diff options
author | Lars <larsh@apache.org> | 2020-10-12 13:29:31 -0700 |
---|---|---|
committer | lhofhansl <larsh@apache.org> | 2020-10-17 13:09:16 -0700 |
commit | ed22260822086f84016aa8384c3174bfc6d1739d (patch) | |
tree | 0b6d04bf315b4d6c832993efeb1b58244b1bcb50 | |
parent | f43d1cfa81aa496174af6cdfa648dab9dd17288c (diff) | |
download | minetest-ed22260822086f84016aa8384c3174bfc6d1739d.tar.gz minetest-ed22260822086f84016aa8384c3174bfc6d1739d.tar.bz2 minetest-ed22260822086f84016aa8384c3174bfc6d1739d.zip |
Remove all bump mapping and parallax occlusion related code.
-rw-r--r-- | builtin/mainmenu/tab_settings.lua | 30 | ||||
-rw-r--r-- | builtin/settingtypes.txt | 25 | ||||
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 99 | ||||
-rw-r--r-- | client/shaders/nodes_shader/opengl_vertex.glsl | 45 | ||||
-rw-r--r-- | client/shaders/object_shader/opengl_fragment.glsl | 54 | ||||
-rw-r--r-- | client/shaders/object_shader/opengl_vertex.glsl | 5 | ||||
-rw-r--r-- | doc/lua_api.txt | 40 | ||||
-rw-r--r-- | src/client/game.cpp | 10 | ||||
-rw-r--r-- | src/client/mapblock_mesh.cpp | 41 | ||||
-rw-r--r-- | src/client/mapblock_mesh.h | 5 | ||||
-rw-r--r-- | src/client/mesh_generator_thread.cpp | 6 | ||||
-rw-r--r-- | src/client/mesh_generator_thread.h | 1 | ||||
-rw-r--r-- | src/client/shader.cpp | 29 | ||||
-rw-r--r-- | src/client/wieldmesh.cpp | 2 | ||||
-rw-r--r-- | src/defaultsettings.cpp | 6 | ||||
-rw-r--r-- | src/nodedef.cpp | 9 | ||||
-rw-r--r-- | src/nodedef.h | 1 |
17 files changed, 24 insertions, 384 deletions
diff --git a/builtin/mainmenu/tab_settings.lua b/builtin/mainmenu/tab_settings.lua index 510346f8d..8a7445394 100644 --- a/builtin/mainmenu/tab_settings.lua +++ b/builtin/mainmenu/tab_settings.lua @@ -187,31 +187,23 @@ local function formspec(tabview, name, tabdata) if shaders_enabled then tab_string = tab_string .. - "checkbox[8.25,0.5;cb_bumpmapping;" .. fgettext("Bump Mapping") .. ";" - .. dump(core.settings:get_bool("enable_bumpmapping")) .. "]" .. - "checkbox[8.25,1;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";" + "checkbox[8.25,0.5;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";" .. dump(core.settings:get_bool("tone_mapping")) .. "]" .. - "checkbox[8.25,1.5;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";" - .. dump(core.settings:get_bool("enable_parallax_occlusion")) .. "]" .. - "checkbox[8.25,2;cb_waving_water;" .. fgettext("Waving Liquids") .. ";" + "checkbox[8.25,1;cb_waving_water;" .. fgettext("Waving Liquids") .. ";" .. dump(core.settings:get_bool("enable_waving_water")) .. "]" .. - "checkbox[8.25,2.5;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";" + "checkbox[8.25,1.5;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";" .. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" .. - "checkbox[8.25,3;cb_waving_plants;" .. fgettext("Waving Plants") .. ";" + "checkbox[8.25,2;cb_waving_plants;" .. fgettext("Waving Plants") .. ";" .. dump(core.settings:get_bool("enable_waving_plants")) .. "]" else tab_string = tab_string .. "label[8.38,0.7;" .. core.colorize("#888888", - fgettext("Bump Mapping")) .. "]" .. - "label[8.38,1.2;" .. core.colorize("#888888", fgettext("Tone Mapping")) .. "]" .. - "label[8.38,1.7;" .. core.colorize("#888888", - fgettext("Parallax Occlusion")) .. "]" .. - "label[8.38,2.2;" .. core.colorize("#888888", + "label[8.38,1.2;" .. core.colorize("#888888", fgettext("Waving Liquids")) .. "]" .. - "label[8.38,2.7;" .. core.colorize("#888888", + "label[8.38,1.7;" .. core.colorize("#888888", fgettext("Waving Leaves")) .. "]" .. - "label[8.38,3.2;" .. core.colorize("#888888", + "label[8.38,2.2;" .. core.colorize("#888888", fgettext("Waving Plants")) .. "]" end @@ -263,18 +255,10 @@ local function handle_settings_buttons(this, fields, tabname, tabdata) end return true end - if fields["cb_bumpmapping"] then - core.settings:set("enable_bumpmapping", fields["cb_bumpmapping"]) - return true - end if fields["cb_tonemapping"] then core.settings:set("tone_mapping", fields["cb_tonemapping"]) return true end - if fields["cb_parallax"] then - core.settings:set("enable_parallax_occlusion", fields["cb_parallax"]) - return true - end if fields["cb_waving_water"] then core.settings:set("enable_waving_water", fields["cb_waving_water"]) return true diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt index 1c28470d5..27f375693 100644 --- a/builtin/settingtypes.txt +++ b/builtin/settingtypes.txt @@ -546,31 +546,6 @@ shader_path (Shader path) path # enhanced, highlights and shadows are gradually compressed. tone_mapping (Filmic tone mapping) bool false -[***Bumpmapping] - -# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack. -# Requires shaders to be enabled. -enable_bumpmapping (Bumpmapping) bool false - -[***Parallax Occlusion] - -# Enables parallax occlusion mapping. -# Requires shaders to be enabled. -enable_parallax_occlusion (Parallax occlusion) bool false - -# 0 = parallax occlusion with slope information (faster). -# 1 = relief mapping (slower, more accurate). -parallax_occlusion_mode (Parallax occlusion mode) int 1 0 1 - -# Number of parallax occlusion iterations. -parallax_occlusion_iterations (Parallax occlusion iterations) int 4 - -# Overall scale of parallax occlusion effect. -parallax_occlusion_scale (Parallax occlusion scale) float 0.08 - -# Overall bias of parallax occlusion effect, usually scale/2. -parallax_occlusion_bias (Parallax occlusion bias) float 0.04 - [***Waving Nodes] # Set to true to enable waving liquids (like water). diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 437b325d3..36d47d1f5 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -1,6 +1,4 @@ uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D textureFlags; uniform vec4 skyBgColor; uniform float fogDistance; @@ -17,17 +15,9 @@ varying vec3 vPosition; // cameraOffset + worldPosition (for large coordinates the limits of float // precision must be considered). varying vec3 worldPosition; -varying float area_enable_parallax; varying vec3 eyeVec; -varying vec3 tsEyeVec; -varying vec3 lightVec; -varying vec3 tsLightVec; -bool normalTexturePresent = false; - -const float e = 2.718281828459; -const float BS = 10.0; const float fogStart = FOG_START; const float fogShadingParameter = 1 / ( 1 - fogStart); @@ -63,87 +53,10 @@ vec4 applyToneMapping(vec4 color) } #endif -void get_texture_flags() -{ - vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0)); - if (flags.r > 0.5) { - normalTexturePresent = true; - } -} - -vec4 get_normal_map(vec2 uv) -{ - vec4 bump = texture2D(normalTexture, uv).rgba; - bump.xyz = normalize(bump.xyz * 2.0 - 1.0); - return bump; -} - -float find_intersection(vec2 dp, vec2 ds) -{ - float depth = 1.0; - float best_depth = 0.0; - float size = 0.0625; - for (int i = 0; i < 15; i++) { - depth -= size; - float h = texture2D(normalTexture, dp + ds * depth).a; - if (depth <= h) { - best_depth = depth; - break; - } - } - depth = best_depth; - for (int i = 0; i < 4; i++) { - size *= 0.5; - float h = texture2D(normalTexture,dp + ds * depth).a; - if (depth <= h) { - best_depth = depth; - depth += size; - } else { - depth -= size; - } - } - return best_depth; -} - void main(void) { vec3 color; - vec4 bump; vec2 uv = gl_TexCoord[0].st; - bool use_normalmap = false; - get_texture_flags(); - -#ifdef ENABLE_PARALLAX_OCCLUSION - 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) { - 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; - } - } -#endif -#if PARALLAX_OCCLUSION_MODE == 1 - // Relief mapping - if (normalTexturePresent && area_enable_parallax > 0.0) { - vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE; - float dist = find_intersection(uv, ds); - uv += dist * ds; - } -#endif -#endif - -#if USE_NORMALMAPS == 1 - if (normalTexturePresent) { - bump = get_normal_map(uv); - use_normalmap = true; - } -#endif vec4 base = texture2D(baseTexture, uv).rgba; @@ -155,19 +68,7 @@ void main(void) } #endif -#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); - color = (diffuse + 0.1 * specular) * base.rgb; - } else { - color = base.rgb; - } -#else color = base.rgb; -#endif vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0); diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 0d8d0a2a5..56bff09a8 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -18,10 +18,6 @@ varying vec3 vPosition; varying vec3 worldPosition; varying vec3 eyeVec; -varying vec3 lightVec; -varying vec3 tsEyeVec; -varying vec3 tsLightVec; -varying float area_enable_parallax; // Color of the light emitted by the light sources. const vec3 artificialLight = vec3(1.04, 1.04, 1.04); @@ -86,21 +82,9 @@ float snoise(vec3 p) void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; - //TODO: make offset depending on view angle and parallax uv displacement - //thats for textures that doesnt align vertically, like dirt with grass - //gl_TexCoord[0].y += 0.008; - - //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) - area_enable_parallax = 1.0; -#else - area_enable_parallax = 0.0; -#endif - -float disp_x; -float disp_z; + float disp_x; + float disp_z; // OpenGL < 4.3 does not support continued preprocessor lines #if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS) vec4 pos2 = mWorld * gl_Vertex; @@ -148,32 +132,7 @@ float disp_z; vPosition = gl_Position.xyz; - // Don't generate heightmaps when too far from the eye - float dist = distance (vec3(0.0, 0.0, 0.0), vPosition); - if (dist > 150.0) { - area_enable_parallax = 0.0; - } - - vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); - - vec3 normal, tangent, binormal; - normal = normalize(gl_NormalMatrix * gl_Normal); - tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz); - binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz); - - vec3 v; - - lightVec = sunPosition - worldPosition; - v.x = dot(lightVec, tangent); - v.y = dot(lightVec, binormal); - v.z = dot(lightVec, normal); - 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 = normalize (v); // Calculate color. // Red, green and blue components are pre-multiplied with diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl index a8a43e1e2..86d5c1c92 100644 --- a/client/shaders/object_shader/opengl_fragment.glsl +++ b/client/shaders/object_shader/opengl_fragment.glsl @@ -1,6 +1,4 @@ uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D textureFlags; uniform vec4 emissiveColor; uniform vec4 skyBgColor; @@ -12,14 +10,8 @@ varying vec3 vPosition; varying vec3 worldPosition; varying vec3 eyeVec; -varying vec3 lightVec; varying float vIDiff; -bool normalTexturePresent = false; -bool texTileableHorizontal = false; -bool texTileableVertical = false; -bool texSeamless = false; - const float e = 2.718281828459; const float BS = 10.0; const float fogStart = FOG_START; @@ -57,44 +49,10 @@ vec4 applyToneMapping(vec4 color) } #endif -void get_texture_flags() -{ - vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0)); - if (flags.r > 0.5) { - normalTexturePresent = true; - } - if (flags.g > 0.5) { - texTileableHorizontal = true; - } - if (flags.b > 0.5) { - texTileableVertical = true; - } - if (texTileableHorizontal && texTileableVertical) { - texSeamless = true; - } -} - -vec4 get_normal_map(vec2 uv) -{ - vec4 bump = texture2D(normalTexture, uv).rgba; - bump.xyz = normalize(bump.xyz * 2.0 - 1.0); - return bump; -} - void main(void) { vec3 color; - vec4 bump; vec2 uv = gl_TexCoord[0].st; - bool use_normalmap = false; - get_texture_flags(); - -#if USE_NORMALMAPS == 1 - if (normalTexturePresent) { - bump = get_normal_map(uv); - use_normalmap = true; - } -#endif vec4 base = texture2D(baseTexture, uv).rgba; @@ -106,19 +64,7 @@ void main(void) } #endif -#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); - color = (diffuse + 0.1 * specular) * base.rgb; - } else { - color = base.rgb; - } -#else color = base.rgb; -#endif vec4 col = vec4(color.rgb, base.a); diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl index 968a07e22..f8c1cd932 100644 --- a/client/shaders/object_shader/opengl_vertex.glsl +++ b/client/shaders/object_shader/opengl_vertex.glsl @@ -9,7 +9,6 @@ varying vec3 vPosition; varying vec3 worldPosition; varying vec3 eyeVec; -varying vec3 lightVec; varying float vIDiff; const float e = 2.718281828459; @@ -33,10 +32,6 @@ void main(void) vPosition = gl_Position.xyz; vNormal = gl_Normal; worldPosition = (mWorld * gl_Vertex).xyz; - - vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); - - lightVec = sunPosition - worldPosition; eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz; #if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA) diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 1631d564c..d3aaa309c 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -401,35 +401,6 @@ stripping out the file extension: * e.g. `foomod_foothing` -Normalmap Textures ------------------- - -If shaders and bumpmapping or parallax occlusion is enabled, Minetest tries -to load normalmaps. -Those image files have to end with `_normal.png` and start with the same name -as their corresponding texture. -For example a normalmap for `foomod_foothing.png` has to be called -`foomod_foothing_normal.png`. - -The sRGB R, G and B colour values of a normalmap pixel are each directly -mapped from `{0, ..., 255}` to `[-1, 1]` and, taken together, -define the normal vector. -The alpha channel defines the heightmap for parallax occlusion. -To be safe, the alpha values should always be bigger than zero -because the colour values, which define the normal vector, -may be undefined for image formats where colour is discarded in fully -transparent pixels. - -Bumpmapping and parallax occlusion are currently experimental features: - -* Bumpmapping in Minetest happens in an obscure way; there are no light sources - defined in the shaders except the sunlight direction. -* Parallax occlusion with relief-mapping mode does not yet work correctly - together with Minetest's Fastfaces. -* The normalmap files must end with `.png`, so other image files are not - supported. - - Texture modifiers ----------------- @@ -834,7 +805,7 @@ Example (colored grass block): -- Overlay tiles: define them in the same style -- The top and bottom tile does not have overlay overlay_tiles = {"", "", - {name = "default_grass_side.png", tileable_vertical = false}}, + {name = "default_grass_side.png"}}, -- Global color, used in inventory color = "green", -- Palette in the world @@ -1204,7 +1175,7 @@ Look for examples in `games/devtest` or `games/minetest_game`. base cube without affecting them. * The base cube texture tiles are defined as normal, the `plantlike` extension uses the defined special tile, for example: - `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},` + `special_tiles = {{name = "default_papyrus.png"}},` `*_optional` drawtypes need less rendering time if deactivated (always client-side). @@ -7043,13 +7014,8 @@ Tile definition * `"image.png"` * `{name="image.png", animation={Tile Animation definition}}` -* `{name="image.png", backface_culling=bool, tileable_vertical=bool, - tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}` +* `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}` * backface culling enabled by default for most nodes - * tileable flags are info for shaders, how they should treat texture - when displacement mapping is used. - Directions are from the point of view of the tile texture, - not the node it's on. * align style determines whether the texture will be rotated with the node or kept aligned with its surroundings. "user" means that client setting will be used, similar to `glasslike_framed_optional`. diff --git a/src/client/game.cpp b/src/client/game.cpp index 54e0c9f20..309a8e194 100644 --- a/src/client/game.cpp +++ b/src/client/game.cpp @@ -430,8 +430,6 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter CachedPixelShaderSetting<float, 3> m_camera_offset_pixel; CachedPixelShaderSetting<float, 3> m_camera_offset_vertex; CachedPixelShaderSetting<SamplerLayer_t> m_base_texture; - CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture; - CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags; Client *m_client; public: @@ -464,8 +462,6 @@ public: m_camera_offset_pixel("cameraOffset"), m_camera_offset_vertex("cameraOffset"), m_base_texture("baseTexture"), - m_normal_texture("normalTexture"), - m_texture_flags("textureFlags"), m_client(client) { g_settings->registerChangedCallback("enable_fog", settingsCallback, this); @@ -553,12 +549,8 @@ public: m_camera_offset_pixel.set(camera_offset_array, services); m_camera_offset_vertex.set(camera_offset_array, services); - SamplerLayer_t base_tex = 0, - normal_tex = 1, - flags_tex = 2; + SamplerLayer_t base_tex = 0; m_base_texture.set(&base_tex, services); - m_normal_texture.set(&normal_tex, services); - m_texture_flags.set(&flags_tex, services); } }; diff --git a/src/client/mapblock_mesh.cpp b/src/client/mapblock_mesh.cpp index c7790f1e4..6a59fabe3 100644 --- a/src/client/mapblock_mesh.cpp +++ b/src/client/mapblock_mesh.cpp @@ -35,11 +35,9 @@ with this program; if not, write to the Free Software Foundation, Inc., MeshMakeData */ -MeshMakeData::MeshMakeData(Client *client, bool use_shaders, - bool use_tangent_vertices): +MeshMakeData::MeshMakeData(Client *client, bool use_shaders): m_client(client), - m_use_shaders(use_shaders), - m_use_tangent_vertices(use_tangent_vertices) + m_use_shaders(use_shaders) {} void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos) @@ -1016,7 +1014,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): for (auto &m : m_mesh) m = new scene::SMesh(); m_enable_shaders = data->m_use_shaders; - m_use_tangent_vertices = data->m_use_tangent_vertices; m_enable_vbo = g_settings->getBool("enable_vbo"); if (data->m_client->getMinimap()) { @@ -1170,28 +1167,12 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer]; - // Create meshbuffer, add to mesh - if (m_use_tangent_vertices) { - scene::SMeshBufferTangents *buf = - new scene::SMeshBufferTangents(); - buf->Material = material; - buf->Vertices.reallocate(p.vertices.size()); - buf->Indices.reallocate(p.indices.size()); - for (const video::S3DVertex &v: p.vertices) - buf->Vertices.push_back(video::S3DVertexTangents(v.Pos, v.Color, v.TCoords)); - for (u16 i: p.indices) - buf->Indices.push_back(i); - buf->recalculateBoundingBox(); - mesh->addMeshBuffer(buf); - buf->drop(); - } else { - scene::SMeshBuffer *buf = new scene::SMeshBuffer(); - buf->Material = material; - buf->append(&p.vertices[0], p.vertices.size(), - &p.indices[0], p.indices.size()); - mesh->addMeshBuffer(buf); - buf->drop(); - } + scene::SMeshBuffer *buf = new scene::SMeshBuffer(); + buf->Material = material; + buf->append(&p.vertices[0], p.vertices.size(), + &p.indices[0], p.indices.size()); + mesh->addMeshBuffer(buf); + buf->drop(); } /* @@ -1201,12 +1182,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): translateMesh(m_mesh[layer], intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS)); - if (m_use_tangent_vertices) { - scene::IMeshManipulator* meshmanip = - RenderingEngine::get_scene_manager()->getMeshManipulator(); - meshmanip->recalculateTangents(m_mesh[layer], true, false, false); - } - if (m_mesh[layer]) { #if 0 // Usually 1-700 faces and 1-7 materials diff --git a/src/client/mapblock_mesh.h b/src/client/mapblock_mesh.h index f8aed40dc..6a9c00ed5 100644 --- a/src/client/mapblock_mesh.h +++ b/src/client/mapblock_mesh.h @@ -45,10 +45,8 @@ struct MeshMakeData Client *m_client; bool m_use_shaders; - bool m_use_tangent_vertices; - MeshMakeData(Client *client, bool use_shaders, - bool use_tangent_vertices = false); + MeshMakeData(Client *client, bool use_shaders); /* Copy block data manually (to allow optimizations by the caller) @@ -136,7 +134,6 @@ private: IShaderSource *m_shdrsrc; bool m_enable_shaders; - bool m_use_tangent_vertices; bool m_enable_vbo; // Must animate() be called before rendering? diff --git a/src/client/mesh_generator_thread.cpp b/src/client/mesh_generator_thread.cpp index 53b980eeb..c8d1cba26 100644 --- a/src/client/mesh_generator_thread.cpp +++ b/src/client/mesh_generator_thread.cpp @@ -52,9 +52,6 @@ MeshUpdateQueue::MeshUpdateQueue(Client *client): m_client(client) { m_cache_enable_shaders = g_settings->getBool("enable_shaders"); - m_cache_use_tangent_vertices = m_cache_enable_shaders && ( - g_settings->getBool("enable_bumpmapping") || - g_settings->getBool("enable_parallax_occlusion")); m_cache_smooth_lighting = g_settings->getBool("smooth_lighting"); m_meshgen_block_cache_size = g_settings->getS32("meshgen_block_cache_size"); } @@ -207,8 +204,7 @@ CachedMapBlockData* MeshUpdateQueue::getCachedBlock(const v3s16 &p) void MeshUpdateQueue::fillDataFromMapBlockCache(QueuedMeshUpdate *q) { - MeshMakeData *data = new MeshMakeData(m_client, m_cache_enable_shaders, - m_cache_use_tangent_vertices); + MeshMakeData *data = new MeshMakeData(m_client, m_cache_enable_shaders); q->data = data; data->fillBlockDataBegin(q->p); diff --git a/src/client/mesh_generator_thread.h b/src/client/mesh_generator_thread.h index 9a42852a3..f3c5e7da8 100644 --- a/src/client/mesh_generator_thread.h +++ b/src/client/mesh_generator_thread.h @@ -88,7 +88,6 @@ private: // TODO: Add callback to update these when g_settings changes bool m_cache_enable_shaders; - bool m_cache_use_tangent_vertices; bool m_cache_smooth_lighting; int m_meshgen_block_cache_size; diff --git a/src/client/shader.cpp b/src/client/shader.cpp index c5fe5dfe0..e2eeb4ab0 100644 --- a/src/client/shader.cpp +++ b/src/client/shader.cpp @@ -688,35 +688,6 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp shaders_header += itos(drawtype); 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(scale); - shaders_header += "\n"; - shaders_header += "#define PARALLAX_OCCLUSION_BIAS "; - shaders_header += ftos(bias); - shaders_header += "\n"; - shaders_header += "#define PARALLAX_OCCLUSION_ITERATIONS "; - shaders_header += itos(iterations); - shaders_header += "\n"; - } - - shaders_header += "#define USE_NORMALMAPS "; - if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion")) - shaders_header += "1\n"; - else - shaders_header += "0\n"; - if (g_settings->getBool("enable_waving_water")){ shaders_header += "#define ENABLE_WAVING_WATER 1\n"; shaders_header += "#define WATER_WAVE_HEIGHT "; diff --git a/src/client/wieldmesh.cpp b/src/client/wieldmesh.cpp index 285cc38e5..ad583210a 100644 --- a/src/client/wieldmesh.cpp +++ b/src/client/wieldmesh.cpp @@ -305,7 +305,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename, scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors, const ContentFeatures &f) { - MeshMakeData mesh_make_data(client, false, false); + MeshMakeData mesh_make_data(client, false); MeshCollector collector; mesh_make_data.setSmoothLighting(false); MapblockMeshGenerator gen(&mesh_make_data, &collector); diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index 8f5ed3e17..6c7d4be97 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -251,12 +251,6 @@ void set_default_settings(Settings *settings) settings->setDefault("bilinear_filter", "false"); settings->setDefault("trilinear_filter", "false"); settings->setDefault("tone_mapping", "false"); - settings->setDefault("enable_bumpmapping", "false"); - settings->setDefault("enable_parallax_occlusion", "false"); - 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/nodedef.cpp b/src/nodedef.cpp index 3a5934cf3..5c2e5cd09 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -266,9 +266,6 @@ void TextureSettings::readSettings() { connected_glass = g_settings->getBool("connected_glass"); opaque_water = g_settings->getBool("opaque_water"); - bool enable_shaders = g_settings->getBool("enable_shaders"); - bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping"); - bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion"); bool smooth_lighting = g_settings->getBool("smooth_lighting"); enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); enable_minimap = g_settings->getBool("enable_minimap"); @@ -281,8 +278,6 @@ void TextureSettings::readSettings() if (smooth_lighting) enable_mesh_cache = false; - use_normal_texture = enable_shaders && - (enable_bumpmapping || enable_parallax_occlusion); if (leaves_style_str == "fancy") { leaves_style = LEAVES_FANCY; } else if (leaves_style_str == "simple") { @@ -635,10 +630,6 @@ static void fillTileAttribs(ITextureSource *tsrc, TileLayer *layer, if (!tile.world_aligned) layer->scale = 1; - // Normal texture and shader flags texture - if (tsettings.use_normal_texture) { - layer->normal_texture = tsrc->getNormalTexture(tiledef.name); - } layer->flags_texture = tsrc->getShaderFlagsTexture(layer->normal_texture ? true : false); // Material flags diff --git a/src/nodedef.h b/src/nodedef.h index 71c56bda9..66c21cc07 100644 --- a/src/nodedef.h +++ b/src/nodedef.h @@ -158,7 +158,6 @@ public: int node_texture_size; bool opaque_water; bool connected_glass; - bool use_normal_texture; bool enable_mesh_cache; bool enable_minimap; |