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-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl134
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl79
-rw-r--r--client/shaders/water_surface_shader/opengl_fragment.glsl24
-rw-r--r--client/shaders/water_surface_shader/opengl_vertex.glsl17
-rw-r--r--minetest.conf.example25
-rw-r--r--src/clientmap.cpp2
-rw-r--r--src/defaultsettings.cpp6
-rw-r--r--src/mapblock_mesh.cpp126
-rw-r--r--src/mapblock_mesh.h6
-rw-r--r--src/mesh.cpp67
-rw-r--r--src/shader.cpp65
11 files changed, 310 insertions, 241 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 6dc96eb48..066e49658 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -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);
}
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 07684f616..e5644b8b2 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -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;
diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl
index 6dc96eb48..386f77486 100644
--- a/client/shaders/water_surface_shader/opengl_fragment.glsl
+++ b/client/shaders/water_surface_shader/opengl_fragment.glsl
@@ -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
diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl
index 6e70bbc36..53678800d 100644
--- a/client/shaders/water_surface_shader/opengl_vertex.glsl
+++ b/client/shaders/water_surface_shader/opengl_vertex.glsl
@@ -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;
diff --git a/minetest.conf.example b/minetest.conf.example
index 76f01bcfc..f73dc3e27 100644
--- a/minetest.conf.example
+++ b/minetest.conf.example
@@ -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
diff --git a/src/clientmap.cpp b/src/clientmap.cpp
index 1a52ac4ab..288a12135 100644
--- a/src/clientmap.cpp
+++ b/src/clientmap.cpp
@@ -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();
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index 0cf1dd770..eab81009f 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -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");
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index ab4b63f86..9c755b102 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -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);
}
}
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h
index b334ce469..72c90c3e5 100644
--- a/src/mapblock_mesh.h
+++ b/src/mapblock_mesh.h
@@ -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);
diff --git a/src/mesh.cpp b/src/mesh.cpp
index e021e4c92..6c7c6d37b 100644
--- a/src/mesh.cpp
+++ b/src/mesh.cpp
@@ -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;
}
}
diff --git a/src/shader.cpp b/src/shader.cpp
index a467c2ea9..a6d18e1be 100644
--- a/src/shader.cpp
+++ b/src/shader.cpp
@@ -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;