diff options
-rw-r--r-- | client/shaders/nodes_shader/opengl_vertex.glsl | 59 | ||||
-rw-r--r-- | src/client/mapblock_mesh.cpp | 12 |
2 files changed, 64 insertions, 7 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index bbf7b1d65..f56aaefaa 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -46,6 +46,43 @@ float smoothTriangleWave(float x) return smoothCurve(triangleWave(x)) * 2.0 - 1.0; } +#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \ + MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \ + MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER + +// +// Simple, fast noise function. +// See: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83 +// +vec4 perm(vec4 x) +{ + return mod(((x * 34.0) + 1.0) * x, 289.0); +} + +float snoise(vec3 p) +{ + vec3 a = floor(p); + vec3 d = p - a; + d = d * d * (3.0 - 2.0 * d); + + vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); + vec4 k1 = perm(b.xyxy); + vec4 k2 = perm(k1.xyxy + b.zzww); + + vec4 c = k2 + a.zzzz; + vec4 k3 = perm(c); + vec4 k4 = perm(c + 1.0); + + vec4 o1 = fract(k3 * (1.0 / 41.0)); + vec4 o2 = fract(k4 * (1.0 / 41.0)); + + vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); + vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); + + return o4.y * d.y + o4.x * (1.0 - d.y); +} + +#endif void main(void) { @@ -65,7 +102,8 @@ void main(void) float disp_x; float disp_z; -#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS) +#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || \ + (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS) vec4 pos2 = mWorld * gl_Vertex; float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002; disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) + @@ -75,12 +113,22 @@ float disp_z; smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5; #endif + worldPosition = (mWorld * gl_Vertex).xyz; -#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER +#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \ + MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \ + MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER + // Generate waves with Perlin-type noise. + // The constants are calibrated such that they roughly + // correspond to the old sine waves. vec4 pos = gl_Vertex; - pos.y -= 2.0; - float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); - pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; + vec3 wavePos = worldPosition + cameraOffset; + // The waves are slightly compressed along the z-axis to get + // wave-fronts along the x-axis. + wavePos.x /= WATER_WAVE_LENGTH * 3; + wavePos.z /= WATER_WAVE_LENGTH * 2; + wavePos.z += animationTimer * WATER_WAVE_SPEED * 10; + pos.y += (snoise(wavePos) - 1) * WATER_WAVE_HEIGHT * 5; gl_Position = mWorldViewProj * pos; #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES vec4 pos = gl_Vertex; @@ -101,7 +149,6 @@ float disp_z; vPosition = gl_Position.xyz; - worldPosition = (mWorld * gl_Vertex).xyz; // Don't generate heightmaps when too far from the eye float dist = distance (vec3(0.0, 0.0, 0.0), vPosition); diff --git a/src/client/mapblock_mesh.cpp b/src/client/mapblock_mesh.cpp index 2bfaa7a4f..a5bee6b88 100644 --- a/src/client/mapblock_mesh.cpp +++ b/src/client/mapblock_mesh.cpp @@ -795,6 +795,7 @@ static void getTileInfo( v3s16 &p_corrected, v3s16 &face_dir_corrected, u16 *lights, + u8 &waving, TileSpec &tile ) { @@ -842,6 +843,7 @@ static void getTileInfo( getNodeTile(n, p_corrected, face_dir_corrected, data, tile); const ContentFeatures &f = ndef->get(n); + waving = f.waving; tile.emissive_light = f.light_source; // eg. water and glass @@ -876,6 +878,10 @@ static void updateFastFaceRow( const v3s16 &&face_dir, std::vector<FastFace> &dest) { + static thread_local const bool waving_liquids = + g_settings->getBool("enable_shaders") && + g_settings->getBool("enable_waving_water"); + v3s16 p = startpos; u16 continuous_tiles_count = 1; @@ -884,10 +890,11 @@ static void updateFastFaceRow( v3s16 p_corrected; v3s16 face_dir_corrected; u16 lights[4] = {0, 0, 0, 0}; + u8 waving; TileSpec tile; getTileInfo(data, p, face_dir, makes_face, p_corrected, face_dir_corrected, - lights, tile); + lights, waving, tile); // Unroll this variable which has a significant build cost TileSpec next_tile; @@ -910,12 +917,15 @@ static void updateFastFaceRow( getTileInfo(data, p_next, face_dir, next_makes_face, next_p_corrected, next_face_dir_corrected, next_lights, + waving, next_tile); if (next_makes_face == makes_face && next_p_corrected == p_corrected + translate_dir && next_face_dir_corrected == face_dir_corrected && memcmp(next_lights, lights, ARRLEN(lights) * sizeof(u16)) == 0 + // Don't apply fast faces to waving water. + && (waving != 3 || !waving_liquids) && next_tile.isTileable(tile)) { next_is_different = false; continuous_tiles_count++; |