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author | RealBadAngel <maciej.kasatkin@o2.pl> | 2015-07-02 21:36:45 +0200 |
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committer | RealBadAngel <maciej.kasatkin@o2.pl> | 2015-07-02 21:36:45 +0200 |
commit | 8a85e5e58decf77df27d114574026ff8032b8a45 (patch) | |
tree | b2cabead53ee5bed8e157e309e3d63f447338495 | |
parent | 75d2cfef5cedd47dd0141953f61ae6ba5b0c8ded (diff) | |
download | minetest-8a85e5e58decf77df27d114574026ff8032b8a45.tar.gz minetest-8a85e5e58decf77df27d114574026ff8032b8a45.tar.bz2 minetest-8a85e5e58decf77df27d114574026ff8032b8a45.zip |
Shaders fixes and cleanup relief mapping code.
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 63 | ||||
-rw-r--r-- | client/shaders/nodes_shader/opengl_vertex.glsl | 10 | ||||
-rw-r--r-- | src/shader.cpp | 5 |
3 files changed, 33 insertions, 45 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index e531d72b7..8dc3a5683 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -39,37 +39,21 @@ vec4 get_normal_map(vec2 uv) 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; + const float depth_step = 1.0 / 24.0; 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; + for (int i = 0 ; i < 24 ; i++) { + float h = texture2D(normalTexture, dp + ds * depth).a; + if (h >= depth) + break; + depth -= depth_step; } - return best_depth; + return depth; } float find_intersectionRGB(vec2 dp, vec2 ds) { - const float iterations = 24.0; - const float depth_step = 1.0 / iterations; + const float depth_step = 1.0 / 24.0; float depth = 1.0; - for (int i = 0 ; i < iterations ; i++) { + for (int i = 0 ; i < 24 ; i++) { float h = get_rgb_height(dp + ds * depth); if (h >= depth) break; @@ -85,40 +69,41 @@ void main (void) vec2 uv = gl_TexCoord[0].st; bool use_normalmap = false; -#ifdef USE_NORMALMAPS +#if USE_NORMALMAPS == 1 if (texture2D(useNormalmap,vec2(1.0, 1.0)).r > 0.0) { normalTexturePresent = true; } #endif #ifdef ENABLE_PARALLAX_OCCLUSION - vec3 eyeRay = normalize(tsEyeVec); + vec2 eyeRay = vec2 (tsEyeVec.x, -tsEyeVec.y); + const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS; + const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS; + #if PARALLAX_OCCLUSION_MODE == 0 // Parallax occlusion with slope information if (normalTexturePresent && area_enable_parallax > 0.0) { - 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++) { + 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; + uv += h * normal.z * eyeRay; } #endif #if PARALLAX_OCCLUSION_MODE == 1 // Relief mapping if (normalTexturePresent && area_enable_parallax > 0.0) { - vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE; + vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE; float dist = find_intersection(uv, ds); uv += dist * ds; #endif - } else if (area_enable_parallax > 0.0) { - vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE; + } else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) { + vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE; float dist = find_intersectionRGB(uv, ds); uv += dist * ds; } #endif -#ifdef USE_NORMALMAPS +#if USE_NORMALMAPS == 1 if (normalTexturePresent) { bump = get_normal_map(uv); use_normalmap = true; @@ -136,7 +121,7 @@ void main (void) 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; } @@ -145,9 +130,9 @@ void main (void) #ifdef ENABLE_BUMPMAPPING 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), 1.0); - float diffuse = dot(E,bump.xyz); + 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; diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 5c4d46be6..9f8210d12 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -41,7 +41,7 @@ void main(void) //Allow parallax/relief mapping only for certain kind of nodes
//Variable is also used to control area of the effect -#if ((DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) && GENERATE_NORMALMAPS) +#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) area_enable_parallax = 1.0; #else area_enable_parallax = 0.0; @@ -94,7 +94,7 @@ void main(void) // Don't generate heightmaps when too far from the eye float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition); - if (dist > 100.0) { + if (dist > 120.0) { area_enable_parallax = 0.0; } @@ -103,7 +103,7 @@ void main(void) vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz); - binormal = normalize(gl_NormalMatrix * -gl_MultiTexCoord2.xyz); + binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz); vec3 v; @@ -111,13 +111,13 @@ void main(void) v.x = dot(lightVec, tangent); v.y = dot(lightVec, binormal); v.z = dot(lightVec, normal); - tsLightVec = v; + tsLightVec = normalize (v); eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz; v.x = dot(eyeVec, tangent); v.y = dot(eyeVec, binormal); v.z = dot(eyeVec, normal); - tsEyeVec = v; + tsEyeVec = normalize (v); vec4 color;
float day = gl_Color.r;
diff --git a/src/shader.cpp b/src/shader.cpp index a6d18e1be..7e4f40810 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -731,8 +731,11 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype, shaders_header += "\n"; } + shaders_header += "#define USE_NORMALMAPS "; if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion")) - shaders_header += "#define USE_NORMALMAPS\n"; + shaders_header += "1\n"; + else + shaders_header += "0\n"; if (g_settings->getBool("enable_waving_water")){ shaders_header += "#define ENABLE_WAVING_WATER 1\n"; |