diff options
37 files changed, 914 insertions, 539 deletions
diff --git a/builtin/mainmenu.lua b/builtin/mainmenu.lua index 6c0aaf252..9555146d4 100644 --- a/builtin/mainmenu.lua +++ b/builtin/mainmenu.lua @@ -687,7 +687,21 @@ function tabbuilder.handle_settings_buttons(fields) if fields["cb_finite_liquid"] then engine.setting_set("liquid_finite", fields["cb_finite_liquid"]) end - + if fields["cb_bumpmapping"] then + engine.setting_set("enable_bumpmapping", fields["cb_bumpmapping"]) + end + if fields["cb_parallax"] then + engine.setting_set("enable_parallax_occlusion", fields["cb_parallax"]) + end + if fields["cb_waving_water"] then + engine.setting_set("enable_waving_water", fields["cb_waving_water"]) + end + if fields["cb_waving_leaves"] then + engine.setting_set("enable_waving_leaves", fields["cb_waving_leaves"]) + end + if fields["cb_waving_plants"] then + engine.setting_set("enable_waving_plants", fields["cb_waving_plants"]) + end if fields["btn_change_keys"] ~= nil then engine.show_keys_menu() end @@ -923,35 +937,57 @@ end -------------------------------------------------------------------------------- function tabbuilder.tab_settings() - return "vertlabel[0,0;" .. fgettext("SETTINGS") .. "]" .. - "checkbox[1,0.75;cb_fancy_trees;".. fgettext("Fancy trees") .. ";" + tab_string = + "vertlabel[0,0;" .. fgettext("SETTINGS") .. "]" .. + "checkbox[1,0;cb_fancy_trees;".. fgettext("Fancy Trees") .. ";" .. dump(engine.setting_getbool("new_style_leaves")) .. "]".. - "checkbox[1,1.25;cb_smooth_lighting;".. fgettext("Smooth Lighting") + "checkbox[1,0.5;cb_smooth_lighting;".. fgettext("Smooth Lighting") .. ";".. dump(engine.setting_getbool("smooth_lighting")) .. "]".. - "checkbox[1,1.75;cb_3d_clouds;".. fgettext("3D Clouds") .. ";" + "checkbox[1,1;cb_3d_clouds;".. fgettext("3D Clouds") .. ";" .. dump(engine.setting_getbool("enable_3d_clouds")) .. "]".. - "checkbox[1,2.25;cb_opaque_water;".. fgettext("Opaque Water") .. ";" + "checkbox[1,1.5;cb_opaque_water;".. fgettext("Opaque Water") .. ";" .. dump(engine.setting_getbool("opaque_water")) .. "]".. + "checkbox[1,2.0;cb_pre_ivis;".. fgettext("Preload item visuals") .. ";" + .. dump(engine.setting_getbool("preload_item_visuals")) .. "]".. + "checkbox[1,2.5;cb_particles;".. fgettext("Enable Particles") .. ";" + .. dump(engine.setting_getbool("enable_particles")) .. "]".. + "checkbox[1,3.0;cb_finite_liquid;".. fgettext("Finite Liquid") .. ";" + .. dump(engine.setting_getbool("liquid_finite")) .. "]".. - "checkbox[4,0.75;cb_mipmapping;".. fgettext("Mip-Mapping") .. ";" + "checkbox[4.5,0;cb_mipmapping;".. fgettext("Mip-Mapping") .. ";" .. dump(engine.setting_getbool("mip_map")) .. "]".. - "checkbox[4,1.25;cb_anisotrophic;".. fgettext("Anisotropic Filtering") .. ";" + "checkbox[4.5,0.5;cb_anisotrophic;".. fgettext("Anisotropic Filtering") .. ";" .. dump(engine.setting_getbool("anisotropic_filter")) .. "]".. - "checkbox[4,1.75;cb_bilinear;".. fgettext("Bi-Linear Filtering") .. ";" + "checkbox[4.5,1.0;cb_bilinear;".. fgettext("Bi-Linear Filtering") .. ";" .. dump(engine.setting_getbool("bilinear_filter")) .. "]".. - "checkbox[4,2.25;cb_trilinear;".. fgettext("Tri-Linear Filtering") .. ";" + "checkbox[4.5,1.5;cb_trilinear;".. fgettext("Tri-Linear Filtering") .. ";" .. dump(engine.setting_getbool("trilinear_filter")) .. "]".. - "checkbox[7.5,0.75;cb_shaders;".. fgettext("Shaders") .. ";" + "checkbox[8,0;cb_shaders;".. fgettext("Shaders") .. ";" .. dump(engine.setting_getbool("enable_shaders")) .. "]".. - "checkbox[7.5,1.25;cb_pre_ivis;".. fgettext("Preload item visuals") .. ";" - .. dump(engine.setting_getbool("preload_item_visuals")) .. "]".. - "checkbox[7.5,1.75;cb_particles;".. fgettext("Enable Particles") .. ";" - .. dump(engine.setting_getbool("enable_particles")) .. "]".. - "checkbox[7.5,2.25;cb_finite_liquid;".. fgettext("Finite Liquid") .. ";" - .. dump(engine.setting_getbool("liquid_finite")) .. "]".. - - "button[1,4.25;2.25,0.5;btn_change_keys;".. fgettext("Change keys") .. "]" + "button[1,4.5;2.25,0.5;btn_change_keys;".. fgettext("Change keys") .. "]" + +if engine.setting_getbool("enable_shaders") then + tab_string = tab_string .. + "checkbox[8,0.5;cb_bumpmapping;".. fgettext("Bumpmapping") .. ";" + .. dump(engine.setting_getbool("enable_bumpmapping")) .. "]".. + "checkbox[8,1.0;cb_parallax;".. fgettext("Parallax Occlusion") .. ";" + .. dump(engine.setting_getbool("enable_parallax_occlusion")) .. "]".. + "checkbox[8,1.5;cb_waving_water;".. fgettext("Waving Water") .. ";" + .. dump(engine.setting_getbool("enable_waving_water")) .. "]".. + "checkbox[8,2.0;cb_waving_leaves;".. fgettext("Waving Leaves") .. ";" + .. dump(engine.setting_getbool("enable_waving_leaves")) .. "]".. + "checkbox[8,2.5;cb_waving_plants;".. fgettext("Waving Plants") .. ";" + .. dump(engine.setting_getbool("enable_waving_plants")) .. "]" +else + tab_string = tab_string .. + "textlist[8.33,0.7;4,1;;#888888" .. fgettext("Bumpmapping") .. ";0;true]" .. + "textlist[8.33,1.2;4,1;;#888888" .. fgettext("Parallax Occlusion") .. ";0;true]" .. + "textlist[8.33,1.7;4,1;;#888888" .. fgettext("Waving Water") .. ";0;true]" .. + "textlist[8.33,2.2;4,1;;#888888" .. fgettext("Waving Leaves") .. ";0;true]" .. + "textlist[8.33,2.7;4,1;;#888888" .. fgettext("Waving Plants") .. ";0;true]" + end +return tab_string end -------------------------------------------------------------------------------- diff --git a/client/shaders/bumpmaps_liquids/base.txt b/client/shaders/alpha_shader/base.txt index 1c2647118..1c2647118 100644 --- a/client/shaders/bumpmaps_liquids/base.txt +++ b/client/shaders/alpha_shader/base.txt diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/alpha_shader/opengl_fragment.glsl new file mode 100644 index 000000000..e72c1b9a6 --- /dev/null +++ b/client/shaders/alpha_shader/opengl_fragment.glsl @@ -0,0 +1,67 @@ +#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+uniform float enableParallaxOcclusion;
+uniform float parallaxOcclusionScale;
+uniform float parallaxOcclusionBias;
+
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+
+varying vec3 vPosition;
+varying vec3 tsEyeVec;
+varying vec3 eyeVec;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+ float height;
+ vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
+
+ if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
+ float map_height = texture2D(normalTexture, uv).a;
+ if (map_height < 1.0){
+ float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
+ uv = uv + height * tsEye;
+ }
+ }
+
+ if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+ vec3 base = texture2D(baseTexture, uv).rgb;
+ vec3 vVec = normalize(eyeVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vVec);
+ float diffuse = max(dot(lVec, bump), 0.0);
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
+ } else {
+ color = texture2D(baseTexture, uv).rgb;
+ }
+
+ float alpha = texture2D(baseTexture, uv).a;
+ vec4 col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ col = mix(col, skyBgColor, d);
+ }
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+}
diff --git a/client/shaders/alpha_shader/opengl_vertex.glsl b/client/shaders/alpha_shader/opengl_vertex.glsl new file mode 100644 index 000000000..c26fdd3d5 --- /dev/null +++ b/client/shaders/alpha_shader/opengl_vertex.glsl @@ -0,0 +1,99 @@ +#version 120
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+varying vec3 tsEyeVec;
+
+void main(void)
+{
+ gl_Position = mWorldViewProj * gl_Vertex;
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ 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);
+
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ tsEyeVec = normalize(eyeVec * tbnMatrix);
+
+ vec4 color;
+ //color = vec4(1.0, 1.0, 1.0, 1.0);
+
+ float day = gl_Color.r;
+ float night = gl_Color.g;
+ float light_source = gl_Color.b;
+
+ /*color.r = mix(night, day, dayNightRatio);
+ color.g = color.r;
+ color.b = color.r;*/
+
+ float rg = mix(night, day, dayNightRatio);
+ rg += light_source * 2.5; // Make light sources brighter
+ float b = rg;
+
+ // Moonlight is blue
+ b += (day - night) / 13.0;
+ rg -= (day - night) / 13.0;
+
+ // Emphase blue a bit in darker places
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
+
+ // Artificial light is yellow-ish
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
+
+ color.r = clamp(rg,0.0,1.0);
+ color.g = clamp(rg,0.0,1.0);
+ color.b = clamp(b,0.0,1.0);
+
+ // Make sides and bottom darker than the top
+ color = color * color; // SRGB -> Linear
+ if(gl_Normal.y <= 0.5)
+ color *= 0.6;
+ //color *= 0.7;
+ color = sqrt(color); // Linear -> SRGB
+
+ color.a = gl_Color.a;
+
+ gl_FrontColor = gl_BackColor = color;
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+}
diff --git a/client/shaders/bumpmaps_liquids/opengl_fragment.glsl b/client/shaders/bumpmaps_liquids/opengl_fragment.glsl deleted file mode 100644 index bf6bbf043..000000000 --- a/client/shaders/bumpmaps_liquids/opengl_fragment.glsl +++ /dev/null @@ -1,46 +0,0 @@ -
-uniform sampler2D myTexture;
-uniform sampler2D normalTexture;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-
-varying vec3 vPosition;
-
-varying vec3 viewVec;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- float alpha = col.a;
- vec2 uv = gl_TexCoord[0].st;
- vec4 base = texture2D(myTexture, uv);
- vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
- vec3 vVec = normalize(viewVec);
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
- vec3 R = reflect(-vVec, bump);
- vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
- float diffuse = max(dot(lVec, bump), 0.0);
-
- vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
-
-
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
- color += vec3(0.2*specular*diffuse);
-
-
- col = vec4(color.r, color.g, color.b, alpha);
- col *= gl_Color;
- col = col * col; // SRGB -> Linear
- col *= 1.8;
- col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
- col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
- col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
- col = sqrt(col); // Linear -> SRGB
- 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);
- }
-
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);
-}
diff --git a/client/shaders/bumpmaps_liquids/opengl_vertex.glsl b/client/shaders/bumpmaps_liquids/opengl_vertex.glsl deleted file mode 100644 index 99c208bdd..000000000 --- a/client/shaders/bumpmaps_liquids/opengl_vertex.glsl +++ /dev/null @@ -1,98 +0,0 @@ -
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform float dayNightRatio;
-
-varying vec3 vPosition;
-varying vec3 viewVec;
-
-void main(void)
-{
- gl_Position = mWorldViewProj * gl_Vertex;
-
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
-
- vec3 tangent;
- vec3 binormal;
-
- vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
- vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
-
- if( length(c1)>length(c2) )
- {
- tangent = c1;
- }
- else
- {
- tangent = c2;
- }
-
- tangent = normalize(tangent);
-
-//binormal = cross(gl_Normal, tangent);
-//binormal = normalize(binormal);
-
- vec4 color;
- //color = vec4(1.0, 1.0, 1.0, 1.0);
-
- float day = gl_Color.r;
- float night = gl_Color.g;
- float light_source = gl_Color.b;
-
- /*color.r = mix(night, day, dayNightRatio);
- color.g = color.r;
- color.b = color.r;*/
-
- float rg = mix(night, day, dayNightRatio);
- rg += light_source * 1.5; // Make light sources brighter
- float b = rg;
-
- // Moonlight is blue
- b += (day - night) / 13.0;
- rg -= (day - night) / 13.0;
-
- // Emphase blue a bit in darker places
- // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
- b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
-
- // Artificial light is yellow-ish
- // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
- rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
-
- color.r = rg;
- color.g = rg;
- color.b = b;
-
- // Make sides and bottom darker than the top
- color = color * color; // SRGB -> Linear
- if(gl_Normal.y <= 0.5)
- color *= 0.6;
- //color *= 0.7;
- color = sqrt(color); // Linear -> SRGB
-
- color.a = gl_Color.a;
-
- gl_FrontColor = gl_BackColor = color;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
- vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
- vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
- //vec3 t1 = normalize(gl_NormalMatrix * tangent1);
- //vec3 b1 = cross(n1, t1);
-
- vec3 v;
- vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
- vec3 vVec = -vVertex;
- //v.x = dot(vVec, t1);
- //v.y = dot(vVec, b1);
- //v.z = dot(vVec, n1);
- //viewVec = vVec;
- viewVec = normalize(vec3(0.0, -0.4, 0.5));
- //Vector representing the 0th texture coordinate passed to fragment shader
-//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
-
-// Transform the current vertex
-//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-}
diff --git a/client/shaders/bumpmaps_solids/opengl_fragment.glsl b/client/shaders/bumpmaps_solids/opengl_fragment.glsl deleted file mode 100644 index c72e8cbce..000000000 --- a/client/shaders/bumpmaps_solids/opengl_fragment.glsl +++ /dev/null @@ -1,45 +0,0 @@ -
-uniform sampler2D myTexture;
-uniform sampler2D normalTexture;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-
-varying vec3 vPosition;
-
-varying vec3 viewVec;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- float alpha = col.a;
- vec2 uv = gl_TexCoord[0].st;
- vec4 base = texture2D(myTexture, uv);
- vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
- vec3 vVec = normalize(viewVec);
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
- vec3 R = reflect(-vVec, bump);
- vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
- float diffuse = max(dot(lVec, bump), 0.0);
-
- vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
-
-
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
- color += vec3(0.2*specular*diffuse);
-
-
- col = vec4(color.r, color.g, color.b, alpha);
- col *= gl_Color;
- col = col * col; // SRGB -> Linear
- col *= 1.8;
- col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
- col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
- col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
- col = sqrt(col); // Linear -> SRGB
- if(fogDistance != 0.0){
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
- col = mix(col, skyBgColor, d);
- }
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);
-}
diff --git a/client/shaders/bumpmaps_solids/opengl_vertex.glsl b/client/shaders/bumpmaps_solids/opengl_vertex.glsl deleted file mode 100644 index 99c208bdd..000000000 --- a/client/shaders/bumpmaps_solids/opengl_vertex.glsl +++ /dev/null @@ -1,98 +0,0 @@ -
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform float dayNightRatio;
-
-varying vec3 vPosition;
-varying vec3 viewVec;
-
-void main(void)
-{
- gl_Position = mWorldViewProj * gl_Vertex;
-
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
-
- vec3 tangent;
- vec3 binormal;
-
- vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
- vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
-
- if( length(c1)>length(c2) )
- {
- tangent = c1;
- }
- else
- {
- tangent = c2;
- }
-
- tangent = normalize(tangent);
-
-//binormal = cross(gl_Normal, tangent);
-//binormal = normalize(binormal);
-
- vec4 color;
- //color = vec4(1.0, 1.0, 1.0, 1.0);
-
- float day = gl_Color.r;
- float night = gl_Color.g;
- float light_source = gl_Color.b;
-
- /*color.r = mix(night, day, dayNightRatio);
- color.g = color.r;
- color.b = color.r;*/
-
- float rg = mix(night, day, dayNightRatio);
- rg += light_source * 1.5; // Make light sources brighter
- float b = rg;
-
- // Moonlight is blue
- b += (day - night) / 13.0;
- rg -= (day - night) / 13.0;
-
- // Emphase blue a bit in darker places
- // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
- b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
-
- // Artificial light is yellow-ish
- // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
- rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
-
- color.r = rg;
- color.g = rg;
- color.b = b;
-
- // Make sides and bottom darker than the top
- color = color * color; // SRGB -> Linear
- if(gl_Normal.y <= 0.5)
- color *= 0.6;
- //color *= 0.7;
- color = sqrt(color); // Linear -> SRGB
-
- color.a = gl_Color.a;
-
- gl_FrontColor = gl_BackColor = color;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
- vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
- vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
- //vec3 t1 = normalize(gl_NormalMatrix * tangent1);
- //vec3 b1 = cross(n1, t1);
-
- vec3 v;
- vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
- vec3 vVec = -vVertex;
- //v.x = dot(vVec, t1);
- //v.y = dot(vVec, b1);
- //v.z = dot(vVec, n1);
- //viewVec = vVec;
- viewVec = normalize(vec3(0.0, -0.4, 0.5));
- //Vector representing the 0th texture coordinate passed to fragment shader
-//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
-
-// Transform the current vertex
-//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-}
diff --git a/client/shaders/bumpmaps_solids/base.txt b/client/shaders/leaves_shader/base.txt index 080df30dd..080df30dd 100644 --- a/client/shaders/bumpmaps_solids/base.txt +++ b/client/shaders/leaves_shader/base.txt diff --git a/client/shaders/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl new file mode 100644 index 000000000..127b32d51 --- /dev/null +++ b/client/shaders/leaves_shader/opengl_fragment.glsl @@ -0,0 +1,54 @@ +#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+varying vec4 vColor;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+
+ if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+ vec3 base = texture2D(baseTexture, uv).rgb;
+ vec3 vVec = normalize(eyeVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vVec);
+ float diffuse = max(dot(lVec, bump), 0.0);
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
+ } else {
+ color = texture2D(baseTexture, uv).rgb;
+ }
+
+ float alpha = texture2D(baseTexture, uv).a;
+ vec4 col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ col = mix(col, skyBgColor, d);
+ }
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+}
diff --git a/client/shaders/leaves_shader/opengl_vertex.glsl b/client/shaders/leaves_shader/opengl_vertex.glsl new file mode 100644 index 000000000..8dfb0669e --- /dev/null +++ b/client/shaders/leaves_shader/opengl_vertex.glsl @@ -0,0 +1,87 @@ +#version 120
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+uniform float animationTimer;
+
+uniform float enableWavingLeaves;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+
+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 smoothTriangleWave( float x ) {
+ return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
+}
+
+void main(void)
+{
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ if (enableWavingLeaves == 1.0){
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mTransWorld*gl_Vertex;
+ pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
+ pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
+ pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
+ gl_Position = mWorldViewProj * pos;
+ }
+ else
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+
+ vec4 color;
+ //color = vec4(1.0, 1.0, 1.0, 1.0);
+
+ float day = gl_Color.r;
+ float night = gl_Color.g;
+ float light_source = gl_Color.b;
+
+ /*color.r = mix(night, day, dayNightRatio);
+ color.g = color.r;
+ color.b = color.r;*/
+
+ float rg = mix(night, day, dayNightRatio);
+ rg += light_source * 2.5; // Make light sources brighter
+ float b = rg;
+
+ // Moonlight is blue
+ b += (day - night) / 13.0;
+ rg -= (day - night) / 13.0;
+
+ // Emphase blue a bit in darker places
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
+
+ // Artificial light is yellow-ish
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
+
+ color.r = clamp(rg,0.0,1.0);
+ color.g = clamp(rg,0.0,1.0);
+ color.b = clamp(b,0.0,1.0);
+
+ // Make sides and bottom darker than the top
+ color = color * color; // SRGB -> Linear
+ if(gl_Normal.y <= 0.5)
+ color *= 0.6;
+ //color *= 0.7;
+ color = sqrt(color); // Linear -> SRGB
+
+ color.a = gl_Color.a;
+
+ gl_FrontColor = gl_BackColor = color;
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+}
diff --git a/client/shaders/test_shader_2/base.txt b/client/shaders/liquids_shader/base.txt index 1c2647118..1c2647118 100644 --- a/client/shaders/test_shader_2/base.txt +++ b/client/shaders/liquids_shader/base.txt diff --git a/client/shaders/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl new file mode 100644 index 000000000..a5ffd71bb --- /dev/null +++ b/client/shaders/liquids_shader/opengl_fragment.glsl @@ -0,0 +1,53 @@ +#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+
+ if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+ vec3 base = texture2D(baseTexture, uv).rgb;
+ vec3 vVec = normalize(eyeVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vVec);
+ float diffuse = max(dot(vec3(-1.0, -0.4, 0.5), bump), 0.0);
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
+ } else {
+ color = texture2D(baseTexture, uv).rgb;
+ }
+
+ float alpha = gl_Color.a;
+ vec4 col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ 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);
+ }
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+}
diff --git a/client/shaders/test_shader_1/opengl_vertex.glsl b/client/shaders/liquids_shader/opengl_vertex.glsl index 3cf1f122b..8ceb9f2cb 100644 --- a/client/shaders/test_shader_1/opengl_vertex.glsl +++ b/client/shaders/liquids_shader/opengl_vertex.glsl @@ -1,15 +1,33 @@ +#version 120
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
+uniform float animationTimer;
+
+uniform float enableWavingWater;
+uniform float waterWaveLength;
+uniform float waterWaveHeight;
+uniform float waterWaveSpeed;
+
+uniform vec3 eyePosition;
varying vec3 vPosition;
+varying vec3 eyeVec;
void main(void)
{
- gl_Position = mWorldViewProj * gl_Vertex;
-
+ if (enableWavingWater == 1.0){
+ vec4 pos2 = gl_Vertex;
+ pos2.y -= 2.0;
+ pos2.y -= sin (pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) * waterWaveHeight
+ + sin ((pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) / 7.0) * waterWaveHeight;
+ gl_Position = mWorldViewProj * pos2;
+ } else
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
vec4 color;
@@ -24,7 +42,7 @@ void main(void) color.b = color.r;*/
float rg = mix(night, day, dayNightRatio);
- rg += light_source * 1.0; // Make light sources brighter
+ rg += light_source * 2.5; // Make light sources brighter
float b = rg;
// Moonlight is blue
@@ -39,20 +57,13 @@ void main(void) // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
- color.r = rg;
- color.g = rg;
- color.b = b;
-
- // Make sides and bottom darker than the top
- color = color * color; // SRGB -> Linear
- if(gl_Normal.y <= 0.5)
- color *= 0.6;
- //color *= 0.7;
- color = sqrt(color); // Linear -> SRGB
-
+ color.r = clamp(rg,0.0,1.0);
+ color.g = clamp(rg,0.0,1.0);
+ color.b = clamp(b,0.0,1.0);
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
gl_TexCoord[0] = gl_MultiTexCoord0;
+
}
diff --git a/client/shaders/test_shader_1/base.txt b/client/shaders/plants_shader/base.txt index 080df30dd..080df30dd 100644 --- a/client/shaders/test_shader_1/base.txt +++ b/client/shaders/plants_shader/base.txt diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl new file mode 100644 index 000000000..de6ad4c05 --- /dev/null +++ b/client/shaders/plants_shader/opengl_fragment.glsl @@ -0,0 +1,53 @@ +#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+
+ if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+ vec3 base = texture2D(baseTexture, uv).rgb;
+ vec3 vVec = normalize(eyeVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vVec);
+ float diffuse = max(dot(lVec, bump), 0.0);
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
+ } else {
+ color = texture2D(baseTexture, uv).rgb;
+ }
+
+ float alpha = texture2D(baseTexture, uv).a;
+ vec4 col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ col = mix(col, skyBgColor, d);
+ }
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+}
diff --git a/client/shaders/plants_shader/opengl_vertex.glsl b/client/shaders/plants_shader/opengl_vertex.glsl new file mode 100644 index 000000000..c1bdd62a9 --- /dev/null +++ b/client/shaders/plants_shader/opengl_vertex.glsl @@ -0,0 +1,87 @@ +#version 120
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+uniform float animationTimer;
+
+uniform float enableWavingPlants;
+
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+
+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 smoothTriangleWave( float x ) {
+ return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
+}
+
+void main(void)
+{
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ if (enableWavingPlants == 1.0){
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mTransWorld * gl_Vertex;
+ if (gl_TexCoord[0].y < 0.05) {
+ pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
+ pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
+ }
+ gl_Position = mWorldViewProj * pos;
+ }
+ else
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+
+ vec4 color;
+ //color = vec4(1.0, 1.0, 1.0, 1.0);
+
+ float day = gl_Color.r;
+ float night = gl_Color.g;
+ float light_source = gl_Color.b;
+
+ /*color.r = mix(night, day, dayNightRatio);
+ color.g = color.r;
+ color.b = color.r;*/
+
+ float rg = mix(night, day, dayNightRatio);
+ rg += light_source * 2.5; // Make light sources brighter
+ float b = rg;
+
+ // Moonlight is blue
+ b += (day - night) / 13.0;
+ rg -= (day - night) / 13.0;
+
+ // Emphase blue a bit in darker places
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
+
+ // Artificial light is yellow-ish
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
+
+ color.r = clamp(rg,0.0,1.0);
+ color.g = clamp(rg,0.0,1.0);
+ color.b = clamp(b,0.0,1.0);
+
+ // Make sides and bottom darker than the top
+ color = color * color; // SRGB -> Linear
+ if(gl_Normal.y <= 0.5)
+ color *= 0.6;
+ //color *= 0.7;
+ color = sqrt(color); // Linear -> SRGB
+
+ color.a = gl_Color.a;
+
+ gl_FrontColor = gl_BackColor = color;
+
+}
diff --git a/client/shaders/solids_shader/base.txt b/client/shaders/solids_shader/base.txt new file mode 100644 index 000000000..080df30dd --- /dev/null +++ b/client/shaders/solids_shader/base.txt @@ -0,0 +1 @@ +trans_alphach_ref diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl new file mode 100644 index 000000000..80efc86a7 --- /dev/null +++ b/client/shaders/solids_shader/opengl_fragment.glsl @@ -0,0 +1,87 @@ +#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+uniform float enableParallaxOcclusion;
+uniform float parallaxOcclusionScale;
+uniform float parallaxOcclusionBias;
+
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 tsEyeVec;
+varying vec3 eyeVec;
+varying vec4 vColor;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+ float height;
+ vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
+
+ if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
+ float map_height = texture2D(normalTexture, uv).a;
+ if (map_height < 1.0){
+ float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
+ uv = uv + height * tsEye;
+ }
+ }
+/* Steep parallax code, for future use
+ if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
+ const float numSteps = 40.0;
+ float height = 1.0;
+ float step = 1.0 / numSteps;
+ vec4 NB = texture2D(normalTexture, uv);
+ vec2 delta = tsEye * parallaxMappingScale / numSteps;
+ for (float i = 0.0; i < numSteps; i++) {
+ if (NB.a < height) {
+ height -= step;
+ uv += delta;
+ NB = texture2D(normalTexture, uv);
+ } else {
+ break;
+ }
+ }
+ }
+*/
+
+ if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+ vec3 base = texture2D(baseTexture, uv).rgb;
+ vec3 vVec = normalize(eyeVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vVec);
+ float diffuse = max(dot(lVec, bump), 0.0);
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
+ } else {
+ color = texture2D(baseTexture, uv).rgb;
+ }
+
+ float alpha = texture2D(baseTexture, uv).a;
+ vec4 col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ col = mix(col, skyBgColor, d);
+ }
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+}
diff --git a/client/shaders/solids_shader/opengl_vertex.glsl b/client/shaders/solids_shader/opengl_vertex.glsl new file mode 100644 index 000000000..c26fdd3d5 --- /dev/null +++ b/client/shaders/solids_shader/opengl_vertex.glsl @@ -0,0 +1,99 @@ +#version 120
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+varying vec3 tsEyeVec;
+
+void main(void)
+{
+ gl_Position = mWorldViewProj * gl_Vertex;
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ 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);
+
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ tsEyeVec = normalize(eyeVec * tbnMatrix);
+
+ vec4 color;
+ //color = vec4(1.0, 1.0, 1.0, 1.0);
+
+ float day = gl_Color.r;
+ float night = gl_Color.g;
+ float light_source = gl_Color.b;
+
+ /*color.r = mix(night, day, dayNightRatio);
+ color.g = color.r;
+ color.b = color.r;*/
+
+ float rg = mix(night, day, dayNightRatio);
+ rg += light_source * 2.5; // Make light sources brighter
+ float b = rg;
+
+ // Moonlight is blue
+ b += (day - night) / 13.0;
+ rg -= (day - night) / 13.0;
+
+ // Emphase blue a bit in darker places
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
+
+ // Artificial light is yellow-ish
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
+
+ color.r = clamp(rg,0.0,1.0);
+ color.g = clamp(rg,0.0,1.0);
+ color.b = clamp(b,0.0,1.0);
+
+ // Make sides and bottom darker than the top
+ color = color * color; // SRGB -> Linear
+ if(gl_Normal.y <= 0.5)
+ color *= 0.6;
+ //color *= 0.7;
+ color = sqrt(color); // Linear -> SRGB
+
+ color.a = gl_Color.a;
+
+ gl_FrontColor = gl_BackColor = color;
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+}
diff --git a/client/shaders/test_shader_1/opengl_fragment.glsl b/client/shaders/test_shader_1/opengl_fragment.glsl deleted file mode 100644 index ebf943ced..000000000 --- a/client/shaders/test_shader_1/opengl_fragment.glsl +++ /dev/null @@ -1,25 +0,0 @@ -
-uniform sampler2D myTexture;
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-
-varying vec3 vPosition;
-
-void main (void)
-{
- //vec4 col = vec4(1.0, 0.0, 0.0, 1.0);
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- float a = col.a;
- col *= gl_Color;
- col = col * col; // SRGB -> Linear
- col *= 1.8;
- col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
- col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
- col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
- col = sqrt(col); // Linear -> SRGB
- if(fogDistance != 0.0){
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
- col = mix(col, skyBgColor, d);
- }
- gl_FragColor = vec4(col.r, col.g, col.b, a);
-}
diff --git a/client/shaders/test_shader_2/opengl_fragment.glsl b/client/shaders/test_shader_2/opengl_fragment.glsl deleted file mode 100644 index 38bc94311..000000000 --- a/client/shaders/test_shader_2/opengl_fragment.glsl +++ /dev/null @@ -1,23 +0,0 @@ -
-uniform sampler2D myTexture;
-uniform float fogDistance;
-
-varying vec3 vPosition;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- col *= gl_Color;
- float a = gl_Color.a;
- col = col * col; // SRGB -> Linear
- col *= 1.8;
- col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
- col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
- col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
- col = sqrt(col); // Linear -> SRGB
- if(fogDistance != 0.0){
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
- a = mix(a, 0.0, d);
- }
- gl_FragColor = vec4(col.r, col.g, col.b, a);
-}
diff --git a/client/shaders/test_shader_2/opengl_vertex.glsl b/client/shaders/test_shader_2/opengl_vertex.glsl deleted file mode 100644 index 2881bad21..000000000 --- a/client/shaders/test_shader_2/opengl_vertex.glsl +++ /dev/null @@ -1,51 +0,0 @@ -
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform float dayNightRatio;
-
-varying vec3 vPosition;
-
-void main(void)
-{
- gl_Position = mWorldViewProj * gl_Vertex;
-
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
-
- vec4 color;
- //color = vec4(1.0, 1.0, 1.0, 1.0);
-
- float day = gl_Color.r;
- float night = gl_Color.g;
- float light_source = gl_Color.b;
-
- /*color.r = mix(night, day, dayNightRatio);
- color.g = color.r;
- color.b = color.r;*/
-
- float rg = mix(night, day, dayNightRatio);
- rg += light_source * 1.0; // Make light sources brighter
- float b = rg;
-
- // Moonlight is blue
- b += (day - night) / 13.0;
- rg -= (day - night) / 13.0;
-
- // Emphase blue a bit in darker places
- // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
- b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
-
- // Artificial light is yellow-ish
- // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
- rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
-
- color.r = rg;
- color.g = rg;
- color.b = b;
-
- color.a = gl_Color.a;
-
- gl_FrontColor = gl_BackColor = color;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-}
diff --git a/client/shaders/test_shader_3/base.txt b/client/shaders/test_shader_3/base.txt deleted file mode 100644 index 1c2647118..000000000 --- a/client/shaders/test_shader_3/base.txt +++ /dev/null @@ -1 +0,0 @@ -trans_alphach diff --git a/client/shaders/test_shader_3/opengl_fragment.glsl b/client/shaders/test_shader_3/opengl_fragment.glsl deleted file mode 100644 index 535774c11..000000000 --- a/client/shaders/test_shader_3/opengl_fragment.glsl +++ /dev/null @@ -1,25 +0,0 @@ -
-uniform sampler2D myTexture;
-uniform float fogDistance;
-
-varying vec3 vPosition;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- col *= gl_Color;
- float a = col.a; - col = col * col; // SRGB -> Linear
- col *= 1.8;
- col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
- col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
- col.b = 1.0 - exp(1.0 - col.b) / exp(1.0); - col = sqrt(col); // Linear -> SRGB - - if(fogDistance != 0.0){
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
- a = mix(a, 0.0, d);
- } -
- gl_FragColor = vec4(col.r, col.g, col.b, a);
-}
diff --git a/client/shaders/test_shader_3/opengl_vertex.glsl b/client/shaders/test_shader_3/opengl_vertex.glsl deleted file mode 100644 index 2881bad21..000000000 --- a/client/shaders/test_shader_3/opengl_vertex.glsl +++ /dev/null @@ -1,51 +0,0 @@ -
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform float dayNightRatio;
-
-varying vec3 vPosition;
-
-void main(void)
-{
- gl_Position = mWorldViewProj * gl_Vertex;
-
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
-
- vec4 color;
- //color = vec4(1.0, 1.0, 1.0, 1.0);
-
- float day = gl_Color.r;
- float night = gl_Color.g;
- float light_source = gl_Color.b;
-
- /*color.r = mix(night, day, dayNightRatio);
- color.g = color.r;
- color.b = color.r;*/
-
- float rg = mix(night, day, dayNightRatio);
- rg += light_source * 1.0; // Make light sources brighter
- float b = rg;
-
- // Moonlight is blue
- b += (day - night) / 13.0;
- rg -= (day - night) / 13.0;
-
- // Emphase blue a bit in darker places
- // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
- b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
-
- // Artificial light is yellow-ish
- // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
- rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
-
- color.r = rg;
- color.g = rg;
- color.b = b;
-
- color.a = gl_Color.a;
-
- gl_FrontColor = gl_BackColor = color;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-}
diff --git a/minetest.conf.example b/minetest.conf.example index 69ed31a64..46a9e8cfc 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -171,6 +171,22 @@ #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. +#enable_parallax_occlusion = false +# Scale of parallax occlusion effect +#parallax_mapping_scale = 0.08 +# Bias of parallax occlusion effect, usually scale/2 +#parallax_mapping_scale = 0.04 +# Set to true enables waving water. Requires shaders enabled. +#enable_waving_water = false +# 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. +#enable_waving_plants = false # 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/defaultsettings.cpp b/src/defaultsettings.cpp index df7570b33..68350bec0 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -126,6 +126,15 @@ void set_default_settings(Settings *settings) settings->setDefault("trilinear_filter", "false"); settings->setDefault("preload_item_visuals", "true"); settings->setDefault("enable_bumpmapping", "false"); + settings->setDefault("enable_parallax_occlusion", "false"); + 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"); + settings->setDefault("water_wave_speed", "5.0"); + settings->setDefault("enable_waving_leaves", "false"); + settings->setDefault("enable_waving_plants", "false"); settings->setDefault("enable_shaders", "true"); settings->setDefault("repeat_rightclick_time", "0.25"); settings->setDefault("enable_particles", "true"); diff --git a/src/game.cpp b/src/game.cpp index 71a578a65..22abe4c74 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -805,13 +805,64 @@ public: float daynight_ratio_f = (float)daynight_ratio / 1000.0; services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1); + u32 animation_timer = porting::getTimeMs() % 100000; + float animation_timer_f = (float)animation_timer / 100000.0; + services->setPixelShaderConstant("animationTimer", &animation_timer_f, 1); + services->setVertexShaderConstant("animationTimer", &animation_timer_f, 1); + + LocalPlayer* player = m_client->getEnv().getLocalPlayer(); + v3f eye_position = player->getEyePosition(); + services->setPixelShaderConstant("eyePosition", (irr::f32*)&eye_position, 3); + services->setVertexShaderConstant("eyePosition", (irr::f32*)&eye_position, 3); + + float enable_bumpmapping = 0; + if (g_settings->getBool("enable_bumpmapping")) + enable_bumpmapping = 1; + services->setPixelShaderConstant("enableBumpmapping", &enable_bumpmapping, 1); + + float enable_parallax_occlusion = 0; + if (g_settings->getBool("enable_parallax_occlusion"));{ + enable_parallax_occlusion = 1; + float parallax_occlusion_scale = g_settings->getFloat("parallax_occlusion_scale"); + services->setPixelShaderConstant("parallaxOcclusionScale", ¶llax_occlusion_scale, 1); + float parallax_occlusion_bias = g_settings->getFloat("parallax_occlusion_bias"); + services->setPixelShaderConstant("parallaxOcclusionBias", ¶llax_occlusion_bias, 1); + } + services->setPixelShaderConstant("enableParallaxOcclusion", &enable_parallax_occlusion, 1); + + float enable_waving_water = 0; + if (g_settings->getBool("enable_waving_water")){ + enable_waving_water = 1; + float water_wave_height_f = g_settings->getFloat("water_wave_height"); + services->setVertexShaderConstant("waterWaveHeight", &water_wave_height_f, 1); + float water_wave_length_f = g_settings->getFloat("water_wave_length"); + services->setVertexShaderConstant("waterWaveLength", &water_wave_length_f, 1); + float water_wave_speed_f = g_settings->getFloat("water_wave_speed"); + services->setVertexShaderConstant("waterWaveSpeed", &water_wave_speed_f, 1); + } + services->setVertexShaderConstant("enableWavingWater", &enable_waving_water, 1); + + float enable_waving_leaves = 0; + if (g_settings->getBool("enable_waving_leaves")) + enable_waving_leaves = 1; + services->setVertexShaderConstant("enableWavingLeaves", &enable_waving_leaves, 1); + + float enable_waving_plants = 0; + if (g_settings->getBool("enable_waving_plants")) + enable_waving_plants = 1; + services->setVertexShaderConstant("enableWavingPlants", &enable_waving_plants, 1); + + // Normal map texture layer - int layer = 1; + int layer1 = 1; + int layer2 = 2; // before 1.8 there isn't a "integer interface", only float #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8) - services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer, 1); + services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer1, 1); + services->setPixelShaderConstant("useNormalmap" , (irr::f32*)&layer2, 1); #else - services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer, 1); + services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer1, 1); + services->setPixelShaderConstant("useNormalmap" , (irr::s32*)&layer2, 1); #endif } }; diff --git a/src/itemdef.cpp b/src/itemdef.cpp index d34d68582..f77a198b5 100644 --- a/src/itemdef.cpp +++ b/src/itemdef.cpp @@ -390,16 +390,18 @@ public: /* Make a mesh from the node */ + bool reenable_shaders = false; + if(g_settings->getBool("enable_shaders")){ + reenable_shaders = true; + g_settings->setBool("enable_shaders",false); + } MeshMakeData mesh_make_data(gamedef); MapNode mesh_make_node(id, param1, 0); mesh_make_data.fillSingleNode(&mesh_make_node); MapBlockMesh mapblock_mesh(&mesh_make_data); - scene::IMesh *node_mesh = mapblock_mesh.getMesh(); assert(node_mesh); video::SColor c(255, 255, 255, 255); - if(g_settings->getBool("enable_shaders")) - c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source)); setMeshColor(node_mesh, c); /* @@ -455,6 +457,9 @@ public: //no way reference count can be smaller than 2 in this place! assert(cc->wield_mesh->getReferenceCount() >= 2); + + if (reenable_shaders) + g_settings->setBool("enable_shaders",true); } // Put in cache diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 253703ddc..81aac72d7 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1112,18 +1112,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): bool enable_shaders = g_settings->getBool("enable_shaders"); bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping"); - video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3, bumpmaps1, bumpmaps2; - shadermat1 = shadermat2 = shadermat3 = bumpmaps1 = bumpmaps2 = video::EMT_SOLID; + video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3, + shadermat4, shadermat5; + shadermat1 = shadermat2 = shadermat3 = shadermat4 = shadermat5 = + video::EMT_SOLID; if (enable_shaders) { IShaderSource *shdrsrc = m_gamedef->getShaderSource(); - shadermat1 = shdrsrc->getShader("test_shader_1").material; - shadermat2 = shdrsrc->getShader("test_shader_2").material; - shadermat3 = shdrsrc->getShader("test_shader_3").material; - if (enable_bumpmapping) { - bumpmaps1 = shdrsrc->getShader("bumpmaps_solids").material; - bumpmaps2 = shdrsrc->getShader("bumpmaps_liquids").material; - } + shadermat1 = shdrsrc->getShader("solids_shader").material; + shadermat2 = shdrsrc->getShader("liquids_shader").material; + shadermat3 = shdrsrc->getShader("alpha_shader").material; + shadermat4 = shdrsrc->getShader("leaves_shader").material; + shadermat5 = shdrsrc->getShader("plants_shader").material; } for(u32 i = 0; i < collector.prebuffers.size(); i++) @@ -1204,22 +1204,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): material.setFlag(video::EMF_FOG_ENABLE, true); //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF); //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE); - material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; material.setTexture(0, p.tile.texture); - + if (enable_shaders) { - video::E_MATERIAL_TYPE smat1 = shadermat1; - video::E_MATERIAL_TYPE smat2 = shadermat2; - video::E_MATERIAL_TYPE smat3 = shadermat3; - + ITextureSource *tsrc = data->m_gamedef->tsrc(); + material.setTexture(2, tsrc->getTexture("disable_img.png")); if (enable_bumpmapping) { - ITextureSource *tsrc = data->m_gamedef->tsrc(); std::string fname_base = tsrc->getTextureName(p.tile.texture_id); - std::string normal_ext = "_normal.png"; size_t pos = fname_base.find("."); std::string fname_normal = fname_base.substr(0, pos) + normal_ext; - + if (tsrc->isKnownSourceImage(fname_normal)) { // look for image extension and replace it size_t i = 0; @@ -1227,19 +1223,15 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): fname_base.replace(i, 4, normal_ext); i += normal_ext.length(); } - material.setTexture(1, tsrc->getTexture(fname_base)); - - smat1 = bumpmaps1; - smat2 = bumpmaps2; + material.setTexture(2, tsrc->getTexture("enable_img.png")); } } - - p.tile.applyMaterialOptionsWithShaders(material, smat1, smat2, smat3); + p.tile.applyMaterialOptionsWithShaders(material, + shadermat1, shadermat2, shadermat3, shadermat4, shadermat5); } else { p.tile.applyMaterialOptions(material); } - // Create meshbuffer // This is a "Standard MeshBuffer", @@ -1369,18 +1361,21 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame; // Set the texture buf->getMaterial().setTexture(0, tsrc->getTexture(os.str())); + buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png")); if (enable_shaders && enable_bumpmapping) { - std::string basename,normal; - basename = tsrc->getTextureName(tile.texture_id); + std::string fname_base,fname_normal; + fname_base = tsrc->getTextureName(tile.texture_id); unsigned pos; - pos = basename.find("."); - normal = basename.substr (0, pos); - normal += "_normal.png"; - os.str(""); - os<<normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame; - if (tsrc->isKnownSourceImage(normal)) + pos = fname_base.find("."); + fname_normal = fname_base.substr (0, pos); + fname_normal += "_normal.png"; + if (tsrc->isKnownSourceImage(fname_normal)){ + os.str(""); + os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame; buf->getMaterial().setTexture(1, tsrc->getTexture(os.str())); + buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png")); + } } } diff --git a/src/nodedef.cpp b/src/nodedef.cpp index d13d0653d..2b6de0461 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -225,6 +225,7 @@ void ContentFeatures::reset() damage_per_second = 0; node_box = NodeBox(); selection_box = NodeBox(); + waving = 0; legacy_facedir_simple = false; legacy_wallmounted = false; sound_footstep = SimpleSoundSpec(); @@ -292,6 +293,7 @@ void ContentFeatures::serialize(std::ostream &os, u16 protocol_version) writeU8(os, liquid_range); // Stuff below should be moved to correct place in a version that otherwise changes // the protocol version + writeU8(os, waving); } void ContentFeatures::deSerialize(std::istream &is) @@ -359,6 +361,7 @@ void ContentFeatures::deSerialize(std::istream &is) try{ // Stuff below should be moved to correct place in a version that // otherwise changes the protocol version + waving = readU8(is); }catch(SerializationError &e) {}; } @@ -618,6 +621,9 @@ public: } bool is_liquid = false; + u8 material_type; + material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA; + switch(f->drawtype){ default: case NDT_NORMAL: @@ -669,10 +675,14 @@ public: tiledef[i].name += std::string("^[noalpha"); } } + if (f->waving == 1) + material_type = TILE_MATERIAL_LEAVES; break; case NDT_PLANTLIKE: f->solidness = 0; f->backface_culling = false; + if (f->waving == 1) + material_type = TILE_MATERIAL_PLANTS; break; case NDT_TORCHLIKE: case NDT_SIGNLIKE: @@ -683,11 +693,8 @@ public: break; } - u8 material_type; if (is_liquid) material_type = (f->alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT; - else - material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA; // Tiles (fill in f->tiles[]) for(u16 j=0; j<6; j++){ diff --git a/src/nodedef.h b/src/nodedef.h index c0322d919..d4cd66f80 100644 --- a/src/nodedef.h +++ b/src/nodedef.h @@ -234,6 +234,8 @@ struct ContentFeatures u32 damage_per_second; NodeBox node_box; NodeBox selection_box; + // Used for waving leaves/plants + u8 waving; // Compatibility with old maps // Set to true if paramtype used to be 'facedir_simple' bool legacy_facedir_simple; diff --git a/src/script/common/c_content.cpp b/src/script/common/c_content.cpp index fd98e9480..d58479042 100644 --- a/src/script/common/c_content.cpp +++ b/src/script/common/c_content.cpp @@ -428,6 +428,9 @@ ContentFeatures read_content_features(lua_State *L, int index) f.selection_box = read_nodebox(L, -1); lua_pop(L, 1); + f.waving = getintfield_default(L, index, + "waving", f.waving); + // Set to true if paramtype used to be 'facedir_simple' getboolfield(L, index, "legacy_facedir_simple", f.legacy_facedir_simple); // Set to true if wall_mounted used to be set to true diff --git a/src/tile.h b/src/tile.h index 90e180a48..b748c092e 100644 --- a/src/tile.h +++ b/src/tile.h @@ -136,6 +136,8 @@ enum MaterialType{ TILE_MATERIAL_ALPHA, TILE_MATERIAL_LIQUID_TRANSPARENT, TILE_MATERIAL_LIQUID_OPAQUE, + TILE_MATERIAL_LEAVES, + TILE_MATERIAL_PLANTS }; // Material flags @@ -204,13 +206,21 @@ struct TileSpec case TILE_MATERIAL_LIQUID_OPAQUE: material.MaterialType = video::EMT_SOLID; break; + case TILE_MATERIAL_LEAVES: + material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + break; + case TILE_MATERIAL_PLANTS: + material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + break; } material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false; } void applyMaterialOptionsWithShaders(video::SMaterial &material, const video::E_MATERIAL_TYPE &basic, const video::E_MATERIAL_TYPE &liquid, - const video::E_MATERIAL_TYPE &alpha) const + const video::E_MATERIAL_TYPE &alpha, + const video::E_MATERIAL_TYPE &leaves, + const video::E_MATERIAL_TYPE &plants) const { switch(material_type){ case TILE_MATERIAL_BASIC: @@ -225,6 +235,12 @@ struct TileSpec case TILE_MATERIAL_LIQUID_OPAQUE: material.MaterialType = liquid; break; + case TILE_MATERIAL_LEAVES: + material.MaterialType = leaves; + break; + case TILE_MATERIAL_PLANTS: + material.MaterialType = plants; + break; } material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false; } diff --git a/textures/base/pack/disable_img.png b/textures/base/pack/disable_img.png Binary files differnew file mode 100644 index 000000000..4d3a1b45d --- /dev/null +++ b/textures/base/pack/disable_img.png diff --git a/textures/base/pack/enable_img.png b/textures/base/pack/enable_img.png Binary files differnew file mode 100644 index 000000000..e07f4e9dd --- /dev/null +++ b/textures/base/pack/enable_img.png |