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-rw-r--r--client/shaders/wielded_shader/opengl_fragment.glsl127
-rw-r--r--client/shaders/wielded_shader/opengl_vertex.glsl32
-rw-r--r--src/client/camera.cpp2
-rw-r--r--src/client/content_cao.cpp9
-rw-r--r--src/client/wieldmesh.cpp17
-rw-r--r--src/client/wieldmesh.h2
6 files changed, 24 insertions, 165 deletions
diff --git a/client/shaders/wielded_shader/opengl_fragment.glsl b/client/shaders/wielded_shader/opengl_fragment.glsl
deleted file mode 100644
index 546aef71d..000000000
--- a/client/shaders/wielded_shader/opengl_fragment.glsl
+++ /dev/null
@@ -1,127 +0,0 @@
-uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D textureFlags;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-
-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;
-const float fogShadingParameter = 1 / ( 1 - fogStart);
-
-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;
- }
-}
-
-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;
- 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
-
-#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 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);
- col *= gl_Color;
- // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
- // the fog will only be rendered correctly if the last operation before the
- // clamp() is an addition. Else, the clamp() seems to be ignored.
- // E.g. the following won't work:
- // float clarity = clamp(fogShadingParameter
- // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
- // As additions usually come for free following a multiplication, the new formula
- // should be more efficient as well.
- // Note: clarity = (1 - fogginess)
- float clarity = clamp(fogShadingParameter
- - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
- col = mix(skyBgColor, col, clarity);
-
- gl_FragColor = vec4(col.rgb, base.a);
-}
diff --git a/client/shaders/wielded_shader/opengl_vertex.glsl b/client/shaders/wielded_shader/opengl_vertex.glsl
deleted file mode 100644
index 9f05b833a..000000000
--- a/client/shaders/wielded_shader/opengl_vertex.glsl
+++ /dev/null
@@ -1,32 +0,0 @@
-uniform mat4 mWorldViewProj;
-uniform mat4 mWorld;
-
-uniform vec3 eyePosition;
-uniform float animationTimer;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-varying vec3 tsEyeVec;
-varying vec3 tsLightVec;
-
-const float e = 2.718281828459;
-const float BS = 10.0;
-
-void main(void)
-{
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = mWorldViewProj * gl_Vertex;
-
- vPosition = gl_Position.xyz;
- 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;
-
- gl_FrontColor = gl_BackColor = gl_Color;
-}
diff --git a/src/client/camera.cpp b/src/client/camera.cpp
index fb1c3ff56..69bd82a47 100644
--- a/src/client/camera.cpp
+++ b/src/client/camera.cpp
@@ -542,7 +542,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
- m_wieldnode->setColor(player->light_color);
+ m_wieldnode->setNodeLightColor(player->light_color);
// Set render distance
updateViewingRange();
diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp
index 39ea4ab1e..e9e1cebd3 100644
--- a/src/client/content_cao.cpp
+++ b/src/client/content_cao.cpp
@@ -826,11 +826,12 @@ void GenericCAO::setNodeLight(u8 light)
video::SColor color(255, light, light, light);
if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
- // Since these types of visuals are using their own shader
- // they should be handled separately
if (m_wield_meshnode)
- m_wield_meshnode->setColor(color);
- } else if (m_enable_shaders) {
+ m_wield_meshnode->setNodeLightColor(color);
+ return;
+ }
+
+ if (m_enable_shaders) {
scene::ISceneNode *node = getSceneNode();
if (node == nullptr)
diff --git a/src/client/wieldmesh.cpp b/src/client/wieldmesh.cpp
index 2c6807fab..997eb1b5b 100644
--- a/src/client/wieldmesh.cpp
+++ b/src/client/wieldmesh.cpp
@@ -347,7 +347,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
scene::SMesh *mesh = nullptr;
if (m_enable_shaders) {
- u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
+ u32 shader_id = shdrsrc->getShader("object_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
m_material_type = shdrsrc->getShaderInfo(shader_id).material;
}
@@ -471,6 +471,21 @@ void WieldMeshSceneNode::setColor(video::SColor c)
}
}
+void WieldMeshSceneNode::setNodeLightColor(video::SColor color)
+{
+ if (!m_meshnode)
+ return;
+
+ if (m_enable_shaders) {
+ for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
+ video::SMaterial &material = m_meshnode->getMaterial(i);
+ material.EmissiveColor = color;
+ }
+ } else {
+ setColor(color);
+ }
+}
+
void WieldMeshSceneNode::render()
{
// note: if this method is changed to actually do something,
diff --git a/src/client/wieldmesh.h b/src/client/wieldmesh.h
index 7c80a811b..933097230 100644
--- a/src/client/wieldmesh.h
+++ b/src/client/wieldmesh.h
@@ -87,6 +87,8 @@ public:
// Must only be used if the constructor was called with lighting = false
void setColor(video::SColor color);
+ void setNodeLightColor(video::SColor color);
+
scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
virtual void render();