Shaders fixes and cleanup relief mapping code.
This commit is contained in:
parent
75d2cfef5c
commit
8a85e5e58d
|
@ -39,37 +39,21 @@ vec4 get_normal_map(vec2 uv)
|
|||
|
||||
float find_intersection(vec2 dp, vec2 ds)
|
||||
{
|
||||
const int linear_steps = 10;
|
||||
const int binary_steps = 5;
|
||||
const float depth_step = 1.0 / linear_steps;
|
||||
float size = depth_step;
|
||||
const float depth_step = 1.0 / 24.0;
|
||||
float depth = 1.0;
|
||||
float best_depth = 1.0;
|
||||
for (int i = 0 ; i < linear_steps - 1 ; ++i) {
|
||||
vec4 t = texture2D(normalTexture, dp + ds * depth);
|
||||
if (best_depth > 0.05)
|
||||
if (depth >= t.a)
|
||||
best_depth = depth;
|
||||
depth -= size;
|
||||
for (int i = 0 ; i < 24 ; i++) {
|
||||
float h = texture2D(normalTexture, dp + ds * depth).a;
|
||||
if (h >= depth)
|
||||
break;
|
||||
depth -= depth_step;
|
||||
}
|
||||
depth = best_depth - size;
|
||||
for (int i = 0 ; i < binary_steps ; ++i) {
|
||||
size *= 0.5;
|
||||
vec4 t = texture2D(normalTexture, dp + ds * depth);
|
||||
if (depth >= t.a) {
|
||||
best_depth = depth;
|
||||
depth -= 2 * size;
|
||||
}
|
||||
depth += size;
|
||||
}
|
||||
return best_depth;
|
||||
return depth;
|
||||
}
|
||||
|
||||
float find_intersectionRGB(vec2 dp, vec2 ds) {
|
||||
const float iterations = 24.0;
|
||||
const float depth_step = 1.0 / iterations;
|
||||
const float depth_step = 1.0 / 24.0;
|
||||
float depth = 1.0;
|
||||
for (int i = 0 ; i < iterations ; i++) {
|
||||
for (int i = 0 ; i < 24 ; i++) {
|
||||
float h = get_rgb_height(dp + ds * depth);
|
||||
if (h >= depth)
|
||||
break;
|
||||
|
@ -85,40 +69,41 @@ void main (void)
|
|||
vec2 uv = gl_TexCoord[0].st;
|
||||
bool use_normalmap = false;
|
||||
|
||||
#ifdef USE_NORMALMAPS
|
||||
#if USE_NORMALMAPS == 1
|
||||
if (texture2D(useNormalmap,vec2(1.0, 1.0)).r > 0.0) {
|
||||
normalTexturePresent = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_PARALLAX_OCCLUSION
|
||||
vec3 eyeRay = normalize(tsEyeVec);
|
||||
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) {
|
||||
const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
|
||||
const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
|
||||
for(int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
|
||||
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.xy;
|
||||
uv += h * normal.z * eyeRay;
|
||||
}
|
||||
#endif
|
||||
#if PARALLAX_OCCLUSION_MODE == 1
|
||||
// Relief mapping
|
||||
if (normalTexturePresent && area_enable_parallax > 0.0) {
|
||||
vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
|
||||
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
|
||||
float dist = find_intersection(uv, ds);
|
||||
uv += dist * ds;
|
||||
#endif
|
||||
} else if (area_enable_parallax > 0.0) {
|
||||
vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
|
||||
} 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
|
||||
|
||||
#ifdef USE_NORMALMAPS
|
||||
#if USE_NORMALMAPS == 1
|
||||
if (normalTexturePresent) {
|
||||
bump = get_normal_map(uv);
|
||||
use_normalmap = true;
|
||||
|
@ -136,7 +121,7 @@ void main (void)
|
|||
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);
|
||||
bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
|
||||
use_normalmap = true;
|
||||
}
|
||||
|
||||
|
@ -145,9 +130,9 @@ void main (void)
|
|||
#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);
|
||||
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;
|
||||
|
|
|
@ -41,7 +41,7 @@ void main(void)
|
|||
|
||||
//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) && GENERATE_NORMALMAPS)
|
||||
#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
|
||||
area_enable_parallax = 1.0;
|
||||
#else
|
||||
area_enable_parallax = 0.0;
|
||||
|
@ -94,7 +94,7 @@ void main(void)
|
|||
|
||||
// Don't generate heightmaps when too far from the eye
|
||||
float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
|
||||
if (dist > 100.0) {
|
||||
if (dist > 120.0) {
|
||||
area_enable_parallax = 0.0;
|
||||
}
|
||||
|
||||
|
@ -103,7 +103,7 @@ void main(void)
|
|||
vec3 normal, tangent, binormal;
|
||||
normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
|
||||
binormal = normalize(gl_NormalMatrix * -gl_MultiTexCoord2.xyz);
|
||||
binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
|
||||
|
||||
vec3 v;
|
||||
|
||||
|
@ -111,13 +111,13 @@ void main(void)
|
|||
v.x = dot(lightVec, tangent);
|
||||
v.y = dot(lightVec, binormal);
|
||||
v.z = dot(lightVec, normal);
|
||||
tsLightVec = v;
|
||||
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 = v;
|
||||
tsEyeVec = normalize (v);
|
||||
|
||||
vec4 color;
|
||||
float day = gl_Color.r;
|
||||
|
|
|
@ -731,8 +731,11 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
|
|||
shaders_header += "\n";
|
||||
}
|
||||
|
||||
shaders_header += "#define USE_NORMALMAPS ";
|
||||
if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
|
||||
shaders_header += "#define USE_NORMALMAPS\n";
|
||||
shaders_header += "1\n";
|
||||
else
|
||||
shaders_header += "0\n";
|
||||
|
||||
if (g_settings->getBool("enable_waving_water")){
|
||||
shaders_header += "#define ENABLE_WAVING_WATER 1\n";
|
||||
|
|
Loading…
Reference in New Issue