diff options
-rw-r--r-- | client/shaders/test_shader_3/base.txt | 1 | ||||
-rw-r--r-- | client/shaders/test_shader_3/opengl_fragment.glsl | 23 | ||||
-rw-r--r-- | client/shaders/test_shader_3/opengl_vertex.glsl | 51 | ||||
-rw-r--r-- | doc/lua_api.txt | 1 | ||||
-rw-r--r-- | src/mapblock_mesh.cpp | 4 | ||||
-rw-r--r-- | src/nodedef.cpp | 14 | ||||
-rw-r--r-- | src/scriptapi_content.cpp | 5 | ||||
-rw-r--r-- | src/tile.h | 10 |
8 files changed, 98 insertions, 11 deletions
diff --git a/client/shaders/test_shader_3/base.txt b/client/shaders/test_shader_3/base.txt new file mode 100644 index 000000000..1c2647118 --- /dev/null +++ b/client/shaders/test_shader_3/base.txt @@ -0,0 +1 @@ +trans_alphach diff --git a/client/shaders/test_shader_3/opengl_fragment.glsl b/client/shaders/test_shader_3/opengl_fragment.glsl new file mode 100644 index 000000000..78abadcaf --- /dev/null +++ b/client/shaders/test_shader_3/opengl_fragment.glsl @@ -0,0 +1,23 @@ +
+uniform sampler2D myTexture;
+uniform float fogDistance;
+
+varying vec3 vPosition;
+
+void main (void)
+{
+ vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
+ col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
+ col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
+ col = sqrt(col); // Linear -> SRGB
+ float a = col.a; + if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ a = mix(a, 0.0, d);
+ }
+ gl_FragColor = vec4(col.r, col.g, col.b, a);
+}
diff --git a/client/shaders/test_shader_3/opengl_vertex.glsl b/client/shaders/test_shader_3/opengl_vertex.glsl new file mode 100644 index 000000000..2881bad21 --- /dev/null +++ b/client/shaders/test_shader_3/opengl_vertex.glsl @@ -0,0 +1,51 @@ +
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+
+varying vec3 vPosition;
+
+void main(void)
+{
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ vec4 color;
+ //color = vec4(1.0, 1.0, 1.0, 1.0);
+
+ float day = gl_Color.r;
+ float night = gl_Color.g;
+ float light_source = gl_Color.b;
+
+ /*color.r = mix(night, day, dayNightRatio);
+ color.g = color.r;
+ color.b = color.r;*/
+
+ float rg = mix(night, day, dayNightRatio);
+ rg += light_source * 1.0; // Make light sources brighter
+ float b = rg;
+
+ // Moonlight is blue
+ b += (day - night) / 13.0;
+ rg -= (day - night) / 13.0;
+
+ // Emphase blue a bit in darker places
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
+
+ // Artificial light is yellow-ish
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
+
+ color.r = rg;
+ color.g = rg;
+ color.b = b;
+
+ color.a = gl_Color.a;
+
+ gl_FrontColor = gl_BackColor = color;
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+}
diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 531a40b29..42579fda3 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -1649,6 +1649,7 @@ Node definition (register_node) ^ Special textures of node; used rarely (old field name: special_materials) ^ List can be shortened to needed length alpha = 255, + use_texture_alpha = false, -- Use texture's alpha channel post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node paramtype = "none", -- See "Nodes" paramtype2 = "none", -- See "Nodes" diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index f68a79e41..f8a0b5f06 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1099,6 +1099,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): getShader("test_shader_1").material; video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()-> getShader("test_shader_2").material; + video::E_MATERIAL_TYPE shadermat3 = m_gamedef->getShaderSource()-> + getShader("test_shader_3").material; for(u32 i = 0; i < collector.prebuffers.size(); i++) { PreMeshBuffer &p = collector.prebuffers[i]; @@ -1174,7 +1176,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; material.setTexture(0, p.tile.texture.atlas); if(enable_shaders) - p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2); + p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3); else p.tile.applyMaterialOptions(material); diff --git a/src/nodedef.cpp b/src/nodedef.cpp index e2b72333f..e09c1910d 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -658,15 +658,11 @@ public: break; } - u8 material_type = 0; - if(is_liquid){ - if(f->alpha == 255) - material_type = TILE_MATERIAL_LIQUID_OPAQUE; - else - material_type = TILE_MATERIAL_LIQUID_TRANSPARENT; - } else{ - material_type = TILE_MATERIAL_BASIC; - } + u8 material_type; + if (is_liquid) + material_type = (f->alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT; + else + material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA; // Tiles (fill in f->tiles[]) for(u16 j=0; j<6; j++){ diff --git a/src/scriptapi_content.cpp b/src/scriptapi_content.cpp index 3b7ed5179..30fd70349 100644 --- a/src/scriptapi_content.cpp +++ b/src/scriptapi_content.cpp @@ -225,6 +225,11 @@ ContentFeatures read_content_features(lua_State *L, int index) lua_pop(L, 1); f.alpha = getintfield_default(L, index, "alpha", 255); + + bool usealpha = getboolfield_default(L, index, + "use_texture_alpha", false); + if (usealpha) + f.alpha = 0; /* Other stuff */ diff --git a/src/tile.h b/src/tile.h index c5c7f9303..ea5c4be54 100644 --- a/src/tile.h +++ b/src/tile.h @@ -162,6 +162,7 @@ IWritableTextureSource* createTextureSource(IrrlichtDevice *device); enum MaterialType{ TILE_MATERIAL_BASIC, + TILE_MATERIAL_ALPHA, TILE_MATERIAL_LIQUID_TRANSPARENT, TILE_MATERIAL_LIQUID_OPAQUE, }; @@ -222,6 +223,9 @@ struct TileSpec case TILE_MATERIAL_BASIC: material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; break; + case TILE_MATERIAL_ALPHA: + material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + break; case TILE_MATERIAL_LIQUID_TRANSPARENT: material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; break; @@ -233,12 +237,16 @@ struct TileSpec } void applyMaterialOptionsWithShaders(video::SMaterial &material, const video::E_MATERIAL_TYPE &basic, - const video::E_MATERIAL_TYPE &liquid) const + const video::E_MATERIAL_TYPE &liquid, + const video::E_MATERIAL_TYPE &alpha) const { switch(material_type){ case TILE_MATERIAL_BASIC: material.MaterialType = basic; break; + case TILE_MATERIAL_ALPHA: + material.MaterialType = alpha; + break; case TILE_MATERIAL_LIQUID_TRANSPARENT: material.MaterialType = liquid; break; |