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author | hecks <42101236+hecktest@users.noreply.github.com> | 2020-09-14 19:27:25 +0200 |
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committer | GitHub <noreply@github.com> | 2020-09-14 19:27:25 +0200 |
commit | fcff9f291103411af6d8f946fbb275b6fa0583b9 (patch) | |
tree | 60e33f8decb59a4a04265a2563b5bf56a5c1aad5 | |
parent | 3fb1f45301880a3aa901b752af1ecc912efe5915 (diff) | |
download | minetest-fcff9f291103411af6d8f946fbb275b6fa0583b9.tar.gz minetest-fcff9f291103411af6d8f946fbb275b6fa0583b9.tar.bz2 minetest-fcff9f291103411af6d8f946fbb275b6fa0583b9.zip |
Remove "generate normal maps" feature (#10313)
Erase all traces of normal "generation" from fragment shaders
Remove the "feature" from the engine and default config
Remove any leftover documentation of it
-rw-r--r-- | builtin/mainmenu/tab_settings.lua | 22 | ||||
-rw-r--r-- | builtin/settingtypes.txt | 14 | ||||
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 47 | ||||
-rw-r--r-- | client/shaders/object_shader/opengl_fragment.glsl | 31 | ||||
-rw-r--r-- | minetest.conf.example | 17 | ||||
-rw-r--r-- | src/client/shader.cpp | 28 | ||||
-rw-r--r-- | src/defaultsettings.cpp | 3 | ||||
-rw-r--r-- | src/settings_translation_file.cpp | 8 |
8 files changed, 12 insertions, 158 deletions
diff --git a/builtin/mainmenu/tab_settings.lua b/builtin/mainmenu/tab_settings.lua index 02b15c81b..510346f8d 100644 --- a/builtin/mainmenu/tab_settings.lua +++ b/builtin/mainmenu/tab_settings.lua @@ -191,15 +191,13 @@ local function formspec(tabview, name, tabdata) .. dump(core.settings:get_bool("enable_bumpmapping")) .. "]" .. "checkbox[8.25,1;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";" .. dump(core.settings:get_bool("tone_mapping")) .. "]" .. - "checkbox[8.25,1.5;cb_generate_normalmaps;" .. fgettext("Generate Normal Maps") .. ";" - .. dump(core.settings:get_bool("generate_normalmaps")) .. "]" .. - "checkbox[8.25,2;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";" + "checkbox[8.25,1.5;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";" .. dump(core.settings:get_bool("enable_parallax_occlusion")) .. "]" .. - "checkbox[8.25,2.5;cb_waving_water;" .. fgettext("Waving Liquids") .. ";" + "checkbox[8.25,2;cb_waving_water;" .. fgettext("Waving Liquids") .. ";" .. dump(core.settings:get_bool("enable_waving_water")) .. "]" .. - "checkbox[8.25,3;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";" + "checkbox[8.25,2.5;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";" .. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" .. - "checkbox[8.25,3.5;cb_waving_plants;" .. fgettext("Waving Plants") .. ";" + "checkbox[8.25,3;cb_waving_plants;" .. fgettext("Waving Plants") .. ";" .. dump(core.settings:get_bool("enable_waving_plants")) .. "]" else tab_string = tab_string .. @@ -208,14 +206,12 @@ local function formspec(tabview, name, tabdata) "label[8.38,1.2;" .. core.colorize("#888888", fgettext("Tone Mapping")) .. "]" .. "label[8.38,1.7;" .. core.colorize("#888888", - fgettext("Generate Normal Maps")) .. "]" .. - "label[8.38,2.2;" .. core.colorize("#888888", fgettext("Parallax Occlusion")) .. "]" .. - "label[8.38,2.7;" .. core.colorize("#888888", + "label[8.38,2.2;" .. core.colorize("#888888", fgettext("Waving Liquids")) .. "]" .. - "label[8.38,3.2;" .. core.colorize("#888888", + "label[8.38,2.7;" .. core.colorize("#888888", fgettext("Waving Leaves")) .. "]" .. - "label[8.38,3.7;" .. core.colorize("#888888", + "label[8.38,3.2;" .. core.colorize("#888888", fgettext("Waving Plants")) .. "]" end @@ -275,10 +271,6 @@ local function handle_settings_buttons(this, fields, tabname, tabdata) core.settings:set("tone_mapping", fields["cb_tonemapping"]) return true end - if fields["cb_generate_normalmaps"] then - core.settings:set("generate_normalmaps", fields["cb_generate_normalmaps"]) - return true - end if fields["cb_parallax"] then core.settings:set("enable_parallax_occlusion", fields["cb_parallax"]) return true diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt index 39cc22d62..6d9c6f573 100644 --- a/builtin/settingtypes.txt +++ b/builtin/settingtypes.txt @@ -543,22 +543,10 @@ tone_mapping (Filmic tone mapping) bool false [***Bumpmapping] -# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack -# or need to be auto-generated. +# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack. # Requires shaders to be enabled. enable_bumpmapping (Bumpmapping) bool false -# Enables on the fly normalmap generation (Emboss effect). -# Requires bumpmapping to be enabled. -generate_normalmaps (Generate normalmaps) bool false - -# Strength of generated normalmaps. -normalmaps_strength (Normalmaps strength) float 0.6 - -# Defines sampling step of texture. -# A higher value results in smoother normal maps. -normalmaps_smooth (Normalmaps sampling) int 0 0 2 - [***Parallax Occlusion] # Enables parallax occlusion mapping. diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 7213612bd..437b325d3 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -71,16 +71,6 @@ void get_texture_flags() } } -float intensity(vec3 color) -{ - return (color.r + color.g + color.b) / 3.0; -} - -float get_rgb_height(vec2 uv) -{ - return intensity(texture2D(baseTexture, uv).rgb); -} - vec4 get_normal_map(vec2 uv) { vec4 bump = texture2D(normalTexture, uv).rgba; @@ -115,19 +105,6 @@ float find_intersection(vec2 dp, vec2 ds) return best_depth; } -float find_intersectionRGB(vec2 dp, vec2 ds) -{ - const float depth_step = 1.0 / 24.0; - float depth = 1.0; - for (int i = 0 ; i < 24 ; i++) { - float h = get_rgb_height(dp + ds * depth); - if (h >= depth) - break; - depth -= depth_step; - } - return depth; -} - void main(void) { vec3 color; @@ -149,21 +126,17 @@ void main(void) 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 - } 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 +#endif #if USE_NORMALMAPS == 1 if (normalTexturePresent) { @@ -172,22 +145,6 @@ void main(void) } #endif -#if GENERATE_NORMALMAPS == 1 - if (normalTexturePresent == false) { - float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP)); - float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP)); - float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP)); - float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y)); - float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP)); - float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP)); - float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP)); - float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y)); - float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); - float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); - bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0); - use_normalmap = true; - } -#endif vec4 base = texture2D(baseTexture, uv).rgba; #ifdef USE_DISCARD diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl index 2d33ca439..a8a43e1e2 100644 --- a/client/shaders/object_shader/opengl_fragment.glsl +++ b/client/shaders/object_shader/opengl_fragment.glsl @@ -74,20 +74,6 @@ void get_texture_flags() } } -float intensity(vec3 color) -{ - return (color.r + color.g + color.b) / 3.0; -} - -float get_rgb_height(vec2 uv) -{ - if (texSeamless) { - return intensity(texture2D(baseTexture, uv).rgb); - } else { - return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb); - } -} - vec4 get_normal_map(vec2 uv) { vec4 bump = texture2D(normalTexture, uv).rgba; @@ -110,23 +96,6 @@ void main(void) } #endif -#if GENERATE_NORMALMAPS == 1 - if (normalTexturePresent == false) { - float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP)); - float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP)); - float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP)); - float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y)); - float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP)); - float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP)); - float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP)); - float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y)); - float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); - float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); - bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0); - use_normalmap = true; - } -#endif - vec4 base = texture2D(baseTexture, uv).rgba; #ifdef USE_DISCARD diff --git a/minetest.conf.example b/minetest.conf.example index 520125713..6b315b6ea 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -604,26 +604,11 @@ #### Bumpmapping -# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack -# or need to be auto-generated. +# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack. # Requires shaders to be enabled. # type: bool # enable_bumpmapping = false -# Enables on the fly normalmap generation (Emboss effect). -# Requires bumpmapping to be enabled. -# type: bool -# generate_normalmaps = false - -# Strength of generated normalmaps. -# type: float -# normalmaps_strength = 0.6 - -# Defines sampling step of texture. -# A higher value results in smoother normal maps. -# type: int min: 0 max: 2 -# normalmaps_smooth = 0 - #### Parallax Occlusion # Enables parallax occlusion mapping. diff --git a/src/client/shader.cpp b/src/client/shader.cpp index fc0a72319..c5fe5dfe0 100644 --- a/src/client/shader.cpp +++ b/src/client/shader.cpp @@ -688,34 +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("generate_normalmaps")) { - shaders_header += "#define GENERATE_NORMALMAPS 1\n"; - } else { - shaders_header += "#define GENERATE_NORMALMAPS 0\n"; - } - shaders_header += "#define NORMALMAPS_STRENGTH "; - shaders_header += ftos(g_settings->getFloat("normalmaps_strength")); - shaders_header += "\n"; - float sample_step; - int smooth = (int)g_settings->getFloat("normalmaps_smooth"); - switch (smooth){ - case 0: - sample_step = 0.0078125; // 1.0 / 128.0 - break; - case 1: - sample_step = 0.00390625; // 1.0 / 256.0 - break; - case 2: - sample_step = 0.001953125; // 1.0 / 512.0 - break; - default: - sample_step = 0.0078125; - break; - } - shaders_header += "#define SAMPLE_STEP "; - shaders_header += ftos(sample_step); - shaders_header += "\n"; - if (g_settings->getBool("enable_bumpmapping")) shaders_header += "#define ENABLE_BUMPMAPPING\n"; diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index d2115c959..3a0b88dc2 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -253,9 +253,6 @@ void set_default_settings(Settings *settings) settings->setDefault("tone_mapping", "false"); settings->setDefault("enable_bumpmapping", "false"); settings->setDefault("enable_parallax_occlusion", "false"); - settings->setDefault("generate_normalmaps", "false"); - settings->setDefault("normalmaps_strength", "0.6"); - settings->setDefault("normalmaps_smooth", "1"); settings->setDefault("parallax_occlusion_mode", "1"); settings->setDefault("parallax_occlusion_iterations", "4"); settings->setDefault("parallax_occlusion_scale", "0.08"); diff --git a/src/settings_translation_file.cpp b/src/settings_translation_file.cpp index febfbb9d3..0cd772337 100644 --- a/src/settings_translation_file.cpp +++ b/src/settings_translation_file.cpp @@ -242,13 +242,7 @@ fake_function() { gettext("Enables Hable's 'Uncharted 2' filmic tone mapping.\nSimulates the tone curve of photographic film and how this approximates the\nappearance of high dynamic range images. Mid-range contrast is slightly\nenhanced, highlights and shadows are gradually compressed."); gettext("Bumpmapping"); gettext("Bumpmapping"); - gettext("Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack\nor need to be auto-generated.\nRequires shaders to be enabled."); - gettext("Generate normalmaps"); - gettext("Enables on the fly normalmap generation (Emboss effect).\nRequires bumpmapping to be enabled."); - gettext("Normalmaps strength"); - gettext("Strength of generated normalmaps."); - gettext("Normalmaps sampling"); - gettext("Defines sampling step of texture.\nA higher value results in smoother normal maps."); + gettext("Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack.\nRequires shaders to be enabled."); gettext("Parallax Occlusion"); gettext("Parallax occlusion"); gettext("Enables parallax occlusion mapping.\nRequires shaders to be enabled."); |