 0.0) {
vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
float dist = find_intersectionRGB(uv, ds);
uv += dist * ds;
}
#endif
#ifdef USE_NORMALMAPS
if (normalTexturePresent){
if (normalTexturePresent) {
bump = get_normal_map(uv);
use_normalmap = true;
}
#endif
#ifdef GENERATE_NORMALMAPS
if (use_normalmap == 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));
if (GENERATE_NORMALMAPS == 1 && use_normalmap == 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);
bump = vec4(normalize(vec3 (-dX, -dY, NORMALMAPS_STRENGTH)), 1.0);
use_normalmap = true;
}
#endif
vec4 base = texture2D(baseTexture, uv).rgba;
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap){
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),0.5);
float diffuse = dot(E,bump.xyz);
/* Mathematic optimization
* Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
* This optimization save 2 multiplications (orig: 4 multiplications + 3 additions
* end: 2 multiplications + 3 additions)
*/
color = (0.05 + diffuse + 0.2 * specular) * base.rgb;
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;
}
@ -104,7 +160,7 @@ vec4 base = texture2D(baseTexture, uv).rgba;
float alpha = gl_Color.a;
vec4 col = vec4(color.rgb, alpha);
col *= gl_Color;
if(fogDistance != 0.0){
if (fogDistance != 0.0) {
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d);
}
@ -112,7 +168,7 @@ vec4 base = texture2D(baseTexture, uv).rgba;
#else
vec4 col = vec4(color.rgb, base.a);
col *= gl_Color;
if(fogDistance != 0.0){
if (fogDistance != 0.0) {
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}

View File

@ -14,25 +14,36 @@ varying vec3 eyeVec;
varying vec3 lightVec;
varying vec3 tsEyeVec;
varying vec3 tsLightVec;
varying float generate_heightmaps;
const float e = 2.718281828459;
const float BS = 10.0;
float smoothCurve( float x ) {
return x * x *( 3.0 - 2.0 * x );
float smoothCurve(float x)
{
return x * x * (3.0 - 2.0 * x);
}
float triangleWave( float x ) {
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
float triangleWave(float x)
{
return abs(fract(x + 0.5) * 2.0 - 1.0);
}
float smoothTriangleWave( float x ) {
return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
float smoothTriangleWave(float x)
{
return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
}
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
gl_TexCoord[0].y += 0.008;
#if ((DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) && GENERATE_NORMALMAPS)
generate_heightmaps = 1.0;
#else
generate_heightmaps = 0.0;
#endif
#if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER)
vec4 pos = gl_Vertex;
pos.y -= 2.0;
@ -76,43 +87,33 @@ void main(void)
vPosition = gl_Position.xyz;
worldPosition = (mWorld * gl_Vertex).xyz;
// Don't generate heightmaps when too far from the eye
float dist = distance (worldPosition, eyePosition);
if (dist > 100.00) {
generate_heightmaps = 0.0;
}
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.x < -0.5) {
// -1.0, 0.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.y > 0.5) {
// 0.0, 1.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.y < -0.5) {
// 0.0, -1.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.z > 0.5) {
// 0.0, 0.0, 1.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.z < -0.5) {
// 0.0, 0.0, -1.0
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
binormal = normalize(gl_NormalMatrix * -gl_MultiTexCoord2.xyz);
vec3 v;
lightVec = sunPosition - worldPosition;
tsLightVec = lightVec * tbnMatrix;
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
tsEyeVec = eyeVec * tbnMatrix;
v.x = dot(lightVec, tangent);
v.y = dot(lightVec, binormal);
v.z = dot(lightVec, normal);
tsLightVec = v;
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
v.x = dot(eyeVec, tangent);
v.y = dot(eyeVec, binormal);
v.z = dot(eyeVec, normal);
tsEyeVec = v;
vec4 color;
float day = gl_Color.r;

View File

@ -14,7 +14,7 @@ varying vec3 tsEyeVec;
varying vec3 lightVec;
varying vec3 tsLightVec;
bool normalTexturePresent = false;
bool normalTexturePresent = false;
const float e = 2.718281828459;
const float BS = 10.0;
@ -40,15 +40,15 @@ void main (void)
vec4 bump;
vec2 uv = gl_TexCoord[0].st;
bool use_normalmap = false;
#ifdef USE_NORMALMAPS
if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0) {
normalTexturePresent = true;
}
#endif
#ifdef ENABLE_PARALLAX_OCCLUSION
if (normalTexturePresent){
if (normalTexturePresent) {
vec3 tsEye = normalize(tsEyeVec);
float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
@ -56,14 +56,13 @@ void main (void)
#endif
#ifdef USE_NORMALMAPS
if (normalTexturePresent){
if (normalTexturePresent) {
bump = get_normal_map(uv);
use_normalmap = true;
}
#endif
#ifdef GENERATE_NORMALMAPS
if (use_normalmap == false){
if (GENERATE_NORMALMAPS == 1 && use_normalmap == 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));
@ -77,16 +76,15 @@ void main (void)
bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
use_normalmap = true;
}
#endif
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap){
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),0.5);
float diffuse = dot(E,bump.xyz);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
float diffuse = dot(E,bump.xyz);
/* Mathematic optimization
* Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
* This optimization save 2 multiplications (orig: 4 multiplications + 3 additions

View File

@ -18,20 +18,23 @@ varying vec3 tsLightVec;
const float e = 2.718281828459;
const float BS = 10.0;
float smoothCurve( float x ) {
return x * x *( 3.0 - 2.0 * x );
float smoothCurve(float x)
{
return x * x * (3.0 - 2.0 * x);
}
float triangleWave( float x ) {
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
float triangleWave(float x)
{
return abs(fract( x + 0.5 ) * 2.0 - 1.0);
}
float smoothTriangleWave( float x ) {
return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
float smoothTriangleWave(float x)
{
return smoothCurve(triangleWave( x )) * 2.0 - 1.0;
}
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
vec4 pos = gl_Vertex;
pos.y -= 2.0;

View File

@ -225,40 +225,47 @@
# Set to true to pre-generate all item visuals
#preload_item_visuals = false
# Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
#enable_shaders = true
# Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false
# Set to true enables parallax occlusion mapping. Requires shaders enabled.
# Set to true to enable textures bumpmapping. Requires shaders enabled.
#generate_normalmaps = false
# Set to true enables on the fly normalmap generation (Emboss effect).
# Requires bumpmapping enabled.
#normalmaps_strength = 0.6
# Strength of generated normalmaps
#normalmaps_smooth = 1
#normalmaps_smooth = 0
# Defines sampling step of texture (0 - 2).
# A higher value results in smoother normal maps.
#parallax_occlusion_mode = 1
# 0 = parallax occlusion with slope information (faster)
# 1 = relief mapping (slower, more accurate)
#enable_parallax_occlusion = false
# Scale of parallax occlusion effect
# Set to true enables parallax occlusion mapping. Requires shaders enabled.
#parallax_occlusion_iterations = 4
# Number of parallax occlusion iterations
#parallax_occlusion_scale = 0.08
# Bias of parallax occlusion effect, usually scale/2
# Overall scale of parallax occlusion effect
#parallax_occlusion_bias = 0.04
# Set to true enables waving water. Requires shaders enabled.
# Overall bias of parallax occlusion effect, usually scale/2
#enable_waving_water = false
# Set to true enables waving water. Requires shaders enabled.
# Parameters for waving water:
#water_wave_height = 1.0
#water_wave_length = 20.0
#water_wave_speed = 5.0
# Set to true enables waving leaves. Requires shaders enabled.
#enable_waving_leaves = false
# Set to true enables waving plants. Requires shaders enabled.
# Set to true enables waving leaves. Requires shaders enabled.
#enable_waving_plants = false
# Enables caching of facedir rotated meshes
# Set to true enables waving plants. Requires shaders enabled.
#ambient_occlusion_gamma = 2.2
# The strength (darkness) of node ambient-occlusion shading.
# Lower is darker, Higher is lighter. The valid range of values for this
# setting is 0.25 to 4.0 inclusive. If the value is out of range it will be
# set to the nearest valid value.
#enable_mesh_cache = true
# Enables caching of facedir rotated meshes
# The time in seconds it takes between repeated
# right clicks when holding the right mouse button.
#repeat_rightclick_time = 0.25

View File

@ -539,7 +539,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
MapBlockMesh *mapBlockMesh = block->mesh;
assert(mapBlockMesh);
scene::SMesh *mesh = mapBlockMesh->getMesh();
scene::IMesh *mesh = mapBlockMesh->getMesh();
assert(mesh);
u32 c = mesh->getMeshBufferCount();

View File

@ -160,8 +160,10 @@ void set_default_settings(Settings *settings)
settings->setDefault("generate_normalmaps", "false");
settings->setDefault("normalmaps_strength", "0.6");
settings->setDefault("normalmaps_smooth", "1");
settings->setDefault("parallax_occlusion_scale", "0.06");
settings->setDefault("parallax_occlusion_bias", "0.03");
settings->setDefault("parallax_occlusion_mode", "1");
settings->setDefault("parallax_occlusion_iterations", "4");
settings->setDefault("parallax_occlusion_scale", "0.08");
settings->setDefault("parallax_occlusion_bias", "0.04");
settings->setDefault("enable_waving_water", "false");
settings->setDefault("water_wave_height", "1.0");
settings->setDefault("water_wave_length", "20.0");

View File

@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "shader.h"
#include "settings.h"
#include "util/directiontables.h"
#include <IMeshManipulator.h>
static void applyFacesShading(video::SColor& color, float factor)
{
@ -1028,6 +1029,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_mesh(new scene::SMesh()),
m_gamedef(data->m_gamedef),
m_tsrc(m_gamedef->getTextureSource()),
m_shdrsrc(m_gamedef->getShaderSource()),
m_animation_force_timer(0), // force initial animation
m_last_crack(-1),
m_crack_materials(),
@ -1110,8 +1113,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
/*
Convert MeshCollector to SMesh
*/
ITextureSource *tsrc = m_gamedef->tsrc();
IShaderSource *shdrsrc = m_gamedef->getShaderSource();
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
@ -1123,13 +1124,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
{
// Find the texture name plus ^[crack:N:
std::ostringstream os(std::ios::binary);
os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
os<<m_tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
os<<"o"; // use ^[cracko
os<<":"<<(u32)p.tile.animation_frame_count<<":";
m_crack_materials.insert(std::make_pair(i, os.str()));
// Replace tile texture with the cracked one
p.tile.texture = tsrc->getTextureForMesh(
p.tile.texture = m_tsrc->getTextureForMesh(
os.str()+"0",
&p.tile.texture_id);
}
@ -1158,20 +1159,21 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
for(u32 j = 0; j < p.vertices.size(); j++)
{
video::S3DVertexTangents *vertex = &p.vertices[j];
// Note applyFacesShading second parameter is precalculated sqrt
// value for speed improvement
// Skip it for lightsources and top faces.
video::SColor &vc = p.vertices[j].Color;
video::SColor &vc = vertex->Color;
if (!vc.getBlue()) {
if (p.vertices[j].Normal.Y < -0.5) {
if (vertex->Normal.Y < -0.5) {
applyFacesShading (vc, 0.447213);
} else if (p.vertices[j].Normal.X > 0.5) {
} else if (vertex->Normal.X > 0.5) {
applyFacesShading (vc, 0.670820);
} else if (p.vertices[j].Normal.X < -0.5) {
} else if (vertex->Normal.X < -0.5) {
applyFacesShading (vc, 0.670820);
} else if (p.vertices[j].Normal.Z > 0.5) {
} else if (vertex->Normal.Z > 0.5) {
applyFacesShading (vc, 0.836660);
} else if (p.vertices[j].Normal.Z < -0.5) {
} else if (vertex->Normal.Z < -0.5) {
applyFacesShading (vc, 0.836660);
}
}
@ -1199,33 +1201,30 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
} else {
if (m_enable_shaders) {
material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material;
p.tile.applyMaterialOptionsWithShaders(material);
if (p.tile.normal_texture) {
material.setTexture(1, p.tile.normal_texture);
material.setTexture(2, tsrc->getTextureForMesh("enable_img.png"));
material.setTexture(2, m_tsrc->getTextureForMesh("enable_img.png"));
} else {
material.setTexture(2, tsrc->getTextureForMesh("disable_img.png"));
material.setTexture(2, m_tsrc->getTextureForMesh("disable_img.png"));
}
} else {
p.tile.applyMaterialOptions(material);
}
}
// Create meshbuffer
// This is a "Standard MeshBuffer",
// it's a typedeffed CMeshBuffer<video::S3DVertex>
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
// Set material
buf->Material = material;
// Add to mesh
m_mesh->addMeshBuffer(buf);
// Mesh grabbed it
buf->drop();
buf->append(&p.vertices[0], p.vertices.size(),
&p.indices[0], p.indices.size());
}
// Create meshbuffer
scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
// Set material
buf->Material = material;
// Add to mesh
m_mesh->addMeshBuffer(buf);
// Mesh grabbed it
buf->drop();
buf->append(&p.vertices[0], p.vertices.size(),
&p.indices[0], p.indices.size());
}
m_camera_offset = camera_offset;
/*
@ -1234,6 +1233,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
if (m_enable_shaders) {
scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator();
meshmanip->recalculateTangents(m_mesh, true, false, false);
}
if(m_mesh)
{
#if 0
@ -1272,7 +1276,6 @@ MapBlockMesh::~MapBlockMesh()
bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
{
if(!m_has_animation)
{
m_animation_force_timer = 100000;
@ -1292,12 +1295,11 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
std::string basename = i->second;
// Create new texture name from original
ITextureSource *tsrc = m_gamedef->getTextureSource();
std::ostringstream os;
os<<basename<<crack;
u32 new_texture_id = 0;
video::ITexture *new_texture =
tsrc->getTextureForMesh(os.str(), &new_texture_id);
m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
buf->getMaterial().setTexture(0, new_texture);
// If the current material is also animated,
@ -1333,16 +1335,15 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
m_animation_frames[i->first] = frame;
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
ITextureSource *tsrc = m_gamedef->getTextureSource();
FrameSpec animation_frame = tile.frames[frame];
buf->getMaterial().setTexture(0, animation_frame.texture);
if (m_enable_shaders) {
if (animation_frame.normal_texture) {
buf->getMaterial().setTexture(1, animation_frame.normal_texture);
buf->getMaterial().setTexture(2, tsrc->getTextureForMesh("enable_img.png"));
buf->getMaterial().setTexture(2, m_tsrc->getTextureForMesh("enable_img.png"));
} else {
buf->getMaterial().setTexture(2, tsrc->getTextureForMesh("disable_img.png"));
buf->getMaterial().setTexture(2, m_tsrc->getTextureForMesh("disable_img.png"));
}
}
}
@ -1355,16 +1356,14 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
i != m_daynight_diffs.end(); i++)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
video::S3DVertexTangents *vertices = (video::S3DVertexTangents *)buf->getVertices();
for(std::map<u32, std::pair<u8, u8 > >::iterator
j = i->second.begin();
j != i->second.end(); j++)
{
u32 vertexIndex = j->first;
u8 day = j->second.first;
u8 night = j->second.second;
finalColorBlend(vertices[vertexIndex].Color,
day, night, daynight_ratio);
finalColorBlend(vertices[j->first].Color, day, night, daynight_ratio);
}
}
m_last_daynight_ratio = daynight_ratio;
@ -1388,7 +1387,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
i != m_highlighted_materials.end(); i++)
{
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
video::S3DVertexTangents *vertices = (video::S3DVertexTangents*)buf->getVertices();
for (u32 j = 0; j < buf->getVertexCount() ;j++)
vertices[j].Color = hc;
}
@ -1413,42 +1412,40 @@ void MeshCollector::append(const TileSpec &tile,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices)
{
if(numIndices > 65535)
{
if (numIndices > 65535) {
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
return;
}
PreMeshBuffer *p = NULL;
for(u32 i=0; i<prebuffers.size(); i++)
{
for (u32 i = 0; i < prebuffers.size(); i++) {
PreMeshBuffer &pp = prebuffers[i];
if(pp.tile != tile)
if (pp.tile != tile)
continue;
if(pp.indices.size() + numIndices > 65535)
if (pp.indices.size() + numIndices > 65535)
continue;
p = &pp;
break;
}
if(p == NULL)
{
if (p == NULL) {
PreMeshBuffer pp;
pp.tile = tile;
prebuffers.push_back(pp);
p = &prebuffers[prebuffers.size()-1];
p = &prebuffers[prebuffers.size() - 1];
}
u32 vertex_count = p->vertices.size();
for(u32 i=0; i<numIndices; i++)
{
for (u32 i = 0; i < numIndices; i++) {
u32 j = indices[i] + vertex_count;
p->indices.push_back(j);
}
for(u32 i=0; i<numVertices; i++)
{
p->vertices.push_back(vertices[i]);
for (u32 i = 0; i < numVertices; i++) {
video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
vertices[i].Color, vertices[i].TCoords);
p->vertices.push_back(vert);
}
}
@ -1461,15 +1458,13 @@ void MeshCollector::append(const TileSpec &tile,
const u16 *indices, u32 numIndices,
v3f pos, video::SColor c)
{
if(numIndices > 65535)
{
if (numIndices > 65535) {
dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
return;
}
PreMeshBuffer *p = NULL;
for(u32 i=0; i<prebuffers.size(); i++)
{
for (u32 i = 0; i < prebuffers.size(); i++) {
PreMeshBuffer &pp = prebuffers[i];
if(pp.tile != tile)
continue;
@ -1480,25 +1475,22 @@ void MeshCollector::append(const TileSpec &tile,
break;
}
if(p == NULL)
{
if (p == NULL) {
PreMeshBuffer pp;
pp.tile = tile;
prebuffers.push_back(pp);
p = &prebuffers[prebuffers.size()-1];
p = &prebuffers[prebuffers.size() - 1];
}
u32 vertex_count = p->vertices.size();
for(u32 i=0; i<numIndices; i++)
{
for (u32 i = 0; i < numIndices; i++) {
u32 j = indices[i] + vertex_count;
p->indices.push_back(j);
}
for(u32 i=0; i<numVertices; i++)
{
video::S3DVertex vert = vertices[i];
vert.Pos += pos;
vert.Color = c;
for (u32 i = 0; i < numVertices; i++) {
video::S3DVertexTangents vert(vertices[i].Pos + pos, vertices[i].Normal,
c, vertices[i].TCoords);
p->vertices.push_back(vert);
}
}

View File

@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <map>
class IGameDef;
class IShaderSource;
/*
Mesh making stuff
@ -123,6 +124,8 @@ public:
private:
scene::SMesh *m_mesh;
IGameDef *m_gamedef;
ITextureSource *m_tsrc;
IShaderSource *m_shdrsrc;
bool m_enable_shaders;
bool m_enable_highlighting;
@ -165,13 +168,12 @@ struct PreMeshBuffer
{
TileSpec tile;
std::vector<u16> indices;
std::vector<video::S3DVertex> vertices;
std::vector<video::S3DVertexTangents> vertices;
};
struct MeshCollector
{
std::vector<PreMeshBuffer> prebuffers;
void append(const TileSpec &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices);

View File

@ -94,26 +94,25 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
void scaleMesh(scene::IMesh *mesh, v3f scale)
{
if(mesh == NULL)
if (mesh == NULL)
return;
core::aabbox3d<f32> bbox;
bbox.reset(0,0,0);
bbox.reset(0, 0, 0);
u16 mc = mesh->getMeshBufferCount();
for(u16 j=0; j<mc; j++)
{
u32 mc = mesh->getMeshBufferCount();
for (u32 j = 0; j < mc; j++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i=0; i<vc; i++)
{
vertices[i].Pos *= scale;
}
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 *)(vertices + i * stride))->Pos *= scale;
buf->recalculateBoundingBox();
// calculate total bounding box
if(j == 0)
if (j == 0)
bbox = buf->getBoundingBox();
else
bbox.addInternalBox(buf->getBoundingBox());
@ -123,26 +122,25 @@ void scaleMesh(scene::IMesh *mesh, v3f scale)
void translateMesh(scene::IMesh *mesh, v3f vec)
{
if(mesh == NULL)
if (mesh == NULL)
return;
core::aabbox3d<f32> bbox;
bbox.reset(0,0,0);
bbox.reset(0, 0, 0);
u16 mc = mesh->getMeshBufferCount();
for(u16 j=0; j<mc; j++)
{
u32 mc = mesh->getMeshBufferCount();
for (u32 j = 0; j < mc; j++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i=0; i<vc; i++)
{
vertices[i].Pos += vec;
}
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 *)(vertices + i * stride))->Pos += vec;
buf->recalculateBoundingBox();
// calculate total bounding box
if(j == 0)
if (j == 0)
bbox = buf->getBoundingBox();
else
bbox.addInternalBox(buf->getBoundingBox());
@ -150,21 +148,20 @@ void translateMesh(scene::IMesh *mesh, v3f vec)
mesh->setBoundingBox(bbox);
}
void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
{
if(mesh == NULL)
if (mesh == NULL)
return;
u16 mc = mesh->getMeshBufferCount();
for(u16 j=0; j<mc; j++)
{
u32 mc = mesh->getMeshBufferCount();
for (u32 j = 0; j < mc; j++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i=0; i<vc; i++)
{
vertices[i].Color = color;
}
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 *)(vertices + i * stride))->Color = color;
}
}

View File

@ -680,42 +680,54 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
shaders_header += itos(drawtype);
shaders_header += "\n";
if (g_settings->getBool("generate_normalmaps")){
shaders_header += "#define GENERATE_NORMALMAPS\n";
shaders_header += "#define NORMALMAPS_STRENGTH ";
shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
shaders_header += "\n";
float sample_step;
int smooth = (int)g_settings->getFloat("normalmaps_smooth");
switch (smooth){
case 0:
sample_step = 0.0078125; // 1.0 / 128.0
break;
case 1:
sample_step = 0.00390625; // 1.0 / 256.0
break;
case 2:
sample_step = 0.001953125; // 1.0 / 512.0
break;
default:
sample_step = 0.0078125;
break;
}
shaders_header += "#define SAMPLE_STEP ";
shaders_header += ftos(sample_step);
shaders_header += "\n";
if (g_settings->getBool("generate_normalmaps")) {
shaders_header += "#define GENERATE_NORMALMAPS 1\n";
} else {
shaders_header += "#define GENERATE_NORMALMAPS 0\n";
}
shaders_header += "#define NORMALMAPS_STRENGTH ";
shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
shaders_header += "\n";
float sample_step;
int smooth = (int)g_settings->getFloat("normalmaps_smooth");
switch (smooth){
case 0:
sample_step = 0.0078125; // 1.0 / 128.0
break;
case 1:
sample_step = 0.00390625; // 1.0 / 256.0
break;
case 2:
sample_step = 0.001953125; // 1.0 / 512.0
break;
default:
sample_step = 0.0078125;
break;
}
shaders_header += "#define SAMPLE_STEP ";
shaders_header += ftos(sample_step);
shaders_header += "\n";
if (g_settings->getBool("enable_bumpmapping"))
shaders_header += "#define ENABLE_BUMPMAPPING\n";
if (g_settings->getBool("enable_parallax_occlusion")){
int mode = g_settings->getFloat("parallax_occlusion_mode");
float scale = g_settings->getFloat("parallax_occlusion_scale");
float bias = g_settings->getFloat("parallax_occlusion_bias");
int iterations = g_settings->getFloat("parallax_occlusion_iterations");
shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
shaders_header += "#define PARALLAX_OCCLUSION_MODE ";
shaders_header += itos(mode);
shaders_header += "\n";
shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
shaders_header += ftos(g_settings->getFloat("parallax_occlusion_scale"));
shaders_header += ftos(scale);
shaders_header += "\n";
shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
shaders_header += ftos(bias);
shaders_header += "\n";
shaders_header += "#define PARALLAX_OCCLUSION_ITERATIONS ";
shaders_header += itos(iterations);
shaders_header += "\n";
}
@ -755,7 +767,6 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
vertex_program = shaders_header + vertex_program;
if(geometry_program != "")
geometry_program = shaders_header + geometry_program;
// Call addHighLevelShaderMaterial() or addShaderMaterial()
const c8* vertex_program_ptr = 0;
const c8* pixel_program_ptr = 0;